TEXT:  
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  13th Age Archmage Engine 
  System Reference Document for 13th Age 
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Table of Contents 
  Table of Contents .......................................................................................... 3 
  Legal ......................................................................................................... 6 
  Product Identity .......................................................................................... 6 
  Open Content ............................................................................................ 6 
  Open Game License ..................................................................................... 6 
  13th Age Archmage Engine .............................................................................. 8 
  Revision History .......................................................................................... 8 
  Icons ......................................................................................................... 11 
  Character Rules ............................................................................................ 11 
  Race ...................................................................................................... 11 
  Class ...................................................................................................... 11 
  Abilities .................................................................................................. 11 
  Combat Stats ............................................................................................ 12 
  One Unique Thing ....................................................................................... 13 
  Icon Relationships ...................................................................................... 13 
  Backgrounds & Skill Checks ........................................................................... 16 
  Feats ...................................................................................................... 17 
  Gear ...................................................................................................... 19 
  Races ........................................................................................................ 26 
  Human .................................................................................................... 27 
  Dwarf ..................................................................................................... 27 
  Dark Elf ................................................................................................... 27 
  High Elf ................................................................................................... 28 
  Wood Elf ................................................................................................. 28 
  Gnome .................................................................................................... 28 
  Half-elf ................................................................................................... 29 
  Halfling ................................................................................................... 29 
  Half-orc .................................................................................................. 29 
  Dragonic/Dragonspawn ................................................................................ 30 
  Holy One/Aasimar ...................................................................................... 30 
  Forgeborn/Dwarf-forged ............................................................................... 30 
  Tiefling/Demontouched................................................................................ 30 
  Classes ...................................................................................................... 31 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Class Basics .............................................................................................. 31 
  Barbarian ................................................................................................. 32 
  Bard ....................................................................................................... 39 
  Chaos Mage .............................................................................................. 57 
  Cleric ..................................................................................................... 82 
  Commander .............................................................................................. 97 
  Druid .....................................................................................................114 
  Fighter ...................................................................................................165 
  Monk .....................................................................................................176 
  Necromancer ...........................................................................................199 
  Occultist ................................................................................................228 
  Paladin ..................................................................................................246 
  Ranger ...................................................................................................252 
  Rogue ....................................................................................................264 
  Sorcerer .................................................................................................277 
  Wizard ...................................................................................................295 
  Multiclassing...............................................................................................319 
  Multiclassing Basics ....................................................................................319 
  Key Ability Modifier ...................................................................................322 
  Barbarian Multiclass ...................................................................................323 
  Bard Multiclass .........................................................................................324 
  Chaos Mage Multiclass .................................................................................324 
  Cleric Multiclass ........................................................................................325 
  Commander Multiclass ................................................................................325 
  Druid Multiclass ........................................................................................325 
  Fighter Multiclass ......................................................................................325 
  Monk Multiclass ........................................................................................326 
  Necromancer Multiclass ...............................................................................326 
  Occultist Multiclass ....................................................................................326 
  Paladin Multiclass ......................................................................................326 
  Ranger Multiclass ......................................................................................326 
  Rogue Multiclass .......................................................................................327 
  Sorcerer Multiclass ....................................................................................327 
  Wizard Multiclass ......................................................................................327 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Combat Rules .............................................................................................328 
  Combat Stats ...........................................................................................328 
  Combat Sequence ......................................................................................329 
  Combat Actions ........................................................................................331 
  Special Actions .........................................................................................334 
  Attacks ..................................................................................................335 
  Damage and Healing ...................................................................................336 
  Death and Dying .......................................................................................337 
  Rest and Recharge .....................................................................................338 
  Combat Modifiers ......................................................................................338 
  Special Attacks and Effects ..........................................................................339 
  Running the Game ........................................................................................341 
  Using Icon Relationships ..............................................................................341 
  Environments ...........................................................................................342 
  Building Battles ........................................................................................344 
  Full Heal-ups ...........................................................................................345 
  Leveling Up .............................................................................................346 
  Loot: Treasure Rewards ...............................................................................347 
  Rituals ...................................................................................................348 
  Monsters ...................................................................................................349 
  Monster Rules ..........................................................................................349 
  Monster List .............................................................................................352 
  Monster Key ............................................................................................366 
  Monster Reference .....................................................................................368 
  Monster Creation .......................................................................................673 
  Underkrakens ...........................................................................................677 
  Magic Items ................................................................................................677 
  One-Use Items ..........................................................................................677 
  True Magic Items .......................................................................................680 
  Chakras ..................................................................................................680 
  Magic Item Basics ......................................................................................681 
  Artifacts .................................................................................................682 
  Magic Item Descriptions...............................................................................683 
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Legal 
  The 13th Age Archmage Engine describes the rules of 13th Age, the 13th Age Bestiary, and 13 
  True Ways that you may incorporate, wholly or in part, into a derivative work.  
  In short, we’ll describe the rules and mechanics that we use for 13th Age (Open Content), 
  then you can adopt the ones you like and leave the ones you don’t. Just don’t use any 
  intellectual property that is not specifically part of the 13th Age Archmage Engine (Product 
  Identity). 
  Product Identity 
  The following items are hereby identified as Product Identity, as defined in the Open Game 
  License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, 
  proper names (characters, icons, etc.), dialogue, plots, storylines, locations, characters, 
  artworks, and trade dress. (Elements that have previously been designated as Open Game 
  Content are not included in this declaration.) 
  Open Content 
  Except for material designated as Product Identity (see above), the game mechanics of this 
  Fire Opal Media game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than the material designated as Open 
  Game Content may be reproduced in any form without written permission. 
  Open Game License 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc. ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)"Derivative Material" means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" 
  means the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) "Product Identity" means product and product line 
  names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  designs; and any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) 
  "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" 
  means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this 
  License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a. Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson. 
  13th Age. Copyright 2013, Fire Opal Media; Authors: Rob Heinsoo, Jonathan Tweet, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  13th Age Bestiary. Copyright 2014, Fire Opal Media and Pelgrane Press Ltd; Authors: 
  Ryven Cedyrlle, Rob Heinsoo, Kenneth Hite, Kevin Kulp, ASH LAW, Cal Moore, Steve 
  Townshend, Rob Watkins, Rob Wieland. 
  13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors: Rob Heinsoo, Jonathan 
  Tweet, Robin D. Laws.  
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis Chenault, Mac 
  Golden. 
  13th Age Archmage Engine. Copyright 2013-2016, Fire Opal Media. Author: Chad Dylan 
  Long, based on material by Jonathan Tweet, Rob Heinsoo, Ryven Cedyrlle, Kenneth 
  Hite, Kevin Kulp, ASH LAW, Cal Moore, Steve Townshend, Rob Watkins, and Rob 
  Wieland. 
  13th Age Archmage Engine 
  Copyright 2013-2016, Fire Opal Media. Author: Chad Dylan Long, based on material by 
  Jonathan Tweet, Rob Heinsoo, Ryven Cedyrlle, Kenneth Hite, Kevin Kulp, ASH LAW, Robin D. 
  Laws, Cal Moore, and Steve Townshend. Edited by Cal Moore and Simon Rogers. Cover art by 
  Cougar George. 
  Revision History 
  3.0 
  Additions: 
   
  13 True Ways monsters 
   
  13 True Ways classes 
   
  13 True Ways multiclassing 
   
  13 True Ways magic items 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Artifacts (magic items) 
   
  Targeting clarification 
   
  Monster level-up guidelines, and stat adjustments for monster creation 
   
  Underkraken short intro 
   
  Intellect Assassin 
  Changes: 
   
  Monster List: added 13 True Ways monsters 
   
  Feat Lists: added feat tables for 13 True Ways characters 
   
  Ranger Animal Companion rules 
   
  Level Progression tables of the core classes now have (M) designations 
   
  Useful Magic Items by Class table includes 13 True Ways classes 
   
  Minor changes to sorting of Wands (Magic Items) 
   
  Fixed category for Dire Bear, Hellhound, Ochre Jelly (Monster Reference) 
   
  Fixed capitalization for Couatls (Monster Reference) 
   
  Fixed sizes for Bulette, Jotun Auroch, Volcano Dragon, Elder Swaysong Naga, Elder 
  Sparkscale Naga, Skull of the Beast, Elder Manafang Naga (Monster Reference) 
   
  Fixed names for Fungaloid Creeper, Lammasu Warrior, Remorhaz entries (Monster 
  Reference) 
   
  Fixed role for Winter Beast (Monster Reference) 
   
  Monster List updates… 
  o poddling -> podling 
  o ghoul: humanoid -> undead 
  o slime skull -> slime-skull 
  o kobold dog rider -> kobold dog-rider 
  o hell hound -> hellhound 
  o woven -> the woven 
  o flaming skull: small –> normal 
  o hydra, 5 heads -> hydra, five-headed 
  o hydra, 7 heads -> hydra, seven-headed 
  o warp beast -> warped beast 
  o intellect assassin: spoiler -> blocker 
  o vrock -> vrock (vulture demon) 
  o giant vrock -> giant vrock (vulture demon) 
  o spider mount: large -> normal 
  o sahuagin mutant: 2x -> large 
  o hezrou -> hezrou (toad demon) 
  o bronze golem: wrecker -> blocker 
  o phase spider: wrecker -> spoiler 
  o stone golem: ooze -> construct 
  o glabrezou -> glabrezou (pincer demon) 
  o purple larvae -> purple larva 
  o marble golem: 8 -> 9 
  o great fang cadre (orc) -> great fang cadre 
  o spawn of the master (vampire) -> spawn of the master 
  o marilith -> marilith (serpent demon) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  o balor -> balor (flame demon) 
   
  Minor formatting to feat tables (remove bold A C E). 
  Removals: 
   
  Feat List 
  2.0 
  Additions: 
   
  Bestiary monsters and abilities 
   
  Type column to Monster List 
   
  Chuulish symbiotic items 
   
  Shadow Dragon cursed items 
   
  Handsome cover image 
  Changes: 
   
  Moved creature-specific abilities to those creature headings. 
   
  Removed a reference to 13th Age core book layout. 
   
  Reordered some creatures. 
   
  Changed some instances x2 to 2x. 
   
  Zombie Shuffler entry now has correct type listed. 
   
  Modified legal text for consistency with other media. 
  1.1 
  Additions: 
   
  Newly-Risen Ghoul added to Monster Reference. 
   
  Stats for Zombie Shuffler added. 
   
  Attack for Decrepit Skeleton added. 
   
  Added Domain: Knowledge/Lore to Cleric talents. 
   
  Revision History section added. 
   
  Version number and reference to 13th Age Archmage Engine added to the footer. 
  Changes: 
   
  Moved Invocation of Justice/Vengeance back underneath the Domain: 
  Justice/Vengeance heading (and above the feats). 
  1.0 
  Initial release. 
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Icons 
  The 13th Age Archmage Engine supports the concept of icons. An icon is a powerful NPC (non-
  playable character) that has a strong influence on the world outside of your campaign, yet 
  may indeed aid or oppose your character over the course of your campaign, depending on the 
  relationship your character has with the icon. 
  Icons have their own story, alignment, and personality. The general knowledge and history 
  about them may vary in depth and accuracy; they may be well-known or mysterious. They 
  have their own relationships with other icons, too, which may be friendly, tolerable, or 
  acrimonious. 
  Your character may have relationships with certain icons. This relationship, if it exists, can be 
  positive, conflicted, or negative. See Icon Relationships. 
  Character Rules 
  These rules are for the character you create, your PC (playable character). 
  Race 
  Every character has a race (see Races). Pick one for your character. If you want to make a 
  non-standard race for your character, the rules won’t hinder you. The system is designed to 
  be flexible enough to allow for improvisation. 
  Each race provides a +2 bonus to one of your ability scores. 
  Class 
  Every character has a class (see Classes). Pick one of these too. 
  Each class provides a +2 bonus to one of your ability scores. 
  Abilities 
  Your character can be assigned ability scores in various ways. Here are two ways. 
  Roll ’em 
  Roll 4d6 for each of the six ability scores (Strength, Constitution, Dexterity, Intelligence, 
  Wisdom, and Charisma). Drop the low die in each roll. Put the scores into any order to best fit 
  the character you want to play. 
  Point Buy 
  You get 28 points to buy your abilities using the chart below. 
  Ability Cost 
  18 
  16 
  17 
  13 
  16 
  10 
  15 
  8 
  14 
  6 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  13 
  5 
  12 
  4 
  11 
  3 
  10 
  2 
  9 
  1 
  8 
  0 
  Combat Stats 
  For details on how combat works, see Combat Rules.  
  Although Armor Class, Physical Defense, and Mental Defense are based on a single ability 
  score, the score each defense uses depends on the character. In each case, you look at three 
  ability modifiers and use the middle value (not the highest or the lowest). If two or more 
  modifiers are tied, you use one of those tied scores as the middle score. 
  1st level Hit Points 
  1. Find the base value for your class (6, 7, or 8) in the Starting Stats for 1st Level 
  Characters chart. 
  2. Add your Con modifier to get your “hit point value.” 
  3. Multiply your hit point value by 3 to get your total hit points at 1st level. 
  Armor Class 
  1. Find the base AC value for your class (10 to 16) in the Starting Stats for 1st Level 
  Characters chart. 
  2. Find the middle value among your Con modifier, Dex modifier, and Wis modifier. That 
  value is your AC modifier. 
  3. Add the AC modifier to your base AC value. 
  4. Add +1 at 1st level (and increase by +1 at each additional class level). 
  Physical Defense 
  1. Find the base PD for your class (10 to 12) in the Starting Stats for 1st Level Characters 
  chart. 
  2. Find the middle value among your Str modifier, Con modifier, and Dex modifier. That 
  value is your PD modifier. 
  3. Add the PD modifier to your base PD. 
  4. Add +1 at 1st level (and increase by +1 at each additional class level). 
  Mental Defense 
  1. Find the base MD for your class (10 to 12) in the Starting Stats for 1st Level Characters 
  chart. 
  2. Find the middle value among your Int modifier, Wis modifier, and Cha modifier. That 
  value is your MD modifier. 
  3. Add the MD modifier to your base MD. 
  4. Add +1 at 1st level (and increase by +1 for each class level). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Initiative 
  Your Initiative bonus is a d20 check, not a static value. 
  1. Start with your Dexterity modifier. 
  2. Add +1 at 1st level (and increase by +1 at each additional class level). 
  Recoveries & Recovery Dice 
  Most characters start the game with 8 recoveries. (See Recoveries.) Some classes and talent 
  choices may give you more recoveries. 
  Each class also has a different recovery die, usually a d6, d8, or d10, as specified in the class 
  write-up. When you roll a recovery, you’ll roll a number of recovery dice equal to your level 
  and add your Constitution modifier. 
  Attacks and Powers 
  You calculate attack and damage rolls based on the ability scores favored by your class or by 
  the specific powers you choose within your class. Most classes use one specific ability score 
  for most of their attacks. See Classes for more information. 
  One Unique Thing 
  Your character’s One Unique Thing (their unique) is a special feature invented by you, the 
  player, which sets your character apart from every other hero. It is a unique and special trait 
  to your player, and markedly unusual. The intent is that it provides a special flavor to the 
  campaign and can assist the GM in determining how your character can interact with 
  characters and story in the campaign. 
  Your character’s unique should not provide general practical value in combat. That is not the 
  intent. The intent is to open up story arcs and fun roleplaying opportunities. 
  Icon Relationships 
  Your character’s relationship with icons is an important way to draw him or her into your 
  game world. An icon may have its own champions and heroes (including you) to advance its 
  cause in the game world. 
  Relationship Points 
  At 1st level, each character gets 3 relationship points. Each point represents one d6 to be used 
  when trying to leverage your connection to the icon. (See Using Icon Relationships.) 
  The number of points you invest in a relationship with an icon doesn’t necessarily correlate 
  with the closeness of the connection or the strength of the relationship. It does correlate with 
  the utility of the relationship. It’s not necessarily about how well the icon knows you or how 
  strong the icon feels about you. Instead, the points reflect the chance that your relationship 
  will be helpful to you. 
  The Icons Relationships Master Chart summarizes the likely roleplaying and story-oriented 
  consequences of positive, conflicted, and negative relationships with heroic, ambiguous, and 
  villainous icons. 
  Icon Relationships Master Chart 
  Icon 
  Positive Relationship 
  Conflicted Relationship 
  Negative Relationship 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Heroic 
  Icon 
  Spend 1, 2, or 3 points. 
   
  As far as this icon is concerned, 
  you’re one of the good guys, a 
  white-hat hero. Authorities often 
  help you, and civilians often trust 
  you. On the down side, you may be 
  called on to serve representatives 
  of the icon even when you have 
  other plans. You might also be a 
  target of villainous icons or this 
  heroic icon’s rivals. 
  Spend 1, 2, or 3 points. 
   
  You're probably one of the 
  good guys, but for some reason 
  you're suspect to the icon. 
  Maybe you're a convict who has 
  served his time, or an imperial 
  soldier who was too good and 
  got drummed out of his legion. 
  You have insider knowledge 
  and allies who are in good with 
  the icon, but you also have 
  enemies associated with the 
  icon. 
  Spend 1 point. 
   
  In the icon’s eyes, you're 
  a dissident, opponent, 
  rival, or foe. You may 
  have contacts or inside 
  knowledge that you can 
  use to your advantage, 
  but some form of trouble 
  waits for you wherever 
  this heroic icon has 
  influence. 
  Ambiguous 
  Icon 
  Spend 1, 2, or 3 points. 
   
  Thanks to your relationship with the 
  icon, you are a hero to some, a 
  villain to others, and possibly even 
  a monster to a few. The enemies of 
  your friends may turn out to be 
  your friends, and vice versa. 
  Advantages and complications will 
  come from all sides. 
  Spend 1, 2, or 3 points. 
   
  Your relationship with the icon 
  is complex, an uneven 
  relationship with an icon who's 
  a hero to some and a villain to 
  others. One way or another, 
  you can find help or hostility 
  anywhere. You don’t just live 
  in interesting times—you 
  create them. 
  Spend 1 or 2 points. 
   
  Your enmity with this icon 
  makes you some enemies, 
  but it also makes you 
  some useful friends. You 
  may be a dissenter, 
  unwanted family 
  member, or even a traitor 
  in some way. 
  Villainous 
  Icon 
  Spend 1 point. 
   
  You are able to gain secrets or 
  secretive allies, but your 
  connection to this icon brings 
  trouble from people associated with 
  the heroic icons who oppose the 
  villain. Be prepared to justify why 
  you're not imprisoned, 
  interrogated, or otherwise harassed 
  by the heroic icons and their 
  representatives whenever they 
  encounter you. Or for that matter, 
  by the other PCs. 
   
  Spend 1 or 2 points. 
   
  You mostly work against the 
  icon, but you're also connected 
  to the icon in a way you can't 
  deny. Your connection 
  sometimes gives you special 
  knowledge or contacts, but it 
  also makes you suspect in the 
  eyes of many right-minded 
  would-be heroes. 
  Spend 1 or 2 points. 
   
  You mostly work against 
  the icon, but you're also 
  connected to the icon in a 
  way you can't deny. Your 
  connection sometimes 
  gives you special 
  knowledge or contacts, 
  but it also makes you 
  suspect in the eyes of 
  many right-minded 
  would-be heroes. 
  This chart assumes that you’re playing a heroic character. A villainous character will need to 
  swap the maximums between heroic and villainous icons. 
  Rolling Icon Relationship Dice 
  To check your icon relationship (your relationship with a particular icon), roll a d6 for each 
  point you have in the relationship. This means that you will usually roll 1, 2, or 3 dice. (At 
  epic level, it may be 4.) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  If any die is a 6, you get some meaningful advantage from the relationship without having 
  complications. If two or three dice come up 6, that’s even better. 
  If any die is a 5, your connection to the icon is going to work out as well as a 6 would, but 
  with some unexpected complication. If it’s a good icon, you might be drawn into some 
  obligation. If it’s a villainous icon, you might attract unwanted attention. 
  Rolling 5s when you also rolled 6s should make life both interesting and advantageous! 
  Icons’ Organizations 
  Icons are usually not directly part of the campaign. They rarely make an appearance 
  personally, except perhaps at epic level. Most of the time, interacting with an icon means 
  that you’re actually interacting with his or her lower-level functionaries, acolytes, disciples, 
  bureaucrats, lieutenants, barons, priests, etc. In fact, any level of relationship with an icon 
  can be enough to get you noticed by other people who are connected to that icon. 
  Using Icon Relationships 
  The most straightforward way to use your relationship points is on positive or conflicted 
  connections that generally provide you with outright assistance and useful information. 
  Negative relationships usually provide inside knowledge, special skills, opportunistic allies, 
  and possibly some sort of supernatural advantage against a villain. 
  Often you might find that enemies of your rival see you as an opportunity to strike against 
  that mutual enemy. You might get help, wealth and resources, and even magic items from 
  quite unexpected sources, some of which may not be entirely to your liking. 
  In addition to aid from others, icon relationships provide characters with special knowledge.  
  A negative relationship with a thoroughly villainous icon is more in keeping with the heroic 
  lifestyle, but you should expect that the assistance you get from a negative relationship may 
  end up being more directly confrontational than more conventional conflicted and positive 
  relationships. 
  Changing Relationships 
  When your character achieves champion level (5th), you gain an extra relationship point. Use 
  it to increase an existing relationship by one die or gain a 1-point relationship with a new icon 
  to match your character’s story thus far. You can save the extra relationship die and decide 
  to apply it later. 
  At 5th level, or any time thereafter, you can switch an existing relationship point from one 
  icon to another, including to a new icon. You owe the GM and other players an entertaining 
  explanation of what this big change represents for your character personally, of course. 
  When you reach epic level (8th), you gain another relationship point, which you can use to 
  increase an existing icon relationship by one die, including up to 1 point over maximum. As at 
  5th level, if switching a relationship point from one icon to another makes sense for your 8th 
  level character, go for it. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Backgrounds & Skill Checks 
  Backgrounds represent pieces of your character’s history that contributes to your character’s 
  history as well as their ability to succeed with non-combat skills. 
  Each character has a number of points to allocate to a set of backgrounds. These are broad 
  categories of experience (cat burglar, for example) rather than specific implementations of 
  that experience (climbing and hiding). 
  Backgrounds don’t sync to a specific ability score, though some backgrounds obviously may 
  get used more often with certain ability scores than others. 
  Assigning Background Points 
  Each character gets 8 background points, plus any extra that your class’s talents award. 
  Assign your background points to as many backgrounds as you want, up to your total points. 
  You can assign a maximum of 5 points to a single background (and minimum of 1). 
  Making Skill Checks 
  When you roll a skill check to find out if you succeed at a task or trick, the GM tells you which 
  ability score is being tested. Then you choose the background you think is relevant to gain the 
  points you have in that background as a bonus to the skill check. 
  Most skill checks require you to equal or beat a Difficulty Class (DC), set by the environment 
  you are operating in, to succeed. 
  To make a skill check, use this formula: 
  D20 + relevant ability modifier + level + relevant background points 
  Vs. 
  DC set by the environment 
  You can’t apply multiple backgrounds to the same check; the background with the highest (or 
  tied for highest) bonus applies. 
  Choosing Your Backgrounds 
  Choose backgrounds that help you make sense of your characters past, jobs, and settings. 
  Background and skill use is meant to be about fun in-character methods of attempting to 
  advance the plot. 
  A few possible backgrounds include: acrobat, alchemist, animal trainer, architect, 
  aristocratic noble, assassin, chef, con-woman, goblin exterminator, hunted outlaw, knight 
  errant, magecraft, priest, refugee, scout, shepherd, soldier, spy, temple acolyte, thief, 
  torturer, transformed animal, traveling martial arts pupil, tribal healer, tunnel scout, 
  wandering minstrel, warrior poet, and so on. 
  Choose the Relevant Ability Score 
  For players, the point of this background/skill system is to encourage roleplaying and creative 
  solutions to problems. Not every problem can be solved by your dominant abilities. For the 
  GM, it’s the chance to make all of the ability scores matter at one time or another. 
  
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  Natural 20s and Fumbles with Skill Checks 
  When a PC rolls a natural 20 with a skill check, the GM should feel free to give that character 
  much more success than the player expected. 
  When a PC rolls a 1 with a skill check, the skill check fumbles and fails, perhaps in a 
  particularly bad way. But a failure isn’t always entirely terrible…. 
  Fail Forward! 
  Outside of battle, when failure would tend to slow action down rather than move the action 
  along, instead interpret it as a near-success or event that happens to carry unwanted 
  consequences or side effects. The character probably still fails to achieve the desired goal, 
  but that’s because something happens on the way to the goal rather than because nothing 
  happens. In any case, the story and action still keep moving. 
  Background/Skill Advancement 
  All your skill checks increase by 1 when you level up. If you want even better skill checks, 
  take the Further Backgrounding feat. 
  If you just want to move around the bonuses you already have to show how your character is 
  changing, you can move one background point around among your current backgrounds each 
  time you gain a level, or swap the point into an entirely new background, with the GM’s 
  permission. 
  Feats 
  Characters choose a feat at 1st level, and at every subsequent level. 
  Feats appear in three tiers: adventurer feats, champion feats, and epic feats. Adventurer 
  feats are available to any character between level 1 and level 10. Champion feats are 
  available starting at level 5. Epic feats are available starting at level 8. 
  Feats per Level 
  Level Player Character 
  1 
  1 adventurer 
  2 
  2 adventurer 
  3 
  3 adventurer 
  4 
  4 adventurer 
  5 
  4 adventurer 
  1 champion 
  6 
  4 adventurer  
  2 champion 
  7 
  4 adventurer  
  3 champion 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  8 
  4 adventurer 
  3 champion 
  1 epic  
  9 
  4 adventurer 
  3 champion 
  2 epic 
  10 
  4 adventurer 
  3 champion 
  3 epic 
  Since humans start with an additional feat at 1st level, add one to the number of adventurer 
  feats humans possess all the way up the chart. 
  Most of the feats in the game are attached to specific class talents, attacks, and spells. If a 
  feat is attached to a talent, power, or spell, you must have the talent, power, or spell in 
  order to choose the feat. When there is more than one feat attached to a specific talent or 
  power, you have to choose the lower tier feats before you pick up the higher tier feats. 
  General Feats 
  These are general feats available to any character. A character can’t take a specific feat 
  more than once. A few general feats only have adventurer-tier versions; others also have 
  champion- and epic-tier versions that can be added later in your career. 
  Further Backgrounding 
  Adventurer Tier 
  Add a total of 2 points to backgrounds you already have, or choose 2 points of new 
  backgrounds that make sense for your character. You still can’t go over the 5-point-per-
  background maximum. 
  Champion Tier 
  Add a total of 3 points to backgrounds you already have, or choose 3 points of new 
  backgrounds that make sense for your character. You still can’t go over the 5-point-per-
  background maximum. 
  Epic Tier 
  Add a total of 2 points to backgrounds you already have, or choose 2 points of new 
  backgrounds that make sense for your character. These points can take one of your 
  backgrounds over 5, to a maximum of 7. 
  Improved Initiative 
  Adventurer Tier: Gain a +4 bonus to Initiative checks. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Linguist 
  Adventurer Tier: This feat allows you to speak enough arcana, dwarven, elven, gnomish, 
  gnoll, goblin, orcish, and other standard humanoid languages to comprehend enough of what 
  most other humanoids are saying or screaming during battle. You are not fluent in all these 
  languages, no one will mistake you for a native speaker, and your vocabulary is adventurer-
  centric (heavy on words connected to danger rather than philosophy or emotions). 
  You can also read enough to get by in all these languages. 
  Champion Tier 
  You can speak, read, and write all the humanoid languages fluently. Stranger languages are 
  no problem for you either. If someone is speaking it, you can figure it out. 
  Precise Shot 
  Adventurer Tier: When your ranged attack targets an enemy who is engaged with an ally, you 
  have no chance of hitting that ally. 
  Rapid Reload 
  Adventurer Tier: Reloading a heavy crossbow now takes only a quick action. Reloading a hand 
  or light crossbow is a free action. 
  Reach Tricks 
  Once per battle, tell the GM how you are using your weapon’s reach to perform an 
  unexpected stunt with a reach weapon such as a longspear or halberd. To use the stunt, you 
  must roll a 6+ on a d20. 
  Ritual Casting 
  Adventurer Tier: You can cast any spells you know as rituals. Classes that are already ritual 
  casters (cleric, wizard) don’t need this feat. (See Rituals for ritual casting rules.) 
  Skill Escalation 
  Adventurer Tier: Twice per day, you can add the escalation die to one of your skill checks. 
  Choose after you roll the check. 
  Strong Recovery 
  Adventurer Tier: When you roll recovery dice, reroll one of the dice and use the higher result. 
  At 5th level, reroll two of the dice. At 8th level, reroll three. 
  Toughness 
  Adventurer Tier: You get additional hit points equal to half your baseline class hit points 
  (rounded down). At 5th level, the total hp bonus increases to your baseline hp value. At 8th 
  level, the total hp bonus increases to double your baseline hp value. 
  Gear 
  Every character has a set of gear. Each class lists the type of gear a member of that class 
  normally uses. You can equip non-magical gear as your backgrounds and character history 
  suggest. 
  As a guide to what costs what, use the Equipment Price Guide. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Armor Categories 
  Armor is classified as either light or heavy. 
  Light armor includes: Heavily padded vest, leather armor, studded leather, cured hide. 
  Heavy armor includes: Heavy chainmail, ring armor, scale mail, half-plate, plate armor, most 
  dragonscale armor. 
  Melee Weapon Categories 
  These are the categories of melee weapons: 
   
  Small, one-handed: club, dagger, knife  
   
  Small, two-handed: big club, scythe 
   
  Light/simple, one-handed: hand axe, javelin, mace, shortsword, big knife 
   
  Light/simple, two-handed: spear 
   
  Heavy/martial, one-handed: bastard sword, battleaxe, flail, hammer, longsword, 
  morningstar, scimitar 
   
  Heavy/martial, two-handed: dire flail, greataxe, greatsword, halberd, polearms, 
  heavy warhammer 
  Ranged Weapon Categories 
  Ranged weapons can be reloaded as part of the standard action in which they are used in an 
  attack. Hand and light crossbows require a quick action to reload. Heavy crossbows require a 
  move action to reload. 
  Nearby Targets Only 
   
  Small, thrown: club, dagger, knife  
   
  Small, crossbow: hand crossbow 
  Nearby Targets Okay; Far Away Targets –2 Atk 
   
  Light/simple, thrown: axe, javelin, spear 
  Nearby and Far Away Targets Okay 
   
  Light/simple, crossbow: light crossbow 
   
  Light/simple, bow: shortbow, sling 
   
  Heavy/martial, crossbow: heavy crossbow 
   
  Heavy/martial, bow: longbow 
  Economy 
  One platinum piece (pp) equals 10 gold pieces. One gold piece (gp) equals 10 silver pieces. 
  One silver piece (sp) equals 10 copper pieces (cp). 
  Equipment Price Guide 
  Characters start with armor, weapons, and standard traveling gear; prices are included for 
  reference. 
  Standard Traveling Gear 
  Item 
  Price 
  Flint and tinder box  
  1 sp 
  
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  Money pouch (small) 
  3 sp 
  Pack/traveling satchel 
  1 gp 
  Rain cloak 
  3 sp 
  Road rations (5 days) 
  25 sp 
  Sleeping roll 
  1 sp 
  Water/wine skin or flask 7 sp 
  General Goods 
  Item 
  Price 
  Arrows/bolts/sling bullet 
  1 sp/each 
  Blanket (wool) 
  5 sp 
  Candle 
  1 cp 
  Chain, dwarven forged (10 ft) 
  10 gp 
  Chain, iron (10 ft) 
  5 gp 
  Clothing, simple 
  2 sp 
  Clothing, good 
  1 gp 
  Clothing, expensive 
  10–100gp 
  Clothing, rain cloak (elven) 
  5 gp 
  Crowbar (iron) 
  3 gp 
  Flask (crystal) 
  5 gp 
  Flask (glass) 
  5 sp 
  Flask (pottery) 
  5 cp 
  Grappling hook (iron) 
  1 gp 
  Hammer, small 
  3 sp 
  Holy symbol/implement (adv) 
  10 gp 
  Holy symbol/implement (chp) 
  100 gp 
  Holy symbol/implement (epic) 1000gp 
  Iron spike 
  1 sp 
  Lantern (common) 
  8 sp 
  Lantern (hooded) 
  5 gp 
  
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  Lantern oil (4 hrs) 
  1 sp 
  Magnifying glass 
  25 gp 
  Mirror, large 
  5 gp 
  Mirror, small 
  2 gp 
  Musical instrument (intricate) 
  5–25 gp 
  Musical instrument (simple) 
  1–5 gp 
  Pipeweed (1 use) 
  2 cp 
  Prayer book 
  2 gp 
  Rope, 50 ft elven 
  3 gp 
  Rope, 50 ft good 
  6 sp 
  Rope, 50 ft poor 
  2 sp 
  Spellbook (adventurer) 
  10 gp 
  Spellbook (champion) 
  100 gp 
  Spellbook (epic) 
  1,000 gp 
  Tent, large 
  5 gp 
  Tent, small 
  2 gp 
  Tent, wood elven 
  10 gp 
  Thieves’ tools (adventurer) 
  2 gp 
  Thieves’ tools (champion) 
  20 gp 
  Thieves’ tools (epic) 
  200 gp 
  Torch (1 hr.) 
  1 gp 
  Torch (6 min) 
  1 sp 
  Food/Lodging 
  Item 
  Price 
  Road rations (1 day)  
  5 sp 
  Meal, common 
  1 sp 
  Meal, good 
  3 sp 
  Meal, excellent 
  8 sp 
  Meal, feast (for 5) 
  8 gp 
  
  13th Age Archmage Engine, version 3.0. 
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  Ale/beer, poor (pitcher) 
  2 cp 
  Ale/beer, good (pitcher) 
  6 cp 
  Ale/beer, dwarven (pitcher) 1–3 gp 
  Wine, poor (bottle) 
  4 cp 
  Wine, good (bottle) 
  1 sp 
  Wine, elven (bottle) 
  1–5 gp 
  Inn (per person per day) 
   
  Poor, common room 
  1–3 sp 
  Good, shared room 
  8–14 sp 
  Excellent, private room 
  2–5 gp 
  Suite (sleeps 4 to 8) 
  5–20 gp 
  Mounts (including gear) 
  Item 
  Price 
  Dog, guard 
  10 gp 
  Dog, riding 
  15 gp 
  Donkey/pack mule 
  10 gp 
  Horse, riding 
  20 gp 
  Horse, battle trained 
  80 gp 
  Feed for mount (per day) 2–4 cp 
  Weapons, Melee (average quality) 
  Item 
  Price 
  Battle gauntlets 
  4 gp 
  Battleaxe 
  6 gp 
  Club 
  5 sp 
  Dagger/knife 
  1 gp 
  Double axe 
  12 gp 
  Flail 
  6 gp 
  Greataxe 
  10 gp 
  Greatsword 
  10 gp 
  
  13th Age Archmage Engine, version 3.0. 
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  Handaxe 
  3 gp 
  Longsword 
  7 gp 
  Mace 
  5 gp 
  Maul 
  10 gp 
  Morningstar 
  4 gp 
  Pick 
  4 gp 
  Polearm 
  8 gp 
  Rapier 
  10 gp 
  Sap 
  5 sp 
  Scimitar 
  5 gp 
  Shortsword 
  4 gp 
  Spear 
  2 gp 
  Staff 
  1 gp 
  Trident 
  4 gp 
  Two-bladed sword 15 gp 
  Warhammer 
  7 gp 
  Weapons, Ranged (average quality) 
  Item 
  Price 
  Bow: Longbow 
  14 gp 
  Bow: Shortbow 
  9 gp 
  Crossbow: Hand crossbow 
  8 gp 
  Crossbow: Light crossbow 
  10 gp 
  Crossbow: Heavy crossbow 15 gp 
  Javelin 
  2 gp 
  Net, weighted 
  3 gp 
  Sling 
  2 sp 
  Shuriken 
  7 sp 
  Throwing axe 
  3 gp 
  Throwing hammer 
  3 gp 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Armor (average quality) 
  Item 
  Price 
  Cloth/padded 
  1 gp 
  Leather 
  10 gp 
  Studded leather 
  15 gp 
  Hide 
  10 gp 
  Light chain 
  20 gp 
  Heavy chain/ring 30 gp 
  Scale 
  40 gp 
  Half-plate 
  45 gp 
  Plate 
  50 gp 
  Shield 
  5 gp 
  Services 
  Item 
  Price 
  Bath, with servants 
  1 gp 
  Bodyguard (d) 
  2 gp 
  Carriage/coach, one ride 
  2 sp 
  Carriage/coach 
  2 gp 
  Courier (intercity) 
  5 sp 
  Courier (long distance) 
  5 gp 
  Courier (urchin) 
  5 cp 
  Courtesan 
  1–100 gp 
  Guide, urban (d) 
  1 gp 
  Guide, wilderness (d) 
  5 gp 
  Herald (in city only) 
  1 gp 
  Lantern bearer (in city) (d) 
  5 sp 
  Mercenary, soldier (d) 
  5 gp 
  Mercenary, thug (d) 
  1 gp 
  Moneylender (cost per 100gp) 5 gp 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Oracle/seer/fortune teller 
  5 cp to 100 gp 
  Personal chef (d) 
  1 gp 
  Sage 
  5–50 gp 
  Valet/manual laborer 
  5 cp to 5 gp 
  Cleric (divine spells/rituals) 
  Varies 
  Wizard (arcane spells/rituals) Varies 
  Races 
  The major races included in the 13th Age Archmage Engine include humans, dwarves, elves, 
  gnomes, half-elves, half-orcs, and halflings. Your character need not be limited to these 
  races, however. Minor races, including Dragonic/Dragonspawn, Holy One/Aasimar, 
  Forgeborn/Dwarf-forged, and Tiefling/Demontouched, are also referenced below. 
  Each race is associated with two ability scores, one of which can be chosen for your 
  character’s racial bonus. 
  Race 
  Str Con Dex Int Wis Cha Any 
  Human 
   
   
   
   
   
   
  +2 
  Dwarf 
   
  +2 
   
   
  +2 
   
   
  Dark elf 
   
   
  +2 
   
   
  +2 
   
  High elf 
   
   
   
  +2 
   
  +2 
   
  Wood elf 
   
   
  +2 
   
  +2 
   
   
  Gnome 
   
   
  +2 
  +2 
   
   
   
  Half-elf 
   
  +2 
   
   
   
  +2 
   
  Half-orc 
  +2 
   
  +2 
   
   
   
   
  Halfling 
   
  +2 
  +2 
   
   
   
   
  Dragonic/Dragonspawn 
  +2 
   
   
   
   
  +2 
   
  Holy One/Aasimar 
   
   
   
   
  +2 
  +2 
   
  Forgeborn/Dwarf-forged +2 
  +2 
   
   
   
   
   
  Tiefling/Demontouched 
  +2 
   
   
  +2 
   
   
   
  The character also receives a separate class bonus. These two bonuses must apply to different 
  ability scores. 
  Each race also provides the character a special power that can be used once per battle. (It is 
  regained after a quick rest.) This is called the racial power. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Human 
  Racial Bonus 
  +2 to any ability score. 
  Bonus Feat 
  At 1st level, human PCs start with two feats instead of one. 
  Racial Power 
  Quick to Fight 
  At the start of each battle, roll initiative twice and choose the result you want. 
  Champion Feat 
  If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 
  1 since it’s the start of the battle). 
  Dwarf 
  Racial Bonus 
  +2 Con or +2 Wis 
  Racial Power 
  That’s Your Best Shot? 
  Once per battle as a free action after you have been hit by an enemy attack, you can heal 
  using a recovery. If the escalation die is less than 2, you only get half the usual healing from 
  the recovery. Unlike other recoveries that might allow you to take an average result, you 
  have to roll this one! 
  Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be 
  on your feet to sneer at their attack and recover. 
  Champion Feat 
  If the escalation die is 2+ when you use that’s your best shot, the recovery is free. 
  Dark Elf 
  Racial Bonus 
  +2 Dex or +2 Cha 
  Adventurer Feat (Elf) 
  Heritage of the Sword 
  If you can already use swords that deal d6 and d8 damage without attack penalties, you gain 
  a +2 damage bonus with them. (This bonus doesn’t increase miss damage.) 
  Otherwise, if your class would ordinarily have an attack penalty with such swords, you can 
  now use them without penalties. 
  Racial Power 
  Cruel 
  Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a 
  free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the 
  damage. A critical hit doesn’t double this ongoing damage. 
  Champion Feat 
  Once per day, you can instead use cruel to deal 5 ongoing damage per level against an enemy 
  you miss or that you roll a natural odd attack against. 
  High Elf 
  Racial Bonus 
  +2 Int or +2 Cha 
  Racial Power 
  Highblood Teleport 
  Once per battle as a move action, place yourself in a nearby location you can see. 
  Champion Feat 
  Deal damage equal to twice your level to one enemy engaged with you before or after you 
  teleport. 
  Wood Elf 
  Racial Bonus 
  +2 Dex or +2 Wis 
  Racial Power 
  Elven Grace 
  At the start of each of your turns, roll a die to see if you get an extra standard action. If your 
  roll is equal to or lower than the escalation die, you get an extra standard action that turn. 
  At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size 
  of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12, 
  d20. If you get an extra action after rolling a d20, you can’t get any more extra actions that 
  battle. 
  Champion Feat 
  Once per day, start a battle rolling a d4 for elven grace instead of a d6. 
  Gnome 
  Racial Bonus 
  +2 Dex or +2 Int 
  Small 
  Gnomes have a +2 AC bonus against opportunity attacks. 
  Racial Power 
  Confounding (Racial Power) 
  Once per battle, when you roll a natural 16+ with an attack, you can also daze the target 
  until the end of your next turn. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  Instead of being dazed, the target of your confounding ability is weakened until the end of 
  your next turn. 
  Minor Illusions 
  As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby 
  creatures that fail a normal save notice the smell or sound. Creatures that make the save may 
  notice it but recognize it as not exactly real. 
  Half-elf 
  Racial Bonus 
  +2 Con or +2 Cha 
  Racial Power 
  Surprising 
  Once per battle, subtract one from the natural result of one of your own d20 rolls. 
  Champion Feat 
  You gain an additional use of surprising each battle, but you can only use it to affect a nearby 
  ally’s d20 roll. 
  Halfling 
  Racial Bonus 
  +2 Con or +2 Dex 
  Small 
  Gnomes have a +2 AC bonus against opportunity attacks. 
  Racial Power 
  Evasive 
  Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 
  penalty. 
  Champion Feat 
  The enemy’s reroll takes a –5 penalty instead. 
  Half-orc 
  Racial Bonus 
  +2 Str or +2 Dex 
  Racial Power 
  Lethal 
  Once per battle, reroll a melee attack and use the roll you prefer as the result. 
  Champion Feat 
  If the lethal attack reroll is a natural 16+, you can use lethal again later this battle. 
  
  13th Age Archmage Engine, version 3.0. 
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  Dragonic/Dragonspawn 
  Racial Bonus 
  +2 Str or +2 Cha 
  Racial Power 
  Breath Weapon 
  Once per battle, make a close-quarters breath weapon attack as a quick action using your 
  highest ability score against one nearby enemy’s Physical Defense. On a hit, the attack deals 
  1d6 damage per your level of an energy type that makes sense for your character. 
  Champion Feat 
  Your breath weapon attack targets 1d3 nearby enemies in a group instead. 
  Holy One/Aasimar 
  Racial Bonus 
  +2 Wis or +2 Cha 
  Racial Power 
  Halo 
  Once per battle as a free action during your turn, gain a +2 bonus to all defenses until you are 
  hit by an attack (or until the battle ends). 
  Champion Feat 
  Halo also activates automatically any time you heal using a recovery. 
  Forgeborn/Dwarf-forged 
  Racial Bonus 
  +2 Str or +2 Con 
  Racial Power 
  Never Say Die 
  Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On 
  an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery. 
  Add the recovery hit points to 0 hp to determine your hp total. 
  Champion Feat 
  If you roll a 16+ on your never-say-die save, you gain an additional standard action during 
  your next turn. 
  Tiefling/Demontouched 
  Racial Bonus 
  +2 Str or +2 Int 
  Racial Power 
  Curse of Chaos 
  Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a 
  save, turn their roll into a natural 1 and improvise a further curse that shows how their 
  attempt backfires horribly. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  A curse should have about the same impact as a typical once-per-battle ability. For example, 
  a typical curse might lead to the cursed attacker dealing half damage to themself with their 
  fumbled attack and being dazed until the end of their next turn. The GM may reward 
  storytelling flair and/or limit the suggested effects of the curse. 
  Champion Feat 
  Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use curse of 
  chaos against them without expending it. 
  Classes 
  Class Basics 
  Weapon Damage Progression 
  The basic rule for PC weapon damage is that a character deals 1 die of weapon damage per 
  class level, plus their ability modifier (or double the modifier at 5th level, and triple it at 8th 
  level). See Weapons for more on weapon damage rules. 
  Spell Progression 
  Most of the spells used by characters have higher-level versions. Those versions allow you to 
  choose the spell as a higher-level option if you like, rather than choosing an all-new spell. You 
  do not automatically gain access to the higher-level effects of a spell when you level up just 
  because you have a lower-level version of it.  
  Higher-level spells have higher damage amounts than their lower-level counterparts, but 
  these amounts and effects are not cumulative. Amounts from the highest level spell you have 
  are used. New effects from higher level spells are added to the spell’s original effects. 
  Shifting Choices during an Adventure 
  These are guidelines for allowing PCs to change their chosen spells, powers, talents, and feats 
  during gameplay, subject to how forgiving you and your fellow players are. 
  Talents 
  Talents are a core element of your character. If you’re going to rearrange your talents, 
  something extremely significant needs to have happened in your character’s story, some 
  personal transformation or revelation. It is a sign of character transformation, usually 
  coinciding with shifts in icon relationships. 
  Spells 
  You can change the spells you can cast after each full heal-up. 
  Powers 
  You can reselect your power choices when you gain a level. 
  Feats 
  If you’ve made changes to spells and powers, revise your feats appropriately. If the changes 
  make sense for the character’s story and the GM agrees, play them. 
  Incremental Advances 
  You can gain a higher-level power or spell from an incremental advance. If you opt to raise an 
  existing spell to a higher level, you can replace its lower-level spot with a new lower-level 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  spell. If you swap out lower-level spell for a higher-level spell, you can’t replace a spell or 
  power you have already expended. 
  Starting Stats for 1st Level Characters 
   
  Base 
  HP 
  Usual 
  Base AC* 
  Base Physical 
  Defense 
  Base Mental 
  Defense 
  Background 
  Points 
  Recovery 
  Dice 
  Barbarian 
  7 
  12 
  11 
  10 
  8 
  d10/lvl 
  Bard 
  7 
  12 
  10 
  11 
  8 
  d8/lvl 
  Chaos Mage 
  6 
  10 
  10 
  11 
  8 
  d6/lvl 
  Cleric 
  7 
  14 
  11 
  11 
  8 
  d8/lvl 
  Commander 
  7 
  12 
  10 
  12 
  8 
  d8/lvl 
  Druid** 
  6** 
  10** 
  11 
  11 
  8 
  d6/lvl** 
  Fighter 
  8 
  15 
  10 
  10 
  8 
  d10/lvl 
  Monk 
  7 
  10 
  11 
  11 
  8 
  d8/lvl 
  Necromancer 6 
  10 
  10 
  11 
  8 
  d6/lvl 
  Occultist 
  6 
  11 
  10 
  11 
  8 
  d6/lvl 
  Paladin 
  8 
  16 
  10 
  12 
  8 
  d10/lvl 
  Ranger 
  7 
  14 
  11 
  10 
  8 
  d8/lvl 
  Rogue 
  6 
  12 
  12 
  10 
  8 
  d8/lvl 
  Sorcerer 
  6 
  10 
  11 
  10 
  8 
  d6/lvl 
  Wizard 
  6 
  10 
  10 
  12 
  8 
  d6/lvl 
  *The base AC numbers assume that the PC is in the armor that suits them best; see the class 
  write-ups for details. PCs who know how to fight using a shield get +1 AC when they have a 
  shield in one hand. 
  **Various druid talents will change these stats. 
  Barbarian 
  Ability Scores 
  Barbarians gain a +2 class bonus to Strength or Constitution, as long as it isn’t the same ability 
  you increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: clan champion, caravan outrider, fur trapper, mountain 
  tribeswoman, wasteland survivalist, and gladiator. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Gear 
  Gold Pieces 
  Barbarians may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  12 
  — 
  Heavy 
  13 
  –2 
  Shield 
  +1 
  — 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 club 
  Light or Simple 
  1d6 hand-axe, warclub 
  1d8 spear 
  Heavy or Martial 1d8 longsword, battleaxe 1d10 greatsword, greataxe 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger 
  1d4 (–5 atk) hand crossbow 
  — 
  Light or Simple 
  1d6 javelin, axe, spear 1d6 (–5 atk) light crossbow 
  1d6 shortbow 
  Heavy or Martial — 
  1d8 (–5 atk) heavy crossbow 1d8 longbow 
  Level Progression 
  Barbarian Level 
  Total Hit Points 
  Total Feats 
  Class Talents 
  (M) 
  Level-up Ability 
  Bonuses 
  Damage Bonus from Ability 
  Score 
  Level 1 
  Multiclass 
  (Avg. of both 
  classes) x 3 
  As 1st level 
  PC 
  3 adventurer 
  Not affected 
  Ability modifier 
  Level 1 
  (7 + CON mod) x 3 
  1 adventurer 
  3 adventurer 
   
  ability modifier 
  Level 2 
  (7 + CON mod) x 4 
  2 adventurer 
  3 adventurer 
   
  ability modifier 
  Level 3 
  (7 + CON mod) x 5 
  3 adventurer 
  3 adventurer 
   
  ability modifier 
  Level 4 
  (7 + CON mod) x 6 
  4 adventurer 
  3 adventurer 
  +1 to 3 abilities 
  ability modifier 
  Level 5 
  (7 + CON mod) x 8 
  4 adventurer 
  1 champion 
  3 adventurer 
  1 champion 
   
  2 x ability modifier 
  Level 6 
  (7 + CON mod) x 10 
  4 adventurer 
  2 champion 
  3 adventurer 
  1 champion 
   
  2 x ability modifier 
  Level 7 
  (7 + CON mod) x 12 
  4 adventurer 
  3 adventurer 
  +1 to 3 abilities 
  2 x ability modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  3 champion 
  1 champion 
  Level 8 
  (7 + CON mod) x 16 
  4 adventurer 
  3 champion 
  1 epic 
  3 adventurer 
  1 champion 
  1 epic 
   
  3 x ability modifier 
  Level 9 
  (7 + CON mod) x 20 
  4 adventurer 
  3 champion 
  2 epic 
  3 adventurer 
  1 champion 
  1 epic 
   
  3 x ability modifier 
  Level 10 
  (7 + CON mod) x 24 
  4 adventurer 
  3 champion 
  3 epic 
  3 adventurer 
  1 champion 
  1 epic 
  +1 to 3 abilities 
  3 x ability modifier 
  (M): Indicates columns in which multiclass characters lag one level behind. 
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level 
  dependent. 
  Ability Bonus 
  +2 Strength or Constitution (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (light 
  armor) 
  12 + middle mod of Con/Dex/Wis + Level 
  Armor Class (shield and 
  light armor) 
  13 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  11 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  10 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (7 + Con mod) x Level modifier (see level progression 
  chart) 
  Recoveries 
  (probably) 8 
  Recovery Dice 
  (1d10 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points 
  Talents 
  3 (see level progression chart) 
  Feats 
  1 per Level 
  Basic Attacks 
  Melee attack 
  At-Will 
  Target: One enemy 
  Attack: Strength + Level vs. AC 
  Hit: WEAPON + Strength damage 
  Miss: Damage equal to your level 
  Ranged attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Class Feature 
  All barbarians have the Barbarian Rage class feature. 
  Barbarian Rage 
  Once per day, use a quick action to start raging. A rage lasts until the end of battle, or about 
  5 minutes. 
  While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks 
  instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and 
  your highest attack roll is a hit, the attack is a critical hit! 
  Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier. 
  On a 16+, you can use Barbarian Rage again later in the day. 
  Adventurer Feat 
  Whenever the escalation die is 4+, as a quick action, you can start raging for free. (It doesn’t 
  count against your normal usage.) This rage lasts until the end of the battle, as normal. 
  Champion Feat 
  You can now start raging freely when the escalation die is 3+. 
  Epic Feat 
  You can now start raging freely when the escalation die is 2+. 
  Adventurer Talents 
  Choose three of the following adventurer-tier class talents. You also get an additional 
  barbarian class talent at 5th level and again at 8th level. 
  Barbaric Cleave 
  Once per battle, as a free action, you can make a standard melee attack after having dropped 
  any enemy to 0 hp with a standard melee attack. Mooks do not count for this, unless the 
  mook you dropped was the last of its mook mob. 
  Adventurer Feat 
  You gain a +2 attack bonus with Barbaric Cleave attacks. If the cleave attack hits, you can 
  heal using a recovery. 
  Champion Feat 
  If there is no foe engaged with you to use your Barbaric Cleave attack against, as a free 
  action you can move to a nearby foe before making the attack. 
  Epic Feat 
  While raging, you can use Barbaric Cleave as many times as you like during a battle, but only 
  once per round. 
  Building Frenzy 
  One battle per day, as a free action after you have missed an attack, gain +1d4 damage to 
  each successful melee attack until the end of the battle. For each missed attack following 
  this, add another +1d4 damage, up to a maximum of +4d4 damage. 
  Adventurer Feat 
  Bonus damage dice are now d6s. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  Bonus damage dice are now d10s. 
  Epic Feat 
  You can use Building Frenzy twice a day. 
  Slayer 
  During your turn, when you attack a staggered enemy you were not engaged with at the start 
  of your turn, deal +1d6 damage per level to that creature if you hit. 
  Adventurer Feat 
  You gain a +2 bonus to Slayer attacks. 
  Champion Feat 
  Once per battle, when you miss with a Slayer attack, deal the additional +1d6-per-level 
  damage to the target instead of normal miss damage. 
  Epic Feat 
  Whenever one of your Slayer attacks drops a non-mook enemy to 0 hp, you gain 20 temporary 
  hit points. 
  Strongheart 
  Your recovery dice are d12s instead of d10s. 
  Adventurer Feat 
  Increase your total number of recoveries by 1. 
  Champion Feat 
  You gain +1 PD. When you heal using a recovery, you can roll a save against a save ends 
  effect. 
  Epic Feat 
  Increase your total number of recoveries by 1 (making a total of +2 from this talent). 
  Unstoppable 
  Once per battle, declare you’re using Unstoppable before making a barbarian melee attack. If 
  your attack hits at least one target, you can heal using a recovery. 
  Adventurer Feat 
  The Unstoppable recovery is free. 
  Champion Feat 
  Add double your Constitution modifier to the healing the recovery provides. 
  Epic Feat 
  You can use Unstoppable twice per battle. 
  Whirlwind 
  You can make a Whirlwind attack as the first action of your turn when you are engaged by 
  two or more enemies. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  You take a –4 penalty to your AC and PD until the start of your next turn. Then roll a separate 
  melee attack against each enemy you are engaged with. You deal no miss damage with these 
  attacks. 
  Adventurer Feat 
  You now deal normal miss damage with missed Whirlwind attacks. 
  Champion Feat 
  The penalty to your AC and PD is reduced to –2. In addition, disengage checks you make the 
  same turn as using Whirlwind automatically succeed. 
  Epic Feat 
  You can use Whirlwind anytime during your turn, not just as the first action. 
  Champion Talents 
  At 5th level, you gain an additional barbarian class talent. Choose one of these champion-tier 
  talents or take another adventurer-tier talent. 
  Natural Will 
  One battle per day as a quick action, you gain a +2 bonus to your Mental Defense until the 
  end of the battle. 
  Adventurer Feat 
  You can now use Natural Will in two battles per day. 
  Champion Feat 
  The bonus increases to +4 Mental Defense. 
  Epic Feat 
  You can now use Natural Will as a free action when an enemy attacks you. 
  Violence 
  Once per battle, add a +1d4 bonus to a barbarian melee attack roll after finding out whether 
  you hit or missed. 
  Champion Feat 
  If the attack still misses, deal half damage. 
  Epic Feat 
  The bonus increases to +1d6. 
  Epic Talents 
  At 8th level, you gain an additional barbarian class talent. Choose one of these epic-tier 
  talents, or take another adventurer-tier or champion-tier talent instead. 
  Ancestral Warband 
  One battle per day as a quick action, you can call the spirits of your ancestors to fight 
  alongside you. Your ancestors can’t be hurt or affected by the creatures of this world. 
  At the end of each of your turns, if you are conscious, roll a d6. If you roll less than or equal 
  to the escalation die, a member of your spirit warband strikes from the spirit realm into the 
  world. Make a melee attack against a nearby enemy as if you were making the attack 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  yourself, using any talents, feats, or magic items as you see fit. This attack doesn’t take any 
  of your actions. 
  Epic Feat 
  Your Ancestral Warband spirits are always raging, even if you are not, and continue to fight 
  for a single round while you are unconscious. 
  Relentless 
  While raging, you have resist damage 12+ (when an attack targets you, the attacker must roll 
  a natural 12 or higher on the attack roll or it only deals half damage). 
  Epic Feat 
  Even when not raging, whenever you score a critical hit against an enemy, you have resist 
  damage 12+ until the start of your next turn. 
  Bard 
  Ability Scores 
  Bards gain a +2 class bonus to Dexterity or Charisma, as long as it isn’t the same ability you 
  increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: wandering minstrel, cathedral musician, court jester, 
  mercenary, tavern owner, failed hedge wizard, diplomat, spy, royal taster, caravan guide, 
  smuggler, and battle skald. 
  Gear 
  At 1st level, bards start with non-magical musical instruments, a melee and ranged weapon of 
  their choice, some form of light armor, and any other minor elements of gear their 
  backgrounds suggest. 
  Gold Pieces 
  Bards may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  12 
  — 
  Heavy 
  13 
  –2 
  Shield 
  +1 
  –1 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 club 
  Light or Simple 
  1d6 mace, shortsword 
  1d8 spear 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Heavy or Martial 1d8 longsword, scimitar 1d10 (–2 atk) greatsword, dire flail 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger 
  1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 javelin, axe 1d6 light crossbow 
  1d6 shortbow 
  Heavy or Martial — 
  1d8 (–1 atk) heavy crossbow 1d8 (–2 atk) longbow 
  Level Progression 
  Although not listed on the table, this class gets three talents. It does not gain more at higher 
  levels 
  Bard 
  Level 
  Total Hit 
  Points 
  Total Feats 
  Battle 
  Cries 
  (M) 
  Spells 
  & 
  Songs, 
  1st 
  level 
  (M) 
  Spells 
  & 
  Songs, 
  3rd 
  level 
  (M) 
  Spells 
  & 
  Songs, 
  5th 
  level 
  (M) 
  Spells 
  & 
  Songs, 
  7th 
  level 
  (M) 
  Spells 
  & 
  Songs, 
  9th 
  level 
  (M) 
  Level-up 
  Ability 
  Bonuses 
  Damage 
  Bonus 
  From 
  Ability 
  Score 
  Level 1 
  Multiclass 
  (Avg. of 
  both 
  classes) 
  x 3 
  1 adventurer 
  2 
  2 
  — 
  — 
  — 
  — 
  Not 
  affected 
  ability 
  modifier 
  Level 1 
  (7 + CON 
  mod) x 3 
  1 adventurer 
  2 
  2 
  — 
  — 
  — 
  — 
   
  ability 
  modifier 
  Level 2 
  (7 + CON 
  mod) x 4 
  2 adventurer 
  2, up 
  to 1st 
  level 
  3 
  — 
  — 
  — 
  — 
   
  ability 
  modifier 
  Level 3 
  (7 + CON 
  mod) x 5 
  3 adventurer 
  3, up 
  to 3rd 
  level 
  1 
  2 
  — 
  — 
  — 
   
  ability 
  modifier 
  Level 4 
  (7 + CON 
  mod) x 6 
  4 adventurer 
  3, up 
  to 3rd 
  level 
  — 
  4 
  — 
  — 
  — 
  +1 to 3 
  abilities 
  ability 
  modifier 
  Level 5 
  (7 + CON 
  mod) x 8 
  4 adventurer 
  1 champion 
  3, up 
  to 5th 
  level 
  — 
  3 
  2 
  — 
  — 
   
  2 x ability 
  modifier 
  Level 6 
  (7 + CON 
  mod) x 
  10 
  4 adventurer 
  2 champion 
  4, up 
  to 5th 
  level 
  — 
  — 
  5 
  — 
  — 
   
  2 x ability 
  modifier 
  Level 7 
  (7 + CON 
  mod) x 
  12 
  4 adventurer 
  3 champion 
  4, up 
  to 7th 
  level 
  — 
  — 
  3 
  3 
  — 
  +1 to 3 
  abilities 
  2 x ability 
  modifier 
  Level 8 
  (7 + CON 
  mod) x 
  16 
  4 adventurer 
  3 champion 
  1 epic 
  5, up 
  to 7th 
  level 
  — 
  — 
  — 
  6 
  — 
   
  3 x ability 
  modifier 
  Level 9 
  (7 + CON 
  mod) x 
  20 
  4 adventurer 
  3 champion 
  2 epic 
  5, up 
  to 9th 
  level 
  — 
  — 
  — 
  4 
  3 
   
  3 x ability 
  modifier 
  Level 10 
  (7 + CON 
  mod) x 
  24 
  4 adventurer 
  3 champion 
  3 epic 
  6, up 
  to 9th 
  level 
  — 
  — 
  — 
  — 
  7 
  +1 to 3 
  abilities 
  3 x ability 
  modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  (M): Indicates columns in which multiclass characters lag one level behind 
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level 
  dependent. 
  Ability Bonus 
  +2 Dexterity or Charisma (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  10 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  11 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (7 + Con mod) x Level modifier (see level progression chart) 
  Recoveries 
  8 
  Recovery Dice 
  (1d8 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points 
  Talents 
  3 
  Feats 
  1 per Level 
  Basic Attacks 
  Melee Attack 
  At-Will 
  Target: One enemy 
  Attack: Strength OR Dexterity + Level vs. AC 
  Hit: WEAPON + Strength OR Dexterity damage 
  Miss: Damage equal to your level 
  Ranged Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  Class Features 
  As a bard advances in level, they have three different types of powers to choose in combat: 
  bardic songs, battle cries, and spells. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Bardic Songs 
  Bardic songs last for one or more rounds and end with a final verse that carries a big payoff. 
  Although magical, bardic songs don’t count as spells; they don’t force the bard to suffer 
  opportunity attacks from engaged enemies, and they can’t be canceled by effects that can 
  cancel spells. In fact, bards can cast spells while in the middle of singing a bardic song. 
  Each song specifies what type of action starts it. To sustain it during the next round, it 
  requires an action and a d20 check against its sustain target. If successful, the song can 
  continue with its sustained effect for that round. (The next round will require another sustain 
  check.) If your attempt to sustain a song fails, the song’s final verse effect resolves 
  immediately, and then the song’s power ends. You can start another song on your next round. 
  You don’t have to try to sustain the song at the start of your turn. If you choose not to sustain 
  a song, its effects end immediately and you choose whether to use the song’s final verse 
  effect in the current round or to start a new song. You can’t do both. 
  Some songs have an immediate effect that happens each time you start or sustain the song. 
  Others have effects that continue throughout the entire round. 
  Most songs stop when a bard is knocked unconscious, silenced, or stunned. Having your song 
  stopped this way prevents you from getting the final verse effect. 
  You can only sing one bardic song at a time. If you are singing a song (or spend an action to 
  try to sustain a song), you can’t start another song that round. 
  Bardic songs are loud, and cancel any of stealth effects you may have. 
  Adventurer Feat 
  Your bardic songs don’t stop immediately when you are knocked unconscious, stunned, or 
  silenced. Instead, they continue for one round, giving you the chance to sustain the song on 
  your next turn. 
  Battle Cries 
  Bards use battle cries to encourage, inspire, warn, and magically aid their allies. Battle cries 
  are triggered by flexible melee attacks. The bard makes a melee attack and is able to use a 
  battle cry that corresponds to the attack’s natural result, sometimes whether or not the 
  attack hits. 
  Bonuses provided by battle cries can help a bard’s allies but not the bard. 
  Adventurer Feat 
  You can generate the effect of any 1st or 3rd level battle cry you know as a standard action 
  (instead of making a flexible melee attack to see which battle cry you are able to trigger). 
  This allows you to choose the particular battle cry you want, at the expense of taking your 
  standard action. 
  Spells 
  Bards use arcane spells that function like those of other spell-casting classes. Some spells are 
  daily, some recharge, and others are at-will. 
  Unlike most character classes, bards use two different ability scores for their attacks. Their 
  melee and ranged weapon attacks use Strength or Dexterity, while their spells use Charisma. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Class Talents 
  Choose three of the following class talents. 
  Balladeer 
  At each level, including 1st level, you may learn a great ballad of your choice. Each day you 
  can sing one of these songs to give you a positive relationship with an icon that you would not 
  ordinarily have…as well as increasing a negative relationship with another icon. 
  Song choices for the great ballad are up to the role-player.  
  It takes at least a few rounds to sing a great ballad, so ideally it happens outside of combat. 
  As you sing the ballad, it’s an opportunity to tell the GM what’s special about the story you 
  are telling. 
  Make a Charisma skill check using your best singing or musical background. If you succeed, 
  you gain 2 points of positive relationship with the chosen icon for the rest of the day (until 
  the next full heal-up). The DC depends on the environment: 
  DC 15: Adventurer environment 
  DC 20: Champion environment 
  DC 25: Epic environment 
  You can use these points to roll relationship dice the way you roll your normal icon 
  relationships (see Icon Relationships). If you already have positive or conflicted dice with the 
  icon you’ve sung about, add them to your new bonus dice. If you have negative dice with the 
  icon you’ve sung a ballad to, they can be temporarily overruled by the ballad, but the GM 
  should feel free to interpret any 5s rolled with a heavy hand. 
  When your great ballad magically compliments an icon, another icon should take a hit. As you 
  explain the story of your ballad to the GM, you should account for at least one icon who is 
  being mocked, vilified, or referred to in unflattering terms. You get an equal number of 
  cursed dice for that icon. Cursed dice aren’t like negative relationship dice—they never help 
  you. At the GM’s option, you’ll have to roll these cursed dice at least once and interpret them 
  as possible problems for you: rolls of 1 are a definite problem; rolls of 2 mean there are story 
  complications connected to the temporary enemy icon. 
  Adventurer Feat 
  The first time you use your ballad-created relationship, any 5s you roll become 6s. You also 
  gain a +2 bonus to your Balladeer checks. 
  Champion Feat 
  You can sing two great songs a day. You can’t sing positively about an icon that you’ve 
  already sung about as an enemy earlier in the day. 
  Epic Feat 
  If you are willing to gain an equal number of cursed relationship dice with all of the listed 
  enemies for a song, increase the positive bonus dice you gain from a successful ballad to 3 or 
  4. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Battle Skald 
  You cannot take this talent if you have taken the Spellsinger talent. 
  Increase the number of battle cries you know by one. The bonus battle cry can be from your 
  highest possible level. 
  Adventurer Feat 
  One battle per day, you can use your battle cries to help yourself. 
  Champion Feat 
  When you use a battle cry on yourself, it also helps an ally. 
  Epic Feat 
  Once per battle, reroll an attack that was meant to trigger a battle cry but didn’t. 
  Jack of Spells 
  Choose another spell-casting character class. You can choose one spell from the spell list (but 
  not the talent list) of that class, of your own level or lower, as an extra spell you know how to 
  cast. You can even take its feats up to your tier, if it has any. You may only choose from the 
  spell list—not from talents. 
  This spell is a bonus spell, not included in your bard class count.  
  Adventurer Feat 
  You can use your Charisma as the ability score that provides spell’s attack bonus and damage 
  bonus (if any). Other ability score references remain unchanged. 
  If the spell is a wizard spell, you also gain three cantrips of your choice from the wizard. You 
  can cast them like a wizard who lacks the Cantrip Mastery talent. 
  If you choose a spell from the sorcerer class, you also gain the sorcerer’s dancing lights class 
  feature. 
  Champion Feat 
  Choose a second spell-casting class. Choose another spell from that class as well. 
  Epic Feat 
  Choose a third spell-casting class. Gain a spell from that class also. 
  Loremaster 
  You cannot take this talent if you have taken the Mythkenner talent. 
  Choose two of the following three bonuses: 
   
  Your bardic skills and magic are now based on your Intelligence rather than Charisma. 
  Any time an element of the bard class refers to Charisma, you can replace that 
  element with a reference to Intelligence. 
   
  Take two additional points of backgrounds. You can use these additional points to 
  raise a background that has something to do with history, bardic lore, or magical 
  knowledge up to the usually impossible rating of +6. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Take a single point of relationship with an icon. Add the point to a relationship you 
  already have up to your normal maximum, or start a new one—positive, conflicted, or 
  negative. 
  Mythkenner 
  You cannot take this talent if you have taken the Loremaster talent. 
  Choose two of the following three bonuses: 
  1. Your bardic skills and magic are now based on your Wisdom rather than Charisma. Any 
  time an element of the bard class refers to Charisma, you can replace that element 
  with a reference to Wisdom. 
  2. Take two additional points of backgrounds; you can use these additional points to raise 
  a background that has something to do with religion, mythology, or history up to the 
  usually impossible rating of +6. 
  3. Take a single point of relationship with an icon. Add the point to a relationship you 
  already have up to your normal maximum, or start a new one—positive, conflicted, or 
  negative. 
  Songmaster 
  When you attempt to maintain a bardic song, if you describe it in a fashion that entertains 
  the GM, or at least a couple of the players, you get a bonus of +1 to +3 to maintain the song. 
  This talent is for those that enjoy improvisation. 
  Spellsinger 
  You cannot take this talent if you have taken the Battle Skald talent. 
  You can choose an extra bardic song or bard spell at the highest level you know. 
  Storyteller 
  Once per scene when one of your allies rolls relationship dice for an icon, you can roleplay a 
  one or two sentence story (usually related to the icon, but perhaps otherwise pivotal) that 
  allows them to reroll the relationship check if they don’t like the first result. 
  1st Level Battle Cries 
  Move It! 
  Flexible melee attack 
  Triggering Roll: Natural even roll 
  Effect: Choose either… 
   
  One of your unengaged allies can move as a free action 
   
  One of your engaged allies can make a disengage check as a free action. 
  Adventurer Feat 
  The disengage check gains a +2 bonus. 
  Champion Feat 
  The bonus increases to +5. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  An engaged ally you target with this battle cry can pop free from one enemy as a free action 
  before making the disengage check. 
  Pull It Together! 
  Flexible melee attack 
  Triggering Roll: Natural 11+; use only twice per battle 
  Effect: One nearby ally can heal using a recovery. 
  Adventurer Feat 
  The target adds +1d4 healing per point on the escalation die. 
  Champion Feat 
  The attack can now also trigger on any natural even roll; the extra healing is now +1d6 per 
  point. 
  Epic Feat 
  You can use pull it together three times per battle; the extra healing is now +1d10 per point. 
  Stay Strong! 
  Flexible melee attack 
  Triggering Roll: Natural 16+ 
  Effect: Give a nearby ally a +2 bonus to AC until the start of your next turn. 
  Adventurer Feat 
  Bonus also applies to PD. 
  Champion Feat 
  Bonus also applies to MD. 
  Epic Feat 
  Bonus increases to +4. 
  We Need You! 
  Flexible melee attack 
  Triggering Roll: Natural even hit 
  Effect: A nearby conscious ally can roll a save against a save ends effect. 
  Adventurer Feat 
  The save gains a +1 bonus. 
  Champion Feat 
  The bonus increases to +2. 
  Epic Feat 
  If the escalation die is 3+, two nearby conscious allies (instead of one) can each roll a save 
  (with bonuses). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  1st Level Songs 
  Song of Heroes 
  Bardic song 
  Recharge 11+ after battle 
  Quick action each turn; 11+ to sustain 
  Opening & Sustained Effect: You and your nearby allies gain a +1 attack bonus until the start 
  of your next turn. 
  Final Verse: The effect ends immediately, but one ally of your choice gains a +2 bonus to 
  their next attack roll this battle. 
  3rd level song: The effect also provides a +1 bonus to saves. 
  5th level song: Sustain the song on a 9+. 
  7th level song: Recharge check is now 6+. 
  9th level song: The effect also provides a +1 bonus to Mental Defense. 
  Song of Spilt Blood 
  Bardic song 
  Daily 
  Quick action each turn; 6+ to sustain 
  Opening & Sustained Effect: Any attack against you takes a penalty equal to the number of 
  your allies in the battle who have more hit points than you. 
  Final Verse: The effect ends immediately, and you or one ally of your choice can heal using a 
  recovery. 
  3rd level song: Sustain the song on a 4+. 
  5th level song: Add +5 hp to the recovery. 
  7th level song: Add +10 hp to the recovery. 
  9th level song: Add +15 hp to the recovery. 
  1st Level Spells 
  Battle Chant 
  Ranged spell 
  At-Will 
  Special: When you use battle chant, you can choose any battle cry effect you know as if you 
  were making a basic melee attack, with the battle chant attack roll taking the place of the 
  basic melee attack roll. 
  Target: One nearby enemy 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Attack: Charisma + Level vs. MD 
  Hit: 1d4 + Charisma thunder damage. 
  3rd level spell: 2d4 damage. 
  5th level spell: 4d4 damage. 
  7th level spell: 6d4 damage. 
  9th level spell: 10d4 damage. 
  Adventurer Feat 
  Your battle chant damage dice are now d6s instead of d4s. 
  Champion Feat 
  Once per day, you can expend one of your recoveries to reroll a battle chant attack roll. 
  Epic Feat 
  One battle per day, your battle chant damage dice become d10s. 
  Befuddle 
  Ranged spell 
  Recharge 11+ after battle 
  Target: One nearby creature with 40 hp or fewer 
  Attack: Charisma + Level vs. MD 
  Hit: The target is confused until the end of your next turn. 
  Natural Even Miss: The target is dazed until the end of your next turn. 
  3rd level spell: Target with 64 hp or fewer. 
  5th level spell: Target with 96 hp or fewer. 
  7th level spell: Target with 160 hp or fewer. 
  9th level spell: Target with 266 hp or fewer. 
  Adventurer Feat 
  Recharge check is now 6+. 
  Champion Feat 
  The target of the spell doesn’t have to be nearby, just in line of sight. 
  Epic Feat 
  On a hit, the confusion effect is now save ends. 
  Charm Person 
  Ranged spell 
  Daily 
  Target: One nearby creature with 40 hp or fewer 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Special: This spell cannot be cast during combat or on a target that has rolled initiative to 
  fight. 
  Attack: Charisma + Level vs. MD 
  Hit: The target believes you are their friend until you or your allies take hostile action against 
  them. (Attacking their normal allies is okay.) If you or your allies attack the target or order 
  the target to attack its normal allies, the target can roll a normal save to break the charm 
  effect during its turn each round. 
  Special: On a miss, the spell is not detectible by most others unless you miss by 4+ or roll a 
  natural 1, in which case the target and its allies knows what you tried to do and will usually 
  be angry about it. 
  3rd level spell: Target with 64 hp or fewer. 
  5th level spell: Target with 96 hp or fewer. 
  7th level spell: Target with 160 hp or fewer. 
  9th level spell: Target with 266 hp or fewer. 
  Soundburst 
  Ranged spell 
  Daily 
  Target: 1d4 nearby enemies in a group 
  Attack: Charisma + Level vs. PD 
  Hit: 5d6 + Charisma thunder damage, and the target is dazed until end of your next turn. 
  Miss: Half damage, and deal thunder damage equal to your level to each of your allies 
  engaged with the target. 
  3rd level spell: 6d8 damage. 
  5th level spell: 8d10 damage. 
  7th level spell: 2d6 x 10 damage. 
  9th level spell: 3d6 x 10 damage. 
  Adventurer Feat 
  On a natural even hit, the dazed effect is now save ends. 
  Champion Feat 
  The spell is now recharge 16+ after battle instead of daily. 
  Epic Feat 
  You can now target 1d4 + 1 enemies in a group with the spell. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  3rd Level Battle Cries 
  Hang Tough! 
  Flexible melee attack 
  Triggering Roll: Natural odd roll 
  Effect: Give a nearby ally temporary hit points equal to your Charisma modifier. 
  Adventurer Feat 
  If the ally is staggered, double the temporary hit points. 
  Champion Feat 
  Add your level to the temporary hit points given (add before any doubling). 
  Epic Feat 
  You can choose yourself instead of an ally as the target of the battle cry. 
  It’s All Yours! 
  Flexible melee attack 
  Triggering Roll: Natural even miss 
  Effect: This battle, your next ally to attack the target you missed gains a +2 attack bonus 
  with that attack. 
  Adventurer Feat 
  That ally’s attack also deals +1d6 damage. 
  Champion Feat 
  The damage bonus increases to +3d6. 
  Epic Feat 
  The damage bonus increases to +3d12. 
  Take Heart! 
  Flexible melee attack 
  Triggering Roll: Any hit 
  Effect: Choose a nearby ally. That ally can either roll a save against a save ends effect or roll 
  a normal save against a condition that has a duration that lasts until the end or beginning of a 
  turn. 
  3rd Level Songs 
  Song of Aid 
  Bardic song 
  Daily 
  Quick action each turn; 11+ to sustain 
  Opening & Sustained Effect: You or a nearby ally gains 3d6 temporary hit points. 
  Final Verse: One target that gained temporary hit points can also heal using a recovery. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level song: 5d6 temporary hit points; sustain the song on a 9+. 
  7th level song: 7d6 temporary hit points, and the recovery from the final verse is free. 
  9th level song: 9d8 temporary hit points; sustain the song on a 7+. 
  Song of Thunder 
  Bardic song 
  Daily 
  Standard action each turn; 11+ to sustain 
  Opening & Sustained Effect: Make the following attack against 1d4 + 1 nearby enemies. 
  Attack: Charisma + Level vs. PD 
  Hit: 5d6 + Charisma thunder damage. 
  Miss: — 
  Final Verse: Make the attack again, but this time it deals half damage on a miss. 
  5th level song: 7d6 damage. 
  7th level song: 9d8 damage. 
  9th level song: 10d12 damage. 
  Champion Feat 
  The number of targets increases to 2d4. 
  Epic Feat 
  Two of the targets can now be far away instead of nearby. 
  3rd Level Spells 
  Vicious Mockery 
  Ranged spell 
  Recharge 11+ after battle 
  Target: One nearby enemy 
  Attack: Charisma + Level vs. MD 
  Hit: 6d6 + Charisma psychic damage, and until the end of your next turn, when the target 
  misses with one of its attacks, it takes half the damage its attack would have dealt. 
  Miss: Damage equal to your level. 
  5th level spell: 9d6 damage. 
  7th level spell: 10d8 damage. 
  9th level spell: 2d8 x 10 damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  On a hit, the effect that damages the target when it misses is now save ends. 
  Champion Feat 
  Recharge check is now 6+. 
  Epic Feat 
  A natural even miss does not expend the spell. 
  Wild Heal 
  Ranged spell 
  Daily 
  Targets: Two random nearby allies. Choose the targets randomly from all nearby allies 
  (including you) who are damaged. 
  Effect: Each target can heal using a recovery. 
  5th level spell: Add +5 hp to the recovery. 
  7th level spell: Add +15 hp to the recovery. 
  9th level spell: Add +25 hp to the recovery. 
  Adventurer Feat 
  The spell is now recharge 16+ after battle instead of daily. 
  Champion Feat 
  Add a third random target. 
  Epic Feat 
  The recoveries the targets use are now free. 
  5th Level Battle Cries 
  Stay True! 
  Flexible melee attack 
  Triggering Roll: Natural 16+ if the escalation die is 3+; otherwise natural 20 
  Effect: A nearby ally regains the use of a once-per-battle racial ability that was expended this 
  battle. 
  Victory Is Ours! 
  Flexible melee attack 
  Triggering Roll: Natural 16+ if the escalation die is 5+; otherwise natural 20 
  Effect: A nearby ally can heal using a recovery, and three nearby allies gain a +3d6 damage 
  bonus to their next damage roll this battle. 
  Champion Feat 
  The battle cry can now trigger when the escalation die is 3+ instead of 5+. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  The damage bonus is now +3d12. 
  5th Level Songs 
  Song of Magic 
  Bardic song 
  Daily 
  Quick action each turn; 16+ to sustain 
  Opening & Sustained Effect: Until the start of your next turn, you and your nearby allies who 
  cast spells that are normally expended by being cast can roll a d20 after casting the spell. On 
  a 16+, the spell is not expended. 
  Final Verse: All spells you and your allies cast before the start of your next turn gain a +2 
  attack bonus. 
  7th level song: Gain a bonus to song of magic’s sustain check equal to the escalation 
  die. 
  9th level song: Rolls to retain expended spells gain a bonus equal to the escalation die. 
  5th Level Spells 
  Arrow of Verse 
  Ranged spell 
  Recharge 16+ after battle 
  Target: One nearby enemy 
  Attack: Charisma + Level vs. MD 
  Hit: 8d8 + Charisma psychic damage + Xd6 bonus damage, where X = escalation die. 
  Miss: Xd6 psychic damage, where X = escalation die. 
  7th level spell: 10d10 damage. 
  9th level spell: 2d10 x 10 damage. 
  Champion Feat 
  Recharge check is now 11+. 
  Epic Feat 
  Bonus dice and miss dice are now d12s. 
  Discombobulate 
  Ranged spell 
  Daily 
  Target: One nearby creature with 100 hp or fewer 
  Attack: Charisma + Level vs. MD 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hit: The target is confused until it rolls two successful saves. 
  Miss: The target is dazed until the end of your next turn. 
  7th level spell: Target with 140 hp or fewer. 
  9th level spell: Target with 240 hp or fewer. 
  7th Level Battle Cries 
  They Fall Before Us! 
  Flexible melee attack 
  Special: You can use this battle cry only on your turn. 
  Triggering Roll: Natural 20 
  Effect: A nearby ally can make a basic attack as a free action. 
  Epic Feat 
  The battle cry can now trigger on a natural 19+. 
  7th Level Songs 
  Song of Blood & Legends 
  Bardic song 
  Daily 
  Standard action each turn; 16+ to sustain 
  Opening & Sustained Effect: Each nearby ally who hits at least one enemy with an attack 
  during their turn can heal using a recovery. 
  Final Verse: One nearby ally can make a basic attack as a free action and heal using a 
  recovery if the attack hits at least one target. 
  9th level song: The recovery granted by the final verse attack is free. 
  Song of Victory 
  Bardic song 
  Daily 
  Quick action each turn; 16+ to sustain 
  Opening & Sustained Effect: Each nearby enemy that has fewer hit points than you is dazed 
  until the end of your next turn. 
  Final Verse: Each nearby enemy takes 5d6 + Charisma psychic damage. 
  9th level song: 7d6 damage. 
  7th Level Spells 
  The Overworld Two-Step 
  Close-quarters spell 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Quick action to cast 
  Recharge 16+ after battle 
  Effect: You can swap your position and the positions of all your nearby allies, even if you 
  can’t see them when you cast the spell. Each position presently occupied by you or an ally 
  must end up occupied after the swap, but otherwise you can swap freely. 
  Champion Feat 
  Recharge check is now 11+. 
  Epic Feat 
  You can now also swap the positions of far-away allies you can see, up to a maximum of 9 
  creatures. 
  9th Level Battle Cries 
  The Time Is Now! 
  Flexible melee attack 
  Triggering Roll: Natural 19+ 
  Effect: Choose one nearby ally. That ally can expend a recovery to regain a daily power or 
  spell. 
  Epic Feat 
  The battle cry can now trigger on natural 18+. 
  9th Level Songs 
  Song of Destinies 
  Bardic song 
  Daily 
  Quick action each turn; 11+ to sustain 
  Opening & Sustained Effect: Later this turn, you can add 1 to the natural result of one ally’s 
  d20 roll. Then, afterwards, you can subtract 1 from the natural result of an enemy’s d20 roll. 
  Final Verse: The GM chooses an icon relevant to the situation; you choose the PC who will 
  make an icon relationship check. That player makes the check and joins the GM in a duet of 
  improvisation as to how the icon relationship roll has some impact on the current battle. 
  9th Level Spells 
  Inspire Legends 
  Close-quarters spell 
  Special: Escalation die must be 4+. 
  Daily 
  Targets: You and all nearby allies 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Effect: Each target can roll a d20 for each of its expended daily, recharge, and per battle 
  powers and spells other than inspire legends. If the roll is 11+, the character regains the use 
  of that power or spell. 
  Chaos Mage 
  Ability Scores 
  Chaos Mages gain a +2 class bonus to Intelligence or Charisma, as long as it isn’t the same 
  ability you increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: blossoming witch, jester, fireworks exhibitionist, no-longer-
  frustrated librarian, stirge wrangler, living spell, living dungeon denizen, wandering musician, 
  hero from another world. 
  Gear 
  At 1st level, chaos mages start with adventuring clothes, a simple dagger (or a uniquely weird 
  but similarly powerful weapon befitting to their background), and any other minor (and 
  unusual) elements of gear their backgrounds suggest. 
  Gold Pieces 
  Chaos Mages may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  10 
  — 
  Heavy 
  11 
  –2 
  Shield 
  +1 
  –2 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger, pronged fork 
  1d6 club, staff 
  Light or Simple 
  1d6 (-2 atk) mace, shortsword 
  1d8 (-4 atk) spear 
  Heavy or Martial 1d8 (-5 atk) scimitar, warhammer 1d10 (–6 atk) greatsword 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger, star 
  1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 (-2 atk) javelin 1d6 (-1 atk) light crossbow 
  1d6 (-2 atk) shortbow 
  Heavy or Martial — 
  1d8 (–4 atk) heavy crossbow 1d8 (–5 atk) longbow 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level Progression 
  Chaos Mage 
  Level 
  Total Hit 
  Points 
  Total Feats 
  Daily 
  Spells 
  (M) 
  Once-per-
  Battle 
  Spells (M) 
  Spell Level (M) 
  Level-up 
  Ability Bonuses 
  Damage Bonus 
  From Ability Score 
  Level 1 
  Multiclass 
  (Avg. of both 
  classes) x 3 
  As 1st level 
  PC 
  1 
  1 
  1st level 
  Not affected 
  ability modifier 
  Level 1 
  (6 + CON 
  mod) x 3 
  1 adventurer 
  2 
  1 
  1st level 
  — 
  ability modifier 
  Level 2 
  (6 + CON 
  mod) x 4 
  2 adventurer 
  3 
  1 
  1st level 
  — 
  ability modifier 
  Level 3 
  (6 + CON 
  mod) x 5 
  3 adventurer 
  3 
  1 
  3rd level 
  — 
  ability modifier 
  Level 4 
  (6 + CON 
  mod) x 6 
  4 adventurer 
  4 
  1 
  3rd level 
  +1 to 3 
  abilities 
  ability modifier 
  Level 5 
  (6 + CON 
  mod) x 8 
  4 adventurer 
  1 champion 
  4 
  1 
  5th level 
  — 
  2 x ability 
  modifier 
  Level 6 
  (6 + CON 
  mod) x 10 
  4 adventurer 
  2 champion 
  4 
  2 
  5th level 
  — 
  2 x ability 
  modifier 
  Level 7 
  (6 + CON 
  mod) x 12 
  4 adventurer 
  3 champion 
  4 
  2 
  7th level 
  +1 to 3 
  abilities 
  2 x ability 
  modifier 
  Level 8 
  (6 + CON 
  mod) x 16 
  4 adventurer 
  3 champion 
  1 epic 
  5 
  2 
  7th level 
  — 
  3 x ability 
  modifier 
  Level 9 
  (6 + CON 
  mod) x 20 
  4 adventurer 
  3 champion 
  2 epic 
  5 
  2 
  9th level 
  — 
  3 x ability 
  modifier 
  Level 10 
  (6 + CON 
  mod) x 24 
  4 adventurer 
  3 champion 
  3 epic 
  6 
  2 
  9th level 
  +1 to 3 
  abilities 
  3 x ability 
  modifier 
  (M): Indicates columns in which multiclass characters lag one level behind. 
  Note: Although not listed on the table, this class gets three talents. It does not get more at 
  higher levels. 
  Stats 
  Ability Bonus 
  +2 Intelligence or Charisma (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (heavy armor) 
  10 + middle mod of Con/Dex/Wis + Level 
  Armor Class (shield and heavy 
  armor) 
  10 + middle mod of Str/Con/Dex + Level 
  Physical Defense 
  11 + middle mod of Int/Wis/Cha + Level 
  Mental Defense 
  (6 + Con mod) x Level modifier (see level progression chart) 
  Hit Points 
  8 
  Recoveries 
  (1d6 x Level) + Con mod 
  Recovery Dice 
  8 points, max 5 in any one background 
  Backgrounds 
  3 points (4 at 5th level; 5 at 8th level) 
  
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  Icon Relationships 
  3  
  Talents 
  1 per Level 
  Basic Attacks 
  Melee Attack 
  At-Will 
  Target: One enemy 
  Attack: Strength + Level vs. AC 
  Hit: WEAPON + Strength damage 
  Miss: — 
  Ranged Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  Class Features 
  Chaos mages use arcane implements, such as wands and staffs, to improve their attacks. 
  Unlike wizards and clerics, chaos mages don’t choose the spells they know. Instead, a chaos 
  mage of a given level can access all the spells in a category that are their level or lower. 
  The category of spell you’ll cast on your turn is randomly decided, but you get to decide how 
  many of your resources you’ll use. You have a limited number of daily and once-per-battle 
  spells, so each turn you must decide whether to use one of the powerful spells in the category 
  you’re casting from or whether you’ll stick with an at-will spell. 
  Chaos mages are not allowed to cast rituals. 
  Chaos Magic 
  Chaos magic has three main categories of spells: attack, defense, and iconic. 
  Since the category of magic spells you’ll cast is randomly chosen, you’ll need 6 “stones” 
  (gems, beads, poker chips, or whatever you like) of three different colors—two stones for 
  each color. You’ll also need a bag (or cup) to put them in and draw them from. Put two of 
  each color into the bag, then assign one color to attack, one color to defense, and the last 
  color to iconic. 
  If you’d rather use dice instead of stones in a bag, use a d6; 1-2 is attack, 3-4 is defense, 5-6 
  is iconic. 
  You draw a stone from the bag to determine the next type of spell you’ll be able to cast. You 
  usually do this when you roll initiative at the start of a battle, at the end of your turn (to set 
  
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  up the spell you can cast during your next turn), or as required during your turn if you 
  somehow get an extra standard action. 
  Each stone you draw should be set aside so that each turn you draw from a smaller pool of 
  stones. When there is one stone left in the bag, don’t draw it. Instead, refill the bag with the 
  other six stones and draw. At the end of the battle, refill the bag. 
  If you draw… 
   
  Attack: The next chaos mage spell you cast during the battle must be an attack spell, 
  but you won’t have to choose the spell until your turn. 
   
  Defense: The next chaos mage spell you cast during the battle must be a defense 
  spell, but you won’t have to choose the spell until your turn. 
   
  Iconic: The next chaos mage spell you cast during the battle must be an iconic spell. 
  Immediately roll a die to determine which icon’s spells you’ll have to choose from. For 
  example, if there are 12 icons in your game, assign a number to each icon and roll a 
  d12. You don’t have to choose the specific spell until your turn. 
  Whether you cast an at-will, per-battle, or daily spell, you cast it at the spell level shown on 
  the spell progression table. 
  Adventurer Feat 
  Once per day when you cast an iconic daily or once-per-battle spell from an icon you have at 
  least a one-point relationship with, roll a normal save. If you succeed, you don’t expend that 
  spell, allowing you to cast it again, or another daily/once-per-battle spell. 
  Champion Feat 
  Once per day when you draw an iconic spell, before rolling, choose an icon you have at least 
  a one-point relationship with. The spell you cast next will be from that icon. 
  Epic Feat 
   
  You can use the champion feat power a second time, but only if you choose an icon that you 
  have at least a two-point relationship with. 
  High Weirdness 
  Chaos mages usually display an uncanny weirdness that presents itself through their 
  spellcasting, and sometimes even bleeds through to their general demeanor. This weirdness is 
  represented in game mechanics through the High Weirdness table below. 
  When an enemy scores a critical hit against you, roll high weirdness and consult the table to 
  see what effect applies. If you hate the effect you’re experiencing, you can use a standard 
  action to change it. Unless otherwise specified, the high weirdness effects last until the end 
  of the battle. 
  Unless otherwise specified, the high weirdness effects last until the end of the battle. 
  Adventurer Feat 
  If you have one or more Warp talents, whenever you make a d6 roll for one, also roll for a 
  new high weirdness effect. The new effect replaces the weirdness effect currently active, if 
  any. 
  
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  If you have no Warp talents, roll for a new high weirdness effect whenever you draw an iconic 
  spell. 
  Champion Feat 
  Once per battle when you roll for a high weirdness effect, roll twice and use both results. 
  Reroll duplicate results. 
  Epic Feat 
  One battle per day, each time you roll for a high weirdness effect, roll twice and use both 
  results. Reroll duplicate results. 
  High Weirdness Table 
  d100 High Weirdness Effect 
  1–2 
  You accidentally summon 1d3 wibbles that either attack you or drift off to wreak a 
  small amount of havoc elsewhere in the battle. 
  3–4 
  You’re hit by a pulsing wrinkle in time. You move and speak ever–so–slightly slower 
  than you should until you catch up. There’s no effect this turn, but at the end of 
  your turn, decrease your initiative 2d6 points, to a minimum of 1. 
  5–6 
  Each creature in the battle with temporary hit points loses half of them. 
  7–8 
  You can only speak by asking questions. If you or your character violates this 
  requirement, your character takes 1 damage the first time, 2 damage the second 
  time, and so on. (Have another player keep track.) 
  9–10 
  Your magic items’ quirks take over. If you aren’t doing a good enough job of 
  roleplaying this personality fiasco, the GM and the rest of the players are authorized 
  to suggest (in)appropriate behavior. 
  11 
  You leech personality traits from surrounding spirits, whatever those happen to be. 
  These are only traits, not personality overrides. 
  12 
  You must speak in what you think could be the voice of the last creature your chaos 
  mage attacked. If it doesn’t seem to have a voice, invent one. 
  13 
  Small squeaking rodents erupt from any plausible cover that you go near. There’s no 
  real effect except they’re somewhat noisy and rodents suddenly pop up in 
  unexpected places. 
  14 
  Your (the PC) favorite song begins playing around you magically, getting louder and 
  louder (tell the table what type of song it is, or maybe hum it). It might or might not 
  interfere with bardic songs or monsters that need to be heard properly to get their 
  dirty work done. 
  15 
  Your gender changes. At your discretion, the shift could be permanent when the 
  weirdness ends. Or as permanent as things get for you. 
  16 
  You grow horns or other spikes all over. If you already have horns, then you lose 
  them. Some of the horns, or lack thereof, persist after the weirdness ends. 
  
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  17 
  One of your arms becomes a functional tentacle. It has no mechanical effects, but 
  unless you’re special or lucky it’s probably not a very pretty tentacle. Your option on 
  whether or not it remains after the weirdness ends. 
  18 
  A great gust of wind circles around the battlefield. It probably has no serious effect 
  unless there’s something happening that a great gust of wind could seriously affect. 
  19 
  All creatures leave colored trails behind them as they move, turning the battle scene 
  into a strange glowing artwork. Images fade every ten seconds or so. 
  20 
  Some minor detail of your appearance changes hair color, gaps between teeth, 
  handedness, and so on. The change is permanent–ish. 
  21–
  22 
  Grit, explosive dust, or other debris explodes into the air around you, dealing 1d4 
  damage per tier to each nearby creature. 
  23–
  24 
  There’s tension in the air, or the rumble of distant thunder, or a sense of impending 
  disaster, and the next creature that misses with an attack this battle takes damage 
  equal your Charisma modifier (double your Charisma modifier at 5th level; triple it at 
  8th level). 
  25–
  26 
  Quickly passing auras blur and shake across the battlefield, or cold winds whip 
  through and grow warmer as they pass, or the lights flicker . . . and the creature 
  that has taken the most damage in the battle gains temporary hit points equal to 
  10% of its maximum hit points. 
  27–
  28 
  One random creature in the battle other than you teleports next to and is engaged 
  by one of its random enemies other than you. 
  29–
  30 
  (Global effect) Space seriously twists, affecting the spells and ranged attacks of 
  each creature in the battle creatures that are nearby count as if they were far away, 
  and creatures that are far away count as if they are nearby. 
  31–
  32 
  The first spell you cast this battle has effects (not damage) like a spell two levels 
  higher than it, if possible. 
  33–
  34 
  (Global effect) All normal saves made by creatures in the battle are actually easy 
  saves (6+). 
  35–
  36 
  (Global effect) There’s a blurring at the edge of all things. No creature can intercept 
  another. Disengage attempts automatically succeed. 
  37–
  38 
  (Global effect) The champions shall inherit the dirt! Until the end of your next turn, 
  saves that fail count as if they succeed, and saves that succeed count as if they fail! 
  39–
  40 
  Roll the escalation die and use the new result. 
  41–
  42 
  (Global effect) Each creature in the battle taking ongoing damage immediately takes 
  that damage. Then all ongoing damage effects end. 
  
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  43–
  44 
  (Global effect) Each creature that makes an attack targeting PD targets MD instead. 
  Attacks against MD target PD instead. 
  45–
  46 
  Your shadow detaches and flits around you. Until the weirdness ends, you gain a +2 
  attack bonus but take a –2 penalty to saves. Your personality may or may not be 
  affected. It’s up to you. 
  47–
  48 
  Choose yourself or one ally with temporary hit points and double those temporary 
  hit points. 
  49–
  50 
  There’s a large magical special effect of your choice (non-mechanical), and each 
  creature in the battle ignores all resistances. 
  51–
  55 
  You gain an additional quick action during each of your turns while this weirdness is 
  in effect. 
  56–
  60 
  When one of your allies casts an arcane spell this battle, the spell gains a small 
  bonus effect chosen by the GM (something that suits the spell and the story). 
  61–
  65 
  You and your allies gain small halos, or celestial light pours in, or a subtle glow 
  illuminates each countenance. When one of your allies casts a divine spell this 
  battle, it gains a small bonus effect chosen by the GM, something that suits the spell 
  and the story. 
  66–
  70 
  Your features shift and settle into a temporary new pattern. You gain a random 
  racial ability until the end of your next turn. Ignore results that duplicate a racial 
  ability you already have. Roll a d8. 1: dwarf’s that’s your best shot; 2: dark elf’s 
  cruel; 3: high elf’s highblood teleport; 4: gnome’s confounding; 5: half–elf’s 
  surprising; 6: halfling’s evasive; 7: holy one’s halo; 8: tieflings’s curse of chaos. 
  71–
  75 
  If one of your allies is at 0 hit points or below, that ally can roll a free death save 
  that won’t count against their missed death save total. 
  76–
  80 
  Choose one creature (including you) that has already rallied this battle. It can rally 
  again this battle (using the same action it normally would) as if it hadn’t already 
  rallied (no roll if the first use). 
  81–
  85 
  Your presence blurs through space, spirit, and time, and you can fight in spirit on 
  your turn (see Combat Rules, Special Action) in addition to taking your normal turn. 
  86–
  90 
  You shift, you waver, or you go transparent. You don’t take any miss damage while 
  this weirdness is affecting you. 
  91–
  95 
  The magic items in the area all start talking at once. You or one ally of your choice 
  can roll to recharge one magic item (affected creature’s choice). 
  96–
  97 
  Something related to your one unique thing goes very right for you. This is on you 
  and the GM to work out together. The GM has the final say, though. 
  98 
  If you and your allies flee RIGHT NOW, you don’t take a campaign loss for your 
  discretion. This may take some explaining. It’s all about the chaos magic. 
  
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  99 
  Roll twice more on this table. If you wish you can ignore one of the rolled results but 
  must stick with the other. If you roll the same result twice, you get that weirdness 
  just once. 
  100 
  You gain an extra standard action during the next turn after this weirdness goes into 
  effect. 
  Class Talents 
  Choose three of the following class talents. 
  Warp Talents 
  There are three separate Warp talents that you may choose from. They provide random 
  powers or features that surface unpredictably during battles (and perhaps during non-combat 
  moments of high tension). 
  If a warp talent gives you access to a spell from another class, associate it with chaos magic’s 
  attack category or defense category. You can then cast it if that spell type comes up for you. 
  Attacking Warp 
  Your magic provides you with a random warp effect when the next spell you cast will be an 
  attack spell. This talent works best for chaos mages with a high Dexterity. 
  When your random spell choice indicates an attack spell, roll a d6 to determine the effect 
  you’ll gain from the elemental warp. Even though you can’t cast the spell until your next 
  turn, the warp effect applies now. 
  d6 
  Effect 
  1 
  Air: You gain flight until the end of your next turn. 
  2 
  Earth: Until the end of your next turn, each enemy that misses you with a melee 
  attack is stuck until the end of its next turn. 
  3 
  Fire: Until the end of your next turn, you can pop free from staggered enemies 
  as a quick action. 
  4 
  Water: You gain a bonus to disengage checks until the end of your next turn 
  equal to your Dexterity modifier 
  5 
  Metal: Until the end of your next turn, when an enemy disengages from you, it 
  takes damage equal to your Dexterity modifier (double your Dexterity modifier at 
  5th level; triple it at 8th level). 
  6 
  Void: During your next turn, you can use a move action to teleport to a nearby 
  location you can see. 
  Adventurer Feat 
  When you roll a successful disengage check, you gain temporary hit points equal to your 
  Dexterity modifier (double your Dexterity modifier at 5th level; triple it at 8th level). 
  
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  Champion Feat 
  While you are flying due to any effect, you gain a bonus to disengage checks equal to your 
  Dexterity modifier. 
  Epic Feat 
  When one of your spells or powers lets you teleport to a nearby location, you can instead 
  teleport to a far away location you can see. 
  Defensive Warp 
  Your magic provides you with a random warp effect when the next spell you cast will be a 
  defense spell. This talent works best for chaos mages with a high Wisdom. 
  When your random spell choice indicates a defense spell, roll a d6 to determine the effect 
  you’ll gain from the elemental warp. Even though you can’t cast the spell until your next 
  turn, the warp effect applies now. 
  d6 
  Effect 
  1 
  Air: Once before the end of your next turn, you can heal using a recovery as a 
  quick action. 
  2 
  Earth: You gain temporary hit points equal to your Wisdom modifier (double your 
  Wisdom modifier at 5th level; triple it at 8th level). 
  3 
  Fire: Until the end of your next turn, when an enemy moves to engage you, it 
  takes fire damage equal to your Wisdom modifier (double your Wisdom modifier 
  at 5th level; triple it at 8th level). 
  4 
  Water: Until the end of your next turn, when you heal using a recovery, add hit 
  points equal to your Wisdom modifier to that healing (double your Wisdom 
  modifier at 5th level; triple it at 8th level). 
  5 
  Metal: Until the end of your next turn, you gain a +2 bonus to AC. 
  6 
  Void: Until the end of your next turn, the first time an attack hits you, as a free 
  action you can choose to lose hit points equal to your level to force the attacker 
  to reroll the attack. 
  Adventurer Feat 
  When you heal using a recovery, add hit points equal to the escalation die to that healing. 
  Champion Feat 
  While you are at maximum hit points, you gain a +1 bonus to all defenses. 
  Epic Feat 
  When an attacker rerolls an attack against you, it takes an attack penalty equal to your 
  Wisdom modifier. 
  Iconic Warp 
  Your magic provides you with a random warp effect when the next spell you cast will be an 
  iconic spell. This talent works best for chaos mages with a high Intelligence. 
  
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  When your random spell choice indicates an iconic spell, roll a d6 to determine the effect 
  you’ll gain from the elemental warp. Even though you can’t cast the spell until your next 
  turn, the warp effect applies now. 
  d6 
  Effect 
  1 
  Air: Randomly determine two icon associations for the spell you’ll cast instead of 
  one. Choose one of those associations to use for that spell. 
  2 
  Earth: Until the end of your next turn, you gain a bonus to PD and MD equal to 
  your Intelligence modifier. 
  3 
  Fire: Until the end of your next turn, you gain the once-per-battle racial power 
  of a random nearby ally; ignore this benefit if it duplicates your own racial power 
  or if it doesn’t make sense during the battle (human, for example). 
  4 
  Water: Until the end of your next turn, you gain a bonus to saves equal to your 
  Intelligence modifier. 
  5 
  Metal: Until the end of your next turn, critical hits scored against you only count 
  as normal hits. 
  6 
  Void: When you roll a natural 20 with an attack, the critical hit range of your 
  attacks expands by 2 until the end of the battle (cumulative). 
  Adventurer Feat 
  Once per battle when you roll for an iconic warp effect, roll the d6 twice and choose the 
  result you want. 
  Champion Feat 
  When you roll a natural 18–20 on a save, a nearby ally of your choice can roll a save against a 
  save ends effect. 
  Epic Feat 
   
  When an attacker rerolls an attack against you, it takes an attack penalty equal to your 
  Wisdom modifier. 
  Separate Existence 
  You are ever-so-slightly detached from normal physical reality. Play the story side of that as 
  you like; the game mechanics side is that you can cast ranged spells while engaged with 
  enemies without taking opportunity attacks. 
  Adventurer Feat 
  While you have an air or void warp effect active, you take no damage from missed attacks. 
  Champion Feat 
  When you teleport, you can heal using a recovery. 
  Stench of Necromancy 
  You gain a random spell from the necromancer class. Whenever you take a full heal-up, 
  randomly choose a necromancer spell of the highest level you can cast. For the rest of the 
  day, you know this necromancer spell and can cast it according to its normal usage pattern—
  
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  at-will, once per battle, recharge, or daily—when that option comes up during your chaos 
  mage spellcasting sequence. 
  If the necromancer spell refers to Intelligence, you can replace that ability score with 
  references to Charisma. 
  Adventurer Feat 
  One battle per day, you can gain the Cackling Soliloquist talent from the necromancer class. 
  Champion Feat 
  While you have an earth or metal warp effect active, when an enemy in the battle drops to 0 
  hp, you gain temporary hit points equal to your Charisma modifier (double your Charisma 
  modifier at 5th level; triple it at 8th level). 
  Epic Feat 
  If you don’t like the first random necromancer spell you select for the day, you can determine 
  another random necromancer spell. You’re stuck with the second one. 
  Touch of Wizardry 
  You gain a random spell from the wizard class. Whenever you take a full heal-up, randomly 
  choose a wizard spell of the highest level you can cast. For the rest of the day, you know this 
  wizard spell and can cast it according to its normal usage pattern—at-will, cyclic, once per 
  battle, recharge, or daily—when that option comes up during your chaos mage spellcasting 
  sequence. 
  If the wizard spell refers to Intelligence, you can replace that ability score with references to 
  Charisma. 
  Adventurer Feat 
  You gain a random wizard talent at the start of each day. Roll a d3. 1: Abjuration; 2: 
  Evocation; 3: High Arcana (counter magic). Replace references to “wizard” in these talents 
  with “chaos mage” and Intelligence with Charisma. 
  Champion Feat 
  You gain a single daily use of the wizard’s utility spell, cast at your level or lower. 
  Epic Feat 
  If you don’t like the first random wizard spell you select for the day, you can determine 
  another random wizard spell. You’re stuck with the second one. 
  Trace of the Divine 
  You gain a random spell from the cleric class. Whenever you take a full heal-up, randomly 
  choose a cleric spell of the highest level you can cast. For the rest of the day, you know this 
  cleric spell and can cast it according to its normal usage pattern—at-will, once per battle, 
  recharge, or daily—when that option comes up during your chaos mage spellcasting sequence. 
  If the cleric spell refers to Wisdom, you can replace that ability score with references to 
  Charisma. 
  Adventurer Feat 
  At the start of the day, choose a random cleric invocation, excepting those from the healing 
  domain. You can use that invocation as if you were a cleric once this day as a quick action. 
  
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  Champion Feat 
  While you have an air or water warp effect active, when you heal using a recovery or cast a 
  spell that lets an ally heal using a recovery, add an extra recovery die to the healing. 
  Epic Feat 
  In addition to the random invocation you gain at the start of the day, you also get the 
  talent/domain powers that go with it. 
  Whiff of Sorcery 
  You gain a random spell from the sorcerer class. Whenever you take a full heal-up, randomly 
  choose a sorcerer spell of the highest level you can cast. For the rest of the day, you know 
  this sorcerer spell and can cast it according to its normal usage pattern—at-will, once per 
  battle, recharge, or daily—when that option comes up during your chaos mage spellcasting 
  sequence. 
  Adventurer Feat 
  Twice per day, you can gather power as if you were a sorcerer in order to deal double 
  damage with either a sorcerer spell or a chaos mage spell the next time you cast a spell. You 
  also gain the chaotic benefit for gathering power. (Note that you should have already 
  determined the type of spell you will be casting, since you select a spell type when you roll 
  initiative and at the end of each turn, so you’re generally better off waiting to gather power 
  when you know you have an attack or iconic spell coming.) 
  Champion Feat 
  While you have an air or fire warp effect active, add fire damage equal to your Charisma 
  modifier to your miss damage (double your Charisma modifier at 5th level; triple it at 8th 
  level). 
  Epic Feat 
  If you don’t like the first random sorcerer spell you select for the day, you can determine 
  another random sorcerer spell. You’re stuck with the second one. 
  Attack Spells (1st Level+) 
  Force Tentacle 
  Ranged spell 
  At-Will 
  Target: One random nearby enemy 
  Attack: Charisma + Level vs. PD 
  Hit: 1d10 + Charisma force damage. 
  Miss: Damage equal to your level. 
  3rd level spell: 3d10 damage. 
  5th level spell: 5d10 damage. 
  7th level spell: 7d10 damage. 
  9th level spell: 9d10 damage. 
  
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  Adventurer Feat 
  You can now also target far away enemies. 
  Champion Feat 
  This spell’s damage dice increase by one size to d12s. 
  Epic Feat 
  One battle per day, you can deal half damage on a natural even miss with this spell. 
  Chaos Ray 
  Ranged spell 
  Once per battle 
  Target: One nearby or far away enemy 
  Attack: Charisma + Level vs. PD 
  Hit: 1d8 + Charisma damage. 
  Natural Even Hit: As a hit, plus another nearby enemy takes half damage. 
  Miss: 1d6 damage to a different nearby enemy. 
  3rd level spell 4d6 damage: 1d10 damage on a miss. 
  5th level spell 6d6 damage: 2d12 damage on a miss. 
  7th level spell 6d10 damage: 3d12 damage on a miss. 
  9th level spell 8d10 damage: 5d12 damage on a miss. 
  Blarrrrgh! 
  Ranged spell 
  Daily 
  Targets: 1d6 nearby enemies 
  Attack: Charisma + Level vs. PD 
  Hit: 3d6 + Charisma damage, and roll a d4 for the effect (same damage for all targets but a 
  separate effect for each one). 
  d4 Effect 
  1 
  The target is dazed (save ends). 
  2 
  The target is weakened (save ends). 
  3 
  The target is hampered until the end of your next turn. 
  4 
  The target is confused until the end of your next turn. 
  Miss: Damage equal to your level. 
  
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  3rd level spell: 6d6 damage. 
  5th level spell: 6d10 damage. 
  7th level spell: 10d10 damage. 
  9th level spell: 2d8 x 10 damage. 
  Defense Spells (1st Level+) 
  Chaos Blessing 
  Close-quarters spell 
  At-Will 
  Effect: Roll a d20 to determine which effect the blessing grants. Higher-level versions of the 
  spell improve the first three blessings, but you still get only the blessing you roll. 
  d20 
  Effect 
  1–4 
  Gift—You or one of your nearby allies gains 7 temporary hit points. 
  5–8 
  Resilience—You gain 7 temporary hit points. 
  9–12 Aura/tentacles—The next enemy that moves to engage you this battle takes 2d6 
  damage. 
  13–
  16 
  Defense bonus—You gain a +2 bonus to the defense of your choice (AC, PD, or MD) 
  until an attack against that defense misses you or until the end of the battle. 
  17–
  20 
  Healing—You or your nearby ally with the fewest hit points can heal using a recovery. 
  (If you’re the one with the fewest hit points among you and your nearby allies, it’s 
  you.) 
  3rd level spell: gift and resilience now grant 12 temporary hit points; aura/tentacles 
  damage is 2d10. 
  5th level spell: gift and resilience now grant 20 temporary hit points; aura/tentacles 
  damage is 4d10. 
  7th level spell: gift and resilience now grant 35 temporary hit points; aura/tentacles 
  damage is 6d8. 
  9th level spell: gift and resilience now grant 60 temporary hit points; aura/tentacles 
  damage is 10d8. 
  Adventurer Feat 
  The defense bonus effect now applies to all the target’s defenses (and therefore ends as soon 
  as the target is missed by an attack). 
  Champion Feat 
  A number of times per day equal to your highest non-Charisma modifier, you can roll twice 
  when you cast chaos blessing and gain both effects (reroll a duplicate result). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  The damage dice for the aura/tentacles effect increase by one size (for example, d8s to 
  d10s). 
  Warped Healing 
  Close-quarters spell 
  Once per battle 
  Targets: Two nearby allies, or you and one nearby ally 
  Effect: Randomly choose one of the targets. That target can heal using a recovery. The other 
  target gains 10 temporary hit points and grows a strange eye, limb, or other physical feature 
  that lasts as long as the temporary hit points do. 
  3rd level spell: 20 temporary hit points. 
  5th level spell: 30 temporary hit points. 
  7th level spell: 45 temporary hit points. 
  9th level spell: 70 temporary hit points. 
  Iconic Spells & Feats 
  In setting up your game universe, you should have a set of icons. Distribute them more or less 
  evenly into the spell groups below according to the theme that matches best (Blood of 
  Warriors, Light of the High Ones, Twisted Path). When the chaos mage rolls a particular icon, 
  they can choose any spell associate that that icon’s group of spells. 
  Multiple icons should belong to each group. Each group should have at-will spells and at least 
  one per-battle and daily spell. 
  Blood of Warriors 
  Castigation (1st level+) 
  Close-quarters spell 
  At-Will 
  Target: One enemy you are engaged with if possible; if not, then one nearby enemy 
  Attack: Charisma + Level vs. MD 
  Hit: 1d8 + Charisma psychic damage 
  Hit vs. a Staggered Target: As a hit, except there is no damage roll; the target takes 
  maximum damage. 
  Miss: Damage equal to your level. 
  3rd level spell: 3d6 damage. 
  5th level spell: 5d6 damage. 
  7th level spell: 5d8 damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  9th level spell: 6d10 damage. 
  Adventurer Feat 
  When you hit a demon with this spell, it’s also hampered (save ends). 
  Champion Feat 
  The damage dice for the spell increase by one size (for example, d6s to d8s). 
  Epic Feat 
  The spell now deals half damage on a miss. 
  Terribly Spiky Armor (3rd level+) 
  Ranged spell 
  Daily 
  Effect: Until the end of the battle, you gain a +3 bonus to AC and when an enemy engaged 
  with you misses you with an attack, it takes 3d6 + Charisma damage. 
  5th level spell: 5d6 damage. 
  7th level spell: 5d8 damage. 
  9th level spell: 7d10 damage. 
  Yours! (1st level+) 
  Ranged spell 
  At-Will 
  Target: You or one ally in the battle, chosen randomly 
  Effect: Roll a d20. 
  1–10: The target can heal using a recovery. 
  11–20: The target can make a basic attack as a free action. 
  Adventurer Feat 
  When this spell allows a target to attack, the attack deals half damage on a miss instead of 
  normal miss damage. 
  Champion Feat 
  The target can move as a free action before using a recovery or attacking. 
  Epic Feat 
  When the target heals using a recovery, it adds hit points equal to 1d10 x the escalation die 
  to that healing. 
  Ours! (1st level+) 
  Ranged spell 
  Daily 
  Target: One nearby ally 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Effect: The target can heal using a free recovery, adding hit points equal to 1d6 x the 
  escalation die to that healing. Unless you or the target is a dwarf, randomly choose one of the 
  target’s true magic items. You actively gain that item’s quirk until the end of the day. 
  Fiery Claw (1st level+) 
  Ranged spell 
  At-Will 
  Special: This spell attack ignores all the target’s resistances. 
  Target: One nearby enemy 
  Attack: Charisma + Level vs. PD 
  Hit: 1d8 + Charisma fire damage, and the target loses its resist damage abilities, if any (hard 
  save ends, 16+). 
  Miss: Damage equal to your level. 
  3rd level spell 3d8 damage. 
  5th level spell 5d8 damage. 
  7th level spell 7d8 damage. 
  9th level spell 9d8 damage. 
  Adventurer Feat 
  This spell can now deal holy damage instead of fire damage. 
  Champion Feat 
  The damage dice for this spell increase from d8s to d10s. 
  Epic Feat 
  This spell now deals half damage on a miss. 
  Final Wrath (5th level+) 
  Ranged spell 
  Daily 
  Targets: 1d4 nearby enemies in a group 
  Attack: Charisma + Level vs. PD 
  Hit: 7d6 + Charisma fire damage. 
  Natural Even Hit: As a hit, plus if the target is staggered after the attack, it’s also stunned 
  until the end of its next turn. 
  Miss: Damage equal to your level. 
  7th level spell: 9d10 damage. 
  9th level spell: 2d6 x 10 damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  This spell now deals half damage on a miss. 
  Epic Feat 
  This spell now targets 2d3 enemies in a group. 
  War Drums (1st level+) 
  Ranged spell 
  At-Will 
  Effect: The next natural odd attack roll you or one of your allies makes this battle that hits 
  an enemy deals 13 extra damage. 
  3rd level spell: 23 extra damage. 
  5th level spell: 33 extra damage. 
  7th level spell: 53 extra damage. 
  9th level spell: 83 extra damage. 
  Adventurer Feat 
  Add your Charisma modifier to the extra damage (double your Charisma modifier at 5th level; 
  triple it at 8th level). 
  Champion Feat 
  When you cast this spell, each nearby enemy that’s staggered also takes 2d6 thunder damage 
  (4d6 thunder damage at 8th level). 
  Epic Feat 
  When this spell’s effect deals the extra damage, you can roll a hard save (16+). If you 
  succeed, the war drums keep beating and the effect extends to the next natural odd hit this 
  battle! (And so on if you keep succeeding.) 
  Savage Endings (3rd level+) 
  Ranged spell 
  Daily 
  Targets: Each nearby creature that’s staggered (yes, including allies, even those who are 
  dying) 
  Effect: Each target takes 5d6 + Charisma damage. 
  5th level spell: 5d8 damage. 
  7th level spell: 7d10 damage. 
  9th level spell: 10d10 damage. 
  Adventurer Feat 
  The spell no longer targets your allies. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  The spell’s damage dice increase by one size (for example, d10s to d12s). 
  Epic Feat 
  When you drop one or more non-mook creatures to 0 hp with this spell, you can heal using a 
  free recovery. 
  Light of the High Ones 
  Silver Arrows (1st level+) 
  Ranged spell 
  At-Will 
  Targets: 1d3 nearby enemies 
  Effect: The target takes 4 force damage. 
  3rd level spell: 7 damage. 
  5th level spell: 10 damage. 
  7th level spell: 14 damage. 
  9th level spell: 27 damage. 
  Adventurer Feat 
  This spell now targets 1d4 nearby or far away enemies. 
  Champion Feat 
  This spell now targets 1d6 nearby or far away enemies. 
  Epic Feat 
  This spell now targets a number of nearby or far away enemies equal to the escalation die. 
  Cascading Power (5th level+) 
  Ranged spell 
  Daily 
  Targets: A number of random nearby creatures equal to the escalation die 
  Effect: The targets are embroiled in silver fire! Each targeted ally can roll an immediate easy 
  save (6+); if that ally succeeds, they regain one daily or recharge power of their choice. Then 
  each targeted enemy takes damage equal to 1d10 x the escalation die. 
  After the damage, roll the escalation die and use the new result. 
  7th level spell: Damage equal to 2d6 x the escalation die. 
  9th level spell: Damage equal to 2d12 x the escalation die. 
  Shards of Magic (1st level+) 
  Ranged spell 
  At-Will 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Target: One nearby or far away enemy 
  Attack: Charisma + Level vs. PD 
  Natural Even Hit: 1d6 + Charisma force damage, and you can roll a hard save (16+). If you 
  succeed, you get an extra standard action this turn. 
  Natural Odd Hit: 7 ongoing damage. 
  Natural Even Miss: You can teleport to a nearby location you can see as a free action. 
  3rd level spell: Even hit: 3d6 damage; Odd hit: 10 ongoing damage. 
  5th level spell: Even hit: 5d6 damage; Odd hit: 18 ongoing damage. 
  7th level spell: Even hit: 5d8 damage; Odd hit: 28 ongoing damage. 
  9th level spell: Even hit: 7d10 damage; Odd hit: 40 ongoing damage. 
  Adventurer Feat 
  A natural odd miss now deals damage equal to your level. 
  Champion Feat 
  A natural odd miss now deals half the force damage an even hit would have dealt. 
  Epic Feat 
  A natural even miss now allows you to teleport to a far away location you can see as a free 
  action. 
  Coronation (3rd level+) 
  Close-quarters spell 
  Daily 
  Effect: Until the end of the battle, when a staggered enemy hits you with an attack, you can 
  make the following attack against that enemy as a free action after the attack. 
  Attack: Charisma + Level vs. MD 
  Hit: The target is confused until the end of its next turn. 
  Champion Feat 
  Once per battle when a staggered enemy misses you with an attack while this spell’s effect is 
  active, you can make the attack against that enemy. 
  Epic Feat 
  When you make a natural even roll with a coronation attack, you can have the target become 
  confused (save ends) instead of taking damage. 
  Bolt and Thunder (1st level+) 
  Ranged spell 
  At-Will 
  Target: One nearby enemy 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Attack: Charisma + Level vs. PD 
  Hit: 1d4 + Charisma lightning damage, and a different random nearby enemy takes the same 
  amount of thunder damage. 
  3rd level spell: 2d6 damage. 
  5th level spell: 3d6 damage. 
  7th level spell: 5d6 damage. 
  9th level spell: 5d8 damage. 
  Adventurer Feat 
  This spell now deals damage equal to your level on a miss. 
  Champion Feat 
  The damage dice for this spell increase by one size (for example, from 3d6 to 3d8). 
  Epic Feat 
  This spell now deals half damage on a miss. 
  The Final Surge (3rd level+) 
  Ranged spell 
  Daily 
  Effect: You and each of your nearby allies each heal hit points equal to 1d6 x the number of 
  recoveries that character has expended this day. (And no, free recoveries don’t count; this 
  spell only counts the resources you’ve expended.) 
  5th level spell: 1d10 x the number of recoveries. 
  7th level spell: 2d6 x the number of recoveries. 
  9th level spell: 2d10 x the number of recoveries. 
  Twisted Path 
  Tortured Scream (1st level+) 
  Ranged spell 
  At-Will 
  Target: One nearby enemy 
  Special: When you cast the spell, you or a willing nearby ally of your choice loses 1d6 hit 
  points. 
  Attack: Charisma + Level vs. MD 
  Hit: 3d6 + Charisma psychic damage. 
  Miss: Damage equal to your level. 
  3rd level spell: 6d6 damage, you or ally loses 2d6 hit points. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level spell: 6d10 damage, you or ally loses 4d6 hit points. 
  7th level spell: 10d10 damage, you or ally loses 6d6 hit points. 
  9th level spell: 2d8 x 10 damage, you or ally loses 8d6 hit points. 
  Adventurer Feat 
  The spell now deals half damage on a miss. 
  Champion Feat 
  You or an ally now lose one less die of hit points (for example, 3d6 instead of 4d6). 
  Epic Feat 
  The first time each battle you miss with this spell, if the escalation die is 3+, you can reroll 
  the attack by having you or your ally lose the same amount of hit points again. 
  Trace of Corruption (1st level+) 
  Ranged spell 
  Daily 
  Target: You or one nearby ally; the target must have a positive or conflicted relationship with 
  a villainous icon 
  Effect: The target rolls a save against each save ends effect affecting it. Then the target can 
  heal using a recovery from a nearby ally (target’s choice, even if that ally isn’t willing). 
  Evil Touch (1st level+) 
  Close-quarters spell 
  At-Will 
  Target: One enemy engaged with you 
  Attack: Charisma + Level vs. PD 
  Hit: 1d10 + Charisma negative energy damage. 
  Natural Even Hit: As a hit, plus you gain 5 temporary hit points if the target drops to 0 hp 
  during the battle. 
  Miss: Damage equal to your level. 
  3rd level spell: 3d10 damage, 8 temporary hit points. 
  5th level spell: 5d10 damage, 10 temporary hit points. 
  7th level spell: 7d10 damage, 15 temporary hit points.  
  9th level spell: 9d10 damage, 25 temporary hit points. 
  Adventurer Feat 
  This spell now deals half damage on a miss. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  When the target drops to 0 hp, instead of gaining temporary hit points, you can choose to 
  deal that amount of negative energy damage to one nearby enemy as a free action. 
  Epic Feat 
  This spell can now target a nearby enemy. 
  Unsummoning (7th level+) 
  Ranged spell 
  Daily 
  Target: One nearby non-undead enemy that the GM hasn’t given a proper name, or that 
  doesn’t play a key role in the current storyline 
  Attack: Charisma + Level vs. MD 
  Hit: The target is sent elsewhere, possibly to a location that’s close enough for the PCs to 
  have to deal with it in a subsequent battle. It might also go somewhere “interesting.” 
  Replace the target with the GM’s choice of an undamaged and hostile undead creature that is 
  one level lower than the original target. If the target was a large or double-strength creature, 
  the replacement must be large or double-strength, or perhaps two normal undead instead of 
  one show up. Ditto for huge/triple-strength targets. Therefore you’re only slightly reducing 
  the raw power of the opposition; the advantage of using the spell is that you’re getting rid of 
  an enemy you match up badly against and dropping the level of the opposition by one. The 
  disadvantage, of course, is that you’ll probably have to face that enemy again. 
  Miss: 7d10 + Charisma psychic damage. 
  9th level spell: 8d10 + Charisma psychic damage on a miss. 
  Champion Feat 
  This spell can now also target an entire mob of mooks. If the attack hits, replace them with a 
  mob of undead mooks that is one level lower. 
  Epic Feat 
  You don’t expend the spell when you miss with it. 
  Holy Spark (1st level+) 
  Ranged spell 
  At-Will 
  Target: One nearby enemy 
  Attack: Charisma + Level vs. PD 
  Hit: 1d8 + Charisma holy damage, and one nearby ally gains 3 temporary hit points. 
  Miss: Damage equal to your level. 
  3rd level spell: 3d8 damage, 5 temporary hit points. 
  5th level spell: 5d8 damage, 8 temporary hit points. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level spell: 7d8 damage, 10 temporary hit points. 
  9th level spell: 9d8 damage, 15 temporary hit points. 
  Adventurer Feat 
  When you miss with the spell, one of your nearby allies now gains the temporary hit points. 
  Champion Feat 
  This spell now deals half damage on a miss. 
  Epic Feat 
  You can now target a far away enemy with this spell. In addition, the spell’s damage dice 
  increase by one size from d8s to d10s. 
  Temple Bells (1st level+) 
  Ranged spell 
  Daily 
  Targets: You and each nearby ally that has 10 hp or fewer 
  Effect: The target can heal using a recovery. 
  3rd level spell: Target with 20 hp or fewer. 
  5th level spell: Target with 40 hp or fewer. 
  7th level spell: Target with 60 hp or fewer. 
  9th level spell: Target with 100 hp or fewer. 
  Adventurer Feat 
  One target that heals can also roll a save against a save ends effect. 
  Champion Feat 
  The recovery is now free. 
  Epic Feat 
  Add 50 hp to the hit point threshold for targets that can be affected. 
  Shadow Dance (1st level+) 
  Ranged spell 
  At-Will 
  Targets: Two nearby creatures, enemies or allies (including you) 
  Effect: The targets teleport and swap places. Each teleported enemy takes 1d6 damage. You 
  and your allies don’t take damage from teleporting. 
  3rd level spell: 2d6 damage. 
  5th level spell: 2d10 damage. 
  7th level spell: 3d12 damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  9th level spell: 4d12 damage. 
  Adventurer Feat 
  Once per day, one or more targets of the spell can be far away. 
  Champion Feat 
  The damage increases by one die (for example, 2d10 becomes 3d10). 
  Epic Feat 
  The spell can now target up to three nearby creatures. 
  Step into Shadow (3rd level+) 
  Close-quarters spell 
  Once per battle 
  Effect: Remove yourself from the battle (you can’t be targeted by attacks or effects while in 
  the shadows). At the start of your next turn, return to the battle nearby your previous 
  location and roll a d6 to determine a random benefit you gain from coming out of the 
  shadows. 
  1–4: You can heal using a recovery. 
  5+: You deal double damage to the first target you hit with a chaos mage spell this 
  turn. 
  Champion Feat 
  You can choose to add +1 to the d6 roll after seeing it. 
  Epic Feat 
  If you roll 6+, you gain both effects. 
  Twisted beam (1st level+) 
  Ranged spell 
  At-Will 
  Target: One nearby enemy 
  Attack: Charisma + Level vs. PD 
  Natural Even Hit: 1d6 + Charisma fire damage. 
  Natural Odd Hit: Lightning damage equal to half the damage from a natural even hit, and you 
  can roll another twisted beam attack against an enemy you haven’t targeted with it this turn. 
  Natural Even Miss: 3 ongoing acid damage. 
  3rd level spell: 3d6 damage, 6 ongoing damage. 
  5th level spell: 5d6 damage, 9 ongoing damage. 
  7th level spell: 7d8 damage, 12 ongoing damage. 
  9th level spell: 9d8 damage, 18 ongoing damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  This spell can now target far away enemies. 
  Champion Feat 
  A natural odd miss now deals half natural even hit damage. 
  Epic Feat 
  The first save against the ongoing damage from a natural even miss is a hard save (16+). The 
  second and subsequent saves are normal. 
  Ancient Scales (3rd level+) 
  Ranged spell 
  Daily 
  Effect: Until the end of the battle, you have flight while the escalation die is even. While the 
  escalation die is odd, you can cast twisted beam once during your turn as a quick action. 
  Cleric 
  Ability Scores 
  Clerics gain a +2 class bonus to Wisdom or Strength, as long as it isn’t the same ability you 
  increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: healer, archivist, military chaplain, temple guard, bartender, 
  reformed thief, dwarven hierophant, initiate, and bishop. 
  Gear 
  At 1st level, a cleric starts with a melee weapon, decent armor, a holy symbol, and other 
  minor possessions suggested by their backgrounds. They might even have a crossbow. 
  Gold Pieces 
  Clerics may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  12 
  — 
  Heavy 
  14 
  — 
  Shield 
  +1 
  — 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 club 
  Light or Simple 
  1d6 mace, shortsword 
  1d8 spear 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Heavy or Martial 1d8 (-2 atk) longsword, warhammer 1d10 (–2 atk) greatsword, dire flail 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger 
  1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 javelin, axe 1d6 light crossbow 
  1d6 (-2 atk) shortbow 
  Heavy or Martial — 
  1d8 (–1 atk) heavy crossbow 1d8 (–5 atk) longbow 
  Level Progression 
  Although not listed on the table, this class gets three talents. It does not gain more at higher 
  levels. 
  (M): Indicates columns in which multiclass characters lag one level behind. 
  Stats 
  Ability Bonus 
  +2 Strength or Wisdom (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Cleric 
  Level 
  Total Hit 
  Points 
  Total Feats 
  1st level 
  spell 
  (M) 
  3rd 
  level 
  spell 
  (M) 
  5th 
  level 
  spell 
  (M) 
  7th 
  level 
  spell 
  (M) 
  9th 
  level 
  spell 
  (M) 
  Level-up 
  Ability 
  Bonuses 
  Damage Bonus 
  From Ability 
  Score 
  Level 1 
  Multicla
  ss 
  (Avg. of 
  both 
  classes) x 
  3 
  1 adventurer 
  4 
  — 
  — 
  — 
  — 
  Not affected 
  ability modifier 
  Level 1 
  (7 + CON 
  mod) x 3 
  1 adventurer 
  4 
  — 
  — 
  — 
  — 
  — 
  ability modifier 
  Level 2 
  (7 + CON 
  mod) x 4 
  2 adventurer 
  5 
  — 
  — 
  — 
  — 
  — 
  ability modifier 
  Level 3 
  (7 + CON 
  mod) x 5 
  3 adventurer 
  2 
  3 
  — 
  — 
  — 
  — 
  ability modifier 
  Level 4 
  (7 + CON 
  mod) x 6 
  4 adventurer 
  1 
  5 
  — 
  — 
  — 
  +1 to 3 
  abilities 
  ability modifier 
  Level 5 
  (7 + CON 
  mod) x 8 
  4 adventurer 
  1 champion 
  — 
  2 
  4 
  — 
  — 
  — 
  2 x ability 
  modifier 
  Level 6 
  (7 + CON 
  mod) x 10 
  4 adventurer 
  2 champion 
  — 
  1 
  6 
  — 
  — 
  — 
  2 x ability 
  modifier 
  Level 7 
  (7 + CON 
  mod) x 12 
  4 adventurer 
  3 champion 
  — 
  — 
  2 
  5 
  — 
  +1 to 3 
  abilities 
  2 x ability 
  modifier 
  Level 8 
  (7 + CON 
  mod) x 16 
  4 adventurer 
  3 champion 
  1 epic  
  — 
  — 
  1 
  7 
  — 
  — 
  3 x ability 
  modifier 
  Level 9 
  (7 + CON 
  mod) x 20 
  4 adventurer 
  3 champion 
  2 epic 
  — 
  — 
  — 
  2 
  6 
  — 
  3 x ability 
  modifier 
  Level 
  10 
  (7 + CON 
  mod) x 24 
  4 adventurer 
  3 champion 
  3 epic 
  — 
  — 
  — 
  1 
  8 
  +1 to 3 
  abilities 
  3 x ability 
  modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Armor Class (heavy armor) 
  14 + middle mod of Con/Dex/Wis + Level 
  Armor Class (shield and heavy 
  armor) 
  15 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  11 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  11 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (7 + Con mod) x Level modifier (see level progression 
  chart) 
  Recoveries 
  8 
  Recovery Dice 
  (1d8 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points 
  Talents 
  3 
  Basic Attacks 
  Melee Attack 
  At-Will 
  Target: One enemy 
  Attack: Strength + Level vs. AC 
  Hit: WEAPON + Strength damage 
  Miss: Damage equal to your level 
  Ranged Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  Class Features 
  All clerics have the Ritual Magic class feature. They also receive a bonus spell: heal. 
  There are certain abilities specific to the cleric that can affect their powers: 
   
  Cast for power and cast for broad effect: The spell can be used one of two ways—
  either as a more powerful effect on one target (power) or as a weaker effect on 
  multiple targets (broad). Spells cast for power cannot target the caster. Spells cast for 
  broad effect can. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Free recovery: The cleric can recover hit points as if they were using a recovery 
  (without actually spending the recovery). 
   
  Heal using a recovery: The character targeted with a healing effect uses one of their 
  recoveries and rolls their own recovery dice. 
   
  Invocation: A quick action that offers advantages in battle. It can be made once a day. 
  More than one cleric in a party cannot use the same invocation during a battle. 
  Heal 
  Close-quarters spell 
  Special: You can use this spell twice per battle. 
  Quick action to cast (1/round) 
  Target: You or one ally you are next to 
  Effect: The target can heal using a recovery. 
  Adventurer Feat 
  The target can now be a nearby ally instead of an ally you are next to. 
  Champion Feat 
  If the target of your heal spell is an ally with 0 hp or below, that ally also adds hit points 
  equal to 1d10 x your Charisma modifier to the recovery. 
  Epic Feat 
   
  When you cast heal on an ally you are next to, that ally adds +30 hp to the recovery. 
  Ritual Magic 
  Clerics can cast their spells as rituals. (See Rituals.) 
  Class Talents 
  Choose three cleric talents/domains. Each talent/domain provides an ability that can be 
  improved by feats. It also provides an invocation you can use as a quick action once per day, 
  per battle, per party.  
  Domain: Healing 
  When you cast a spell that lets you or an ally heal using a recovery, the target also adds hit 
  points equal to double your level to the recovery. 
  Invocation of Healing: This battle, you gain an additional use of the heal spell. The first heal 
  spell you cast after using this invocation allows the target to heal using a free recovery 
  instead of spending a recovery. 
  Adventurer Feat 
  When you cast a spell that allows an ally to heal using a recovery, you can let them use one of 
  your recoveries instead. (If you also have the Protection/Community domain, any nearby ally 
  can expend the recovery instead of you.) 
  Champion Feat 
  The invocation of healing gives you two additional uses of heal this battle instead of only one. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  Increase the additional hit points the target heals to triple your level. 
  Domain: Justice/Vengeance 
  Once per turn when an enemy scores a critical hit against you or a nearby ally, or drops you 
  or a nearby ally to 0 hp or below, you gain an attack-reroll blessing. Immediately choose a 
  nearby ally and give them the blessing as a free action. 
  An ally with this blessing can use it to reroll an attack as a free action this battle. An ally can 
  only have one such blessing on them at a time. 
  Invocation of Justice/Vengeance: This battle, add double your level to the miss damage of 
  your attacks and the attacks of your nearby allies. (For example, your basic melee attack as a 
  cleric will deal triple your level as miss damage while this invocation is active.) 
  Adventurer Feat 
  You can take the attack-reroll blessing yourself. 
  Champion Feat 
  When you gain an attack-reroll blessing to distribute, you gain two blessings to distribute 
  instead. 
  Epic Feat 
  Attacks rolls from your reroll blessings gain a +4 bonus. 
  Domain: Knowledge/Lore 
  You gain 4 additional background points that must be used somehow in relation to knowledge 
  or lore. 
  Invocation of Knowledge/Lore: You must use this invocation during your first round of a 
  battle. When you do, you get a quick glimpse of the battle’s future. Roll a d6; as a free action 
  at any point after the escalation die equals the number you rolled, you can allow one of your 
  allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future. 
  Adventurer Feat 
  Once per day, you can change one of your skill checks involving knowledge to a natural 20 
  instead. Interpret the word “knowledge” as loosely as your GM allows. GMs, be generous. 
  Champion Feat 
  You now roll a d4 for the invocation, not a d6. 
  Epic Feat 
  You gain a different positive relationship point each day with a random icon, purely because 
  the icon has realized you know something they need to know. It changes every day and it 
  might contradict your usual icon relationships. 
  Domain: Life/Death 
  You and your nearby allies gain a +1 bonus to death saves. 
  Invocation of Life/Death: This battle, you and each of your allies can each separately add the 
  escalation die to a single save made by that character. In addition, you and your allies do not 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  die from hit point damage when your negative hit points equal half your normal hit points. 
  Instead, you die when your negative hit points equal your full hit points. 
  Adventurer Feat 
  The death save bonus increases to +2. 
  Champion Feat 
  Each battle, the first time an ally near you becomes staggered, that ally immediately heals 
  hit points equal to twice your level. 
  Epic Feat 
  Your first use of the resurrection spell is free, and doesn’t count against your total. 
  Domain: Love/Beauty 
  Once per level, you can generate a one-point conflicted relationship with a heroic or 
  ambiguous icon you do not already have a relationship with. The relationship point remains 
  with you until you gain a level, and then it’s time for another one-level relationship. 
  Champion Feat 
  You gain two points in the relationship instead. 
  Invocation of Love/Beauty: As a free action, at some dramatic moment, you or an ally of 
  your choice can roll for one icon relationship that might have an effect on the battle. Rolls of 
  5 and 6 are beneficial as usual, though the GM will have to improvise what that means in the 
  middle of combat. The invocation’s advantage does not occur the moment you roll initiative; 
  wait for a dramatic moment instead. 
  Domain: Protection/Community 
  Once per battle, you can affect two additional allies when you cast a spell for broad effect. 
  Adventurer Feat 
  Whenever you target one or more allies with a spell, one ally of your choice can roll a save 
  against a save ends effect. 
  Invocation of Protection/Community: This battle, critical hits against you and your nearby 
  allies deal normal damage instead of critical damage. 
  Domain: Strength 
  You can wield heavy/martial weapons without an attack penalty. 
  Adventurer Feat 
  Once per battle, you can deal extra damage to one target you hit with a melee attack as a 
  free action. The damage bonus is a number of d4 equal to your Strength modifier or to your 
  level, whichever is higher. 
  Champion Feat 
  You can use d8s instead of d4s for the bonus damage dice. 
  Epic Feat 
  Once per day, you can use d20s instead of d8s for the bonus damage dice. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Invocation of Strength: This battle, you and your nearby allies deal triple damage instead of 
  double damage on critical hits with melee attacks. 
  Domain: Sun/Anti-Undead 
  Every attack you make deals holy damage instead of other types of damage unless you choose 
  otherwise for a specific attack. 
  Adventurer Feat 
  If your attack already deals holy damage, it gains the following bonus damage—adventurer 
  tier: +1 damage; champion tier: +2 damage; epic tier: +3 damage. 
  Champion Feat 
  You gain a +2 bonus to all defenses against attacks by undead. 
  Epic Feat 
  The invocation also affects your allies’ daily spells. 
  Invocation of Sun/Anti-Undead: When you cast a daily cleric spell this battle, roll a d6. If you 
  roll less than or equal to the escalation die, you regain the use of that daily spell after the 
  battle. 
  Domain: Trickery/Illusion 
  Once per battle, as a quick action when you are engaged with an enemy, roll a d20 (your 
  “trick die”). 
  As a free action before the start of your next turn, give your trick die to a nearby ally or 
  enemy who is about to make an attack roll. The trick die result becomes the natural result of 
  their roll instead. 
  Champion Feat 
  Your trick die can be used for any one d20 roll, not just an attack. 
  Epic Feat 
  You get another trick die roll to use each battle the first time the escalation die reaches 3+. 
  Invocation of Trickery/Illusion: This battle, attacks against you by enemies that moved to 
  engage you during their turn miss on natural odd rolls. 
  Domain: War/Leadership 
  Once per turn when you make a melee attack against an enemy, hit or miss, your allies gain a 
  +1 attack bonus against that enemy until the start of your next turn. 
  Adventurer Feat 
  The attack no longer has to be a melee attack, close and ranged attacks also work. 
  Champion Feat 
  The bonus now applies against all enemies you attack; you no longer have to single out one 
  foe if you use a spell that attacks multiple enemies. 
  Epic Feat 
  Allies now also get a damage bonus against such enemies equal to double your Charisma 
  modifier. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Invocation of War/Leadership: Increase the escalation die by 1. 
  1st Level Spells 
  Bless 
  Ranged spell 
  Daily 
  Quick action to cast 
  Effect: You can cast this spell for power or for broad effect. 
  Cast for power: One nearby ally gains a +2 attack bonus until the end of the battle. 
  Cast for broad Effect: Choose up to three nearby creatures (including you); each target gains 
  a +1 attack bonus until the end of the battle. 
  3rd level spell: Each target also gains 1d10 temporary hit points per point of the attack 
  bonus. 
  5th level spell: Each target also gains 2d10 temporary hit points instead of 1d10 per 
  point of the attack bonus. 
  7th level spell: All attack bonuses granted by the spell increase by +1. 
  9th level spell: Each target also gains 3d10 temporary hit points instead of 2d10 per 
  point of the attack bonus. 
  Cure Wounds 
  Ranged spell 
  Daily 
  Quick action to cast 
  Effect: You or a nearby ally can heal using a free recovery. 
  3rd level spell: The target can also roll a save against each save ends effect. 
  5th level spell: This spell is now recharge 16+ after battle instead of daily. 
  7th level spell: The target can heal using two free recoveries instead of one. 
  9th level spell: This spell is now recharge 11+ instead. 
  Hammer of Faith 
  Close-quarters spell 
  Daily 
  Effect: Until the end of the battle, your basic melee attacks use d12s as their base weapon 
  damage dice. 
  3rd level spell: The spell now requires only a quick action to cast. 
  5th level spell: You deal half damage on misses with basic melee attacks this battle. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level spell: Once during the battle, you can reroll a basic melee attack. 
  9th level spell: For the rest of the battle, change any of your basic melee attack 
  damage dice rolls that are less than the escalation die to the escalation die value. 
  Javelin of Faith 
  Ranged spell 
  At-Will 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. PD 
  Hit: 1d6 + Wisdom holy damage. 
  Miss: Damage equal to your level. 
  3rd level spell: 3d6 damage. 
  5th level spell: 6d6 damage. 
  7th level spell: 6d10 damage. 
  9th level spell: 8d10 damage. 
  Adventurer Feat 
  The spell also deals +1d6 damage against an undamaged target. At 5th level that increases to 
  +2d6 damage; at 8th level it increases to +4d6 damage. 
  Champion Feat 
  You can now target a far away enemy with the spell at a –2 attack penalty. 
  Epic Feat 
  If your natural attack roll is an 18+, make the attack a second time against a different target 
  as a free action. 
  Shield of Faith 
  Ranged spell 
  Daily 
  Quick action to cast 
  Effect: You can cast this spell for power or for broad effect. 
  Cast for power: One nearby ally gains a +2 bonus to AC this battle. 
  Cast for broad Effect: Choose up to three nearby creatures (including you); each target gains 
  a +1 bonus to AC this battle. 
  3rd level spell: The bonus also applies to PD. 
  5th level spell: The bonus increases by +1 while the target is staggered. 
  7th level spell: The bonus also applies to MD. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  9th level spell: The bonus when cast for power increases to +4. The bonus when cast 
  for broad effect increases to +2. 
  Spirits of the Righteous 
  Ranged spell 
  Once per battle 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. MD 
  Hit: 4d6 + Wisdom holy damage, and your nearby ally with the fewest hit points gains a +4 
  bonus to AC until the end of your next turn. 
  Miss: Your nearby ally with the fewest hit points gains a +2 bonus to AC until the end of your 
  next turn. 
  3rd level spell: 7d6 damage. 
  5th level spell: 7d10 damage. 
  7th level spell: 10d12 damage. 
  9th level spell: 2d8 x 10 damage. 
  Champion Feat 
  You also gain the bonus to AC until the end of your next turn on a hit. 
  Turn Undead 
  Close-quarters spell 
  Daily 
  Target: 1d4 nearby undead creatures, each with 55 hp or fewer. 
  Attack: Wisdom + Charisma + Level vs. MD 
  Hit: The target is dazed until end of your next turn. 
  Hit by 4+: 1d10 x your level holy damage, and the target is dazed until end of your next turn. 
  Hit by 8+: Against non-mooks, holy damage equal to half the target’s maximum hit points, 
  and the target is dazed (save ends). Against mooks, the +8 result now deals 4d10 x your level 
  holy damage. 
  Hit by 12+ or Natural 20: Against non-mooks, the target is destroyed. Against mooks, the +12 
  result now deals 4d20 x your level holy damage 
  3rd level spell: Target with 90 hp or fewer. 
  5th level spell: Target with 150 hp or fewer. 
  7th level spell: Target with 240 hp or fewer. 
  9th level spell: Target with 400 hp or fewer. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  You can expend your daily use of turn undead to gain an additional use of heal in one battle. 
  Champion Feat 
  You can choose to target either demons or undead with the spell (but not both with the same 
  casting). 
  Epic Feat 
  Increase the targeting limit by 100 hp. 
  3rd Level Spells 
  Cause Fear 
  Ranged spell 
  Daily 
  Target: One nearby enemy with 75 hp or fewer  
  Attack: Wisdom + Level vs. MD 
  Hit: The target is weakened until the end of its next turn. On its next turn, if it’s unengaged, 
  it does not attack and moves away from you. If it’s engaged, the target attempts to disengage 
  as its first action, and moves away if it succeeds. If it fails, it moves away as its second action 
  (drawing opportunity attacks). In either case, it will not attack unless it has no options for 
  escape. 
  Miss: The target hates you for having tried to scare it, and it wants to hurt you most of all, 
  but it won’t be any stupider than usual in pursuing that goal. 
  5th level spell: Target with 120 hp or fewer. 
  7th level spell: Target with 190 hp or fewer. 
  9th level spell: Target with 300 hp or fewer. 
  Combat Boon 
  Close-quarters spell 
  At-Will 
  Effect: Make a basic melee attack. If the attack hits, you or one conscious nearby ally can roll 
  a save against a save ends effect. 
  5th level spell: The save gains a +1 bonus. 
  7th level spell: If the attack hits, you and your nearby conscious allies can roll a total 
  of two saves (one per character). 
  9th level spell: The save bonus increases to +2. 
  Adventurer Feat 
  If you score a critical hit with the combat boon attack, the subsequent save automatically 
  succeeds. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  One nearby conscious ally can roll a save even if your attack misses. 
  Divine Endurance 
  Ranged spell 
  Daily 
  Quick action to cast 
  Effect: You can cast this spell for power or for broad effect. 
  Cast for power: One nearby ally gains 40 temporary hit points. 
  Cast for broad Effect: Choose up to three nearby creatures (including you); each target gains 
  20 temporary hit points. 
  5th level spell: Temporary hp = 60/30. 
  7th level spell: Temporary hp = 80/40. 
  9th level spell: Temporary hp = 100/50. 
  Judgment 
  Ranged spell 
  Daily 
  Targets: All nearby staggered enemies 
  Attack: Wisdom + Level vs. MD 
  Hit: 5d10 + Wisdom holy damage. 
  Miss: Holy damage equal to your level. 
  5th level spell: 8d10 damage. 
  7th level spell: 2d6 x 10 damage. 
  9th level spell: 2d10 x 10 damage. 
  Champion Feat 
  The spell now deals half damage on a miss. 
  Epic Feat 
  The spell is now recharge 16+ after battle instead of daily. 
  Mighty Healing 
  Ranged spell 
  Daily 
  Effect: You can cast this spell for power or for broad effect. 
  Cast for power: One nearby ally can heal using a single recovery and regain double the usual 
  number of hit points. 
  
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  Cast for broad Effect: Choose up to three nearby creatures (including you); each target can 
  heal using a recovery. 
  5th level spell: The spell can now target far away allies. 
  7th level spell: Power equals triple the usual hp for one recovery; broad equals 150% 
  the usual hp per recovery. 
  9th level spell: Recoveries provided by the spell are now free. 
  Champion Feat 
  This spell is now a close-quarters spell. 
  Strength of the Gods 
  Ranged spell 
  Daily 
  Quick action to cast 
  Effect: You can cast this spell for power or for broad effect. 
  Cast for power: One nearby ally deals +2d8 damage with melee attacks this battle. 
  Cast for broad Effect: Choose up to three nearby creatures (including you); each target deals 
  +1d8 damage with melee attacks this battle. 
  5th level spell: Power +4d6, Broad +2d6. 
  7th level spell: Power +4d10, Broad +2d10. 
  9th level spell: Power +6d10, Broad +3d10. 
  5th Level Spells 
  Crisis of Faith 
  Close-quarters spell 
  Daily 
  Quick action to cast 
  Effect: For the rest of this battle, all enemies near you with 100 hp or fewer take a penalty to 
  their Mental Defense equal to your Charisma modifier. Whenever one of those enemies misses 
  with an attack roll, it takes holy damage equal to double your level. 
  7th level spell: 160 hp or fewer. 
  9th level spell: 250 hp or fewer. 
  Sanctuary 
  Close-quarters spell 
  Daily 
  Effect: Choose yourself or a nearby ally. Enemies with 100 hp or fewer cannot attack the 
  chosen target until that creature attacks or the escalation die reaches 6+. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level spell: 160 hp or fewer. 
  9th level spell: 250 hp or fewer. 
  Sphere of Radiance 
  Close-quarters spell 
  Daily 
  Effect: You or one nearby ally can heal using a free recovery. Then make the following 
  attack. 
  Target: Up to two nearby enemies 
  Attack: Wisdom + Level vs. MD 
  Hit: 7d8 + Charisma holy damage. 
  Miss: Half damage. 
  7th level spell: 8d12 damage. 
  9th level spell: 2d8 x 10 damage. 
  7th Level Spells 
  Circle of Protection 
  Close-quarters spell 
  Daily 
  Quick action to cast 
  Effect: Choose a defense: AC, PD, or MD. For the rest of the battle while you are conscious, 
  you and each ally near you gains a +1 bonus to that defense. Each enemy that misses you or 
  one of your nearby allies with an attack against the defense you chose is hampered until the 
  end of its next turn. 
  9th level spell: Attacks against the chosen defense cannot score critical hits. 
  Epic Feat 
  The spell is now (recharge 16+) after battle instead of daily. 
  Resurrection 
  Ranged spell 
  Special: You can cast this spell only once per level, and a limited number of times in your 
  life. You must have most of the corpse available to cast the spell. There’s no time limit on 
  resurrecting a dead PC, so long as you have the corpse. 
  Effect: You can bring a creature back to life in more or less normal condition, with varying 
  levels of recovery. 
  Limited Casting: The first time in your life that you use the spell, you can cast it with a single 
  standard action. Using the spell removes one of your spell slots until you gain a level. (You 
  get one less spell per full heal-up.) The person you are resurrecting comes back at roughly 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  half strength, e.g. expending half their recoveries, being dazed (save ends), and, for each 
  ability, having a 50% chance that it is expended. 
  The second time in your life you cast the spell, it takes at least three or four rounds and costs 
  you roughly half your hit points and daily powers/spells. The person you are resurrecting 
  comes back at something like one-quarter strength. 
  The third time you cast the spell it has to be as a ritual. The spell chews you up and leaves 
  you with only a few hit points, then gnaws at the person you have resurrected, who takes 
  days to recover well enough to qualify as an adventurer or combatant. 
  The fourth time you cast the spell it nearly kills you. The resurrection succeeds but the 
  person you’ve resurrected is going to be a mess for a month or more, regardless of any other 
  magic you use. 
  The fifth time you resurrect someone, that’s the end of your story and you die. There’s only a 
  50% chance that the resurrection spell works on the target. You’ve used up your quota of 
  resurrection magic. You’re not coming back via this spell, either. 
  Limited Resurrection: If the target of your resurrection spell has been resurrected more 
  times than you have cast the spell, there is a 50% chance that the experience will play out 
  using their higher number of resurrections instead of the number of times you have cast the 
  spell. 
  9th level spell: You no longer need to have most of the corpse to perform this spell. 
  9th Level Spells 
  Overworld Travel 
  Close-quarters spell 
  Daily 
  Special: You must cast this spell outdoors. It enables you and a group of nearby allies to 
  travel to most any location in the world that you can name. 
  Travel takes between an hour and a day, depending on distance and the amount of effort the 
  exerted. 
  The destination can be in the overworld or in the land. It can’t be in the underworld. 
  Prayer for Readiness 
  Close-quarters spell 
  Daily 
  Targets: Up to 5 allies 
  Effect: You utter a powerful prayer upon your comrades, giving each a special blessing. At 
  any point later this battle, each blessed ally can acknowledge the blessing by saying “thank 
  you” to your god, gods, or pantheon as a free action to reroll a d20 roll. That ally must take 
  the reroll result. 
  Note that you are giving the blessing and don’t receive it yourself. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  This spell is now a quick action to cast. 
  Commander 
  Ability Scores 
  Commanders gain a +2 class bonus to Strength or Charisma, as long as it isn’t the same ability 
  you increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: historical re-enactor, sergeant of the city guard, street gang 
  survivor, ex-gladiator, wilderness scout, cobbler, bouncer, exotic dancer, wargame veteran, 
  squad leader, reformed drunk, and officer of the guard. 
  Gear 
  At 1st level, commanders start with a melee weapon or two, a ranged weapon, a shield, light 
  armor of some type (or heavy armor if they chose the Armor Skills talent), and other minor 
  odds-and-ends suggested by their backgrounds. 
  Gold Pieces 
  Commanders may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  12 
  — 
  Heavy 
  14 
  -2 
  Shield 
  +1 
  — 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 club  
  Light or Simple 
  1d6 mace, shortsword 
  1d8 spear 
  Heavy or Martial 1d8 (-2 atk) longsword, warhammer 1d10 (–2 atk) greatsword 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger, star  1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 javelin 
  1d6 light crossbow 
  1d6 shortbow 
  Heavy or Martial — 
  1d8 (–2 atk) heavy crossbow 1d8 (–2 atk) longbow 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level Progression 
  (M): Indicates columns in which multiclass characters lag one level behind. 
   
   
  Commander 
  Level 
  Total Hit 
  Points 
  Total Feats 
  Class 
  Talents 
  (M) 
  Commands & 
  Tactics (m) 
  Pool 
  available 
  (M) 
  Level-up 
  Ability 
  Damage Bonus 
  From Ability 
  Score 
  Level 1 
  Multiclass 
  (Avg. of both 
  classes) x 3 
  As 1st level PC 
  1 or 2 
  (3 
  total) 
  3 
  1st level 
  Not 
  affected 
  ability modifier 
  Level 1 
  (7 + CON 
  mod) x 3 
  1 adventurer 
  3 
  4 
  1st level 
   
  ability modifier 
  Level 2 
  (7 + CON 
  mod) x 4 
  2 adventurer 
  3 
  5 
  1st level 
   
  ability modifier 
  Level 3 
  (7 + CON 
  mod) x 5 
  3 adventurer 
  3 
  6 
  3rd level 
   
  ability modifier 
  Level 4 
  (7 + CON 
  mod) x 6 
  4 adventurer 
  3 
  7 
  3rd level 
  +1 to 3 
  abilities 
  ability modifier 
  Level 5 
  (7 + CON 
  mod) x 8 
  4 adventurer 
  1 champion 
  4 
  7 
  5th level 
   
  2 x ability 
  modifier 
  Level 6 
  (7 + CON 
  mod) x 10 
  4 adventurer 
  2 champion 
  4 
  8 
  5th level 
   
  2 x ability 
  modifier 
  Level 7 
  (7 + CON 
  mod) x 12 
  4 adventurer 
  3 champion 
  4 
  8 
  7th level 
  +1 to 3 
  abilities 
  2 x ability 
  modifier 
  Level 8 
  (7 + CON 
  mod) x 16 
  4 adventurer 
  3 champion 
  1 epic 
  4 
  9 
  7th level 
   
  3 x ability 
  modifier 
  Level 9 
  (7 + CON 
  mod) x 20 
  4 adventurer 
  3 champion 
  2 epic 
  4 
  9 
  9th level 
   
  3 x ability 
  modifier 
  Level 10 
  (7 + CON 
  mod) x 24 
  4 adventurer 
  3 champion 
  3 epic 
  4 
  10 
  9th level 
  +1 to 3 
  abilities 
  3 x ability 
  modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Stats 
  Ability Bonus 
  +2 Strength or Charisma (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (light armor) 
  12 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  10 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  12 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (7 + Con mod) x Level modifier (see level progression 
  chart) 
  Recoveries 
  8 
  Recovery Dice 
  (1d8 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points (4 at 5th level; 5 at 8th level) 
  Talents 
  3 (see level progression chart) 
  Feats 
  1 per Level 
  Basic Attacks 
  Melee Attack 
  At-Will 
  Target: One enemy 
  Attack: Strength + Level vs. AC 
  Hit: WEAPON + Strength damage 
  Miss: Damage equal to your level 
  Ranged Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  Class Features 
  All commanders have class features associated with commands and tactics. 
  Commands allow you to help your allies fight better. You issue them as interrupt actions 
  during their turn. To issue a command, the ally must be conscious, but line of sight isn’t 
  required. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  All commands are at-will powers, though they do cost command points, and are usually 
  limited to once per round (as an interrupt). You start each battle with 1 command point and 
  generally gain more via the two standard commander features: Fight from the Front and 
  Weigh the Odds. Excess command points go away at the end of the battle. 
  Your powers also include tactics that have immediate effect during your turn. Tactics, as 
  opposed to commands, don’t use command points. You also don’t have to wait around for an 
  ally’s turn to use them. However, tactics don’t always recharge after a battle. 
  You can choose the commands and tactics you want to use. A 1st-level commander starts with 
  a total of 4 commands and tactics. An effective commander should choose a good balance of 
  commands and tactics. 
  Fight from the Front 
  When you hit with a commander melee attack during your turn, gain 1d3 command points. 
  Adventurer Feat 
  You now gain 1d4 command points when you hit with a melee attack during your turn instead 
  of 1d3. 
  Champion Feat 
  When you make a melee attack during your turn and miss with a natural even roll, gain 1 
  command point. 
  Epic Feat 
  Twice per day when you hit with a melee attack, you can gain additional command points 
  equal to double your Strength modifier. 
  Weigh the Odds 
  Standard action 
  Effect: Gain 1d4 command points. 
  Adventurer Feat 
  Once per day, add your Charisma modifier to the number of command points you gain when 
  you use this action. 
  Champion Feat 
  Once per battle while the escalation die is 3+, you can gain 1d4 command points as a quick 
  action. 
  Epic Feat 
  You now gain 1d6 command points instead of 1d4 when you use this action. 
  Class Talents 
  Choose three of the following class talents. You get an additional commander talent at 5th 
  level. 
  Armor Skills 
  Unlike other commanders, you take no attack penalties for fighting in heavy armor. (As 
  indicated on your class chart, your base AC in heavy armor is 14.) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  When an enemy misses you with a melee attack and rolls a natural 1 or 2, you gain 1 
  command point. 
  Champion Feat 
  Once per day as a free action when you are hit by an attack that targets AC, you can take half 
  damage from that attack instead. 
  Epic Feat 
  Once per day as a free action, you can gain a bonus to AC equal to the current escalation die 
  until the end of the battle. (The AC bonus increases or decreases as the escalation die 
  increases or decreases.) This bonus can’t be higher than the number of icon relationship 
  points you have with warrior or leader icons in your game. 
  Battle Captain 
  Once per battle when you have 2 or more command points left after giving a command, you 
  can use another interrupt action on a different ally’s turn before the start of your next turn. 
  Adventurer Feat 
  You now only need to have 1 or more command points left instead of 2. 
  Champion Feat 
  You can use this talent twice per battle. 
  Epic Feat 
  You gain an additional command point at the start of each round while the escalation die is 
  4+. 
  Combat Maneuver 
  Choose a fighter maneuver of your level or lower. You can use it like a fighter. You can also 
  switch it for a different maneuver each time you level up. 
  Adventurer Feat 
  You gain the adventurer feat for the maneuver you chose, if any. 
  Champion Feat 
  Choose a second fighter maneuver of your level or lower to use. 
  Epic Feat 
  You gain the adventurer and champion tier feats, if any, for both your fighter maneuvers. 
  Destined to Lead 
  When you roll a 5 or 6 on an icon relationship die, you gain 2 bonus command points that last 
  until the end of the current game session, no matter what events occur due to the advantage 
  gained with that icon. 
  When you use one or more of these bonus command points, tell a story about how something 
  related to the icon (or icons!) comes into play to make you a better/luckier/destined 
  commander. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  You now gain the 2 bonus command points when you roll a 4 with an icon relationship die as 
  well. 
  Champion Feat 
  Once per session when you roll icon relationship dice, you can reroll one die that isn’t a 5 or a 
  6. 
  Epic Feat 
  When you roll icon relationship dice, for each 6 you get, you and each nearby ally gain a +1 
  bonus to death saves until the next full heal-up. 
  Forceful Command 
  When you give a command that lets an ally roll a d20 (an attack, a save, etc.), you can spend 
  additional command points before the roll up to the escalation die value, or 1 point if the 
  escalation die is still 0. That ally gains a +2 bonus to the roll for each point you spend this 
  way. 
  Adventurer Feat 
  You begin each battle with 1 additional command point. 
  Champion Feat 
  Once per battle, you can use a command on a far away ally. 
  Epic Feat 
  Once per day when you use this talent to grant an ally a bonus to a d20 roll, you can also 
  allow that ally to reroll that roll once as a free action. 
  Into the Fray 
  At the start of each battle before you and your allies roll initiative, roll a d4. A number of 
  your allies equal to the roll gain the following benefit of your choice: a +4 bonus to initiative 
  that battle; OR a +2 bonus to AC until the end of the first round. 
  Adventurer Feat 
  You also gain the chosen bonus. 
  Champion Feat 
  The +2 bonus to AC also applies to PD and MD. 
  Epic Feat 
  The chosen allies now gain both bonuses (+2 to all defenses for the first round and +4 to 
  initiative this battle). 
  Martial Training 
  Unlike other commanders, you don’t take a –2 attack penalty when fighting with heavy or 
  martial weapons. 
  Adventurer Feat 
  You gain 1 command point whenever you roll a natural 19 or 20 with a melee attack. 
  Champion Feat 
  Twice per day as a free action (once per turn), you can reroll one of your melee attack rolls. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  Twice per day as free action (once per turn) when you hit with a melee attack, you can deal 
  1d10 extra damage to the target for each positive or conflicted icon relationship point you 
  have with warrior or leader icons in your game. 
  Moment of Glory 
  When you roll initiative, also roll a d4 and record the result. As a free action, you can add the 
  result to a single attack roll made by one of your nearby allies later this battle. (It’s a free 
  action, so you can add the result after seeing the roll.) 
  Adventurer Feat 
  You can also add the d4 result to a save or dicey-move roll made by an ally. 
  Champion Feat 
  Roll a d6 instead of a d4. 
  Epic Feat 
  In addition to the d6 you roll with initiative, roll a d4. You can also use that roll the same 
  way, but not during the same turn you use the d6 result. 
  Never Say Die 
  Once per battle when an enemy scores a critical hit against you or a nearby ally, you can 
  increase the escalation die by 1. 
  Adventurer Feat 
  Once per day, you can use this talent twice in the same battle. 
  Champion Feat 
  When you use this talent, the target of the critical hit can heal using a recovery. 
  Epic Feat 
  When you use this talent, you and each of your nearby allies gains a +2 bonus to all defenses 
  until the end of your next turn. 
  Strategist 
  You rely on planning, teamwork, and calm execution of orders as a commander instead of 
  charismatic presence. Any time an element of the commander class refers to Charisma, you 
  can replace that element with a reference to Intelligence. 
  In addition, you start every battle with 1 additional command point. 
  Adventurer Feat 
  You gain 1 additional point in a background related to military history, strategy, command, or 
  warfare. You can use this background point to raise that background beyond the normal 
  maximum of 5. 
  Champion Feat 
  When you roll a die to find out how many allies one of your commands or tactics targets, add 
  +1 to the result. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  Once per day as a free action, you can gain a number of command points equal to your 
  Intelligence modifier. 
  Sword of Victory 
  When your melee attack drops a non-mook enemy to 0 hp, or drops three or more mooks, you 
  gain 1 command point. 
  Adventurer Feat 
  You only have to drop 2 or more mooks instead of 3 to gain the command point. 
  Champion Feat 
  You gain 2 command points instead of 1 when you drop a non-mook enemy to 0 hp. 
  Epic Feat 
  Once per day as a quick action, you can gain command points equal to the number of icon 
  relationship points you have with the any one icon associated with battle or victory. 
  Tactician 
  You rely on perception, intuition, and common sense as a commander instead of charismatic 
  presence. Any time an element of the commander class refers to Charisma, you can replace 
  that element with a reference to Wisdom. 
  In addition, one battle per day, you can reroll your initiative if you don’t like the first result. 
  You must take the re-rolled result. 
  Adventurer Feat 
  You gain 1 additional point in a background related to military history, strategy, command, or 
  warfare. You can use this background point to raise that background beyond the normal 
  maximum of 5. 
  Champion Feat 
  Once per day after a battle, you can gain a bonus to all recharge rolls you make for your 
  expended tactics equal to your Wisdom modifier. 
  Epic Feat 
  Once per day as a free action, you can choose a tactic you don’t normally possess and use it 
  as if you did (you don’t get any feats associated with it). 
  1st Level Commands 
  Get Out of There! 
  Interrupt action 
  Cost: 1 command point 
  Target: One nearby ally (on the ally’s turn) 
  Effect: The target can use a quick action this turn to pop free from one enemy. 
  Adventurer Feat 
  If you spend an additional command point, the target (or targets) can pop free from all 
  enemies instead of only one enemy. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  If you spend an additional command point, you can now target one additional nearby ally with 
  this command. 
  Epic Feat 
  When targets of this command are stuck, that condition ends on them. 
  Rally Now 
  Interrupt action 
  Cost: 1 command point 
  Target: One nearby ally (on the ally’s turn) 
  Special: If you spend an additional command point on this command, you can target an 
  unconscious ally with it. 
  Effect: The target can rally as a free action this turn. (If it’s their second or a subsequent 
  rally, they still need to succeed on the save.) 
  Adventurer Feat 
  The target also adds hit points equal to your Charisma modifier to the recovery. (Double your 
  Charisma modifier at 5th level; triple it at 8th level.) 
  Champion Feat 
  When the target has to roll a save to rally, you can grant them a +2 bonus to the roll as a free 
  action after seeing it for each additional command point you spend on the command. 
  Epic Feat 
  The target of this command also gains a +2 bonus to all defenses until the end of its next 
  turn. 
  Save Now! 
  Interrupt action 
  Cost: 1 command point 
  Target: One nearby ally (on the ally’s turn) 
  Effect: The target can roll a save against a save ends effect. 
  Adventurer Feat 
  For each additional 2 command points you spend when you make the command (before the 
  save roll), the target can roll another d20 for the save, choosing the best result. 
  Champion Feat 
  If the save fails, you gain 1 command point. 
  Epic Feat 
  Whether or not the save succeeds, the target of your command heals hit points equal to 3d10 
  + triple your Charisma modifier. 
  Try Again 
  Interrupt action 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Cost: 2 command points 
  Target: One nearby ally that made an attack roll (on that ally’s turn) 
  Effect: The target can reroll the attack but must use the new result. 
  Adventurer Feat 
  If the escalation die is 3+, the target gains a bonus to the reroll equal to your Charisma 
  modifier. 
  Champion Feat 
  If the rerolled attack scores a critical hit, you gain 1 command point. 
  Epic Feat 
  You can use this command before an ally makes an attack roll for 3 command points (instead 
  of 2) for an entirely different effect: The target can make an additional basic attack this turn 
  as a free action if the attack hits. 
  You Set Them Up, I Finish 
  Interrupt action 
  Cost: 4 command points 
  Target: One nearby ally (on the ally’s turn) that hits an enemy you can see with an attack this 
  turn 
  Effect: Add your Charisma modifier to the damage dealt by your ally (double your Charisma 
  modifier at 5th level; triple it at 8th level). In addition, during your next turn, you gain a +2 
  attack bonus with melee attacks against the enemy that your ally hit. 
  Adventurer Feat 
  The target ally also gains the damage bonus with any other attacks it makes against the same 
  enemy this turn. 
  Champion Feat 
  The command now costs 3 command points to use. 
  Epic Feat 
  Your attacks that benefit from the +2 attack bonus against that enemy also add triple your 
  Charisma modifier to your damage on a hit. 
  1st Level Tactics 
  Basic Tactical Strike 
  Quick action 
  Recharge 11+ after battle 
  Target: One nearby ally 
  Effect: The target can make a basic attack as a free action. 
  Adventurer Feat 
  On a hit, the attack gains a damage bonus equal to your Charisma modifier. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  The target gains an attack bonus equal to your Charisma modifier with that attack. 
  Epic Feat 
  The recharge roll is now 6+. 
  Enforce Clarity 
  Quick action 
  Recharge 16+ after battle 
  Target: One nearby ally 
  Effect: One non-last gasp effect on the target ends (including effects that don’t require a 
  save). 
  Adventurer Feat 
  The recharge roll is now 11+. 
  Champion Feat 
  You can now target one additional nearby ally with this tactic. 
  Epic Feat 
  The recharge roll is now 6+. 
  Just Stay Calm 
  Quick action, when the escalation die is 2+ 
  Recharge 16+ after battle 
  Effect: Decrease the escalation die by 1. Then 1d3 of your nearby allies can heal using a 
  recovery. 
  Adventurer Feat 
  The tactic now affects 1d3 + 1 nearby allies. 
  Champion Feat 
  You can include yourself as one of the targets. 
  Epic Feat 
  When you use this tactic, you can spend an additional command point to avoid decreasing the 
  escalation die. 
  Outmaneuver 
  Quick action, once per round 
  Close-quarters attack 
  At-Will 
  Limited Use: You can only use this tactic when you have 0 command points. 
  Target: The nearby enemy with the highest Mental Defense 
  Attack: Charisma + Level vs. MD 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hit: You gain 1 command point. 
  Adventurer Feat 
  When you are engaged with one or more enemies, you can target the enemy with the highest 
  MD you are engaged with instead of the nearest enemy. 
  Champion Feat 
  When you attack with this tactic and roll a natural even hit, you gain 2 command points 
  instead of 1. 
  Epic Feat 
  Once per battle as a free action when you hit with this tactic, the target also takes 1d10 
  psychic damage for each point on the escalation die. 
  3rd Level Commands 
  Charge! 
  Interrupt action 
  Cost: 1 command point 
  Target: One nearby ally (on the ally’s turn) 
  Effect: As a standard action this turn, the target can both move and make a basic attack. 
  Adventurer Feat 
  If you spend an additional command point, the target can use a melee attack instead of a 
  basic attack. 
  Champion Feat 
  The target gains a bonus to the melee attack it makes from this command equal to your 
  Charisma modifier. 
  Epic Feat 
  This turn, if the target moves to attack an enemy you are also engaged with, that enemy is 
  vulnerable to the attack. 
  Hit Harder 
  Interrupt action 
  Cost: 1 command point 
  Target: One nearby ally who hits with an attack (on the ally’s turn) 
  Effect: The target can reroll any of the damage dice. They must accept the rerolled result. 
  Adventurer Feat 
  The target gains a bonus to the damage roll equal to your Charisma modifier (double your 
  Charisma modifier at 5th level; triple it at 8th level). 
  Champion Feat 
  You can spend an additional command point (1 max) to add another damage die of the same 
  type to the damage roll when you reroll damage dice. (You only roll the extra damage die 
  once.) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  You can also use this command as a free action (instead of as an interrupt action) when an 
  ally hits with an opportunity attack. 
  You Are A Precious Snowflake! 
  Interrupt action 
  Cost: 1 command point 
  Target: One nearby non-human ally using a once-per-battle racial power (on the ally’s turn) 
  Effect: Roll a d20. On a 11+, the target doesn’t expend the use of its racial power and can 
  use it again later this battle. 
  3rd Level Tactics 
  Finish This! 
  Quick action, when the escalation die is 4+ 
  Recharge 16+ after battle 
  Limited Use: You can only use this tactic when one enemy is left in the battle. 
  Effect: You can spend between 1 and 3 command points. The crit range of your allies’ attacks 
  against the remaining enemy expands by the number of command points you spent. This 
  effect lasts until the end of the battle or until the enemy scores two critical hits. 
  Adventurer Feat 
  You can now use this tactic when the escalation die is 3+. 
  Champion Feat 
  You can now use this tactic when one or two enemies are left in the battle. 
  Epic Feat 
  You can now spend between 1 and 5 command points on the effect. 
  Scramble 
  Quick action 
  Recharge 16+ after battle 
  Targets: You and 1d3 nearby allies 
  Effect: Each target can take a move action as a free action, starting with you and proceeding 
  in the order of your choice. 
  Adventurer Feat 
  Disengage checks made using this free action gain a +5 bonus. 
  Champion Feat 
  The recharge roll is now 11+. 
  Epic Feat 
  Each target can also make a basic attack as a free action after taking the move action. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Swordwork 
  Free action, when the escalation die is 4+ 
  Recharge 16+ after battle 
  Effect: You can make a basic melee attack as a quick action once each turn until the end of 
  the battle. 
  You can’t gain command points from your Fight from the Front class feature using swordwork 
  attacks. 
  Adventurer Feat 
  You can now use this tactic when the escalation die is 3+. 
  Champion Feat 
  You can now gain command points from your Fight from the Front class feature using 
  swordwork attacks. 
  Epic Feat 
  The recharge roll is now 11+. 
  5th Level Commands 
  Hit ’Em From Here! 
  Interrupt action 
  Cost: 1 command point 
  Target: One nearby ally (on the ally’s turn) 
  Effect: This turn, the target ally can target one far away enemy with a power, spell, or attack 
  that normally only targets or affects nearby enemies. 
  Champion Feat 
  The target can now be a far away ally. 
  Epic Feat 
  The target ally’s power, spell, or attack can now target multiple far away creatures (if it can 
  target multiple creatures normally). 
  Strike Here! 
  Interrupt action 
  Cost: 4 command points 
  Target: One ally engaged with an enemy you are engaged with (on the ally’s turn) 
  Effect: The target can take an extra standard action this turn. 
  Champion Feat 
  This command costs 3 command points instead of 4. 
  Epic Feat 
  If the extra standard action is an attack, the crit range of that attack expands by an amount 
  equal to the escalation die. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  We’ve Got Your Back! 
  Interrupt action 
  Cost: 1 command point 
  Target: One nearby confused, dazed, or weakened ally (at the start of the ally’s turn) 
  Effect: Roll a d20. On a 11+, the target ignores the effects of one of those conditions 
  (confused, dazed, weakened) this turn. On a 16+, the condition ends instead. 
  Champion Feat 
  After the first time in a round you use this command as an interrupt action, you can use it as 
  a free action until the start of your next turn if you have the command points for the cost. 
  You can still only use the command once per ally’s turn. 
  Epic Feat 
  Add hampered and stunned to the list of conditions the effect includes. 
  5th Level Tactics 
  Advanced Tactical Strike 
  Quick action 
  Recharge 16+ after battle 
  Target: One nearby ally 
  Effect: The target can make an at-will attack as a free action. 
  Champion Feat 
  The first time you use this tactic each battle, make a recharge roll for it at the start of your 
  next turn, adding the escalation die to the roll. The recharge roll after the battle, if any, 
  doesn’t gain a bonus from the escalation die. 
  Epic Feat 
  The recharge roll is now 11+. 
  Buck Up! 
  Quick action 
  Recharge 16+ after battle 
  Targets: You and 1d4 nearby allies 
  Effect: Each target gains temporary hit points equal to the average number of hit points it 
  gains when it heals using a recovery. 
  Champion Feat 
  Add twice your Charisma modifier to the temporary hit points each target gains. 
  Epic Feat 
  One of the targets can also heal using a recovery. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th Level Commands 
  Chain of Commands 
  Free action 
  Cost: 1 command point 
  Target: You 
  Effect: The next interrupt action you use to make a command doesn’t prevent you from using 
  another interrupt action later in the round. 
  You Know What to Do! 
  Interrupt action 
  Cost: 4 command points 
  Target: One nearby ally (on that ally’s turn) 
  Effect: The target can take an extra standard action this turn. 
  Champion Feat 
  This command costs 3 command points instead of 4. 
  Epic Feat 
  The target also gains temporary hit points equal to 3d10 + triple your Charisma modifier. 
  7th Level Tactics 
  Climactic Battle 
  Quick action 
  Recharge 16+ after battle 
  Effect: Until the end of the battle, the escalation die becomes a d8 instead of a d6. Then roll 
  a d20. If you roll 11+, increase the escalation die by 1. 
  Champion Feat 
  If the d20 roll is 16+, increase the escalation die by 2 instead of 1. 
  Epic Feat 
  When the escalation die reaches 8, you gain 1d6 command points and can make recharge rolls 
  for all your tactics. 
  On Your Feet, Maggots! 
  Quick action 
  Recharge 16+ after battle 
  Targets: Up to two allies who are staggered or at 0 hit points or below. 
  Effect: The target can heal using two recoveries but is dazed until the end of its next turn. 
  Champion Feat 
  If the escalation die is 3+, there is no dazed effect. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  This tactic now targets up to 1d4 + 1 allies. 
  Saving Will 
  Quick action 
  Recharge 16+ after battle 
  Target: One nearby ally 
  Effect: The target gains a +5 bonus to all saves until the end of your next turn. 
  Champion Feat 
  This tactic can now be used as a free action. 
  Epic Feat 
  You can now target a far away ally. 
  9th Level Commands 
  Natural Command 
  Interrupt action 
  Cost: 2 command points 
  Target: One nearby ally (on the ally’s turn) 
  Effect: Count a natural odd roll the target rolls as natural even, or count a natural even roll 
  the target rolls as natural odd (without actually changing the numerical result). 
  Epic Feat 
  This command costs 1 command point instead of 2 while the escalation die is 3+. 
  You’ll Die When I Tell You to Die! 
  Interrupt action 
  Cost: Your remaining command points 
  Target: One nearby ally about to roll a death save (on the ally’s turn) 
  Effect: The target gains a +2 bonus to the death save for each command point spent on this 
  command. 
  Epic Feat 
  If the target succeeds on its death save, it can take its turn normally as if it rolled a natural 
  20. 
  9th Level Tactics 
  Force a Conclusion 
  Free action 
  Recharge 16+ after battle 
  Effect: If the escalation die is 2+, roll the escalation die and use the new result. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  You gain command points equal to the newly rolled escalation die value. 
  Now, Not Later 
  Free action 
  Recharge 16+ after battle 
  Target: One nearby ally using a recharge power 
  Effect: The target can make a recharge roll for that power immediately after using the 
  power. (If the recharge roll fails, the target can still make a recharge roll for it after the 
  battle.) 
  Epic Feat 
  The target gains a bonus to the recharge roll equal to your Charisma modifier. 
  Supreme Tactical Strike 
  Quick action 
  Recharge 16+ after battle 
  Target: One nearby ally 
  Effect: The target can make a standard action attack as a free action. 
  Epic Feat 
  If the attack hits, it’s a critical hit. 
  Druid 
  Ability Scores 
  Druids gain a +2 class bonus to Strength, Dexterity, or Wisdom, as long as it isn’t the same 
  ability you increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: orc-tribe hunter/gatherer, avalanche prophet, cult zealot, river 
  guide, tribe healer, failed shaman, wild temple priest, mystic waterfall guardian, and raised 
  by wolverines. 
  Gear 
  At 1st level, druids start with a melee weapon, light armor, possibly a staff, perhaps a bow or 
  other ranged weapon, and other minor possessions suggested by their backgrounds. 
  Gold Pieces 
  Druids may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  10* 
  — 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Heavy 
  14 
  -2 
  Shield 
  +1 
  -2* 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 club, staff 
  Light or Simple 
  1d6 mace, axe, shell blade 
  1d8 spear 
  Heavy or Martial 1d8 (-2 atk)* warhammer, flail 1d10 (–2 atk) dire flail, greataxe 
  *Warrior druid talent choices can change shield and one-handed weapon stats. 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger 
  1d4 (-2 atk)hand crossbow 
  — 
  Light or Simple 
  1d6 javelin, axe 1d6 (-2 atk) light crossbow 
  1d6 shortbow 
  Heavy or Martial — 
  1d8 (–5 atk) heavy crossbow 1d8 (–2 atk) longbow 
  Level Progression 
  Druid 
  Level 
  Total Hit Points* 
  Total Feats 
  Level-up Ability 
  Bonuses 
  Damage Bonus From 
  Ability Score 
  Level 1 
  Multiclass 
  (Avg. of both classes) x 3 
  As 1st level PC 
  Not affected 
  ability modifier 
  Level 1 
  (6 + CON mod) x 3 
  1 adventurer 
   
  ability modifier 
  Level 2 
  (6 + CON mod) x 4 
  2 adventurer 
   
  ability modifier 
  Level 3 
  (6 + CON mod) x 5 
  3 adventurer 
   
  ability modifier 
  Level 4 
  (6 + CON mod) x 6 
  4 adventurer 
  +1 to 3 abilities 
  ability modifier 
  Level 5 
  (6 + CON mod) x 8 
  4 adventurer 
  1 champion 
   
  2 x ability modifier 
  Level 6 
  (6 + CON mod) x 10 
  4 adventurer 
  2 champion 
   
  2 x ability modifier 
  Level 7 
  (6 + CON mod) x 12 
  4 adventurer 
  3 champion 
  +1 to 3 abilities 
  2 x ability modifier 
  Level 8 
  (6 + CON mod) x 16 
  4 adventurer 
  3 champion 
  1 epic 
   
  3 x ability modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level 9 
  (6 + CON mod) x 20 
  4 adventurer 
  3 champion 
  2 epic 
   
  3 x ability modifier 
  Level 10 
  (6 + CON mod) x 24 
  4 adventurer 
  3 champion 
  3 epic 
  +1 to 3 abilities 
  3 x ability modifier 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level 
  dependent. 
  Ability Bonus 
  +2 Strength, Dexterity, or Wisdom (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  11 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  11 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (6 + Con mod) x Level modifier (see level progression chart) 
  Recoveries 
  (probably) 8 
  Recovery Dice 
  (1d6 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 (4 at 5th level; 5 at 8th level) 
  Talents 
  3 
  Feats 
  1 per Level 
  Basic Attacks 
  Melee Attack 
  At-Will 
  Target: One enemy 
  Attack: Strength or Dexterity + Level vs. AC 
  Hit: WEAPON + Strength or Dexterity damage 
  Miss: Damage equal to your level 
  Ranged Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  Class Features 
  Druids use divine implements, such as symbols and staffs, to improve their spellcasting. They 
  can choose up to three talents to have many useful aptitudes, or they can specialize by 
  putting two points into one talent (and the other into another talent). A druid who chooses 
  three separate talents is an initiate in each one. Investing two points into a single talent 
  allows the druid to become adept in that talent, thereby gaining more power at the expense 
  of options, and an initiate in another talent. 
  As a druid, you choose whether you want to use Strength or Dexterity as the ability score you 
  will use to determine attack and damage for your basic attacks. Choosing Strength as your 
  melee attack ability score provides one significant benefit: your recovery dice become d10s 
  instead of the d6s used by other druids. Choosing Dexterity as your melee attack ability score 
  works well because Dexterity already boosts your initiative and ranged weapon attacks and 
  might help your AC. 
  You never suffer from natural weather-related cold, heat, or exposure. You can go longer 
  than most people without eating or drinking, but only a couple days longer. 
  You can also talk to plants and animals. If there is useful information to gain, roll a skill check 
  that’s appropriate for the tier. Talking to animals requires a hard DC, and plants usually 
  require a ridiculously hard DC. A druid gains a +1 bonus when talking with animals for every 
  talent spent on the Shifter or Animal Companion talents. A druid gains a +1 bonus when 
  talking with plants for every talent spent on the Terrain Caster talent. 
  Adventurer Feat 
  You can talk with plants and animals pretty much as often you like, and you gain a +5 bonus 
  to any skill checks involved. 
  Druid Talents 
  Each of your talents unlocks pools of spells and powers that are not available to characters 
  who lack the talent. Druids who choose to be an adept with a talent gain additional benefits 
  and powers in that talent. 
  Animal Companion: As an initiate talent, it’s based on the ranger’s Animal Companion 
  talent, but it’s only useful in half your battles instead of all the time. If you choose to be an 
  Animal Companion adept, your animal companion will be with you every battle and you also 
  learn spells that make your animal companion more effective. 
  Elemental Caster: This talent is one of the druid’s two main spellcasting options. As an 
  initiate talent, it grants access to a wide range of daily spells associated with air, earth, fire, 
  and water. Becoming an Elemental Caster adept increases the number of spells you know and 
  provides greater access to summoned elementals. As either an initiate or an adept, you can 
  use adventurer-tier elemental mastery feats to gain at-will spell attacks. 
  Shifter: This talent enables you to shift your form in two ways: scout form transformations 
  into quick-moving animals for out of combat reconnaissance, and beast form transformations 
  into combat-ready predators. Adepts gain more benefits while fighting in beast form. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Terrain Caster: This talent is the druid’s other major spellcasting option. As an initiate, you 
  gain access to daily spells that you can only cast in one of the eight specific types of terrain. 
  Adepts get twice as many daily spells. Feats provide at-will spell attacks that can be used 
  regardless of what terrain you are in. 
  Warrior Druid: This talent lets a druid use once-per-battle flexible attacks that enable them 
  to fight as a serious melee combatant in humanoid form. Generally, this talent makes druids 
  into weapon and shield users, but the talent can integrate with the Shifter talent while a 
  druid fights in beast form. 
  Wild Healer: As an initiate talent, it gives you access to regeneration spells and eventually a 
  wild heal spell. Adepts get enough regeneration spells, wild heal spells, and greater 
  regeneration spells to be a primary healer in any adventuring group. 
  Animal Companion 
  You have a normal-sized animal companion that fights alongside you in battle. See Animal 
  Companion Rules. 
  Elemental Caster 
  As an elemental caster, you can summon elementals and draw on the raw magic of nature, 
  providing many powerful daily spells. Like a wizard or cleric, you choose the Elemental Caster 
  spells you will be able to cast after each full heal-up. 
  You can choose as many feats as you wish from feat trees related to mastering the four 
  elements: air, earth, fire and water. The adventurer-tier feats for the elemental masteries 
  provide access to at-will attack spells. You cast these at-will spells at your current level or 
  one level below (when you’re at even levels). 
  Elemental caster initiates can cast fewer daily spells than adepts. Adepts are also able to use 
  two different summon elemental spells each day, to the initiate’s one. 
  Elemental Caster Initiate Level Progression 
  Druid Level 
  1st level 3rd level  5th level  7th level  9th level 
  Level 1 Multiclass 1 
  — 
  — 
  — 
  — 
  Level 1 
  1 
  — 
  — 
  — 
  — 
  Level 2 
  1 
  — 
  — 
  — 
  — 
  Level 3 
  — 
  1 
  — 
  — 
  — 
  Level 4 
  1 
  1 
  — 
  — 
  — 
  Level 5 
  — 
  1 
  1 
  — 
  — 
  Level 6 
  — 
  — 
  2 
  — 
  — 
  Level 7 
  — 
  — 
  1 
  1 
  — 
  Level 8 
  — 
  — 
  1 
  2 
  — 
  Level 9 
  — 
  — 
  — 
  2 
  1 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level 10 
  — 
  — 
  — 
  1 
  2 
  Elemental Caster Adept Level Progression 
  Druid Level 
  1st level 3rd level  5th level  7th level  9th level  
  Level 1 Multiclass 1 
  — 
  — 
  — 
  — 
  Level 1 
  1 
  — 
  — 
  — 
  — 
  Level 2 
  2 
  — 
  — 
  — 
  — 
  Level 3 
  1 
  2 
  — 
  — 
  — 
  Level 4 
  — 
  3 
  — 
  — 
  — 
  Level 5 
  — 
  2 
  2 
  — 
  — 
  Level 6 
  — 
  1 
  3 
  — 
  — 
  Level 7 
  — 
  — 
  3 
  2 
  — 
  Level 8 
  — 
  — 
  1 
  4 
  — 
  Level 9 
  — 
  — 
  — 
  3 
  3 
  Level 10 
  — 
  — 
  — 
  2 
  4 
  Air Mastery 
  Adventurer Feat 
  You gain the hail hail spell below. 
  Champion Feat 
  All elementals you summon gain a bonus to disengage checks equal to your Strength or 
  Dexterity modifier. 
  Epic Feat 
  The first daily Air spell you cast each day is now a recharge 16+ after battle spell for the rest 
  of the day. 
  Hail Hail 
  Ranged spell 
  At-Will 
  Target: The nearby or far away enemy you can see that has the most hit points 
  Attack: Wisdom + Level vs. PD 
  Natural Even Hit: 1d6 + Wisdom cold damage, and a different nearby enemy takes cold 
  damage equal to your level. 
  Natural Odd Hit: 1d6 + Wisdom cold damage, and each nearby mook takes 1d3 damage. 
  Miss: Damage equal to your level. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  3rd level spell: 3d6 damage, 1d6 mook damage on odd hit. 
  5th level spell: 5d6 damage, 1d10 mook damage on odd hit. 
  7th level spell: 5d8 damage, 2d8 mook damage on odd hit. 
  9th level spell: 7d10 damage, 4d6 mook damage on odd hit. 
  Earth Mastery 
  Adventurer Feat 
  You gain the ripping vines spell below. 
  Champion Feat 
  Enemies roll two d20 when they attempt to disengage from elementals you summon, and 
  must take the lower result. 
  Epic Feat 
  The first daily Earth spell you cast each day is now a recharge 16+ after battle spell for the 
  rest of the day. 
  Ripping Vines 
  Ranged spell 
  At-Will 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. PD 
  Hit: 1d8 + Wisdom damage. 
  Natural Odd Hit: As a hit, plus ongoing damage equal to your Strength or Dexterity modifier, 
  whichever is higher. 
  Crit: As a hit, plus the target is stuck (save ends). 
  3rd level spell: 3d6 damage. 
  5th level spell: 5d6 damage, ongoing damage equal to double your Strength or 
  Dexterity modifier on a natural odd hit. 
  7th level spell: 5d8 damage. 
  9th level spell: 7d10 damage, ongoing damage equal to triple your Strength or 
  Dexterity modifier on a natural odd hit. 
  Fire Mastery 
  Adventurer Feat 
  You gain the flame spear spell below. 
  Champion Feat 
  When an elemental you have summoned drops to 0 hp, one enemy engaged with it takes 
  damage equal to your level + double your Wisdom modifier. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  The first daily Fire spell you cast each day is now a recharge 16+ after battle spell for the rest 
  of the day. 
  Flame Spear 
  Ranged spell 
  At-Will 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. PD 
  Hit: 1d12 + Wisdom fire damage. 
  Natural Odd Hit: As a hit, plus one of your allies engaged with the target, if any, takes 1d6 
  fire damage. 
  3rd level spell: 5d6 damage, 2d6 damage on odd hit. 
  5th level spell: 5d8 damage, 2d8 damage on odd hit. 
  7th level spell: 7d10 damage, 3d10 damage on odd hit. 
  9th level spell: 10d10 damage, 4d6 damage on odd hit. 
  Water Mastery 
  Adventurer Feat 
  You gain the deeper waters spell below. 
  Champion Feat 
  Each elemental you summon gains temporary hit points equal to your level the first time each 
  turn it rolls a natural even attack roll. 
  Epic Feat 
  The first daily Water spell you cast each day is now a recharge 16+ after battle spell for the 
  rest of the day. 
  Deeper Waters 
  Ranged spell 
  At-Will 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. PD 
  Hit: 1d10 + Wisdom damage. 
  Natural Even Hit: As a hit, plus the target takes ongoing damage equal to your level or 
  increases an already existing ongoing damage effect by your level (your choice). 
  3rd level spell: 4d6 damage. 
  5th level spell: 6d6damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level spell: 6d10 damage. 
  9th level spell: 8d10 damage. 
  1st Level Spells 
  Spells that include the name of the elemental domain in their title, such as earth strength 
  and faerie fire, don’t require domain markers. Spells whose names aren’t self-explanatory 
  are marked with their domain in parentheses. 
  Earth Strength 
  Ranged spell 
  Daily 
  Quick action to cast 
  Targets: One nearby ally you choose and one other random nearby ally. Both targets must be 
  touching the ground. 
  Effect: The effect depends on the target’s status. 
  Unstaggered target: The target gains a bonus to its attacks and damage equal to your 
  Strength or Dexterity modifier until the target ends its turn staggered or until the end of the 
  battle. 
  Staggered target: The target can heal using a recovery. 
  3rd level spell: You can now be the chosen target. 
  5th level spell: An unstaggered target also gains the bonus to saves. 
  7th level spell: A staggered target can heal using a free recovery instead. 
  9th level spell: The spell targets two random nearby allies instead of one. 
  Faerie Fire 
  Ranged spell 
  Daily 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. PD 
  Hit: 3d6 + Wisdom fire damage, and the target is vulnerable (hard save ends, 16+). 
  Miss: Half damage, and the target is vulnerable until the end of your next turn. 
  3rd level spell: 6d6 damage, and in addition to being vulnerable, the target can’t turn 
  invisible or hide from you or your allies (save ends both). 
  5th level spell: 6d10 damage, and the target also can’t teleport (save ends all). 
  7th level spell: 10d10 damage. 
  9th level spell: 2d8 x 10 damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Gust (Air) 
  Close-quarters spell 
  Daily 
  Target: One nearby enemy 
  Always: Before rolling the attack, you can attempt to disengage as a free action. 
  Attack: Wisdom + Level vs. PD 
  Hit: 3d6 damage, and 5 ongoing cold damage. 
  Miss: You don’t expend the spell. 
  3rd level spell: 6d6 damage. 
  5th level spell: 6d10 damage and 10 ongoing cold damage, and you gain flight until the 
  end of your next turn. 
  7th level spell: 10d10 damage and 10 ongoing cold damage, and you gain flight until 
  the end of the battle. 
  9th level spell: 2d8 x 10 damage, and 15 ongoing cold damage. 
  Water Breathing 
  Ranged spell 
  Daily 
  Quick action to cast 
  Effect: You can breathe underwater until the end of the battle, or for five minutes. 
  3rd level spell: The spell now targets up to five nearby allies as well as you. 
  5th level spell: The effect lasts for about five hours. 
  7th level spell: The effect lasts for about ten hours. 
  9th level spell: The effect lasts until your next full heal-up. 
  3rd Level Spells 
  The 3rd level Elemental Caster spells are the four elemental summoning spells: summon air 
  elemental, summon earth elemental, summon fire elemental, and summon water elemental. 
  Each summoning spell summons an elemental of the same level as the spell. 
  Summoned elementals start battles with half the hit points of standard elementals. 
  Each elemental that’s at least 5th level has a transformation ability that greatly improves its 
  effectiveness in battle. Free elementals transform the first time they succeed with their 
  transformation rolls, but summoned elementals have to succeed with their transformation 
  rolls twice before their transformation takes effect. 
  Initiates can choose only one summon elemental spell each day, while adepts can choose up 
  to two. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  (See Summoning Rules for the basic summoning rules.) 
  These feats apply to the following summoning spells. 
  Adventurer Feat 
  Your summoned creatures can arrive anywhere you can see nearby, instead of needing to 
  appear beside you. 
  Champion Feat 
  When you summon a non-mook creature, roll 2d10 and add double your Strength modifier or 
  Dexterity modifier, whichever is higher. Your summoned creature increases its base hit points 
  by that amount. (At 8th level, roll 3d10 and add triple the modifier.) 
  Epic Feat 
  Once per day when you heal using a recovery, a creature you summoned can heal the same 
  amount, ignoring the usual restrictions on limited healing for summoned creatures. 
  Summon Air Elemental (3rd level+) 
  Ranged spell 
  Daily 
  Effect: You summon a 3rd level small air elemental (20 hp). 
  5th level spell: You now summon a 5th level air elemental (33 hp). 
  7th level spell: You now summon a 7th level big air elemental (47 hp). 
  9th level spell: You now summon a 9th level epic air elemental (85 hp). 
  Summon Earth Elemental (3rd level+) 
  Ranged spell 
  Daily 
  Effect: You summon a 3rd level small earth elemental (17 hp). 
  5th level spell: You now summon a 5th level earth elemental (26 hp). 
  7th level spell: You now summon a 7th level big earth elemental (44 hp). 
  9th level spell: You now summon a 9th level epic earth elemental (70 hp). 
  Summon Fire Elemental (3rd level+) 
  Ranged spell 
  Daily 
  Effect: You summon a 3rd level small fire elemental (21 hp).  
  5th level spell: You can now summon a 5th level fire elemental (33 hp). 
  7th level spell: You can now summon a 7th level big fire elemental (48 hp). 
  9th level spell: You can now summon a 9th level epic fire elemental (83 hp). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Summon Water Elemental (3rd level+) 
  Ranged spell 
  Daily 
  Effect: You summon a 3rd level small water elemental (18 hp). 
  5th level spell: You summon a 5th level water elemental (30 hp). 
  7th level spell: You summon a 7th level big water elemental (45 hp). 
  9th level spell: You summon a 9th level epic water elemental (80 hp). 
  5th Level Spells 
  Flame Seeds (Fire) 
  Ranged spell 
  Daily 
  Targets: 1d3 + 1 nearby enemies 
  Attack: Wisdom + Level vs. PD 
  Hit: 3d12 + Wisdom fire damage, and 5 ongoing fire damage (hard save ends, 16+). 
  Effect: Until the end of the battle, you can use a quick action once per turn to increase the 
  flame seeds ongoing fire damage by 5 for each target that hasn’t saved. (Yes, you can use a 
  quick action the same turn that you cast the spell.) 
  7th level spell: 5d12 damage. 
  9th level spell: 8d12 damage. 
  Fog Bank (Water) 
  Ranged spell 
  Daily 
  Targets: Each creature in the battle, including you 
  Effect: Until the start of your next turn, when a target attempts to attack, ready an action, 
  or delay, it must roll a hard save (16+). If the target fails, it expends that action to no effect. 
  9th level spell: You can now choose which creatures in the battle the spell targets. 
  7th Level Spells 
  Lightning Strikes (Air) 
  Ranged spell 
  Daily 
  Target: One nearby or far away enemy 
  Attack: Wisdom + Level vs. PD 
  Hit: 10d8 + Wisdom lightning damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: 15 lightning damage. 
  Effect: Until the end of the battle, when the escalation die is odd at the start of your turn, 
  repeat this attack once that turn against one random nearby enemy as a free action, even if 
  you don’t have line of sight to that creature. 
  9th level spell: 10d12 damage; 25 miss damage. 
  9th Level Spells 
  Wall of Stone (Earth) 
  Ranged spell 
  Daily 
  Effect: You create a more or less impenetrable wall of stone that’s pretty big. You can’t drop 
  it on top of enemies or bend it after creating it, but it can form natural flowing shapes like a 
  river of stone that’s at most 40 feet high, 120 feet long, and 10 feet thick. If you’re straining 
  to come up with nasty ways to use the wall, you’re breaking the spirit of the spell, since it’s 
  just supposed to be a stone wall that blocks most other creatures’ movements. 
  You, the spellcasting druid, can move through the wall at will, but you can’t end your turn 
  inside it. 
  The wall isn’t permanent: walls of stone generally disappear at sunrise or sunset. 
  Summoning Rules 
  These general rules also apply to the necromancer’s Summoning class feature. 
  Standard action spells 
  Casting a summoning spell generally requires a standard action. The creature(s) you summon 
  appears next to you, though feats or powers might enable you to summon it nearby instead. 
  Duration 
  A summoned creature fights for you until the end of the battle or until it drops to 0 hit points. 
  At 0 hp, summoned creatures are slain and removed from the battle. 
  One summoning spell at a time 
  Each spellcaster can have only a single summoning spell active at a time. If all the creatures 
  from an earlier summoning spell have been slain, you’re free to cast another. Alternatively, 
  you can dismiss your own previously summoned creatures as a quick action to clear the way 
  for a new summoning spell. 
  Halfway there 
  Summoned creatures are not the same as real creatures. They’re partly real, partly magical. 
  Their abilities don’t always match the capabilities of the creatures that the adventurers 
  encounter for real. Sometimes this is reflected in a summoned creature’s attacks or abilities. 
  It’s always reflected in a summoned creature’s hit points. 
  Hit points 
  Each summoned creature stat block indicates its base hit points. Starting hit points for 
  summoned creatures are nearly always lower than hit points for non-summoned versions of 
  the same creature. Some class feats might increase the hit points of summoned creatures. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Actions on arrival 
  The turn you summon a creature, that creature takes its turn immediately after your turn in 
  initiative order. During its turn, the summoned creature can act like any other creature, 
  taking a standard, move, and quick action. The summoned creature continues to take its turn 
  immediately after you (even if your initiative order changes) until the end of the battle. 
  Escalation die 
  As a rule, summoned creatures don’t benefit from the escalation die. A summoned creature 
  can add the escalation die to attacks, however, if you use a quick action to give it orders or 
  magical reinforcement. The summoned creature then gets to use the escalation die until the 
  start of your next turn, including for opportunity attacks and other attacks that it gets to 
  make during other creatures’ turns. 
  For example, during the turn you summon the creature, you use a quick action afterward to 
  give it orders, allowing it to use the escalation die bonus. At the start of your next turn, the 
  creature no longer gets to use the escalation die, so you’ll have to use another quick action 
  again during that turn for the creature to keep getting the benefit. 
  If you’ve summoned a mob of mooks, a single quick action lets every member of the mob use 
  the escalation die. 
  Allies 
  Summoned creatures generally count as your allies (for roleplaying as well as for resolving 
  effects). 
  No recoveries, bad healing 
  Summoned creatures don’t have recoveries. If you cast a healing spell on a summoned 
  creature that requires the use of a recovery, the summoned creature heals hit points equal to 
  your level. If you use an effect that would heal a summoned creature without using a 
  recovery, the summoned creature only heals half the normal hit points of the effect. 
  Temporary hit points still work normally. 
  No nastier specials 
  Creatures you summon don’t use nastier specials. 
  Spell or creature 
  When a summoning spell is cast, it’s definitely a spell. After casting the spell, a summoned 
  creature is a creature. 
  Shifter 
  You glory in shifting into the forms of animals that nature blessed with keen eyes, swift 
  wings, and terrible fangs. You also gain a number of aspects that you can assume while 
  battling in beast form to improve your capabilities. 
  Shifter Initiate Level Progression 
  Druid Level 
  Daily Scout Form 
  Shifts 
  Daily Beast Form 
  Shifts 
  Daily Beast Form 
  Aspects 
  Level 1 
  Multiclass 
  1 
  — 
  — 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level 1 
  1 
  1 
  — 
  Level 2 
  1 
  1 
  — 
  Level 3 
  1 
  1 
  1 
  Level 4 
  1 
  1 
  1 
  Level 5 
  1 
  1 
  1 
  Level 6 
  1 
  2 
  1 
  Level 7 
  1 
  2 
  1 
  Level 8 
  2 
  2 
  2 
  Level 9 
  2 
  2 
  2 
  Level 10 
  2 
  2 
  2 
  Shifter Adept Level Progression 
  Druid Level 
  Daily Scout Form 
  Shifts 
  Daily Beast Form 
  Shifts 
  Daily Beast Form 
  Aspects 
  Level 1 
  Multiclass 
  1 
  At-will 
  — 
  Level 1 
  1 
  At-will 
  1 
  Level 2 
  1 
  At-will 
  2 
  Level 3 
  1 
  At-will 
  3 
  Level 4 
  1 
  At-will 
  3 
  Level 5 
  2 
  At-will 
  4 
  Level 6 
  2 
  At-will 
  4 
  Level 7 
  2 
  At-will 
  4 
  Level 8 
  3 
  At-will 
  5 
  Level 9 
  3 
  At-will 
  5 
  Level 10 
  3 
  At-will 
  5 
  Scout Form 
  Scout forms are magical versions of normal, smaller animals that are useful for scouting, such 
  as bobcats, coyotes, owls, lizards, dire rats, giant spiders, and so on. In scout form, you 
  shouldn’t have any problem slipping through the world without being troubled by any but the 
  most serious defenses. However, you don’t look like a natural animal; there’s something 
  extremely magical about you. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Becoming a small animal isn’t a perfect translation of self. Your humanoid brain doesn’t work 
  the same when you’ve shifted into scout form. You don’t talk. You can’t cast spells. Your 
  magical items and possessions change shape with you, but you don’t get to use them in scout 
  form. You maintain your identity and know who your allies are, but you’re as much an animal 
  as a person while in the form. 
  Fighting in Scout Form 
  Fighting in scout form should be avoided unless you’re fighting a mundane animal. If you do 
  attempt to fight, your attacker hits you unless he rolls a natural 1, and taking damage this 
  way transforms you back into humanoid form. 
  Shifting Into Scout Form and Back 
  Transforming from humanoid or beast form into scout form requires a standard action. To 
  transform back to human form from scout form requires a quick action. A Shifter adept can 
  transform directly from scout to beast form (as a quick action), but a Shifter initiate must 
  transform to human form first. You can only shift once per round. You can stay in scout form 
  as long as you like, or switch back to humanoid form and then back again the next round. 
  Using Scout Form Shifts 
  Shifting into scout form is a daily, but you can do it at will. You can shift for roleplaying 
  reasons, or for combat reconnaissance. To gain an advantage for an upcoming battle (or one 
  just about to start), using your scout form requires a skill check. 
  Before rolling initiative, you expend one daily scout form use and roll a skill check to see how 
  successful you were with your combat recon. Depending on the terrain, the weather, and the 
  particular enemies or dangers, the GM will ask you to use an ability score that makes sense 
  for the situation just like any other check, though Wisdom, Dexterity, and Strength are often 
  common choices. 
  You’ll normally roll against the standard difficulty of the current environment. While in scout 
  form in an adventurer-tier area, the normal check starts at DC 15, a hard check is DC 20, and 
  a ridiculously hard check is DC 25. Champion tier increases the DC by 5, and epic tier by 5 
  more. Note that a successful check that qualifies for a higher DC gains you the 
  information/advantage for that result, plus any lower results. A normal success or better 
  probably negates any chance of an ambush or surprise by the enemy you’ve scouted. 
  Failure: Nothing came of your scouting. 
  Normal success: You gain a +4 bonus to initiative this battle. 
  Hard success: As a free action at some point during the battle, you can grant one of your 
  allies a reroll on an attack roll or save. That ally must take the new result. You must explain 
  how something that happened while you were scouting contributed to this benefit. 
  Ridiculously hard success: The GM chooses between giving you a reroll at some point during 
  the battle, or giving you a floating story-guide icon relationship result of 6 with a random 
  icon. 
  You only need to take one of the two adventurer-tier feats to access the champion-tier feat. 
  You can also take both adventurer-tier feats, if you wish. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  Your temporary animal background roll is a 1d6 instead of 1d4 + 1, and count a 1 rolled as a 
  2. 
  Adventurer Feat 
  A normal success with your combat recon skill check also grants your allies a +2 bonus to 
  initiative this battle. 
  Champion Feat 
  Rerolls from your combat recon exploits gain a +2 bonus. 
  Epic Feat 
  You now get two benefits instead of one when you succeed at a ridiculously hard skill check 
  with your scout form. 
  Beast Form 
  Shifter initiates have a certain number of uses of beast form each day, allowing them to fight 
  one or more battles in the shape of powerful predators. Since beast form transformations are 
  like other daily powers, lasting no more than five minutes, Shifter initiates seldom stay in 
  beast form, instead moving around in humanoid form or scout form. 
  Shifter adepts can use beast form at-will. 
  Beast Form 
  Daily for Shifter initiates (1 or 2 uses) 
  At-Will for Shifter adepts 
  Quick action 
  Effect: You leave your humanoid form behind and assume the form of a deadly predator such 
  as a wolf, panther, tiger, bear, wolverine, lion, or another animal that you are naturally 
  connected to. 
   
  The choice of what type of animal you become is up to you. You don’t always have to change 
  into the same thing—your choices can suit the story. Stick to four-legged natural predators, 
  not creatures with supernatural abilities or the ability to fly. 
  Shifter adepts can speak in growly voices and cast spells while in beast form. Shifter initiates 
  can speak in beast form but can’t cast spells unless they take the champion-tier feat below. 
  Magic items: Your magic items stick with you and you get the benefit of their default 
  bonuses. Yes, this means the bonuses from your magic axe translate to your beast form. 
  Shifter adepts can use their magic item powers while in beast form. Shifter initiates can’t, 
  but see the champion-tier feat below. 
  Beast form actions: Shifter adepts can shift freely between humanoid form and beast form 
  during a battle. Shifter initiates who shift into beast form use up one of their daily beast form 
  shifts, but they can shift between beast form and humanoid form without using a daily shift 
  for the rest of that battle. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  For both adepts and initiates, shifting to humanoid form during your turn is a quick action. So 
  is shifting back to beast form. 
  Beast aspects: While in beast form, you can take on aspects of different beasts to help you in 
  battle (see below). You don’t have to use the aspects; they’re an option to improve your 
  beast form attacks and powers, not a requirement. 
  While in beast form, you attack in melee using a beast form attack. 
  Beast Form Attack 
  Melee attack 
  At-Will 
  Attack: Strength or Dexterity + Level vs. AC 
  Natural Even Hit: 1d10 damage per level + Strength or Dexterity damage. 
  Natural Odd Hit: 1d6 damage per level + Strength or Dexterity damage. 
  Miss: Repeat the attack against the same or a different target. This second attack has no miss 
  effect. 
  Adventurer Feat 
  For both initiates and adepts, your second beast form attack (the one you roll when the first 
  attack misses) now deals miss damage equal to your level. If you are a Shifter adept, you can 
  have two beast aspects active at the same time. If you start using a third aspect, one of the 
  two previous aspects of your choice ends. 
  Champion Feat 
  If you are a Shifter initiate, you can now cast spells and use magic item powers while in beast 
  form. If you are a Shifter adept, you can have three beast aspects active at the same time. If 
  you start using a fourth aspect, one of the two previous aspects of your choice ends. 
  Epic Feat 
  If you are a Shifter adept, your beast form can now be a lycanthropic form when you wish—
  furred, deadly, and possessing a new power that you can use only while in lycanthropic form: 
  shake it off. 
  Shake It Off 
  Special: You gain access to this power by taking the epic feat for beast form attack. To use 
  it, you must be using at least one beast aspect. 
  Recharge 16+ after battle 
  Free action 
  Trigger: You take damage while fighting in beast form 
  Effect: You end a beast aspect power that you are using and then take only 6d6 damage from 
  the triggering attack and ignore the rest of the damage. You still suffer any other effects of 
  the attack (including ongoing damage). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Beast Aspect 
  Beast aspects are powers you can use while in beast form to help you in battle. You must 
  choose the aspects you know at each full heal-up. You can select any of the following aspects 
  beginning at 1st level. 
  Normally you can use only one beast aspect at a time and using another aspect ends the 
  previous one. The beast form attack feats change that for the Shifter adept. 
  Beast aspect bonuses: Many beast aspects provide bonuses to defenses or attacks. Shifter 
  adepts can combine bonuses to the same stats from two aspects they are using 
  simultaneously, an exception to the general rule that bonuses don’t stack. For example, a 
  Shifter adept using bear aspect with its champion feat would have a +2 AC, and if the adept 
  was also using behemoth aspect with its champion feat, the total defensive bonuses for the 
  adept would be +5 AC and +3 PD. 
  Effects: Beast aspects only affect you while you are in beast form, which means that every 
  aspect should be understood to read “while in beast form” for all its effects and powers. 
  Shifting out of beast form to humanoid form prevents a beast aspect from having any effect, 
  but it doesn’t end the aspect. When you shift back to beast form, the aspect is in effect 
  again. Aspects last until the end of the battle. 
  Appearances: The names of the aspects are a guide to what you might look like when 
  channeling that beast, but it’s also possible to decide that your usual beast form is, for 
  example, wolf-like, and that using bear aspect or behemoth aspect merely adds bear-like or 
  behemoth-like qualities to your standard wolf-shape. 
  Bear Aspect 
  Beast aspect 
  Daily, or recharge 16+ for adepts 
  Quick action 
  Initiate Effect: Until the end of the battle, while in beast form you gain a +2 bonus to attacks 
  and damage against lower level enemies and mooks of any level (damage bonus increases to 2 
  + double your Strength or Dexterity modifier at 5th level; damage bonus increases to 2 + triple 
  your Strength or Dexterity modifier at 8th level). 
  Adept Effect: As the initiate effect, and when you first shift into this aspect, roll your 
  recovery dice as if you were healing, but you instead gain that many temporary hit points. 
  You don’t spend a recovery. 
  Adventurer Feat 
  The initiate effect’s attack bonus is now +4 instead of +2. 
  Champion Feat 
  Adepts also gain a +2 AC bonus while using this aspect. 
  Epic Feat 
  Until the first time it recharges each day, bear aspect is recharge 11+ instead of recharge 16+ 
  for adepts. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Behemoth Aspect 
  Beast aspect 
  Daily, or recharge 16+ for adepts 
  Quick action 
  Initiate Effect: You gain a +2 bonus to AC and PD. 
  Adept Effect: As the initiate effect, and the first time you become staggered this battle, roll 
  a hard save (16+). If you fail, choose one of the two following benefits. If you succeed, you 
  get both. 
  Endurance: You can heal using a recovery. 
  Wrath: Begin rolling 2d20 for each of your melee attacks and choose the result you prefer 
  until the end of the battle or until you make both rolls for a melee attack and each roll is a 
  natural 10 or less. 
  Adventurer Feat 
  The recovery from the adept’s endurance effect is now free. 
  Champion Feat 
  For adepts, the bonus to AC and PD is now +3 instead of +2. 
  Epic Feat 
  The save that determines the adept’s benefit(s) is now a normal save. 
  Mantis Aspect 
  Beast aspect 
  Daily, or recharge 16+ for adepts 
  Quick action 
  Initiate Effect: Until the end of the battle, when an enemy engaged with you fails a 
  disengage check, you can make an opportunity attack against it. In addition, your natural 
  even beast form attack rolls that would normally deal damage equal to your level deal half 
  damage instead. 
  Adept Effect: As the initiate effect, and you gain a +1d3 bonus to AC and a +1d3 bonus to PD 
  (two separate rolls). Insects are unpredictable. 
  Adventurer Feat 
  When an enemy attempts to disengage from you while you are using this aspect, it takes a 
  penalty to the check equal to your Strength or Dexterity modifier. 
  Champion Feat 
  Adept effect bonuses are now d4s instead of d3s. 
  Epic Feat 
  Until the first time it recharges each day, mantis aspect is recharge 11+ instead of recharge 
  16+ for adepts. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Leopard Aspect 
  Beast aspect 
  Daily, or recharge 16+ for adepts 
  Quick action 
  Initiate Effect: Until the end of the battle, when an enemy misses you with a melee attack 
  and rolls a natural 1–4, you gain an additional standard action during your next turn. You can 
  only gain one additional standard action a turn this way. Powers like elven grace or a 
  command won’t stack with this effect either. 
  Adept Effect: As the initiate effect, and you gain a +2 bonus to AC. You also gain a +5 bonus 
  to disengage checks and to saves against being stuck, dazed, or stunned. 
  Owlbear Aspect 
  Beast aspect 
  Daily, or recharge 16+ for adepts 
  Quick action 
  Initiate Effect: Until the end of the battle, your crit range with melee attacks expands by 2. 
  Adept Effect: As the initiate effect, and you gain a +1 bonus to melee attacks and a +2 bonus 
  to AC and PD. 
  Adventurer Feat 
  When you score a critical hit, you heal hit points equal to your level + your Wisdom modifier 
  (double your Wisdom modifier at 5th level; triple it at 8th level). 
  Champion Feat 
  While you are in this aspect, your critical hits with melee attacks deal triple damage instead 
  of double damage. 
  Epic Feat 
  Until the first time it recharges each day, owlbear aspect is recharge 11+ instead of recharge 
  16+ for adepts. 
  Tiger Aspect 
  Beast aspect 
  Daily, or recharge 16+ for adepts 
  Quick action 
  Initiate Effect: Until the end of the battle, you gain the benefits of two-weapon fighting: if 
  your attack roll is a natural 2, you can reroll the attack, but must use the reroll. In addition, 
  the crit range of attacks you reroll this way expands by 4. 
  Adept Effect: As the initiate effect, and increase the size of your beast form melee attack 
  damage dice by one size (for example, d6s become d8s, and d10s become 12s). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  You also gain a +2 attack bonus with any attack you reroll while using this aspect. 
  Champion Feat 
  When you move and then attack an enemy you were not engaged with at the start of your 
  turn, you can reroll your first natural odd attack roll each turn, but must use the reroll. (The 
  initiate effect bonuses don’t apply to this reroll.) 
  Epic Feat 
  Until the first time it recharges each day, tiger aspect is recharge 11+ instead of recharge 16+ 
  for adepts. 
  Wolverine Aspect 
  Beast aspect 
  Daily, or recharge 16+ for adepts 
  Quick action 
  Initiate Effect: Until the end of the battle, when your melee attacks hit an enemy that has 
  more hit points than you, the target takes 1d6 extra damage from the hit. 
  Adept Effect: As the initiate effect, and you gain a +2 bonus to all defenses. You can also 
  rally once this battle as a quick action instead of a standard action. 
  Adventurer Feat 
  Your extra melee damage while using this aspect increases according to your level: 
  2nd level druid: +1d8 damage. 
  4th level druid: +1d10 damage. 
  6th level druid: +2d6 damage. 
  8th level druid: +3d6 damage. 
  10th level druid: +3d12 damage. 
  Champion Feat 
  You can use the damage bonus against an enemy that started the battle with more hit points 
  than you, but no longer does. 
  Epic Feat 
  Until the first time it recharges each day, wolverine aspect is recharge 11+ instead of 
  recharge 16+ for adepts. 
  Terrain Caster 
  There are eight different ranges of terrain that are relevant to druidic magic: 
  1. cave, dungeon, underworld 
  2. forest, woods 
  3. ice, snowfields, tundra 
  4. migration route (large herd animal) 
  5. mountains 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  6. plains, overworld 
  7. ruins 
  8. swamp, lake, river 
  At-will or once-per-battle spells provided by terrain caster adventurer feats can be cast in any 
  terrain you like. Daily spells must match the type of terrain you’re in, though you don’t have 
  to memorize them like a wizard, and the spell level you cast them at is your current 
  character level. 
  Terrains need not be exclusive; ruins can exist on mountains, and the terrain caster can draw 
  upon each. Any ambiguity should be decided by the GM. 
  Terrain Caster Initiate Level Progression 
  Druid Level 
  Daily Spells  Level the Spells are Cast At 
  Level 1 Multiclass 1 
  1st level 
  Level 1 
  1 
  1st level 
  Level 2 
  1 
  1st level 
  Level 3 
  2 
  3rd level  
  Level 4 
  2 
  3rd level 
  Level 5 
  2 
  5th level  
  Level 6 
  3 
  5th level  
  Level 7 
  3 
  7th level  
  Level 8 
  3 
  7th level 
  Level 9 
  3 
  9th level 
  Level 10 
  3 
  9th level 
  Terrain Caster Adept Level Progression 
  Druid Level 
  Daily Spells  Level the Spells are Cast At 
  Level 1 Multiclass 1 
  1st level 
  Level 1 
  1 
  1st level 
  Level 2 
  2 
  1st level 
  Level 3 
  3 
  3rd level  
  Level 4 
  4 
  3rd level 
  Level 5 
  5 
  5th level  
  Level 6 
  5 
  5th level  
  Level 7 
  6 
  7th level  
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level 8 
  6 
  7th level 
  Level 9 
  7 
  9th level 
  Level 10 
  7 
  9th level 
  Cave, Dungeon, Underworld 
  Adventurer Feat 
  You gain the ways of the dark spell below. 
  Champion Feat 
  Once per battle, when an attack targeting MD hits you while you’re not fighting in bright 
  sunlight, you can force the attacker to reroll that attack, but you must accept the reroll. 
  Epic Feat 
  You can now cast one bonus daily cave/dungeon/underworld spell that doesn’t count against 
  your total daily spells, but you still can’t cast a specific daily spell of that type more than 
  once per day. 
  Ways of the Dark (Terrain Feat Spell) 
  At-Will (in any terrain) 
  Ranged spell 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. MD 
  Hit: 1d8 psychic damage (don’t add your ability score modifier). 
  Natural Even Hit: As a hit, plus the target can’t attack the druid until the end of its next turn 
  unless the druid moves to engage the target. 
  Miss: Damage equal to your level. 
  3rd level spell: 2d8 damage. 
  5th level spell: 3d8 damage. 
  7th level spell: 5d8 damage. 
  9th level spell: 7d8 damage. 
  Spider Climb (1st level) 
  Ranged spell 
  Daily 
  Quick action to cast 
  Target: You 
  Effect: Until the end of the battle or for five minutes, you can climb up sheer surfaces and 
  stick to ceilings as if you were a spider. You can fight and cast spells normally while climbing. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  3rd level spell: If you’re fighting while standing upside down on a ceiling or sideways on 
  a wall, you can reroll the first natural odd attack roll you get if you tell a fun story 
  about how the spider climb effect is letting you fight better than you ordinarily would! 
  5th level spell: While the spell is in effect, you can fall up to 100 feet without taking 
  damage. 
  7th level spell: The effect lasts up to an hour and you can also target a nearby ally. 
  9th level spell: The spell now targets you and 1d4 + 1 nearby allies. 
  Fungal Ambuscade (3rd level) 
  Ranged spell 
  Daily 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. PD 
  Hit: The target takes 15 ongoing poison damage (two saves ends). 
  Miss: The target takes 5 ongoing poison damage (two saves ends). 
  5th level spell: 25 ongoing damage on a hit, 10 ongoing damage on a miss. 
  7th level spell: 50 ongoing damage on a hit, 20 ongoing damage on a miss. 
  9th level spell: 90 ongoing damage on a hit, 40 ongoing damage on a miss. 
  Spikestones (5th level) 
  Ranged spell 
  Daily 
  Effect: Until the end of the battle, the area the battle is occurring in is dangerous to move in. 
  When an enemy moves through the area on the ground (enemies using teleport or similar 
  powers aren’t affected), it must roll a normal save that turn. On a failure, that creature takes 
  7d6 damage. If they move again that turn, they don’t have to roll a save. 
  You can move normally in the area. Your allies must roll an easy save (6+); if they fail they 
  take half damage when they move. 
  Since the spell normally only works underground, it affects creatures with flight because it’s 
  assumed that nasty stalactites jut out from the ceiling as well as the walls and floors. If 
  you’re in a giant cavern when you cast it, fliers could probably zip around away from surfaces 
  without too much trouble (GM’s call). 
  7th level spell: 7d10 damage. 
  9th level spell: 9d10 damage. 
  Forest, Woods 
  Adventurer Feat 
  You gain the rain of acorns spell below. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  Once per battle when you hit an enemy that’s a beast with rain of acorns, the target is also 
  confused until the end of your next turn. 
  Epic Feat 
  You can now cast one bonus daily forest/woods spell that doesn’t count against your total 
  daily spells, but you still can’t cast a specific daily spell of that type more than once per day. 
  Rain of Acorns (Terrain Feat Spell) 
  Ranged spell 
  At-Will (in any terrain) 
  Targets: 1d3 nearby enemies in a group 
  Attack: Wisdom + Level vs. PD 
  Hit: 1d4 damage + Wisdom damage. 
  Miss: Damage equal to your level. 
  3rd level spell: 2d4 damage. 
  5th level spell: 2d6 damage. 
  7th level spell: 4d6 damage. 
  9th level spell: 6d6 damage. 
  Champion Feat 
  This spell now targets 1d4 enemies in a group. 
  Barkskin (1st level) 
  Ranged spell 
  Daily 
  Quick action to cast 
  Target: You or one nearby ally wearing light armor or no armor 
  Effect: Until the end of the battle, the target gains a +3 bonus to AC except against attacks 
  that deal fire damage. 
  5th level spell: The +3 bonus also applies to PD except against attacks that deal fire 
  damage. 
  9th level spell: You can now choose two targets. 
  Entangle (3rd level) 
  Ranged spell 
  Daily 
  Target: 1d3 nearby creatures 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Attack: Wisdom + Level vs. PD 
  Hit: 5d6 + Wisdom damage, and if the target has 80 hp or fewer after the damage, it’s stuck 
  (save ends). 
  Miss: Damage equal to your level, if the target has 80 hp or fewer after the damage, it’s 
  stuck (easy save ends, 6+). 
  5th level spell: 5d10 damage; hit/miss effect affects targets with 135 hp or fewer. 
  7th level spell: 6d10 damage; hit/miss effect affects targets with 220 hp or fewer. 
  9th level spell: 10d10 damage; hit/miss effect affects targets with 350 hp or fewer. 
  Plantwalk (5th level) 
  Ranged spell 
  Daily 
  Quick action to cast 
  Target: You 
  Effect: Until the end of the turn, you can teleport once as a move action by moving into a 
  tree or other large plant and emerging from another plant or tree of the same species you can 
  see or out of your line of sight. If you go beyond your line of sight, the GM chooses how far 
  you can go, up to a mile. 
  Once per level when you cast this spell, you also summon a 5th level earth elemental beside 
  one of the trees or plants involved in your teleport. Use the elemental caster’s summon earth 
  elemental spell.  
  7th level spell: The once per level summoning now summons a 7th level earth 
  elemental. 
  9th level spell: You can now use the spell to teleport virtually unlimited distances as 
  long as you travel to a grove or forest and emerge from a tree or plant well-known to 
  you. The once per level summoning now summons a 9th level earth elemental. 
  Ice, Tundra, Deep Snow 
  Adventurer Feat 
  You gain the frost touch spell below. 
  Champion Feat 
  You gain resist cold 16+ and your spells ignore the resist cold abilities that the targets of your 
  spells have. 
  Epic Feat 
  You can now cast one bonus daily ice/tundra/deep snow spell that doesn’t count against your 
  total daily spells, but you still can’t cast a specific daily spell of that type more than once per 
  day. 
  Frost Touch (Terrain Feat Spell) 
  Close-quarters spell 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Once per battle (in any terrain) 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. PD 
  Hit: 2d6 + Wisdom cold damage, or 3d6 + Wisdom cold damage to an enemy you are engaged 
  with. 
  Natural Even Miss: Half damage. 
  Natural Odd Miss: Damage equal to your level. 
  3rd level spell: 4d6 damage, or 6d6 to an enemy you are engaged with. 
  5th level spell: 5d10 damage, or 6d10 to an enemy you are engaged with. 
  7th level spell: 8d10 damage, or 10d10 to an enemy you are engaged with. 
  9th level spell: 2d6 x 10 damage, or 2d8 x 10 to an enemy you are engaged with. 
  Ice Shield (1st level) 
  Close-quarters spell 
  Daily 
  Quick action to cast 
  Target: You 
  Effect: Until the end of the battle, when an enemy engaged with you attacks you and rolls a 
  natural 1–15, it takes 1d10 cold damage after the attack. 
  3rd level spell: 4d6 damage. 
  5th level spell: 6d6 damage. 
  7th level spell: 6d10 damage. 
  9th level spell: 10d10 damage. 
  Icicle (3rd level) 
  Ranged spell 
  Daily 
  Target: One nearby or far away creature 
  Attack: Wisdom + Level vs. PD 
  Natural Even Hit: 5d10 + Wisdom cold damage, and the target is hampered (easy save ends, 
  6+). 
  Natural Odd Hit: 5d10 + Wisdom cold damage, and the target is stuck (easy save ends, 6+). 
  Miss: Half damage, and the target is stuck until the end of its next turn. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level spell: 7d10 damage. 
  7th level spell: 10d12 damage. 
  9th level spell: 2d10 x 10 damage. 
  Cone of Cold (5th level) 
  Ranged spell 
  Daily 
  Targets: 1d4 nearby enemies in a group 
  Attack: Wisdom + Level vs. PD 
  Hit: 10d6 + Wisdom cold damage. 
  Natural Even Hit: As a hit, plus the target is stuck (save ends). 
  Miss: Half damage. 
  7th level spell: 10d10 damage. 
  9th level spell: 2d8 x 10 damage. 
  Migration Route (Large Herd Animal) 
  Adventurer Feat 
  You gain the whoomph spell below. 
  Champion Feat 
  When you cast whoomph during a battle, you can cast the beast shrugs later in that battle 
  even if you are not on migration route terrain. 
  Epic Feat 
  You can now cast one bonus daily migration route spell that doesn’t count against your total 
  daily spells, but you still can’t cast a specific daily spell of that type more than once per day. 
  Whoomph (Terrain Feat Spell) 
  Close-quarters spell 
  At-Will (in any terrain) 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. PD 
  Hit: 1d8 + Wisdom damage; or 2d8 + Wisdom damage against a mook. 
  Miss: Damage equal to your level against a non-mook; no effect against a mook. 
  3rd level spell: 3d6 damage, or 6d6 against a mook. 
  5th level spell: 5d6 damage, or 6d10 against a mook. 
  7th level spell: 5d8 damage, or 10d8 against a mook. 
  9th level spell: 8d10 damage, or 3d6 x 10 against a mook. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  The Beast Shrugs (3rd level) 
  Ranged spell 
  Quick action to cast 
  Daily 
  Target: You or one nearby ally 
  Effect: Until the end of the battle, the target can use a quick action (once per turn) to heal 
  4d6 hit points. The target can take this action only when it’s not staggered. 
  5th level spell: Heal 6d6 hit points. 
  7th level spell: Heal 7d10 hit points. 
  9th level spell: Heal 10d10 hit points. 
  Stomp! (5th level) 
  Ranged spell 
  Daily 
  Target: One nearby large, huge, or even bigger enemy 
  Attack: Wisdom + Level vs. PD 
  Hit: 7d12 + Wisdom damage. 
  Miss: You don’t expend the spell, but must cast it again with your next standard action. If you 
  don’t, you take damage from the spell as if you had been hit and the spell is expended. 
  7th level spell: 3d4 x 10 damage. 
  9th level spell: 3d8 x 10 damage. 
  Migratory Teleport (7th level) 
  Ranged spell 
  Daily 
  Effect: You and up to 4 allies next to you can teleport to the site of any migratory beast herd 
  in the world. 
  When you teleport, roll a d20. If you roll a 1, something unusual intervened and you arrive at 
  a different herd site than you had intended (GM’s choice). Otherwise, you and your allies 
  arrive somewhere hear the desired herd. Unlike the wizard’s 9th level teleport spell, this spell 
  doesn’t allow you to choose your precise destination. 
  Any effects of spells or items cast/created before teleporting are canceled and no longer 
  function on arrival, so it’s best to wait and use such spells after you arrive. 
  9th level spell: You can now try to teleport to any location along the migration route. 
  Stabbing your finger on the world map suffices, but your aim won’t be perfect. 
  Attempts to teleport to places off the map to the north or west usually don’t work. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Mountains 
  Adventurer Feat 
  You gain the spark spell below. 
  Champion Feat 
  Once per day, you can heal using a second recovery when some other effect has enabled you 
  to heal using a single recovery. This bonus recovery is a free recovery, but it doesn’t benefit 
  from any bonuses the first recovery gains. 
  Epic Feat 
  You can now cast one bonus daily mountains spell that doesn’t count against your total daily 
  spells, but you still can’t cast a specific daily spell of that type more than once per day. 
  Spark (Terrain Feat Spell) 
  Close-quarters spell 
  At-Will (in any terrain) 
  Target: One nearby or far away enemy 
  Attack: Wisdom + Level vs. PD 
  Hit:  1d8 + Wisdom lightning damage, or 2d8 + Wisdom lightning damage against a creature 
  that is flying. 
  Miss: Damage equal to your level. 
  3rd level spell: 3d6 damage, or 6d6 against a flying creature. 
  5th level spell: 5d6 damage, or 6d10 against a flying creature. 
  7th level spell: 5d8 damage, or 10d8 against a flying creature. 
  9th level spell: 8d10 damage, or 3d6 x 10 against a flying creature. 
  Rumble (1st level) 
  Close-quarters spell 
  Daily 
  Quick action to cast 
  Effect: Until the end of the battle, when you end your turn engaged with one or more 
  enemies, each of those creatures takes thunder damage equal to your Wisdom modifier. 
  3rd level spell: 1d6 + Wisdom modifier damage. 
  5th level spell: 2d6 + Wisdom modifier damage. 
  7th level spell: 3d6 + Wisdom modifier damage. 
  9th level spell: 4d6 + Wisdom modifier damage. 
  Stoneskin (3rd level) 
  Ranged spell 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Daily 
  Quick action to cast 
  Target: You or one nearby ally 
  Effect: The target gains resist damage 16+ against attacks targeting AC until the end of the 
  battle or until two natural 16+ attack rolls against AC hit the target. 
  5th level spell: Resist damage now also applies to attacks targeting PD. 
  9th level spell: Resist damage increases to 18+. 
  Call Lightning (7th level) 
  Ranged spell 
  Daily 
  Targets: This spell generates a number of attacks equal to the escalation die. Each attack 
  targets a random enemy. Determine the target of each attack just before rolling the attack, 
  so that an enemy that drops to 0 hp won’t be targeted again. 
  Attack: Wisdom + Level vs. PD 
  Hit: 5d12 + Wisdom lightning damage. 
  Miss: Damage equal to your level. 
  9th level spell: 7d12 damage. 
  Plains, Overworld 
  Adventurer Feat 
  You gain the sunbeams spell below. 
  Champion Feat 
  Once per battle as a free action, you can choose a spell that targets nearby creatures or 
  enemies. That spell can target far away creatures or enemies this battle. 
  Epic Feat 
  You can now cast one bonus daily plains/overworld spell that doesn’t count against your total 
  daily spells, but you still can’t cast a specific daily spell of that type more than once per day. 
  Sunbeams (Terrain Feat Spell) 
  Ranged spell 
  At-Will (in any terrain) 
  Targets: Up to two nearby or far away enemies 
  Attack: Wisdom + Level vs. PD 
  Hit: 1d4 + Wisdom fire damage. 
  3rd level spell: 3d4 damage. 
  5th level spell: 2d8 damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level spell: 4d6 damage. 
  9th level spell: 4d12 damage. 
  Heat Metal (1st level) 
  Ranged spell 
  Daily 
  Target: One nearby enemy in heavy armor, wearing metal armor, or using metal weapons 
  Attack: Wisdom + Level vs. PD 
  Hit: 3d6 + Wisdom fire damage, and 10 ongoing fire damage and dazed (save ends both). 
  Miss: 10 ongoing fire damage. 
  3rd level spell: 5d6 damage, and 15 ongoing damage (hit and miss). 
  5th level spell: 5d10 damage, and 25 ongoing damage (hit and miss). 
  7th level spell: 9d10 damage, and 40 ongoing damage (hit and miss). 
  9th level spell: 10d12 damage, and 50 ongoing damage (hit and miss). 
  Air & Fire (3rd level) 
  Ranged spell 
  Daily 
  Quick action to cast 
  Effect: During your next turn, you can cast a 3rd level daily Air or Fire spell from the 
  Elemental Caster’s spell list even if you don’t ordinarily know that spell. The only limitation is 
  that the spell can’t be a summon elemental spell. Casting that spell neither counts against 
  your daily Elemental Caster spell limit if you have that talent, nor does it count against your 
  daily Terrain Caster spell limit. 
  If something prevents you from casting the spell during your next turn, you still expend this 
  daily spell. 
  5th level spell: Now you can cast a 5th level daily Air or Fire spell. 
  7th level spell: Now you can cast a 7th level daily Air or Fire spell. 
  9th level spell: Now you can cast a 9th level daily Air or Fire spell. 
  Harmony (5th level) 
  Ranged spell 
  Daily 
  Quick action to cast 
  Targets: Two willing nearby allies (possibly including you). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Effect: Until the end of the battle, when one of the targets takes damage, the target with 
  the most hit points takes that damage instead (your choice on ties). 
  The effect doesn’t work while a target is at 0 hit points or below. Temporary hit points also 
  don’t count. 
  7th level spell: The spell can now target up to three willing allies. 
  9th level spell: The spell can now target up to four willing allies. 
  Ruins 
  Adventurer Feat 
  You gain the ruination spell below. 
  Champion Feat 
  Once per day when you drop to 0 hit points or below, you can roll a normal save. If you 
  succeed, heal using a recovery before going unconscious. If you fail, it counts as a failed 
  death check. 
  Epic Feat 
  You can now cast one bonus daily ruins spell that doesn’t count against your total daily spells, 
  but you still can’t cast a specific daily spell of that type more than once per day. 
  Ruination (Terrain Feat Spell) 
  Ranged spell 
  Once per battle (in any terrain) 
  Target: The nearby enemy with the highest MD (you don’t have to be able to see the enemy) 
  Attack: Wisdom + Level vs. MD 
  Hit: Each nearby enemy takes 2d6 damage (don’t add your ability score modifier). For mooks, 
  deal the damage once to the mob, not to each member of it. 
  3rd level spell: 4d6 damage. 
  5th level spell: 6d6 damage. 
  7th level spell: 9d6 damage. 
  9th level spell: 6d12 damage. 
  Inevitable Collapse (1st level) 
  Ranged spell 
  Daily 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. PD 
  Hit: 2d6 + Wisdom damage, and 10 special ongoing damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  special ongoing damage: The target can’t start rolling saves against this damage until you or 
  your allies attack it, or until it starts its turn staggered. 
  Miss: 5 special ongoing damage (as above). 
  3rd level spell: 5d6 damage, and 15 ongoing damage; 5 ongoing on a miss. 
  5th level spell: 5d10 damage, and 20 ongoing damage; 10 ongoing on a miss. 
  7th level spell: 8d10 damage, and 25 ongoing damage; 15 ongoing on a miss. 
  9th level spell: 10d12 damage, and 40 ongoing damage; 20 ongoing on a miss. 
  How Things End (5th level) 
  Ranged spell 
  Daily 
  Targets: Up to 3 nearby staggered enemies 
  Attack: Wisdom + Level vs. MD 
  Hit: 6d10 + Wisdom psychic damage. 
  Natural Even Hit: As a hit, plus the target can’t attack you during its next turn. 
  Miss: Half damage. 
  7th level spell: 10d10 damage. 
  9th level spell: 2d8 x 10 damage. 
  Devastation (9th level) 
  Ranged spell 
  Daily 
  Special: You can cast this spell only once per level. 
  Target: One structure constructed by mortals that isn’t in the overworld, in the underworld, 
  or under an icon’s personal magical protection. 
  Skill Check: To gain the effect, you must succeed on a skill check corresponding to the tier of 
  the structure and the GM’s assessment of the difficulty: normal, hard, or ridiculously hard. 
  Effect: The structure begins to come down as if it aged centuries in minutes. It may take up 
  to an hour to collapse entirely. Supremely magical structures may have their own ways of 
  regenerating. 
  Swamp, Lake, River 
  Adventurer Feat 
  You gain the poison thorns spell below. 
  Champion Feat 
  You gain resist poison 16+. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  You can now cast one bonus daily swamp/lake/river spell that doesn’t count against your 
  total daily spells, but you still can’t cast a specific daily spell of that type more than once per 
  day. 
  Poison Thorns (Terrain Feat Spell) 
  Ranged spell 
  At-Will (in any terrain) 
  Target: One random nearby enemy (you don’t have to be able to see that enemy) 
  Attack: Wisdom + Level vs. PD 
  Hit: 5 damage, and 5 ongoing poison damage. 
  3rd level spell: 8 damage, and 8 ongoing poison damage. 
  5th level spell: 13 damage, and 13 ongoing poison damage. 
  7th level spell: 20 damage, and 20 ongoing poison damage. 
  9th level spell: 30 damage, and 30 ongoing poison damage. 
  The Big Muddy (1st level) 
  Ranged spell 
  Daily 
  Targets: Each nearby enemy with 50 hit points or fewer that is touching the ground or the 
  water and doesn’t have the flight ability 
  Attack: Wisdom + Level vs. PD 
  Hit: The target is stuck (save ends). 
  3rd level spell: Targets with 80 hit points or fewer. 
  5th level spell: Targets with 140 hit points or fewer. 
  7th level spell: Targets with 200 hit points or fewer. 
  9th level spell: Targets with 320 hit points or fewer. 
  Reclamation (3rd level) 
  Ranged spell 
  Daily 
  Targets: Up to two nearby non-mook enemies with the fewest hit points (you don’t have to 
  be able to see those enemies) 
  Attack: Wisdom + Level vs. MD 
  Hit: 5d6 + Wisdom damage, and the target can’t heal (hard save ends, 16+). 
  Miss: Half damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level spell: 6d8 damage. 
  7th level spell: 10d8 damage. 
  9th level spell: 2d8 x 10 damage. 
  Purification Chant (7th level) 
  Ranged spell 
  Daily 
  Target: One nearby enemy 
  Attack: Wisdom + Level vs. MD 
  Hit: 2d6 x 10 + Wisdom psychic damage, and you and each of your nearby allies can roll a save 
  with a +5 bonus against any save ends effect created by the target. 
  Miss: Half damage, and you and 1d3 of your nearby allies can each roll a save against any save 
  ends effect created by the target. 
  9th level spell: 2d10 x 10 damage. 
  Warrior Druid 
  Choose this talent if you want to fight well in melee with your normal weapons and armor. 
  Spending a single talent on Warrior Druid lets you choose one of the three following benefits: 
   
  Your AC in light armor is 12 instead of 10 like most other druids. 
   
  You don’t take opportunity attacks from enemies engaged with you when you cast 
  ranged druid spells. 
   
  Your base hit points are 7 + CON mod instead of 6 + CON mod. 
  If you use two talents to become a Warrior Druid adept, choose three of the following 
  benefits: 
   
  Your AC in light armor is 12 instead of 10 like most other druids. 
   
  You don’t take opportunity attacks from enemies engaged with you when you cast 
  ranged druid spells. 
   
  Your base hit points are 7 + CON mod instead of 6 + CON mod. 
   
  You can use one-handed 1d8 martial weapons without taking the –2 attack penalty 
  that other druids suffer. 
   
  You can use a shield (in human form) without taking an attack penalty like other 
  druids. 
   
  Like the fighter class, you gain access to flexible attacks when you make basic melee attacks 
  during your turn. Roll your attack, then choose one of the flexible attacks you know that can 
  be triggered by your natural attack roll. Unlike the fighter, you can usually use each of your 
  flexible attacks only once per battle. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  If you’re also a Shifter initiate, you can use your Warrior Druid flexible attacks while in beast 
  form, but only with your first beast form attack roll each turn. Adepts can use them freely. 
  Adventurer Feat 
  Choose another Warrior Druid benefit you weren’t able to start with. Whether you’re an 
  initiate or an adept, you can take this feat twice to gain the two Warrior Druid benefits you 
  are missing. 
  Warrior Druid Initiate Level Progression 
  Druid Level 
  Druid Flexible Attacks 
  Level 1 Multiclass 1 
  Level 1 
  1 
  Level 2 
  2 
  Level 3 
  2 
  Level 4 
  2 
  Level 5 
  3 
  Level 6 
  3 
  Level 7 
  3 
  Level 8 
  4 
  Level 9 
  4 
  Level 10 
  4 
  Warrior Druid Adept Level Progression 
  Druid Level 
  Druid Flexible Attacks 
  Level 1 Multiclass 1 
  Level 1 
  2 
  Level 2 
  3 
  Level 3 
  4 
  Level 4 
  4 
  Level 5 
  4 
  Level 6 
  5 
  Level 7 
  5 
  Level 8 
  6 
  Level 9 
  6 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level 10 
  6 
  Flexible Attacks 
  Choose which flexible attacks you know. You can choose any of the following at 1st level, 
  though some won’t work as well depending on your choice of talents. 
  Ancestral Guidance 
  Flexible once-per battle melee attack 
  Triggering Roll: Natural odd roll 
  Effect: Add damage to the attack equal to your Wisdom modifier, hit or miss. (Double your 
  Wisdom modifier at 5th level; triple it at 8th level.) 
  If you are a Warrior Druid adept and you use ancestral guidance while in humanoid form, you 
  also regain all the once-per-battle flexible attacks you have expended this battle. 
  Adventurer Feat 
  Once per battle when you make an attack against AC, you can instead make that attack 
  against the target’s MD as the spirits guide your strike. 
  Champion Feat 
  When you use this flexible attack, you can roll a save against a save ends effect. 
  Beast Spirits 
  Flexible once-per-battle melee attack 
  Triggering Roll: Natural 19+, or Natural 18+ if you are a Shifter adept 
  Effect: After the attack, as a free action you can cast one of the four spells listed below this 
  attack: behemoth’s endurance, bull’s strength, cat’s grace, or owl’s wisdom. You choose 
  which spell to cast. Using beast spirits is normally the only way to access these spells. 
  Special: The four beast spirits spells last until the end of the battle or until the target falls 
  unconscious. If the target already has a beast spirits spell effect on it, that spell is cancelled 
  when a new beast spirits spell targets it. 
  Champion Feat 
  You can use the improved version of each spell as amended by the champion-tier feats listed 
  underneath it. 
  Behemoth’s Endurance 
  Close-quarters spell 
  Free action to cast when triggered 
  Target: You or one nearby ally 
  Effect: Until the end of the battle or until targeted with another beast spirits spell, the 
  target gains a +2 bonus to PD and temporary hit points equal to your level + your Wisdom 
  modifier. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  The target instead gains a +4 bonus to PD and temporary hit points equal to your level + 
  double your Wisdom modifier (triple your Wisdom modifier at 8th level). 
  Bull’s Strength 
  Close-quarters spell 
  Free action to cast when triggered 
  Target: You or one nearby ally 
  Effect: Until the end of the battle or until targeted with another beast spirits spell, the 
  target gains a +1 bonus to melee attacks. 
  Champion Feat 
  The target gains a +2 bonus to melee attacks instead of +1. 
  Cat’s Grace 
  Close-quarters spell 
  Free action to cast when triggered 
  Target: You or one nearby ally 
  Effect: Until the end of the battle or until targeted with another beast spirits spell, the 
  target gains a +1 bonus to AC. 
  Champion Feat 
  The target also gains a +2 bonus to disengage checks and Dexterity skill checks. 
  Owl’s Wisdom 
  Close-quarters spell 
  Free action to cast when triggered 
  Target: You or one nearby ally 
  Effect: Until the end of the battle or until targeted with another beast spirits spell, the 
  target gains a +2 bonus to MD and a +1 bonus to saves. 
  Champion Feat 
  The target instead gains a +4 bonus to MD and a +2 bonus to saves. 
  Elemental Pivot 
  Flexible once-per-battle melee attack 
  Triggering Roll: Natural 18+ 
  Effect: During your next turn, you can cast an elemental caster’s Elemental Mastery at-will 
  feat spell of your choice as a quick action, even if you don’t normally know that spell. 
  Adventurer Feat 
  If you also have the Elemental Caster talent, you gain a +2 attack bonus with that spell. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  Any other Elemental Caster spell you cast during your next turn also gains a +2 attack bonus. 
  Greenmantle 
  Flexible once-per-battle melee attack 
  Triggering Roll: Natural 18+ 
  Effect: You gain a +4 bonus to AC until an attack against AC misses you. 
  Adventurer Feat 
  If you are using a shield, this flexible attack instead triggers on a natural 16+. 
  Champion Feat 
  The bonus now also applies to PD (and attacks against PD that miss). 
  Epic Feat 
  You now gain a +6 AC bonus instead of +4. 
  Invoke the Storm 
  Flexible once-per-battle melee attack 
  Triggering Roll: Natural 5, 10, 15, or 20 
  Effect: Roll a d3. Deal lightning damage equal to five times the number you rolled to one 
  nearby enemy other than the target of the triggering attack. 
  Adventurer Feat 
  Roll a d4 instead of a d3. 
  Champion Feat 
  Roll a d6 instead of a d4 and use whichever is higher, the escalation die or your d6 roll. 
  Epic Feat 
  Add the escalation die and your d6 roll together, then multiply by five for the damage you 
  deal. 
  Nature’s Fury 
  Flexible once-per-battle melee attack 
  Triggering Roll: Natural 2–5 
  Effect: The triggering attack deals half damage. 
  Adventurer Feat 
  Any allies engaged with the target can pop free from it if they wish. 
  Champion Feat 
  The flexible attack now also triggers on a natural odd miss. 
  Red Claw 
  Flexible once-per-battle melee attack 
  Triggering Roll: Natural odd hit or miss 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Effect: Until the end of the battle, your animal companion gains a +1 attack bonus. If you use 
  this flexible attack multiple times in the battle, the bonuses are cumulative. 
  Adventurer Feat 
  When you use this flexible attack, your animal companion’s crit range also expands by 2. 
  Champion Feat 
  The attack bonus is now +2 instead of +1. 
  Epic Feat 
  When you use this flexible attack, your animal companion also heals hit points equal to triple 
  your Strength or Dexterity modifier. 
  Resilience 
  Flexible once-per battle melee attack 
  Triggering Roll: Natural 1–5 
  Effect: You gain 5 temporary hit points and resist damage 12+ against attacks that target AC 
  until two attacks against you have had their damage halved from that resistance. 
  Adventurer Feat 
  The damage resistance also applies to attacks that target PD. 
  Champion Feat 
  You now gain 10 temporary hit points instead of 5, and the damage resistance increases to 
  14+. 
  Epic Feat 
  You now gain 15 temporary hit points instead of 10, and the damage resistance increases to 
  16+. 
  Shillelagh 
  Flexible once-per battle melee attack 
  Triggering Roll: Natural 13 
  Effect: If the target isn’t staggered after the attack, the attack is a critical hit. If the target 
  is staggered after the attack, you can heal using a recovery and the target is stuck until the 
  end of its next turn. 
  Adventurer Feat 
  This flexible attack now also triggers on a natural 3. 
  Champion Feat 
  The stuck effect is now save ends. 
  Epic Feat 
  This flexible attack now also triggers on a natural 17. 
  Spirits of the Land 
  Flexible once-per-battle melee attack 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Triggering Roll: Natural 18+ 
  Effect: During your next turn, you can cast a Terrain Caster at-will feat spell of your choice 
  once as a quick action, even if you don’t normally know that spell. The spell must match a 
  type of terrain you are in. 
  Adventurer Feat 
  If you also have the Terrain Caster talent, you gain a +2 attack bonus with that spell. 
  Champion Feat 
  Any other Terrain Caster spell you cast during your next turn also gains a +2 attack bonus. 
  Strength of Earth 
  Flexible once-per battle melee attack 
  Triggering Roll: Natural even roll 
  Effect: Each enemy engaged with you can’t attempt to disengage (save ends). They can still 
  move away and take opportunity attacks, if they wish. 
  Warrior’s Blessing 
  Flexible once-per-battle melee attack 
  Triggering Roll: Any natural even roll 
  Effect: You heal hit points equal to your Strength or Dexterity modifier (double that modifier 
  at 5th level; triple it at 8th level). 
  Adventurer Feat 
  Add 1d6 to the healing provided by this flexible attack. 
  Champion Feat 
  One nearby ally also gains the same amount of healing that you do from this flexible attack. 
  Epic Feat 
  Add 4d10 instead of 1d6 to the healing provided by this flexible attack, and you can use 
  warrior’s blessing twice per battle. 
  Wild Harmony 
  Flexible once-per battle melee attack 
  Triggering Roll: Natural 16+ 
  Effect: If you cast a regeneration or greater regeneration spell before the start of your next 
  turn, the target adds your Wisdom modifier to the healing they gain from their first recovery 
  roll (not subsequent rolls). (Double your Wisdom modifier at 5th level; triple it at 8th level). 
  Adventurer Feat 
  The target now adds the healing bonus to each recovery roll from that spell. 
  Champion Feat 
  This flexible attack now also triggers on any natural even roll. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  When this flexible attack triggers, you or one nearby conscious ally heal hit points equal to 
  double your Wisdom modifier. 
  Wild Healer 
  The Wild Healer talent provides you spell options as indicated on your level progression chart, 
  with possible bonus spells provided by feats. Regeneration is your main healing spell; you 
  start with both a per-battle and daily use, and gain more uses as you level up. Wild Healer 
  initiates and adepts get access to the wild heal spell later in their career. Greater 
  regeneration is only available to adepts. 
  The feats below are available to Wild Healer initiates and adepts. 
  Adventurer Feat 
  If you’re a Wild Healer initiate, you gain a daily use of the wild heal spell. If you’re a Wild 
  Healer adept, you instead gain a once-per-battle use of the wild heal spell. 
  Champion Feat 
  You gain an additional daily use of regeneration. 
  Epic Feat 
  Once per day as a free action when a target of one of your regeneration spells (or greater 
  regeneration) fails the save to continue its regeneration, the target succeeds instead. 
  Wild Healer Initiate Level Progression 
  Druid Level 
  Per-battle 
  regeneration spells 
  Daily 
  regeneration 
  spells 
  Daily greater 
  regeneration spells 
  Daily wild 
  heal spells 
  Level 1 
  Multiclass 
  1 
  — 
  — 
  — 
  Level 1 
  1 
  1 
  — 
  — 
  Level 2 
  1 
  1 
  — 
  — 
  Level 3 
  1 
  1 
  — 
  — 
  Level 4 
  1 
  1 
  — 
  — 
  Level 5 
  1 
  1 
  — 
  1 
  Level 6 
  1 
  1 
  — 
  1 
  Level 7 
  1 
  2 
  — 
  1 
  Level 8 
  1 
  2 
  — 
  1 
  Level 9 
  1 
  2 
  — 
  2 
  Level 10 
  1 
  2 
  — 
  2 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Wild Healer Adept Level Progression 
  Druid Level 
  Per-battle 
  regeneration spells 
  Daily 
  regeneration 
  spells 
  Daily greater 
  regeneration spells 
  Daily wild 
  heal spells 
  Level 1 
  Multiclass 
  1 
  — 
  — 
  — 
  Level1 
  1 
  1 
  — 
  1 
  Level 2 
  1 
  1 
  1 
  1 
  Level 3 
  2 
  1 
  1 
  1 
  Level 4 
  2 
  1 
  1 
  1 
  Level 5 
  2 
  2 
  1 
  1 
  Level 6 
  2 
  2 
  1 
  1 
  Level 7 
  2 
  2 
  1 
  2 
  Level 8 
  2 
  2 
  2 
  2 
  Level 9 
  2 
  3 
  2 
  2 
  Level 10 
  2 
  3 
  2 
  3 
  Regeneration 
  Close-quarters spell 
  Special: See level progression chart for usage per battle/day. 
  Interrupt action or quick action 
  Target: One nearby ally (with an interrupt action); or you (with a quick action) 
  Trigger (for targeted ally): One of your allies starts its turn 
  Effect: The target heals using a recovery, rolling recovery dice as normal, but heals only half 
  (rounding down) the amount of healing rolled. 
  At the start of the target’s next turn, the target heals using a free recovery, but heals only 
  half (rounding down) the amount rolled—the first recovery spent continues to fuel the 
  regeneration effect. After the target heals this second time, it rolls a normal save to see if 
  the regeneration spell will continue. 
  If the save fails, the regeneration spell ends. 
  If the save succeeds, the regeneration spell continues and the target will heal using a free 
  recovery for half hit points again at the start of its next turn, and then roll another save to 
  see if the regeneration continues, and so on. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Special: The save to continue the regeneration effect becomes a hard save (16+) if the target 
  is at maximum hit points or if the target has dropped to 0 hit points or below while the 
  regeneration is in effect. 
  Special: You can only have one regeneration or greater regeneration spell on you at a time. A 
  second spell cast on you cancels the first. 
  Greater Regeneration 
  Close-quarters spell 
  Special: See level progression chart for usage per battle/day. 
  Interrupt action or quick action 
  Target: One nearby ally (with an interrupt action); or you (with a quick action) 
  Trigger (for targeted ally): One of your allies starts its turn 
  Effect: The target heals using two recoveries but only rolls recovery dice as if it had used a 
  single recovery. 
  At the start of the target’s next turn, the target heals using a free recovery—the two 
  recoveries spent continue to fuel the greater regeneration effect. After the target heals this 
  second time, it rolls a normal save to see if the greater regeneration spell will continue. 
  If the save fails, the greater regeneration spell ends. 
  If the save succeeds, the greater regeneration spell continues and the target will heal using a 
  free recovery again at the start of its next turn, and then roll another save to see if the 
  regeneration continues, and so on. 
  Special: The save to continue the regeneration effect becomes a hard save (16+) if the target 
  is at maximum hit points or if the target has dropped to 0 hit points or below while the 
  greater regeneration is in effect. 
  Special: You can only have one regeneration or greater regeneration spell on you at a time. A 
  second spell cast on you cancels the first. 
  Wild Heal 
  Close-quarters spell 
  Daily, see level progression chart for number of uses 
  Quick action 
  Target: You or one nearby ally, and one randomly chosen nearby ally that has taken damage 
  Effect: Each target heals using one of its recoveries. 
  Animal Companion Rules 
  You have a devoted animal companion who fights alongside you like a member of your 
  adventuring party. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  If you have a single talent invested into Animal Companion, you are an Animal Companion 
  initiate. If you invested two talents into Animal Companion, you are an Animal Companion 
  adept. 
  These are the same rules as for the ranger. 
  Calling to Battle 
  When you roll initiative, you may choose whether you want your animal companion to take 
  part in the battle. You may also call your animal companion during the battle with a quick 
  action. 
  Animal Companion initiates may only call their animal companion once every other battle. 
  The animal companion may not fight in two battles in a row—even between full heal-ups, 
  adventures, or gaining new levels. Animal Companion adepts don’t have this limitation; their 
  animal companion can fight in every battle if the adept so chooses. 
  Recoveries 
  As an initiate, add a recovery to your total recoveries. As an adept, add two recoveries to 
  your total recoveries. You can use a recovery on yourself or your animal companion. 
  Actions 
  Your animal companion acts on your initiative turn, either immediately before or after you, 
  depending on the animal type. 
  Your animal companion moves gets a move action and a standard action, but not a quick 
  action. 
  If you have powers that care about the “first time you attack an enemy,” an attack by your 
  animal companion counts as your attack. 
  Animal Harm 
  Your animal companion can be healed like an ally. If it gets healed without you being healed, 
  it uses one of your recoveries. When you use a recovery while next to your animal companion 
  (including being engaged with the same enemy), your animal companion is also healed using a 
  free recovery. 
  Instead of dying like a monster or NPC at 0 hp, your animal companion follows PC rules for 
  falling unconscious at 0 hp and dying after four failed death saves or when its negative hit 
  points equal half its normal hit points. If your animal companion dies, it’s gone for the battle, 
  though you can call it (or another one) to fight in the next battle (as an adept) or the in the 
  battle after that (as an initiate). That animal companion will be one level lower than an 
  animal companion would normally be, i.e. two levels below you. At the start of the next 
  battle, bump the animal companion up to its proper level, i.e. one below you. 
  Stats & Levels 
  Each animal companion has roughly the same base stats as listed below. 
  Your animal companion is always one level lower than you. As a 1st level druid, you’ll have a 
  level 0 animal companion. Once you gain a level, your animal companion rises to 1st level. 
  On top of the base stats, each type of animal has a zoologically appropriate power or 
  advantage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Companion Bonuses 
  Each type of animal companion is a little different. 
  Bear (also Giant Badger, Wolverine) 
  Acts: After druid 
  Advantage:  The bear gains temporary hit points equal to its level each time it hits with an 
  attack. 
  Champion Feat 
  The temporary hit points increase to double its level. 
  Boar (also Spiky Lizard) 
  Acts: Before druid 
  Advantage:  The boar gains a +1 attack bonus when it moves before its attack during the 
  same turn. 
  Eagle (also Falcon, Hawk, Owl, Vulture) 
  Acts: Before druid 
  Advantage:  It flies! Its melee damage die is dropped by one size (d6 at level 0). 
  Panther (also Lion, Tiger) 
  Acts: Before druid 
  Advantage:  The panther’s crit range expands by 2 against enemies with lower initiative. 
  Snake (also Giant Spider, Poison Toad) 
  Acts: After druid 
  Advantage:  The snake also deals ongoing poison damage equal to twice your level on a 
  natural attack roll of 18+. 
  Champion Feat 
  The ongoing damage is three times your level instead. 
  Epic Feat 
  The ongoing damage is four times your level instead. 
  Wolf (also Big Dog, Coyote, Hyena, Jackal) 
  Acts: After druid 
  Advantage:  The wolf gains a +1 attack bonus against enemies its master attacked the same 
  turn, or against enemies engaged with its master. 
  Baseline Stats 
  Use the following stats as the baseline for your animal companion. Remember that your 
  companion stays a level lower than you. Generally your companion’s Physical Defense should 
  be higher than its Mental Defense, but you could flip that if you have a good explanation. 
  Level Attack 
  Damage AC PD (or MD) MD (or PD) HP 
  0 
  +5 vs. AC 
  d8 
  16 
  14 
  10 
  20 (10) 
  1 
  +6 vs. AC 
  d10 
  17 
  15 
  11 
  27 (13) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  2 
  +7 vs. AC 
  2d6 
  18 
  16 
  12 
  36 (18) 
  3 
  +9 vs. AC 
  3d6 
  19 
  17 
  13 
  45 (22) 
  4 
  +10 vs. AC 4d6 
  21 
  19 
  15 
  54 (27) 
  5 
  +11 vs. AC 5d6 
  22 
  20 
  16 
  72 (36) 
  6 
  +13 vs. AC 6d6 
  23 
  21 
  17 
  90 (45) 
  7 
  +14 vs. AC 7d6 
  25 
  23 
  19 
  108 (54) 
  8 
  +15 vs. AC 8d6 
  26 
  24 
  20 
  144 (72) 
  9 
  +17 vs. AC 9d6 
  27 
  25 
  21 
  180 (90) 
  10 
  +18 vs. AC 10d6 
  28 
  26 
  22 
  216 (108) 
  Animal Companion Feats 
  Druid animal companion feats are designed so that they do not build on each other. Unlike 
  other feats, you don’t have to take animal companion feats progressively, one after the other 
  as long as you qualify for the correct tier. 
  Adventurer Feats 
   
  Once per day, your animal companion can attack twice in a round with a standard 
  action. 
   
  Once per battle, your animal companion can turn a disengage success by an enemy it 
  is engaged with into a failure. 
   
  Once per day, reroll one of your animal companion’s missed attack rolls. 
   
  Your animal companion adds the escalation die to its attacks. 
  Champion Feats 
   
  Once per day, your animal companion can force an enemy to reroll an attack that hit 
  it. 
   
  Your Lethal Hunter talent also applies to your animal companion. 
   
  Increase your animal companion’s Physical Defense and Mental Defense by +1. 
  Epic Feats 
   
  Increase your animal companion’s damage die by one size (for example, from d6s to 
  d8s, or d8s to d10s). 
   
  Increase your animal companion’s AC by +1. 
  Animal Companion Spells 
  As an Animal Companion adept, you gain a number of spells to help your animal companion—
  or another’s—fight better. You don’t have to choose the spells you know ahead of time. You 
  can cast any spell of your level or lower, limited only by the number of daily spells you get. 
  Once you cast a particular daily spell, no matter its level, you can’t cast it again until you 
  take your next full heal-up. 
  Animal Companion spells are not available to Animal Companion initiates. 
  Druid Level Multiclass Level Daily Spells Spells are Cast At 
  1 
  1, 2 
  1 
  1st level 
  2 
  3 
  2 
  1st level 
  3 
  4 
  2 
  3rd level 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  4 
  5 
  2 
  3rd level 
  5 
  6 
  3 
  5th level 
  6 
  7 
  3 
  5th level 
  7 
  8 
  3 
  7th level 
  8 
  9 
  4 
  7th level 
  9 
  10 
  4 
  9th level 
  10 
  - 
  4 
  9th level 
  1st Level Spells 
  Pack Link  
  Ranged spell 
  Quick action to cast 
  Daily 
  Target: One nearby animal companion 
  Effect: Until the end of the battle, when the target attacks an enemy that is engaged with 
  you, increase the target’s melee attack damage dice for that attack by one size, up to a 
  maximum of d12. 
  5th level spell: The target’s basic melee attacks now deal half damage on a natural 
  even miss. 
  7th level spell: The target’s basic melee attacks now deal half damage on any miss. 
  Vitality  
  Ranged spell 
  Quick action to cast 
  Daily 
  Target: One nearby animal companion 
  Effect: The target heals using a free recovery. 
  3rd level spell: In addition, the target heals hit points equal to your Wisdom modifier at 
  the start of each of its turns until the end of the battle or until it drops to 0 hit points. 
  5th level spell: The healing the target gains at the start of its turn is now double your 
  Wisdom modifier. 
  7th level spell: The healing the target gains at the start of its turn is now triple your 
  Wisdom modifier. 
  9th level spell: The first time this battle that the target drops to 0 hit points, you can 
  roll a normal save. If you succeed, the target heals using one of your recoveries. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  3rd Level Spells 
  Magic Fang  
  Ranged spell 
  Quick action to cast 
  Daily 
  Target: One nearby animal companion 
  Effect: If the target already adds the escalation die to its attacks, it gains a +2 attack bonus 
  until the end of the battle. If not, it now adds the escalation die to its attacks until the end 
  of the battle. 
  5th level spell: The target’s crit range expands by 2. 
  9th level spell: The target’s crit range expands by a total of 4. 
  5th Level Spells 
  Armor of Shell & Spirits  
  Ranged spell 
  Quick action to cast 
  Daily 
  Special: You must spend a recovery to cast this spell. 
  Target: One nearby animal companion 
  Effect: Until the end of the battle, the target gains resist damage 12+ against attacks that 
  target AC. 
  7th level spell: Resistance now includes attacks that target PD. 
  9th level spell: Resistance increases to resist damage 14+. 
  7th Level Spells 
  Blood is Strong  
  Ranged spell 
  Quick action to cast 
  Daily 
  Target: One nearby animal companion 
  Effect: Until the end of the battle, when the target hits with a melee attack, you heal hit 
  points equal to 1d10 + your Wisdom modifier. 
  9th level spell: You now heal hit points equal to 2d10 + double your Wisdom modifier. 
  9th Level Spells 
  Spirit Guardian  
  Ranged spell 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Free action to cast 
  Daily 
  Special Trigger: You drop to 0 hp or below while your animal companion is nearby and still 
  above 0 hp. 
  Effect: Your spirit trades places with the spirit of your animal companion. You now occupy 
  the body of your animal companion, using its current hit points, defenses, and attacks (and 
  the effects of any spells cast upon it earlier). 
  You can’t cast spells or use your normal humanoid powers and class features while in your 
  companion’s body. You can either keep fighting as your animal companion or you can roll a 
  normal save as a quick action once during each of your turns; if you succeed, your body and 
  your animal companion's body swap places while your spirits return to their proper bodies. 
  You keep the hit points of the animal companion before you rolled the save, but can heal 
  using a recovery when the swap is complete, if you wish. Returning to your own partially-
  healed body thanks to the successful save ends the spell's effect. 
  While your animal companion is in your body, it can roll death saves and be healed. If it 
  becomes conscious it can attack using its basic melee attacks, but it doesn’t have access to 
  any of your spells or powers. Any failed death saves remain with the spirit that failed them, 
  not the body. 
   
  Fighter 
  Ability Scores 
  Fighters gain a +2 class bonus to Strength or Constitution, as long as it isn’t the same ability 
  you increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: swordmaster, mercenary captain, sea raider, shieldwall 
  spearman, explorer, bouncer, thug, city guardsman, former gladiator, former orc captive, 
  bankrupt nobleman, duelist, and goblin-hunter. 
  Gear 
  At 1st level, a fighter starts with a melee weapon or two, a ranged weapon if they want it, 
  armor, and standard non-magical gear that is suggested by the character’s backgrounds. 
  Gold Pieces 
  Fighters may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  13 
  — 
  Heavy 
  15 
  — 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Shield 
  +1 
  — 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 club 
  Light or Simple 
  1d6 shortsword, hand axe 
  1d8 spear 
  Heavy or Martial 1d8 longsword, warhammer 1d10 greatsword, greataxe 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger 
  1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 javelin, axe 1d6 light crossbow 
  1d6 shortbow 
  Heavy or Martial — 
  1d8 heavy crossbow 1d8 longbow 
  Level Progression 
  Fighter 
  Level 
  Total Hit 
  Points 
  Total Feats 
  Maneuvers 
  Known (M) 
  Maneuver Pool 
  Available (M) 
  Class 
  Talents 
  Level-up 
  Ability 
  Bonuses 
  Damage Bonus 
  From Ability 
  Score 
  Level 1 
  Multiclass 
  (Avg. of both 
  classes) x 3 
  1 adventurer 
  3 
  1st level 
  3 
  Not affected 
  ability modifier 
  Level 1 
  (8 + CON 
  mod) x 3 
  1 adventurer 
  3 
  1st level 
  3 
   
  ability modifier 
  Level 2 
  (8 + CON 
  mod) x 4 
  2 adventurer 
  4 
  1st level 
  3 
   
  ability modifier 
  Level 3 
  (8 + CON 
  mod) x 5 
  3 adventurer 
  4 
  3rd level 
  3 
   
  ability modifier 
  Level 4 
  (8 + CON 
  mod) x 6 
  4 adventurer 
  5 
  3rd level 
  3 
  +1 to 3 
  abilities 
  ability modifier 
  Level 5 
  (8 + CON 
  mod) x 8 
  4 adventurer 
  1 champion 
  5 
  5th level 
  3 
   
  2 x ability 
  modifier 
  Level 6 
  (8 + CON 
  mod) x 10 
  4 adventurer 
  2 champion 
  6 
  5th level 
  4 
   
  2 x ability 
  modifier 
  Level 7 
  (8 + CON 
  mod) x 12 
  4 adventurer 
  3 champion 
  6 
  7th level 
  4 
  +1 to 3 
  abilities 
  2 x ability 
  modifier 
  Level 8 
  (8 + CON 
  mod) x 16 
  4 adventurer 
  3 champion 
  1 epic 
  7 
  7th level 
  4 
   
  3 x ability 
  modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  (M): Indicates columns in which multiclass characters lag one level behind. 
  Fighter weapon attack maneuvers deal damage based on the fighter’s level. You also don’t 
  have to keep track of upgrading a 1st level maneuver into a 3rd level maneuver, because all the 
  maneuvers function at your level. You can change which maneuvers you know and have ready 
  whenever you gain a level. 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level 
  dependent. 
  Ability Bonus 
  +2 Strength or Constitution (different from racial 
  bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (heavy armor) 
  15 + middle mod of Con/Dex/Wis + Level 
  Armor Class (shield and heavy 
  armor) 
  16 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  10 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  10 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (8 + Con mod) x Level modifier (see level progression 
  chart) 
  Recoveries 
  9 
  Recovery Dice 
  (1d10 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points 
  Talents 
  3 (see level progression chart) 
  Feats 
  1 per Level 
  Ability Bonus 
  +2 Strength or Constitution (different from racial 
  bonus) 
  Level 9 
  (8 + CON 
  mod) x 20 
  4 adventurer 
  3 champion 
  2 epic 
  7 
  9th level 
  4 
   
  3 x ability 
  modifier 
  Level 10 
  (8 + CON 
  mod) x 24 
  4 adventurer 
  3 champion 
  3 epic 
  8 
  9th level 
  4 
  +1 to 3 
  abilities 
  3 x ability 
  modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Basic Attacks 
  Melee Attack 
  At-Will 
  Target: One enemy 
  Attack: Strength + Level vs. AC 
  Hit: WEAPON + Strength damage 
  Miss: Damage equal to your level 
  Ranged Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  Class Features 
  Fighters have two class features: Extra Tough and Threatening. 
  Extra Tough 
  You start with nine recoveries instead of the usual eight. 
  Adventurer Feat 
  Increase your total recoveries by 1. 
  Threatening 
  Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to 
  your Dexterity or Constitution modifier, whichever is higher. 
  The penalty doesn’t apply if you are stunned, grabbed, or otherwise incapable of making an 
  opportunity attack. 
  Adventurer Feat 
  Whenever an enemy fails to disengage from you, you also deal damage to that enemy equal to 
  your Dexterity or Constitution modifier. At 5th level, damage is double the modifier. At 8th 
  level, it’s triple. 
  Champion Feat 
  Whenever a non-mook enemy fails to disengage from you, it’s vulnerable to your attacks for 
  the rest of the battle. 
  Class Talents 
  Choose three of the following class talents. 
  You get an additional fighter class talent at 6th level. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Fighters have flexible attacks called maneuvers; you roll your attack and then choose which 
  maneuver you want the attack to use. You only get to use one maneuver with each attack, so 
  it’s usually best to choose maneuvers with a few different triggering rolls 
  Cleave 
  Once per battle, make a fighter melee attack as a free action after one of your melee attacks 
  drops an enemy to 0 hp. 
  Adventurer Feat 
  If you have your move action available, you can use it before making your Cleave attack to 
  reach an enemy you are not already engaged with. 
  Champion Feat 
  You can use Cleave twice each battle, but only once a round. 
  Epic Feat 
  You gain a +4 attack bonus with your Cleave attacks. 
  Comeback Strike 
  Once per battle as a free action, make another attack with a –2 penalty after your first 
  fighter attack during your turn misses. 
  Adventurer Feat 
  You no longer take the –2 penalty to your Comeback Strike attacks. 
  Champion Feat 
  Once per day, you can use Comeback Strike twice in a battle. 
  Epic Feat 
  You gain a +4 attack bonus with your Comeback Strike attacks. 
  Counter-Attack 
  Once per round when the escalation die is even and an enemy misses you with a natural odd 
  melee attack roll, you can make a basic melee attack dealing half damage against that enemy 
  as a free action. (The attack can’t use any limited abilities or flexible attack maneuvers.) 
  Adventurer Feat 
  Your Counter-Attack attack now deals full damage. 
  Champion Feat 
  You can use Counter-Attack once per turn instead of once per round (in effect, you’re free to 
  Counter-Attack once per enemy turn). 
  Epic Feat 
  You can now use Counter-Attack when the escalation die is 3+. 
  Deadeye Archer 
  Your attacks with d8 ranged weapons (heavy crossbow, longbow) now deal d10 damage per 
  level. Your attacks with d6 ranged weapons (light crossbow, shortbow) now deal d8 damage 
  per level. In addition, your misses with basic ranged attacks deal damage equal to your level. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  If you spend a quick action to aim before making a ranged basic attack, add your Dexterity 
  modifier to the damage if you miss. 
  Champion Feat 
  Once per battle, expand your crit range with a fighter ranged attack by 4 (usually to 16+) for 
  that attack. Declare you’re using this feat power before you roll the attack. 
  Epic Feat 
  Your crit range with ranged weapon attacks expands by 1 (usually to 19+). 
  Heavy Warrior 
  Once per battle while wearing heavy armor, when you are hit by an attack that targets AC, as 
  a free action, you can take half damage from that attack instead. 
  Adventurer Feat 
  Once per day, you can use Heavy Warrior twice in a battle (against different attacks). 
  Champion Feat 
  You can also use the power against an attack that targets PD. 
  Epic Feat 
  Once per day, you can reroll a recharge roll for a magic armor power. 
   
  Power Attack 
  Once per battle before you roll an attack, you can declare you’re using Power Attack to deal 
  additional damage with that attack roll. If the attack hits, you deal the following additional 
  damage: 
  Deal 1d4 additional damage per level if you are using a one-handed weapon. 
  Deal 1d6 additional damage per level if you are using a two-handed weapon. 
  Adventurer Feat 
  You deal the additional Power Attack damage even if the attack misses. 
  Champion Feat 
  One battle per day, you can use Power Attack twice in the battle. 
  Epic Feat 
  One-handed weapon damage using Power Attack increases to 1d6 per level; two-handed 
  weapon damage using Power Attack increases to 1d8 per level. 
  Skilled Intercept 
  Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving 
  to attack one of your nearby allies. You can pop free from one enemy to move and intercept 
  the attack. If you are engaged with more than one enemy, the others can take opportunity 
  attacks against you. 
  The moving enemy makes its attack with you as a target instead. If you’re wearing heavy 
  armor and the attack hits, you only take half damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  You can pop free from up to two enemies when using Skilled Intercept. 
  Champion Feat 
  You gain a bonus to your Skilled Intercept save equal to the escalation die. 
  Epic Feat 
  Enemies can’t make opportunity attacks against you during your Skilled Intercept movement. 
  Tough as Iron 
  Once per battle, you can rally using a quick action instead of a standard action. 
  Adventurer Feat 
  Once per day, you can rally twice during a battle as a quick action, without needing to roll a 
  save for the second rally. 
  Champion Feat 
  Increase your total number of recoveries by 2. 
  Epic Feat 
  When you roll a natural 20 with an attack, you gain an additional use of Tough As Iron this 
  battle. 
  1st Level Maneuvers 
  Brace for It 
  Flexible melee attack 
  Triggering Roll: Any miss 
  Effect: Until the end of your next turn, the first critical hit you take from a melee attack 
  becomes a normal hit instead. 
  Adventurer Feat 
  Brace for it now works against a critical hit from any type of attack. 
  Champion Feat 
  Brace for it works against any number of critical hits before your next turn. 
  Carve an Opening 
  Flexible melee attack 
  Triggering Roll: Any natural odd roll 
  Effect: Your crit range with melee attacks expands by a cumulative +1 this battle until you 
  score a melee critical hit. When you score a melee critical hit, your crit range drops back to 
  normal. 
  Champion Feat 
  The crit range bonus from carve an opening is +2 instead of +1. 
  Deadly Assault 
  Flexible melee or ranged attack 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Triggering Roll: Any natural even hit 
  Effect: Reroll any 1s from your damage roll. You’re stuck with the rerolls. 
  Adventurer Feat 
  Now you can reroll both 1s and 2s with deadly assault. 
  Champion Feat 
  Deadly assault now also triggers on a natural 17+. 
  Defensive Fighting 
  Flexible melee attack 
  Triggering Roll: Natural 16+; if you fight with a shield, also any natural even roll 
  Effect: Gain a +2 bonus to AC until the end of your next turn. 
  Adventurer Feat 
  You also gain the bonus to Physical Defense. 
  Champion Feat 
  The bonus increases to +3. 
  Epic Feat 
  You also gain the bonus to Mental Defense. 
  Grim Intent 
  Flexible melee attack 
  Triggering Roll: Any natural even miss 
  Effect: The next time you would deal miss damage with a melee attack, add a WEAPON die to 
  that damage. At 5th level, instead add 2 total WEAPON dice; at 8th level, instead add 3 total 
  WEAPON dice. 
  Heavy Blows 
  Flexible melee attack 
  Triggering Roll: Any natural even miss 
  Effect: You gain a bonus to your miss damage with that attack equal to the escalation die. 
  Champion Feat 
  If you attacked with a two-handed weapon, heavy blows can trigger on any miss, odd or even. 
  Epic Feat 
  The bonus instead equals double the escalation die with a one-handed weapon, or triple it 
  with a two-handed weapon. 
  Precision Attack 
  Flexible melee attack 
  Triggering Roll: Any hit with a natural 16+ 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Effect: You gain a bonus to the damage roll equal to your Dexterity modifier. At 5th level, the 
  damage bonus increases to double your Dexterity modifier; at 8th level the damage bonus 
  increases to triple it. 
  Adventurer Feat 
  You can now use precision attack with a ranged attack. 
  Second Shot 
  Flexible ranged attack 
  Triggering Roll: Natural 16+ 
  Effect: After this attack, you can make a basic ranged attack with the same weapon (as long 
  as it’s not a weapon that takes a quick action to reload or draw) with a –4 attack penalty. 
  You can’t use any maneuvers with the second attack. 
  Champion Feat 
  The second shot attack penalty is –2 instead. 
  Shield Bash 
  Flexible melee attack 
  Special: You must be using a shield. 
  Triggering Roll: Any natural even roll 
  Effect: The target pops free from you after the attack (does not allow opportunity attacks). 
  Adventurer Feat 
  If the target is also engaged with any of your allies, you can have it pop free from them as 
  well. 
  Champion Feat 
  Once per battle, you can also daze the target (save ends) of your shield bash attack, if that 
  enemy is staggered. 
  Two-Weapon Pressure 
  Flexible melee attack 
  Special: You must be using a weapon in each hand. 
  Triggering Roll: Any miss 
  Effect: Until the end of your next turn, you gain a +2 melee attack bonus against the target. 
  Champion Feat 
  The bonus increases to +4. 
  3rd Level Maneuvers 
  Hack & Slash 
  Flexible melee attack 
  Special: You can use this maneuver only once per round. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Triggering Roll: Any natural even roll, when the escalation die is 2+ 
  Effect: Make another melee weapon attack against a different target. 
  Make ’em Flinch 
  Flexible ranged attack 
  Triggering Roll: Any natural even miss 
  Effect: Add the higher modifier from your Strength or Dexterity to the miss damage. At 5th 
  level the damage bonus increases to double your chosen modifier; at 8th level the damage 
  bonus increases to triple it. 
  Punish Them 
  Flexible melee attack 
  Special: You can use this maneuver only when you make an opportunity attack. 
  Triggering Roll: Any hit with a natural 16+ 
  Effect: The target is dazed until the end of its turn. 
  Adventurer Feat 
  If the target was moving, it stops moving and loses the rest of its move action. 
  Champion Feat 
  The dazed effect is now save ends. 
  Epic Feat 
  The target is now weakened (save ends) instead of dazed. 
  Steady Now 
  Flexible melee attack 
  Triggering Roll: Any natural even miss 
  Effect: You gain temporary hit points equal to your Constitution modifier. 
  Champion Feat 
  The temporary hit points increase to double your Constitution modifier. 
  Strong Guard 
  Flexible melee attack 
  Special: You must be using a shield. 
  Triggering Roll: Any miss 
  Effect: One ally next to you (including an ally engaged with the same enemy as you) gains a 
  +2 AC bonus until the start of your next turn or until you are no longer next to them. 
  Champion Feat 
  Bonus also applies to PD. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  Bonus increases to +3. 
  5th Level Maneuvers 
  A Dozen Cuts 
  Flexible melee attack 
  Triggering Roll: Any natural even hit 
  Effect: The target also takes ongoing damage equal to double your Dexterity modifier, or 
  triple it at 8th level. 
  Champion Feat 
  Once per battle, you can trigger a dozen cuts with a natural odd hit. 
  Hero’s Skill 
  Flexible melee or ranged attack 
  Triggering Roll: Any natural even miss 
  Effect: Add +2 to the attack roll, then halve any damage dealt by the attack if it hits. 
  Champion Feat 
  Add +4 to the attack roll instead of +2. 
  Epic Feat 
  The damage is no longer halved on a hit after using hero’s skill. 
  Sword Master’s Anticipation 
  Flexible melee attack 
  Special: You must have the Skilled Intercept talent to use this maneuver. 
  Triggering Roll: Any natural even roll 
  Effect: The next time you use Skilled Intercept this battle, your Skilled Intercept save 
  automatically succeeds. 
  7th Level Maneuvers 
  Never Surrender 
  Flexible melee attack 
  Triggering Roll: Any natural even roll 
  Effect: You can roll a save against a save ends effect. 
  Epic Feat 
  You gain a +2 bonus to the save. 
  Spinning Charge 
  Flexible melee attack 
  Special: You must have moved before the attack. 
  Triggering Roll: Any natural even hit 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Effect: After dealing damage, you can pop free from the target, move to a different nearby 
  enemy, and make a basic melee attack against that enemy. 
  You can’t use any maneuvers with the second attack, and it deals only half damage. 
  Epic Feat 
  If the escalation die is 3+, the second spinning charge attack deals full damage. 
  Sword of Destiny 
  Flexible melee attack 
  Triggering Roll: Natural 20 
  Effect: You can heal using a free recovery. 
  Epic Feat 
  If the escalation die is 3+, you can now trigger sword of destiny with a natural 18+. 
  9th Level Maneuvers 
  Combat Mastery 
  Flexible melee attack 
  Special: You can use this maneuver only once per battle. 
  Triggering Roll: Natural 16+ 
  Effect: Increase the escalation die by 1. 
  Epic Feat 
  Combat mastery now also triggers on any natural even hit. 
  Set ’em Up 
  Flexible melee attack 
  Triggering Roll: Any hit with a natural 16+ 
  Effect: The crit range of your attacks against the target expands by 3 (generally 17+) until the 
  end of the battle (cumulative). 
  Epic Feat 
  The crit range bonus from set ’em up now also applies to any ally who attacks the target 
  while you are engaged with it. 
  Monk 
  Ability Scores 
  Monks gain a +2 class bonus to two of: Strength, Dexterity, or Wisdom, as long one of them 
  isn’t the same ability you increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: holy acolyte, mountain sanctuary guardsman, traveling circus 
  acrobat, river guide, spider-cult assassin, tunnel vermin exterminator, bodyguard, farmer, 
  hallucinogenic mushroom farmer, wild mountain ginseng harvester, traveling tournament 
  organizer, civil rights organizer. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Gear 
  At 1st level, a monk may start with one or two weapons, a change of clothes, and perhaps a 
  ranged weapon—or none of those. 
  Gold Pieces 
  Monks may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  11 
  — 
  Light 
  11 
  — 
  Heavy 
  12 
  -4 
  Shield 
  +1 
  -2 
  Melee Weapons 
  A monk usually fights with his hands and feet (JAB, PUNCH, and KICK), though if he has 
  traditional weapons from his training, he can use those. When a monk fights with weapons not 
  from his tradition, he uses the fighter’s weapon chart with a -2 atk penalty. 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger, star 1d4 (-2 atk) hand crossbow 
  — 
  Light or Simple 
  1d6 javelin 
  1d6 (-3 atk) light crossbow 
  1d6 (-2 atk) shortbow 
  Heavy or Martial — 
  1d8 (-4 atk) heavy crossbow 1d8 (-3 atk) longbow 
  Level Progression 
  Monk 
  Total Hit 
  Points 
  Total Feats 
  Class Talents 
  (M) 
  Forms (M) 
  Ki (M) 
  Level-up 
  Ability 
  Bonuses 
  Damage Bonus 
  From Ability 
  Score 
  Level 1 
  Multiclass 
  (Avg. of both 
  classes) x 3 
  As 1st level PC 
  1 or 2 
  adventurer 
  (3 total) 
  2 adventurer 
  0 + Wis 
  mod 
  Not affected 
  ability modifier 
  Level 1 
  (7 + CON 
  mod) x 3 
  1 adventurer 
  3 adventurer 
  2 adventurer 
  1 + Wis 
  mod 
   
  ability modifier 
  Level 2 
  (7 + CON 
  mod) x 4 
  2 adventurer 
  3 adventurer 
  2 adventurer 
  2 + Wis 
  mod 
   
  ability modifier 
  Level 3 
  (7 + CON 
  mod) x 5 
  3 adventurer 
  3 adventurer 
  3 adventurer 
  2 + Wis 
  mod 
   
  ability modifier 
  Level 4 
  (7 + CON 
  mod) x 6 
  4 adventurer 
  3 adventurer 
  3 adventurer 
  2 + Wis 
  mod 
  +1 to 3 
  abilities 
  ability modifier 
  Level 5 
  (7 + CON 
  mod) x 8 
  4 adventurer 
  1 champion 
  3 adventurer 
  3 adventurer,1 
  champion 
  3 + Wis 
  mod 
   
  2 x ability 
  modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level 6 
  (7 + CON 
  mod) x 10 
  4 adventurer 
  2 champion 
  3 adventurer 
  1 champion 
  3 adventurer 
  1 champion 
  3 + Wis 
  mod 
   
  2 x ability 
  modifier 
  Level 7 
  (7 + CON 
  mod) x 12 
  4 adventurer 
  3 champion 
  3 adventurer 
  1 champion 
  2 adventurer 
  2 champion 
  3 + Wis 
  mod 
  +1 to 3 
  abilities 
  2 x ability 
  modifier 
  Level 8 
  (7 + CON 
  mod) x 16 
  4 adventurer 
  3 champion 
  1 epic 
  3 adventurer 
  1 champion 
  2 adventurer 
  2 champion 
  1 epic 
  3 + Wis 
  mod 
   
  3 x ability 
  modifier 
  Level 9 
  (7 + CON 
  mod) x 20 
  4 adventurer 
  3 champion 
  2 epic 
  3 adventurer 
  1 champion 
  1 epic 
  2 adventurer 
  2 champion 
  1 epic 
  3 + Wis 
  mod 
   
  3 x ability 
  modifier 
  Level 10 
  (7 + CON 
  mod) x 24 
  4 adventurer 
  3 champion 
  3 epic 
  3 adventurer 
  1 champion 
  epic 
  2 adventurer 
  2 champion 
  2 epic 
  3 + Wis 
  mod 
  +1 to 3 
  abilities 
  3 x ability 
  modifier 
  (M): Indicates columns in which multiclass characters lag one level behind. 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level 
  dependent. 
  Ability Bonus 
  +2 Strength, Dexterity, or Wisdom in two scores (different from 
  racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (no/light 
  armor) 
  11 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  11 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  11 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (7 + Con mod) x Level modifier (see level progression chart) 
  Recoveries 
  8 
  Recovery Dice 
  (1d8 x level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points (4 at 5th level; 5 at 8th level) 
  Talents 
  3 (see level progression chart) 
  Feats 
  1 per Level 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Basic Attacks 
  Melee Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage 
  Miss: Damage equal to your level 
  Ranged Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  Class Features 
  All monks have attacks dealing JAB, PUNCH, and KICK damage, use forms as the basis of their 
  actions during each round, use ki points, and are considered to fight with two-weapons even 
  when they’re just fighting with their fists and feet. They also can take advantage of magical 
  bracers. 
  JAB, PUNCH, and KICK Attacks 
  Under normal circumstances, melee weapons that are traditional in a monk’s style function 
  like special effects for monks. Most monk attacks are rated as JAB, PUNCH, or KICK attacks, 
  in the same sense that most fighter attacks are WEAPON attacks. 
   
  JAB attacks deal 1d6 damage per level. 
   
  PUNCH attacks deal 1d8 damage per level. 
   
  KICK attacks deal 1d10 damage per level. 
  Monks don’t use weapon damage dice unless they are using a non-traditional weapon or a 
  basic ranged attack that is not part of one of their monk forms. 
  When fighting barehanded, with bracers, or with traditional monk weapons, monks use 
  damage dice based on the form they are attacking with, or PUNCH damage for basic melee 
  attacks. While using a magic weapon, monks add the weapon’s attack and damage bonus to 
  their attacks, and they can use that weapon’s power(s). 
  All monk attacks that use Dexterity as the attack stat use Strength as the ability score that 
  determines damage. 
  Forms 
  When you learn a monk form, you learn all three elements of that form: an opening attack, 
  flow attack, and finishing attack. Each element generally requires a standard action to use. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Your first standard action attack in a battle must be an opening. Your second attack can be a 
  flow attack from any form you know, or it can be another opening. After you use a flow 
  attack, your next monk attack must be a finishing attack from any form you know, or it can 
  be another opening. (You can’t use flow attack twice in a row.) After a finishing attack you 
  must start over with an opening on your next standard action. If you do not attack one turn, 
  you must start over with an opening on your next standard action. This form progression 
  applies whether you hit or miss with your attack. 
  As long as you use the proper element of the form (opening, flow, or finishing attack), you 
  can use an opening, flow, or finishing attack from ANY of the forms you know. 
  When you use an element of a form, you gain an AC bonus until the start of your next turn. 
  After using an opening attack you gain a +1 bonus to AC. After using a flow attack, you gain a 
  +2 bonus to AC. After using a finishing attack, you gain a +3 bonus to AC. If elven grace or 
  some other power lets you use multiple elements of your forms in a turn, the AC bonuses 
  don’t stack but you do get to use the highest bonus. 
  Ki 
  You gain a number of ki points each day equal to 1 + your Wisdom modifier. You can spend ki 
  to modify the natural result of one of your attack rolls. Ki is a daily resource. When you take 
  a full heal-up, you regain all your ki points. You don’t regain ki during a quick rest. 
  After rolling an attack, you can spend 1 point of ki as a free action to change your attack’s 
  natural result by 1, unless that result is a natural 1. The change can be +1 or -1. Spending ki 
  is a free action, but you can only spend 1 point of ki each turn. 
  Adventurer Feat 
  You gain 1 additional point of ki each day. 
  Champion Feat 
  You can spend as much ki as you like during a turn. You must spend each point of ki on a 
  different attack roll or a different ki power. 
  Epic Feat 
  Work with your GM to invent a new ki power related to your one unique thing or some other 
  aspect of your character’s story. If the ki power is too good and overshadows your other ki 
  powers, the GM should rule that you can only use it once a day. 
  Two-Weapon Fighting 
  Since monks are trained to strike with all their limbs, they can always be considered to be 
  fighting with two weapons in melee, even when they’re barehanded. The principal advantage 
  of “two-weapon fighting” is that you get to reroll your attack when you roll a natural 2 with a 
  melee attack, sticking with the reroll. 
  Bracers as Magic Items 
  Monks get magic-weapon style powers from magical bracers. In practice, a monk fighting 
  barehanded looks to bracers for magical advantage. A monk who fights with the monastery’s 
  traditional weapons might use bracers or a magical weapon, but a monk wearing magical 
  bracers can’t use a magical melee weapon at the same time. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventure Tier Talents 
  Choose three of the following adventurer-tier class talents. You get an additional monk class 
  talent at 6th level and 9th level. 
  You are free to take as many of the Seven Deadly Secrets talents as you wish (up to the class 
  limit) but you can only use one of them per battle. You can choose which one just before 
  using it. 
  Flurry (Seven Deadly Secrets) 
  If you use Flurry in a battle, you can’t use any other Deadly Secrets talents that battle. 
  You gain the following attack: 
  Melee attack 
  At-Will (once per round), when the escalation die is 3+ 
  Quick action 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: JAB + Strength damage 
  Miss: — 
  Adventurer Feat 
  You can now use Flurry when the escalation die is 2+. 
  Champion Feat 
  Your Flurry attack now deals damage equal to your level on a miss. 
  Epic Feat 
  When the escalation die is 4+, your Flurry attack deals PUNCH + Strength damage instead of 
  JAB + Strength. 
  Ki Power 
  (A Thousand Palms): You must be engaged with 2 or more enemies to use this power. After 
  making a Flurry attack, you can spend 1 point of ki to make another Flurry attack against a 
  target you have not already attacked with Flurry this turn. 
  Greeting Fist (Seven Deadly Secrets) 
  If you use Greeting Fist in a battle, you can’t use any other Seven Deadly Secrets talent that 
  battle. 
  The first time you make a melee attack against each enemy during a battle (including the 
  first mook of a mob), the target takes 1d8 extra damage on a hit. 
  2nd level monk: 2d6 extra damage. 
  4th level monk: 2d8 extra damage. 
  6th level monk: 4d6 extra damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  8th level monk: 4d10 extra damage. 
  10th level monk: 6d12 extra damage. 
  Adventurer Feat 
  Once per battle when you miss with your first melee attack against an enemy, you can use 
  Greeting Fist against that enemy later that battle. 
  Champion Feat 
  When you successfully disengage from an enemy, that enemy takes damage equal to your 
  level. Popping free doesn’t count; the damage only applies when you use the disengage 
  action. (This damage doesn’t count as an attack, so if you hadn’t attacked that enemy yet, 
  you could still use Greeting Fist on it later.) 
  Epic Feat 
  Once per battle, reroll an attack that qualified for Greeting Fist damage. 
  Ki Power 
  (Opening the Death Gate): When you deal Greeting Fist damage, you can spend 1 point of ki 
  to double that damage (as usual, a crit would then triple that damage). 
  Temple Weapon Master (Seven Deadly Secrets) 
  If you use Temple Weapon Master in a battle, you can’t use any other Seven Deadly Secrets 
  talents that battle. 
  Once per battle while you’re fighting with a weapon or weapons associated with your 
  monastic tradition, you can turn a natural even miss into a hit. 
  Ki Power 
  (Supreme Warrior Discipline): When you use your Temple Weapon Master power, you can 
  spend 1 point of ki to gain a bonus to AC equal to the current escalation die until an attack 
  against AC misses you or until the end of the battle. (The AC bonus increases or decreases as 
  the escalation die increases or decreases.) 
  Adventurer Feat 
  The AC bonus from the ki power also applies to your PD. An attack against your PD that misses 
  also ends the bonus. 
  Champion Feat 
  When you roll a natural 2 with a monk attack while fighting with your monastic weapons, in 
  addition to the reroll you get from Two-Weapon Fighting, you gain a bonus to the rerolled 
  attack equal to your Strength modifier or your Wisdom modifier. 
  Epic Feat 
  One battle per day, the damage dice of your finishing attacks increase by one size (max d12). 
  (For example, d10s become d12s.) 
  Diamond Focus 
  You gain a +2 bonus to saves while you’re not staggered. 
  In addition, you can go one round without using a monk attack form and still maintain your 
  place in the attack form progression. For example, if you made an opening attack last round 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  but don’t attack this round (or with your next standard action) for any reason, even being 
  stunned or unconscious, you can still use a flow attack with your next standard action. 
  Ki Power 
  (Diamond Soul): When you are dazed, weakened, or stunned, you can spend 1 point of ki to 
  make an immediate normal save (11+). If you succeed, the effect ends. If you fail, the 
  condition affects you normally. (This power also works on effects that aren’t save ends. It 
  also breaks the stunned rule by letting you use a free action to spend ki.) 
  Adventurer Feat 
  You can also use the ki power to save when you’re confused or hampered. 
  Champion Feat 
  The ki power save is now an easy save (6+). 
  Epic Feat 
  You can also use the ki power to save against a last gasp effect (but it doesn’t count against 
  your total if you fail). 
  Heaven’s Arrow 
  Unlike other monks, you have no attack penalty with ranged weapons, including thrown 
  weapons, longbows, shortbows, and crossbows. Your basic ranged attacks also deal miss 
  damage equal to your level. 
  Once per battle when you would make a melee attack as an element of one of your monk 
  forms, you can use a ranged attack against a nearby enemy instead. This attack deals damage 
  according to the JAB/PUNCH/KICK hierarchy that’s part of the form rather than WEAPON 
  damage like basic attacks. 
  Ki Power 
  (Wind from Heaven): You can spend 1 point of ki to regain your Heaven’s Arrow power when 
  it’s expended. 
  Adventurer Feat 
  You can now target enemies that are far away when you use the Heaven’s Arrow power. The 
  ranged weapon you’re using might have an attack penalty against far away enemies, but your 
  attack otherwise functions as normal. 
  Champion Feat 
  You can now use the Heaven’s Arrow power twice per battle. 
  Epic Feat 
  You no longer take opportunity attacks when you make ranged attacks while engaged. 
  Leaf on Wind 
  Once per battle when you use a move action, you can take another move action as a free 
  action. 
  In addition, if you fall with a wall, tree, or other physical object next to you, you can fall up 
  to 30 feet per level without taking damage. (You slap the surface, catch handholds, and use 
  other maneuvers to slow your descent.) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Ki Power 
  (Wind’s Comrade): You can spend 1 point of ki during your turn to gain flight until the end of 
  your turn. 
  Adventurer Feat 
  You gain a +3 bonus to disengage checks. 
  Champion Feat 
  When an enemy makes an attack against you that targets more than one creature, you only 
  take half damage from that attack, hit or miss. 
  Epic Feat 
  Roll a normal save at the end of any turn in which you use the ki power. If you succeed, your 
  flight lasts until the end of your next turn. (It’s not advisable to count on this working by 
  staying in midair, though you could of course fly next to a wall, counting on your ability to 
  slow your fall as outlined above!) 
  Overworld Lineage, aka Phoenix-touched 
  If you wish, any time an element of the monk class refers to Wisdom, you can replace that 
  element with a reference to Charisma. 
  In addition, while you’re staggered, when you roll a natural even attack roll, you heal damage 
  equal to your Strength modifier or your Wisdom modifier (double that modifier at 5th level; 
  triple it at 8th level).  
  Ki Power 
  (Imperial Phoenix Flare): Once per day when you are staggered, you can spend 1 point of ki 
  to heal using a recovery. You heal half the hit points you roll for the recovery, and one enemy 
  engaged with you of your choice takes the other half in fire damage. 
  Adventurer Feat 
  You can now use this ki power twice per day. 
  Champion Feat 
  Once per day after rolling a death save, you can gain +4 bonus to the roll. 
  Epic Feat 
  The first time you die after taking this feat, you are resurrected at a place of power like your 
  home monastery or other sanctum between one and four days later, assuming another 
  resurrection doesn’t find you first. (This counts against your normal resurrection limit, as 
  normal.) 
  Spinning Willow Style 
  When a ranged attack or close-quarters attack that targets AC hits you, you can roll a normal 
  save. If you succeed, you take only half damage from the attack. 
  Adventurer Feat 
  You can now use Spinning Willow Style to save against ranged attacks and close-quarter 
  attacks that target PD. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  If you roll a natural 18+ on the save, you instead take no damage from the attack and can 
  choose one nearby enemy. It takes one-quarter of the damage as you deflect the attack. 
  Epic Feat 
  Spinning Willow Style saves are now easy saves (6+). 
  Ki Power 
  (The Willow Bends): You can spend 1 point of ki to turn a failed Spinning Willow Style save 
  into a success. 
  Champion Tier Talents 
  At 6th level, you gain an additional monk class talent. You can choose to take another 
  adventurer-tier talent, or select from the talents that follow. 
  Disciple of the Hidden Flame 
  When you gain this talent, choose a class: cleric, sorcerer, or wizard. Each time you take a 
  full heal-up, choose a non-feature spell of your level or lower from that class. You can’t 
  choose the same spell twice in a row; you must choose a different option each time you take 
  a full heal-up. 
  If the spell is at-will, you can cast it in place of a flow attack. If the spell is limited use, you 
  can cast it in place of a finishing attacks. Use your Wisdom as the ability score that 
  determines attack and damage with the spell. 
  Ki Power 
  (Gather the Flame): You can spend 1 point of ki when you cast your Disciple of the Hidden 
  Flame spell to cast it as if you possessed the adventurer-tier and champion-tier feat for that 
  spell, if any. At 8th level, treat the spell like you possessed the epic-tier feat for it, if any, 
  when you spend the ki. 
  Improbable Stunt 
  Once per battle as a quick action, you can pull off an outrageous improvisational stunt that no 
  one else could manage, with the possible exception of a swashbuckling rogue! The stunt is not 
  itself an attack but it might lead to one. 
  The outrageous action of your stunt isn’t something you have to roll for, even if it would 
  ordinarily require a skill check to pull off, though you’ll still have to roll for an attack that 
  follows up your stunt. 
  Ki Power 
  (Ludicrous Improbability Maneuver): You can spend 1 ki point to use Improbable Stunt again 
  this battle. 
  Path of the Perfect Warrior 
  One battle per day, you can increase your JAB damage dice to d8s, your PUNCH damage dice 
  to d10s, and your KICK damage dice to d12s. 
  Ki Power 
  (Perfect Breath): Once per day when you are healing using a recovery, you can spend 1 point 
  of ki to heal using a second recovery as well. The second recovery is a free. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Tier Talents 
  At 9th level, you gain an additional monk class talent. As usual, you can choose a talent from a 
  lower tier, or an epic tier. Epic-tier talents have feats but no associated ki powers. 
  Abundant Step 
  Once per battle when the escalation die is 1+, you can teleport to a nearby location you can 
  see as a move action. 
  Epic Feat 
  You can now teleport to a far away location you can see. 
  Champion of Three Worlds 
  When you make a finishing attack, roll an additional d20 (usually two) for the attack roll. Use 
  the result of your choice. 
  Epic Feat 
  Once per battle when you make a flow attack, you can roll an additional d20 for the attack 
  roll. 
  Procession of the Sun and Moon 
  Once per level, while meditating during a quick rest, you can decide that it’s time for the 
  start of a new day. You and each of your willing allies can make a hard save (16+). Each 
  character who succeeds regains all spells, powers, hit points, ki, and recoveries as if they had 
  taken a full heal-up and started a new day. 
  The only character element that does not reset as if it was a new day are your icon 
  relationship rolls and any icon relationships. 
  Epic Feat 
  You and each of your allies gain a bonus to the save equal to your Strength modifier or your 
  Wisdom modifier. 
  Adventure Tier Forms 
  Claws of the Panther 
  Opening Attack (Panther Spins Free) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: JAB + Strength damage, and you can pop free from the target. 
  Miss: Damage equal to your level. 
  Flow Attack (Cat Cuts between Hounds) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural Even Hit: As a hit, plus each enemy engaged with you takes 1d6 damage (2d6 damage 
  at 5th level; 4d6 damage at 8th level). 
  Natural Even Miss: Half damage. 
  Natural Odd Miss: Damage equal to your level. 
  Finishing Attack (Twinned Panther Claw) 
  Melee attack 
  Targets: Up to two enemies 
  Attack: Dexterity + Level vs. AC 
  Hit: KICK + Strength damage. 
  Natural Even Miss: Half damage. 
  Natural Odd Miss: Damage equal to your level. 
  Adventurer Feat Ki Power 
  (Predator’s Return): You can spend 1 point of ki when your finishing attack misses all targets 
  to use a flow attack instead of an opening attack with your next standard action—in effect, 
  you get to skip the opening attack of your next form’s progression. 
  Dance of the Mantis 
  Opening Attack (Springing Mantis Strike) 
  Melee attack 
  Special: When you start your turn unengaged, you can move before the attack as part of the 
  standard action for this attack. 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: JAB + Strength damage. 
  Flow Attack (The Pincer Whirls Shut) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage, or KICK + Strength damage against large or huge targets. 
  Natural Even Hit: As a hit, plus you can roll a disengage check as a free action after the 
  attack. 
  Miss: Half damage. 
  Finishing Attack (Precise Mantis Kick) 
  Melee attack 
  Target: One enemy 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Attack: Dexterity + Level + 2 vs. AC 
  Hit: KICK + Strength damage. 
  Natural Even Miss: Your crit range with opening, flow, and finishing attacks expands by 1 
  until the end of the battle. 
  Natural Odd Miss: Damage equal to your level. 
  Adventurer Feat Ki Power 
  (The Dance Continues): You can spend 1 point of ki during your turn to roll a disengage check 
  as free action. 
  Dutiful Guardian 
  Opening Attack (One Must Be Free) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: JAB + Strength damage, and one ally engaged with the target can pop free from it. 
  Miss: Damage equal to your level. 
  Flow Attack (Wind Horse Shakes Mane) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage, and you choose one of the following benefits: you can take a 
  move action as a free action; OR you gain a +4 bonus to PD until the start of your next turn. 
  Miss: Half damage. 
  Finishing Attack (Temple Lion Stands True) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: KICK + Strength damage. 
  Natural Even Hit: As a hit, plus you can rally as a free action unless you have already rallied 
  this battle. 
  Natural Even Miss: Half damage. 
  Natural Odd Miss: Damage equal to your level. 
  Adventurer Feat 
  When you intercept an enemy that is moving to attack one of your allies, you gain a +3 bonus 
  to all defenses until the end of that turn (so against that enemy’s attacks). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Original Venom 
  Opening Attack (First Deadly Venom) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: JAB + Strength damage, and if the target is staggered after the attack, it also takes 5 
  ongoing poison damage. 
  Miss: You take damage equal to your level. 
  Flow Attack (Second Certain Toxin) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. PD 
  Hit: PUNCH + Strength damage. 
  Natural Even Hit: As a hit, plus 5 ongoing poison damage. 
  Miss: You take damage equal to your level. 
  Finishing Attack (Third Poisonous Lesson) 
  Melee attack 
  Target: One enemy taking ongoing damage 
  Attack: Dexterity + Level vs. AC 
  Hit: KICK + Strength damage. 
  Natural Even Hit: As a hit, plus 10 ongoing poison damage, and if the target has 45 hp points 
  or fewer, it’s hampered (save ends both). (The hp threshold also goes up automatically based 
  on your level.) 
  3rd level monk: 72 hp or fewer. 
  5th level monk: 108 hp or fewer. 
  7th level monk: 180 hp or fewer. 
  9th level monk: 300 hp or fewer. 
  Natural Odd Hit: As a hit, plus 5 ongoing poison damage. 
  Miss: You take damage equal to your level. 
  Adventurer Feat 
  You gain resist poison 14+. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Three Cunning Tricksters 
  Opening Attack (Fox Senses Weakness) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: JAB + Strength damage. 
  Natural Even Miss: Half damage. 
  Natural Odd Miss: — 
  Flow Attack (Monkey Taps the Shoulder) 
  Melee attack 
  Special: When you use this attack, you can pop free from one enemy anytime during that turn 
  as a free action. 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage. 
  Miss: Half damage. 
  Finishing Attack (Crane Summons Carp) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: KICK + Strength damage. 
  Natural Even Hit: As a hit, plus when an enemy engaged with you targets you with an attack 
  before the start of your next turn, you can deal JAB + Strength damage to it as an interrupt 
  action. 
  Miss: Half damage. 
  Adventurer Feat Ki Power 
  (The Gift Returns): When you roll a natural 18+ on a save, you can spend 1 point of ki to 
  transfer the effect/ongoing damage you saved against to an enemy engaged with you (in 
  addition to ending the effect on you). Of course, death saves and last gasp saves are 
  excluded. 
  Way of the Metallic Dragon 
  Opening Attack (Bronze Thwarts an Army) 
  Melee attack 
  Target: One enemy 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Special: You must be engaged with two enemies to use this attack. 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage. 
  Miss: Damage equal to your level. 
  Flow Attack (Silver Warrior Advances) 
  Melee attack 
  Target: One enemy that has more hit points than you 
  Attack: Dexterity + Level vs. AC 
  Natural Even Hit: PUNCH + Strength damage, and 10 ongoing cold damage. 
  Natural Odd Hit: PUNCH + Strength damage, and one of your allies can pop free from the 
  target. 
  Miss: Half damage. 
  Finishing Attack (General Slays the Hordes) 
  Melee attack 
  Targets: Up to two enemies; choose one for the first attack and the other for the second 
  attack 
  First Attack: Dexterity + Level vs. AC 
  Hit: KICK + Strength damage. 
  Miss: Damage equal to your level. 
  Second Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength fire damage. 
  Miss: Damage equal to your level. 
  Adventurer Feat Ki Power 
  (Become the Dragon): When you drop a non-mook enemy to 0 hp with a finishing attack, you 
  can spend 1 point of ki to gain a second standard action during your next turn. You’re 
  gathering power, preparing to unleash havoc, or doing something similar. If for some reason 
  you decide not to take the extra standard action during your next turn, you get the point of ki 
  back, but can’t spend any more ki this battle. 
  Champion Tier Forms 
  Heaven’s Thunder 
  Opening Attack (Moon in Storming Sky) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. PD 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hit: JAB + Strength damage, and each time an enemy attacks you before the start of your 
  next turn, it takes thunder damage equal to twice your level after the attack. 
  Flow Attack (Thunder Restores the Balance) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage, and you can roll a save against a save ends effect. 
  Natural Even Hit: As a hit, plus you gain a bonus to the save equal to your Wisdom modifier. 
  Miss: Half damage. 
  Finishing Attack (This Too Was Foreseen) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. PD 
  Hit: KICK + Strength thunder damage. 
  Natural Even Hit: As a hit, plus one random nearby enemy takes 10 ongoing thunder damage. 
  Natural Odd Hit: As a hit, plus after this attack, your crit range expands by 1 until the end of 
  the battle. 
  Miss: Half damage. 
  Champion Feat 
  You can now target a nearby enemy with this too was foreseen. 
  Epic Feat 
  You now heal 5d10 hp each time you use a finishing attack while staggered. 
  Iron Crusader Form 
  Opening Attack (No Retreat) 
  Melee attack 
  Special: You can use this opening attack only if you or one of your allies has dropped to 0 hit 
  points or below during this battle. 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage. 
  Miss: Half damage. 
  Flow Attack (No Mercy) 
  Melee attack 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Special: You gain a +4 bonus with this attack when you target a staggered enemy. 
  Hit: PUNCH + Strength damage. 
  Miss: Damage equal to your level. 
  Finishing Attack (No Weakness) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Special: You gain a +4 bonus with this attack when you target an enemy taking ongoing 
  damage. 
  Hit: KICK + Strength damage. 
  Natural Even Hit: As a hit, plus you gain resist damage 16+ until the start of your next turn. 
  Miss: Damage equal to your level. 
  Champion Feat 
  You can also use the no retreat opening attack if you have been staggered this battle. 
  Epic Feat 
  One battle per day, your crit range expands by 2 (cumulative) each time you drop a non-mook 
  enemy to 0 hp. 
   
  Rising Phoenix 
  Opening Attack (Rising Phoenix Fist) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. PD 
  Hit: JAB + Strength fire damage. 
  Natural Even Miss: 5 ongoing fire damage. 
  Natural Odd Miss: — 
  Flow Attack (Becomes the Pillar of Flame) 
  Melee 
  Target: One enemy 
  Attack: Dexterity + Level vs. PD 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hit: PUNCH + Strength fire damage, and you can roll a disengage check as a free action. If you 
  disengage from all enemies, you gain flight until the end of your next turn. 
  Miss: Damage equal to your level. 
  Finishing Attack (Life Burning Fire Fist) 
  Melee attack 
  Target: One enemy that is higher level than you 
  Attack: Dexterity + Level vs. PD 
  Hit: PUNCH + Strength fire damage. 
  Natural Even Hit: As a hit, plus you can heal using a recovery. 
  Natural Odd Hit: As a hit, plus you can roll a save against a save ends effect. 
  Natural Even Miss: Half damage. 
  Natural Odd Miss: — 
  Champion Feat 
  Once per day as a free action, double the healing you get when you heal using a recovery 
  (from any effect). 
  Epic Feat 
  One battle per day as a free action, choose yourself or a nearby ally. That creature gains a 
  bonus to death saves equal to your Wisdom modifier until the end of the battle. 
  Three Evil Dragons 
  Opening Attack (The Burning Shadow) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: JAB + Strength damage, and if the target is staggered after the attack, choose one: you 
  can pop free from the target; OR the target takes ongoing acid damage equal to your level. 
  Miss: Damage equal to your level. 
  Flow Attack (Blue Lightning Fist) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Natural Even Hit: PUNCH + Strength damage, and one random nearby enemy takes lightning 
  damage equal to double your level. 
  Natural Odd Hit: PUNCH + Strength damage, and you gain flight until the end of your next 
  turn. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: Half damage, and one random nearby enemy takes lightning damage equal to your level. 
  Finishing Attack (Red Fury) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: KICK + Strength damage, and 1d6 extra fire damage for each point on the escalation die. 
  Miss: Damage equal to your level. 
  Champion Feat 
  Once per battle when an enemy hits you with an attack that targets AC or PD while you are 
  flying, you can force that enemy to reroll the attack as a free action. 
  Epic Feat 
  Once per day when you miss all targets with a finishing attack, you can make another 
  finishing attack with your next standard action—in effect, you get to redo the last form of 
  that progression. 
  Tiger in Storm 
  Opening Attack (Stalking Tiger) 
  Melee attack 
  Target: One enemy that isn’t engaged with any of your allies. 
  Attack: Dexterity + Level vs. AC 
  Hit: JAB + Strength damage. 
  Natural Even Hit: As a hit, plus 2d6 ongoing lightning damage. 
  Miss: Both you and the target take damage equal to your level. 
  Flow Attack (Tiger Follows Blood) 
  Melee attack 
  Target: One enemy that isn’t engaged with any of your allies. 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage, and you can pop free from the target. 
  Natural Even Hit: As a hit, plus if you are engaged with an enemy other than the target at 
  the end of your turn, one enemy engaged with you takes 10 damage (as your attack sets up a 
  final clawing strike). 
  Miss: Half damage. 
  Finishing Attack (Striped Lightning Roars) 
  Melee attack 
  Target: One enemy that isn’t engaged with any of your allies. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Attack: Dexterity + Level vs. AC 
  Hit: KICK + Strength damage. 
  Natural Even Hit: As a hit, plus 1d3 nearby enemies other than the target each take lightning 
  damage equal to double your level. 
  Miss: Half damage. 
  Champion Feat Ki Power 
  (Storm’s Eye): When an enemy misses you with an attack that deals cold, lightning, or 
  thunder damage, you can spend 1 point of ki to heal using a recovery. 
  Epic Feat 
  You gain resist energy damage 16+ to cold, thunder, and lightning. 
  Epic Tier Forms 
  Death’s Quivering Shadow 
  Opening Attack (Invoke the Name) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. PD 
  Hit: JAB + Strength damage. 
  Natural Even Hit: As a hit, plus the target takes ongoing negative energy damage equal to its 
  level. 
  Miss: You take 5 ongoing negative energy damage. 
  Flow Attack (Stunning Fist) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage. 
  Natural Even Hit: As a hit, plus if the target has 180 hp or fewer after the attack, it’s 
  stunned until the end of your next turn. 
  Miss: Damage equal to your level. 
  Finishing Attack (Ghostwalk of the Fallen King) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: KICK + Strength damage, and 15 ongoing negative energy damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural Even Hit: As a hit, plus until the end of your next turn, you gain flight and resist 
  damage 16+ to all damage as you become incorporeal. (You can move through solid objects 
  but can’t end your turn in them.) 
  Miss: Damage equal to your level. 
  Epic Feat Ki Power 
  (Quivering Palm): Once per day when you hit a target with a finishing attack, you can spend 1 
  point of ki to create a link with the target. Until the next full heal-up, regardless of how far 
  away the target is, you can spend 1 point of ki and two consecutive quick actions to deal 
  PUNCH + Wisdom damage to the target. You can keep spending quick actions and ki to deal 
  this damage once per round until you run out of ki for the day. 
  Feathered Serpent 
  Opening Attack (Coils Dispense Blessings) 
  Melee attack 
  Target: Each enemy engaged with you 
  Attack: Wisdom + Level vs. AC 
  Hit: JAB + Wisdom damage. 
  Miss: Damage equal to your level. 
  Flow Attack (Feathers on Talons on Scales) 
  Melee attack 
  Always: When you use this flow attack, choose one effect: pop free from one enemy anytime 
  during your turn as a free action; or you gain flight until the end of your next turn. 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage. 
  Miss: Half damage. 
  Finishing Attack (Poisoned Heaven Kick) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: KICK + Strength damage. 
  Natural Even Hit: As a hit, plus if the target has 180 hp or fewer after the attack, it’s 
  hampered until the end of your next turn. If it has more than 180 hp, it takes 20 ongoing 
  poison damage instead. 
  Miss: Half damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  Once per battle as a quick action, you can roll a difficult save (16+) against a save ends effect 
  affecting you that was caused by an enemy’s attack. If you succeed, transfer the effect to an 
  enemy engaged with you. 
  Flagrant Blossoms 
  Opening Attack (The Petals Open) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: JAB + Strength damage, and if this attack drops a non-mook to 0 hp, you can use a 
  finishing attack with your next standard action. 
  Flow Attack (Fist Shows the Path to Wisdom) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage. 
  Natural Even Hit: As a hit, plus a random nearby ally can roll an icon relationship die (you 
  choose which icon) that can be used as a story-guide result later in the adventure; the roll 
  must be a 5 or a 6 to get an advantage as normal. 
  Miss: Half damage. 
  Finishing Attack (Lotus Dreams the World) 
  Melee attack 
  Target: One enemy 
  Attack: Wisdom + Level vs. MD 
  Natural Even Hit: KICK + Wisdom damage, and you or an ally gains a +2 bonus to saves until 
  the end of the battle. 
  Natural Odd Hit: KICK + Wisdom damage, and the target takes a –2 penalty to saves until the 
  end of the battle. 
  Miss: Half damage. 
  Epic Feat 
  Once per day when you use the lotus dreams the world finishing attack, a nearby ally can 
  heal using a free recovery and can roll a save against each save ends effect affecting it. 
  Spiral Path 
  Opening Attack (The Cycle Opens) 
  Melee attack 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: JAB + Strength damage. 
  Natural Even Hit: As a hit, plus a different nearby enemy takes force damage equal to half 
  that damage. 
  Flow Attack (Spiral Ascension Widens) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: PUNCH + Strength damage. 
  Natural Even Hit: As a hit, plus the escalation die increases by 1. 
  Miss: Damage equal to your level. 
  Finishing Attack (Star Joins as Ally) 
  Melee attack 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: KICK + Strength damage, and as a free action you can teleport next to a different nearby 
  enemy you can see (engaging it) and make a PUNCH attack against it. 
  Miss (PUNCH): The target takes damage equal to your level. 
  Miss: Half damage, and you can’t use attacks from the Spiral Path form until your next battle. 
  Epic Feat 
  One battle per day, choose a monk talent you don’t ordinarily possess. This battle, you have 
  that talent. 
  Necromancer 
  Ability Scores 
  Necromancers gain a +2 class bonus to Intelligence or Charisma, as long as it isn’t the same 
  ability you increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: failed village priest, archeologist, swamp baron, living dungeon 
  escapee, former necromancer acolyte, death giant servitor, former mummy, reformed 
  outlaw, resurrected Imperial hero, and burnt-out wizard. 
  Gear 
  At 1st level, a necromancer starts with various dark robes or traveling clothes, a dagger, a 
  staff, a few treasured bones or funerary urns, and other miscellaneous items suggested by 
  their backgrounds. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Gold Pieces 
  Necromancers may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  10 
  — 
  Heavy 
  11 
  -2 
  Shield 
  +1 
  -2 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 club, staff 
  Light or Simple 
  1d6 (-2 atk) mace, shortsword 
  1d8 (-4 atk) spear 
  Heavy or Martial 1d8 (-5 atk) longsword, warhammer 1d10 (-6 atk) greatsword 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger, star 
  1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 (-2 atk) javelin 1d6 (-1 atk) light crossbow 
  1d6 (-2 atk) shortbow 
  Heavy or Martial — 
  1d8 (-4 atk) heavy crossbow 1d8 (-5 atk) longbow 
  Level Progression 
  Necromancer 
  Total Hit 
  Points 
  Total Feats 
  1st 
  level 
  (M) 
  3rd 
  level 
  (M) 
  5th 
  level 
  (M) 
  7th 
  level 
  (M) 
  9th 
  level 
  (M) 
  Level-up 
  Ability 
  Bonuses 
  Damage Bonus 
  From Ability 
  Score 
  Level 1 
  Multiclass 
  (Avg. of 
  both 
  classes) x 3 
  As 1st level 
  PC 
  3 
  — 
  — 
  — 
  — 
  Not affected 
  ability 
  modifier 
  Level 1 
  (6 + CON 
  mod*) x 3 
  1 adventurer 
  4 
  — 
  — 
  — 
  — 
   
  ability 
  modifier 
  Level 2 
  (6 + CON 
  mod) x 4 
  2 adventurer 
  5 
  — 
  — 
  — 
  — 
   
  ability 
  modifier 
  Level 3 
  (6 + CON 
  mod) x 5 
  3 adventurer 
  3 
  3 
  — 
  — 
  — 
   
  ability 
  modifier 
  Level 4 
  (6 + CON 
  mod) x 6 
  4 adventurer 
  — 
  6 
  — 
  — 
  — 
  +1 to 3 
  abilities 
  ability 
  modifier 
  Level 5 
  (6 + CON 
  mod) x 8 
  4 adventurer 
   champion 
  — 
  3 
  4 
  — 
  — 
   
  2 x ability 
  modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level 6 
  (6 + CON 
  mod) x 10 
  4 adventurer 
  2 champion 
  — 
  — 
  7 
  — 
  — 
   
  2 x ability 
  modifier 
  Level 7 
  (6 + CON 
  mod) x 12 
  4 adventurer 
  3 champion 
  — 
  — 
  3 
  5 
  — 
  +1 to 3 
  abilities 
  2 x ability 
  modifier 
  Level 8 
  (6 + CON 
  mod) x 16 
  4 adventurer 
  3 champion 
  1 epic 
  — 
  — 
  — 
  8 
  — 
   
  3 x ability 
  modifier 
  Level 9 
  (6 + CON 
  mod) x 20 
  4 adventurer 
  3 champion 
  2 epic 
  — 
  — 
  — 
  3 
  6 
   
  3 x ability 
  modifier 
  Level 10 
  (6 + CON 
  mod) x 24 
  4 adventurer 
  3 champion 
  3 epic 
  — 
  — 
  — 
  — 
  9 
  +1 to 3 
  abilities 
  3 x ability 
  modifier 
  Although not listed on the table, this class gets three talents. It does not get more at higher 
  levels. 
  (M): Indicates columns in which multiclass characters lag one level behind. 
  *You don’t subtract the modifier from your base hp value if you have a negative Constitution 
  modifier. 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level 
  dependent. 
  Ability Bonus 
  +2 Intelligence or Charisma (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  10 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  11 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (6 + Con mod) x Level modifier (see level progression chart) 
  Recoveries 
  8 
  Recovery Dice 
  (1d6 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points (4 at 5th level; 5 at 8th level) 
  Talents 
  3 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Feats 
  1 per Level 
  Basic Attacks 
  Melee Attack 
  At-Will 
  Target: One enemy 
  Attack: Strength + Level vs. AC 
  Hit: WEAPON + Strength damage 
  Miss: — 
  Ranged Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  Class Features 
  All necromancers share the following class features. 
  Arcane Implements 
  As a character casting arcane magic, your best options for improving your spellcasting are 
  wands and staffs. 
  Death’s Master 
  All necromancers must spend at least one relationship point with any necromantic icon. (This 
  may be conflicted or negative.) If your one unique thing somehow suggests that you might be 
  free of this requirement, make a case to your GM that this is a way in which you are unique. 
  Ritual Magic 
  Necromancers can cast their spells as rituals (see Running the Game, Rituals). 
  Spell Choices 
  Like other standard spellcasters, you choose the spells you will be able to cast after each full 
  heal-up. 
  Summoning 
  Your summoning spells use the standard summoning rules. The following feats enable you to 
  improve your summoning powers. 
  Adventurer Feat 
  Your summoned creatures can add the escalation die to their attacks. 
  Champion Feat 
  When you summon mooks, increase the number of mooks you summon by 1. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  The first time one of your non-mook summoned creatures is dropped each battle, roll a 
  normal save. If you succeed, the summoned creature is not slain but instead remains in the 
  battle with 10 hp. 
  Wasting Away 
  Necromancers are frail, gaunt, parched, skinny, sickly, wasted, cadaverous, dependent on 
  unearthly substances, or partially dead. This isn’t just an aesthetic note—as a necromancer, 
  you must subtract your Constitution modifier from all your necromancer spell attacks if your 
  modifier is positive. In addition, you don’t die until you fail five death saves. Similarly, you 
  don’t succumb to last gasp save effects until you fail the fifth save. 
  Adventurer Feat 
  If your Constitution modifier is negative, add +1 to your necromancer spell attacks. 
  Champion Feat 
  You don’t die from damage until your negative hit points equal your maximum hit points, 
  instead of half your maximum. 
  Epic Feat 
  One battle per day, you can choose to succeed with death saves on an 11+ instead of a 16+. 
  Class Talents 
  Cackling Soliloquist 
  If you spend your move action, your quick action, and your standard action casting a daily 
  spell that ordinarily only requires a standard action—while screaming grandiloquently, 
  cackling maniacally, or megalomaniacally describing the grandeur of your plans and the 
  futility of your enemies’ resistance—the daily spell is recharge 18+ after battle instead of 
  daily, and you can invent a slight improvement to the spell, especially if it’s partly story-
  oriented, that provides an extra benefit determined by the GM or by you (with GM approval). 
  Adventurer Feat 
  You gain temporary hit points equal to 1d6 + your level + Charisma modifier when you use 
  Cackling Soliloquist (double your Charisma modifier at 5th level; triple it at 8th level). 
  Champion Feat 
  Your soliloquized spell is now a recharge 16+ after battle instead of 18+. 
  Epic Feat 
  Once per day, you can hog the spotlight when using Cackling Soliloquist. When you do, you 
  heal using a free recovery and steal the escalation die, keeping it all to yourself. Until the 
  end of your next turn, you are the only creature—PC, NPC, or monster—that can use the 
  escalation die, and you treat the escalation die as if it were an 8. At the end of your next 
  turn, return the escalation die to the table, one point higher than it was when you seized it. 
  Dead Wizard 
  You gain the Cantrips class feature from the wizard class. The talent functions like the 
  wizard’s class feature with the following exceptions: 
   
  You can’t cast mending. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Your light cantrip has a sickly flicker or a dark edge. Feel free to call it darklight. 
  Adventurer Feat 
  You can take a wizard spell in place of one of your necromancer spells of the same level. You 
  can change this spell for a new one you know whenever you take a full heal-up. 
  Champion Feat 
  You gain a bonus wizard spell that is at least two levels below your level, in addition to the 
  spells you can cast as a necromancer. You can change this spell for a new one you know 
  whenever you take a full heal-up. 
  Epic Feat 
  You gain a second bonus wizard spell, but this one can be of your level or lower. You can 
  change this spell for a new one you know whenever you take a full heal-up. 
  Death Priest 
  When you have icon relationship advantages you’re waiting to use during a session, you can 
  interpret them as interactions/public discussions with the spirits of the recent or ancient 
  dead in the area, providing information you require (and possibly, when there’s a 
  complication from a 5 roll, also providing that information to your enemies or otherwise 
  getting you into some type of trouble). 
  Séance: Similarly, once per day while you’re not in battle, you can perform a short rite (1–2 
  minutes) to call upon a spirit of the dead that’s related to a random icon other than a 
  necromantic icon. The spirit will speak to you, relaying information helpfully, or under 
  protest if it’s related to an icon that considers you an enemy or with which you have a 
  negative relationship. 
  You can’t always rely on the dead to speak the truth, or to know what they are talking about. 
  Whenever you use the séance power above, the GM secretly rolls a d20 before the discussion. 
  On a 3+, the spirit knows what it is talking about. On a 1–2, the information is outdated, 
  sabotaged, or just erroneous. (Note that this roll is only used for séances, not for spirits you 
  talk to thanks to icon advantages mentioned above.) 
  At 5th level you can use séance two times per day. At 8th level you can use it three times per 
  day. 
  Adventurer Feat 
  Whenever you take a full heal-up, you can choose whether you’d like to move a single point 
  in a relationship with a positively or negatively aligned icon to one of the other icons. Tell a 
  story of what has taken place to cause the shift, unless it’s already obvious from the events of 
  the campaign. When you shift this relationship, the new point must match any current 
  relationships with that icon, but it can be positive, negative, or conflicted if it’s currently the 
  only point you have with that icon. 
  Champion Feat 
  You gain a bonus cleric spell that is at least two levels below your level, in addition to the 
  spells you can cast as a necromancer. You can change this spell for a new one you know 
  whenever you take a full heal-up. You can also substitute references to Wisdom with 
  references to Intelligence in the spell. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  You gain the lowest-tier feat, if any, associated with your bonus cleric spell. 
  Deathknell 
  As a quick action, you can drop a nearby enemy that has 5 hp or fewer down to 0 hp. When 
  you drop an enemy using Deathknell, you heal 1d6 hit points. 
  You can use Deathknell to drop a mook, but only if it’s the last mook in its mob and the mob 
  has 5 hp or fewer left. 
  3rd level spell: Drop an enemy with 10 hp or fewer. Heal 1d10 hit points. 
  5th level spell: Drop an enemy with 15 hp or fewer. Heal 2d8 hit points. 
  7th level spell: Drop an enemy with 20 hp or fewer. Heal 4d6 hit points. 
  9th level spell: Drop an enemy with 25 hp or fewer. Heal 4d8 hit points. 
  Adventurer Feat 
  When you use Deathknell, one of your nearby conscious allies can gain the healing instead of 
  you. 
  Champion Feat 
  Double the healing gained from Deathknell when you drop an enemy. 
  Epic Feat 
  You can increase the escalation die by 1 instead of healing when you kill a non-mook enemy 
  with Deathknell. 
  It’s Complicated 
  When you roll icon relationship dice, the first 6 you roll is a 5 instead. 
  You gain an extra necromancer spell at the highest spell level you can normally cast (as 
  shown under spells known on the necromancer level progression chart). For example, you 
  would gain an extra 3rd level spell if you’re 4th level, or an extra 5th level spell if you’re 5th 
  level. 
  Champion Feat 
  All 6s you roll with relationship dice count as 5s. You gain another extra necromancer spell, 
  but it must be at least two levels lower than your level. 
  Redeemer 
  Undead you summon release holy energy bursts as they drop to 0 hp, dealing a small amount 
  of damage to each enemy engaged with them. 
  Mooks you summon deal holy damage equal to your Charisma modifier (double your Charisma 
  modifier at 5th level; triple it at 8th level). 
  Non-mooks you summon deal holy damage equal to your Charisma modifier x 1d4 (1d8 at 5th 
  level; 2d6 at 8th level). 
  In story terms, you’re not likely to have a positive relationship with any necromantic icons if 
  you take the Redeemer talent. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  The first time each battle an undead creature you have summoned attacks, it gains an attack 
  bonus equal to your Charisma modifier. 
  Champion Feat 
  When one of your summoned undead creatures drops to 0 hp, instead of having it deal holy 
  damage to engaged enemies, you can heal hit points equal to that damage instead. 
  Epic Feat 
  You can memorize a single spell that summons undead twice. 
  Skeletal Minion 
  You have a skeleton minion the same level as you that acts as a servant, fights alongside you 
  in battle, and is replaced by a new skeletal minion when it inevitably collapses or is 
  destroyed. It is not a summoned create; summoning rules don’t ap\ply. 
  Your minion acts on your initiative, taking a standard action, a move action, and (if 
  applicable) a quick action. You decide whether it takes its turn before or after you. 
  The listed attack and damage values are for melee attacks. Your skeletal minion can’t heal. 
  When it drops to 0 hp, it’s destroyed for that battle. When you take a quick rest, a new (or 
  patched up) skeletal minion will take its place. 
  Level 1 Skeletal Minion 
  Attack +6 vs. AC 
  Damage d6 
  AC 
  17 
  PD 
  15 
  MD 
  11 
  HP 
  14 
  Level 2 Skeletal Minion 
  Attack +7 vs. AC 
  Damage d8 
  AC 
  18 
  PD 
  16 
  MD 
  12 
  HP 
  18 
  Level 3 Skeletal Minion 
  Attack +9 vs. AC 
  Damage d12 
  AC 
  19 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  PD 
  17 
  MD 
  13 
  HP 
  22 
  Level 4 Skeletal Minion 
  Attack +10 vs. AC 
  Damage 2d6 
  AC 
  21 
  PD 
  19 
  MD 
  15 
  HP 
  27 
  Level 5 Skeletal Minion 
  Attack +11 vs. AC 
  Damage 2d8 
  AC 
  22 
  PD 
  20 
  MD 
  16 
  HP 
  36 
  Level 6 Skeletal Minion 
  Attack +13 vs. AC 
  Damage 3d6 
  AC 
  23 
  PD 
  21 
  MD 
  17 
  HP 
  45 
  Level 7 Skeletal Minion 
  Attack +14 vs. AC 
  Damage 3d8 
  AC 
  25 
  PD 
  23 
  MD 
  19 
  HP 
  54 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level 8 Skeletal Minion 
  Attack +15 vs. AC 
  Damage 4d6 
  AC 
  26 
  PD 
  24 
  MD 
  20 
  HP 
  72 
  Level 9 Skeletal Minion 
  Attack +17 vs. AC 
  Damage 4d8 
  AC 
  27 
  PD 
  25 
  MD 
  21 
  HP 
  90 
  Level 10 Skeletal Minion 
  Attack +18 vs. AC 
  Damage 5d6 
  AC 
  28 
  PD 
  26 
  MD 
  22 
  HP 
  108 
  Skeletal Minion Feats 
  Like animal companion feats, skeletal minion feats don’t build on each other. You don’t have 
  to take them in a particular order, as long as you qualify for the tier. 
  Adventurer Feats 
   
  Your skeletal minion now adds the escalation die to its attack rolls. 
   
  When an enemy attempts to disengage from the skeletal minion, it takes a penalty 
  to the check equal to the escalation die. 
   
  As a quick action, you can set your skeletal minion ablaze, or extinguish the blaze. 
  While it’s flaming, your skeleton minion’s damage dice increase by one size, and it 
  deals fire damage with its melee attacks, but it takes damage equal to your level 
  each time its natural attack roll is odd. 
  Champion Feats 
   
  Add a damage die of the same size to your skeletal minion’s damage rolls (for 
  example, 3d6 becomes 4d6). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Add double your Charisma modifier to your skeletal minion’s hit points. At 8th 
  level, add triple it. 
   
  Add a damage die of the same size to your skeletal minion’s damage rolls (for 
  example, 4d6 becomes 5d6, and this is cumulative with the champion feat). 
  Epic Feats 
   
  Your skeletal minion gains a +2 bonus to all defenses. 
  Sorta Dead 
  In some ways, you’re dead already. You don’t need to eat or sleep or breathe. You can’t 
  drown in normal water/liquid, though magical gas will still affect you. 
  When a spell or effect targets or applies to undead, you can decide whether you want to 
  count as undead for that specific effect. (For example, you could count as undead to take 
  advantage of a target’s vulnerability created by the ripping claws attack of a starving ghoul 
  mook you summoned via summon undead.) 
  The first time you die each level, roll a normal save, adding your Charisma modifier. If you 
  succeed, you heal using a free recovery instead of dying. If you were dying because of last 
  gasp saves, consider yourself saved from the last gasp problem also. 
  Adventurer Feat 
  You gain resist poison 16+ and resist negative energy 16+. 
  Champion Feat 
  The spells zombie form, ghoul form, ghost form, and vampiric form all function as recharge 
  16+ after battle spells for you, though you still memorize them as daily spells. 
  Epic Feat 
  No undead creature that is not under the direct command of a necromantic icon can attack 
  you unless you attack it or cast a spell against it first. 
  1st Level Spells 
  Channel Life 
  Ranged spell 
  Once per battle 
  Attack Target: One random nearby creature other than the healing target 
  Healing Target: One nearby ally 
  Attack: Intelligence + Level vs. MD (make one attack only against the attack target) 
  Hit vs. an enemy: 2d6 + Intelligence negative energy damage, and the healing target can 
  heal using a recovery. 
  Hit vs. an ally: 5 negative energy damage, and the healing target can heal using a recovery. 
  Miss: The spell is not expended. 
  3rd level spell: 5d6 damage vs. enemy, 10 damage vs. ally. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level spell: 5d10 damage vs. enemy, 15 damage vs. ally. 
  7th level spell: 7d10 damage vs. enemy, 20 damage vs. ally. 
  9th level spell: 10d12 damage vs. enemy, 30 damage vs. ally. 
  Adventurer Feat 
  You can now cast this spell twice per battle. 
  Champion Feat 
  Staggered allies can no longer be an attack target of the spell. 
  Epic Feat 
  On a miss, the spell now deals half damage to the target, but there is still no effect on the 
  healing target. 
  Chant of Endings 
  Ranged spell 
  At-Will 
  Target: The nearby enemy with the fewest hit points (you choose if there’s a tie; you also 
  don’t have to be able to see that enemy) 
  Attack: Intelligence + Level vs. MD 
  Hit: 1d10 + Intelligence negative energy damage. 
  3rd level spell: 4d6 damage. 
  5th level spell: 6d6 damage. 
  7th level spell: 6d10 damage. 
  9th level spell: 8d10 damage. 
  Adventurer Feat 
  You can now choose whether or not you want to ignore mooks as targets when you cast the 
  spell. 
  Champion Feat 
  Misses now deal damage equal to your level. 
  Epic Feat 
  While the escalation die is 4+, you can now target two nearby enemies with the fewest hit 
  points with this spell. 
  Command Undead 
  Ranged spell 
  Once per battle 
  Target: One nearby undead creature with 64 hp or fewer 
  Attack: Intelligence + Level vs. MD 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hit: The target is confused (hard save ends, 16+). 
  3rd level spell: Target with 96 hp or fewer. 
  5th level spell: Target with 160 hp or fewer. 
  7th level spell: Target with 266 hp or fewer. 
  9th level spell: Target with 460 hp or fewer. 
  Adventurer Feat 
  A miss doesn’t expend the spell. 
  Champion Feat 
  If you wish, the target doesn’t make any attacks while confused. Instead it becomes 
  compliant, answers short questions if possible, and follows other suggestions that don’t lead 
  directly to damaging itself or other creatures. Basically, while confused it becomes a slightly 
  puzzled friend, which may wonder why your other friends are hurting it while it’s trying to be 
  helpful. 
  Epic Feat 
  The target now adds the escalation die to its attacks while confused by this spell. 
  Death’s Gauntlet 
  Ranged spell 
  At-Will 
  Target: One nearby creature 
  Attack: Intelligence + Level vs. PD 
  Hit: 1d4 + Intelligence modifier ongoing negative energy damage. 
  Special: Instead of taking the ongoing damage at the end of its turn, the target can use its 
  standard action to strike out at the skeletal limbs or spectral arms that are flailing at it. 
  When it does, the ongoing damage ends and you can’t use death’s gauntlet again until the 
  end of your next turn. 
  Miss: Damage equal to your level. 
  3rd level spell: 2d8 damage. 
  5th level spell: 4d6 damage. 
  7th level spell: 6d6 damage. 
  9th level spell: 7d10 damage. 
  Adventurer Feat 
  When a target uses a standard action to end death’s gauntlet ongoing damage, it takes 
  negative energy damage equal to your level. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  When you roll a natural even hit against a target with this spell, the ongoing negative energy 
  damage has a hard save (16+). 
  Epic Feat 
  The spell can also target MD instead of PD. 
  Summon Undead (1st level+) 
  Ranged spell 
  Daily 
  Effect: You summon a mob of 1d3 + 1 crumbling skeleton mooks, as per the summoning rules. 
  These skeletons fight for you until the end of the battle or until they drop to 0 hp, whichever 
  comes first. 
  As you cast the spell at higher levels, the mooks you summon vary, as shown below. The stats 
  for each mob of mooks you can summon are also shown below. 
  3rd level spell: 1d3 + 1 putrid zombie mooks. 
  5th level spell: 1d3 + 1 starving ghoul mooks. 
  7th level spell: 1d3 + 1 masterless vampire spawn mooks. 
  9th level spell: 1d3 + 1 Blackamber skeletal warrior mooks. 
  Champion Feat 
  You now summon 1d4 + 1 mooks when you cast this spell instead of 1d3 + 1. 
  Epic Feat 
  If one or more mooks summoned by the spell survive the battle, you can keep one mook with 
  you until the next battle. Or until someone in the party or the world gets sick of it and slays 
  the thing. 
  Crumbling Skeleton 
  Normal 
  1st level 
  Mook 
  Undead  
  Initiative: +6 
  Vulnerability: holy 
   
  Sword +6 vs. AC—3 damage 
   
  Resist weapons 16+: When a weapon attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage. 
  AC 
  PD 
  MD 
  HP 
  16 
  14 
  10 
  6 
   
   
   
   
  Putrid Zombie 
  Normal 
  Initiative: +2 
  AC 
  18 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  3rd level 
  Mook 
  Undead  
  Vulnerability: holy 
   
  Rotting fist +7 vs. AC—5 damage 
  Natural 16+: Both the zombie and its target take 1d6 damage! 
   
  Headshot: A critical hit against a putrid zombie deals triple 
  damage instead of the normal double damage for a crit. 
  PD 
  MD 
  HP 
  16 
  12 
  16 
   
   
   
   
  Starving Ghoul 
  Normal 
  5th level 
  Mook 
  Undead  
  Initiative: +8 
  Vulnerability: holy 
   
  Ripping claws +10 vs. AC—7 damage 
  Natural 16+ The target is vulnerable (attacks vs. it have crit 
  range expanded by 2) to attacks by undead until the end of the 
  ghoul’s next turn. 
   
  Pound of flesh: The starving ghoul’s ripping claws attack deals +5 
  damage against vulnerable targets. 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  14 
  18 
   
   
   
   
  Masterless Vampire Spawn 
  Normal 
  7th level 
  Mook 
  Undead  
  Initiative: +11 
  Vulnerability: holy 
   
  Claw +11 vs. AC—14 damage 
  Natural even hit: The vampire spawn can make a fangs attack 
  against the target as a free action. 
   
  [Special trigger] Fangs +15 vs. AC—7 damage, and a humanoid 
  target is weakened (–4 attack and defenses) until the end of the 
  masterless vampire spawn’s next turn 
  AC 
  PD 
  MD 
  HP 
  22 
  19 
  17 
  24 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Blackamber Skeletal Warrior 
  Normal 
  9th level 
  Mook 
   
  Undead  
  Initiative: +15 
  Vulnerability: holy 
   
  Shortsword +15 vs. AC—28 damage 
  Natural 16+: Each Blackamber skeletal warrior in the battle 
  moves up 1d4 points in initiative order. 
  Natural even miss: 10 damage. 
   
  R: Javelin +13 vs. AC—24 damage 
   
  Press advantage: The warrior deals +1d10 damage with its attacks 
  against enemies that have a lower initiative than it. 
   
  Resist weapons 16+: When a weapon attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage. 
  AC 
  PD 
  MD 
  HP 
  26 
  20 
  22 
  25 
   
   
   
   
  Terror 
  Ranged spell 
  Daily 
  Target: One nearby creature with 50 hp or fewer 
  Attack: Intelligence + Level vs. MD 
  Hit: The target uses all its actions during its turn to move away from the battle, disengaging 
  from enemies to do so (hard save ends, 16+). If it fails to disengage with all of its actions, it 
  won’t take opportunity attacks by moving. The effect also ends when you or one of your allies 
  attacks the target. 
  Miss: 1d10 + Intelligence psychic damage. 
  3rd level spell: Target with 70 hp or fewer, 4d6 damage on a miss. 
  5th level spell: Target with 100 hp or fewer, 6d6 damage on a miss. 
  7th level spell: Target with 180 hp or fewer, 6d10 damage on a miss. 
  9th level spell: Target with 300 hp or fewer, 8d10 damage on a miss. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  When you miss with this spell, you regain it after the battle. 
  Champion Feat 
  Increase the hit point threshold of targets by 50 hp. 
  Epic Feat 
  The target also takes the miss damage each time it fails a save against the effect. 
  Unholy Blast 
  Ranged spell 
  Daily 
  Target: One nearby enemy 
  Attack: Intelligence + Level vs. PD 
  Hit: 4d6 + Intelligence negative energy damage. 
  First Miss: Half damage, and make the attack again against an enemy you haven’t already 
  targeted with unholy blast this turn. 
  Second Miss: Half damage, or full damage if the escalation die is 1+ and you choose to 
  decrease it by 1. 
  3rd level spell: 4d10 damage. 
  5th level spell: 7d10 damage. 
  7th level spell: 10d10 damage. 
  9th level spell: 2d8 x 10 damage. 
  Adventurer Feat 
  The spell can now target far away enemies. 
  Champion Feat 
  The spell’s damage dice increase to d12s. 
  Epic Feat 
  The spell now targets two nearby enemies, but you can’t attack the same target twice as you 
  work through the misses and hits. 
  Zombie Form 
  Ranged spell 
  Daily 
  Special: You can only cast this spell outside of battle; it requires 2d4 rounds to cast. 
  Target: You or one willing nearby ally 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Effect: The target gains 30 temporary hit points that last until the end of the next battle. 
  Until the end of the next battle, the target takes a –5 penalty to Charisma and Dexterity skill 
  checks (no penalty to attacks), to disengage checks, and to initiative rolls. 
  3rd level spell: 50 temporary hit points. 
  5th level spell: 80 temporary hit points. 
  7th level spell: 130 temporary hit points. 
  9th level spell: 210 temporary hit points. 
  3rd Level Spells 
  The Bones Beneath 
  Ranged spell 
  Daily 
  Target: One nearby mook (and hence, its mob) 
  Attack: Intelligence + Level vs. PD 
  Hit: 4d12 + Intelligence negative energy damage, and each mook in the mob that drops 
  becomes a skeleton mook under your control until the end of the battle. 
  Miss: Half damage, and each mook in the mob that drops becomes a skeleton mook under 
  your control until the end of the battle. 
  5th level spell: 7d12 damage. 
  7th level spell: 2d6 x 10 damage. 
  9th level spell: 2d10 x 10 damage. 
  Special: The stats for the mooks created by each level of the bones beneath appear below. 
  The level or physical nature of the mooks is irrelevant; the magic of the spell turns whatever 
  creatures it’s forced to work with into skeletal mook allies with the stats below. 
  The new mooks take their turn immediately after your turn. 
  This isn’t a summoning spell, so the mooks created by this spell don’t count as summoned 
  mooks. 
  Just-ripped-free Skeleton Mook (3rd) 
  Normal 
  3rd level 
  Mook 
  Undead  
  Initiative: +8 
  Vulnerability: holy 
   
  Sword or axe or whatever +8 vs. AC—5 damage 
   
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  12 
  11 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Resist weapons 16+: When a weapon attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage. 
   
   
   
   
  Just-ripped-free Skeleton Mook (5th) 
  Normal 
  3rd level 
  Mook 
  Undead  
  Initiative: +10 
  Vulnerability: holy 
   
  Sword or axe or whatever +10 vs. AC—8 damage 
   
  Resist weapons 16+: When a weapon attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage. 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  14 
  18 
   
   
   
   
  Just-ripped-free Skeleton Mook (7th) 
  Normal 
  3rd level 
  Mook 
  Undead  
  Initiative: +12 
  Vulnerability: holy 
   
  Sword or axe or whatever +12 vs. AC—16 damage 
   
  Resist weapons 16+: When a weapon attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage. 
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  16 
  27 
   
   
   
   
  Just-ripped-free Skeleton Mook (9th) 
  Normal 
  3rd level 
  Mook 
  Undead  
  Initiative: +14 
  Vulnerability: holy 
   
  Sword or axe or whatever +14 vs. AC—28 damage 
   
  Resist weapons 16+: When a weapon attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage. 
  AC 
  PD 
  MD 
  HP 
  24 
  22 
  18 
  44 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Circle of Death 
  Ranged spell 
  Daily 
  Special: You can’t cast this spell unless the escalation die is 3+. 
  Target: Each nearby creature (allies and enemies) 
  Attack: Intelligence + Level vs. PD 
  Hit vs. an enemy: 5d12 + Intelligence negative energy damage. 
  Hit vs. an ally: 1d6 negative energy damage. 
  Miss vs. an enemy: Half damage. 
  Miss vs. an ally: You take half the damage the ally would have taken on a hit. 
  5th level spell: 8d12 damage to an enemy, 2d6 damage to an ally. 
  7th level spell: 2d8 x 10 damage to an enemy, 3d8 damage to an ally. 
  9th level spell: 4d6 x 10 damage to an enemy, 3d10 damage to an ally. 
  Ghoul Form 
  Ranged spell 
  Daily 
  Target: You or one willing nearby ally 
  Effect: Until the end of the battle, the target gains a +4 melee attack bonus. In addition, 
  enemies engaged with the target are vulnerable to its melee attacks. 
  The target also only gains half the normal amount from healing effects, no matter the source. 
  5th level spell: The target now also gains a +4 bonus to initiative, Dexterity checks, and 
  disengage checks. 
  7th level spell: Enemies engaged with the target are now vulnerable to all attacks. 
  9th level spell: The target also rolls an icon relationship die with any necromantic icon, 
  choosing whether the relationship is positive or negative. 
  Negative Energy Shield 
  Close-quarters spell 
  Daily 
  Target: You 
  Effect: Until the end of the battle, when an enemy engaged with you attacks you with a 
  natural odd attack roll, it takes 6d6 + Intelligence negative energy damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level spell: 6d10 damage. 
  7th level spell: 10d10 damage. 
  9th level spell: 2d8 x 10 damage. 
  Ray of Enfeeblement 
  Ranged spell 
  Daily 
  Target: One nearby enemy with 96 hp or fewer 
  Attack: Intelligence + Level vs. PD 
  Hit: 4d12 + Intelligence negative energy damage, and the target is weakened (save ends) 
  Miss: Half damage. 
  5th level spell: 7d12 damage. 
  7th level spell: 2d6 x 10 damage. 
  9th level spell: 2d10 x 10 damage. 
  Adventurer Feat 
  The spell can now target an enemy with any number of hit points while the escalation die is 
  3+. 
  Champion Feat 
  The save against weakened is now a hard save (16+). 
  Epic Feat 
  On a miss, the target is also dazed (save ends). 
  Speak with Dead 
  Ranged spell 
  Variable 
  Special: You can use this spell 1d3 times each day (roll during a full heal-up when you take 
  it). Each time you use the spell, you must wait 1d6 hours before casting it again. 
  Target: One corpse you are touching that has been dead less than a day. Note that creatures 
  that were undead for a longer period before they were killed are not legal targets. 
  Effect: You can ask the corpse a number of yes/no questions that the leftover fragments of 
  personality/spirit within the corpse will attempt to answer truthfully using the information it 
  had when it died.* The magic uses the caster’s knowledge of language so no translation is 
  needed. The first question is free. The second question requires a DC 15 necromancy skill 
  check using Intelligence if the corpse is “friendly,” and Charisma if the corpse is not. Increase 
  the DC by +5 for each subsequent question after the second. If you’re using this spell during 
  battle, each question and answer requires a round. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Note: Just as with the séance ability of the Death Priest talent, there’s always a 10% chance 
  that the spirit summoned is going to lie to you for reasons best known to it and to the GM. 
  The GM rolls a d20 secretly before the corpse provides any answers; a 3+ means the spirit will 
  speak truly, but a 1 or a 2 means it will lie while appearing to be aiming for the truth. 
  5th level spell: You can now cast this spell 1d4 times per day, targeting corpses or even 
  just heads that have been dead up to a week. 
  7th level spell: Questions can now be phrased to receive three-word answers, targeting 
  corpses/heads that have been dead up to a month. 
  9th level spell: Questions can now be phrased to receive one to two sentence answers, 
  targeting corpses/heads or skeletal remains of almost any age. 
  Summon Horror (3rd level+) 
  Ranged spell 
  Daily 
  Effect: You summon a ghoul, as per the summoning rules. The summoned ghoul fights for you 
  until the end of the battle or until it drops to 0 hp, whichever comes first. 
  As you cast the spell at higher levels, the creature you summon varies, as shown below. The 
  stats for each creature are shown below. 
  5th level spell: You can now summon a wight. 
  7th level spell: You can now summon a barrow wight. 
  9th level spell: You can now summon a greater wight. 
  Summoned Ghoul 
  Normal 
  3rd level 
  Spoiler 
  Undead  
  Initiative: +8 
  Vulnerability: holy 
   
  Claws and bite +8 vs. AC—8 damage 
  Natural even hit: The target is vulnerable (attacks vs. it have crit 
  range expanded by 2) to attacks by undead until the end of the 
  ghoul’s next turn. 
   
  Pound of flesh: The ghoul’s claws and bite attack deals +4 
  damage against vulnerable targets. 
   
  Infected bite: Any creature that is slain by a ghoul and not 
  consumed will rise as a ghoul the next night. 
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  12 
  20 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Summoned Wight 
  Normal 
  5th level 
  Spoiler 
  Undead  
  Initiative: +8 
  Vulnerability: holy 
   
  Sword +10 vs. AC—14 damage 
  Natural even hit or miss: Unless the wight is staggered, the 
  attack also deals 8 ongoing negative energy damage. 
  AC 
  PD 
  MD 
  HP 
  22 
  18 
  14 
  32 
   
   
   
   
  Summoned Barrow Wight 
  Normal 
  7th level 
  Spoiler 
  Undead  
  Initiative: +10 
  Vulnerability: holy 
   
  Sword +12 vs. AC—21 damage 
  Natural even hit or miss: Unless the barrow wight is staggered, 
  the attack also deals 13 ongoing negative energy damage. 
  AC 
  PD 
  MD 
  HP 
  24 
  20 
  16 
  52 
   
   
   
   
  Summoned Greater Wight 
  Normal 
  9th level 
  Spoiler 
  Undead  
  Initiative: +12 
  Vulnerability: holy 
   
  Attack +14 vs AC—40 damage 
  Natural even hit or miss: Unless the greater wight is staggered, 
  the attack also deals 20 ongoing negative energy damage. 
  AC 
  PD 
  MD 
  HP 
  26 
  22 
  18 
  90 
   
   
   
   
  Wave of Decay 
  Ranged spell 
  Daily 
  Effect: Choose a nearby enemy. It takes 2d6 negative energy damage for each point on the 
  escalation die. (For example, if the escalation die is 2 when you cast the spell, you’ll deal 4d6 
  negative energy damage to the target.) 
  Until the end of the battle, as a free action at the start of each of your turns, repeat the 
  effect above, choosing a target and dealing damage based on the escalation die value. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  The effect ends at the end of the battle, when you drop to 0 hp, or when your wave of decay 
  damage drops an enemy to 0 hit points! 
  5th level spell: 2d12 damage. 
  7th level spell: 3d12 damage. 
  9th level spell: 5d12 damage. 
  Champion Feat 
  The spell no longer ends when you drop to 0 hit points or below; instead it ends when you fail 
  a death save. 
  Epic Feat 
  The spell no longer ends when you use it to drop an enemy to 0 hit points; it now ends when 
  it drops a second enemy to 0 hit points. 
  5th Level Spells 
  Death’s Call 
  Ranged spell 
  Once per battle 
  Quick action to cast 
  Effect: Choose a creature you can see in the battle. If that creature is the next creature to 
  drop to 0 hp, you heal using a recovery. 
  7th level spell: When the creature drops, one of your nearby allies can heal using a 
  recovery instead of you. 
  9th level spell: If the chosen creature is not the next creature in the battle to drop to 0 
  hp, you still gain 30 temporary hit points. 
  Champion Feat 
  The recovery is now free. 
  Epic Feat 
  If your choice was wrong, you don’t expend the spell and can cast it later this battle. A 
  second failed choice expends the spell. 
  Rotting Curse 
  Ranged spell 
  Daily 
  Target: One nearby enemy 
  Attack: Intelligence + Level vs. PD 
  Hit: 30 ongoing negative energy damage (hard save ends, 16+), and each time the target fails 
  the save, the ongoing negative energy damage increases by 15 
  Miss: 15 ongoing negative energy damage (hard save ends, 16+). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level spell: 50 ongoing damage on a hit, with fail increments/miss damage of 25. 
  9th level spell: 80 ongoing damage on a hit, with fail increments/miss damage of 40. 
  Summon Wraith (5th level+) 
  Ranged spell 
  Daily 
  Effect: You summon a wraith, as per the summoning rules. This wraith fights for you until the 
  end of the battle or until it drops to 0 hp, whichever comes first. 
  As you cast the spell at higher levels, you summon multiple wraiths. Stats for the two versions 
  of the wraith summoned by the spell are listed below. 
  7th level spell: You can now summon two wraiths. 
  9th level spell: You can now summon two greater wraiths. 
  Epic Feat 
  When you cast summon wraith while the escalation die is 3+, you summon three wraiths or 
  greater wraiths instead of two. 
  Summoned Wraith 
  Normal 
  5th level 
  Spoiler 
  Undead  
  Initiative: +10 
  Vulnerability: holy 
   
  Ice-cold ghost blade +10 vs. PD—14 negative energy damage 
  Natural 16+: The target is also weakened until the end of its next 
  turn. 
   
  C: Spiraling assault +10 vs. PD (1d3 nearby enemies)—10 
  negative energy damage, and after the attack the wraith 
  teleports to and engages with one target it hit 
  Limited use: The wraith can use spiraling assault only when the 
  escalation die is even. 
   
  Flight: The wraith hovers and zooms about. 
   
  Ghostly: This creature has resist damage 16+ to all damage (yes, 
  even holy damage) except force damage, which damages it 
  normally. 
  AC 
  PD 
  MD 
  HP 
  19 
  14 
  17 
  33 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  A wraith can move through solid objects, but it can’t end its 
  movement inside them. 
   
   
   
   
  Summoned Greater Wraith 
  Normal 
  7th level 
  Spoiler 
  Undead  
  Initiative: +12 
  Vulnerability: holy 
   
  Ice-cold ghost blade +12 vs. PD—20 negative energy damage 
  Natural 16+: The target is also weakened until the end of its next 
  turn. 
   
  C: Spiraling assault +10 vs. PD (1d3 nearby enemies)—15 
  negative energy damage, and after the attack the wraith 
  teleports to and engages with one target it hit 
  Limited use: The wraith can use spiraling assault only when the 
  escalation die is even. 
   
  Flight: The wraith hovers and zooms about. 
   
  Ghostly: This creature has resist damage 16+ to all damage (yes, 
  even holy damage) except force damage, which damages it 
  normally. 
  A wraith can move through solid objects, but it can’t end its 
  movement inside them. 
  AC 
  PD 
  MD 
  HP 
  21 
  16 
  19 
  47 
   
   
   
   
  You Know What to Do 
  Ranged spell 
  Daily 
  Target: One or more nearby enemies with 90 hp or fewer, up to a maximum number of 
  targets equal to the escalation die 
  Attack: Intelligence + Level vs. MD 
  Hit: The target is confused (save ends). Instead of attacking an ally, the target attacks itself. 
  Miss: Negative energy damage equal to your level. 
  7th level spell: Targets with 160 hp or fewer. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  9th level spell: Targets with 260 hp or fewer. 
  Champion Feat 
  The crit range for attacks a confused target makes against itself expands by 4. 
  Epic Feat 
  Increase the hit point threshold of targets by 40 hp. 
  7th Level Spells 
  Cone of Corruption 
  Ranged spell 
  Daily 
  Target: 1d3 nearby enemies in a group, and any of your allies engaged with those enemies 
  Attack: Intelligence + Level vs. PD 
  Hit: 10d10 + Intelligence negative energy damage. 
  Natural even hit: As a hit, plus the target is hampered (save ends). 
  Miss: Half damage. 
  9th level spell: 2d8 x 10 damage. 
  Feigned Defeat 
  Close-quarters spell 
  Daily 
  Quick action to cast 
  Effect: You lose 10d8 hit points that can’t be prevented in any way. At the start of your next 
  turn, you heal using 3 free recoveries. If you are at 0 hp or below, or even dead, you return to 
  life at 0 hp before healing. 
  9th level spell: You lose 10d12 hit points. 
  Ghost Form 
  Ranged spell 
  Daily 
  Target: You 
  Effect: Until the end of the battle, the target gains flight and resist damage 16+ against all 
  damage except force damage. 
  The target also only gains half the normal amount from healing effects, no matter the source. 
  9th level spell: While in ghost form, you can move through solid objects, but you can’t 
  end your movement inside them. 
  Champion Feat 
  You can now target a nearby willing ally with the spell instead of yourself. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  You can now target up to two nearby willing allies (including you). 
  9th Level Spells 
  Finger of Death 
  Ranged spell 
  Daily 
  Target: One nearby enemy with 240 hp or fewer 
  Attack: Intelligence + Level vs. MD 
  Hit: The target drops to 0 hp and dies. 
  Miss: You take 4d10 damage and regain finger of death after the battle. 
  Epic Feat: You can now target an enemy with 320 hp or fewer. 
  The Last of the Wine 
  Ranged spell 
  Daily 
  Target: One or more nearby enemies, up to a maximum number of targets equal to the 
  escalation die 
  Special: After you cast this spell, you drop to 0 hit points and can’t use the escalation die any 
  longer this battle. Nothing can prevent this change in hit points. 
  Attack: Intelligence + Level vs. MD 
  Hit: 3d6 x 10 negative energy damage. 
  Miss: Half damage. 
  Vampiric Form 
  Ranged spell 
  Daily 
  Effect: Until the end of the battle, or until you drop to –40 hit points, you heal 6d10 + triple 
  your Charisma modifier hit points at the start of each of your turns. In addition, as long as 
  this spell is in effect, you can make the following attack as a free action against each nearby 
  enemy that misses you with an attack with a natural roll of 1–5. 
  Attack: Intelligence + Level vs. MD 
  Natural Even Hit: The target is confused until the end of its next turn. 
  Natural Odd Hit: The target is weakened until the end of its next turn. 
  Summoning Rules 
  These general rules also apply to the druid’s Elemental Caster class talent. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Standard action spells 
  Casting a summoning spell generally requires a standard action. The creature(s) you summon 
  appears next to you, though feats or powers might enable you to summon it nearby instead. 
  Duration 
  A summoned creature fights for you until the end of the battle or until it drops to 0 hit points. 
  At 0 hp, summoned creatures are slain and removed from the battle. 
  One summoning spell at a time 
  Each spellcaster can have only a single summoning spell active at a time. If all the creatures 
  from an earlier summoning spell have been slain, you’re free to cast another. Alternatively, 
  you can dismiss your own previously summoned creatures as a quick action to clear the way 
  for a new summoning spell. 
  Halfway there 
  Summoned creatures are not the same as real creatures. They’re partly real, partly magical. 
  Their abilities don’t always match the capabilities of the creatures that the adventurers 
  encounter for real. Sometimes this is reflected in a summoned creature’s attacks or abilities. 
  It’s always reflected in a summoned creature’s hit points. 
  Hit points 
  Each summoned creature stat block indicates its base hit points. Starting hit points for 
  summoned creatures are nearly always lower than hit points for non-summoned versions of 
  the same creature. Some class feats might increase the hit points of summoned creatures. 
  Actions on arrival 
  The turn you summon a creature, that creature takes its turn immediately after your turn in 
  initiative order. During its turn, the summoned creature can act like any other creature, 
  taking a standard, move, and quick action. The summoned creature continues to take its turn 
  immediately after you (even if your initiative order changes) until the end of the battle. 
  Escalation die 
  As a rule, summoned creatures don’t benefit from the escalation die. A summoned creature 
  can add the escalation die to attacks, however, if you use a quick action to give it orders or 
  magical reinforcement. The summoned creature then gets to use the escalation die until the 
  start of your next turn, including for opportunity attacks and other attacks that it gets to 
  make during other creatures’ turns. 
  For example, during the turn you summon the creature, you use a quick action afterward to 
  give it orders, allowing it to use the escalation die bonus. At the start of your next turn, the 
  creature no longer gets to use the escalation die, so you’ll have to use another quick action 
  again during that turn for the creature to keep getting the benefit. 
  If you’ve summoned a mob of mooks, a single quick action lets every member of the mob use 
  the escalation die. 
  Allies 
  Summoned creatures generally count as your allies (for roleplaying as well as for resolving 
  effects). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  No recoveries, bad healing 
  Summoned creatures don’t have recoveries. If you cast a healing spell on a summoned 
  creature that requires the use of a recovery, the summoned creature heals hit points equal to 
  your level. If you use an effect that would heal a summoned creature without using a 
  recovery, the summoned creature only heals half the normal hit points of the effect. 
  Temporary hit points still work normally. 
  No nastier specials 
  Creatures you summon don’t use nastier specials. 
  Spell or creature 
  When a summoning spell is cast, it’s definitely a spell. After casting the spell, a summoned 
  creature is a creature. 
  Occultist 
  There is only one occultist, and your one unique thing should account for your knowledge and 
  mastery of powers hidden and occluded.  
  Ability Scores 
  The occultist gains a +2 class bonus to Intelligence or Wisdom, as long as it isn’t the same 
  ability you increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds for the occultist’s singular knowledge include: librarian of the 
  forbidden, or wandering mystic. Perhaps the occultist is a holy one whose secret knowledge 
  comes from the heavens, or perhaps she has been touched by the abyss, and her secret 
  knowledge comes from someplace far more sinister. 
  Gear 
  At 1st level, the occultist starts with the embroidered robes, secret scrolls, and runic 
  vestments that you would expect from someone with such arcane power. He might have a 
  small item that looks like a harmless bauble but whose markings become more intricate and 
  mesmerizing the longer it’s viewed. To defend himself, he has a staff or a dagger hidden 
  under his robe. He also has some personal possessions left over from his earlier life. 
  Gold Pieces 
  The occultist may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  11 
  — 
  Heavy 
  13 
  -2 
  Shield 
  +1 
  -2 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 club, staff 
  Light or Simple 
  1d6 (-2 atk) mace, shortsword 
  1d8 (-2 atk) spear 
  Heavy or Martial 1d8 (-4 atk) longsword, warhammer 1d10 (-4 atk) greatsword 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger, dart 
  1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 (-2 atk) javelin 1d6 (-1 atk) light crossbow 
  1d6 (-2 atk) shortbow 
  Heavy or Martial — 
  1d8 (-4 atk) heavy crossbow 1d8 (-5 atk) longbow 
  Level Progression 
  Occultist 
  Total Hit 
  Points 
  Total Feats 
  Class 
  Talents 
  (M) 
  1st 
  level 
  spell 
  (M) 
  3rd 
  level 
  spell 
  (M) 
  5th 
  level 
  spell 
  (M) 
  7th 
  level 
  spell 
  (M) 
  9th 
  level 
  spell 
  (M) 
  Level-up 
  Ability 
  Damage 
  Bonus From 
  Ability 
  Score 
  Level 1 
  Multiclass 
  (Avg. of 
  both 
  classes) x 
  3 
  As 1st level 
  PC 
  1 or 2 
  (3 
  total) 
  3 
  — 
  — 
  — 
  — 
  Not 
  affected 
  ability 
  modifier 
  Level 1 
  (6 + CON 
  mod) x 3 
  1 adventurer 
  4 
  4 
  — 
  — 
  — 
  — 
   
  ability 
  modifier 
  Level 2 
  (6 + CON 
  mod) x 4 
  2 adventurer 
  4 
  5 
  — 
  — 
  — 
  — 
   
  ability 
  modifier 
  Level 3 
  (6 + CON 
  mod) x 5 
  3 adventurer 
  4 
  2 
  3 
  — 
  — 
  — 
   
  ability 
  modifier 
  Level 4 
  (6 + CON 
  mod) x 6 
  4 adventurer 
  4 
  — 
  6 
  — 
  — 
  — 
  +1 to 3 
  abilities 
  ability 
  modifier 
  Level 5 
  (6 + CON 
  mod) x 8 
  4 adventurer 
  1 champion 
  5 
  — 
  3 
  3 
  — 
  — 
   
  2 x ability 
  modifier 
  Level 6 
  (6 + CON 
  mod) x 10 
  4 adventurer 
  2 champion 
  5 
  — 
  — 
  7 
  — 
  — 
   
  2 x ability 
  modifier 
  Level 7 
  (6 + CON 
  mod) x 12 
  4 adventurer 
  3 champion 
  5 
  — 
  — 
  4 
  4 
  — 
  +1 to 3 
  abilities 
  2 x ability 
  modifier 
  Level 8 
  (6 + CON 
  mod) x 16 
  4 adventurer 
  3 champion 
  1 epic 
  6 
  — 
  — 
  — 
  9 
  — 
   
  3 x ability 
  modifier 
  Level 9 
  (6 + CON 
  mod) x 20 
  4 adventurer 
  3 champion 
  6 
  — 
  — 
  — 
  4 
  5 
   
  3 x ability 
  modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  2 epic 
  Level 10 
  (6 + CON 
  mod) x 24 
  4 adventurer 
  3 champion 
  3 epic 
  6 
  — 
  — 
  — 
  — 
  10 
  +1 to 3 
  abilities 
  3 x ability 
  modifier 
  (M): Indicates columns in which multiclass characters lag one level behind. 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, and Feats are level dependent. 
  Ability Bonus 
  +2 Intelligence or Wisdom (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (no/light armor) 11 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  10 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  11 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (6 + Con mod) x Level modifier (see level progression chart) 
  Recoveries 
  8 
  Recovery Dice 
  (1d6 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points (4 at 5th level; 5 at 8th level) 
  Talents 
  4 (see level progression chart) 
  Feats 
  1 per Level 
  Basic Attacks 
  Melee Attack 
  At-Will 
  Target: One enemy 
  Attack: Strength + Level vs. AC 
  Hit: WEAPON + Strength damage 
  Miss: Damage equal to your level 
  Ranged Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: — 
  Class Features 
  Arcane Implements 
  You use arcane power to alter fate. While wands and staffs are designed for casting spells 
  that are different from the spells you use, given a little time you can bend such an implement 
  to your will. 
  Epic Feat 
  If you find a magic weapon that isn’t an arcane implement but that calls to your soul, you can 
  bend it to your will and use its attack and damage bonus for spellcasting also. Any other 
  arcane benefits you gain from the weapon are at the GM’s discretion. 
  Delayed Magical Healing 
  Magical healing effects heal you one round after the effect would normally be applied. You 
  gain the healing at the start of the turn of whoever applied the magical healing effect, or at 
  the start of your next turn if you drank a healing potion or found some other way of magically 
  healing yourself during your last turn. This doesn’t apply outside of combat or when you rally. 
  Adventurer Feat 
   Your baseline hit points are 7 instead of 6. 
  Champion Feat 
  Once per battle when a healing effect would be applied to you, you can roll a save (11+). If 
  you succeed, you get the healing immediately. If you fail, lose a hit point.  
  Epic Feat 
  Increase your total recoveries by 1. Once per day as a free action when a natural attack roll 
  of 17 or less hits you, you take only half damage from that attack instead. 
  Focus and Spellcasting 
  Wielding your arcane power of reality requires two steps. First, you take time to focus your 
  mind. Once you have this focus, you can cast a spell. Casting a spell generally expends your 
  focus, though there will be exceptions depending on the spell.  
  Gaining your focus requires a standard action, and it draws opportunity attacks just like using 
  a ranged attack does. (The “range” in this case is “beyond this world.”) You can cast most of 
  your spells only in response to an event, typically during an enemy’s turn or an ally’s turn. 
  Adventurer Feat 
  When you cast a spell and retain your focus, you gain a +2 bonus to all defenses until the start 
  of your next turn. 
  Champion Feat 
  While you have your focus, when an enemy misses you with an attack, it takes psychic 
  damage equal to your level. 
  Epic Feat 
  The “retain focus” range of your occultist spells increases by 2 (for example, 1–5 would be 1–
  7). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Rebuke 
  With focus, you can pummel someone with their own negative karma. In addition to the spells 
  you normally know based on your level, you also know karmic rebuke. There are no feats 
  associated with this spell, but you can improve it with the Superior Rebuke talent. 
  Karmic rebuke requires a quick action instead of an interrupt action. It’s designed so you can 
  cast it during your turn when you’ve retained your focus, then use your standard action to get 
  your focus back that same turn. 
  Karmic Rebuke 
  Close-quarters spell 
  At-Will 
  Quick action to cast; expend focus 
  Target: One nearby enemy 
  Attack: Intelligence + Level vs. MD 
  Hit: 1d6 + Wisdom psychic damage. 
  3rd level spell: 3d6 damage. 
  5th level spell: 5d6 damage. 
  7th level spell: 5d8 damage. 
  9th level spell: 7d10 damage. 
  Uniqueness 
  You’re the only occultist. Your one unique thing should address your identity as the occultist, 
  but you need to contribute your own personal take on the character just like you would with 
  a dwarf fighter or other character class. A character’s unique concerns story material beyond 
  a class description, yours included. 
  Spell Choices and Flexible Recharge 
  Like a standard spellcaster, you choose the spells you will be able to cast after each full heal-
  up. When you successfully recharge a spell, you can regain any spell of that spell’s level, not 
  necessarily the same spell again. In effect, you roll to recharge that level’s spell slot. 
  Adventurer Feat 
  Once per day, you can automatically succeed on a recharge roll that’s 6+ (but not 11+ or 
  16+). 
  Champion Feat 
  Once per day when you recharge a spell (usually during a quick rest), you can make a 
  recharge roll for a recharge spell even if you haven’t expended that spell (allowing you to 
  have an additional use of that spell available). 
  Epic Feat 
  Once per day, you can automatically succeed on a recharge roll. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Class Talents 
  Choose four of the following class talents. You get an additional occultist class talent at 5th 
  level, and again at 8th level. 
  Brain-Melting Secrets 
  When you hit with a spell attack that deals psychic damage, one target of the attack can’t 
  attack you during its next turn this battle unless you are the only nearby enemy. 
  Adventurer Feat 
  The effect works whenever you hit an enemy with a spell, not only one that deals psychic 
  damage. 
  Champion Feat 
  You are immune to the confused and dazed conditions. In addition, charm, fear, sleep, and 
  similar mental effects have no effect on you. 
  Epic Feat 
  Once per battle when you deal psychic damage to an enemy, if it has 300 hp or fewer, you 
  can also weaken it (save ends). 
  Hewer of Truth 
  You can use an edged melee weapon without an attack penalty. You can use Intelligence 
  instead of Strength for your attack rolls with that weapon, and Wisdom instead of Strength for 
  your damage rolls. In addition, when you hit an enemy engaged with you with a spell, you can 
  cause a small amount of extra harm to that foe with your weapon. The target takes ongoing 
  damage equal to your melee attack miss damage. 
  Adventurer Feat 
  Twice per day when an enemy engaged with you misses you with an attack, you can deal 
  ongoing damage to it equal to your Wisdom modifier + Level as you give it a quick slice you’re 
  your weapon (double your Wisdom modifier at 5th level; triple it at 8th level). 
  Champion Feat 
  While you have your focus, you gain a +4 bonus to opportunity attacks. 
  Epic Feat 
  Once per day when you hit an enemy with karmic rebuke, you can make a basic melee attack 
  as a free action. 
  Icon Channeler 
  You cannot take this talent if you have taken the Icon Envoy talent. 
  You have three fewer relationship dice than normal (i.e. none at adventurer tier, one at 
  champion tier, and two at epic tier). Instead, when all the characters get to roll relationship 
  dice, you get a 5 to apply to any icon you choose. Like any other character, you can gain 
  relationship dice through extraordinary story events. Remember, just because an icon is out 
  to kill you doesn’t mean you have relationship dice with that icon. Dice represent the utility 
  of a connection in the story not its strength. If you encounter icons other than the standard 
  ones, you can probably talk the GM into letting you align your soul to them, but expect it to 
  cost you. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  Choose three icons when you take this feat. Each time you apply your 5 to one of those icons, 
  roll a d6. On a 5–6, change that 5 you’re applying to a 6. 
  Champion Feat 
  As the adventurer feat, except that you can also choose three more icons (six total) when you 
  take this feat that allow you to roll the d6 when you apply a 5 to one of them. 
  Epic Feat 
  You now get two 5s when the other characters roll icon relationship dice. You can roll a d6 for 
  each 5 if you apply it to a chosen icon from the adventurer and champion feats. 
  Icon Envoy 
  You cannot take this talent if you have taken the Icon Channeler talent. 
  Each time the characters roll relationship dice, declare which player will get at least a 5 with 
  one of their icons before the rolls. The player rolls one of their dice for that icon before the 
  others. That first roll counts as a 5 unless the player rolls 6. Roll all other icon dice normally. 
  Adventurer Feat 
  Once per level, instead of working with the icon relationships your ally has, give an ally a 5 
  with an icon they don’t have a relationship with. 
  Champion Feat 
  If the first roll for the called icon is even (2, 4, 6), it counts as a 6 instead of a 5. 
  Epic Feat 
  If the first roll for the called icon is odd (1, 3, 5), you can declare a second player and one of 
  their icons, and have them roll one icon die the same way. 
  Otherworld Shadow 
  A shadow self haunts and lurks near you most of the time, sometimes an actual shadow on a 
  wall, but other times only a presence sensed just over your shoulder. Once per day as an 
  interrupt action, negate all damage and effects from an enemy’s attacks against you that turn 
  as your shadow absorbs them. Using this talent’s power means you avoid damage from a 
  monster’s multiple attacks if it has them. It also works against multiple attacks from mooks in 
  the same mob working on the same initiative count, but not attacks from multiple non-mook 
  monsters. 
  Adventurer Feat 
  Your shadow grants you greater personal resilience: increase your total recoveries by 1. 
  Champion Feat 
  Once per day as a free action, you can end all ongoing damage affecting you as you pass off 
  the damage to your shadow. 
  Epic Feat 
  Once per day as a free action, you gain a fear aura that affects each enemy attacking you or 
  engaged with you. The hit point threshold for the fear effect is the standard value for a 
  monster five levels above you. Allies are not subject to the fear effect unless they cast a spell 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  that targets you or otherwise interact with you directly in some way. Even in this case, that 
  ally can spend a move action to be immune to your shadow’s fear aura for one round. 
  PC Level Fear Threshold HP (Level + 5) 
  1 
  30 
  2 
  36 
  3 
  48 
  4 
  60 
  5 
  72 
  6 
  96 
  7 
  120 
  8 
  144 
  9 
  192 
  10 
  230 
  Stance of Necessity 
  Twice per day as a quick action, you can gain a +4 bonus to all defenses. The protection lasts 
  until the end of the battle and is in effect while you do NOT have your focus. The bonus also 
  ends when an attack hits you while you don’t have your focus. 
  Adventurer Feat 
  You can guard a nearby ally instead of yourself (you don’t have to see that ally). The defense 
  bonus ends if either you or the ally is hit while you don’t have your focus. 
  Champion Feat 
  Your Stance of Necessity uses are now recharge 16+ instead of daily. 
  Epic Feat 
  When an enemy misses you with an attack while you don’t have your focus, it takes psychic 
  damage equal to triple your Wisdom modifier + Level. 
  Superior Rebuke 
  The first time each round that you expend your focus to cast a spell as an interrupt action and 
  fail to retain your focus, roll a d20 afterward. On an 18–20, you can also cast karmic rebuke 
  as a free action, using that roll in place of your attack roll. You can use this talent again 
  during a later round in the battle once you have your focus again. 
  Adventurer Feat 
  You can also make the karmic rebuke attack when the d20 roll is 2–4 (low monster MD plus an 
  escalation die bonus often means you’ll still hit). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  You can also make a karmic rebuke attack as a free action when you roll a natural 5, 10, 15, 
  or 20 on initiative, even if you don’t have your focus. 
  Epic Feat 
  One battle per day as a free action, you can enhance your karmic rebuke. When you enhance 
  it, enemies are vulnerable (crit range expands by 2) to your karmic rebuke attacks until the 
  end of the battle or until you score a critical hit with the attack. 
  Unwinding the Soul 
  When you cast a spell and roll a natural 11+ with the attack, after the attack you can 
  “unwind” the target as a free action, making it vulnerable to your attacks until the end of the 
  battle. You can unwind only one enemy at a time, so if you choose to unwind a different 
  enemy, the previous foe is no longer vulnerable to your attacks. 
  Adventurer Feat 
  You can now unwind a second enemy, but if you unwind a third, the first enemy is no longer 
  vulnerable. You can also take this feat multiple times, allowing you to unwind another enemy 
  each time you select it. 
  Champion Feat 
  You can now unwind an enemy with any attack roll other than a natural 1 when you cast a 
  spell, instead of only on an 11+. 
  Epic Feat 
  When you attack an enemy that you have begun to unwind and roll a natural 11+ against it, it 
  takes extra psychic damage equal to your Wisdom modifier + Level from all subsequent hits by 
  you or your allies. 
  Warp Flesh 
  When you cast a spell that targets Mental Defense and the target has a higher MD than PD, 
  the attack “twists” and targets PD instead. When a spell twists this way, it deals force 
  damage instead of its normal damage type. 
  Adventurer Feat 
  When you cast a spell that twists, you gain temporary hit points equal to your Wisdom 
  modifier (double your Wisdom modifier at 5th level; triple it at 8th level). 
  Champion Feat 
  When you score a critical hit with a spell, the target also takes ongoing force damage equal to 
  double your Wisdom modifier (triple it at 8th level). The ongoing damage isn’t doubled by the 
  crit. 
  Epic Feat 
  Once per battle when you hit an enemy with a spell, you can negate all of the target’s 
  resistances (hard save ends, 16+). This effect occurs even if the target’s PD is higher than its 
  MD. 
  1st Level Spells 
  Better Yet, Here 
  Close-quarters spell 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  At-Will 
  Interrupt action to cast; expend focus 
  Trigger: One of your allies hits a nearby enemy with an attack. 
  Target: The enemy hit by the attack 
  Attack: Intelligence + Level vs. MD 
  Hit: The target takes 2d6 + Wisdom extra damage from the hit. (If your attack crits, double 
  the damage you are adding to your ally’s attack, but not their base damage.) 
  Miss: The target takes extra damage from the hit equal to the spell level. 
  Retain Focus: 1–5. 
  3rd level spell: 4d6 damage. 
  5th level spell: 6d6 damage. 
  7th level spell: 6d10 damage. 
  9th level spell: 8d10 damage. 
  Champion Feat 
  When this attack drops the enemy to 0 hp or drops the last mook of a mob, you don’t expend 
  your focus. 
  Epic Feat 
  When the triggering ally scores a critical hit with the attack, you don’t expend your focus. 
  Bitter Lessons 
  Close-quarters spell 
  Recharge 16+ after battle 
  Interrupt action to cast; expend focus 
  Trigger: A nearby enemy misses with an attack. 
  Target: The attacking enemy 
  Attack: Intelligence + Level vs. MD 
  Hit: 2d6 + Wisdom psychic damage, and the ally the target missed gains the same amount of 
  temporary hit points. 
  Miss: Half damage, and you take the other half of the damage. 
  Retain Focus: 1–15. 
  3rd level spell: 4d6 damage. 
  5th level spell: 6d6 damage. 
  7th level spell: 6d10 damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  9th level spell: 8d10 damage. 
  Brilliant Comeback 
  Close-quarters spell 
  Recharge 6+ after battle 
  Interrupt action to cast; expend focus 
  Trigger: A nearby ally uses a recovery. 
  Effect: The triggering ally can make a basic attack as a free action. Instead of using their 
  attack bonus, that ally uses an attack bonus equal to your Intelligence modifier + 5. 
  3rd level spell: Intelligence modifier +7. 
  5th level spell: Intelligence modifier +10. 
  7th level spell: Intelligence modifier +12. 
  9th level spell: Intelligence modifier +15. 
  Retain Focus: 1–15 
  Adventurer Feat 
  The triggering ally adds hit points equal to your Wisdom modifier to the recovery (double your 
  Wisdom modifier at 5th level; triple it at 8th level). 
  Champion Feat 
  The triggering ally can make an at-will attack instead of a basic attack. 
  Epic Feat 
  The target of the triggering ally’s attack is vulnerable to that attack. 
  Inevitable Fall 
  Close-quarters spell 
  Recharge 16+ after battle 
  Interrupt action to cast; expend focus 
  Trigger: One of your allies attacks a nearby enemy and misses. 
  Target: The missed enemy 
  Attack: Intelligence + Level vs. MD 
  Hit: 4d8 + Wisdom psychic damage, and 5 ongoing psychic damage. 
  Miss: 5 ongoing psychic damage. 
  Retain Focus: 1–5. 
  3rd level spell: 8d6 damage, and 10 ongoing damage; 10 ongoing damage on a miss. 
  5th level spell: 8d10 damage, and 15 ongoing damage; 15 ongoing damage on a miss. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level spell: 2d6 x 10 damage, and 25 ongoing damage; 25 ongoing damage on a 
  miss. 
  9th level spell: 2d10 x 10 damage, and 35 ongoing damage; 35 ongoing damage on a 
  miss. 
  Adventurer Feat 
  The save to end the ongoing damage, hit or miss, is hard (16+). 
  Moment of Karma 
  Close-quarters spell 
  At-Will 
  Interrupt action to cast; expend focus 
  Trigger: A nearby enemy hits you with an attack. 
  Target: The attacking enemy 
  Attack: Intelligence + Level vs. MD 
  Hit: 3d6 + Wisdom psychic damage. 
  Miss: Damage equal to spell level. 
  Retain Focus: 1–5. 
  3rd level spell: 5d6 damage. 
  5th level spell: 5d10 damage. 
  7th level spell: 7d10 damage. 
  9th level spell: 10d10 damage. 
  Adventurer Feat 
  When the target is staggered before the attack, it’s vulnerable to this attack. 
  Champion Feat 
  When you hit with this spell, the target also takes ongoing damage equal to double your 
  Wisdom modifier (triple it at 8th level). 
  Epic Feat 
  Add triple your Wisdom modifier to your miss damage. 
  Timely Mistake 
  Close-quarters spell 
  Recharge 6+ after battle 
  Interrupt action to cast; expend focus 
  Trigger: A nearby enemy hits you or an ally with a natural odd attack roll. 
  Target: The attacking enemy 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Attack: Intelligence + Level vs. MD 
  Hit: 1d6 + Wisdom psychic damage, and the target rerolls the attack and must use the lower 
  result. 
  Miss: Damage equal to spell level. 
  3rd level spell: 3d6 damage. 
  5th level spell: 5d6 damage. 
  7th level spell: 5d8 damage. 
  9th level spell: 7d10 damage. 
  Retain Focus: 1–5. 
  Adventurer Feat 
  If the triggering attack targets one of your allies, that ally gains a bonus to all defenses 
  against the rerolled attack equal to your Wisdom modifier. 
  Champion Feat 
  This spell’s damage dice increase by one size (for example, d6s become d8s). 
  Epic Feat 
  When you miss with this spell but retain your focus with the roll, the target takes double the 
  miss damage, unless you rolled a 1. 
  3rd Level Spells 
  Blood for Blood 
  Close-quarters spell 
  At-Will 
  Interrupt action to cast; expend focus 
  Trigger: One of your allies is staggered by a nearby enemy’s attack. 
  Target: The attacking enemy 
  Attack: Intelligence + Level vs. MD 
  Hit: 3d6 + Wisdom psychic damage, and the target is vulnerable (save ends). 
  Miss: Damage equal to spell level. 
  5th level spell: 5d6 damage. 
  7th level spell: 5d8 damage. 
  9th level spell: 7d10 damage. 
  Retain Focus: 1–5. 
  Adventurer Feat 
  The spell can now trigger when an ally is dazed, weakened, or stunned by an enemy’s attack. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  On a hit, the target is now vulnerable until the end of battle. 
  Epic Feat 
  Your retain focus range with this spell is now 1–15. 
  Diversion of Pain 
  Close-quarters spell 
  Recharge 6+ after battle 
  Interrupt action to cast; expend focus 
  Trigger: A nearby enemy of 5th level or lower hits one of your allies with an attack that could 
  have targeted you or a different ally. 
  Effect: The triggering attack now targets you or a different ally of your choice as long as that 
  creature would be a legal target of the attack. Keep the same attack roll. 
  5th level spell: An enemy of 8th level or less can now trigger this spell. 
  7th level spell: An enemy of 11th level or less can now trigger this spell. 
  9th level spell: An enemy of any level can now trigger this spell. 
  Retain Focus: 1–15. 
  Adventurer Feat 
  The new target of the attack gains a +2 bonus to all defenses against the triggering attack. 
  Champion Feat 
  You can now cast this spell when a triggering enemy hits you with an attack. 
  Epic Feat 
  The new target gains resist damage 18+ against the triggering attack. 
  Fortune Smiles 
  Close-quarters spell 
  Recharge 6+ after battle 
  Interrupt action to cast; expend focus 
  Trigger: A nearby ally fails a save against an effect created by a level 1–4 enemy. 
  Effect: That ally gains a bonus to the save equal to your Intelligence modifier. 
  5th level spell: A level 5–7 effect. 
  7th level spell: A level 8–10 effect. 
  9th level spell: A level 11+ effect. 
  Retain Focus: — 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  Your retain focus range with this spell is now 1–5. 
  Epic Feat 
  When you cast this spell, choose a second nearby ally. It can roll a save against a save ends 
  effect. 
  Strike of the Last Breath 
  Close-quarters spell 
  At-Will 
  Interrupt action to cast; expend focus 
  Trigger: A nearby ally drops to 0 hp or below from the attack of an enemy engaged with it. 
  Target: The triggering ally 
  Attack: Intelligence + Level vs. MD 
  Effect: Before the target drops, it can make a basic attack against the attacking enemy as a 
  free action (if possible), but uses your attack roll instead. On a hit, the attack deals normal 
  damage, and the target (your ally) takes less damage from the triggering attack equal to 3d6 
  + Wisdom modifier. 
  If the target can’t make a basic attack against the enemy making the triggering attack, this 
  spell has no effect. 
  Retain Focus: 1–5. 
  5th level spell: Prevent 5d6 damage. 
  7th level spell: Prevent 5d8 damage. 
  9th level spell: Prevent 7d10 damage. 
  Adventurer Feat 
  The target can make an at-will attack instead of a basic attack. 
  5th Level Spells 
  Call of Doom 
  Close-quarters spell 
  At-Will 
  Free action to cast 
  Trigger: You drop to 0 hp or below or roll a death save. 
  Special: You can cast this spell without having your focus. If the trigger is you dropping, you 
  cast it before you drop. If the trigger is a death save, you cast it while unconscious. 
  Target: The closest random nearby enemy 
  Attack: Intelligence + Level vs. MD 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hit: 7d6 + Wisdom psychic damage. 
  Retain Focus: —. 
  7th level spell: 6d10 damage. 
  9th level spell: 10d10 damage. 
  Crooked Step 
  Close-quarters spell 
  Recharge 16+ after battle 
  Interrupt action to cast; expend focus 
  Trigger: An enemy with 100 hp or fewer moves to engage one of your allies and attacks. 
  Effect: The triggering enemy rerolls its attack and uses the roll of your choice. If the attack 
  misses, that enemy isn’t engaged with your ally (i.e. it wasn’t able to move quickly/close 
  enough). 
  7th level spell: 160 hp or fewer. 
  9th level spell: 250 hp or fewer. 
  Retain Focus: 1–5. 
  Champion Feat 
  The ally the triggering enemy is attacking gains a bonus to all defenses against that attack 
  equal to your Intelligence modifier. 
  Epic Feat 
  When this spell makes the triggering enemy miss with an attack, that enemy takes psychic 
  damage equal to (1d8 x the spell level) + triple your Wisdom modifier. For example, casting 
  at 7th level with a Wisdom of 20, and rolling a 4 on the d8, you’d deal 43 damage (28 + 15). 
  Fateful Confrontation 
  Close-quarters spell 
  Recharge 16+ after battle 
  Interrupt action to cast; expend focus 
  Trigger: A nearby unengaged enemy ends its turn. 
  Target: The triggering enemy 
  Attack: Intelligence + Level vs. MD 
  Hit: Until the start of the target’s next turn, you and each of your allies can make melee 
  attacks against it as if you were engaged with it, as long as the attacker can see the target. 
  Note, when you or an ally attacks the target while nearby or far away, the attacker isn’t 
  actually engaged with the target. 
  Retain Focus: 1–5. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  The spell now triggers against a far away unengaged enemy. 
  Champion Feat 
  Your retain focus range with this spell is now 1–15. 
  Epic Feat 
  The spell is now recharge 11+ after battle instead. 
   
  Stifle 
  Close-quarters spell 
  Recharge 6+ after battle 
  Interrupt action to cast; expend focus 
  Trigger: An enemy with 70 hp or fewer fails a disengage check or is targeted with an 
  opportunity attack. 
  Target: The triggering enemy 
  Attack: Intelligence + Level vs. MD 
  Hit: The target ends its movement, if any, and can’t take any more actions this turn. 
  Retain Focus: 1–10. 
  7th level spell: 100 hp or fewer. 
  9th level spell: 160 hp or fewer. 
  Champion Feat 
  On a hit, the target also takes psychic damage equal to your Level + double your Wisdom 
  modifier (triple it at 8th level). 
  Epic Feat 
  Increase the triggering hit point threshold by 50. 
  7th Level Spells 
  Arcane Loop 
  Close-quarters spell 
  Recharge 16+ after battle 
  Interrupt action to cast; expend focus 
  Trigger: A nearby ally casts a daily or recharge spell of 7th level or lower. 
  Effect: The triggering ally doesn’t expend that spell. 
  Retain Focus: —. 
  9th level spell: A spell of 9th level or lower. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  The triggering ally also gains temporary hit points equal to double your Wisdom modifier + the 
  level of the triggering spell. In addition, that ally gains the temporary hit points again when 
  they cast that spell this battle. 
  Epic Feat 
  Your retain focus range with this spell is now 1–15. 
  Liberating Blow 
  Close-quarters spell 
  At-Will 
  Interrupt action to cast; expend focus 
  Trigger: A nearby ally fails a disengage check. 
  Effect: The triggering ally can make a basic melee attack against an enemy engaged with it as 
  a free action, but it uses your attack roll instead of its own: Intelligence + Level vs. MD. On a 
  hit, the attack deals normal damage and the disengage check is successful. 
  Retain Focus: 1–5. 
  9th level spell: The target can now make an at-will or close-quarters attack instead of 
  a basic melee attack, using your attack roll. 
  Epic Feat 
  The target’s disengage check is successful whether or not the attack hits. 
  9th Level Spells 
  Hasten Fate 
  Close-quarters spell 
  Recharge 6+ after battle 
  Interrupt action to cast; expend focus 
  Trigger: A non-mook enemy drops to 0 hp while the escalation die is 3, 4, or 5. 
  Effect: Increase the escalation die by 1. 
  Retain Focus: —. 
  Epic Feat 
  The spell now triggers when the escalation die is 2–5. 
  Rewind the Skeins 
  Close-quarters spell 
  Once per level 
  Standard action to cast; you can only cast this spell out of battle 
  Trigger: You realize that the last two minutes of out of battle roleplay or existence have gone 
  horribly wrong and you want to rewind and try to redirect reality in a manner that you wish. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Effect: Reality goes back two minutes. You remember what happened the first time. No one 
  else does. This effect usually can’t rewind past battles—it’s designed for reliving or avoiding 
  social interactions, roleplaying moments, traps, non-combat events, earthquakes, tarrasque 
  appearances (if you could use it before rolling initiative!), and even icon relationship rolls. 
  Epic Feat 
  Take it back five minutes. 
  Paladin 
  Ability Scores 
  Paladins gain a +2 class bonus to Strength or Charisma, as long as it isn’t the same ability you 
  increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: city guardsman, combat medic, bodyguard, outlaw hunter, and 
  inquisitor. 
  Gear 
  At 1st level, a paladin starts with a melee weapon or two, a ranged weapon if they want it, 
  armor, a shield, and standard non-magical gear that is suggested by the character’s 
  backgrounds. 
  Gold Pieces 
  Paladins may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  12 
  — 
  Heavy 
  16 
  — 
  Shield 
  +1 
  — 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 club 
  Light or Simple 
  1d6 scimitar, shortsword 
  1d8 spear 
  Heavy or Martial 1d8 longsword, battleaxe 1d10 greatsword, halberd 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger 
  1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 javelin, axe 1d6 light crossbow 
  1d6 shortbow 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Heavy or Martial — 
  1d8 heavy crossbow 1d8 longbow 
  Level Progression 
  Paladin 
  Total Hit Points 
  Total Feats 
  Class Talents 
  (M) 
  Level-up Ability 
  Bonuses 
  Damage Bonus From Ability 
  Score 
  Level 1 
  Multiclass 
  (Avg. of both 
  classes) x 3 
  1 
  adventurer 
  3 
  Not affected 
  ability modifier 
  Level 1 
  (8 + CON mod) x 3 
  1 
  adventurer 
  3 
   
  ability modifier 
  Level 2 
  (8 + CON mod) x 4 
  2 
  adventurer 
  3 
   
  ability modifier 
  Level 3 
  (8 + CON mod) x 5 
  3 
  adventurer 
  3 
   
  ability modifier 
  Level 4 
  (8 + CON mod) x 6 
  4 
  adventurer 
  3 
  +1 to 3 abilities 
  ability modifier 
  Level 5 
  (8 + CON mod) x 8 
  4 
  adventurer 
  1 champion 
  4 
   
  2 x ability modifier 
  Level 6 
  (8 + CON mod) x 10 
  4 
  adventurer 
  2 champion 
  4 
   
  2 x ability modifier 
  Level 7 
  (8 + CON mod) x 12 
  4 
  adventurer 
  3 champion 
  4 
  +1 to 3 abilities 
  2 x ability modifier 
  Level 8 
  (8 + CON mod) x 16 
  4 
  adventurer 
  3 champion 
  1 epic 
  5 
   
  3 x ability modifier 
  Level 9 
  (8 + CON mod) x 20 
  4 
  adventurer 
  3 champion 
  2 epic 
  5 
   
  3 x ability modifier 
  Level 10 
  (8 + CON mod) x 24 
  4 
  adventurer 
  3 champion 
  3 epic 
  5 
  +1 to 3 abilities 
  3 x ability modifier 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level 
  dependent. 
  Ability Bonus 
  +2 Strength or Charisma (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (heavy armor) 
  16 + middle mod of Con/Dex/Wis + Level 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Armor Class (shield and heavy 
  armor) 
  17 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  10 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  12 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (8 + Con mod) x Level modifier (see level progression 
  chart) 
  Recoveries 
  8 
  Recovery Dice 
  (1d10 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points 
  Talents 
  3 (see level progression chart) 
  Feats 
  1 per Level 
  Basic Attacks 
  Melee Attack 
  At-Will 
  Target: One enemy 
  Attack: Strength + Level vs. AC 
  Hit: WEAPON + Strength damage 
  Miss: Damage equal to your level 
  Ranged Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  Class Features 
  All paladins have the Smite Evil class feature. 
  Smite Evil 
  You can use this talent once per battle, plus an additional number of times per day equal to 
  your Charisma modifier. 
  As a free action before you make a paladin melee attack roll, you can declare that you’re 
  using a Smite Evil attack. Add +1d12 to the damage roll AND deal half damage with the attack 
  if it misses. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  Your Smite Evil attacks gain a +4 attack bonus. 
  Champion Feat 
  Add 2d12 to the damage roll instead of 1d12. 
  Epic Feat 
  Add 4d12 to the damage roll instead of 2d12. 
  Class Talents 
  Choose three of the following class talents. 
  You get an additional paladin class talent at 5th level, and again at 8th level. 
  Bastion 
  You gain +1 AC. 
  In addition, once per battle when a nearby ally is hit by an attack, you can choose to lose hit 
  points equal to half of that damage, and have your ally take only half of the damage instead. 
  The damage you lose can come from temporary hit points, but isn’t affected by damage 
  resistance and other tricks to avoid the damage. 
  Adventurer Feat 
  Increase your total number of recoveries by 1. 
  Champion Feat 
  Once per day, you can use Bastion twice in the same battle. 
  Epic Feat 
  When you use Bastion now, your ally takes no damage. You still lose hit points equal to half 
  the damage. 
  Cleric Training 
  Choose one cleric spell of your level or lower. That spell is now part of your powers. (You can 
  change out the spell normally.) 
  Adventurer Feat 
  You can use your Charisma as the attack ability for cleric spells you can cast. 
  Champion Feat 
  You can now cast the cleric class feature heal spell twice per day. 
  Epic Feat 
  Choose two cleric spells instead of one. 
  Divine Domain 
  Special: You can choose Divine Domain a second time, if you wish, at 5th level or at 8th level. 
  Choose one of the domains listed in the cleric’s class talent list. You gain all the domain’s 
  advantages, including the ability to use the domain’s invocation once per day. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  If the domain you choose is designed to help cleric spells and attacks, reinterpret the talent 
  to help your paladin powers. You can use the domain’s feats if you wish; reinterpret them 
  similarly if necessary. 
  Fearless 
  You are immune to fear abilities and to any non-damage effects of attacks named or 
  described as fear attacks. 
  In addition, you gain a +1 melee attack bonus against enemies that are not engaged by any of 
  your allies. The bonus increases to +2 against enemies with fear abilities. 
  Adventurer Feat 
  You gain a +1 bonus to death saves. 
  Champion Feat 
  You gain a +1 bonus to all saves except death saves. 
  Epic Feat 
  Your nearby allies gain a +1 bonus to death saves. 
  Implacable 
  You can roll saves at the start of your turn instead of at the end of your turn. A successful 
  save against ongoing damage, for example, means that you will not take the ongoing damage 
  that turn. 
  Adventurer Feat 
  You gain a +1 bonus to saves. 
  Champion Feat 
  Once during your turn as a free action, you can choose to lose hit points equal to your level to 
  reroll a save. 
  Epic Feat 
  You gain a +1 bonus to Physical Defense and Mental Defense. 
  Lay on Hands 
  Twice per day as a quick action, you can heal yourself or an ally next to you with a touch. You 
  spend the recovery while the recipient heals as if they had spent the recovery. 
  Adventurer Feat 
  Add twice your Charisma modifier to the healing provided by Lay on Hands. 
  Champion Feat 
  Lay on Hands healing uses a free recovery instead of one of your own. 
  Epic Feat 
  You can now use Lay on Hands four times per day instead of two. 
  Paladin’s Challenge 
  When you hit an enemy with a melee attack, you can choose to challenge that enemy as a 
  free action. Until the end of the battle, provided that both you and the enemy you’ve 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  challenged are conscious and capable of making an attack, you each take a –4 attack penalty 
  against all other creatures and a –4 penalty to disengage checks from each other.  
  The attack penalty temporarily deactivates for the attacker when they make an attack roll 
  against their rival, but only until the end of the attacker’s turn. For example, if a creature 
  with more than one attack attacks you first, its subsequent attacks against your allies are 
  without the challenge penalty. However, the attack penalty resets at the end of its turn, so it 
  does not help with opportunity attacks against your allies later in the round. 
  You can only have one enemy challenged at a time. 
  Your Paladin’s Challenge ends when… 
   
  …you or the creature you are challenging falls unconscious or drops to 0 hp. 
   
  …you hit a different enemy with an attack (assuming you hit with the –4 penalty). 
   
  …the creature flees far away and you choose to end the challenge. 
  An enemy can only be the subject of one Paladin’s Challenge at a time; a new challenge 
  overrides the previous one. 
  In the unlikely case in which two paladins fight each other, any use of Paladin’s Challenge 
  locks them into a challenge that only ends when one of them drops. 
  Adventurer Feat 
  The attack and disengage penalty for challenged enemies (but not for you) is equal to –4 or to 
  the escalation die, whichever is higher. 
  Champion Feat 
  You can have two challenges active at the same time against different enemies. 
  Epic Feat 
  Enemies you challenge are vulnerable to your attacks. 
  Path of Universal Righteous Endeavor 
  Special: You can’t take this talent if you take the Way of Evil Bastards talent. 
  Your nearby allies gain a +1 bonus to all saves. 
  Adventurer Feat 
  Once per day, you can reroll your relationship dice with a heroic or ambiguous icon. 
  Champion Feat 
  All of your melee and ranged attacks deal holy damage. 
  Epic Feat 
  You gain an additional relationship point with a heroic or ambiguous icon. 
  Way of Evil Bastards 
  Special: You can’t take this talent if you take the Path of Universal Righteous Endeavor 
  talent. 
  When one of your Smite Evil attacks drops a non-mook enemy to 0 hp, that use of Smite Evil is 
  not expended. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  Once per day, you can reroll your relationship dice with a villainous or ambiguous icon. 
  Champion Feat 
  When one of your Smite Evil attacks drops three or more mooks, it is not expended. 
  Epic Feat 
  You gain an additional relationship point with a villainous or ambiguous icon. 
  Ranger 
  Ability Scores 
  Rangers gain a +2 class bonus to Dexterity or Strength, as long as it isn’t the same ability you 
  increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: trackers, bounty hunters, beast slayers, woodsy assassins, orc 
  slayers, and wanderers. 
  Gear 
  At 1st level, a ranger starts with light armor, a melee weapon or two, a ranged weapon or 
  two, and other mundane gear as suggested by their backgrounds. 
  Gold Pieces 
  Rangers may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  14 
  — 
  Heavy 
  15 
  -2 
  Shield 
  +1 
  -2 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 club 
  Light or Simple 
  1d6 shortsword, hand axe 
  1d8 spear 
  Heavy or Martial 1d8 longsword, warhammer 1d10 greatsword, greataxe 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger 
  1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 javelin, axe 1d6 light crossbow 
  1d6 shortbow 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Heavy or Martial — 
  1d8 heavy crossbow 1d8 longbow 
  Level Progression 
  Ranger Level 
  Total Hit Points 
  Total Feats 
  Class Talents 
  (M) 
  Level-up Ability 
  Bonuses 
  Damage Bonus From Ability 
  Score 
  Level 1 
  Multiclass 
  (Avg. of both 
  classes) x 3 
  1 
  adventurer 
  3 
  Not affected 
  ability modifier 
  Level 1 
  (7 + CON mod) x 3 
  1 
  adventurer 
  3 
   
  ability modifier 
  Level 2 
  (7 + CON mod) x 4 
  2 
  adventurer 
  3 
   
  ability modifier 
  Level 3 
  (7 + CON mod) x 5 
  3 
  adventurer 
  3 
   
  ability modifier 
  Level 4 
  (7 + CON mod) x 6 
  4 
  adventurer 
  3 
  +1 to 3 abilities 
  ability modifier 
  Level 5 
  (7 + CON mod) x 8 
  4 
  adventurer 
  1 champion 
  4 
   
  2 x ability modifier 
  Level 6 
  (7 + CON mod) x 10 
  4 
  adventurer 
  2 champion 
  4 
   
  2 x ability modifier 
  Level 7 
  (7 + CON mod) x 12 
  4 
  adventurer 
  3 champion 
  4 
  +1 to 3 abilities 
  2 x ability modifier 
  Level 8 
  (7 + CON mod) x 16 
  4 
  adventurer 
  3 champion 
  1 epic  
  5 
   
  3 x ability modifier 
  Level 9 
  (7 + CON mod) x 20 
  4 
  adventurer 
  3 champion 
  2 epic 
  5 
   
  3 x ability modifier 
  Level 10 
  (7 + CON mod) x 24 
  4 
  adventurer 
  3 champion 
  3 epic 
  5 
  +1 to 3 abilities 
  3 x ability modifier 
  (M): Indicates columns in which multiclass characters lag one level behind. 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level 
  dependent. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Ability Bonus 
  +2 Strength, Dexterity, or Wisdom (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (light armor) 14 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  11 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  10 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (7 + Con mod) x Level modifier (see level progression chart) 
  Recoveries 
  8 
  Recovery Dice 
  (1d8 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points 
  Talents 
  3 (see level progression chart) 
  Feats 
  1 per Level 
  Basic Attacks 
  Melee Attack 
  At-Will 
  Target: One enemy 
  Attack: Strength OR Dexterity + Level vs. AC 
  Hit: WEAPON + Strength damage 
  Miss: Damage equal to your level 
  Ranged Attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: Damage equal to your level 
  Class Talents 
  Choose three of the following class talents, or put two talents into Animal Companion, and 
  one talent elsewhere. 
  You get an additional ranger class talent at 5th level, and again at 8th level. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Animal Companion 
  Special: Unlike most class talents, this talent can take up to two ranger class talent slots. 
  Spending one talent makes you an Animal Companion initiate. Spending two makes you an 
  Animal Companion adept. 
  You have a normal-sized animal companion that fights alongside you in battle. See Animal 
  Companion Rules. 
  If you would rather have a smaller beast as a pet, see the Ranger’s Pet talent. 
  Archery 
  Once per battle, reroll one of your missed ranged attacks. 
  Adventurer Feat 
  Your Archery rerolls gain a +2 attack bonus and the attack’s crit range expands by 1. 
  Champion Feat 
  Once per day, you can use Archery twice in the same battle. 
  Epic Feat 
  Once per day, you can turn a normal hit with a ranger ranged attack into a critical hit. 
  Double Melee Attack 
  When fighting with two one-handed melee weapons, your default option is to make a double 
  melee attack. 
  Your weapon damage die drops one notch, usually from d8s to d6s. If your first attack is a 
  natural even roll (hit or miss), you can make a second attack as a free action. 
  If you decide you don’t want to try for a double melee attack while fighting with two one-
  handed weapons, declare it before rolling your attack; the single attack will deal the normal 
  damage dice instead of using reduced damage dice. 
  Adventurer Feat 
  Your second attack gains a +2 attack bonus if it is against a different target. 
  Champion Feat 
  Once per battle, use Double Melee Attack after an odd attack roll. 
  Epic Feat 
  Each turn, you can pop free of one enemy before one attack roll that is part of a Double 
  Melee Attack. You can also use your move action in between your two attacks if you wish. 
  Double Ranged Attack 
  When you attack with a ranged weapon that does not need to be reloaded, your default 
  option is to make a double ranged attack. 
  Your weapon damage die drops one notch, usually from d8s to d6s. If your first attack is a 
  natural even roll (hit or miss), you can make a second attack as a free action. 
  If you decide you don’t want to try for a double ranged attack when firing your bow or other 
  ranged weapon, declare it before rolling your attack; the single attack will deal the normal 
  damage dice instead of using reduced damage dice. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  Your second attack gains a +2 attack bonus if it is against a different target. 
  Champion Feat 
  Once per battle, you can use Double Ranged Attack after an odd attack roll. 
  Epic Feat 
  Each turn, you can pop free of one enemy before one attack roll that is part of a Double 
  Ranged Attack. You can also use your move action in between your two attacks if you wish. 
  Favored Enemy 
  Choose a specific monster type (e.g. aberration, beast, construct, demon, dragon, giant, 
  humanoid*, ooze, plant, or undead). The crit range of your ranger attacks against that type of 
  enemy expands by 2. 
  *Choosing humanoid: Unlike other favored enemies, choosing humanoid as your favored 
  enemy takes up two ranger class talent slots. 
  Adventurer Feat 
  You can change your favored enemy by meditating when you take a full heal-up. 
  Champion Feat 
  Your crit range for attacks against favored enemies expands by 1 (to +3). 
  Epic Feat 
  Choose a second non-humanoid monster type as a favored enemy. 
  Fey Queen’s Enchantments 
  Choose one daily or recharge spell of your level or lower from the sorcerer class. You can cast 
  this spell as if you were a sorcerer (though you can’t gather power).  
  Adventurer Feat 
  You can choose which ability score you want to use as the attack ability for sorcerer spells 
  you can cast. 
  Champion Feat 
  You can now choose from sorcerer at-will spells. 
  Epic Feat 
  You gain an additional sorcerer spell of your choice that is your level or lower; a total of two 
  from this talent. 
  First Strike 
  The first time you attack an enemy during a battle, your crit range for that attack expands by 
  2 (usually to 18+). A mob of mooks counts as a single enemy. 
  Adventurer Feat 
  The crit range of your First Strike attacks expands by 1 (to +3). 
  Champion Feat 
  Once per day, deal triple damage with a First Strike crit instead of double damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  Whenever you hit with a First Strike attack, you can reroll your damage once and use the 
  higher roll. 
  Lethal Hunter 
  Once per battle as a free action, choose an enemy. The crit range of your attacks against that 
  enemy expands by 2 for the rest of the battle. A mob of mooks counts as a single enemy. 
  Adventurer Feat 
  The crit range of your Lethal Hunter attacks expands by 1 (to +3). 
  Champion Feat 
  One battle per day, you can use Lethal Hunter against two different enemies. 
  Epic Feat 
  Your Lethal Hunter crits deal triple damage instead of double damage while the escalation die 
  is 3+. 
  Ranger ex Cathedral 
  Choose one daily or recharge spell of your level or lower from the cleric class. You can cast 
  this spell as if you were a cleric. You can change your chosen spell each time you take a full 
  heal-up. 
  Adventurer Feat 
  You can cast the cleric class feature heal spell once per battle. 
  Champion Feat 
  You can now choose from cleric at-will spells. 
  Epic Feat 
  You gain an additional cleric spell of your choice that is your level or lower; a total of two 
  from this talent. 
  Ranger’s Pet 
  You have a small animal or beast that accompanies you on your adventures. Use the rules 
  from the Wizard’s Familiar talent with the following differences: 
  1. The creature is your pet or friend instead of your familiar. 
  2. Your pet is fully natural rather than partially magical. 
  3. Your pet can end up with more abilities, if you choose. 
  Adventurer Feat 
  Your pet gains a third ability. 
  Champion Feat 
  Your pet gains a fourth ability. 
  Epic Feat 
  Your pet gains a fifth ability. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Tracker 
  You have the Tracker background at its full possible bonus of +5, without having to spend your 
  normal background points on it. You are an expert wilderness tracker, capable of reading 
  clues from the environment that others can’t perceive. Tracking doesn’t work well, however, 
  in heavily traveled urban environments. 
  In addition, you have the terrain stunt power. 
  Terrain stunt: At the start of each battle in a non-urban environment, roll a d6. Any time 
  after the escalation die reaches that number, you’ll be able to use a quick action to execute 
  a terrain stunt. Normally you can only use terrain stunt once per battle, but circumstances, 
  geography, or excellent planning may suggest that you can pull it off more than once. 
  Terrain stunts are improvisational effects that play off your preternatural understanding of 
  the wilderness and all the diverse forms of the natural world. Things like knocking a hornets 
  nest no one had noticed onto your enemy’s head, maneuvering a foe onto a soggy patch of 
  ground that slows them down, shooting the cap off a mushroom spore in a dungeon that 
  erupts on your enemies, getting your enemy’s sword wedged into a stalactite, finding the tree 
  branch that lets you vault up to attack the flying demon that thought it was out of axe range, 
  and similar types of actions. 
  Adventurer Feat 
  Your grasp of the way the world is put together increases; you now can use terrain stunt in 
  urban environments. 
  Champion Feat 
  You can track as well in urban areas as you do in the wilderness. 
  Epic Feat 
  You can track flying creatures and creatures that normally wouldn’t be trackable, and there’s 
  the possibility that even teleports give you a sense of direction.  
  Two-Weapon Mastery 
  You gain a +1 attack bonus when fighting with a one-handed melee weapon in each hand. 
  Adventurer Feat 
  When you fight with two one-handed melee weapons, increase the damage you deal with 
  missed attacks by adding your level to it. Most of your basic melee attacks, therefore, will 
  deal double your level as miss damage. 
  Champion Feat 
  If you fight with two one-handed melee weapons, whenever an enemy makes a melee attack 
  against you and rolls a natural 1, you can make an opportunity attack against that foe as a 
  free action. 
  Epic Feat 
  One battle per day, increase the damage you deal with missed attacks to triple your level 
  instead of double your level (from Two-Weapon Mastery). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Animal Companion Rules 
  You have a devoted animal companion who fights alongside you like a member of your 
  adventuring party. 
  If you have a single talent invested into Animal Companion, you are an Animal Companion 
  initiate. If you invested two talents into Animal Companion, you are an Animal Companion 
  adept. 
  These are the same rules as for the druid. 
  Calling to Battle 
  When you roll initiative, you may choose whether you want your animal companion to take 
  part in the battle. You may also call your animal companion during the battle with a quick 
  action. 
  Animal Companion initiates may only call their animal companion once every other battle. 
  The animal companion may not fight in two battles in a row—even between full heal-ups, 
  adventures, or gaining new levels. Animal Companion adepts don’t have this limitation; their 
  animal companion can fight in every battle if the adept so chooses. 
  Recoveries 
  As an initiate, add a recovery to your total recoveries. As an adept, add two recoveries to 
  your total recoveries. You can use a recovery on yourself or your animal companion. 
  Actions 
  Your animal companion acts on your initiative turn, either immediately before or after you, 
  depending on the animal type. 
  Your animal companion moves gets a move action and a standard action, but not a quick 
  action. 
  If you have powers that care about the “first time you attack an enemy,” an attack by your 
  animal companion counts as your attack. 
  Animal Harm 
  Your animal companion can be healed like an ally. If it gets healed without you being healed, 
  it uses one of your recoveries. When you use a recovery while next to your animal companion 
  (including being engaged with the same enemy), your animal companion is also healed using a 
  free recovery. 
  Instead of dying like a monster or NPC at 0 hp, your animal companion follows PC rules for 
  falling unconscious at 0 hp and dying after four failed death saves or when its negative hit 
  points equal half its normal hit points. If your animal companion dies, it’s gone for the battle, 
  though you can call it (or another one) to fight in the next battle (as an adept) or the in the 
  battle after that (as an initiate). That animal companion will be one level lower than an 
  animal companion would normally be, i.e. two levels below you. At the start of the next 
  battle, bump the animal companion up to its proper level, i.e. one below you. 
  Stats & Levels 
  Each animal companion has roughly the same base stats as listed below. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Your animal companion is always one level lower than you. As a 1st level ranger, you’ll have a 
  level 0 animal companion. Once you gain a level, your animal companion rises to 1st level. 
  On top of the base stats, each type of animal has a zoologically appropriate power or 
  advantage. 
  Companion Bonuses 
  Each type of animal companion is a little different. 
  Bear (also Giant Badger, Wolverine) 
  Acts: After ranger 
  Advantage:  The bear gains temporary hit points equal to its level each time it hits with an 
  attack. 
  Champion Feat 
  The temporary hit points increase to double its level. 
  Boar (also Spiky Lizard) 
  Acts: Before ranger 
  Advantage:  The boar gains a +1 attack bonus when it moves before its attack during the 
  same turn. 
  Eagle (also Falcon, Hawk, Owl, Vulture) 
  Acts: Before ranger 
  Advantage:  It flies! Its melee damage die is dropped by one size (d6 at level 0). 
  Panther (also Lion, Tiger) 
  Acts: Before ranger 
  Advantage:  The panther’s crit range expands by 2 against enemies with lower initiative. 
  Snake (also Giant Spider, Poison Toad) 
  Acts: After ranger 
  Advantage:  The snake also deals ongoing poison damage equal to twice your level on a 
  natural attack roll of 18+. 
  Champion Feat 
  The ongoing damage is three times your level instead. 
  Epic Feat 
  The ongoing damage is four times your level instead. 
  Wolf (also Big Dog, Coyote, Hyena, Jackal) 
  Acts: After ranger 
  Advantage:  The wolf gains a +1 attack bonus against enemies its master attacked the same 
  turn, or against enemies engaged with its master. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Baseline Stats 
  Use the following stats as the baseline for your animal companion. Remember that your 
  companion stays a level lower than you. Generally your companion’s Physical Defense should 
  be higher than its Mental Defense, but you could flip that if you have a good explanation. 
  Level Attack 
  Damage AC PD (or MD) MD (or PD) HP 
  0 
  +5 vs. AC 
  d8 
  16 
  14 
  10 
  20 (10) 
  1 
  +6 vs. AC 
  d10 
  17 
  15 
  11 
  27 (13) 
  2 
  +7 vs. AC 
  2d6 
  18 
  16 
  12 
  36 (18) 
  3 
  +9 vs. AC 
  3d6 
  19 
  17 
  13 
  45 (22) 
  4 
  +10 vs. AC 4d6 
  21 
  19 
  15 
  54 (27) 
  5 
  +11 vs. AC 5d6 
  22 
  20 
  16 
  72 (36) 
  6 
  +13 vs. AC 6d6 
  23 
  21 
  17 
  90 (45) 
  7 
  +14 vs. AC 7d6 
  25 
  23 
  19 
  108 (54) 
  8 
  +15 vs. AC 8d6 
  26 
  24 
  20 
  144 (72) 
  9 
  +17 vs. AC 9d6 
  27 
  25 
  21 
  180 (90) 
  10 
  +18 vs. AC 10d6 
  28 
  26 
  22 
  216 (108) 
  Animal Companion Feats 
  Ranger animal companion feats are designed so that they do not build on each other. Unlike 
  other feats, you don’t have to take animal companion feats progressively, one after the other 
  as long as you qualify for the correct tier. 
  Adventurer Feats 
   
  Once per day, your animal companion can attack twice in a round with a standard 
  action. 
   
  Once per battle, your animal companion can turn a disengage success by an enemy it 
  is engaged with into a failure. 
   
  Once per day, reroll one of your animal companion’s missed attack rolls. 
   
  Your animal companion adds the escalation die to its attacks. 
  Champion Feats 
   
  Once per day, your animal companion can force an enemy to reroll an attack that hit 
  it. 
   
  Your Lethal Hunter talent also applies to your animal companion. 
   
  Increase your animal companion’s Physical Defense and Mental Defense by +1. 
  Epic Feats 
   
  Increase your animal companion’s damage die by one size (for example, from d6s to 
  d8s, or d8s to d10s). 
   
  Increase your animal companion’s AC by +1. 
  Animal Companion Spells 
  As an Animal Companion adept, you gain a number of spells to help your animal companion—
  or another’s—fight better. You don’t have to choose the spells you know ahead of time. You 
  can cast any spell of your level or lower, limited only by the number of daily spells you get. 
  Once you cast a particular daily spell, no matter its level, you can’t cast it again until you 
  take your next full heal-up. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Animal Companion spells are not available to Animal Companion initiates. 
  Ranger Level Multiclass Level Daily Spells Spells are Cast At 
  1 
  1, 2 
  1 
  1st level 
  2 
  3 
  2 
  1st level 
  3 
  4 
  2 
  3rd level 
  4 
  5 
  2 
  3rd level 
  5 
  6 
  3 
  5th level 
  6 
  7 
  3 
  5th level 
  7 
  8 
  3 
  7th level 
  8 
  9 
  4 
  7th level 
  9 
  10 
  4 
  9th level 
  10 
  - 
  4 
  9th level 
  1st Level Spells 
  Pack Link  
  Ranged spell 
  Quick action to cast 
  Daily 
  Target: One nearby animal companion 
  Effect: Until the end of the battle, when the target attacks an enemy that is engaged with 
  you, increase the target’s melee attack damage dice for that attack by one size, up to a 
  maximum of d12. 
  5th level spell: The target’s basic melee attacks now deal half damage on a natural 
  even miss. 
  7th level spell: The target’s basic melee attacks now deal half damage on any miss. 
  Vitality  
  Ranged spell 
  Quick action to cast 
  Daily 
  Target: One nearby animal companion 
  Effect: The target heals using a free recovery. 
  3rd level spell: In addition, the target heals hit points equal to your Wisdom modifier at 
  the start of each of its turns until the end of the battle or until it drops to 0 hit points. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level spell: The healing the target gains at the start of its turn is now double your 
  Wisdom modifier. 
  7th level spell: The healing the target gains at the start of its turn is now triple your 
  Wisdom modifier. 
  9th level spell: The first time this battle that the target drops to 0 hit points, you can 
  roll a normal save. If you succeed, the target heals using one of your recoveries. 
  3rd Level Spells 
  Magic Fang  
  Ranged spell 
  Quick action to cast 
  Daily 
  Target: One nearby animal companion 
  Effect: If the target already adds the escalation die to its attacks, it gains a +2 attack bonus 
  until the end of the battle. If not, it now adds the escalation die to its attacks until the end 
  of the battle. 
  5th level spell: The target’s crit range expands by 2. 
  9th level spell: The target’s crit range expands by a total of 4. 
  5th Level Spells 
  Armor of Shell & Spirits  
  Ranged spell 
  Quick action to cast 
  Daily 
  Special: You must spend a recovery to cast this spell. 
  Target: One nearby animal companion 
  Effect: Until the end of the battle, the target gains resist damage 12+ against attacks that 
  target AC. 
  7th level spell: Resistance now includes attacks that target PD. 
  9th level spell: Resistance increases to resist damage 14+. 
  7th Level Spells 
  Blood is Strong  
  Ranged spell 
  Quick action to cast 
  Daily 
  Target: One nearby animal companion 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Effect: Until the end of the battle, when the target hits with a melee attack, you heal hit 
  points equal to 1d10 + your Wisdom modifier. 
  9th level spell: You now heal hit points equal to 2d10 + double your Wisdom modifier. 
  9th Level Spells 
  Spirit Guardian  
  Ranged spell 
  Free action to cast 
  Daily 
  Special Trigger: You drop to 0 hp or below while your animal companion is nearby and still 
  above 0 hp. 
  Effect: Your spirit trades places with the spirit of your animal companion. You now occupy 
  the body of your animal companion, using its current hit points, defenses, and attacks (and 
  the effects of any spells cast upon it earlier). 
  You can’t cast spells or use your normal humanoid powers and class features while in your 
  companion’s body. You can either keep fighting as your animal companion or you can roll a 
  normal save as a quick action once during each of your turns; if you succeed, your body and 
  your animal companion's body swap places while your spirits return to their proper bodies. 
  You keep the hit points of the animal companion before you rolled the save, but can heal 
  using a recovery when the swap is complete, if you wish. Returning to your own partially-
  healed body thanks to the successful save ends the spell's effect. 
  While your animal companion is in your body, it can roll death saves and be healed. If it 
  becomes conscious it can attack using its basic melee attacks, but it doesn’t have access to 
  any of your spells or powers. Any failed death saves remain with the spirit that failed them, 
  not the body. 
  Rogue 
  Ability Scores 
  Rogues gain a +2 class bonus to Dexterity or Charisma, as long as it isn’t the same ability you 
  increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: street thug, cat burglar, diplomat, professional gambler, 
  courtier, jewel thief, acrobat, con artist, bartender, spy master, pirate, dandy, rat catcher. 
  Gear 
  At 1st level, rogues start with the clothes on their back and the dice in their pockets. They 
  also start with various bladed weapons and some armor. Plus various oddments suggested by 
  their backgrounds. 
  Gold Pieces 
  Rogues may start with either 25 gp or 1d6 x 10 gp. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  11 
  — 
  Light 
  12 
  — 
  Heavy 
  13 
  –2 
  Shield 
  +1 
  -2 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d8 dagger 
  1d6 club 
  Light or Simple 
  1d8 shortsword, wicked knife 
  1d8 spear 
  Heavy or Martial 1d8 (-2 atk) longsword, scimitar 1d10 (-2 atk) greatsword 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger 
  1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 javelin, axe 1d6 light crossbow 
  1d6 shortbow 
  Heavy or Martial — 
  1d8 (–1 atk) heavy crossbow 1d8 (-2 atk) longbow 
  Level Progression 
  Rogue Level 
  Total Hit Points 
  Total Feats 
  Powers 
  Known (M) 
  Power Pool 
  Available (M) 
  Level-up Ability 
  Bonuses 
  Damage Bonus From 
  Ability Score 
  Level 1 
  Multiclass 
  (Avg. of both 
  classes) x 3 
  1 
  adventurer 
  4 
  1st level 
  Not affected 
  ability modifier 
  Level 1 
  (6 + CON mod) x 
  3 
  1 
  adventurer 
  4 
  1st level 
   
  ability modifier 
  Level 2 
  (6 + CON mod) x 
  4 
  2 
  adventurer 
  5 
  1st level 
   
  ability modifier 
  Level 3 
  (6 + CON mod) x 
  5 
  3 
  adventurer 
  5 
  3rd level 
   
  ability modifier 
  Level 4 
  (6 + CON mod) x 
  6 
  4 
  adventurer 
  6 
  3rd level 
  +1 to 3 abilities 
  ability modifier 
  Level 5 
  (6 + CON mod) x 
  8 
  4 
  adventurer 
  1 champion 
  6 
  5th level 
   
  2 x ability modifier 
  Level 6 
  (6 + CON mod) x 
  10 
  4 
  adventurer 
  2 champion 
  7 
  5th level 
   
  2 x ability modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level 7 
  (6 + CON mod) x 
  12 
  4 
  adventurer 
  3 champion 
  7 
  7th level 
  +1 to 3 abilities 
  2 x ability modifier 
  Level 8 
  (6 + CON mod) x 
  16 
  4 
  adventurer 
  3 champion 
  1 epic 
  8 
  7th level 
   
  3 x ability modifier 
  Level 9 
  (6 + CON mod) x 
  20 
  4 
  adventurer 
  3 champion 
  2 epic 
  8 
  9th level 
   
  3 x ability modifier 
  Level 10 
  (6 + CON mod) x 
  24 
  4 
  adventurer 
  3 champion 
  3 epic 
  9 
  9th level 
  +1 to 3 abilities 
  3 x ability modifier 
  Note: Although not listed on the table, this class gets three talents. It does not gain more at 
  higher levels. 
  (M): Indicates columns in which multiclass characters lag one level behind. 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level 
  dependent. 
  Ability Bonus 
  +2 Dexterity or Charisma (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  12 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  10 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (6 + Con mod) x Level modifier (see level progression chart) 
  Recoveries 
  8 
  Recovery Dice 
  (1d8 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points 
  Talents 
  3 
  Feats 
  1 per Level 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Basic Attacks 
  Melee attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: Damage equal to your level 
  Ranged attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: Damage equal to your level 
  Class Features 
  All rogues fight better when they gain momentum, are good at stabbing enemies in the back, 
  and have a knack for avoiding the traps that their clueless allies would stumble into. 
  Momentum 
  Many of the rogue’s powers function only when the rogue has momentum. 
  You gain momentum by hitting an enemy with an attack. 
  You lose momentum when you are hit by an attack. 
  The default is that you can use momentum powers without losing momentum, but a few 
  powers specify that you must spend your momentum to use them. You don’t have to use 
  attacks that require momentum against the foe you hit to gain that momentum. 
  Momentum powers that do not require you to spend your momentum are generally classified 
  as interrupt actions. You can only use one interrupt action a round, which keeps your 
  momentum powers from dominating the battle. 
  Sneak Attack 
  Once per round when you make a rogue melee weapon attack against an enemy engaged with 
  one or more of your allies, you can deal extra damage if your attack hits. 
  Rogue Level Extra Damage 
  1 
  +1d4 
  2 
  +1d6 
  4 
  +2d6 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  6 
  +3d6 
  8 
  +5d6 
  10 
  +7d6 
  Adventurer Feat 
  Your Sneak Attack feature also works the first round of combat against enemies with a lower 
  initiative than you. 
  Champion Feat 
  Your Sneak Attack feature also works against enemies who are confused, dazed, stunned, 
  vulnerable to your attack, or weakened. 
  Epic Feat 
  Once per battle when you miss with an attack that would have allowed you to deal Sneak 
  Attack damage, replace the normal miss damage with your full Sneak Attack damage. 
  Trap Sense 
  Even rogues whose backgrounds don’t have anything to do with noticing, avoiding, or 
  disarming traps have a unique knack for dealing with traps. 
  If a rogue’s skill check involving a trap is a natural even failure, the rogue can reroll the skill 
  check once. If a trap’s attack roll against a rogue is a natural odd roll, the rogue can force 
  the trap to reroll the attack once. 
  Adventurer Feat 
  The trap attack reroll can also apply to a nearby ally of the rogue as the rogue shouts a 
  warning or acts to prevent the trap from hitting. 
  Champion Feat 
  You gain a +3 bonus to skill check rerolls you make against traps. 
  Epic Feat 
  You only take half damage from trap attacks. 
  Class Talents 
  Choose three of the following class talents. 
  Cunning 
  You can use your Intelligence in place of your Charisma for any rogue attacks, talents, or 
  powers that use Charisma (e.g. shadow walk and slick feint). You also gain two extra points of 
  backgrounds to spend on knowledge-related backgrounds and gain a +2 bonus to skill checks 
  involving traps. 
  Adventurer Feat 
  You gain a +1 bonus to Mental Defense. 
  Champion Feat 
  Once per battle, reroll a save against an effect from an attack that originally hit your Mental 
  Defense. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  Your once-per-battle save reroll is now once per save. 
  Improved Sneak Attack 
  Your Sneak Attack damage is better than other rogues. Use the following Sneak Attack bonus 
  damage progression instead. 
  Rogue Level Extra Damage 
  1 
  +1d6 
  2 
  +1d7 
  4 
  +2d8 
  6 
  +3d8 
  8 
  +5d8 
  10 
  +7d8 
  Adventurer Feat 
  Once per day as a free action, you can add your Sneak Attack damage to any hit against one 
  target that would not otherwise have qualified for the damage. 
  Champion Feat 
  Once per day, roll d20s for your Sneak Attack damage instead of d8s. 
  Epic Feat 
  One battle per day, ignore the limitation that you can use Sneak Attack damage only once per 
  round. 
  Murderous 
  Against staggered enemies, your crit range with rogue attacks expands by 2. 
  Adventurer Feat 
  You gain a +2 attack bonus against staggered enemies. 
  Champion Feat 
  Your crit range against staggered enemies expands by 2 (now +4). 
  Epic Feat 
  Whenever a staggered enemy misses you with a melee attack, it’s vulnerable to your attacks 
  for the rest of the battle. 
  Shadow Walk 
  You gain the shadow walk at-will power: 
  As a move action before you have used your standard action this turn, if you are not engaged, 
  you can make the following “attack” against all nearby enemies, targeting the enemy among 
  them with the highest Mental Defense. 
  Attack: Charisma + Level vs. MD 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hit: Remove yourself from play. At the start of your next turn, return anywhere nearby that 
  you could have moved to normally during your turn, and deal double damage with your first 
  rogue attack that turn. 
  Miss: No effect. You can’t attempt to shadow walk again until your next turn, but you still 
  have your standard action this turn. 
  Adventurer Feat 
  On a miss, you can still use your move action normally (but still can’t shadow walk this turn). 
  Champion Feat 
  Twice per day, you can reroll the rogue attack that follows your successful use of shadow 
  walk. 
  Epic Feat 
  Twice per day, you can reappear from your shadow walk in a nearby location you wouldn’t 
  have been able to reach unimpeded physically, for instance, on the other side of a portcullis 
  or door, or high up a wall. 
  Smooth Talk 
  Once per day, convince your GM with an amazing line of patter while you are using social 
  skills to speak or interact with NPCs associated with a particular icon. If the GM is convinced 
  by your patter, roll a normal save (11+). If you succeed, for the rest of the day you can 
  function as if you have a 2-point positive relationship with the icon who seems to be in play. 
  Thanks to your amazing gift of gab, for a short time, it’s more or less true. (Note that these 
  points replace any points you normally have with the icon rather than adding to them.) 
  Failure on the Smooth Talk save generally arouses suspicions. 
  Adventurer Feat 
  Add your Charisma modifier to your Smooth Talk save rolls. 
  Champion Feat 
  Success with your Smooth Talk talent gives you a 3-point positive relationship instead. 
  Epic Feat 
  Even if you fail your Smooth Talk save, you get a 2-point conflicted relationship with the icon 
  because the people you’re speaking with can’t be sure. 
  Swashbuckle 
  Once per battle as a quick action, you can spend your momentum to pull off a daring stunt 
  the likes of which others could scarcely conceive. You may make an attack as part of the 
  stunt, but you’ll need to roll normally for the attack. This is an improvisational talent. 
  As a swashbuckler, you do not need a difficult skill check to pull the stunt off. 
  Thievery 
  You have the Thief background at its full possible bonus of +5, without having to spend your 
  normal background points on it. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  Regardless of your level, you gain the bonus power thief’s strike in addition to your normal 
  number of powers. 
  Champion Feat 
  Once per day, you can deal full damage with thief’s strike instead of half damage. 
  Epic Feat 
  Twice per level, you can steal something with a successful thief’s strike that you would not 
  be able to steal ordinarily, but that would require a bit of magic, e.g. a dream, a spell, 
  someone’s hope, a memory. The theft won’t be permanent. Every day, roll a hard save to 
  determine whether you can keep what you stole for that day. Also, you can never steal the 
  same thing twice. 
  Tumble 
  You gain a +5 bonus to disengage checks. In addition, while you are moving, if an enemy 
  moves to intercept you, you can make one disengage roll per intercepting enemy as a free 
  action to avoid that enemy, but you must stop the first time you fail any of those disengage 
  checks. 
  Adventurer Feat 
  You ignore the penalty for disengaging from more than one enemy at a time. 
  Champion Feat 
  One battle per day as a free action, you can declare that you’re a tumbling fool and 
  automatically succeed on your first disengage check each turn. 
  Epic Feat 
  Whenever you take critical hit damage, roll a hard save (16+). If you succeed, you somehow 
  tumbled out of the way of whatever was about to hit you, and instead only take damage 
  equal to the attacker’s level. 
  1st Level Powers 
  Evasive Strike 
  Melee attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage, and you can pop free from the target. 
  Miss: Damage equal to your level. 
  Adventurer Feat 
  If you drop the target with your evasive strike attack, you can pop free from all enemies 
  instead. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  If you hit with evasive strike and the natural attack roll was even, you gain a +2 bonus to AC 
  and PD against the next attack that targets you this battle (no joy if it’s an attack vs. MD). 
  Epic Feat 
  Ok. Thanks to your slippery mind, the champion feat benefit also provides a +2 bonus to MD. 
  Deadly Thrust 
  Melee attack 
  At-Will 
  Target: One staggered non-mook enemy 
  Attack: Dexterity + Strength + Level vs. AC 
  Hit: WEAPON + Dexterity damage. 
  Miss: Damage equal to your level. 
  Adventurer Feat 
  Add your Strength modifier to the miss damage. 
  Champion Feat 
  You can now target mooks with deadly thrust. 
  Epic Feat 
  If you don’t add your Sneak Attack damage to the attack, you also deal damage equal to five 
  times your Strength modifier to your deadly thrust target when you hit. 
  Flying Blade 
  Ranged attack 
  At-Will 
  Special: You must use a small bladed weapon with this attack. 
  Target: One nearby creature 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage, and if your natural attack roll is even and one of your allies 
  is engaged with the target, you can use your Sneak Attack damage for the round. 
  Miss: Damage equal to your level. 
  Adventurer Feat 
  If you score a critical hit with flying blade, the target is also dazed (–4 attack) until the end 
  of your next turn. 
  Champion Feat 
  As long as one of your allies is engaged with the target, your flying blade attack rolls no 
  longer need to be even to add your Sneak Attack damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  You can use flying blade with any ranged weapon. 
  Roll With It 
  Momentum power 
  At-Will (once per round) 
  Interrupt action; requires momentum 
  Trigger: A melee attack that targets AC hits you. 
  Effect: You take half damage from that attack. 
  Adventurer Feat 
  The power also triggers on an attack against PD. 
  Champion Feat 
  The power also triggers on a ranged attack. 
  Epic Feat 
  Once per day, you can use roll with it to take damage equal to the attacker’s level instead of 
  half damage. 
  Sure Cut 
  Melee attack 
  At-Will 
  Special: You must have momentum and be able to deal your Sneak Attack damage to the 
  target if you hit. 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage. 
  Miss: Deal your Sneak Attack damage + damage equal to your level. 
  Champion Feat 
  Missing with sure cut no longer counts as a use of Sneak Attack for the round. 
  Tumbling Strike 
  Melee attack 
  At-Will 
  Always: You gain a +5 bonus to all disengage checks you attempt this turn. You can also move 
  to engage an enemy, make this attack against it, and then use a quick action to attempt to 
  disengage from it (the quick action disengage lets you move again if you succeed). 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: Damage equal to your level. 
  3rd Level Powers 
  Bleeding Strike 
  Melee attack 
  At-Will 
  Target: One enemy who is not taking ongoing damage 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage, and if your natural attack roll was even, the target takes 
  ongoing damage equal to 1d4 times your level. 
  Miss: Damage equal to your level. 
  Adventurer Feat 
  The ongoing damage against large or huge targets increases to 1d6 times your level. 
  Champion Feat 
  A natural even miss also deals ongoing damage equal to your level. 
  Epic Feat 
  You can now use bleeding strike against enemies taking ongoing damage. 
  Deflection 
  Momentum power 
  At-Will (once per round) 
  Interrupt action; you must spend your momentum 
  Trigger: A melee attack misses you. 
  Effect: The attack hits a different enemy you are engaged with instead, but deals only half 
  damage. 
  Adventurer Feat 
  The power also triggers on a ranged attack against AC. 
  Champion Feat 
  The deflected attack now deals full damage instead of half damage. 
  Epic Feat 
  Using deflection no longer spends your momentum. 
  Slick Feint 
  Melee attack 
  At-Will 
  First Target: One enemy engaged with you 
  Attack: Charisma + Level vs. MD 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hit: The target is dazed until the end of your next turn, and you can make an improved attack 
  against a second target. 
  Miss (First Target): Your attack action is over; the feint was a screw-up. 
  Second Target: A different enemy from the first target that is engaged with you 
  Attack: Dexterity + Level +2 vs. AC 
  Hit: WEAPON + Dexterity damage. 
  Miss (Second Target): Damage equal to your level. 
  Thief’s Strike 
  Note: This is a bonus 3rd-level power for rogues with the Thievery talent. Other rogues can 
  choose it if they like. 
  Melee attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. PD 
  Hit: Half of WEAPON + Dexterity damage (including Sneak Attack damage if any), and roll a 
  normal save. If you succeed, you can pickpocket an item from the target that they are not 
  holding. (If you roll 16+, the target doesn’t realize you pickpocketed them.) 
  Miss: — 
  5th Level Powers 
  Harmless Misdirection 
  Momentum power 
  At-Will (once per round) 
  Interrupt action; requires momentum 
  Trigger: You miss with a melee attack while an ally is engaged with the target. 
  Effect: You can pop free from the target, and the target can’t attack you during its next turn 
  as long as your ally remains engaged with it. 
  Spiky Bastard 
  Daily 
  Quick action 
  Effect: You go all-out to hurt anyone who tries to get a piece of you. For the rest of the 
  battle, while you're conscious, using at least one bladed weapon, and are not staggered or 
  stunned, you deal 10 damage to each enemy that makes a melee attack against you and rolls 
  a natural odd attack roll. The damage hits the enemy before their attack damages you. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  Spiky bastard damage now applies when you are staggered, though obviously not while you 
  are unconscious. 
  Epic Feat 
  If the escalation die is 3+, the damage increases to 15 instead of 10. 
  Swift Dodge 
  Momentum power 
  At-Will (once per round) 
  Interrupt action; requires momentum 
  Trigger: You are hit by an attack against AC. 
  Effect: The attacker must reroll the attack. 
  Champion Feat 
  The power also triggers on an attack against PD. 
  Epic Feat 
  The attack reroll takes a –2 penalty. 
  7th Level Powers 
  Assassin’s Gambit 
  Melee attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: Half of WEAPON + Dexterity damage (including Sneak Attack damage if any), and if you 
  drop a non-mook target to 0 hp, you can take another standard action this turn. 
  Miss: Damage equal to your level. 
  Epic Feat 
  Once a turn, you can get the extra standard action when this attack drops a mook target. 
  Swift Riposte 
  Momentum power 
  At-Will (once per round) 
  Interrupt action; you must spend your momentum 
  Trigger: An enemy targets you with a melee attack. 
  Effect: You can make a basic attack against your attacker. If your natural attack roll equals or 
  beats your attacker’s roll, resolve your basic attack against that enemy first. If your attack 
  roll is lower, your attack has no effect, regardless of whether it hits or misses. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Special: You can’t gain momentum from hitting with swift riposte. 
  Champion Feat 
  If your swift riposte attack is a critical hit, the enemy’s attack misses. 
  Epic Feat 
  You gain a +2 attack bonus with swift riposte attacks. 
  9th Level Powers 
  Death’s Twin 
  Momentum power 
  At-Will 
  Standard action on your turn; you must spend your momentum 
  Effect: You can make two basic attacks at any point during your turn, each against a different 
  target. You only regain momentum if your second attack hits. 
  Epic Feat 
  If your attack against your first death’s twin target is a natural 18+, you can make your 
  second basic attack against that same target. 
  True Targeting 
  Momentum power 
  At-Will 
  Interrupt action OR free action on your turn; you must spend your momentum 
  Trigger: An invisible or otherwise hidden enemy attacks you, or you try to attack an invisible 
  or hidden enemy. 
  Effect: The attacker’s invisibility isn’t going to work on you. It might work against your allies, 
  but you see through it and can tell where the creature is well enough to target it normally or 
  be aware of its imminent attack. 
  Epic Feat 
  If the enemy’s attack misses, you regain momentum. 
  Sorcerer 
  Ability Scores 
  Sorcerers gain a +2 class bonus to Charisma or Constitution, as long as it isn’t the same ability 
  you increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: tribal shaman, pirate captain, spell-arena gladiator, failed 
  wizard, sahuagin hunter. 
  Gear 
  At 1st level, a sorcerer usually has a simple melee weapon, a few changes of clothing, a wand 
  or staff, and other paraphernalia suggested by their backgrounds. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Gold Pieces 
  Sorcerers may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  10 
  — 
  Heavy 
  11 
  –2 
  Shield 
  +1 
  -2 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 staff 
  Light or Simple 
  1d6 shortsword 
  1d8 spear 
  Heavy or Martial 1d8 (-2 atk) longsword 1d10 (-2 atk) greatsword* 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger 1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 javelin 1d6 (–1 atk) light crossbow* 
  1d6 (-2 atk) shortbow* 
  Heavy or Martial — 
  1d8 (–3 atk) heavy crossbow* 1d8 (-4 atk) longbow* 
  * A sorcerer needs one free hand to cast spells. As such, they suffer a penalty for using a two-
  handed weapon. (The penalty applies to spells also.) 
  Level Progression 
  Sorcerer 
  Level 
  Total Hit 
  Points 
  Total Feats 
  1st 
  level 
  spell 
  (M) 
  3rd 
  level 
  spell 
  (M) 
  5th 
  level 
  spell 
  (M) 
  7th 
  level 
  spell 
  (M) 
  9th 
  level 
  spell 
  (M) 
  Level-up 
  Ability 
  Bonuses 
  Damage Bonus 
  From Ability 
  Score 
  Level 1 
  Multiclass 
  (Avg. of 
  both 
  classes) x 3 
  1 
  adventurer 
  4 
  — 
  — 
  — 
  — 
  Not 
  affected 
  ability 
  modifier 
  Level 1 
  (6 + CON 
  mod) x 3 
  1 
  adventurer 
  4 
  — 
  — 
  — 
  — 
   
  ability 
  modifier 
  Level 2 
  (6 + CON 
  mod) x 4 
  2 
  adventurer 
  5 
  — 
  — 
  — 
  — 
   
  ability 
  modifier 
  Level 3 
  (6 + CON 
  mod) x 5 
  3 
  adventurer 
  3 
  3 
  — 
  — 
  — 
   
  ability 
  modifier 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level 4 
  (6 + CON 
  mod) x 6 
  4 
  adventurer 
   
  — 
  6 
  — 
  — 
  — 
  +1 to 3 
  abilities 
  ability 
  modifier 
  Level 5 
  (6 + CON 
  mod) x 8 
  4 
  adventurer 
  1 
  champion 
  — 
  3 
  4 
  — 
  — 
   
  2 x ability 
  modifier 
  Level 6 
  (6 + CON 
  mod) x 10 
  4 
  adventurer 
  2 
  champion 
  — 
  — 
  7 
  — 
  — 
   
  2 x ability 
  modifier 
  Level 7 
  (6 + CON 
  mod) x 12 
  4 
  adventurer 
  3 
  champion 
  — 
  — 
  3 
  5 
  — 
  +1 to 3 
  abilities 
  2 x ability 
  modifier 
  Level 8 
  (6 + CON 
  mod) x 16 
  4 
  adventurer 
  3 
  champion 
  1 epic 
  — 
  — 
  — 
  8 
  — 
   
  3 x ability 
  modifier 
  Level 9 
  (6 + CON 
  mod) x 20 
  4 
  adventurer 
  3 
  champion 
  2 epic 
  — 
  — 
  — 
  3 
  6 
   
  3 x ability 
  modifier 
  Level 10 
  (6 + CON 
  mod) x 24 
  4 
  adventurer 
  3 
  champion 
  3 epic 
  — 
  — 
  — 
  — 
  9 
  +1 to 3 
  abilities 
  3 x ability 
  modifier 
  Note: Although not listed on the table, this class gets three talents. It does not gain more at 
  higher levels. 
  (M): Indicates columns in which multiclass characters lag one level behind. 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level 
  dependent. 
  Ability Bonus 
  +2 Charisma or Constitution (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  11 + middle mod of Str/Con/Dex + Level 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Mental Defense 
  10 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (6 + Con mod) x Level modifier (see level progression chart) 
  Recoveries 
  8 
  Recovery Dice 
  (1d6 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points 
  Talents 
  3 
  Feats 
  1 per Level 
  Basic Attacks 
  Melee attack 
  At-Will 
  Target: One enemy 
  Attack: Strength + Level vs. AC 
  Hit: WEAPON + Strength damage 
  Miss: Damage equal to your level 
  Ranged attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  Class Features 
  All sorcerers share three general class features: Access to Wizardry, Dancing Lights, and 
  Gather Power. Breath weapon, chain, and random energy are keywords used in sorcerer spells 
  Access to Wizardry 
  Starting at 3rd level, you can take a wizard spell in place of a sorcerer spell. The wizard spell 
  must be two levels lower than the sorcerer spell. 
  Breath Weapon 
  Spells with the breath weapon keyword have a chance to be re-used during battle. Each 
  breath weapon spell lists the chance of re-using it (usually 16+). At the start of each round 
  after you’ve cast the breath weapon spell, make the re-use roll. Success indicates that you 
  may re-use that spell as a standard action, but for that round only. If you fail the re-use roll, 
  you don’t have the option to re-use the spell, but you get another chance at the beginning of 
  the next round.  
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  The breath weapon power lasts for a single battle only. 
  You can have only one breath weapon spell active at a time. If you cast a different breath 
  weapon spell when you have an earlier spell active, the new spell cancels the earlier spell. 
  (See the Chromatic Destroyer Heritage talent for the path to multiple breath weapon spells.) 
  Failing a death save cancels any breath weapon spells you have active. 
  Adventurer Feat 
  Failing a death save no longer cancels your breath weapon spells. Keep rolling the entire 
  battle. 
  Chain 
  When you attack with a chain spell and get a natural even roll, you can roll another attack 
  against a different enemy within range. Keep on rolling attacks as long as you get even rolls 
  and don’t run out of new targets. Each enemy can be targeted only once. 
  Dancing Lights 
  All sorcerers can cast the dancing lights spell as a standard action. Unlike the wizard’s light 
  cantrip, the sorcerer’s dancing lights spell produces a number of varicolored light globes that 
  bloom within 5 to 30 feet of the sorcerer every two to five seconds. The sorcerer has very 
  little control over the exact location or illumination provided by the lights, meaning that they 
  can occasionally be used for dramatic plot purposes. 
  Gather Power 
  Once initiative has been rolled and a battle is underway, a sorcerer can spend a standard 
  action to gather magical power, preparing themselves for casting a double-strength spell with 
  their next standard action. Gathering power is loud and very noticeable. 
  Sorcerers who want to gather power before initiative has been rolled can go through the 
  motions but won’t get any benefit from the act. 
  When a sorcerer gathers power, it does not count as casting a spell; you can gather power 
  without taking opportunity attacks. 
  In addition, because you spend your standard action to gather power, you generate a small 
  magical benefit. Like many of your powers, this benefit is chaotic rather than perfectly 
  reliable, so you must make a random check to see what benefit you get. Roll a d6 and consult 
  the appropriate table below. 
  If you get a benefit that deals damage to enemies, you can choose the type of damage (cold, 
  fire, lightning, or thunder). 
  Chaotic Benefit, Adventurer Tier (levels 1–4) 
  Roll (d6) Effect 
  1-2 
  You gain a +1 bonus to AC until the start of your next turn. 
  3-4 
  Deal damage equal to your level to all nearby staggered enemies. 
  5-6 
  Deal damage equal to your level to one nearby enemy. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Chaotic Benefit, Champion Tier (levels 5–7) 
  Roll 
  (d6) 
  Effect 
  1-2 
  You gain a +1 bonus to AC and Physical Defense until the start of your next turn. 
  3-4 
  Deal damage equal to your level + your Charisma modifier to all nearby staggered 
  enemies. 
  5-6 
  Deal damage equal to your level + your Charisma modifier to one nearby enemy. 
  Chaotic Benefit, Epic Tier (levels 8–10) 
   
  Roll 
  (d6) 
  Effect 
  1-2 
  You gain a +1 bonus to all defenses until the start of your next turn. 
  3-4 
  Deal damage equal to your level + twice your Charisma modifier to all nearby 
  staggered enemies. 
  5-6 
  Deal damage equal to your level + twice your Charisma modifier to one nearby 
  enemy. 
  After you have gathered power, you can use your next standard action to cast an empowered 
  sorcerer spell. Empowered sorcerer spells deal double the damage of a normal sorcerer spell. 
  This means that you double the damage results of the hit or a miss from the single spell. Non-
  attack spells generally don’t improve when cast empowered; use empowered casting for 
  attacks. 
  If you do not or are not able to use your next standard action to cast a sorcerer attack spell, 
  you lose the power you’ve gathered. You can use another standard action to gather power 
  again, but the spell you eventually cast will still only do double damage. 
  You can spend your move actions and quick actions any way you like after you gather power 
  and before casting your next empowered spell. Yes, once a battle has started it’s possible to 
  perform the magical firefight trick of gathering power while hiding to the side of the cave 
  entrance, then jumping into the cave opening on your next turn and blasting with the 
  empowered spell. 
  Breath weapon spells add an extra wrinkle. Of course you can gather power the first time you 
  cast a breath weapon spell in a battle. Later in the fight it’s a question of whether you 
  gathered power the turn before a breath weapon spell roll goes your way. You can be all 
  ready with gathered power but roll too low to use the breath weapon spell, forcing you to 
  cast a different spell with the gathered power. 
  If you've gathered power for a spell that deals ongoing damage, the ongoing damage is 
  doubled the first time it is dealt, but not on subsequent rounds, if any. 
  Adventurer Feat 
  Once per battle, you can choose the chaotic benefit you want instead of rolling for it. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  Once per battle when the escalation die is 4+, you can gather power as a quick action. 
  Epic Feat 
  When you gather power, if the escalation die is 2+, you can roll two chaotic benefits. Unlike 
  most effects, the benefits stack if you roll the same result twice. 
  Random Energy 
  Some sorcerer spells deal damage of a random type. If it matters for the situation, use a d4 to 
  determine which type of damage the spell deals. 
  Roll (d4) Energy Type 
  1 
  Cold 
  2 
  Fire 
  3 
  Lightning 
  4 
  Thunder 
  Class Talents 
  About Heritage Talents 
  Sorcerers possess innate talent for magic that is impulsive and chaotic where wizardry is 
  measured and studied. Most sorcerers have strong magical links to one of the icons. 
  Arcane Heritage 
  Although magic is in the blood of every sorcerer, you have a greater understanding of magic 
  than most sorcerers and even some wizards. 
  You gain a +2 bonus to a background that involves or suggests magical knowledge or talent, up 
  to your normal maximum background point limit. 
  You can also use one of your sorcerer spell choices to choose any wizard spell of the same 
  level. You get only one such equal-level wizard spell at a time; all others have to be 
  purchased using the 2-level penalty in the Access to Wizardry class feature described above. 
  Adventurer Feat 
  Use your Charisma as the attack ability for the wizard spell you choose with your Arcane 
  Heritage talent. 
  Champion Feat 
  You can cast your wizard spells empowered as if they were sorcerer powers. Generally, 
  empowering wizard spells only helps by doubling the damage. 
  Blood Link 
  Choose one of your sorcerous heritage talents. You gain 1 relationship point with the icon 
  associated with that heritage; you choose whether the point is positive, conflicted, or 
  negative. This point can add to your normal relationship points but you can’t exceed the 
  normal relationship maximums with it. (Remember that positive relationships with villainous 
  icons are limited to 1 point.) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion Feat 
  Gain another relationship point with an icon associated with one of your heritage talents. As 
  above, you must follow the relationship maximums. 
  Chromatic Destroyer Heritage  
  You can have multiple breath weapon spells active at the same time. You don’t gain extra 
  actions, so if you succeed with multiple breath weapon spells, you’ll generally have to choose 
  which one to use. 
  Adventurer Feat 
  You gain a +2 attack bonus with empowered breath weapon spells. 
  Champion Feat 
  Once per day, turn a failed breath weapon re-use roll into a success. 
  Epic Feat 
  One battle per day, gain resist dragon attack 16+ (all attacks made by dragons; dragon must 
  roll natural 16+ with the attack or it deals only half damage). 
  Fey Heritage  
  One battle per day, when you roll initiative, you can choose to invoke your Fey Heritage and 
  gain the racial power of one the elven races in addition to your own racial power. Roll on the 
  table below. If you roll your own race’s power, you gain the half-elf’s surprising racial power 
  instead. 
  Roll (d6) Racial Power 
  1-2 
  Cruel (drow) 
  3-4 
  Highblood teleport (high elf) 
  5-6 
  Elven grace (wood elf) 
  Adventurer Feat 
  You can now invoke your Fey Heritage talent in two battles each day. 
  Champion Feat 
  You gain a +2 attack bonus against elves and monsters in the elven sphere of influence 
  (including the Drider, Storm Giant, and Medusa). 
  Epic Feat 
  Once per battle when the escalation die reaches 6+, as a free action, you can gain an elf 
  racial power that you have not already used in this battle. 
  Infernal Heritage 
  Once per day, as a quick action when the escalation die is 1+, you can enter a spell frenzy 
  until the end of the battle. 
  While in a spell frenzy, you roll 2d20 for each of your sorcerer spell attacks. Use the highest 
  die as your attack roll, but track whether the other die hits. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  For each die that misses, you take damage equal to double the level of the target of your 
  attack. 
  Adventurer Feat 
  You gain resist energy damage 12+ to fire and to one of the following types of energy of your 
  choice: acid, cold, lightning, psychic, thunder. 
  Champion Feat 
  Increase one of your resistances to 16+. 
  Epic Feat 
  In addition to your normal use of spell frenzy, you can also enter a spell frenzy as a free 
  action while the escalation die is 5+. 
  Metallic Protector Heritage  
  Your rolls to re-use breath weapon spells during a fight gain a +2 bonus. 
  Adventurer Feat 
  As a quick action at the start of each battle, you can gain resist energy 12+ to one of the 
  following types of energy of your choice: acid, cold, fire, lightning, or poison. 
  Champion Feat 
  When you gather power and your chaotic benefit increases your defenses, you can choose one 
  nearby ally to gain the same defense bonus. 
  Epic Feat 
  One battle per day, you can choose to gain resist demon attack 16+ instead of resist energy 
  12+ from your Metallic Protector Heritage talent. 
  Sorcerer’s Familiar 
  You have a familiar much like a wizard’s familiar, but more changeable. Unlike the wizard, 
  you don’t choose two abilities for your familiar. Instead you choose one permanent ability 
  that suits your familiar’s nature; the only limitation is that you can’t choose tough as the 
  permanent ability. Each time you get a full heal-up, randomly determine two other abilities 
  your familiar will possess until your next full heal-up. 
  Adventurer Feat 
  Your familiar gains another randomly changing ability. 
  Champion Feat 
  Once per level, if your familiar is close to you, it can cast one of your spells as a free action 
  on your initiative count, even if you have already expended the spell. The spell functions as if 
  you had cast it. 
  Epic Feat 
  Your familiar gains another randomly changing ability. 
  Spell Fist 
  Your style of sorcery emphasizes close-range fighting. There are two advantages and one 
  possible drawback to your style. 
  You gain a +2 bonus to AC. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  You can use ranged spells while engaged with enemies without taking opportunity attacks. 
  You use your Constitution modifier instead of your Charisma modifier to determine the 
  damage you add to all your sorcerer spells. 
  Adventurer Feat 
  When you miss with a sorcerer spell against an enemy you are engaged with, add your 
  Charisma modifier to the damage you deal. At 5th level, add double your Charisma modifier; 
  at 8th level, triple it. 
  Champion Feat 
  Once per battle, you can include one enemy engaged with you as an additional target of any 
  attack spell you cast that targets other enemies. 
  Epic Feat 
  Once per day when you cast an empowered spell, each enemy engaged with you becomes an 
  additional target of that spell if it’s not already targeted by the spell. 
  Undead Remnant Heritage  
  You have resist negative energy 12+ and gain a +1 attack bonus against undead. You can also 
  include negative energy damage on your personal random energy damage type table, 
  swapping out an energy type you don’t want to access randomly. 
  Adventurer Feat 
  Decrease your total recoveries by 1; you gain a +2 bonus to death saves. 
  Champion Feat 
  Your resist negative energy power improves to 16+, and the attack bonus against undead 
  increases to +2. 
  Epic Feat 
  If you put out one of your eyes and cut off one of your hands, you gain a +1 bonus to all 
  attacks. 
  1st Level Spells 
  Breath of the White 
  Close-quarters spell 
  Daily 
  Target: 1d2 nearby enemies in a group; breath weapon 
  Attack: Charisma + Level vs. PD 
  Hit: 3d6 + Charisma cold damage. 
  Miss: Half damage. 
  3rd level spell: 5d6 damage. 
  5th level spell: 4d10 damage. 
  7th level spell: 6d12 damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  9th level spell: 10d12 damage. 
  Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns. On a 
  16+, you can use breath of the white dragon that turn if you wish. 
  Burning Hands 
  Close-quarters spell 
  At-Will 
  Targets: Up to two nearby enemies in a group 
  Attack: Charisma + Level vs. PD 
  Hit: 1d6 + Charisma fire damage. 
  3rd level spell: 1d8 damage. 
  5th level spell: 2d8 damage. 
  7th level spell: 3d8 damage. 
  9th level spell: 5d8 damage. 
  Adventurer Feat 
  When you miss with burning hands, you deal fire damage to the target equal to each damage 
  die that rolled its maximum possible result. 
  Champion Feat 
  When you roll a natural 18+ with a burning hands attack roll, you can choose another nearby 
  target for the spell. The new target doesn’t have to be part of the original group. 
  Epic Feat 
  You can now target each enemy engaged with you with your burning hands spell in addition to 
  any other targets. 
  Chaos Bolt 
  Ranged spell 
  At-Will 
  Special: The first time you use chaos bolt each battle, determine a random energy type. The 
  spell deals that type of damage each time you use it that battle. 
  Target: Either a single nearby enemy or a single far away enemy with a –2 attack penalty 
  Attack: Charisma + Level vs. PD 
  Hit: 1d8 + Charisma random energy damage, and if the natural attack roll was even, you gain 
  a chaotic benefit as if you had gathered power. 
  Miss: Damage equal to your level. 
  3rd level spell: 3d8 damage. 
  5th level spell: 5d8 damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level spell: 7d8 damage. 
  9th level spell: 9d8 damage. 
  Adventurer Feat 
  You don’t take the –2 penalty for attacking a far away enemy with the spell. 
  Champion Feat 
  If you are a champion-tier sorcerer, roll any chaotic benefit gained with this spell on the epic 
  chaotic benefits table. If you are an epic-tier sorcerer, choose the epic chaotic benefit you 
  want instead of rolling. 
  Lightning Fork 
  Ranged spell 
  Recharge 16+ after battle 
  Target: One nearby enemy; chain spell 
  Attack: Charisma + Level vs. PD 
  Hit: 3d6 + Charisma lightning damage. 
  Miss: Half damage. 
  3rd level spell: 7d6 damage. 
  5th level spell: 6d10 damage. 
  7th level spell: 10d10 damage. 
  9th level spell: 2d8 x 10 damage. 
  Adventurer Feat 
  Once per battle, you can reroll one of your lightning fork attacks rolls. 
  Champion Feat 
  If you miss all targets with lightning fork, you don’t expend it. 
  Epic Feat 
  The recharge roll for lightning fork is now 11+. 
  Chain Spell: Each time you make a natural even attack roll, you can attack a different target 
  with the spell. 
  Resist Energy 
  Ranged spell 
  Recharge 16+ after battle 
  Target: You or one nearby ally 
  Effect: Until the end of the battle, the target gains resist damage 12+ to the following energy 
  type of your choice: cold, fire, lightning, thunder. 
  3rd level spell: Choose two types of energy the target gains resistance to. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level spell: Resistance is now 16+. 
  7th level spell: The spell now affects two targets. 
  9th level spell: Recharge roll is now 11+. 
  Adventurer Feat 
  You can target an additional creature with the spell. 
  Scorching Ray 
  Ranged spell 
  At-Will 
  Target: One nearby enemy 
  Attack: Charisma + Level vs. PD 
  Hit: 1d6 + Charisma fire damage, and if the natural attack roll is even, the target also takes 
  1d8 ongoing fire damage. 
  Miss: Damage equal to your level. 
  3rd level spell: 3d6 damage; 2d4 ongoing. 
  5th level spell: 4d6 damage; 2d6 ongoing. 
  7th level spell: 6d6 damage; 3d6 ongoing. 
  9th level spell: 10d6 damage; 5d6 ongoing. 
  Adventurer Feat 
  You can now use the spell against a far away target, but with a –2 attack penalty. 
  Champion Feat 
  Each time you cast the spell, you can have the attack deal random energy damage instead of 
  fire damage. Replace the fire entry on the random energy table with your choice of negative 
  energy or acid. 
  Epic Feat 
  You don’t take the –2 penalty for attacking a far away enemy with the spell. 
  3rd Level Spells 
  Breath of the Green 
  Close-quarters spell 
  Daily 
  Target: 1d4 nearby enemies in a group; breath weapon 
  Attack: Charisma + Level vs. PD 
  Hit: 15 + Charisma ongoing poison damage. 
  Miss: 5 ongoing poison damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level spell: 25 + Charisma ongoing poison damage; 10 ongoing on a miss. 
  7th level spell: 35 + Charisma ongoing poison damage; 15 ongoing on a miss. 
  9th level spell: 50 + Charisma ongoing poison damage; 25 ongoing on a miss. 
  Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 
  16+, you can use breath of the green that turn if you wish. 
  Chaos Pulse 
  Ranged spell 
  At-Will 
  Target: One random nearby enemy 
  Attack: Charisma + Level vs. PD 
  Hit: 3d10 + Charisma random energy damage. 
  Even Miss: Half damage. 
  Odd Miss: Damage equal to your level. 
  5th level spell: 5d10 damage. 
  7th level spell: 7d10 damage. 
  9th level spell: 9d10 damage. 
  Dragon’s Leap 
  Ranged spell 
  Daily 
  Quick action to cast 
  Target: You; breath weapon 
  Effect: You can fly at the rate you normally move until the end of your turn. (So if you don’t 
  land or find someplace to hang from, you’ll fall.) 
  5th level spell: You can now fly until the end of your next turn. 
  7th level spell: You can now fly twice as fast as you normally move on the ground. You 
  also gain a +5 bonus to disengage checks. 
  9th level spell: The spell is now recharge 16+ after battle instead of daily. 
  Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 
  16+, you can use dragon’s leap this turn if you wish. (Yeah, we know it’s not actually a breath 
  weapon, but it works as part of the draconic sorcerer package.) 
  Echoing Thunder 
  Ranged spell 
  At-Will 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Target: One nearby enemy 
  Attack: Charisma + Level vs. PD 
  Hit: 3d6 + Charisma thunder damage, and the first enemy that hits you with a melee attack 
  before the start of your next turn takes 2d6 thunder damage. (An empowered spell does not 
  double this aftershock damage.) 
  Miss: Damage equal to your level. 
  5th level spell: 5d6 damage; 2d6 aftershock damage. 
  7th level spell: 7d6 damage; 3d6 aftershock damage. 
  9th level spell: 9d6 damage; 4d6 aftershock damage. 
  Champion Feat 
  The spell’s aftershock damage is now also doubled when echoing thunder is empowered. 
  5th Level Spells 
  Breath of the Black 
  Close-quarters spell 
  Daily 
  Target: One nearby enemy; breath weapon 
  Attack: Charisma + Level vs. MD 
  Hit: 10d6 + Charisma acid damage, and 20 ongoing acid damage. 
  Miss: 10 ongoing acid damage. 
  7th level spell: 10d10 damage, and 40 ongoing damage; 20 ongoing on a miss. 
  9th level spell: 2d6 x 10 damage, and 60 ongoing damage; 30 ongoing on a miss. 
  Epic Feat 
  Double the spell’s ongoing damage on a miss. 
  Breath Weapon: For the rest of the battle, roll a d20 at the start of each of your turns; on a 
  16+, you can use breath of the black that turn if you wish. 
  The Elven Shadows 
  Ranged spell 
  Daily 
  Special: Once you cast this spell in a battle, you can cast it at-will for the rest of that battle. 
  Target: One nearby enemy 
  Attack: Charisma + Level vs. MD 
  Hit: 8d6 + Charisma psychic damage, and if the natural attack roll is even, you can teleport to 
  a nearby location you can see. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: Damage equal to your level. 
  7th level spell: 9d10 damage. 
  9th level spell: 10d12 damage. 
  Epic Feat 
  Once per battle, the teleport from a hit with the elven shadows can be to a far away location 
  you can see. 
  Three Dooms 
  Ranged spell 
  Recharge 16+ after battle 
  Target: One nearby enemy; chain spell 
  Attack: Charisma + Level vs. PD 
  Hit: 2d4 x 10 random energy damage, and you take damage of the same type equal to the 
  unmodified dice roll (2d4, 2d8, or 2d12). (Note that there’s no Charisma bonus to damage.) 
  Miss: Half damage, and you still take random energy damage equal to the unmodified dice 
  roll. 
  7th level spell: 2d8 x 10 damage. 
  9th level spell: 2d12 x 10 damage. 
  Chain Spell: Each time you make a natural even attack roll, you can attack a different target 
  with the spell. 
  Unearthly Glamour 
  Ranged spell 
  Daily 
  Effect: You gain a +5 bonus to all Charisma skill checks for the next five minutes. If you fail a 
  Charisma skill check during this time, however, anyone you were attempting to convince or 
  influence with the check is freaked out or disgusted by the supernatural glamour attached to 
  you and has extremely negative reactions to you. 
  7th level spell: The effect lasts for 1 hour. 
  9th level spell: The effect lasts for 2 hours. 
  7th Level Spells 
  Breath of the Blue 
  Close-quarters spell 
  Daily 
  Target: One nearby enemy; breath spell 
  Attack: Charisma + Level vs. PD 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hit: 10d12 + Charisma lightning damage, and at the start of the target’s next turn, 1d6 of its 
  nearby allies take 20 lightning damage. 
  Miss: Half damage, and no damage to target’s allies. 
  9th level spell: 2d10 x 10 damage; 25 lightning damage to nearby allies. 
  Epic Feat 
  You can now target a far away enemy with the spell (no attack penalty). 
  Breath Spell: For the rest of the battle, roll a d20 at the start of each of your turns; on a 
  16+, you can use breath of the blue this turn if you wish. 
  Stolen Faces 
  Ranged spell 
  Daily 
  Free action to cast, before initiative is rolled 
  Targets: 1d4 + 1 nearby allies 
  Effect: You steal the once-per-battle racial powers of your allies this battle, but you don’t 
  get the advantage of your allies’ feats or items that improve those powers. 
  Each ally you steal a racial power from can roll an easy save (6+). Success means they get to 
  use their power also this battle. Failure means they can’t; you took it fully. 
  You can’t steal racial powers you already possess. 
  9th level spell: You get to use your allies’ powers as if you also had any of their feats 
  that improve those powers. 
  Touch of Evil 
  Close-quarters spell 
  Daily 
  Quick action to cast 
  Special: If you are fighting one or more demons, roll an easy save (6+) at the start of each of 
  your turns. Failure means that you are confused that turn. 
  Target: You 
  Effect: You gain a random demon-style power for the rest of the battle, similar to the 
  abilities demons possess but not identical. 
  Roll a d8 to see which power you gain: 
  Roll 
  (d8) 
  Power 
  Description 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  1 
  Resist energy 
  16+ 
  When an attack that deals energy damage targets you, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
  2 
  Infernal 
  battery 
  Until the end of the battle, you can use a quick action once each 
  round to make recharge rolls for your expended recharge spells. 
  Each time you do so, you take damage equal to half the natural 
  result of your recharge roll. 
  3 
  Backlash 
  The first time you are staggered this battle, the enemy who 
  staggered you becomes confused (save ends). 
  4 
  Spell frenzy 
  You enter a spell frenzy (see Infernal Heritage talent). If you were 
  already in a spell frenzy, you now roll 3d20 for each attack and 
  take damage equal to triple the target’s level for each roll that 
  misses. 
  5 
  Fear aura 
  Enemies engaged with you that have fewer hit points than double 
  your current hit points are dazed. They cannot use the escalation 
  die. 
  6 
  Teleport 1d3 + 
  1 times this 
  battle 
  As a move action, you can teleport anywhere you can see nearby. 
  7 
  Demonic speed 
  You can take an extra standard action each turn that the 
  escalation die is even. You lose 2d10 hit points each time you use 
  the extra action. 
  8 
  Eye of the 
  demon 
  Choose any two features you want. For the rest of this day, all your 
  icon relationships disappear and are replaced by an identical 
  number of conflicted points with a villainous icon (preferably one 
  that is demonic). 
  9th Level Spells 
  Breath of the Void 
  Close-quarters spell 
  Daily 
  Target: One nearby enemy; breath spell 
  Attack: Charisma + Level vs. MD 
  Hit: 2d12 x 10 + Charisma negative energy damage, and the target moves down 2d6 points in 
  initiative order, to a minimum of 1. 
  Miss: Half damage. 
  Breath Spell: For the rest of the battle, roll a d20 at the start of each of your turns; on a 16+, 
  you can use breath of the void this turn if you wish. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Calling the Blood 
  Close-quarters spell 
  Daily 
  Effect: Randomly select an icon (preferably a sorcerous one). You gain some surprising or 
  bizarre magical effect associated with the power of that icon to assist you. The effect is 
  entirely up to the GM, though the immediate impact of the spell should always be favorable 
  for you. The long-term consequences of randomly invoking the power of an icon that may be 
  an enemy might not be favorable for you, and should be played for narrative interest by the 
  GM, particularly if the impact of the spell was huge for you. Since this is a daily spell, 
  sizeable impact is fine, but don’t award any extra effect for empowered casting, especially 
  since the spell can be cast effectively out of combat. 
  Epic Feat 
  Randomly choose twice, then choose the single result you prefer. 
  Silver Flame 
  Close-quarters spell 
  Daily 
  Quick action to cast 
  Effect: Roll your relationship dice that you have with a sorcerous heroic icon. 
  For each 6 you roll, you gain one 7th level or lower spell from any spellcasting class that you 
  can cast this battle. For each 5 you roll, you gain one 5th level or lower spell from any 
  spellcasting class that you can cast this battle. 
  If the escalation die is 5+, you can swap the escalation die for one or your rolls. If you get no 
  successes, you regain the spell after this battle. 
  You can acquire one of the new spells the same round you cast this spell. Then select and 
  acquire any other gained spells at the start of your next turn. 
  You can use your Charisma as the ability score that provides the acquired spells’ attack 
  bonuses and damage bonuses (if any). Other ability score references remain unchanged. 
  As you might expect, each 5 you roll also invokes an icon-related complication or obligation in 
  the tradition of rolling 5s on relationship checks. 
  Wizard 
  Ability Scores 
  Wizards gain a +2 class bonus to Intelligence or Wisdom, as long as it isn’t the same ability 
  you increase with your +2 racial bonus. 
  Backgrounds 
  Possible backgrounds include: magical prodigy, spell thief, hedge wizard, transformed 
  familiar, ship’s wizard, royal poisoner. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Gear 
  At 1st level, a wizard usually has a dagger, a robe or two, a wand, ritual components in 
  pouches, and other minor accouterments suggested by their backgrounds. 
  Gold Pieces 
  Wizards may start with either 25 gp or 1d6 x 10 gp. 
  Armor 
  Armor Type Base AC Atk Penalty 
  None 
  10 
  — 
  Light 
  10 
  — 
  Heavy 
  11 
  –2 
  Shield 
  +1 
  -2 
  Melee Weapons 
   
  One-Handed 
  Two-Handed 
  Small 
  1d4 dagger 
  1d6 staff 
  Light or Simple 
  1d6 (-2 atk) shortsword 1d8 (-2 atk) spear* 
  Heavy or Martial 1d8 (-5 atk) longsword 
  1d10 (-5 atk) greatsword* 
  Ranged Weapons 
   
  Thrown 
  Crossbow 
  Bow 
  Small 
  1d4 dagger 
  1d4 hand crossbow 
  — 
  Light or Simple 
  1d6 (-2) javelin 1d6 (–1 atk) light crossbow* 
  1d6 (-2 atk) shortbow* 
  Heavy or Martial — 
  1d8 (–4 atk) heavy crossbow* 1d8 (-5 atk) longbow* 
  * A wizard needs one free hand on a spellcasting implement to cast spells. As such, they 
  suffer a penalty for using a two-handed weapon. (The penalty applies to spells also.) 
  Level Progression 
  Wizard Level 
  Total Hit 
  Points 
  Total Feats 
  1st level 
  spell (M) 
  3rd level 
  spell (M) 
  5th level 
  spell (M) 
  7th level 
  spell (M) 
  9th level 
  spell (M) 
  Level-up 
  Ability 
  Bonuses 
  Level 1 
  Multiclass 
  (Avg. of both 
  classes) x 3 
  1 
  adventurer 
  5 
  — 
  — 
  — 
  — 
  Not affected 
  Level 1 
  (6 + CON mod) 
  x 3 
  1 
  adventurer 
  5 
  — 
  — 
  — 
  — 
   
  Level 2 
  (6 + CON mod) 
  x 4 
  2 
  adventurer 
  6 
  — 
  — 
  — 
  — 
   
  Level 3 
  (6 + CON mod) 
  x 5 
  3 
  adventurer 
  3 
  4 
  — 
  — 
  — 
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Level 4 
  (6 + CON mod) 
  x 6 
  4 
  adventurer 
  2 
  6 
  — 
  — 
  — 
  +1 to 3 
  abilities 
  Level 5 
  (6 + CON mod) 
  x 8 
  4 
  adventurer 
  1 champion 
  1 
  4 
  4 
  — 
  — 
   
  Level 6 
  (6 + CON mod) 
  x 10 
  4 
  adventurer 
  2 champion 
  — 
  2 
  8 
  — 
  — 
   
  Level 7 
  (6 + CON mod) 
  x 12 
  4 
  adventurer 
  3 champion 
  — 
  1 
  4 
  5 
  — 
  +1 to 3 
  abilities 
  Level 8 
  (6 + CON mod) 
  x 16 
  4 
  adventurer 
  3 champion 
  1 epic 
  — 
  — 
  3 
  8 
  — 
   
  Level 9 
  (6 + CON mod) 
  x 20 
  4 
  adventurer 
  3 champion 
  2 epic 
  — 
  — 
  1 
  5 
  6 
   
  Level 10 
  (6 + CON mod) 
  x 24 
  4 
  adventurer 
  3 champion 
  3 epic 
  — 
  — 
  — 
  3 
  9 
  +1 to 3 
  abilities 
  Note: Although not listed on the table, this class gets three talents. It does not gain more at 
  higher levels. 
  (M): Indicates columns in which multiclass characters lag one level behind. 
  Stats 
  Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level 
  dependent. 
  Ability Bonus 
  +2 Intelligence or Wisdom (different from racial bonus) 
  Initiative 
  Dex mod + Level 
  Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level 
  Physical Defense 
  10 + middle mod of Str/Con/Dex + Level 
  Mental Defense 
  12 + middle mod of Int/Wis/Cha + Level 
  Hit Points 
  (6 + Con mod) x Level modifier (see level progression chart) 
  Recoveries 
  8 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Recovery Dice 
  (1d6 x Level) + Con mod 
  Backgrounds 
  8 points, max 5 in any one background 
  Icon Relationships 
  3 points 
  Talents 
  3 
  Feats 
  1 per Level 
  Basic Attacks 
  Melee attack 
  At-Will 
  Target: One enemy 
  Attack: Strength + Level vs. AC 
  Hit: WEAPON + Strength damage 
  Miss: — 
  Ranged attack 
  At-Will 
  Target: One enemy 
  Attack: Dexterity + Level vs. AC 
  Hit: WEAPON + Dexterity damage 
  Miss: — 
  Class Features 
  Wizards have four class features: Cantrips, Cyclic Spells, Overworld Advantage, and Ritual 
  Magic. 
  Cantrips  
  Every wizard can cast a handful of cantrips each day. You don’t have to memorize or choose 
  them beforehand, you just cast them on the fly. 
  Wizards can cast a number of cantrips equal to their Intelligence modifier each battle. Each 
  cantrip takes a standard action to cast as a ranged spell. Outside of battle, a wizard can cast 
  about three to six cantrips every five minutes. The Cantrip Mastery talent speeds up cantrip 
  casting. 
  At the adventurer tier (levels 1–4), cantrips with a standard duration last 10–60 minutes, plus 
  10 minutes per wizard level. The GM rolls and the wizard becomes aware that their cantrip is 
  about to end a couple minutes before it’s done. 
  At the champion tier, levels 5–7, most cantrips last 1–6 hours. 
  At the epic tier, levels 8–10, cantrips last between 2–12 hours. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  For a list of available cantrips, see Cantrips. 
  Cyclic Spells 
  Spells that have a cyclic usage can always be cast at least once per battle, and are only 
  expended in that battle if they are cast when the escalation die is 0 or odd. In other words, if 
  you cast a cyclic spell like color spray or rebuke when the escalation die is even, the spell is 
  not expended and can still be cast later in the battle. 
  Overworld Advantage 
  Wizardly magic taps into the power of the overworld. While a wizard is in the overworld, their 
  daily spells become recharge 16+ after battle. 
  Ritual Magic 
  Wizards can cast their spells as rituals. 
  Champion Feat 
  You can cast full rituals by using all your actions each round to focus on the ritual for 1d3 + 1 
  rounds. As with standard rituals, your fast rituals are not meant to replace combat spells; 
  they’re a means of acquiring and improvising wondrous magical effects rather than a means 
  of inflicting damage and conditions. 
  Class Talents 
  Choose three of the following class talents. 
  Abjuration 
  Whenever you cast a daily wizard spell, you gain a +4 AC bonus until the end of your next 
  turn. 
  Adventurer Feat 
  The bonus also applies to your Physical Defense. 
  Champion Feat 
  You gain 2d12 temporary hit points each time you cast a daily spell. 
  Epic Feat 
  The bonus also applies to Mental Defense. 
  Cantrip Mastery 
  Cantrips are at-will spells for you. 
  Unlike normal wizards, who use a standard action to cast a cantrip, you can cast a cantrip as 
  a quick action. 
  To do something particularly cunning or surprising with one of your cantrips where the GM 
  isn’t sure whether you could pull off that use of the spell, roll a normal save (11+) to cast the 
  spell the way you envision it. 
  Additionally, you can expend a 3rd level spell slot or higher to choose one cantrip per spell 
  slot you have given up and create a once-per-day related effect with it that is much greater, 
  if you and your GM can agree on a cool effect that suits the cantrip. 
  
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  Adventurer Feat 
  You can use cantrip-style versions of any wizard spell you have memorized. When you expend 
  a spell, however, you can’t make cantrip-style use of it any more. The key is that none of 
  these uses should be combat relevant or deal damage. 
  The Cantrip Mastery talent is more about enhance the roleplaying and less about combat 
  usefulness.  
  Evocation 
  Once per battle, when you cast a spell that targets Physical Defense, before rolling for the 
  number of targets or making the spell’s attack roll, you can expend your quick action to 
  evoke the spell. Hit or miss, you'll max out the spell’s damage dice (except on a natural one, 
  which deals no damage to the target and likely damages the caster in some manner). 
  Champion Feat 
  Whenever you evoke a spell, you can reroll one of the attack rolls if that natural roll was less 
  than or equal to the escalation die. You must take the new result. 
  High Arcana 
  Your study of the highest orders of magic gives you options that lesser wizards cannot match: 
  Memorization and a bonus spell: counter-magic 
  Memorization 
  When you pick your spells, you can choose any daily wizard spell twice (instead of once). This 
  doesn’t apply to spells that start as recharge spells. For example, at 7th level when you have 
  five 7th level spells and four 5th level spells, you could choose fireball twice as a 7th level 
  spell, or once as a 7th level spell and once as a 5th level spell. (Your 3rd level spell slot can’t be 
  used for fireball because fireball starts as a 5th level spell.) 
  Counter-magic 
  Close-quarters spell 
  Once per battle 
  Free action to cast 
  Trigger: A nearby creature you can see casts a spell. 
  Target: The nearby creature casting a spell. 
  Attack: Intelligence + Level vs. MD 
  Hit: The target’s spell is canceled, and the caster loses the action they were using for the 
  spell. If the spell had a limited use, that use is expended if your natural attack roll is even. 
  Champion Feat 
  You can now cast counter-magic twice per battle. 
  Epic Feat 
  You can now cast counter-magic in reaction to a creature using any magical ability, not just 
  casting a spell. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Polysyllabic Verbalizations 
  Rename each of your daily and recharge spells. Think up the most over-the-top and 
  extravagant names you can muster. Since these alternate spells are so lengthy, they take an 
  additional quick action to cast. While the regular effects of the spells are the same as the 
  more common versions, they have a small bonus effect appropriate to the situation. 
  The bonus effect is determined by the GM, or by a collaboration between the GM and the 
  player. It should add to the storytelling power of the situation. 
  The bonus effect should suit the name of the spell or the way it’s delivered, and shouldn’t 
  precisely match up with what the spell normally accomplishes. 
  Wizard’s Familiar 
  Your familiar is a tiny or small animal or creature that aids your magic and provides 
  companionship. It also provides opportunities for improvisation between you and the GM. 
  Your familiar is as intelligent as a normal person. It can communicate with you and will stay 
  close you unless you’ve chosen abilities that let it roam. Your familiar is on your side but it’s 
  not perfectly in your control. 
  If your familiar dies, it can come back to you the next time you get a full heal-up. (The 
  method or story used is between you and the GM.) Alternatively, you can get a new familiar.  
  Familiars are useless in combat, except as indicated by their abilities. Ordinarily they aren’t 
  damaged by enemy attacks and spells unless the story calls for it. 
  Familiar Abilities 
  Choose two of the following abilities for your familiar. 
  Agile 
  You gain a +2 bonus to Dexterity skill checks. 
  Alert, Maybe Even Insightful 
  You gain a +2 bonus to Wisdom skill checks. 
  Counter-bite 
  Each battle, if your familiar is close to you, it bites the first enemy that hits you with a melee 
  attack after that attack, dealing 1d4 damage per level (no attack roll) to that enemy. 
  Flight 
  Your familiar flies as well as a hawk. It doesn’t fly that often and usually sticks with you, but 
  it can do so when its other abilities allow. 
  Mimic 
  One battle per day, you gain the use of the racial power (without feats) of one nearby ally. 
  Poisonous 
  Once per battle, when you hit an enemy engaged with you, you can add 5 ongoing poison 
  damage per tier to the damage roll.  
  
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  Scout 
  Once per day, your familiar can separate itself from you and make a reconnaissance run of an 
  area or location. Roll an easy skill check for the environment to get your familiar to scout 
  unseen. 
  Tough 
  You gain a +1 save bonus. Tough counts as two familiar abilities. 
  Talkative 
  Your familiar can talk like a person (but the GM speaks for the familiar more than you do). 
  Feat Tiers 
  Adventurer Feat 
  Your familiar gains another ability. 
  Champion Feat 
  Once per level, if your familiar is close to you, it can cast one of your spells as a free action 
  on your initiative count, even if you have already expended the spell. The spell functions as if 
  you had cast it. 
  Epic Feat 
  Your familiar gains another ability. 
  Cantrips 
  Alarm (standard duration) 
  The cantrip creates a minor watch-sprite that can be instructed to scream if someone comes 
  through an area or touches an object. Watch-sprites are notoriously stupid and sleepy, but 
  with the right talking-to they might stay focused for the duration of the spell. At higher 
  levels, the spell might summon little fanged spirits buzzing back and forth serving as both 
  visual and actual deterrents. 
  Arcane Mark (standard duration) 
  The cantrip creates a magical sigil on an object or person. These sigils are usually plain to 
  see, though a deliberately invisible mark can be made. It takes a difficult perception or magic 
  check to notice. 
  Ghost Sound 
  This spell creates false noises emanating from somewhere nearby. The effect is like an 
  exceptionally good version of throwing your voice, if your voice could create a wide variety of 
  sounds. Attempted distractions with the cantrip are DC 15 challenges in adventurer 
  environments, higher as you move into champion and epic environments. If someone is using 
  ghost sound against the PCs, a Wisdom-based skill check can identify the sound as a magical 
  fake. 
  Knock 
  This cantrip summons a magical servitor three to four times as big as your closed fist that 
  swarms around the door and attempts to punch or push it open (depending on whether you 
  want to be quiet or announce your presence). Success is determined with an Intelligence 
  check against the environment’s DC using an appropriate magical background. This cantrip 
  does nothing to avoid any traps that might exist. 
  
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  Light (standard duration) 
  This cantrip creates a fairly wide and consistent field of light, up to 30 feet in diameter, 
  though it isn’t bright enough to dazzle. 
  Mage Hand 
  This cantrip creates a small telekinetic effect that lasts a round at most. At best it’s about 
  half as strong as the wizard’s own strongest hand. At worst it’s half as strong as the wizard 
  when they’re weak from a bad fever. 
  Mending 
  This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm 
  over a chosen broken object attempting to mend it (over the course of 1–6 rounds). Small-
  scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar 
  repairs that anyone could fix with two to four hours of devoted work gets handled in seconds. 
  More elaborate repairs to complicated objects might require an Intelligence check, or at the 
  GM’s discretion could only be possible if the wizard has taken the Cantrip Mastery talent. 
  Prestidigitation 
  This cantrip produces magic tricks and small illusions. One casting usually gives you a minute 
  of fun. The magic has nowhere near as much real world force as mage hand. 
  Spark 
  This is a minor fire creation spell, enough to light a pipe, or a campfire, or even a page or 
  two of an unprotected spellbook. It doesn’t work against living beings or against things that 
  couldn’t easily be set on fire with a few seconds of steady application of a candle. The target 
  of the spark has to be nearby and in sight. 
  Utility Spell 
  When you choose spells during a full heal-up, instead of taking a standard spell, you can 
  choose to give up a spell slot to memorize the utility spell at the same level. When you take 
  the utility spell, you gain access to a range of useful non-combat spells of the level you 
  memorized it or below. You cast each utility spell at the level of the spell slot you gave up 
  for it. You can give up multiple spell slots to take utility spell multiple times. 
  Choose from among the following utility spells: 
  Spell Level Spell 
  1st level 
  disguise self 
  1st level 
  feather fall 
  1st level 
  hold portal 
  3rd level 
  levitate 
  3rd level 
  message 
  3rd level 
  speak with item 
  5th level 
  water breathing 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level 
  scrying 
  Feat Tiers 
  Adventurer Feat 
  Each utility spell you take lets you cast two spells from the available options instead of one. 
  Champion Feat 
  As above, but you can cast three utility spells instead of one. 
  1st Level Utility: Disguise Self 
  Close-quarters spell 
  Daily 
  Effect: This spell provides you with an effective magical disguise that lasts about ten 
  minutes, making the skill check to avoid unmasking one step easier: easy if it would have 
  been a normal task, normal if it would have been a hard task, and hard if it would have been 
  a ridiculously hard task. The spell only affects your general appearance, not your size. It can 
  be used to hide your features behind the generic features of another person or race. Using it 
  to impersonate a specific creature makes it less effective as a disguise (-2 to -5 penalty). 
  3rd level spell: The spell lasts for 1 hour. 
  5th level spell: The spell also provides smell; +2 bonus to any checks. 
  7th level spell: The spell also handles correct-sounding vocal patterns and rough 
  mannerisms; +4 bonus to any checks. 
  9th level spell: You can now target an ally with the spell; you can also now use it on up 
  to two creatures at once. 
  1st Level Utility: Feather Fall 
  Close-quarters spell 
  Daily 
  Free action to cast 
  Effect: When you cast this spell, it arrests your fall, letting you glide down the ground over a 
  round or two. 
  3rd level spell: You can now target a nearby ally with the spell. 
  5th level spell: You can now target up to two nearby creatures with the spell. 
  7th level spell: You can now target up to five nearby creatures with the spell. 
  9th level spell: You gain some control over where a target falls, like a quickly gliding 
  feather. 
  1st Level Utility: Hold Portal 
  Ranged spell 
  Daily 
  
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  Effect: You cast this spell on a door. For ten minutes, adventurer-tier creatures can’t get 
  through the door. Champion-tier creatures can batter it down; each attempt requires a DC 20 
  Intelligence skill check (including an applicable background) by the caster to resist the 
  battering and keep the spell going. Epic-tier creatures can walk right through. 
  3rd level spell: The spell now lasts for an hour. Adventurer-tier creatures are stymied. 
  Champion-tier creatures can batter the door down or destroy it after three failed DC 
  20 skill checks by the spellcaster. Epic creatures notice that the now-busted door had 
  magic on it. 
  5th level spell: Champion-tier creatures take a few minutes to force the door open. 
  Epic creatures can force it open after one failed DC 25 skill check by the spellcaster. 
  7th level spell: Champion-tier creatures are stymied for up to an hour by the door. Epic 
  tier creatures get through after three failed DC 25 skill checks by the spellcaster. 
  9th level spell: Champion-tier creatures can’t enter. Epic-tier creatures can’t get 
  through for an hour. 
  3rd Level Utility: Levitate 
  Ranged spell 
  Daily 
  Effect: Until the end of the battle, you can use a move action to rise straight up into the air 
  or descend straight down. The spell itself won’t move you horizontally. The up-or-down 
  movement is about half as fast as your normal movement. While levitating, you take a –2 
  penalty to your attacks and are vulnerable to attacks against you. 
  5th level spell: You can now cast the spell on a nearby willing ally instead of yourself. 
  7th level spell: You can now cast the spell as a quick action, and the spell can now 
  affect two targets. 
  9th level spell: The spell can now affect five targets. 
  3rd Level Utility: Message 
  Close-quarters spell 
  Daily 
  Quick action to cast 
  Effect: You send a one to two sentence message to another person you know and have 
  touched in the last week. Sending a message to a person you can see is always easy. Sending a 
  message to a person you can’t see requires a skill check using Intelligence against the highest-
  tier environment that you or the sender are occupying. 
  The maximum distance you can send a message depends on the spell’s level. 
  3rd level spell: Across half a city, at most. 
  5th level spell: Across the entire city and a bit into the countryside. 
  
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  7th level spell: Between cities near to each other. 
  9th level spell: From any city to any other city, or across a sea. 
  3rd Level Utility: Speak with Item 
  Close-quarters spell 
  Daily 
  Quick action to cast 
  Effect: Speak briefly, mind-to-mind, with a magic item you are touching that is owned by you 
  or one of your allies. The item’s owner gets a free power recharge roll if that item’s power 
  has been expended. 
  5th level spell: You no longer need to be touching the item; it only has to be nearby. 
  7th level spell: The item’s owner gains a +2 bonus to the item recharge roll. 
  9th level spell: If the item recharge roll fails, you keep this spell, but the item won’t 
  talk to you until after your next full heal-up. 
  5th Level Utility: Water Breathing 
  Close-quarters spell 
  Daily 
  Quick action to cast 
  Effect: You can breathe underwater for the rest of the battle (or about five minutes). You 
  become aware a couple of rounds ahead of when the magic of the spell is about to end. 
  7th level spell: You and 1d4 + 2 nearby allies can breathe underwater this battle. 
  9th level spell: The spell affects you and 1d6 + 2 nearby allies for 4d6 hours. 
  7th Level Utility: Scrying 
  Ranged spell 
  Daily 
  Effect: You can use this spell to get information you shouldn’t be able to get, peering in on 
  other people’s lives for a short period of time, usually no more than ten minutes at a time. 
  Some areas may be warded at the GM’s discretion. You must have touched the person you 
  wish to spy on in the last month, or, at 9th level, within the last a year. 
  Scrying as a single standard action won’t yield much. Concentrating on the spell for a while 
  with props like a scrying pool or a crystal ball will work better. 
  1st Level Spells 
  Acid Arrow 
  Ranged spell 
  Daily 
  
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  Target: One nearby or far away creature 
  Attack: Intelligence + Level vs. PD 
  Hit: 4d10 acid damage, and 5 ongoing acid damage. 
  Miss: 5 ongoing acid damage, and you regain the spell during your next quick rest. 
  3rd level spell: 5d10 damage, and 10 ongoing damage; 10 ongoing on a miss. 
  5th level spell: 8d10 damage, and 15 ongoing damage; 15 ongoing on a miss. 
  7th level spell: 3d4 x 10 damage, and 25 ongoing damage; 25 ongoing on a miss. 
  9th level spell: 5d4 x 10 damage, and 40 ongoing damage; 40 ongoing on a miss. 
  Blur 
  Ranged spell 
  Daily 
  Target: You or one nearby ally 
  Effect: For the rest of the battle (or for five minutes), attacks against the target miss 20% of 
  the time. 
  3rd level spell: The spell is now a quick action to cast. 
  5th level spell: Miss 25% of the time. 
  7th level spell: Miss 30% of the time, and you can now target 1d2 creatures with the 
  spell. 
  9th level spell: Miss 30% of the time, and you can now target two creatures with the 
  spell. 
  Charm Person 
  Ranged spell 
  Daily 
  Target: One nearby creature with 40 hp or fewer 
  Special: This spell cannot be cast during combat or on a target that has rolled initiative to 
  fight. 
  Attack: Intelligence + Level vs. MD 
  Hit: The target believes you are their friend until you or your allies take hostile action against 
  them. (Attacking their normal allies is okay.) If you or your allies attack the target or order 
  the target to attack its normal allies, the target can roll a normal save to break the charm 
  effect during its turn each round. 
  Special: On a miss, the spell is not detectible by most others unless you miss by 4+ or roll a 
  natural 1, in which case the target and its allies knows what you tried to do and will usually 
  be angry about it. 
  
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  3rd level spell: Target with 64 hp or fewer. 
  5th level spell: Target with 96 hp or fewer. 
  7th level spell: Target with 160 hp or fewer. 
  9th level spell: Target with 266 hp or fewer. 
  Color Spray 
  Close-quarters spell 
  Cyclic (cast once per battle OR at-will when the escalation die is even) 
  Target: 1d4 nearby enemies in a group 
  Attack: Intelligence + Level vs. MD 
  Hit: 2d8 psychic damage, and if the target has 10 hp or fewer after the damage, it is 
  weakened until the end of your next turn. 
  3rd level spell: 4d6 damage, 20 hp or fewer. 
  5th level spell: 6d8 damage, 30 hp or fewer. 
  7th level spell: 10d6 damage, 40 hp or fewer. 
  9th level spell: 10d12 damage, 60 hp or fewer. 
  Adventurer Feat 
  Increase the hit point threshold of the weakened effect by 5 hp. 
  Champion Feat 
  On a miss, the spell deals damage equal to your level. 
  Epic Feat 
  The spell now targets 1d4 + 1 nearby enemies in a group. 
  Magic Missile 
  Ranged spell 
  At-Will 
  Target: One nearby or far away enemy. 
  Attack: Automatic hit 
  Effect: 2d4 force damage. 
  3rd level spell: 2d8 damage. 
  5th level spell: 4d6 damage. 
  7th level spell: 6d6 damage. 
  9th level spell: 10d6 damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer Feat 
  You can choose two targets; roll half the damage dice for one missile and half the damage 
  dice for the other, then assign one set of damage dice to each of the two targets. 
  Champion Feat 
  Roll a d20 when you use the spell; if you roll a natural 20, the magic missile crits and deals 
  double damage. (Rolling a 1 is not a fumble; this roll checks only to see if you can crit.) 
  Epic Feat 
  The 7th and 9th level versions of the spell now use d8s as damage dice. 
  Ray of Frost 
  Ranged spell 
  At-Will 
  Target: One nearby enemy 
  Attack: Intelligence + Level vs. PD 
  Hit: 3d6 cold damage 
  Miss: Damage equal to your level. 
  3rd level spell: 4d8 damage. 
  5th level spell: 6d8 damage. 
  7th level spell: 7d10 damage. 
  9th level spell: 10d12 damage. 
  Adventurer Feat 
  When your ray of frost attack roll is a natural even hit, if the target is staggered after taking 
  the damage, it is also dazed until the end of your next turn. 
  Champion Feat 
  The target of the spell can also be far away. 
  Epic Feat 
  When you cast the spell you can change the damage type to lightning or negative energy. 
  Shield 
  Close-quarters spell 
  Recharge 11+ after battle 
  Free action to cast, when an attack hits your AC. 
  Effect: The attacker must reroll the attack. You must accept the new result. 
  3rd level spell: You gain a +2 AC bonus against the rerolled attack. 
  5th level spell: You can also use the spell against attacks that target your Physical 
  Defense; replace references to AC with PD. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level spell: The bonus to AC/PD on the rerolled attack increases to +4. 
  9th level spell: The bonus to AC/PD on the rerolled attack increases to +6. 
  Adventurer Feat 
  You can now choose either of the attack rolls, in case the second one crits or is otherwise bad 
  for you. 
  Champion Feat 
  Recharge roll after battle is now 6+. 
  Epic Feat 
  Hit or miss, you take only half damage from any attack you use shield against. 
  Shocking Grasp 
  Close-quarters spell 
  At-Will 
  Target: One creature engaged with you 
  Attack: Intelligence + Level vs. PD 
  Hit: 1d4 lightning damage, and the target pops free from you. 
  Miss: You take damage equal to the target’s level from botched feedback. 
  3rd level spell: 1d6 damage. 
  5th level spell: 2d6 damage. 
  7th level spell: 3d6 damage. 
  9th level spell: 4d6 damage. 
  Adventurer Feat 
  The spell now requires only a quick action to cast (once per round). 
  Champion Feat 
  Once per battle, when you hit the target of the spell, you can also daze it until the end of 
  your next turn. 
  Epic Feat 
  The damage dice of the spell increase to d8s. 
  3rd Level Spells 
  Confusion 
  Ranged spell 
  Daily 
  Target: One nearby enemy with 100 hp or fewer 
  Attack: Intelligence + Level vs. MD 
  Hit: The target is confused (save ends). 
  
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  Miss: If you miss all targets, you regain this spell during your next quick rest. 
  5th level spell: Target with 160 hp or fewer, and the target can be far away. 
  7th level spell: Target with 250 hp or fewer, or two targets each with 125 hp or fewer. 
  9th level spell: Target with 500 hp or fewer, or two targets each with 250 hp or fewer. 
  Adventurer Feat 
  On a miss against all targets with this spell, you can choose to daze those targets (save ends). 
  If you do, you do not regain the spell. 
  Champion Feat 
  Each failed save against the spell deals 6d10 psychic damage to the target. 
  Epic Feat 
  The save against confused is now a difficult save (16+). 
  Crescendo 
  Close-quarters spell 
  At-Will 
  Target: One or more enemies engaged with you (but see below) 
  Special: You can choose more than one target for this spell, but you take a –2 penalty when 
  attacking two targets, a –3 penalty for three targets, and so on. 
  Attack: Intelligence + Level vs. PD 
  Hit: 4d6 thunder damage, and the target pops free from you. 
  Miss: Damage equal to your level. 
  5th level spell: 4d12 damage. 
  7th level spell: 7d10 damage. 
  9th level spell: 10d12 damage. 
  Force Salvo 
  Ranged spell 
  Daily 
  Targets: One or more nearby or far away enemies (see below) 
  Special: The spell creates a number of force bolts equal to 1 + your Intelligence modifier. You 
  must target a different creature with each bolt; any extras can’t be used. 
  Attack: Intelligence + Level vs. PD 
  Hit: 4d10 force damage. 
  5th level spell: 7d10 damage. 
  7th level spell: 10d12 damage. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  9th level spell: 3d6 x 10 damage. 
  Adventurer Feat 
  You can now target a specific creature with more than one bolt. Once you hit that target, you 
  must target a different creature, and so on. (Roll your attack after each bolt before picking a 
  target for the next bolt.) 
  Champion Feat 
  On a miss, a bolt now deals miss damage equal to your level. 
  Epic Feat 
  Increase the number of bolts by 1. 
  Hold Monster 
  Ranged spell 
  Daily 
  Target: One nearby enemy with 60 hp or fewer 
  Attack: Intelligence + Level vs. MD 
  Hit: The target cannot move or use move actions (hard save ends, 16+). 
  Miss: The target is dazed until the end of your next turn. 
  5th level spell: Target with 100 hp or fewer. 
  7th level spell: Target with 160 hp or fewer. 
  9th level spell: Target with 250 hp or fewer. 
  Adventurer Feat 
  If the spell misses all targets, you regain the spell during your next quick rest. 
  Champion Feat 
  The spell can target up to 2 nearby enemies whose total hit points don’t exceed the limit. 
  Epic Feat 
  Increase the limit by +50 hp. 
  Lightning Bolt 
  Close-quarters spell 
  Daily 
  Targets: 1d3 + 1 nearby enemies in a group or in a (rough) line 
  Attack: Intelligence + Level vs. PD 
  Hit: 7d8 lightning damage. 
  Miss: Half damage. 
  5th level spell: 10d10 damage. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level spell: 2d8 x 10 damage. 
  9th level spell: 3d8 x 10 damage. 
  Champion Feat 
  A natural even hit also deals 10 ongoing lightning damage. 
  Epic Feat 
  A natural even hit now deals 20 ongoing lightning damage (hard save ends, 16+). 
  Rebuke 
  Ranged spell 
  Cyclic (once per battle OR at-will when the escalation die is even) 
  Target: One nearby enemy with 100 hp or fewer 
  Attack: Intelligence + Level vs. MD 
  Hit: The target is hampered (only makes basic attacks) until the end of your next turn. 
  5th level spell: Target with 160 hp or fewer. 
  7th level spell: Target with 266 hp or fewer. 
  9th level spell: Target with 400 hp or fewer. 
  Adventurer Feat 
  When you roll a natural even hit with the spell, you also deal psychic damage equal to double 
  your level to the target. 
  Champion Feat 
  When you hit the target with the spell, you also daze it until the end of your next turn. 
  Epic Feat 
  When you roll a natural even miss against the target, you daze it until the end of your next 
  turn. 
  Sleep 
  Ranged spell 
  Daily 
  Target: Before making the attack, roll 3d20 + 45 to determine the maximum number of hit 
  points of enemies you can target with the spell. The spell can affect multiple enemies. You 
  must target nearby enemies with the current lowest hit points first, and you don’t get to 
  choose the exact targets (except in the case of ties). If adding a creature would exceed the 
  spell’s hit point maximum, that enemy can’t be a target. 
  Attack: Intelligence + Level vs. MD 
  Hit: The target falls unconscious (hard save ends, 16+; it also ends if the target takes 10+ 
  damage). 
  Miss: The target is dazed until the end of your next turn. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level spell: Targets 5d20 +50 max hp. 
  7th level spell: Targets 7d20 + 100 max hp. 
  9th level spell: Targets 9d20 + 200 max hp. 
  Teleport Shield 
  Close-quarters spell 
  Daily 
  Always: For the rest of the battle, once per round when an enemy moves to engage you, you 
  can make the following attack against it as a free action before it has the chance to attack in 
  melee. 
  Attack: Intelligence + Level vs. PD 
  Hit: Teleport the enemy somewhere nearby you can see. You can place them in combat with 
  one of your allies, but you can’t place them in a dangerous location. (It’s a defensive tool). 
  5th level spell: The teleported enemy also takes 4d10 damage. 
  7th level spell: 6d10 damage. 
  9th level spell: 10d10 damage. 
  Champion Feat 
  When your teleport shield attack misses, the spell’s attack is not expended that round. 
  Epic Feat 
  You can now teleport the enemy somewhere far away that you can see; other restrictions still 
  apply. 
  5th Level Spells 
  Denial 
  Ranged spell 
  Daily 
  Target: 1d4 nearby enemies in a group 
  Attack: Intelligence + Level vs. MD 
  Hit: 9d10 psychic damage, and the target is hampered until the end of your next turn. 
  Miss: Half damage. 
  7th level spell: 3d4 x 10 damage. 
  9th level spell: 3d6 x 10 damage. 
  Champion Feat 
  When you roll a natural even miss with the spell, the target is also hampered until the end of 
  your next turn. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  Increase the number of targets to 1d4 + 1. 
  Dimension Door 
  Close-quarters spell 
  Move action to cast 
  Daily 
  Target: You 
  Effect: You teleport somewhere nearby that you can see. 
  7th level spell: Your destination can now be far away, but not so far that it is out of 
  range of enemy attacks that can hit far away targets. 
  9th level spell: You can take one ally who is next to you along with you as you teleport. 
  Fireball 
  Ranged spell 
  Daily 
  Special: When you cast this spell, you can choose to cast it recklessly. 
  Target: 1d3 nearby enemies in a group. If you cast recklessly, you can target 1d3 additional 
  enemies, but then your allies engaged with the target may also take damage (see below). 
  Attack: Intelligence + Level vs. PD 
  Hit: 10d10 fire damage. 
  Miss: Half damage. 
  Reckless miss: Your allies engaged with the target take one-fourth damage. 
  7th level spell: 12d10 damage. 
  9th level spell: 20d10 damage. 
  Champion Feat 
  Casting the spell recklessly increases the number of additional targets to 1d4 instead of 1d3. 
  Epic Feat 
  Increase the number of targets to 1d3 + 1 instead of 1d3. 
  Invisibility 
  Ranged spell 
  Daily 
  Target: You or one nearby ally 
  Effect: Until the end of the battle (or for five minutes out of combat), the target becomes 
  invisible until it attacks or uses some ridiculously flashy action. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  High Arcana: The duration out of combat is 1 hour instead. 
  7th level spell: You can now target 1d3 nearby allies (including you) with the spell. 
  9th level spell: Creatures made invisible by the spell have a 25% chance of remaining 
  invisible the first time (and first time only) they attack or get flashy. 
  7th Level Spells 
  Blink 
  Close-quarters spell 
  Daily 
  Target: You or one nearby ally 
  Effect: For the rest of the battle (or for five minutes), the target gains resist damage 16+. 
  Enemies who can see invisible creatures ignore this resistance. 
  Whenever the target uses a move action, there is a 50% chance that it can teleport 
  somewhere nearby instead of physically moving. 
  9th level spell: 75% chance. 
  Flight 
  Ranged spell 
  Daily 
  Target: You or one nearby ally 
  Effect: The target can fly until the end of the battle (or for five minutes). Your speed doesn’t 
  increase appreciably but you can move in three-dimensions. 
  9th level spell: When you cast the spell, you can choose one: the effect lasts for an hour OR 
  you can target 1d4 + 1 creatures for the normal duration. 
  Haste 
  Ranged spell 
  Daily 
  Target: You or one nearby ally 
  Effect: On the target’s next turn (not this one, if you cast it on yourself), the target gains an 
  additional standard action. 
  In addition, at the start of each of the target’s turns this battle, if the escalation die is even, 
  roll a d20 and add the escalation die; on a 16+, the target gains an additional standard action 
  that turn. 
  9th level spell: The roll for additional standard actions is now 11+ instead of 16+. 
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Invisibility Purge 
  Ranged spell 
  Daily 
  Targets: Any nearby enemies who are invisible, whether you know they are there or not 
  Attack: Intelligence + Level vs. MD, rolled by GM 
  Hit: The target turns visible and cannot become invisible again this battle. 
  Miss: If there are one or more invisible creatures nearby, you become aware of their 
  presence. Not where they are, or who they are, but that there are invisible creatures 
  present. 
  9th level spell: The spell also affects far away targets that you could normally see. 
  Overcome Resistance 
  Ranged spell 
  Recharge 16+ after battle 
  Target: 1d3 nearby allies (including yourself, if you wish) 
  Effect: Until the end of the battle, the target ignores the resistance power of any creature it 
  targets with an attack. 
  9th level spell: You can now target 1d4 nearby allies with the spell. 
  Transfer Enchantment 
  Ranged spell 
  Daily 
  Special: You or an ally you are next to must be suffering from a condition caused by an enemy 
  for you to cast this spell. 
  Target: One nearby enemy 
  Attack: Intelligence + Level vs. MD 
  Hit: 2d6 x 10 psychic damage, and you can transfer one condition caused by your enemies 
  from you or the ally you are next to over to the target. If timing is required, interpret the 
  transferred condition as if you had caused it with this spell. 
  Miss: Half damage. 
  9th level spell: 2d10 x 10 damage; if the spell misses, you regain it during your next 
  quick rest. 
  9th Level Spells 
  Disintegrate 
  Ranged spell 
  Daily 
  
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  Target: One nearby enemy 
  Attack: Intelligence + Level vs. PD 
  Hit: 4d8 x 10 damage, and the target is vulnerable (hard save ends, 16+). 
  In addition, if the target drops to 0 hp from this attack, or drops to 0 hp before it saves 
  against the vulnerable effect of this attack, it is gone, dusted, nothing remaining. 
  Miss: Half damage. 
  Epic Feat 
  You can now target a far away creature with the spell. 
  Meteor Swarm 
  Ranged spell 
  Daily 
  Special: You summon a meteor swarm. If you’re underground, you get the ur-dark stalactite 
  equivalent! Nothing more happens this round, but roll 1d3 + 1 to determine how many 
  meteors you have summoned. 
  At the start of your next turn, even if you are unconscious or dead or have left the area, the 
  meteors arrive one per turn at the start of each of your turns and slam into the combat area. 
  Target: You can make an attack with each meteor against 1d4 enemies in a group. 
  Alternatively, use the spell to level an area with high impact property damage. 
  Attack: Intelligence + Level vs. PD 
  Hit: 4d4 x 10 damage of the energy type of your choice (cold, fire, lightning). 
  Any allies engaged with the enemies you are targeting take one-fourth damage from each 
  meteor that impacts the area. 
  Miss: Half damage. 
  Epic Feat 
  Each meteor now deals 5d4 x 10 damage. 
  Teleport 
  Ranged spell 
  Daily 
  Effect: You and up to 4 allies next to you can teleport to any location in the world, 
  underworld, or overworld that you have previously visited. 
  When you teleport, roll a d20. If you roll a 1, you miss your desired location and arrive 
  somewhere else altogether. Otherwise, you and your allies arrive at the desired location at 
  the start of your next turn. 
  Any effects of spells or items cast before teleporting are dispelled and no longer function on 
  arrival. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Epic Feat 
  Your allies don’t need to be next to you before you cast the spell, just nearby. Alternately, if 
  they are all next to you when you cast the spell, you can teleport to a location known to one 
  of your allies. 
  Multiclassing 
  A multiclass character belongs to two classes instead of one. Multiclassing provides 
  versatility—two classes offer more options than one at the expense of raw power. 
  You can start at 1st level with a multiclass character or convert to being a multiclass 
  character when you gain a level. Changing from a single-class character to a multiclass 
  character during a campaign is often a consequence of some powerful story event. 
  The core multiclass rule is that you can’t apply a talent, feat, or class feature to a spell or 
  attack from a different class. For example, a barbarian/rogue who is raging makes barbarian 
  attacks, rolling 2d20s to hit, but can’t add rogue Sneak Attack damage on top of the 
  barbarian melee attack. Likewise, a rogue that uses shadow walk has to make a rogue attack 
  upon returning to play, not a barbarian rage attack. Another example: a sorcerer/wizard or 
  sorcerer/cleric can’t gather power as a sorcerer and then get double damage casting a spell 
  from their other class.  
  Some multiclass feats might break these general rules. 
  These prohibitions usually don’t apply to effects you create that don’t require actions to 
  maintain. A cleric/barbarian could use an invocation at the start of the battle, cast a spell, 
  and then start raging. The effects of the invocation would continue since it doesn’t require 
  new actions to sustain it. 
  Rage, on the other hand, is a special case, preventing actions from other classes even though 
  you don’t have to use actions to keep raging. 
  Multiclassing Basics 
  This is the guide to creating a multiclass character. If there’s an element of character class 
  configuration not mentioned, assume that it works the same for multiclass characters as it 
  does for single-class characters. 
  For character class specifics, see below. Note that many multiclasses offer bonus feats that 
  help make up for some disadvantages when multiclassing. 
  Terminology 
  Your multiclass is a combination of your two classes separated by a slash. There’s no 
  significance to the order. A fighter/wizard is the same as a wizard/fighter. 
  Technically, the rules presented here are for dual-classing, i.e. combining only two classes. 
  Level progression 
  You gain levels like any other character. For example, a 3rd level fighter/wizard is a 3rd level 
  character, with 3rd level hit points and three feats (or four for a human). You add your level 
  (3) to your attacks, to your defenses, and to your skill checks. You level up as fast as other 
  characters and you never have to worry about gaining specific or separate class levels. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  On the other hand, leveling up is not exactly like a single-class character. Multiclass 
  characters have the class powers, attacks, maneuvers, bonus talents, and spells of a 
  character that is one level lower than their actual level. 
  For example, as a 3rd level fighter/wizard, you’ll use the fighter and wizard level progression 
  tables for 2nd level. In this example, as a fighter, you’ll know 4 maneuvers and they’ll all still 
  have to be from the 1st level pool. As a wizard, you’ll know six 1st level spells. At 4th level, you 
  then gain the maneuvers of a single-class 3rd level fighter and the spells of a single-class 3rd 
  level wizard. 
  What you get as a 1st level multiclass character 
  Each multiclass option in the class-by-class list’s level progression sections tells you what you 
  get as a 1st level character when your class abilities are a level lower. 
  Talents as a 1st level character 
  Choose one talent from each of your two class choices. Then choose your third talent from 
  either of those classes. 
  Bonus talents as part of class progression 
  If your class gets bonus talents (barbarian, commander, fighter, monk, occultist, paladin, 
  ranger), you still get them, but at one level later than a single-class character does. 
  Class features 
  Many classes contribute all of their class features to a multiclass. Others only allow some 
  class features, or limit you from taking some talents or feats. The details are in the class-by-
  class multiclass list. 
  Ability score bonuses at character creation 
  You can select your ability score class bonus from the options available to either of your 
  classes. For example, if you are a fighter/wizard, you can gain a single +2 class bonus to 
  Strength, Constitution, Intelligence, or Wisdom. 
  Key ability scores & key modifiers 
  To be fully effective, multiclass characters have to be good in at least two ability scores, 
  generally one for each class. 
  A multiclass character uses a special modifier for most of their attacks and other powers, 
  called the key modifier. This modifier is the lower of two ability modifiers determined by 
  your particular class combination. You use the key modifier whenever you would use either of 
  those two ability scores for an attack or an effect of powers or spells. 
  You don’t necessarily use the key modifier for all attacks, only for attacks that would 
  normally use one of the two ability scores in question. For example, a bard/cleric whose key 
  modifier is Wis/Cha would use that modifier for all their spell attacks based on Wisdom or 
  Charisma, but that character would still make cleric melee attacks with Strength, and bard 
  melee attacks with Strength too. 
  You don’t use the key ability scores for skill checks. Skill checks live outside the class 
  framework and use your normal ability scores, though if both scores are equal you will not 
  notice the difference. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  The Key Modifier table lists the modifier relevant to each multiclass combination. For 
  example, a rogue/wizard’s primary abilities are Dexterity and Intelligence, so that 
  character’s key modifier is the lower of the character’s Dexterity and Intelligence modifiers. 
  You’ll use this key modifier in place of any Dexterity modifier or Intelligence modifier you use 
  for all attacks, powers, spells, and class features or effects from the rogue or wizard class.  
  Core character stats like AC, PD, MD, and Initiative are not considered elements of your class, 
  so they use the normal ability modifiers rather than the key modifiers. 
  Basic attacks 
  You have the basic attacks from both your classes. If your ability scores suggest that one of 
  your basic attacks is better than the other, each time you make a basic attack you’ll have to 
  specify which class you are using. 
  Hit Points 
  Your hit points are the average of the base HP of your two classes, + CON modifier, multiplied 
  by 3, then rounded down. 
  Recovery dice 
  Average the dice from both classes, then round up to the next higher die size (d6, d8, d10, or 
  d12). For example: d6 + d8 = d8; d6 + d10 = d8; d6 + d12 = d10; d8 + d10 = d10; d8 + d12 = 
  d10; d10 + d12 = d12. 
  Armor and AC 
  Use the highest base AC provided by either of your classes for whichever type of armor you 
  are wearing. However, you also retain the penalties for wearing shields or heavy armor while 
  using attacks and spells from classes that have those penalties. For example, a 1st level 
  wizard/fighter has a base AC of 16 in heavy armor from the fighter class. But while the 
  character’s fighter attacks would be fine, any of the character’s wizard attacks (including 
  spells) would take a –2 penalty. 
  PD & MD 
  Use the best PD and MD from either of your classes. 
  Weapon attacks 
  Use the better weapon attack abilities among your two classes. 
  Weapon damage penalty 
  Most multiclass characters must drop all of their weapon damage dice down one step. That 
  means d12s become d10s; d10s become d8s; d8s become d6s; d6s become d4s; and d4s stay as 
  d4s. This reduction does NOT apply if your multiclass contains only classes from the following 
  list of skillful warriors: barbarian, bard, commander, fighter, paladin, ranger, or rogue. 
  If you’re one of the many multiclass characters affected by the weapon damage penalty, it 
  applies only to your own attacks, not to the attacks of animal companions, summoned 
  creatures, and the like. 
  The reduction also applies when you’ve found a way to gain a larger weapon damage die 
  temporarily. For instance, a cleric casting the hammer of faith spell would get to use d12 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  damage dice for the rest of the battle, but a fighter/cleric (or any other cleric multiclass) 
  would have to use d10 damage dice with the spell. 
  Feats 
  You can choose feats from either of your classes. You gain one feat per level like everyone 
  else. 
  Gear 
  As a 1st level character, you’ve got all the gear you need from both your classes, as well as 
  the normal starting gold pieces: 25 gp or 10 x d6 gp. 
  Key Ability Modifier 
  The important things to remember in keeping track of the key ability for a multiclass 
  character are a) the key modifier table itself is not affected by any ability score swaps pulled 
  off within class talents, and b) the talents are class elements that are affected by the key 
  ability modifiers. 
   
  Barbarian 
  Bard 
  Chaos mage 
  Cleric 
  Commander 
  Barbarian 
  X 
  Str/Cha 
  Str/Cha 
  Str/Wis 
  Str/Cha 
  Bard 
  Str/Cha 
  X 
  Str OR Dex/Cha 
  Wis/Cha 
  Str/Cha 
  Chaos mage 
  Str/Cha 
  Str OR Dex/Cha 
  X 
  Wis/Cha 
  Str/Cha 
  Cleric 
  Str/Wis 
  Wis/Cha 
  Wis/Cha 
  X 
  Wis/Cha 
  Commander 
  Str/Cha 
  Str/Cha 
  Str/Cha 
  Wis/Cha 
  X 
  Druid 
  Str/Wis 
  Wis/Cha 
  Wis/Cha 
  Str/Wis 
  Wis/Cha 
  Fighter 
  Str/Con 
  Str/Cha 
  Str/Cha 
  Str/Wis 
  Str/Cha 
  Monk 
  Str/Dex 
  Dex/Cha 
  Dex/Cha 
  Dex/Wis` 
  Str/Dex 
  Necromancer 
  Str/Int 
  Int/Cha 
  Int/Cha 
  Int/Cha 
  Int/Cha 
  Occultist 
  Str/Int 
  Int/Cha 
  Int/Cha 
  Int/Wis 
  Int/Cha 
  Paladin 
  Str/Cha 
  Str/Cha 
  Str/Cha 
  Str/Wis 
  Str/Cha 
  Ranger 
  Str/Dex 
  Str OR Dex/Cha 
  Str OR Dex/Cha 
  Str/Wis 
  Str/Cha 
  Rogue 
  Str/Dex 
  Dex/Cha 
  Dex/Cha 
  Dex/Wis 
  Dex/Cha 
  Sorcerer 
  Str/Cha 
  Dex/Cha 
  Con/Cha 
  Wis/Cha 
  Str/Cha 
  Wizard 
  Str/Int 
  Int/Cha 
  Int/Cha 
  Int//Wis 
  Int/Cha 
   
   
  Druid 
  Fighter 
  Monk 
  Necromancer 
  Occultist 
  Barbarian 
  Str/Wis 
  Str/Con 
  Str/Dex 
  Str/Int 
  Str/Int 
  Bard 
  Wis/Cha 
  Str/Cha 
  Dex/Cha 
  Int/Cha 
  Int/Cha 
  Chaos mage 
  Wis/Cha 
  Str/Cha 
  Dex/Cha 
  Int/Cha 
  Int/Cha 
  Cleric 
  Str/Wis 
  Str/Wis 
  Dex/Wis 
  Int/Wis 
  Int/Wis 
  Commander 
  Wis/Cha 
  Str/Cha 
  Str/Dex 
  Int/Cha 
  Int/Cha 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Druid 
  X 
  Str/Wis 
  Dex/Wis 
  Int/Wis 
  Int/Wis 
  Fighter 
  Str/Wis 
  X 
  Str/Dex 
  Str/Int 
  Str/Int 
  Monk 
  Dex/Wis 
  Str/Dex 
  X 
  Dex/Int 
  Dex/Int 
  Necromancer 
  Int/Wis 
  Str/Int 
  Dex/Int 
  X 
  Int/Cha 
  Occultist 
  Int/Wis 
  Str/Int 
  Dex/Int 
  Int/Cha 
  X 
  Paladin 
  Str/Wis 
  Str/Cha 
  Str/Dex 
  Str/Int 
  Str/Int 
  Ranger 
  Str OR Dex/Wis 
  Str/Dex 
  Str/Dex 
  Str OR Dex/Int 
  Str OR Dex/Int 
  Rogue 
  Dex/Wis 
  Str/Dex 
  Str/Dex 
  Dex/Int 
  Dex/Int 
  Sorcerer 
  Wis/Cha 
  Dex/Cha 
  Dex/Cha 
  Int/Cha 
  Int/Cha 
  Wizard 
  Int/Wis 
  Dex/Int 
  Dex/Int 
  Int/Cha 
  Int/Wis 
   
   
  Paladin 
  Ranger 
  Rogue 
  Sorcerer 
  Wizard 
  Barbarian 
  Str/Cha 
  Str/Dex 
  Str/Dex 
  Str/Cha 
  Str/Int 
  Bard 
  Str/Cha 
  Str OR Dex/Cha 
  Dex/Cha 
  Str OR Dex/Cha 
  Int/Cha 
  Chaos mage 
  Str/Cha 
  Str OR Dex/Cha 
  Dex/Cha 
  Con/Cha 
  Int/Cha 
  Cleric 
  Str/Wis 
  Str/Wis 
  Dex/Wis 
  Wis/Cha 
  Int/Wis 
  Commander 
  Str/Cha 
  Str/Cha 
  Dex/Cha 
  Str/Cha 
  Int/Cha 
  Druid 
  Str/Wis 
  Str OR Dex/Wis 
  Dex/Wis 
  Wis/Cha 
  Int/Wis 
  Fighter 
  Str/Cha 
  Str/Dex 
  Str/Dex 
  Str/Cha 
  Str/Int 
  Monk 
  Str/Dex 
  Str/Dex 
  Str/Dex 
  Dex/Cha 
  Dex/Int 
  Necromancer 
  Str/Int 
  Str OR Dex/Int 
  Dex/Int 
  Int/Cha 
  Int/Cha 
  Occultist 
  Str/Int 
  Str OR Dex/Int 
  Dex/Int 
  Int/Cha 
  Int/Wis 
  Paladin 
  X 
  Str/Dex 
  Str/Dex 
  Str/Cha 
  Str/Int 
  Ranger 
  Str/Dex 
  X 
  Str/Dex 
  Dex/Cha 
  Dex/Int 
  Rogue 
  Str/Dex 
  Str/Dex 
  X 
  Dex/Cha 
  Dex/Int 
  Sorcerer 
  Str/Cha 
  Dex/Cha 
  Dex/Cha 
  X 
  Int/Cha 
  Wizard 
  Str/Int 
  Dex/Int 
  Dex/Int 
  Int/Cha 
  X 
  Note: Multiclasses that include only the barbarian, bard, commander, fighter, paladin, 
  ranger, and rogue classes don’t take the weapon damage die penalty suffered by other 
  multiclass characters. The multiclass ability scores of these combinations appear in italics 
  above. 
  Barbarian Multiclass 
  You get to start with three talents, but you don’t get bonus talents until 6th level and 9th 
  level. 
  While raging, you cannot use attacks, powers, or spells from another class unless you take 
  Controlled Rage. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Controlled Rage 
  Adventurer Tier 
  You can use powers and attacks from your other class while raging. You can’t use the extra 
  d20 that Barbarian Rage gives you while making an attack from the other class, but at least 
  you can slip out of your rage long enough to use a power or attack from your other class. 
  Champion Tier 
  Once per battle while raging, you can use a melee attack from your other class as if it was a 
  barbarian attack, rolling 2d20 for the attack. (Examples of possible uses include a bard’s 
  flexible attack battle cries, a commander attack using the Lead from the Front talent that 
  will garner command points, a fighter’s flexible attacks, a ranger’s double melee attack, and 
  so on.) 
  Bard Multiclass 
  You lag one level behind in the battle cries and spells/songs known columns of the Bard Level 
  Progression table. 
  As a 1st level bard, you start with only one 1st level battle cry and one 1st level spell or song. 
  As usual, the Battle Skald or Spellsinger talents could still add a battle cry or spell/song to 
  what you’re getting as a multiclass bard. 
  Note that the Jack of Spells advantages would only apply to spells jacked by the talent, not to 
  spells known through the multiclass. 
  If you multiclass with another class that has flexible attacks, such as the fighter or a druid 
  that takes that talent, consider the two feats that follow. Without the feats, you must always 
  declare whether you are using a bard flexible attack or a flexible attack from your other 
  class. 
  True Flexibility 
  Adventurer Tier 
  Once per battle, as long as both classes use flexible attacks for the type of attack you are 
  making, you can choose to roll a flexible attack without deciding which of your two classes it 
  is linked to. Choose from all your flexible attacks after you see the result of the roll. 
  Champion Tier 
  You can now use the adventurer-tier feat twice per battle. 
  Chaos Mage Multiclass 
  You lag one level behind in the three central columns of the Chaos Mage Level Progression 
  table: daily spells, once-per-battle spells, and spell level. 
  Drop three new stones of the same color (but a different color from your 
  attack/defense/iconic stones) into your chaos mage bag. These stones correspond to your 
  other class. When you draw one of the stones, any warp effects or high weirdness you’ve got 
  going on from a previous chaos mage turn end. On your next turn, you must use a standard 
  action attack from your non-chaos mage class, just as if you had drawn a stone for one of 
  your standard three types of chaos magic. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  If your chaos mage talents allow you to draft random spells from other classes (Stench of 
  Necromancy, Touch of Wizardry, Trace of the Divine, and Whiff of Sorcery), those spells 
  remain with the attack or defense slots you assigned them to as usual. 
  Continual Warp 
  Adventurer Tier 
  If you have a warp effect already going, drawing the stone from your other class doesn’t 
  cancel the warp effect. The warp effect continues until it’s replaced by another warp effect 
  or the end of the battle, as usual. 
  Champion Tier 
  If you invested in high weirdness, your high weirdness effects don’t stop when you draw a 
  multiclass stone. 
  Cleric Multiclass 
  You lag one level behind in the spells known columns of the Cleric Level Progression table. 
  As a 1st level multiclass cleric, you start with three 1st level spells. 
  Commander Multiclass 
  You lag one level behind in the class-specific elements of the Commander Level Progression 
  table—so it only affects the number of commands and tactics you have and the pool you can 
  draw them from. 
  Many Fronts 
  Adventurer Tier 
  Once per battle, use a melee attack from your non-commander class in place of a commander 
  attack when you use your Front Line Fighting feature. 
  Champion Tier 
  You can now use the adventurer-tier feat twice per battle. 
  Druid Multiclass 
  You lag one level behind in the powers and spells known columns of the Druid Level 
  Progression tables. 
  Fighter Multiclass 
  You lag one level behind two columns of the Fighter Level Progression Table: Maneuvers 
  Known and Maneuver Pool Available. You also won’t get the fighter’s normal bonus talent at 
  6th level, instead receiving it at 7th level. 
  As a 1st level multiclass fighter, you start knowing two maneuvers from the 1st level pool. 
  Armored Warfare 
  Adventurer Tier 
  Once per battle while wearing heavy armor, use an attack from a class that normally takes an 
  attack penalty while wearing heavy armor without taking that penalty. 
  Champion Tier 
  You can now ignore heavy armor attack penalties while the escalation die is 3+. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Monk Multiclass 
  A multiclass monk does get a +2 class bonus to three abilities, but does not get to use Focus 
  abilities as the other class. 
  You lag one level behind in the three columns of the Monk Level Progression table: class 
  talents, forms, and ki. 
  The multiclass monk’s JAB, PUNCH, and KICK attacks damage dice decrease one size just like 
  the WEAPON attacks of all classes. Yes, this means your JAB dice are d4s, PUNCH dice are 
  d6s, and KICK dice are d8s. 
  Necromancer Multiclass 
  You lag one level behind in the spells known columns of the Necromancer Level Progression 
  table. 
  Occultist Multiclass 
  You gain the focus required to use a serious occultist spell by using your standard action 
  during your turn to set that up. But when you have your occultist focus, you don’t get to use 
  actions and powers and spells from other classes. 
  You lag one level behind in the spells known columns of the Occultist Level Progression table. 
  You also won’t get the occultist’s normal bonus talents at 5th level and 8th level, instead 
  receiving them at 6th level and 9th level. 
  Wider Focus 
  Adventurer Tier 
  Once per battle, you can use a power, spell, or other effect from a different class while 
  maintaining your occultist focus. 
  Paladin Multiclass 
  You don’t get the paladin’s normal bonus talents at 5th and 8th level, instead receiving them 
  at 6th level and 9th level. 
  Armored in Life 
  Adventurer Tier 
  Once per battle while wearing heavy armor, use an attack from a class that normally takes an 
  attack penalty while wearing heavy armor without taking that penalty. 
  Champion Tier 
  Two battles per day, avoid all attack penalties for wearing heavy armor from a class that 
  normally has such an attack penalty. During any other battles that day, you can still only use 
  the once-per battle power from the adventurer-tier feat. 
  Ranger Multiclass 
  Like the paladin, your Level Progression table doesn’t have many class-specific elements. You 
  won’t get the ranger’s normal bonus talents at 5th and 8th level, instead receiving them at 6th 
  level and 9th level. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Unless you’ve multiclassed with one of the other skilled weapon-using classes, your damage 
  dice for the Double Melee Attack and Double Ranged Attack talents drop down another size 
  (usually from d6s to d4s) as a multiclass ranger. 
  Two-weapon Multiclass 
  Adventurer Tier 
  While you are fighting with two melee weapons, you now gain the benefit of your Two-
  Weapon Mastery talent and any feats you’ve taken for it even when using attacks from your 
  non-ranger class. 
  Adventurer Tier 
  You can use your Archery ranger talent and any feats you’ve taken for it even when using 
  ranged attacks from your non-ranger class. 
  Rogue Multiclass 
  You lag one level behind in the Powers Known and Pool Available columns of the Rogue Level 
  Progression table. At 1st level, you know 3 powers, all of them from the 1st level pool. 
  Combining your Sneak Attack damage with attacks from other classes remains off-limits. 
  Seize the Momentum 
  Adventurer Tier 
  Once per day when you hit with an attack from your non-rogue class, you can gain momentum 
  as if you had used a rogue attack. 
  Champion Tier 
  In addition to using the adventurer-tier feat once per day, you can also use it once per battle 
  (so in a four-battle day, you could use it five times). 
  Sorcerer Multiclass 
  You lag one level behind in the spells known columns of the Sorcerer Level Progression table. 
  At 1st level, you know three 1st level spells. 
  Diverse Gathering 
  Adventurer Tier 
  Once per day, you can cast a non-sorcerer spell after you have gathered power. You double 
  the damage of the spell as if it were a sorcerer spell. 
  Champion Tier 
  You can now also gather power for a non-sorcerer spell as per the adventurer-tier feat once 
  per battle while the escalation die is 4+ (so in a four battle day, you could use it up to five 
  times assuming the escalation die allows it). 
  Wizard Multiclass 
  You lag one level behind in the spells known columns of the Wizard Level Progression table. 
  At 1st level, you know four 1st level spells. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Combat Rules 
  Combat is played with various sided dice. You make attack rolls against defense numbers and 
  deal damage against hit points. 
  Combat Stats 
  Initiative Bonus 
  Your initiative bonus is your Dexterity modifier + your level. 
  Attack Bonuses 
  For each attack, roll a d20 + an ability bonus + your level (+ magic item attack bonus, if any). 
  Depending on the attack, you might also get other bonuses. Compare your total to the 
  target’s defense, usually Armor Class but sometimes Physical Defense or Mental Defense. If 
  the total is equal to or higher than the defense, you hit. If you attack multiple targets, make 
  multiple attack rolls. Your class defines which ability bonus you use on attack rolls, and the 
  attack defines the effects of a hit or a miss. 
  Damage 
  Each attack indicates a specified amount of damage it does; subtract that amount from the 
  target’s hit points. If the attack targets multiple enemies, you make a separate attack roll for 
  each one, but only roll damage once. 
  Damage totals for your attacks are calculated by adding one ability score modifier to the 
  attack’s damage roll, normally represented by saying “+ Ability.”  
  Calculate the ability modifier subtracting 10 from the ability score, halving the result, then 
  rounding down. 
  At 5th level, double the ability score modifier before adding to the damage roll for all attacks. 
  (Negative modifiers get are doubled too). 
  At 8th level, triple the ability score modifier. 
  Spells indicate a specific number of dice to roll for damage. Weapon attacks work differently. 
  Weapons 
  Weapons are rated by how much damage they deal. In the hands of player characters, each 
  weapon attack deals 1 die of damage per character level + ability modifier, notated as 
  WEAPON + [Ability]. 
  Each class has its own version of the weapon chart, showing how well members of the class 
  use weapons of a given damage category. 
  Other Damage Types 
  Different monsters and characters may be resistant or vulnerable to various types of damage, 
  including: 
   
  Acid 
   
  Cold 
   
  Fire 
   
  Force 
  
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   
  Holy 
   
  Lightning 
   
  Negative energy 
   
  Poison 
   
  Psychic 
   
  Thunder (sonic energy) 
  Defenses 
  There are three different defenses: Armor Class, Physical Defense, and Mental Defense. Each 
  uses three ability scores as part of its calculation. PCs also add their class level to their 
  defenses. 
  Armor Class (AC) 
  AC protects you from weapon attacks. It is equal to the middle value among Con, Dex, and 
  Wis. Disregard the higher and the lower values. 
  Physical Defense (PD) 
  PD protects you from other physical attacks. It is equal to the middle value among Str, Con, 
  and Dex. Disregard the higher and the lower values. 
  Mental Defense (MD) 
  MD protect you against mental attacks. It is equal to the middle value among Int, Wis, and 
  Cha. Disregard the higher and the lower values. 
  Hit Points 
  Hit points are based on class, Con modifier, and level. See the level progression chart for 
  each class. 
  Speed 
  If it’s important to know who covers ground faster, the GM determines how to make the 
  “speed check” by using either common sense or stats and skills. 
  Stacking Rules 
  Bonuses and effects to a single stat stack with each other, with these exceptions: 
   
  Magic item bonuses don’t stack. Only the best one counts. 
   
  Many condition penalties don’t stack. Only the worst one counts. 
   
  Powers, spells, and abilities don’t stack with themselves or with other game elements 
  with the same name. This works for both PCs and monsters. 
  Combat Sequence 
  At the start of combat, each player rolls initiative for his or her character and the GM rolls for 
  their opponents, with higher-rolling characters or enemies acting earlier each round. 
  Cyclic Initiative 
  Roll Once 
  Each creature rolls to determine its initiative at the start of its first turn in battle (d20 + 
  initiative bonus). Use those results to determine who goes first each round. 
  All monsters of the same exact type share the same initiative roll. 
  
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  Delay 
  By choosing to delay, you take no action and then act normally on whatever initiative count 
  you decide to act. When you delay, you voluntarily reduce your own initiative for the rest of 
  the combat. Your initiative result becomes the count on which you took the delayed action. 
  If you come to your next action and have not yet performed an action, you don’t get to take a 
  delayed action (though you can delay again). 
  If you take a delayed action in the next round, before your regular turn comes up, your 
  initiative count rises to that new point in the order of battle, and you do not get your regular 
  action that round. 
  Readying an Action  
  The ready action lets you prepare to take an action later, after your turn is over but before 
  your next one has begun. Readying is a standard action. 
  You can ready a standard action, a move action, or a free action. To do so, specify the action 
  you will take and the conditions under which you will take it. Then, any time before your next 
  action, you may take the readied action in response to that condition. The action occurs just 
  before the action that triggers it. If the triggered action is part of another character’s 
  activities, you interrupt the other character. Assuming he is still capable of doing so, he 
  continues his actions once you complete your readied action. Your initiative result changes. 
  For the rest of the encounter, your initiative result is the count on which you took the readied 
  action, and you act immediately ahead of the character whose action triggered your readied 
  action. 
  Your initiative result becomes the count on which you took the readied action. If you come to 
  your next action and have not yet performed your readied action, you don’t get to take the 
  readied action (though you can ready the same action again). If you take your readied action 
  in the next round, before your regular turn comes up, your initiative count rises to that new 
  point in the order of battle, and you do not get your regular action that round. 
  Actions on Your Turn 
  Standard, Move, and Quick Actions 
  Each turn you can take one of each action, in any order. See Combat Actions. 
  Free Actions 
  You can take any number of free actions on your turn, as allowed by the GM. Creatures can 
  also take free actions when it’s not their turn as part of a triggering condition. Talking is a 
  free action. 
  Make Saves Last 
  If you are subjected to an ongoing effect that requires a save, roll that save at the end of 
  your turn, after the ongoing effect. 
  Escalation Die 
  The escalation die represents a bonus to attacks as the fight goes on. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  At the start of the second round, the GM sets the escalation die at 1. Each PC gains a bonus to 
  attack rolls equal to the current value on the escalation die. Each round, the escalation die 
  advances by +1, to a maximum of +6. 
  Monsters and NPCs do not add the escalation die bonus to their attacks 
  If the GM judges that the characters are avoiding conflict rather than bringing the fight to the 
  bad guys, the escalation die doesn't advance. If combat virtually ceases, the escalation die 
  resets to 0. 
  Combat Actions 
  Actions 
  Regular Actions 
  On your turn, you can take one standard action, move action, and quick action, and a handful 
  of free actions, in any order. 
  You can use a standard action to take a move action, and you can use a standard or move 
  action to take a quick action. 
  Interrupt Actions 
  You can use one interrupt action when it’s not your turn. You can’t use another one until the 
  end of your next turn. These types of actions are limited to certain classes and class powers.  
  Other Actions when it’s Not Your Turn 
  In certain circumstances, characters can intercept foes moving past them, make opportunity 
  attacks, or otherwise act out of turn. These actions are usually free actions. 
  Position 
  A creature’s position amounts to two things: the creature’s whereabouts, and who it’s 
  contending with in melee. 
  Whereabouts 
  Each creature has a general, relative position on the battlefield. Combat is dynamic and fluid, 
  so miniatures can’t really represent where a character “really is.” 
  Nearby 
  Generally, all the heroes and their enemies in a battle are nearby. That means they can reach 
  each other with a single move action. 
  Behind 
  If you’re behind an unengaged ally, and an enemy moves past that ally to get to you, your ally 
  has the option to move and intercept. 
  Intercepting 
  You intercept a creature when you move to stop an enemy attempting to rush past you to 
  attack someone else. You must be near the enemy and the person that enemy is trying to 
  reach. 
  Far Away 
  Generally, the heroes and their enemies are nearby each other and you can use a single move 
  action to reach any of them (provided no enemy intercepts you). If you want to be far away, 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  two moves away from the enemies, make that clear to the GM and make sure there’s room 
  for that maneuver. Wizards and other casters sometimes like to be far away. 
  Engaged/Next to 
  In a battle, each combatant is either engaged (locked in combat with one or more enemies) 
  or unengaged (free). When two allies are engaged with the same enemy, they are considered 
  next to each other. 
  Movement and Melee 
  The combat system cares about movement and position, but only in simple/approximate 
  terms. It emphasizes where people are and who’s fighting whom. 
  Free 
  By default, characters in a battle are free. They can move freely, use ranged attacks, engage 
  in battle, etc. If they try to move past a free enemy, however, that foe usually has the option 
  to intercept them. 
  Engaged 
  Characters are engaged when they are in melee with foes. Engaged creatures can use melee 
  attacks and close-quarter spells against the creatures they engage. They can use ranged 
  attacks but doing so draws opportunity attacks from the enemies that are engaging them that 
  they don’t attack, as does moving away from the enemies they’re engaged with. 
  Unengaged creatures have no particular limits on how they move. They can’t use melee 
  attacks until engaged. 
  When you are engaged: When you are unengaged: 
  You draw opportunity attacks if you move You move freely 
  You can make melee attacks against 
  enemies engaged with you You can’t make melee attacks 
  Your ranged attacks draw opportunity 
  attacks from enemies engaged with you that 
  you don’t target 
  You make ranged attacks normally 
  Your spells draw opportunity attacks 
  (except close-quarters spells) You can cast spells freely 
  You can disengage safely as a move action 
  by making a normal save (11+) 
  You can engage enemies by moving into 
  melee with them 
  You can’t intercept enemies You can engage an enemy moving past you 
  You’re considered nearby other combatants 
  by default 
  You’re considered nearby other combatants 
  by default, but you can usually move far 
  away if you want 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Disengaging 
  You can move away from the foes that engage you, but you draw an opportunity attack from 
  each of those enemies when you do. 
  If you don’t want to risk an opportunity attack, you can use your move action to attempt to 
  disengage (a disengage check). If you choose to disengage, roll a normal save (11+). You can 
  disengage from more than one foe with a single successful check, but your roll takes a –1 
  penalty for each foe beyond the first that you are disengaging from. 
  If the disengage check succeeds, you can move without drawing opportunity attacks from the 
  foes you were engaged with. Use your move normally. 
  If you fail the disengage check, you don’t move, lose your move action for that turn, and 
  remain engaged. You don’t take any opportunity attacks. 
  Disengaging uses a move action. If you succeed, it’s like getting popped free at the start of 
  your move. If you fail, you use up the move action to no effect. 
  When a creature gets to make an opportunity attack, it can make a basic melee attack 
  against that foe as a free action during the turn of the creature that is provoking the 
  opportunity attack. You can only use a basic melee attack. 
  Intercepting 
  If you move past someone who is not already engaged, they have the option to engage you 
  and make you stop where they are. The GM rules on what counts as moving “past” a 
  defending character or enemy. 
  Targeting 
  Important stats for targeting should be transparent to PCs. The GM should tell you whether 
  your targets are legal targets, or whether they’re mooks, normal monsters, or large monsters. 
  A spell or area-style effect that targets multiple nearby enemies in a group can’t skip over 
  enemies. You pick one target and attack the rest in order; you don’t skip all over the 
  battlefield. Spells that say they target multiple nearby enemies but don’t specify that they 
  have to be in a group are capable of sending magical energy in different directions, allowing 
  spellcasters to choose targets from where they like. 
  When a spell or power targets a nearby enemy, ally, or creature, you can’t target yourself 
  unless it is explicitly stated that you can also be a target. 
  Special Cases 
  Here are rules for special situations involving movement and melee. 
  Allies 
  Powers and spells in various classes are written with the understanding that a character’s 
  allies are the other PCs in the party with a possible addition for an animal companion. NPCs 
  don’t count as allies for abilities that are counting the number of allies that meet certain 
  conditions. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Ambushes and Surprise 
  In situations when one side ambushes or surprises the other, start by letting the ambushing 
  side pick one creature who will start the ambush. Then roll initiative for all members of the 
  ambushing side. 
  Only two creatures get to act in the ambush round: the nominated ambusher and their highest 
  initiative ally. The GM can choose whether to advance the escalation die after the surprise 
  round. 
  Then roll initiative for the side that got ambushed and play normal combat rounds. 
  Dicey Moves 
  If it’s questionable whether a character could execute a particularly interesting move during 
  combat, make a skill check against the ability score that the action is going to use. Specify 
  whether a background will help. The DC depends on the current environment and the dice tell 
  the tale. 
  Special Actions 
  Here are a few things you can do that are more involved than just moving or attacking. 
  Flying 
  Some classes have spells or talents that enable flight. The movement rules for flight are the 
  same as for other movement, except that, as long as there is space available, you can fly over 
  enemies you’re not engaged with without allowing them to take opportunity attacks against 
  you. You can be intercepted only by other flyers that are already airborne. 
  The engagement and disengagement rules are also the same when flyers make melee attacks 
  against enemies on the ground. The player may choose to swoop past another flyer, as part of 
  another attack, instead of engaging it directly, at a -2 attack penalty. 
  Fight in Spirit 
  This is a special combat action that you can take when you are out of the fight altogether. 
  Once a round you can specify how your character is still there “fighting in spirit” alongside 
  the other party members. Come up with some story about what your character has done that 
  could boost party morale. The GM may grant any ally a +1 bonus to attacks, Armor Class, 
  Physical Defense, or Mental Defense. The first time each battle that someone fights in spirit 
  may be a +2 bonus. 
  The bonus lasts one to two rounds. If the fight is still on and you have something else to add 
  to the story, sell it to the GM. 
  If you’re still (even partly) in the fight, then you can’t fight in spirit. 
  Flee 
  Fleeing is a party action. On any PC’s turn, any player can propose that all the characters flee 
  the fight. If all players agree, they successfully retreat, carrying any fallen heroes away with 
  them. The party suffers a campaign loss. The point of this rule is to encourage daring attacks 
  and to make retreating interesting on the level of story rather than tactics. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Rally 
  Once a battle, every PC can use a standard action to rally, spending one of their recoveries 
  and regaining hit points they’ve lost in combat. (See Recoveries.) 
  If you want to rally again later in the same battle, make a normal save (11+). If you succeed, 
  you can rally again that battle. If you fail the save, you can take your turn normally, but you 
  can’t rally that round. 
  Attacks 
  Most attacks follow the general attack rules, except as indicated below. 
  General Attack Rules 
  When you use an attack, you declare which attack you are using and pick its target or targets, 
  then roll the d20 for each one to find out if you hit. The attack will indicate what happens to 
  a target that you hit (and sometimes one that you miss). 
  Ranged Attacks 
  Any ranged attack (weapon, spell, power, ability, or whatever) draws opportunity attacks 
  from enemies engaged with you that you don’t target with the attack. 
  Spell Attacks 
  Most spells draw opportunity attacks from enemies engaged with you, even the enemies you 
  target with the spell. Close-quarters spells are the exception; they don’t draw opportunity 
  attacks. 
  Like weapon attacks, you add your level to the attack roll for spell attacks, plus any magical 
  implement or other bonuses you might have. 
  Target Hit Points 
  Some spells and effects target creatures with a certain number of hit points or less. The hit 
  point value you use is based on current hit points, not starting hit points. 
  Crits 
  Every attack roll that is natural 20 is a crit (“critical hit”) for double damage. 
  Crit Effects 
  Standard crits deal double damage and, at the GM’s discretion, might entail some additional 
  superior result. 
  If you manage to double your crit damage (through the effect of a talent, power, spell or 
  other source), triple it instead. If you manage to double your triple damage, bump it up to 
  quadruple, and so on. 
  Crit Range 
  Crit range is what you must roll to score a crit. The standard crit range is a natural 20. Some 
  powers and spells expand your crit range. Each point of improvement drops the number 
  needed to score a critical hit by 1. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Fumbles 
  Rolling a natural 1 has no effect on the target, not even miss damage. At the GM’s discretion, 
  rolling a 1 while in a precarious position might entail a bad result for the attacker. You might 
  also hit an ally if you’re shooting into melee. 
  Damage on Miss 
  By default, a miss deals no damage, though some attacks are an exception. These attacks 
  specify what happens on a miss. 
  Flexible Attacks 
  Flexible attacks allow you choose your target first, make your attack roll, and then use the 
  natural unmodified die result to determine which of your eligible flexible attacks to use. You 
  still use the modified roll to determine whether or not you hit, but your flexible attacks 
  trigger off the natural result on the die sitting in front of you. 
  You can only use one flexible attack at a time. 
  You can’t use a flexible attack when you make an opportunity attack. 
  If you have some attacks that are flexible and some that are not, declare whether you are 
  making a flexible attack or a specific non-flexible attack before you roll. 
  Unarmed Attacks 
  To punch or kick, make a Strength attack with a –2 penalty (regardless of your class) against 
  AC. If you hit, you deal 1d6 damage for every two levels you have, plus your Strength 
  modifier. At odd levels, including 1st level, use a d3. If you miss, no damage. 
  Two-Weapon Fighting 
  You fight as normal, generally using the weapon in your main hand to attack. If your attack 
  roll is a natural 2, you can reroll the attack but must use the reroll. 
  You do not get an extra attack for fighting with two weapons. 
  Some classes (and class talents) provide other advantages when fighting with two weapons. 
  Those classes still get to use this basic two-weapon advantage. 
  Damage and Healing 
  Damage and healing affect hit points. Healing also involves recoveries. 
  Damage 
  Every creature has hit points. You slay enemies (or occasionally knock them out) at 0 hp. PCs 
  at 0 hp begin using the Death and Dying rules. 
  Recoveries 
  Each PC starts the adventure with 8 or 9 recoveries, a stat that represents the PC’s ability to 
  heal or bounce back from damage. Many healing spells and potions require you to use up a 
  recovery. So does rallying during a battle. 
  When you use a recovery, regain lost hit points by rolling recovery dice equal to your level 
  and adding your Constitution modifier. Your class indicates which recovery die to use. 
  At 5th level, double the bonus you get from your Con modifier. At 8th level, triple it. 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  If you perform an action that requires a recovery but have none left, you get half the healing 
  you would otherwise get and take a –1 penalty to all defenses and attack rolls until your next 
  full heal-up. This penalty stacks for each recovery used that you don’t possess. 
  Staggered 
  When you are reduced to half your hit points or fewer, you’re staggered. Some powers, 
  spells, and monster interactions work differently when you are staggered. 
  In general, monsters become staggered when they take damage equal to half their hit points 
  or more, but it’s up to the GM. 
  Unconscious 
  When you drop to 0 hp or below, you fall unconscious. You can’t take any actions until you’re 
  conscious again, though you do make a death save at the start of each of your turns. (See 
  Death and Dying.) 
  When monsters drop to 0 hp, it means they’ve been slain, unless the characters’ intent is to 
  keep the monster alive and the attack seems like a potentially humane blow that could knock 
  the monster unconscious instead. 
  Death and Dying 
  When you drop to 0 hp or below, you fall unconscious and can’t take any actions (except to 
  make death saves). 
  To make a death save, roll a d20 at the start of your turn. If you roll 16+, use a recovery to 
  return to consciousness and heal up to the number of hit points you rolled with your recovery. 
  If you roll a natural 20, you get to take actions normally that turn. If you roll 15 or less, you 
  take one step toward the grave. After the fourth failed death save in a single battle, you die. 
  You also die when you reach negative hit points equal to half your maximum hit points. 
  If you’re able to use one of your recoveries (or otherwise get healed) while you are dying, 
  ignore your current negative hit points. Start from 0 and add the hit points you’ve regained. 
  If one of your allies is unconscious and you don’t have magic to heal them, you can still 
  stabilize them to keep them from dying. Get next to them and make a DC 10 healing skill 
  check using Wisdom as a standard action. Failure wastes your standard action, but doesn’t 
  hurt your friend. Success stabilizes your ally. If your stabilization check is 25+, you treat their 
  wounds so quickly that it only takes a quick action; you can use your standard action normally 
  that turn. 
  A stabilized character is still unconscious, rolling death saves on their turn, but failed death 
  saves no longer take them a step closer to death. Ignore failed death saves while stabilized. 
  Feeding a dying character a healing potion gets them conscious and back on their feet, but 
  always takes a standard action. 
  Optional Lasting-Wound Rule 
  If you’re dropped to 0 hp or below one or more times during a fight, you take a lasting-
  wound. Each lasting-wound reduces your maximum hp by an amount equal to 2 + your level. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Lasting-wounds are cumulative. Staggered is still half or less of your maximum hit points. A 
  full heal-up removes all lasting-wounds. 
  Optional Meaningful Death Rule 
  PCs can only be fully slain by named villains. PCs who fail four death checks fall into a coma 
  and can only be brought back to consciousness once they’re fully out of danger. 
  Rest and Recharge 
  After each battle, you can use a quick rest to get ready for the next battle. After four 
  battles, you’ll usually earn a full heal-up. 
  Quick Rests 
  When you take a quick rest, you can choose to heal yourself by using as many recoveries as 
  you have available. 
  If you are staggered when you take a quick rest, you must try to heal yourself, either with a 
  recovery or from a spell that provides some true healing. 
  For each recharge power that you used in the last battle, roll a d20 to see if you keep the 
  power for your next battle or lose it until after your next battle. You have to roll the power’s 
  recharge value or higher to use it again. 
  Full Heal-ups 
  After approximately four battles, characters earn a full heal-up, though the exact number is 
  determined by the GM. Tougher battle can mean more frequent heal-ups, and vice versa. 
  After a full heal-up, your hit points reset to full. You regain any recoveries you’ve used. All 
  expended powers are regained or recharged. (“Daily” powers are actually “per heal-up.”) 
  If the party is short of a heal-up but is too beat up to press on, they can retreat and take a 
  full heal-up, which entails a campaign loss. (See Flee.) 
  Combat Modifiers 
  The universal combat modifier is +2 when you have advantageous circumstances. Similarly, –2 
  is the right penalty for adverse situations.  
  Shooting into Melee 
  When using a ranged attack to target an enemy that is engaged with one or more of your 
  allies and you fumble (roll a 1), reroll that attack considering the engaged ally as the target. 
  If there are multiple allies, the GM rules which ally is the target. 
  Invisibility 
  Invisibility grants a big modifier to any stealth skill checks—at least +5 unless you’re dealing 
  with creatures who can detect you without sight. 
  Once engaged in battle, attacks against invisible enemies have a 50% chance to miss 
  completely, before the attack roll. Attacks that miss in this fashion don’t deal any damage or 
  have effects on the invisible creature, though other effects on a miss might occur. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Special Attacks and Effects 
  Conditions 
  You can only be affected by the same condition once at a time. The worst one affects you and 
  the lesser effects are ignored. Similarly, penalties from these conditions don’t stack. 
  Confused 
  You can’t make opportunity attacks or use your limited powers. Your next attack action will 
  be a basic or at-will attack against any nearby ally, determined randomly. 
  Dazed 
  You take a –4 penalty to attacks. 
  Fear 
  Fear dazes you and prevents you from using the escalation die. 
  Hampered 
  You can only make basic attacks. You can still move normally. 
  Helpless 
  If you’re unconscious or asleep, you’re helpless. While helpless, you take a –4 penalty to all 
  defenses and you can be the target of a coup de grace. 
  Stuck 
  You can’t move, disengage, pop free, change your position, or let anyone else move you 
  without teleporting. 
  Stunned 
  You suffer a –4 penalty to defenses and can’t take any actions. 
  Vulnerable 
  Attacks against you have their crit range expanded by 2 (normally 18+). 
  Weakened 
  You take a –4 penalty to attacks and to defenses. 
  Coup de Grace 
  When you attack a helpless enemy you’re engaged with, you score an automatic critical hit if 
  you follow these three steps: 
   
  Skip your move action and your quick action that turn. 
   
  Make a standard action attack on your turn against the helpless enemy you are 
  engaged with. 
   
  Your attack only targets the helpless enemy, even if the attack would normally target 
  multiple creatures. 
  Grabbed 
  Some monsters grab you. Generally they grab you after a successful hit. A creature can let go 
  of a creature it is grabbing as a free action. 
  When you’re grabbed you are engaged with the creature grabbing you and you can’t move 
  away unless you teleport, somehow pop free first, or successfully disengage. Disengage 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  checks take a –5 penalty unless you hit the creature that is grabbing you the same turn that 
  you’re trying to disengage. 
  If you are smaller than the creature that is grabbing you, it can move and carry you along 
  with no problem. If you are the same size or larger, it has to let go of you if it wants to move. 
  Grabbed creatures can’t make opportunity attacks. That also applies if the creature grabbing 
  you decides to let go and move away from you; it doesn’t have to disengage or take an 
  opportunity attack from you, it just leaves you behind. 
  Grabbed creatures can’t use ranged attacks, although melee and close attacks are fine. 
  The creature grabbing you gets a +4 attack bonus against you. 
  Ongoing Damage 
  A creature (including PCs) taking ongoing damage takes that damage at the end of its turn 
  immediately before it rolls its save (11+ unless otherwise specified) against that ongoing 
  damage. Success with the save means the creature won’t take the damage again; failure 
  means the effect will be repeated at the end of the creature’s next turn. 
  Once a battle is over, the PCs automatically make their next saves. 
  Saves 
  The save mechanic, a d20 roll with no standard modifiers, handles everything from power 
  recharge to saves against power effects to death saves. There are three difficulty values for 
  saves. If a save doesn’t specify what type it is, it’s a normal save: 11+. 
   
  Easy: Roll 6+ on a d20 
   
  Normal: Roll 11+ on a d20 
   
  Hard: Roll 16+ on a d20 
  There are no standard bonuses to saves, but there are occasional talents, feats, and magic 
  items that provide small bonuses to saves. 
  Resistance 
  Resistance to types of damage is rated as a number corresponding to the attacker’s natural 
  d20 roll. The higher the number, the more resistance you have. 
  When an attack with a damage type you are resistant to targets you, the natural attack roll 
  must equal or exceed your resistance number to deal full damage. If the roll is lower than 
  your resistance, the attack deals half damage. 
  If you take ongoing damage of a type you resist, use the original attack roll to determine 
  whether you take the full amount of ongoing damage or half the amount (rounded down). 
  Any creature with resistance to an energy type is immune to normal energy of that type. 
  Magical attacks, magical weapons, and spells are different: the damage they do can get past 
  the resistance. This resistance = immunity rule only applies to energy types, not to weapons. 
  Weapon resistance does not mean immunity to non-magic weapons. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  If there’s an automatic damage effect that feels like it should have a chance of being reduced 
  by resistance, fake an attack roll to see if the effect penetrates resistance for full damage or 
  only deals half. 
  Situational Weapon Use 
  When the action in the story backs it up, at the GM’s discretion, a weapon’s normal dice can 
  be swapped for bigger or smaller dice, letting the character roll the same damage dice of a 
  larger or smaller weapon. This is an optional rule in for memorable situations. 
  Teleportation 
  Teleportation is an effect by which a creature moves instantaneously from one location to 
  another. Teleporting doesn’t draw opportunity attacks, but casting the spell may; spellcasting 
  rules don’t change because you are casting a teleport spell. 
  Temporary Hit Points 
  Temporary hit points are beneficial effect that keeps a character from harm. When you gain 
  temporary hit points, keep track of them separately from your regular hit points. Temporary 
  hit points don’t stack; when you gain more temporary hit points while you still have 
  temporary hit points left, use only the higher amount and ignore the lower amount. 
  When you take damage, subtract it from your temporary hit points first, and only apply 
  damage to your regular hit points after the temporary hit points are used up. 
  Temporary hit points reset to 0 after a battle and drop to 0 when you roll initiative. 
  Running the Game 
  This section has instruction for the GM on running the game. 
  Using Icon Relationships 
  For basic icon relationship rules, see Icon Relationships. 
  As a GM, use a PCs’ icon relationships three different ways: for starting a session, for in-game 
  dramatic events, and for discovery and surprise. 
  Rolling Relationships at the Start of a Session 
  All players roll their PC’s icon relationship dice at the start of each session, and everybody 
  sees the results. As usual, rolling a 6 with an icon die provides an unambiguous advantage. 
  Rolling a 5 provides a similar advantage, but the benefit is balanced by complications and 
  obligations that advance the story. By the end of the session, each 6 or 5 should contribute to 
  the story somehow, either at the GM’s or player’s initiative. 
  The GM uses the results to think ahead about which icons come to the fore this session. 
  Players use the results to start thinking about how their icon relationships might manifest in 
  the story. 
  As GM, you bear most of the burden of improvising story elements based on the PCs’ icon 
  relationship results. Your players may have great suggestions, but it’s on you to weave them 
  together with the story elements and battles you have already prepared…or are planning to 
  improvise on the spot. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Rolling New Story-guide Dice Mid-session 
  Story events and talents can create new icon relationships in the middle of play. Allow 
  players to roll newly acquired icon dice right away as if they’d had them at the start of the 
  session. 
  Icon Relationship Rolls as Dramatic Events 
  Players roll all of their relationship dice for a particular icon when their PCs are confronting 
  that icon’s representatives, agents, or minions. The GM decides when an event-based roll is 
  called for. 
  Story-guide rolls should occur most every session. Event-based rolls rise out of circumstances 
  during play. 
  It’s never the player’s choice to roll icon relationship dice for dramatic events. When new 
  circumstances and dramatic events force or suggest interactions or confrontations with forces 
  or situations associated with a particular icon, the GM can call for an icon relationship roll as 
  a shorthand guide to the dramatic results of the situation. 
  Rolling a 5 with Icon Events 
  Getting a 5 on an icon relationship check moves the story forward, just like a 6 does, but it 
  also generates a complication. A 5 means both good and bad results. The negative result 
  might be secret, it might be delayed, and it might be nothing more than a promise until you 
  figure out what it really means. 
  Discovery & Surprise 
  At the GM’s option, players may roll icon relationship dice to find out which icons are 
  involved in a plot element, if any. When the characters have slalomed onto paths and 
  adventures you did not anticipate, icon relationship rolls can serve as an idea generator with 
  mechanics that everyone already understands. 
  Discovery dice aren’t interpreted as positively as other icon relationship rolls. You’re using 
  the icon dice more to determine whether an icon has a stake in what’s involved, not 
  necessarily whether the situation is going to work to a PC’s advantage. 
  You’ll probably use this style of roll most often when the characters have gone off your map, 
  chasing enemies you hadn’t anticipated, seeking treasures you referred to earlier without 
  having a clear idea about, and taking forest paths you hadn’t been aware existed. GMs who 
  enjoy being surprised by new developments may opt for discovery rolls before improvising the 
  consequences of the PCs’ unexpected steps. 
  Using icon relationship rolls from one or more characters keeps the new developments 
  relevant to the players and possibly relevant to the overarching plot. 
  Environments 
  Any place in the game world that a player might want to make a skill check is an 
  environment, of which there are three tiers: adventurer, champion, and epic. 
  Adventurer environments are for level 1-3 characters: city streets, wilderness areas, shallow 
  dungeons, regular old ruins, and that sort of thing. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Champion environments are for level 4-6 characters: deeper dungeons, danker swamps, 
  guarded gates of the big cities, and those sorts of places. 
  Epic environments are for level 7+ characters. They are typically related to icons, unique 
  villains, deep underworld locations, the most forbidding peaks, the upper reaches of the 
  world, and so on. 
  The GM determines the environs where the adventure takes place. 
  Environment Chart by Level 
  Level Type of Environment 
  1–3 
  Always adventurer 
  4 
  Mostly adventurer, some champion 
  5 
  Half adventurer, half champion 
  6 
  Mostly champion, some adventurer 
  7 
  Mostly champion, some epic 
  8 
  Half champion, half epic 
  9 
  Mostly epic, some champion 
  10 
  Always epic 
  Environment DCs for Skill Checks 
  The environment the PCs are in determines the DC of skill checks and other challenges they 
  may face.  
  Adventurer-tier Skill Check DCs 
  Task 
  DC 
  Normal task 
  DC 15 
  Hard task 
  DC 20 
  Ridiculously hard task DC 25 
  Champion-tier Skill Check DCs 
  Task 
  DC 
  Normal task 
  DC 20 
  Hard task 
  DC 25 
  Ridiculously hard task DC 30 
  Epic-tier Skill Check DCs 
  Task 
  DC 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Normal task 
  DC 25 
  Hard task 
  DC 30 
  Ridiculously hard task DC 35 
  Impromptu Damage 
  When you need to determine how much damage some effect deals, use the chart below, 
  basing the damage on two things: the environment, and whether the damage affects one 
  character or many. 
  Traps & Obstacles 
  As shown in the chart below, attack rolls for traps and other features of the environment 
  follow the same mathematical model as DCs for skill checks. 
  Use the skill check DC on the table to give you a general guideline for PCs attempting to 
  disarm a trap (once they notice that there is a trap). Failure means the trap will trigger. 
  Skill Check DCs, Trap/Obstacle Attacks & Impromptu Damage by Environment 
  Tier 
  Degree of 
  Challenge 
  Skill 
  Check 
  DC 
  Trap or Obstacle 
  Attack Roll vs. 
  AC/PD/MD 
  Impromptu 
  Damage (Single 
  Target) 
  Impromptu 
  Damage 
  (Multiple 
  Targets) 
  Adventurer Normal 
  15 
  +5 
  2d6 or 3d6 
  1d10 or 1d12 
  Adventurer Hard 
  20 
  +10 
  3d6 
  1d12 
  Adventurer 
  Ridiculously 
  hard 
  25 
  +15 
  3d6 or 4d6 
  1d12 or 2d8 
  Champion 
  Normal 
  20 
  +10 
  4d6 or 4d8 
  2d10 or 2d12 
  Champion 
  Hard 
  25 
  +15 
  4d8 
  2d12 
  Champion 
  Ridiculously 
  hard 
  30 
  +20 
  4d8 or 2d20 
  2d12 or 3d10 
  Epic 
  Normal 
  25 
  +15 
  2d20 or 3d20 
  3d12 or 4d10 
  Epic 
  Hard 
  30 
  +20 
  3d20 
  4d10 
  Epic 
  Ridiculously 
  hard 
  35 
  +25 
  3d20 or 4d20 
  4d10 or 4d12 
  Building Battles 
  For adventure tier, levels 1-4, start with one enemy creature of the party’s level per PC. At 
  champion tier, levels 5-7, start with one enemy creature per PC, with each creature being 
  one level higher than the PCs. At epic tier, levels 8–10, the monsters should weigh in at two 
  levels above the PCs if they appear in equal numbers. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Lower-level monsters count as fractions of an adventurer-level monster, and higher-level 
  monsters count as multiples. See the monster equivalents chart below. 
  Monster Equivalents 
  Monster Level vs. 
  Party Level 
  (Adventurer) 
  Monster Level vs. 
  Party Level 
  (Champion) 
  Monster Level 
  vs. Party Level 
  (Epic) 
  Normal 
  counts 
  as… 
  Mook 
  counts 
  as…  
  Large 
  counts 
  as… 
  Huge 
  counts 
  as… 
  2 levels lower 
  1 level lower 
  SAME LEVEL 
  0.5 
  0.1 
  1 
  1.5 
  1 level lower 
  SAME LEVEL 
  1 level higher 
  0.7 
  0.15 
  1.5 
  2 
  SAME LEVEL 
  1 level higher 
  2 levels higher 
  1 
  .2 
  2 
  3 
  1 level higher 
  2 levels higher 
  3 levels higher 
  1.5 
  .3 
  3 
  4 
  2 levels higher 
  3 levels higher 
  4 levels higher 
  2 
  .4 
  4 
  6 
  3 levels higher 
  4 levels higher 
  5 levels higher 
  3 
  .6 
  6 
  8 
  4 levels higher 
  5 levels higher 
  6 levels higher 
  4 
  .8 
  8 
   
  Mooks 
  At champion and epic tier, it takes 5 mooks to equal one standard creature. At first and 
  second level, use 3 mooks as a standard creature if the mooks are the same level, an 
  equivalent of .33. At third and fourth level, use up to four mooks per monster, or .25. 
  Large Monsters 
  A large (or double-strength) monster counts as 2 standard monsters. 
  Huge Monsters 
  A huge (or triple-strength) monster counts as 3 standard monsters. 
  Monster Special Abilities 
  When you use monsters with especially nasty special abilities, be aware of the increased 
  threat that they represent and take that into account. 
  Unfair Encounters 
  To make the battle more difficult, consider outfitting the monsters in the battle with these 
  features: 
   
  Potent powers 
   
  Nastier specials 
   
  Weight of numbers 
   
  Reinforcements 
   
  Advantageous terrain 
  Full Heal-ups 
  A party should get a full heal-up after approximately 4 regular battles, 3 hard battles, or 2 
  regular battles and 1 very hard battle. 
  For storytelling, try to sync full heal-ups with an appropriate event in the game world. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  If the PCs find some special source of healing when they don’t deserve a full heal-up yet, 
  allow them to get one or two recoveries back and to make some extra recharge rolls. 
  If the party is able to rest and decides to heal-up ahead of time, they suffer a campaign loss. 
  The story moves along, but the situation in the campaign gets noticeably worse for the party 
  (at the GM’s discretion). 
  Leveling Up 
  Characters advance a level after three or four full heal-ups, i.e. between twelve and sixteen 
  serious battles. The whole party levels up together. 
  Benefits of Leveling Up 
  When you level up, you get these benefits: 
   
  +1 to attacks, defenses, and skill checks. 
   
  An additional die of damage with weapon attacks. 
   
  More hit points (by class). 
   
  An additional feat. Choose any feat whose prerequisites your character satisfies. Feats 
  are classed as adventurer (can be chosen at any level), champion (can be chosen at 
  level 5+), and epic (can be chosen at level 8+). 
   
  The ability to wield an additional magic item. (See Magic Item Personalities & Quirks.) 
   
  At 4th level, 7th level, and 10th level, you add +1 to three different ability scores. 
   
  At 5th level and 8th level, gain an additional icon relationship point, and possibly more 
  talents depending on your class. 
   
  Possibly more powers and spells, and possibly an increase in their strength. (See 
  Classes.) 
  Incremental Advance 
  After each session that goes well, the GM awards the players an incremental advance. 
  When you gain an incremental advance, choose one of the traits of your next level to receive 
  immediately (if available) instead of waiting until you level up. You’re not stuck with your 
  choice, however, once you do level up. 
  You can take each incremental advance only once (except power/spell, see below). The 
  advancement choices are: 
  Ability Score Bonuses 
  As a 4th-, 7th-, or 10th-level incremental advance, you can choose +1 in three of your ability 
  scores. 
  Feat 
  Choose a feat. For the purposes of this feat, your level is one higher than normal. When you 
  level up, you can switch this feat out for another feat of your choice. 
  Hit Points 
  Your maximum hit points increase as if you were one level higher. If you’re presently 
  damaged while mid-adventure, your current hit points increase by the same amount. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Magic Item 
  You can wield an additional magic item as if you were 1 level higher. 
  Power or Spell 
  Choose a single power or spell that you could take at your next level. If you have a choice of 
  multiple powers or spells, then you can take this increment multiple times to match. If you 
  must replace a lower-level spell with a higher-level spell, you cannot replace a spell that has 
  been expended. 
  Skills 
  Add +1 to all skill checks. 
  Talent 
  If your class gains a new talent at the next level, you can take that talent as an incremental 
  advance at 4th or 7th level. 
  Icon Relationship Points 
  As a 4th or 7th level incremental advance, with the GM’s permission, you can choose a new 
  icon relationship point that you would get at 5th or 8th level. 
  No Attack or Defense Bonuses 
  You only get these bonuses when you level up. 
  Loot: Treasure Rewards 
  Use the guidelines that follow to decide how many gold pieces and magic items to reward to 
  successful adventurers. 
  The majority of treasure reaches the PCs one of two ways (a) as loot from climactic battles, 
  or (b) as rewards after or before an adventure from a PC’s icon connections. 
  Gold Piece Rewards 
  The table below lists the highest amount of gold pieces you should consider awarding to each 
  character in the course of an adventuring day. Rewarding less gold is fine. 
  GP per Full Heal-Up 
  PC Level GP per Character 
  1 
  100 
  2 
  125 
  3 
  175 
  4 
  210 
  5 
  250 
  6 
  325 
  7 
  425 
  8 
  500 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  9 
  650 
  10 
  850 
  Optional No Math System 
  Each player rolls a d20 and checks the table below. Results are not cumulative; what you roll 
  is what you get. 
  Loot per Heal-Up 
  Roll 
  Loot 
  1–2 
  Useless stuff, fake potions, costume jewelry, nothing gained. 
  3–4 
  One healing potion, lower tier. 
  5–10 
  One healing potion from PC’s tier. 
  11–15 Two potions/oils/runes of PC’s choice from PC’s tier. 
  16–20 Three potions/oils/runes of PC’s choice from PC’s tier. 
  Rituals 
  Rituals are spells cast outside of combat for various free-form magical effects. Clerics and 
  wizards learn ritual magic by default; other spellcasters can learn it by taking the Ritual 
  Casting feat. 
  Casting a Ritual 
  To cast a spell as a ritual: 
  1. Choose the spell that will be used and expended by the ritual. 
  2. Tell the GM what you are trying to accomplish and gather necessary ingredients for the 
  ritual. 
  3. Spend 1d4 minutes/quarter-hours/hours (as determined by the GM) preparing and 
  casting the ritual. You can’t cast other spells during this period. A PC taking damage 
  won’t necessarily end the ritual, but it will be ruined if a character falls unconscious 
  or launches an attack of their own. 
  4. Make a skill check using one of your magical backgrounds and the ability score the GM 
  deems appropriate. Use the standard DC targets (or a special DC set by the GM), 
  depending on your tier and the results you’re hoping for. The higher the level of the 
  spell consumed by the ritual, the greater the effect. 
  No matter the outcome, the spell is expended until your next full heal-up. 
  Determining Results 
  Choose outcomes that are outgrowths of the spell’s normal effects. The effects don’t have to 
  play within the usual constraints of the magic system, and they don’t have to be taken as a 
  precedent for future rituals.  
  Failure should fail forward. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  The High Arcana talent of the wizard allows you to cast a ritual in a matter of rounds instead 
  of minutes, but it still needs the required components. 
  Monsters 
  You can use the monsters included in the 13th Age Archmage Engine, or you can make your 
  own. 
  Monster Rules 
  Stats & Characteristics 
  Most monster attacks generally deal a specific amount of damage (instead of rolling for 
  damage) and don’t add on the escalation die. Only exceptional monsters get to add the 
  escalation die to their attacks. 
  Monsters may have particular abilities or powers that are triggered when the attack roll is 
  greater than a certain threshold. The default trigger happens at a 16+ monster d20 attack 
  roll, though unpredictable monsters may have effects trigger on other rolls. 
  Mooks 
  Mooks are weaker monsters that can be cut down in large numbers in a single turn. Damage is 
  not tracked against single mooks, but against the entire mob of mooks you’re facing. If you 
  roll damage against a mook and it is greater than the single mook’s hit points, then another 
  mook takes the remainder. In this way, damage can cascade to multiple mooks, and a player 
  can kill multiple in one turn, even if they’re not all directly within your attack range. 
  A mook’s hit point value is one-fifth that of a regular monster. 
  Mooks move and attack individually. Mooks deal a fixed damage when they hit, and double 
  damage when they roll a natural 20. 
  Mooks can be split up into multiple mobs with different initiative numbers and hit point pools 
  for each. 
  Large & Huge Monsters 
  Large monsters generally have twice the hit points and deal roughly double the damage of a 
  normal-sized monster. They also count as two monsters when you build a battle. 
  Huge monsters have triple the hit points, deal triple damage, and count as three normal-sized 
  monsters when you’re putting together a battle. 
  Regular-sized monsters may also have the same stats as large and huge monsters, in which 
  case they are labeled as double-strength and triple-strength monsters, respectively. 
  Dire Animals 
  Dire animals are bigger (large-sized) versions of normal animals. Dire animals usually have at 
  least one dire feature, determined randomly using the table below. 
  d6 Dire Feature 
  Description 
  1 
  Armor plates 
  Add +2 to the dire animal’s AC, and add +1 to its PD. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  2 
  Spiky bits 
  Whenever an enemy hits the dire animal with a melee attack, deal 
  damage equal to twice the animal’s level to that attacker. 
  3 
  Carnage 
  The dire animal’s attacks that miss deal damage equal to its level. 
  When staggered, its missed attacks deal damage equal to double its 
  level. 
  4 
  Poison 
  The dire animal’s main attack also deals 5 ongoing poison damage per 
  tier (5 ongoing poison at levels 1–4, 10 at 5–7, etc.). 
  5 
  Dire 
  regeneration 
  When the escalation die is even, this animal heals damage equal to 
  triple its level at the start of its turn. 
  6 
  Fury 
  While staggered, the dire animal gains a +2 attack bonus and deals +4 
  damage, but at the end of each of its turns it takes 2d6 damage. 
  Abilities 
  Monsters may have special abilities for use in battle. 
  Burrowing 
  Burrowing is a special rule for monsters that allows somewhat restricted movement 
  underground. Unless otherwise specified, monsters generally do not leave functional tunnels 
  behind them when burrowing. 
  A burrowing creature on the surface may attempt to burrow underground by using a standard 
  action. Burrowing is successful if a saving throw beats the required save for the type of 
  ground. 
  Type of Ground 
  Difficulty 
  Save Needed 
  Sand, dirt, forest soil 
  Easy 
  6+ 
  Hard-packed dirt, loose rocks Normal save 11+ 
  Rock, caves, dungeon floors 
  Hard save 
  16+ 
  After successfully burrowing, a creature may move underground, faster or slower depending 
  on the hardness of the ground, out of sight of other creatures, hidden and safe from attacks. 
  For breaking through to the surface, the sequence is as follows: a move action from deeper 
  under the ground to come close to the surface, close enough that people see there’s 
  something coming, followed by a quick action to break through, and then by a standard action 
  attack. 
  Death Attacks and Last-Gasp Saves 
  Some deadly monsters have a special attack called a death attack that can kill (petrify, 
  paralyze, liquefy, immolate) in a single attack. Such attacks offer the player a last-gasp save. 
  A player that is affected by a death attack has a limited amount of last-gasp saves to try to 
  throw off the condition of the death attack. On the first turn a player is affected, the player 
  may make a single action (standard, move, or quick), after which they must roll a hard save 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  (16+). If successful, the player shrugs off the death attack condition and can act normally on 
  their next turn. If unsuccessful, their turn ends and the player may not take any other actions 
  on future turns except for further last-gasp saves. Each successive last-gasp save is a hard 
  save (16+). A successful save means that the player can act normally on the next round, 
  unless the player rolls a natural 20 for their last-gasp save, which means that the player can 
  take their turn normally in the current round. 
  Once a player fails four last-gasp saves while fighting off the death attack, the death attack 
  effect succeeds, and the player is adversely affected as the attack indicates. 
  An ally may assist a player affected by a death attack. The ally must use a standard action to 
  help the player shake off the attack. This gives the player a free last-gasp save that may be 
  rolled immediately. (A failure doesn’t count against the four allowed saves.) In addition, the 
  assisted save becomes normal difficulty (11+) instead of hard. 
  Fear 
  Some monsters may have an aura of fear that makes them more difficult to be attacked. 
  A character engaged with such a monster must have a certain amount of hit points (according 
  to the level of the monster with the fear aura) or be dazed (-4 attack) and gain no benefit 
  from the escalation die. 
  Level Fear threshold (HP) 
  0 
  7 
  1 
  9 
  2 
  12 
  3 
  15 
  4 
  18 
  5 
  24 
  6 
  30 
  7 
  36 
  8 
  48 
  9 
  60 
  10 
  72 
  11 
  96 
  12 
  120 
  13 
  144 
  14 
  192 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Should the character’s hp increase past the fear threshold or the character disengage from 
  the monster, they lose the dazed effect and regain the escalation die benefits. 
  Group Abilities 
  A few monsters have limited abilities that can be used a certain number of times in a battle 
  for the group. Any monster within that group may use the ability, but then the number of 
  available uses is decremented for the entire group. It does not matter which monster uses the 
  ability. 
  Mooks cannot have group abilities. 
  Leveling Up 
  Use these guidelines to raise an existing monster by one or more levels. 
  1. Raise its attack bonuses and defenses by 1 per added level. 
  2. For damage, hp, and related special abilities (like healing), multiply the monster’s 
  stats accordingly: 
  Levels Added Damage Multiplier 
  +1 level 
  x 1.25 
  +2 levels 
  x 1.6 
  +3 levels 
  x 2.0 
  +4 levels 
  x 2.5 
  +5 levels 
  x 3.2 
  +6 levels 
  x 4.0 
  Monster List 
  This list is sorted by level, then role, then monster name. 
  Lvl Monster 
  Size 
  Role 
  Type 
  0 
  kobold grand wizard 
  normal mook 
  humanoid 
  0 
  squib swarm 
  normal mook 
  beast 
  0 
  stirgelings 
  normal mook 
  beast 
  0 
  giant ant 
  normal troop 
  beast 
  0 
  stirge 
  normal troop 
  beast 
  1 
  archer stirge 
  normal archer 
  beast 
  1 
  skeleton archer 
  normal archer 
  undead  
  1 
  cobbler stirge 
  normal blocker 
  beast 
  1 
  skeletal hound 
  normal blocker 
  undead 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  1 
  decrepit skeleton 
  normal mook 
  undead 
  1 
  dire rat 
  normal mook 
  beast 
  1 
  ettercap acolyte 
  normal mook 
  humanoid 
  1 
  goblin scum 
  normal mook 
  humanoid 
  1 
  gravemeat 
  normal mook 
  undead 
  1 
  kobold archer 
  normal mook 
  humanoid 
  1 
  wibble 
  normal mook 
  construct 
  1 
  zombie shuffler 
  normal mook 
  undead 
  1 
  swarm of bats 
  normal spoiler 
  beast 
  1 
  fungaloid creeper  
  normal troop 
  plant 
  1 
  goblin grunt 
  normal troop 
  humanoid 
  1 
  human thug 
  normal troop 
  humanoid 
  1 
  kobold warrior 
  normal troop 
  humanoid 
  1 
  orc warrior 
  normal troop 
  humanoid 
  1 
  watch skull 
  normal troop 
  undead 
  1 
  white dragon hatchling 
  normal troop 
  dragon 
  1 
  wolf 
  normal troop 
  beast 
  1 
  giant scorpion 
  normal wrecker beast 
  2 
  orcish archer 
  normal archer 
  humanoid 
  2 
  splotchcap 
  normal archer 
  humanoid 
  2 
  enduring shield 
  normal blocker 
  humanoid 
  2 
  ettercap hunter 
  normal blocker 
  humanoid 
  2 
  giant web spider 
  large 
  blocker 
  beast 
  2 
  hook scuttler 
  normal blocker 
  beast 
  2 
  avenging orb 
  normal caster 
  humanoid 
  2 
  feral warbanner 
  2x 
  caster 
  construct 
  2 
  goblin shaman 
  normal caster 
  humanoid 
  2 
  kobold hero 
  normal leader 
  humanoid 
  2 
  orc shaman 
  normal leader 
  humanoid 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  2 
  aerial spore 
  normal mook 
  plant 
  2 
  human rabble 
  normal mook 
  humanoid 
  2 
  kobold skyclaw 
  normal mook 
  humanoid 
  2 
  newly-risen ghoul 
  normal mook 
  undead 
  2 
  pit-spawn orc 
  2x 
  mook 
  humanoid 
  2 
  razor shark 
  normal mook 
  beast 
  2 
  claw flower 
  normal spoiler 
  plant 
  2 
  hellwasp 
  normal spoiler 
  beast 
  2 
  trog 
  normal spoiler 
  humanoid 
  2 
  ankheg 
  large 
  troop 
  beast 
  2 
  bear 
  normal troop 
  beast 
  2 
  boombug 
  normal troop 
  beast 
  2 
  bugbear scout 
  2x 
  troop 
  humanoid 
  2 
  dire bat 
  normal troop 
  beast 
  2 
  hobgoblin warrior 
  normal troop 
  humanoid 
  2 
  human zombie 
  normal troop 
  undead 
  2 
  medium brass dragon 
  normal troop 
  dragon 
  2 
  medium white dragon 
  normal troop 
  dragon 
  2 
  orc berserker 
  normal troop 
  humanoid 
  2 
  sahuagin raider 
  normal troop 
  humanoid 
  2 
  skeleton warrior 
  normal troop 
  undead 
  2 
  skin devil 
  normal troop 
  devil 
  2 
  wererat 
  normal troop 
  beast 
  2 
  zombie beast 
  large 
  troop 
  undead 
  2 
  bat cavalry 
  large 
  wrecker beast & humanoid 
  2 
  destroying sword 
  normal wrecker humanoid 
  2 
  hunting spider 
  normal wrecker beast 
  2 
  lizardman savage 
  normal wrecker humanoid 
  2 
  sporrior 
  normal wrecker plant 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  2 
  swarming maw 
  normal wrecker beast 
  3 
  gnoll ranger 
  normal archer 
  humanoid 
  3 
  ettercap warrior 
  normal blocker 
  humanoid 
  3 
  ogre penitent 
  large 
  blocker 
  giant 
  3 
  otyugh 
  large 
  blocker 
  aberration 
  3 
  small water elemental 
  normal blocker 
  elemental 
  3 
  blue sorcerer 
  normal caster 
  humanoid 
  3 
  drow spider-mage 
  normal caster 
  humanoid 
  3 
  ettercap supplicant 
  normal caster 
  humanoid 
  3 
  vicious warbanner 
  2x 
  caster 
  construct 
  3 
  zealous warbanner 
  2x 
  caster 
  construct 
  3 
  bugbear schemer 
  normal leader 
  humanoid 
  3 
  kobold engineer 
  normal leader 
  humanoid 
  3 
  orc battle screamer 
  normal leader 
  humanoid 
  3 
  pixie pod 
  2x 
  leader 
  plant 
  3 
  trog chanter 
  normal leader 
  humanoid 
  3 
  cave orc 
  normal mook 
  humanoid 
  3 
  dretch 
  normal mook 
  demon 
  3 
  fire bat 
  normal mook 
  beast 
  3 
  lemure 
  normal mook 
  devil 
  3 
  podling 
  normal mook 
  plant 
  3 
  weaver swarm 
  normal mook 
  beast 
  3 
  dawn zorigami 
  normal spoiler 
  construct 
  3 
  death-plague orc 
  large 
  spoiler 
  humanoid 
  3 
  ghoul 
  normal spoiler 
  undead 
  3 
  goblin bat mage 
  normal spoiler 
  beast & humanoid 
  3 
  imp 
  normal spoiler 
  demon 
  3 
  intellect devourer 
  normal spoiler 
  aberration 
  3 
  pixie warrior 
  normal spoiler 
  humanoid 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  3 
  rust monster 
  normal spoiler 
  aberration 
  3 
  slime-skull 
  normal spoiler 
  undead 
  3 
  spinneret doxy 
  normal spoiler 
  humanoid 
  3 
  barbellite 
  normal troop 
  beast 
  3 
  bugbear 
  normal troop 
  humanoid 
  3 
  cenotaph dragon 
  normal troop 
  dragon 
  3 
  dire wolf 
  large 
  troop 
  beast 
  3 
  fungaloid drudge 
  normal troop 
  plant 
  3 
  gnoll savage 
  normal troop 
  humanoid 
  3 
  kobold dog-rider 
  normal troop 
  humanoid 
  3 
  large brass dragon 
  large 
  troop 
  dragon 
  3 
  ogre 
  large 
  troop 
  giant 
  3 
  orc tusker 
  normal troop 
  humanoid 
  3 
  small earth elemental 
  normal troop 
  elemental 
  3 
  small fire elemental 
  normal troop 
  elemental 
  3 
  werewolf 
  normal troop 
  beast 
  3 
  braincap 
  2x 
  wrecker plant 
  3 
  catacomb dragon 
  large 
  wrecker dragon 
  3 
  hellhound 
  normal wrecker beast 
  3 
  hungry star 
  normal wrecker aberration 
  3 
  magma brute 
  normal wrecker construct 
  3 
  medium black dragon 
  normal wrecker dragon 
  3 
  medium bronze dragon 
  normal wrecker dragon 
  3 
  ochre jelly 
  large 
  wrecker ooze 
  3 
  redcap 
  normal wrecker humanoid 
  3 
  small air elemental 
  normal wrecker elemental 
  4 
  flesh golem 
  large 
  blocker 
  construct 
  4 
  gelatinous tetrahedron 
  huge 
  blocker 
  ooze 
  4 
  ghoul licklash 
  normal blocker 
  undead 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  4 
  kobold bravescale 
  normal blocker 
  humanoid 
  4 
  deathly warbanner 
  2x 
  caster 
  construct 
  4 
  derro sage 
  normal caster 
  humanoid 
  4 
  despoiler 
  normal caster 
  demon 
  4 
  kobold dungeon-shaman 
  2x 
  caster 
  humanoid 
  4 
  ettercap keeper 
  normal leader 
  humanoid 
  4 
  fungaloid monarch 
  2x 
  leader 
  plant 
  4 
  gnoll war leader 
  normal leader 
  humanoid 
  4 
  hobgoblin captain 
  normal leader 
  humanoid 
  4 
  lethal lothario 
  normal leader 
  humanoid 
  4 
  awakened trees 
  normal mook 
  plant 
  4 
  cambion dirk 
  normal mook 
  demon 
  4 
  chaos glorp 
  normal mook 
  aberration 
  4 
  drow soldier 
  normal mook 
  humanoid 
  4 
  elder spore 
  normal mook 
  plant 
  4 
  kobold shadow-warrior 
  normal mook 
  humanoid 
  4 
  ravenous cannibal 
  normal mook 
  humanoid 
  4 
  the woven 
  normal mook 
  humanoid 
  4 
  zombie of the silver rose 
  normal mook 
  undead 
  4 
  chaos behemoth 
  huge 
  spoiler 
  aberration 
  4 
  demonic ogre 
  large 
  spoiler 
  giant 
  4 
  ghoul pusbuster 
  normal spoiler 
  undead 
  4 
  harpy 
  normal spoiler 
  humanoid 
  4 
  hell imp 
  normal spoiler 
  devil 
  4 
  jest bones 
  normal spoiler 
  undead 
  4 
  lich baroness 
  normal spoiler 
  undead 
  4 
  medium copper dragon 
  normal spoiler 
  dragon 
  4 
  medium green dragon 
  normal spoiler 
  dragon 
  4 
  wight 
  normal spoiler 
  undead 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  4 
  azer soldier 
  normal troop 
  dwarf 
  4 
  blackamber skeletal legionnaire normal troop 
  undead 
  4 
  centaur lancer 
  normal troop 
  humanoid 
  4 
  chaos beast 
  normal troop 
  aberration 
  4 
  chuulish slave 
  normal troop 
  aberration 
  4 
  derro maniac 
  normal troop 
  humanoid 
  4 
  dire bear 
  large 
  troop 
  beast 
  4 
  half-orc legionnaire 
  normal troop 
  humanoid 
  4 
  honey devil, aka slime devil 
  normal troop 
  devil 
  4 
  huge brass dragon 
  huge 
  troop 
  dragon 
  4 
  large white dragon 
  large 
  troop 
  dragon 
  4 
  minotaur 
  large 
  troop 
  humanoid 
  4 
  ogre crusader 
  large 
  troop 
  giant 
  4 
  screaming skull 
  normal troop 
  undead 
  4 
  troll 
  large 
  troop 
  giant 
  4 
  wereboar 
  2x 
  troop 
  beast 
  4 
  barbarous bugbear 
  normal wrecker humanoid 
  4 
  basilisk 
  large 
  wrecker beast 
  4 
  big zombie 
  large 
  wrecker undead 
  4 
  chaos brute 
  large 
  wrecker aberration 
  4 
  fungaloid empress 
  huge 
  wrecker plant 
  4 
  ghoul fleshripper 
  normal wrecker undead 
  4 
  ogre berserker 
  large 
  wrecker giant 
  4 
  owlbear 
  large 
  wrecker beast 
  5 
  demon-touched human ranger 
  normal archer 
  humanoid 
  5 
  thunder bat 
  normal archer 
  beast 
  5 
  earth elemental 
  normal blocker 
  elemental 
  5 
  gelatinous cubahedron 
  huge 
  blocker 
  ooze 
  5 
  gelatinous cube 
  huge 
  blocker 
  ooze 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5 
  water elemental 
  normal blocker 
  elemental 
  5 
  flaming skull 
  normal caster 
  undead 
  5 
  hobgoblin warmage 
  normal caster 
  humanoid 
  5 
  manticore bard 
  large 
  caster 
  beast 
  5 
  medium blue dragon 
  normal caster 
  dragon 
  5 
  sahuagin glow priest 
  normal caster 
  humanoid 
  5 
  swaysong naga 
  large 
  leader 
  beast 
  5 
  whispering prophet 
  normal leader 
  aberration 
  5 
  sea shark 
  2x 
  mook 
  beast 
  5 
  binding bride 
  normal spoiler 
  humanoid 
  5 
  common treant 
  normal spoiler 
  plant 
  5 
  gorge dragon 
  large 
  spoiler 
  dragon 
  5 
  mantikumhar 
  large 
  spoiler 
  beast 
  5 
  rust monster obliterator 
  normal spoiler 
  demon 
  5 
  swarm prince 
  normal spoiler 
  humanoid 
  5 
  wraith 
  normal spoiler 
  undead 
  5 
  cambion sickle 
  normal troop 
  demon 
  5 
  dire boar 
  large 
  troop 
  beast 
  5 
  drow sword maiden 
  normal troop 
  humanoid 
  5 
  ettin 
  large 
  troop 
  giant 
  5 
  gargoyle 
  normal troop 
  construct 
  5 
  huge white dragon 
  huge 
  troop 
  dragon 
  5 
  kobold dragon-soul 
  normal troop 
  humanoid 
  5 
  mausoleum dragon 
  large 
  troop 
  dragon 
  5 
  smoke devil 
  normal troop 
  devil 
  5 
  werebear 
  large 
  troop 
  beast 
  5 
  air elemental 
  normal wrecker elemental 
  5 
  bulette 
  large 
  wrecker beast 
  5 
  centaur raider 
  normal wrecker humanoid 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5 
  fire elemental 
  normal wrecker elemental 
  5 
  frenzy demon 
  normal wrecker demon 
  5 
  ghast 
  normal wrecker undead 
  5 
  green bulette 
  large 
  wrecker beast 
  5 
  half-orc tribal champion 
  normal wrecker humanoid 
  5 
  hydra, five-headed 
  huge 
  wrecker beast 
  5 
  lumberland dirt-fisher 
  huge 
  wrecker beast 
  5 
  ogre champion 
  large 
  wrecker giant 
  5 
  ravenous bumoorah 
  normal wrecker beast 
  5 
  sahuagin 
  normal wrecker humanoid 
  5 
  warped beast 
  normal wrecker aberration 
  5 
  wendigo spirit 
  large 
  wrecker undead 
  5 
  wyvern 
  large 
  wrecker beast 
  6 
  centaur ranger 
  normal archer 
  humanoid 
  6 
  manticore 
  large 
  archer 
  beast 
  6 
  bearded devil (barbazu) 
  large 
  blocker 
  devil 
  6 
  gelatinous octahedron 
  huge 
  blocker 
  ooze 
  6 
  intellect assassin 
  normal blocker 
  aberration 
  6 
  lich flower 
  2x 
  blocker 
  undead 
  6 
  death blossom 
  2x 
  caster 
  undead 
  6 
  drider 
  large 
  caster 
  aberration 
  6 
  drow spider-sorceress 
  normal caster 
  humanoid 
  6 
  centaur champion 
  2x 
  leader 
  humanoid 
  6 
  sparkscale naga 
  large 
  leader 
  beast 
  6 
  bat demon 
  normal mook 
  demon 
  6 
  ice zombie 
  normal mook 
  undead 
  6 
  jotun auroch 
  huge 
  mook 
  beast 
  6 
  lokkris 
  normal mook 
  beast 
  6 
  apex zorigami 
  normal spoiler 
  construct 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  6 
  chuul 
  large 
  spoiler 
  aberration 
  6 
  clay golem 
  large 
  spoiler 
  construct 
  6 
  coursing manticore 
  large 
  spoiler 
  beast 
  6 
  crimsoncap 
  normal spoiler 
  humanoid 
  6 
  hag 
  normal spoiler 
  humanoid 
  6 
  medium silver dragon 
  normal spoiler 
  dragon 
  6 
  parasitic dybbuk 
  2x 
  spoiler 
  demon 
  6 
  poison dandelion 
  2x 
  spoiler 
  undead 
  6 
  vampire spawn 
  normal spoiler 
  undead 
  6 
  vrock (vulture demon) 
  normal spoiler 
  demon 
  6 
  chuulish swarm 
  normal troop 
  aberration 
  6 
  corpse dybbuk 
  2x 
  troop 
  demon 
  6 
  dire tiger 
  large 
  troop 
  beast 
  6 
  frost-würm 
  large 
  troop 
  beast 
  6 
  hill giant 
  large 
  troop 
  giant 
  6 
  spider mount 
  normal troop 
  beast 
  6 
  winter beast 
  large 
  troop 
  beast 
  6 
  weretiger 
  large 
  troop 
  beast 
  6 
  blizzard dragon 
  large 
  wrecker dragon 
  6 
  blood rose 
  2x 
  wrecker undead 
  6 
  cambion katar 
  normal wrecker demon 
  6 
  large black dragon 
  large 
  wrecker dragon 
  6 
  large bronze dragon 
  large 
  wrecker dragon 
  6 
  medium red dragon 
  normal wrecker dragon 
  6 
  medusa outlaw 
  2x 
  wrecker humanoid 
  6 
  ogre mage knight 
  large 
  wrecker giant 
  6 
  sahuagin mutant 
  large 
  wrecker humanoid 
  6 
  specter 
  2x 
  wrecker undead 
  7 
  drow darkbolt 
  normal archer 
  humanoid 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7 
  gnoll fiendfletch 
  normal archer 
  humanoid 
  7 
  big earth elemental 
  normal blocker 
  elemental 
  7 
  big water elemental 
  normal blocker 
  elemental 
  7 
  bronze golem 
  large 
  blocker 
  construct 
  7 
  gelatinous dodecahedron 
  huge 
  blocker 
  ooze 
  7 
  gnoll shredder 
  normal blocker 
  humanoid 
  7 
  cloud giant warrior 
  huge 
  caster 
  giant 
  7 
  ice sorceress 
  large 
  caster 
  giant 
  7 
  medium gold dragon 
  normal caster 
  dragon 
  7 
  ogre mage 
  large 
  caster 
  giant 
  7 
  void dragon 
  huge 
  caster 
  dragon 
  7 
  manafang naga 
  large 
  leader 
  beast 
  7 
  orc rager 
  normal mook 
  humanoid 
  7 
  bergship raider 
  large 
  spoiler 
  giant 
  7 
  fang devil 
  huge 
  spoiler 
  devil 
  7 
  frost giant 
  large 
  spoiler 
  giant 
  7 
  large green dragon 
  large 
  spoiler 
  dragon 
  7 
  phase spider 
  large 
  spoiler 
  beast 
  7 
  umluppuk 
  huge 
  spoiler 
  aberration 
  7 
  hezrou (toad demon) 
  large 
  troop 
  demon 
  7 
  hooded devil 
  normal troop 
  devil 
  7 
  lammasu warrior 
  large 
  troop 
  beast 
  7 
  moon dragon 
  huge 
  troop 
  dragon 
  7 
  big air elemental 
  normal wrecker elemental 
  7 
  big fire elemental 
  normal wrecker elemental 
  7 
  cloud giant thane 
  huge 
  wrecker giant 
  7 
  crustycap 
  normal wrecker humanoid 
  7 
  ethereal dybbuk 
  2x 
  wrecker demon 
  7 
  fallen lammasu 
  large 
  wrecker beast 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7 
  hydra, seven-headed 
  huge 
  wrecker beast 
  7 
  volcano dragon 
  large 
  wrecker dragon 
  8 
  giant praying mantis 
  large 
  blocker 
  beast 
  8 
  stone golem 
  large 
  blocker 
  construct 
  8 
  black skull 
  normal caster 
  undead 
  8 
  glabrezou (pincer demon) 
  large 
  caster 
  demon 
  8 
  large blue dragon 
  large 
  caster 
  dragon 
  8 
  ogre lightning mage 
  large 
  caster 
  giant 
  8 
  rakshasa 
  2x 
  caster 
  humanoid 
  8 
  shadow dragon 
  large 
  caster 
  dragon 
  8 
  elder swaysong naga 
  normal leader 
  beast 
  8 
  half-orc commander 
  normal leader 
  humanoid 
  8 
  parasitic lightning beetle 
  normal mook 
  beast 
  8 
  purple larva 
  normal mook 
  beast 
  8 
  shadow thief 
  normal mook 
  dragon 
  8 
  trog underling 
  normal mook 
  humanoid 
  8 
  couatl 
  large 
  spoiler 
  beast 
  8 
  frost giant adventurer 
  large 
  spoiler 
  giant 
  8 
  lammasu wizard 
  large 
  spoiler 
  beast 
  8 
  lich count 
  2x 
  spoiler 
  undead 
  8 
  stone giant 
  large 
  troop 
  giant 
  8 
  adult remorhaz 
  large 
  wrecker beast 
  8 
  cambion hellblade 
  normal wrecker demon 
  8 
  fire giant 
  large 
  wrecker giant 
  8 
  fury devil (erinyes) 
  normal wrecker devil 
  8 
  iconic chimera 
  large 
  wrecker beast 
  8 
  mummy 
  2x 
  wrecker humanoid 
  8 
  purple worm 
  huge 
  wrecker beast 
  9 
  epic earth elemental 
  normal blocker 
  elemental 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  9 
  epic water elemental 
  normal blocker 
  elemental 
  9 
  despoiler mage 
  normal caster 
  demon 
  9 
  lammasu priest 
  large 
  caster 
  beast 
  9 
  prismatic ogre mage 
  large 
  caster 
  giant 
  9 
  elder sparkscale naga 
  normal leader 
  beast 
  9 
  fire giant warlord 
  large 
  leader 
  giant 
  9 
  giant zombie 
  large 
  mook 
  undead 
  9 
  hoard spirit 
  normal mook 
  construct 
  9 
  hooked demon 
  normal mook 
  demon 
  9 
  ogre minion 
  large 
  mook 
  giant 
  9 
  the flensed 
  normal mook 
  aberration 
  9 
  wraith bat 
  normal mook  
  undead 
  9 
  djinn 
  large 
  spoiler 
  giant 
  9 
  elder wendigo 
  huge 
  spoiler 
  demon 
  9 
  empyrean dragon 
  huge 
  spoiler 
  dragon 
  9 
  giant vrock (vulture demon) 
  large 
  spoiler 
  demon 
  9 
  hoardsong dragon 
  large 
  spoiler 
  dragon 
  9 
  large copper dragon 
  large 
  spoiler 
  dragon 
  9 
  soul flenser 
  normal spoiler 
  aberration 
  9 
  bone devil (osyluth) 
  large 
  troop 
  devil 
  9 
  headless zombie 
  normal troop 
  undead 
  9 
  marble golem 
  large 
  troop 
  construct 
  9 
  black pudding 
  huge 
  wrecker ooze 
  9 
  chimera 
  large 
  wrecker beast 
  9 
  deep bulette 
  huge 
  wrecker beast 
  9 
  dread specter 
  3x 
  wrecker undead 
  9 
  drow cavalry 
  2x 
  wrecker humanoid 
  9 
  epic air elemental 
  normal wrecker elemental 
  9 
  epic fire elemental 
  normal wrecker elemental 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  9 
  huge black dragon 
  huge 
  wrecker dragon 
  9 
  huge bronze dragon 
  huge 
  wrecker dragon 
  9 
  skull of the beast 
  large 
  wrecker undead 
  10 
  storm giant 
  huge 
  archer 
  giant 
  10 
  barbed devil (hamatula) 
  normal caster 
  devil 
  10 
  nalfeshnee (boar demon) 
  large 
  caster 
  demon 
  10 
  elder manafang naga 
  normal leader 
  beast 
  10 
  great fang cadre 
  normal mook 
  humanoid 
  10 
  spawn of the master 
  normal mook 
  undead 
  10 
  large silver dragon 
  large 
  spoiler 
  dragon 
  10 
  treant titan 
  large 
  spoiler 
  plant 
  10 
  vampire 
  normal spoiler 
  undead 
  10 
  dusk zorigami 
  normal wrecker construct 
  10 
  efreet 
  large 
  wrecker giant 
  10 
  iron golem 
  large 
  wrecker construct 
  10 
  large red dragon 
  large 
  wrecker dragon 
  10 
  massive mutant chuul 
  huge 
  wrecker aberration 
  10 
  river devil 
  normal wrecker devil 
  11 
  large gold dragon 
  large 
  caster 
  dragon 
  11 
  medusa noble 
  2x 
  caster 
  humanoid 
  11 
  ice devil (gelugon) 
  normal leader 
  devil 
  11 
  elder couatl 
  large 
  spoiler 
  beast 
  11 
  huge copper dragon 
  huge 
  spoiler 
  dragon 
  11 
  huge green dragon 
  huge 
  spoiler 
  dragon 
  11 
  greathoard elder 
  huge 
  wrecker dragon 
  11 
  remorhaz queen 
  large 
  wrecker beast 
  12 
  huge blue dragon 
  huge 
  caster 
  dragon 
  12 
  smoke minions 
  normal mook 
  construct 
  12 
  flamewreathed dragon 
  huge 
  spoiler 
  dragon 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  12 
  lich prince 
  2x 
  spoiler 
  undead 
  12 
  horned devil (cornugon) 
  large 
  troop 
  devil 
  12 
  marilith (serpent demon) 
  large 
  troop 
  demon 
  12 
  ancient purple worm 
  huge 
  wrecker beast 
  13 
  the final devil 
  huge 
  leader 
  devil 
  13 
  river devil minion 
  normal mook 
  devil 
  13 
  huge silver dragon 
  huge 
  spoiler 
  dragon 
  13 
  balor (flame demon) 
  large 
  wrecker demon 
  13 
  hagunemnon 
  large 
  wrecker aberration 
  13 
  huge red dragon 
  huge 
  wrecker dragon 
  14 
  huge gold dragon 
  large 
  caster 
  dragon 
  14 
  pit fiend 
  huge 
  wrecker devil 
  15 
  tarrasque 
  huge 
  wrecker beast 
  Monster Key 
  Size/Strength 
  Level 
  Role 
  Type 
  Initiative 
   
  Attack 
  Extra Effects 
   
  Specials 
  AC 
  PD 
  MD 
  HP 
  xx 
  xx 
  xx 
  xx 
   
   
   
   
  Size/Strength and Level 
  These are the key stats that determine how tough a battle will be using the creature. Sizes 
  are regular, large, and huge. Regular-sized monster can have double-strength (2x) and triple-
  strength (3x). Regular-sized and regular-strength monsters are labeled as normal. 
  Role 
  Monsters with different roles still use the same stats. 
  Archers 
  Archers are ranged attackers who use weapons rather than spells. 
  Blockers 
  Blockers have abilities that help them protect their allies. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Casters 
  Casters are magician-types who need space to cast their spells properly. They’re capable of 
  anything. 
  Leaders 
  Leaders have abilities that help other monster allies fight better. 
  Mooks 
  Mooks are minor monsters that are good cannon fodder. (See Mooks.) 
  Spoilers 
  Spoilers mess the PCs up with attacks that inflict harmful effects instead of or in addition to 
  hit point damage. 
  Troops 
  Troops are the default monster type that aim to hurt PCs via hit point damage. 
  Wreckers 
  Wreckers really bring the pain. Enemy groups containing only wreckers will be very dangerous 
  to the PCs. 
  Type 
  Some spells and magic items care about monster type. A ranger with a favored enemy type 
  definitely cares about it. 
  Types include aberration, beast, construct, demon, dragon, giant, humanoid, ooze, and 
  undead. 
  Initiative, AC, PD, MD, HP 
  See Combat Stats. 
  Attack 
  The default attack is a melee attack against one target that requires a standard action to use. 
  If an attack can target more than one creature, that information follows the attack value. 
  When a monster makes an opportunity attack, it must use a melee attack. If that attack 
  action normally includes multiple attacks, it can make only one attack roll. 
  The abbreviation R: indicates that an attack is a ranged attack instead of a melee attack. The 
  default ranged attack assumes a single nearby target, but some can hit far away targets as 
  well, which is noted in the targeting information or extra effect trigger. 
  The abbreviation C: refers to close-quarters attacks that can be used without triggering 
  opportunity attacks from engaged enemies like ranged attacks do. Each close-quarters attack 
  will note its targets. 
  Some attacks can only be used when the natural roll triggers it. These attacks have a [Special 
  trigger] indicator at the start of the attack line. Other triggers allow a monster to use a 
  normal standard action attack as a free action. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Extra Effect Trigger 
  Many monster abilities trigger randomly based on the monster’s attack roll. Not all attacks 
  have triggers. Most extra effect triggers are natural even or odd attack rolls or other specific 
  die rolls, but a few are more unusual. 
  Specials 
  These are other attacks and special abilities like fear or movement abilities like flight. Not all 
  monsters have them. 
  Some monsters have nastier special abilities that increase a monster’s options and help keep 
  monsters interesting throughout the campaign. Use them as options whenever you like. 
  Monster Reference 
  Animal/Critter 
  For dire animal abilities, see Dire Animals. 
  All bats have the following abilities: 
   
  Echolocation: Bats rely on sound waves to sense their surroundings. A bat can “see” in 
  total darkness, and can detect creatures using invisibility or visual illusions to hide. 
   
  Flight: Small bats fly quickly and turn easily. Bigger bats fly more awkwardly. 
   
  Wall-crawler: A bat can climb on ceilings and walls as easily as it moves on the ground. 
  Dire Rat 
  Normal 
  1st level 
  Mook 
  Beast 
  Initiative: +2 
   
  Infected bite +5 vs. AC—4 ongoing damage 
   
  Nastier Specials 
  Squealing pack attack: This creature gains a +1 attack bonus per 
  other dire rat engaged with the target it’s attacking. 
  AC 
  PD 
  MD 
  HP 
  15 
  15 
  10 
  6 
   
   
    
  Giant Ant 
  Normal 
  0 level 
  Troop 
  Beast 
  Initiative: +0 
   
  Mandibles +5 vs. AC—3 damage 
  Natural 16+: The target also takes 1d3 ongoing acid damage. 
   
  Wall-crawler: A giant ant can climb on ceilings and walls as easily 
  as it moves on the ground. 
  AC 
  PD 
  MD 
  HP 
  14 
  13 
  9 
  20 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
    
  Giant Scorpion 
  Normal 
  1st level 
  Wrecker 
  Beast 
  Initiative: +6 
   
  Pincer +6 vs. PD—1 damage, and the scorpion gains a +2 attack 
  bonus against the same target this turn with its stinger attack. 
  Limited use: 2/round, each requiring a quick action. (Hitting the 
  same target twice with pincer gives the stinger attack a +4 
  bonus.) 
   
   
  Stinger +6 vs. AC—3 damage, and 3 ongoing poison damage 
  AC 
  PD 
  MD 
  HP 
  16 
  15 
  10 
  22 
   
   
    
  Swarm of Bats 
  Normal 
  1st level 
  Spoiler 
  Beast 
  Initiative: +5 
  Vulnerability: thunder 
   
  C: Swarming bites +7 vs. PD (1d3 nearby enemies)—2 damage, 
  and after the attack, the swarm of bats engages one of the 
  targets 
  Natural even hit: The target is hampered until the end of its next 
  turn. It can end the effect by attacking the swarm, or if the 
  swarm drops to 0 hp. 
   
  No opportunities: The swarm of bats can’t make opportunity 
  attacks, and enemies can’t make opportunity attacks against it. 
   
  Swarming resistance: Each turn, the swarm of bats gains resist 
  damage 18+ to all damage from attacks by enemies that the 
  swarm did NOT attack that turn. 
  AC 
  PD 
  MD 
  HP 
  16 
  16 
  11 
  30 
   
   
   
   
  Bat Cavalry 
  Large 
  2nd level 
  Wrecker 
  Initiative: +6 
  Vulnerability: thunder 
   
  AC 
  PD 
  MD 
  19 
  17 
  14 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Beast & 
  Humanoid 
  Fangs, wings, and sword +8 vs. AC—Damage and effect depends 
  on the natural roll 
  Natural even hit: The target takes 10 damage from a sword 
  strike, and the bat cavalry pops free from the target and can 
  move as a free action. 
  Natural even miss against a target taking ongoing damage: The 
  target takes 6 damage from clawing wings. 
  Natural odd hit: The target takes 8 damage, and 5 ongoing 
  damage from bat fangs. 
  Natural 2–5: In addition to any other effect, the bat cavalry pops 
  free from the target, and as a free action, it can move to another 
  nearby enemy and make a fangs, wings, and sword attack against 
  it. 
   
  R: Thrown javelin +5 vs. AC—8 damage 
   
  Resist ranged damage 16+: When a ranged attack targets this 
  creature while it’s flying, the attacker must roll a natural 16+ on 
  the attack roll or it only deals half damage. (Shifty spinning bats 
  are hard to hit unless they’re grounded or stuck.) 
   
  Skittish: A bat cavalry engaged with a conscious enemy after 
  attacking it will attempt to disengage and fly into the air if it has 
  a move action remaining that turn. 
   
  Nastier Specials 
  Blood drinker: When the bat cavalry drops an enemy to 0 hp or 
  below, it continues to attack that enemy (until it dies) instead of 
  attacking other enemies. 
  HP 
  70 
   
   
   
   
  Dire Bat 
  Normal 
  2nd level 
  Troop 
  Beast 
  Initiative: +8 
  Vulnerability: thunder 
   
  Fangs and wings +6 vs. AC—5 damage, and 5 ongoing damage 
  AC 
  PD 
  MD 
  HP 
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural 2–5: The dire bat pops free from the target and can move 
  as a free action. 
   
  Resist ranged damage 16+: When a ranged attack targets this 
  creature while it’s flying, the attacker must roll a natural 16+ on 
  the attack roll or it only deals half damage. (Shifty spinning bats 
  are hard to hit unless they’re grounded or stuck.) 
   
  Skittish: A dire bat engaged with a conscious enemy after 
  attacking it will attempt to disengage and fly into the air if it has 
  a move action remaining that turn. 
   
  Nastier Specials 
  Blood drinker: When the dire bat drops an enemy to 0 hp or 
  below, it continues to attack that enemy (until it dies) instead of 
  attacking other enemies. 
  Dire: This bat is a dire animal. 
   
   
   
   
  Hunting Spider 
  Normal 
  2nd level 
  Wrecker 
  Beast 
  Initiative: +6 
   
  Bite +6 vs. AC—8 damage 
  Natural 16+: The target also takes 1d8 ongoing poison damage. 
   
  Scuttle: A hunting spider can turn its own failed disengage check 
  into a success by taking 1d4 damage. 
   
  Wall-crawler: A hunting spider can climb on ceilings and walls as 
  easily as it moves on the ground. 
  AC 
  PD 
  MD 
  HP 
  17 
  14 
  11 
  34 
   
   
    
  Giant Web Spider 
  Large 
  2nd level 
  Initiative: +6 
   
  AC 
  PD 
  17 
  16 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Blocker 
  Beast 
  Bite +7 vs. AC—5 damage, and 5 ongoing poison damage 
  Natural even hit: The target also takes 2d6 ongoing poison 
  damage if it’s dazed or stuck. 
   
  C: Web +7 vs. PD (up to 2 nearby enemies in a group)—3 damage, 
  and the target is dazed until the end of the spider’s next turn 
  Natural 18+: The target is also stuck until the end of the spider’s 
  next turn. 
   
  Wall-crawler: A giant web spider can climb on ceilings and walls 
  as easily as it moves on the ground. 
  MD 
  HP 
  12 
  68 
   
   
    
  Wolf 
  Normal 
  1st level 
  Troop 
  Beast 
  Initiative: +4 
   
  Bite +5 vs. AC—5 damage 
  Pack attack: This creature gains a +2 bonus to attack and damage 
  for each other ally engaged with the target (max +4 bonus). 
  AC 
  PD 
  MD 
  HP 
  17 
  15 
  11 
  28 
   
   
    
  Bear 
  Normal 
  2nd level 
  Troop 
  Beast 
  Initiative: +4 
   
  Bite +7 vs. AC—6 damage 
   
  Natural even hit: The target takes +1d6 damage from a claw 
  swipe. 
  AC 
  PD 
  MD 
  HP 
  17 
  16 
  12 
  45 
   
   
    
  Dire Wolf 
  Large 
  3rd level 
  Troop 
  Beast 
  Initiative: +6 
   
  Vicious bite +8 vs. AC—18 damage 
  Pack attack: This creature gains a +2 bonus to attack and damage 
  for each other ally engaged with the target (max +4 bonus). 
  AC 
  PD 
  MD 
  HP 
  17 
  17 
  13 
  80 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Chilling howl: Whenever a dire wolf’s attack drops an enemy to 0 
  hp or below, all dire wolves in the battle can howl as a free 
  action. When the wolves howl, each enemy in the battle takes a 
  penalty to its attacks and all defenses equal to the number of 
  living dire wolves in the battle (max –5) until the end of the 
  attacking wolf’s next turn. New howls extend the duration of the 
  current howl rather than downgrading the howl’s effect if dire 
  wolves have been slain in the meantime. 
   
  One dire feature: Roll randomly unless you know this beast’s 
  story already. 
   
   
    
  Goblin Bat Mage 
  Normal 
  3rd level 
  Spoiler 
  Beast & 
  Humanoid 
  Initiative: +7 
  Vulnerability: thunder 
   
  Bloody fangs +7 vs. AC—6 damage, and 6 ongoing damage 
  Natural 2–5: The goblin bat mage pops free from the target and 
  can move as a free action. 
   
  R: Blood bolt spell +7 vs. PD—8 negative energy damage 
  Natural even hit: If target is staggered after taking the damage, 
  it’s also hampered until the end of its next turn. 
  Natural odd hit: One random nearby ally of the target takes 2d6 
  negative energy damage. 
   
  Resist ranged damage 16+: When a ranged attack targets this 
  creature while it’s flying, the attacker must roll a natural 16+ on 
  the attack roll or it only deals half damage. 
   
  Skittish: A goblin bat mage engaged with a conscious enemy after 
  attacking it will attempt to disengage and fly into the air if it has 
  a move action remaining that turn. 
   
  AC 
  PD 
  MD 
  HP 
  19 
  16 
  16 
  44 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Unwieldy flyer: When the goblin bat mage is staggered, it must 
  roll an immediate save. On a failure, it loses its ability to fly until 
  the end of its next turn. If flying near the ground, it lands 
  immediately. If flying far away from the ground, it lands badly 
  and takes 15 damage. 
   
   
   
   
  Dire Bear 
  Large 
  4th level 
  Troop 
  Beast 
  Initiative: +7 
   
  Bite +8 vs. AC—24 damage 
  Natural even hit: The target takes +2d6 damage from a claw 
  swipe. 
   
  Savage: The dire bear gains a +2 attack bonus against staggered 
  enemies. 
   
  One dire feature: Roll randomly unless you know this beast’s 
  story already. 
  AC 
  PD 
  MD 
  HP 
  19 
  19 
  14 
  130 
   
   
    
  Dire Boar 
  Large 
  5th level 
  Troop 
  Beast 
  Initiative: +6 
   
  Battle-hardened tusks +13 vs. AC—22 damage 
  Natural 16+: The dire boar can make a bash attack against a 
  different target as a free action. 
   
  [Special trigger] Bash +10 vs. PD—The target is weakened (–4 to 
  attacks and defenses) until the end of the boar’s next turn 
   
  Bestial durability: When an enemy’s attack has an effect on the 
  dire boar other than damage, the boar can roll an immediate 
  hard save (16+); on a success, it negates that effect. 
   
  Last stand: The boar doesn’t die until it reaches –60 hp. While at 
  0 hp or below but more than –60 hp, it must roll a normal save at 
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  12 
  180 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  the end of each of its turns; on a failure it dies. (Fighting dire 
  boars always presents a choice for the PCs: pile on damage to 
  drop it to –60 hp, or trust the save roll to go their way.) 
   
  One random dire feature: Use the dire features table. 
   
  Nastier Specials 
  Furious streak: When the dire boar can make a bash attack, if it 
  isn’t engaged with a different enemy, as a free action it can pop 
  free of the enemy engaged with it and move to a nearby enemy 
  to make that bash attack. 
   
   
   
   
  Thunder Bat 
  Normal 
  5th level 
  Archer 
  Beast 
  Initiative: +13 
   
  Fangs +10 vs. AC—15 damage 
  Natural even hit against a dazed enemy: The target takes 20 
  ongoing thunder damage. 
   
  C: Thunder screech +10 vs. PD (1d3 nearby creatures in a 
  group)—12 thunder damage 
  Natural even hit: The target is dazed (save ends). 
   
  Resist ranged damage 16+: When a ranged attack targets this 
  creature while it’s flying, the attacker must roll a natural 16+ on 
  the attack roll or it only deals half damage. 
   
  Resist thunder 18+: When a thunder attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage. 
   
  Unwieldy flyer: When the thunder bat is staggered, it must roll 
  an immediate save. On a failure, it loses its ability to fly until the 
  end of its next turn. If flying near the ground, it lands 
  AC 
  PD 
  MD 
  HP 
  22 
  18 
  15 
  70 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  immediately. If flying far away from the ground, it lands badly 
  and takes 25 damage. 
   
   
   
   
  Dire Tiger 
  Large 
  6th level 
  Troop 
  Beast 
  Initiative: +9 
   
  Crushing jaws and shredding claws +11 vs. AC (2 attacks)—17 
  damage 
   
  [Special trigger] Pounce +13 vs. AC—38 damage, and the target 
  is hampered while it’s engaged with the tiger 
   
  Pouncing opportunity: When an enemy moves to engage the dire 
  tiger while it’s unengaged, it can meet that enemy halfway and 
  make a pounce atStack as an interrupt action before the target’s 
  attack. 
   
  Springing attack: If the dire tiger is unengaged and moves to 
  engage an enemy (with a springing leap), it can make a pounce 
  attack as a standard action. 
   
  One random dire feature: Use the dire features table. 
  AC 
  PD 
  MD 
  HP 
  20 
  19 
  15 
  160 
   
   
   
   
  Giant Praying Mantis 
  Large 
  8th level 
  Blocker 
  Beast 
  Initiative: +14 
   
  Jagged claws +13 vs. AC (2 attacks)—30 damage, and if the 
  target’s initiative bonus is +10 or less, the target is grabbed until 
  it disengages or until the mantis makes a jagged claws attack 
  against a different target 
   
  Close fighting: When an enemy fails a disengage check against 
  the dire mantis, the mantis can make an opportunity attack 
  against it. 
   
  AC 
  PD 
  MD 
  HP 
  25 
  21 
  17 
  320 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Big but brittle: While the dire mantis might rate as a huge 
  monster in terms of size, its stats are based on those for a large 
  monster. 
   
  One random dire feature: Use the dire features table. 
   
  Nastier Specials 
  Clacking mandibles: When the dire mantis starts its turn grabbing 
  an enemy, it can make a chomp attack against that enemy as a 
  free action. 
  Chomp +15 vs. AC—40 damage 
   
   
   
   
  Wraith Bat 
  Normal 
  9th level 
  Mook 
   
  Undead 
  Initiative: +14 
   
  Ghostly fangs +14 vs. PD—25 negative energy damage, and the 
  target takes +1d8 negative energy damage for each relationship 
  point it has with the bat’s associated icon. 
   
  C: Spiraling assault +14 vs. PD (1d3 nearby enemies)—22 
  negative energy damage, and after the attack the wraith bat 
  teleports to and engages with one target it hit. 
  Limited use: Regardless of the number of wraith bats in the 
  battle, only one wraith bat can use this attack each round. 
   
  Ghostly: This creature has resist damage 16+ to all damage 
  except force damage, which damages it normally. A wraith bat 
  can move through solid objects but it can’t end its movement 
  inside them. 
  AC 
  PD 
  MD 
  HP 
  24 
  23 
  20 
  36 
   
   
   
   
  Ankheg 
  Large 
  2nd level 
  Troop 
  Initiative: +8 
   
  Mandibles +7 vs. AC—8 damage 
  AC 
  PD 
  MD 
  19 
  17 
  11 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Beast 
  Natural even hit: If the target is small, the ankheg grabs it. While 
  the ankheg is grabbing a creature, the only legal target for its 
  mandibles attack is the grabbed creature. 
   
  C: Acid spit +7 vs. PD (one nearby enemy, plus any enemy the 
  ankheg has grabbed)—5 ongoing acid damage 
  Limited use: 1/round, as a quick action. 
   
  Escape speed: At the end of the ankheg’s turn, roll a d6. If it’s 
  equal to or less than the escalation die, the ankheg can move 
  again as a free action. 
  HP 
  60 
   
   
   
   
  Azer 
  Azer Soldier 
  Normal 
  4th level 
  Troop 
  Dwarf 
  Initiative: +7 
   
  Red-hot hammer +9 vs. AC—8 damage 
  Natural even hit or miss: 4 ongoing fire damage. 
   
  R: Throwing axe +9 vs. AC—7 damage 
   
  Blistering heat: When an enemy engaged with the azer attacks it, 
  that enemy takes 2 fire damage. 
   
  Fighting surge: Once per battle when an attack crits the azer but 
  doesn’t kill it, the azer can heal 4d6 hp. 
   
  Cold haters: The azer adds the escalation die to its attacks 
  against a target that is capable of dealing cold damage with a 
  spell, attack, or magic item. 
   
  Fire resistance 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  20 
  17 
  14 
  50 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Fire Bat 
  Normal 
  3rd level 
  Mook 
  Beast 
  Initiative: +9 
   
  Burning claws +8 vs. AC—2 damage, and 2 fire damage 
   
  Fiery flier: An unengaged fire bat can move, make a burning 
  contrail attack, and move away from the target as a standard 
  action without taking an opportunity attack from the target. 
  Burning contrail +7 vs. PD—5 fire damage 
   
  Blistering heat: When an enemy engaged with the fire bat attacks 
  it, that enemy takes 2 fire damage. 
   
  Fire resistance 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
  Flight: Fire bats are agile fliers, especially when riding hot air 
  currents. They slow down a bit away from warmth. 
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  11 
  10 
   
   
   
   
  Magma Brute 
  Normal 
  3rd level 
  Wrecker 
  Construct 
  Initiative: +4 
  Vulnerability: cold 
   
  Blazing-hot iron fists +8 vs. AC (2 attacks)—6 damage 
  Natural 16+: The target takes 6 extra fire damage. 
   
  C: Molten spray +7 vs. PD (1d2 + 1 enemies engaged with the 
  brute)—8 fire damage, and the brute loses 12 hit points. 
  Limited use: 1/battle, only while the brute is staggered. 
   
  AC 
  PD 
  MD 
  HP 
  19 
  18 
  12 
  46 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Blistering heat: When an enemy engaged with the brute attacks 
  it, that enemy takes 2 fire damage. 
   
  Fire resistance 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Basilisk 
  Large 
  4th Level 
  Wrecker 
  Beast 
  Initiative: +3 
   
  Multi-legged attack +8 vs. AC (3 attacks, each against a different 
  enemy)—12 damage 
  Natural 16+: The target takes 5 ongoing poison damage. 
   
  Basilisk’s stare: When a basilisk hits an enemy that is already 
  taking ongoing poison damage, the basilisk can make a basilisk’s 
  stare attack against the target as a free action. 
   
  [Special trigger] C: Basilisk’s stare +8 vs. MD—5 ongoing poison 
  damage, and the target must start making last gasp saves 
  depending on the basilisk’s type (see below) as it accidentally 
  takes a full look at the basilisk. Constructs and undead are immune 
  to this effect. 
   
  Last Gasp Failed Save Effects 
  Green Basilisk 
  Failed save: The target takes 25 poison damage as its blood turns 
  to poison. 
  Fourth failed save: The target’s body liquefies and they die. 
  Red Basilisk 
  Failed save: The target takes 15 fire damage, and each of the 
  target’s nearby allies takes 5 fire damage as the target’s blood 
  boils under their skin and sprays outward in gouts of liquid fire. 
  Fourth failed save: The target’s body ignites as their flaming 
  skull shoots upward on a jet of burning blood, killing them. 
  AC 
  PD 
  MD 
  HP 
  24 
  19 
  18 
  85 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Black Basilisk 
  Failed save: The target’s blood begins to coagulate and harden, 
  and dust puffs out of their lungs through their mouth. 
  Fourth failed save: The target’s body turns to stone and they die. 
  White Basilisk 
  Failed save: The target begins to evaporate. The target must 
  make an immediate normal save (11+) or it loses a chunk of 
  flesh or a limb, whatever is dramatic but will allow the 
  creature to survive (perhaps with minuses until healed). 
  Fourth failed save: The target’s body explodes into a fine red 
  mist and they die. 
   
  Resist melee damage 18+: When a melee attack targets this 
  creature, the attacker must roll a natural 18+ on the attack roll 
  or it only deals half damage. An attacker can ignore this 
  resistance by declaring they are looking directly at the basilisk 
  during the attack. If they do, the basilisk can make a basilisk’s 
  stare attack against them as a free action before the attack. 
  Constructs and undead are not affected by this resistance. 
   
  Stare-down: When an enemy makes a ranged attack against the 
  basilisk, the basilisk can make a basilisk’s stare attack against 
  them as a free action before the attack. 
   
  Nastier Specials 
  Death breath: Each creature engaged with the basilisk at the end 
  of the basilisk’s turn takes 10 poison damage. 
   
   
   
   
  Bulette 
  Bulette 
  Large 
  5th level 
  Wrecker 
  Beast 
  Initiative: +7 
   
  Gigantic claws +12 vs. AC (2 attacks)—15 damage 
  Dual hit: If both claws hit during the same turn, the bulette can 
  make a terrible bite attack during its next turn as a standard 
  action. 
  AC 
  PD 
  MD 
  HP 
  22 
  19 
  14 
  170 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  [Special trigger] Terrible bite +14 vs. AC—45 damage 
  Miss: 22 damage. 
   
  Blood frenzy: The bulette’s crit range expands to 16+ while the 
  escalation die is 4+. 
   
  Serious burrower: A bulette can burrow incredibly quickly for 
  short distances. They’re renowned for the mounds of dirt and 
  rock they push above them as they surge through the ground like 
  land torpedoes. 
   
  Nastier Specials 
  Savage response: When an attacker scores a critical hit against 
  the bulette and it survives, the bulette can make a terrible bite 
  attack as a free action against one target engaged with it. 
   
   
   
   
  Green Bulette 
  Large 
  5th level 
  Wrecker 
  Beast 
  Initiative: +12 
   
  Charging maw +12 vs. AC—30 damage 
  Natural even miss: The target pops free from all enemies 
  engaged with it and is vulnerable to all attacks (save ends). 
  Leaping bite: The green bulette gains a +3 bonus to attack and 
  damage with its first attack each battle. 
   
  Into the earth: The first time each round an attack hits the 
  bulette, it can choose to hunker down as a free action. If it does, 
  it gains a +3 bonus to AC and PD until the start of its next turn. 
  Force attacks and opportunity attacks don’t trigger this ability. If 
  the green bulette hunkers down while it’s moving (for example, 
  from a readied action), its movement ends that turn. 
   
  Blood-frenzy escalator: While at least one creature in the battle 
  is staggered or unconscious, the bulette gains a bonus to its 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  13 
  92 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  attacks and damage equal to the escalation die but can’t use into 
  the earth. Creatures that have no blood (constructs, oozes, plant 
  creatures, etc.) don’t trigger this ability. 
   
  Occasional burrower: Like all bulettes, the green bulette can 
  burrow. While above ground, it prefers to move slowly on the 
  surface and rely on its plant- and soil-covered shell to stay hidden 
  until it attacks. 
   
   
   
   
  Lumberland Dirt-Fisher 
  Huge 
  5th level 
  Wrecker 
  Beast 
  Initiative: +11 
   
  Tongue lash and bite +14 vs. AC (1d3 nearby enemies)—30 
  damage 
   
  R: Sticky tongue +15 vs. PD—20 damage 
  Natural even hit: The target pops free from all enemies engaged 
  with it, is pulled into the pit with the dirt-fisher (who engages 
  it), and loses its next move action. Climbing out of the pit 
  requires a move action and a DC 20 check. If the bulette is not in 
  its pit, the bulette pulls the target to itself and engages it. 
   
  Hole digger: A dirt-fisher can burrow incredibly quickly for short 
  distances, but it prefers to attack from within its pre-dug trap-
  door pit. It usually has a few pits dug nearby if forced to leave its 
  current pit. 
   
  Into the earth: The first time each round an attack hits the dirt-
  fisher, it can hunker down and pull the lid on its pit shut. If it 
  does, it gains a +3 bonus to all defenses until the start of its next 
  turn, and any creature in the pit takes a –5 penalty to checks to 
  climb out of the pit. Force attacks and opportunity attacks don’t 
  trigger this ability. 
   
  Nowhere to run: The dirt-fisher deals double damage against 
  creatures engaged with it in its pit. 
  AC 
  PD 
  MD 
  HP 
  17 
  15 
  11 
  135 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Ravenous Bumoorah 
  Normal 
  5th level 
  Wrecker 
  Beast 
  Initiative: +13 
   
  Land-shark maw +15 vs. AC—14 damage 
  Natural even hit: The target takes 10 thunder damage. 
   
  Blood-frenzy escalator: While at least one creature in the battle 
  is staggered or unconscious, the bulette gains a bonus to its 
  attacks and damage equal to the escalation die. Creatures that 
  have no blood (constructs, oozes, plant creatures, etc.) don’t 
  trigger this ability. 
   
  Earth surge: Whenever the bumoorah takes damage from an 
  attack, it rolls a save; on a 16+ it can immediately dive beneath 
  the ground, preventing further attacks against it until it surfaces 
  at the start of its next turn. Force attacks and opportunity 
  attacks don’t trigger this ability. 
   
  Serious burrower: The bumoorah can burrow incredibly quickly 
  for short distances. Bumoorahs are renowned for the dust-spurts 
  and vibrating sound they generate as they shoot through the 
  ground like hungry spears. 
  AC 
  PD 
  MD 
  HP 
  17 
  15 
  11 
  46 
   
   
   
   
  Deep Bulette 
  Huge 
  9th level 
  Wrecker 
  Beast 
  Initiative: +10 
   
  Pulverizing maw +15 vs. AC (1d3 enemies)—90 damage 
  Miss: 45 damage. 
   
  Blood frenzy: The deep bulette’s crit range expands by 4 while 
  the escalation die is 4+. 
   
  Tunnel fighter: While fighting in a tunnel with nowhere for its 
  enemies to move but ahead of it, the deep bulette gains the 
  following abilities based on the escalation die: 
  AC 
  PD 
  MD 
  HP 
  25 
  23 
  19 
  378 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Escalation die is odd: When the bulette hits an enemy engaged 
  with it with an attack, that target pops free from it and is 
  hampered (save ends). 
  Escalation die is even: The deep bulette engages each nearby 
  enemy in front of it as it pushes its bulk inexorably forward down 
  the tunnel. Enemies pushed ahead of it this way don’t get to 
  make opportunity attacks. 
   
   
   
   
  Centaur 
  Centaur Lancer 
  Normal 
  4th level 
  Troop 
  Humanoid 
  Initiative: +9 
   
  Charging lance +10 vs. AC—15 damage, and the target pops free 
  from the centaur 
  Hit ’em hard: The crit range of the attack expands by 2 and 
  instead deals 20 damage on a hit if the centaur first moves before 
  attacking an enemy it wasn’t engaged with at the start of its 
  turn. 
  Natural 18+: The target is also dazed until the end of its next 
  turn. 
   
  Spear +9 vs. AC—13 damage 
  Natural even hit: The centaur lancer can make a kick attack as a 
  free action. 
  Kick +8 vs. PD (1d2 enemies engaged with the centaur)—The 
  target takes 5 damage and pops free from the centaur. 
   
  Harnessed speed: The centaur lancer gains a +4 AC bonus against 
  opportunity attacks. 
  AC 
  PD 
  MD 
  HP 
  20 
  17 
  14 
  60 
   
   
   
   
  Centaur Raider 
  Normal 
  5th level 
  Wrecker 
  Humanoid 
  Initiative: +10 
   
  Hoof and weapon +10 vs. AC—15 damage 
  AC 
  PD 
  MD 
  HP 
  20 
  19 
  14 
  70 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural even hit: As a free action, the centaur raider can move 
  and make another hoof and weapon attack against a different 
  nearby enemy (it will take opportunity attacks for moving). 
   
  R: Short bow +9 vs. AC—18 damage 
  Natural 16+: The centaur raider can take an additional move 
  action this turn. 
   
  Harnessed speed: The centaur raider gains a +4 AC bonus against 
  opportunity attacks and only takes half damage from opportunity 
  attacks that hit it. 
   
  Nastier Specials 
  Barreling charge: When the escalation die is even, the centaur 
  raider can use a standard action and a move action to make a 
  sweeping blow attack against multiple enemies as it moves past 
  them (it will take opportunity attacks). It ends this move and 
  attack unengaged. 
  Sweeping blow +10 vs. AC (1d3 nearby enemies)—15 damage, 
  and the target loses its next move action. 
   
   
   
   
  Centaur Champion 
  2x 
  6th level 
  Leader 
  Humanoid 
  Initiative: +12 
   
  Two-handed sword +11 vs. AC (2 attacks)—20 damage 
  Champion’s challenge: If the centaur champion scores a crit 
  against the target, it can challenge that enemy. If it does, until 
  the end of the battle the champion and the target each take a –4 
  attack penalty against any target except the other. If the centaur 
  champion dies or challenges a new foe, the old challenge is 
  canceled. 
   
  Crushing hooves +10 vs. PD (2 attacks)—13 damage, and the 
  target is vulnerable until the start of its next turn 
   
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  16 
  170 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hooves and slash: As a standard action, the centaur champion 
  can make a crushing hooves attack and a single two-handed 
  sword attack (one attack roll) against the same enemy. 
   
  Leader of the clan: When the centaur champion engages an 
  enemy, each other centaur ally engaged with that creature can 
  pop free from it. 
   
  Moving combatant: The centaur champion gains a +4 AC bonus 
  against opportunity attacks and only takes half damage from 
  opportunity attacks that hit it. When an enemy makes an 
  opportunity attack against it and misses, that enemy takes 20 
  damage from a counter-attack. 
   
  Nastier Specials 
  Chief’s challenge: When the champion issues a champion’s 
  challenge, it only takes a –2 attack penalty against other enemies 
  than its chosen foe, but that enemy still takes the –4 attack 
  penalty. In addition, the champion can use champion’s challenge 
  as a free action when it becomes staggered. 
  Champion’s scorn: Each of the champion’s centaur allies in the 
  battle gains a +5 damage bonus with ranged attacks. 
   
   
   
   
  Centaur Ranger 
  Normal 
  6th level 
  Archer 
  Humanoid 
  Initiative: +13 
   
  Twin scimitars +10 vs. AC (2 attacks)—10 damage 
   
  R: Longbow +11 vs. AC—20 damage 
  Natural even hit: The centaur ranger can take an additional move 
  action this turn. 
  Natural 16+: The centaur ranger can make a second (but not a 
  third) longbow attack this turn as a free action. 
   
  Moving combatant: The centaur ranger gains a +4 AC bonus 
  against opportunity attacks and only takes half damage from 
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  16 
  85 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  opportunity attacks that hit it. When an enemy makes an 
  opportunity attack against it and misses, that enemy takes 10 
  damage from a counter-attack. 
   
  Terrain familiarity: Once each round when the escalation die is 
  odd, the centaur ranger can make use of the area’s terrain to its 
  advantage as a free action. It can choose either to gain a +2 
  attack bonus for its attacks that turn, or to gain a +2 bonus to all 
  defenses against the next attack that targets it by using a flashy 
  or tricky maneuver (leaping off a rock over an enemy, stirring up 
  a hornet’s nest near an attacker, etc.). The target of its attack or 
  a creature attacking it when it attempts this stunt rolls a normal 
  save; on a success, the bonus is negated. 
   
  Nastier Specials 
  R: Pinning volley +11 vs. AC (2 attacks)—8 damage, and the 
  target is hampered until the end of its next turn 
  Natural 18+: The target is stuck (save ends) instead of hampered. 
  Limited use: 2/battle. 
   
   
   
   
  Chaos Beast 
  Chaos Glorp 
  Normal 
  4th level 
  Mook 
  Aberration 
  Initiative: +5 
   
  Oozespasm +8 vs. AC—3 ongoing damage, or 10 damage if the 
  target is already taking ongoing damage 
  Miss: The chaos glorp pops free from all enemies and moves as a 
  free action to engage a nearby enemy taking ongoing damage. 
   
  Spontaneous chaos: When the escalation die reaches 6, the chaos 
  glorp rolls a normal save. If it succeeds, it transforms into a chaos 
  beast with full hit points. 
  AC 
  PD 
  MD 
  HP 
  17 
  16 
  13 
  20 
   
   
   
   
  Chaos Beast 
  Normal 
  4th level 
  Initiative: +6 
   
  AC 
  PD 
  18 
  14 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Troop 
  Aberration 
  Bestial chaos +9 vs. AC—Damage and effect depends on the 
  natural roll 
  Natural even hit: 7 damage, and the chaos beast can make 
  another bestial chaos attack as a free action. 
  Natural odd hit: 15 ongoing damage. 
  Miss: The chaos beast pops free from all enemies and moves to 
  engage a random nearby enemy as a free action, preferably one 
  it wasn’t just engaged with. 
   
  Chaos combined: Once a chaos beast is staggered, it can combine 
  with another chaos beast next to it as a quick action to become a 
  full-strength chaos brute acting on this beast’s initiative. Replace 
  the other beast with a chaos glorp mook. 
  MD 
  HP 
  17 
  48 
   
   
   
   
  Chaos Brute 
  Large 
  4th level 
  Wrecker 
  Aberration 
  Initiative: +8 
   
  Brute chaos +9 vs. AC—Damage and effect depends on the 
  natural roll 
  Natural even hit: 25 damage. 
  Natural odd hit: 15 ongoing damage. 
  Miss: 1d3 random nearby enemies each take 10 psychic damage. 
   
  Chaos combined: Once a chaos brute is staggered, it can combine 
  with another chaos brute or chaos beast* next to it as a quick 
  action to become a full-strength chaos behemoth: the new 
  creature rolls initiative as if it had just entered the battle. 
  If a chaos beast and a chaos brute combine to create a chaos 
  behemoth, the behemoth starts with 70 hp instead of 90 hp and 
  takes a –1 penalty to all attacks and defenses. 
  AC 
  PD 
  MD 
  HP 
  20 
  17 
  13 
  60 
   
   
   
   
  Chaos Behemoth 
  Huge 
  4th level 
  Spoiler 
  Initiative: +5 
   
  AC 
  PD 
  MD 
  21 
  16 
  16 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Aberration 
  Behemoth chaos +9 vs. AC—Damage and effect depends on the 
  natural roll 
  Natural even hit: 30 damage, and the chaos behemoth can make 
  a mewhowlwail attack as a free action. 
  Natural odd hit: 25 ongoing damage. 
  Miss: 10 damage, and the target is hampered until the end of its 
  next turn. 
   
  Mewhowlwail +9 vs. MD (each nearby enemy)—10 psychic 
  damage, and if the target is taking ongoing damage, saves against 
  that ongoing damage become hard saves (16+) 
   
  The betrayal of flesh: When a nearby enemy taking ongoing 
  damage drops to 0 hp or below, add +15 to the amount of ongoing 
  damage that enemy is taking as its body melts and warps. At the 
  GM’s option, a creature slain in a battle involving a chaos 
  behemoth might transform into a chaos glorp or chaos beast 
  instead of having the decency to just die. 
  HP 
  90 
   
   
   
   
  Chimera 
  Iconic Chimera 
  Large 
  8th level 
  Wrecker 
  Beast 
  Initiative: +15 
   
  Fangs, claws, and horns +14 vs. AC (3 attacks)—25 damage 
  Natural 14–15: The target is dazed until the end of the chimera’s 
  next turn from a headbutt. 
  Natural 16–17: The target takes 20 ongoing damage from raking 
  claws. 
  Natural 18–20: The chimera can make a fiery breath attack as a 
  free action. 
   
  [Special trigger] Fiery breath +14 vs. PD (up to 3 nearby 
  enemies in a group)—3d10 fire damage 
   
  Chimerical change: At the start of battle each PC rolls one icon 
  relationship die of their choice and one die chosen from their 
  AC 
  PD 
  MD 
  HP 
  24 
  20 
  17 
  320 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  relationships by the GM. A roll of 6 means the chimera has 
  shifted in a manner that gives it a chimerical flaw (F) that the 
  adventurers can exploit. A roll of a 5 indicates that the chimera 
  gains both a flaw and a benefit associated with that icon. A 
  result of 1 or 2 means that the chimera gains the icon’s 
  chimerical benefit (B) without the flaw. Actual benefits and 
  flaws are up to the GM, and should reflect the icons with which 
  the players have relationships. 
   
  (B) Bearded spell-eating head: When a spell attack misses the 
  chimera, it has no miss effect and the chimera heals 40 hp. 
  (F) Vulnerability, melee: The crit range of melee attacks against 
  the chimera expands by 2. 
  (B) Skin of indomitable faces: When the chimera saves against a 
  condition, it becomes immune to that condition until the end of 
  the battle. 
  (F) Vulnerability, spells: The crit range of spell attacks against 
  the chimera expands by 2. 
  (B) Flaming oil glands: When a creature is engaged with the 
  chimera at the start of its turn, it takes 20 fire damage. 
  (F) Overconfident predator: Each time the chimera scores a 
  critical hit, it takes a cumulative –2 penalty to all defenses. 
  (B) Stone-studded dermis: Any damage dice that roll maximum 
  damage against the chimera count as 1s. 
  (F) Stubborn beast: The chimera won’t willingly disengage from a 
  creature engaged with it. 
  (B) Springing stag legs: When the escalation die is odd, the 
  chimera gains an additional standard action that turn. 
  (F) Overly gracile: The chimera’s form is unusually frail, and any 
  damage dice that roll 1s against the chimera count as 2s. 
  (B) Mane of scorpion tails: The chimera has a fear aura: Enemies 
  engaged with the chimera who are below 48 hit points are dazed 
  and can’t use the escalation die. 
  (F) Golden fleece: The chimera has transformed itself into a form 
  that’s gem encrusted with golden fur. When slain it will yield 1d6 
  x 100 gp per adventurer in gems and precious metals. At the 
  GM’s say-so, knowledge of this bounty may grant particularly 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  mercenary characters a +1 attack bonus against the chimera once 
  it’s staggered. 
  (B) Inferno belly: When the chimera makes a fiery breath attack, 
  it can make another fiery breath attack that turn as a quick 
  action. 
  (F) Flammable blood: When the chimera rolls a natural odd miss 
  with fiery breath, it takes 20 fire damage. 
  (B) Wild heart: The chimera is constantly evolving and changing. 
  When an enemy rolls a natural 1–5 on an attack roll against it, 
  the chimera adds the escalation die to its attack rolls until the 
  end of its next turn. 
  (F) Vulnerability, poison: The crit range of poison attacks against 
  the chimera expands by 2. 
  (B) Bone plates: When an enemy rolls a natural even miss with a 
  melee attack against the chimera, the weapon temporarily loses 
  all its bonuses and powers and the wielder is weakened (save 
  ends both). 
  (F) Vulnerability, holy: The crit range of holy attacks against the 
  chimera expands by 2. 
  (B) Mighty tusks: As a standard action, the chimera can make a 
  tusk charge attack. It can’t make any other attacks the same 
  turn. 
  Tusk charge +20 vs. AC—100 damage 
  Limited use: Once the chimera has damaged an enemy with this 
  attack, it can’t use tusk charge again until it drops an enemy to 0 
  hp or lower. 
  (F) Too many horns: The horns and tusks of the chimera lock 
  together at inopportune moments. When it rolls a natural 1–5 
  with an attack against multiple targets, it loses any further 
  attacks that turn. 
  (B) Eagle wings: The chimera can fly like an eagle, swooping in 
  and out of the battle. 
  (F) Vulnerability, negative energy: The crit range of negative 
  energy attacks against the chimera expands by 2. 
  (B) Poison fangs: When the chimera rolls a natural 1–5 with an 
  attack and misses, the target takes 20 ongoing poison damage. 
  (F) Bickering heads: The first time each turn the chimera hits 
  with an attack, it rerolls the attack and takes the lower roll. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  (B) Draconic sinews: While not staggered, the chimera rolls 2d20 
  with its melee attacks and uses the higher roll. 
  (F) Too many wings: Whenever the chimera moves, it rolls an 
  easy save (6+). On a failure, it provokes opportunity attacks from 
  each nearby enemy. 
   
   
   
   
  Chimera 
  Large 
  9th level 
  Wrecker 
  Beast 
  Initiative: +15 
   
  Fangs, claws, and horns +14 vs. AC (3 attacks)—25 damage 
  Natural 14–15: The target is dazed until the end of the chimera’s 
  next turn from a headbutt. 
  Natural 16–17: The target takes 20 ongoing damage from raking 
  claws. 
  Natural 18–20: The chimera makes a fiery breath attack as a free 
  action. 
   
  [Special trigger] Fiery breath +14 vs. PD (up to 3 nearby 
  enemies in a group)—3d10 fire damage 
   
  Bestial thresher: Whenever a creature misses the chimera with a 
  melee attack, the chimera’s multiple sharp bits deal 3d10 
  damage to that attacker. 
   
  Nastier Specials 
  Now it’s angry: When an attacker scores a critical hit against the 
  chimera and it survives, its attack rolls on its next turn deal the 
  effects of the lower rolls as well as their own results. 
   
  AC 
  PD 
  MD 
  HP 
  24 
  20 
  16 
  320 
   
   
   
   
  Chuul 
  Chuul 
  Large 
  6th level 
  Initiative: +11 
   
  AC 
  PD 
  25 
  18 
  
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  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Spoiler 
  Aberration 
  Crushing claws +11 vs. AC (2 attacks)—21 damage 
  Both attacks hit the same target: The chuul grabs the target. 
   
  Crippling tentacles +11 vs. PD—The target is weakened (save 
  ends) 
  First failed save: The target is hampered and weakened (save 
  ends both). 
  Second failed save: The target is instead helpless (hard save 
  ends, 16+). 
  Quick use: This attack only requires a quick action when used 
  against an enemy the chuul is grabbing. 
   
  Resist psychic 16+: When a psychic attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage. 
   
  Water-breathing: Chuuls swim well and can breathe underwater, 
  though they prefer not to. 
   
  Nastier Specials 
  Bite it off: When the chuul scores a critical hit against a 
  weakened or helpless foe, it bites off one of that enemy’s hands. 
  An adventurer with no hands might have trouble casting spells or 
  holding weapons. (A cleric might be able to restore the missing 
  appendage with a ritual.) 
  Fueled by hate: Once per round when the chuul misses with an 
  attack, its next attack that battle deals 4d6 extra poison damage 
  on a hit. 
  MD 
  HP 
  18 
  126 
   
   
   
   
  Chuulish Swarm 
  Normal 
  6th level 
  Troop 
  Aberration 
  Initiative: +13 
   
  Fly-by tentacle sting +11 vs. AC—15 poison damage 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  16 
  80 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural even miss: The swarm can pop free from all enemies, and 
  as a quick action this turn, it can move normally even if it has 
  already moved this turn. 
  Natural odd hit or miss: The swarm can make a sharp claws 
  attack this turn as a quick action instead of a standard action. 
   
  Sharp claws +11 vs. AC—10 damage, and 5 ongoing poison 
  damage 
   
  Flight: The swarm flies fast and is agile, but has a wide turning 
  circle. 
   
  Resist damage 16+: When any attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
  Swarm: This monster is a swarm of chuul body-parts cooperating 
  to attack humanoids. Even though there are thousands of them, 
  treat them as a single creature. 
   
  Water-breathing: Chuuls swim well and can breathe underwater, 
  though they prefer not to. 
   
  Nastier Specials 
  Burrow under your skin: When an attacker misses the swarm with 
  a melee attack, that enemy takes 10 ongoing damage. 
   
   
   
   
  Massive Mutant Chuul 
  Huge 
  10th level 
  Wrecker 
  Aberration 
  Initiative: +15 
   
  Crushing claws +15 vs. AC (2 attacks)—70 damage 
  Both attacks hit the same target: The chuul grabs the target. 
  Miss: 35 damage. 
   
  AC 
  PD 
  MD 
  HP 
  27 
  25 
  22 
  450 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Crippling tentacles +15 vs. PD—The target is weakened (hard 
  save ends, 16+) 
  First failed save: The target is hampered and weakened (hard 
  save ends both, 16+). 
  Second failed save: The target is instead helpless (hard save 
  ends, 16+). 
  Quick use: This attack only requires a quick action when used 
  against an enemy the chuul is grabbing. 
   
  I hate you all: Once per round when the chuul is engaged with 
  one or more enemies and is the target of an attack, it can try to 
  interpose one of those enemies between itself and the attack as 
  a free action after seeing the attack roll. That enemy rolls a 
  normal save; on a failure, it becomes the target of the attack 
  instead of the chuul. If the chuul tries to interpose an enemy it’s 
  grabbing, the save is hard (16+) instead. 
   
  Resist psychic 16+: When a psychic attack targets this creature, 
  the attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage. 
   
  Water-breathing: Chuuls swim well and can breathe underwater, 
  though they prefer not to. 
   
  Chuul Mutations: Choose ONE 
  Exposed brain nightmare aura: When an enemy is engaged with 
  the chuul at the start of its turn, that creature must roll a 
  normal save; on a failure, it’s hampered (easy save ends, 6+). 
  Extra claw: The mutant chuul can make three crushing claws 
  attacks instead of two. If two of the attacks hit the same target, 
  the chuul grabs it. 
  Oversized claw: When the chuul rolls a natural even hit with 
  crushing claws, it deals 120 damage instead of 70. 
  Venom spit: The chuul gains a venom spit attack. 
  R: Venom spit +16 vs. PD (1d3 nearby or far away enemies in a 
  group)—40 poison damage 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  First attack is a natural even roll: The chuul can make a second 
  venom spit attack against the same group as a free action. 
  Whipping tentacles: The crippling tentacles attack is now a close 
  attack against 1d3 enemies in a group. 
   
   
   
   
  Chuulish Slave 
  Normal 
  4th level 
  Troop 
  Aberration 
  Initiative: +9 
   
  Misshapen claws +9 vs. AC (2 attacks)—7 damage 
  Both attacks hit the same target: The chuulish slave can make a 
  writhing tentacles attack against that target as a quick action 
  this turn. 
   
  Writhing tentacles +9 vs. PD—The target is weakened (save 
  ends) 
   
  Chuulish Slave Mutations: Choose ONE 
  Chitinous plates: The slave gains a +2 AC bonus. 
  Acid saliva: The writhing tentacles attack also deals 10 acid 
  damage on a hit. 
  Poisonous blood: When a melee attack hits the chuulish slave, 
  the attacker takes 10 poison damage. 
  Grossness: The slave is a large blob-like mess. It has 72 HP but 
  takes a –2 penalty to all defenses. 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  14 
  54 
   
   
   
   
  Couatl 
  In addition to their standard abilities, all elder couatls and some 8th level couatls have 
  another ability or attack—sometimes even two—that flows from the power of the icon or icons 
  they are presently associated with. Memory keeper couatls who are associated with icons that 
  no longer exist should be given whichever ability or attack that seems right. Alternatively, 
  make up a new ability/attack that suits the former icon you’ve created. 
  Here are some Icon-centered abilities: 
  Icon-centered Abilities 
  8th level 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Striking comets +13 vs. PD (each nearby creature)—40 damage 
  Natural even miss: The target is dazed (save ends). 
  Natural odd miss: 20 damage. 
  Limited use: 1/battle, when the escalation die is 2+. 
   
  11th level 
  C: Comet strike +17 vs. PD (each nearby creature)—70 damage 
  Natural even miss: The target is weakened (save ends). 
  Natural odd miss: 35 damage. 
  Limited use: 1/battle, when the escalation die is 2+. 
  The couatl gains a +1 bonus to AC and PD. In addition, all the couatl’s melee attacks deal 
  half damage when they miss. 
  Roll a d6 and a d8 on the Demon Ability table. If you get the same result, reroll the d8 until 
  you have two different demonic abilities for the couatl. 
  Secretly roll a d6 at the start of each battle. If the roll is odd, the PCs can’t use any of 
  their magic items’ powers when the escalation die is odd this battle. If the roll is even, the 
  PCs can’t use their magic items’ powers when the escalation die is even this battle. Default 
  chakra bonuses still function, but powers don’t. And for the fun of it, once they’ve been 
  powered off for a turn, all the PCs’ magic items will be freaking out and creating 
  roleplaying havoc by forcing their quirks to the forefront for the rest of the battle. 
  At the start of each battle, the couatl gains 1d4 powers of its choice from this list: 
   
  Cruel: Once per battle, deal ongoing damage to a target you hit with a natural even 
  attack roll as a free action. The ongoing damage equals 5 times your level. As usual, 
  a normal save (11+) ends the damage. A critical hit doesn’t double this ongoing 
  damage. 
   
  Highblood Teleport: Once per battle as a move action, place yourself in a nearby 
  location you can see. 
   
  Elven Grace: At the start of each of your turns, roll a die to see if you get an extra 
  standard action. If your roll is equal to or lower than the escalation die, you get an 
  extra standard action that turn. At the start of battle, you roll a d6. Each time you 
  successfully gain an extra action, the size of the die you roll increases by one step 
  on the following progression: (d4), d6, d8, d10, d12, d20. If you get an extra action 
  after rolling a d20, you can’t get any more extra actions that battle. 
   
  Surprising: Once per battle, subtract one from the natural result of one of your own 
  d20 rolls. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  The couatl gains a +4 bonus to MD. It also gains a +2 bonus to attacks and to all defenses 
  against each PC who has one or more icon relationship points with the icon(s) associated 
  with this power. 
  The couatl gains a +1 bonus to attacks and to all defenses against each PC who has one or 
  more icon relationship points with the icon(s) associated with this power. In addition, the 
  couatl can use the following attack once per battle. 
   
  8th level 
  C: Golden dragon breath +13 vs. PD (2d4 nearby enemies)—50 fire damage 
  Miss: Half damage. 
   
  11th level 
  C: Golden dragon breath +17 vs. PD (2d4 nearby enemies)—90 fire damage 
  Miss: Half damage. 
  The couatl gains a +2 bonus to attacks and to all defenses against each PC who has one or 
  more icon relationship points with the icon(s) associated with this power. In addition, the 
  couatl regenerates 10% of its maximum hit points at the start of its turn when the 
  escalation die is even and it has taken damage. 
  The couatl gains a +2 bonus to attacks and to all defenses against each PC who has one or 
  more icon relationship points with the icon(s) associated with this power. In addition, all 
  PCs take a –4 penalty to death saves this battle. 
  The couatl gains a +4 bonus to PD. It also gains a +2 bonus to attacks and to all defenses 
  against each PC who has one or more icon relationship points with the icon(s) associated 
  with this power. 
  8th level 
  C: Visions of a higher plane +13 vs. MD (1d3 nearby enemies)—30 psychic damage 
  Natural even hit: The target is confused (save ends). 
  Natural odd hit: The target treats the escalation die as if it was 0 (not in effect) for its 
  attacks and effects (save ends). 
   
  11th level 
  C: Visions of a higher plane +17 vs. MD (1d4 nearby enemies)—50 psychic damage 
  Natural even hit: The target is confused (save ends). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural odd hit: The target treats the escalation die as if it was 0 (not in effect) for its 
  attacks and effects (save ends). 
  Intermittent dragon breath: A couatl can use dragon breath 1d3 times per battle, but never 
  two turns in a row. The couatl’s personal relationship with a dragon-associated icon 
  determines whether the damage is acid, fire, or lightning. 
   
  8th level 
  C: Dragon breath +13 vs. PD (2d3 nearby enemies)—36 [energy] damage 
  Miss: Half damage. 
   
  11th level 
  C: Dragon breath +17 vs. PD (2d3 nearby enemies)—70 [energy] damage 
  Miss: Half damage. 
   
  Couatl 
  Large 
  8th level 
  Spoiler 
  Beast 
  Initiative: +14 
   
  Rippling scales +13 vs. PD (each enemy engaged with it)—10 
  damage, and the couatl must pop free from the target 
  Quick use: This attack only requires a quick action (once per 
  round) to use. 
   
  Serpent strike +13 vs. AC (one dazed, confused, staggered, or 
  stunned enemy)—60 damage, and 20 ongoing poison damage 
   
  R: Forked devastation +13 vs. PD (one nearby or far away 
  enemy)—50 damage of the following type (couatl’s choice): fire, 
  holy, or lightning 
  Natural even hit or miss: The couatl can make a forked 
  devastation attack against a different enemy as a free action. 
   
  Resist holy and poison 16+: When a holy or poison attack targets 
  this creature, the attacker must roll a natural 16+ on the attack 
  roll or it only deals half damage. 
  AC 
  PD 
  MD 
  HP 
  24 
  21 
  21 
  300 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Flight: Couatls fly and hover so smoothly on their multi-colored 
  wings that other flyers get jealous. 
   
  Cyclic escalator: When the escalation die is even, the couatl adds 
  the escalation die to its attack rolls. 
   
  Nastier Specials 
  Ever-rippling: The couatl can use more than one rippling scales 
  attack during its turn. 
  Flee: Once per campaign, the couatl can take a “campaign loss” 
  similar to the PC-oriented flee special action to escape from 
  certain death, along with its allies. 
  One or two icon-centric abilities: Choose each appropriate ability 
  from the couatl’s Icon-centered Abilities list. 
   
   
   
   
  Elder Couatl 
  Large 
  11th level 
  Spoiler 
  Beast 
  Initiative: +16 
   
  Rippling scales +17 vs. PD (each enemy engaged with it)—25 
  damage, and the couatl must pop free from the target 
  Quick use: This attack only requires a quick action (once per 
  round) to use. 
   
  Serpent strike +17 vs. AC (one dazed, confused, staggered, or 
  stunned enemy)—110 damage, and 40 ongoing poison damage 
   
  R: Forked devastation +17 vs. PD (one nearby or far away 
  enemy)—90 damage of the following type (couatl’s choice): fire, 
  holy, or lightning 
  Natural even hit or miss: The couatl can make a forked 
  devastation attack against a different enemy as a free action. 
   
  AC 
  PD 
  MD 
  HP 
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Cyclic salvation escalator: When the escalation die is even, the 
  couatl adds the escalation die to its attack rolls and saves. 
   
  Flight: Couatls fly and hover so smoothly on their multi-colored 
  wings that other flyers get jealous. 
   
  One or two icon-centric abilities: Choose each appropriate ability 
  from the couatl’s Icon-centered Abilities list. 
   
  Resist holy and poison 16+: When a holy or poison attack targets 
  this creature, the attacker must roll a natural 16+ on the attack 
  roll or it only deals half damage. 
   
  Nastier Specials 
  Ever-rippling: The couatl can use more than one rippling scales 
  attack during its turn. 
  Flee: Once per campaign, the couatl can take a “campaign loss” 
  similar to the PC-oriented flee special action to escape from 
  certain death, along with its allies. 
   
   
   
   
   
   
  Demon 
  Demons may or may not have a special demonic ability. Roll 1d10 for each non-mook normal-
  sized demon. If you roll less than or equal to the demon’s level, it has a random ability. Large 
  or huge (or double- or triple-strength) demons automatically get one at least one random 
  ability. 
  When a demon has an ability, roll 1d6 or 1d8 (GM’s choice) on the table below to determine 
  what it is. 
  d6 
  or 
  d8 
  Demonic 
  Ability 
  Description 
  1 
  True seeing 
  The demon is immune to invisibility and ignores any illusions. 
  2 
  Resist fire 
  18+ 
  You’ll see that the demon resists fire the first time you use fire against 
  it. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  3 
  Invisibility 
  The first time the demon is staggered in a battle, it becomes invisible 
  until the end of its next turn. 
  4 
  Resist 
  energy 12+ 
  The demon's resistance to all energy types puts a damper on enemy 
  spellcasters, but at least the resistance is only 12+. 
  5 
  Fear aura 
  Enemies engaged with the demon who are below its fear hit point 
  threshold are dazed and can’t use the escalation die. See Fear. 
  6 
  Teleport 
  1d3 times per battle, as a move action, the demon can teleport 
  anywhere it can see nearby. 
  7 
  Demonic 
  speed 
  The demon can take an extra action each turn while the escalation die 
  is 4+. 
  8 
  Gate 
  Once per battle as a standard action, if the demon is staggered, it can 
  summon a single demon ally at least two levels below its own level. 
  The allied demon rolls initiative and does not appear on the battlefield 
  until its turn starts. 
  Dretch 
  Normal 
  3rd level 
  Mook 
  Demon 
  Initiative: +5 
   
  Claws +8 vs. AC—6 damage 
   
  Fear: While engaged with this creature, enemies that have 15 hp 
  or fewer are dazed (–4 attack) and do not add the escalation die 
  to their attacks. 
  AC 
  PD 
  MD 
  HP 
  17 
  15 
  11 
  13 
   
   
   
   
  Imp 
  Normal 
  3rd level 
  Spoiler 
  Demon 
  Initiative: +8 
   
  Festering claws +7 vs. AC—3 damage, and 5 ongoing damage 
   
  R: Blight jet +7 vs. PD—7 damage, and the target is dazed (save 
  ends) 
  First natural 16+ each turn: The imp can choose one: the target 
  is weakened instead of dazed; OR the imp can make a blight jet 
  attack against a different target as a free action. 
   
  AC 
  PD 
  MD 
  HP 
  20 
  13 
  16 
  40 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Curse aura: Whenever a creature attacks the imp and rolls a 
  natural 1–5, that creature takes 1d10 psychic damage. 
   
  Flight 
   
   
   
   
  Cambion Dirk 
  Normal 
  4th level 
  Mook 
  Demon 
  Initiative: +8 
   
  Damned dirk +10 vs. AC—7 damage 
  Natural even hit or miss: The cambion becomes cloaked until it’s 
  hit by an attack against MD or until it misses with a natural odd 
  attack roll. 
   
  Dark step: While cloaked, the cambion dirk automatically 
  succeeds on all disengage checks. 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  14 
  13 
   
   
   
   
  Despoiler 
  Normal 
  4th level 
  Caster 
  Demon 
  Initiative: +9 
   
  Horns and daggers +8 vs. AC (2 attacks)—5 damage 
  Natural 16+: The despoiler can pop free from the target. 
   
  R: Abyssal whispers +9 vs. MD (one nearby or far away 
  enemy)—15 psychic damage, and the target is confused (save 
  ends); OR the target can choose to avoid the confusion effect by 
  taking 6d6 psychic damage. 
   
  C: Sow discord +9 vs. MD (2 nearby enemies engaged with the 
  same creature or with each other)—one target makes an at-will 
  melee attack against this power’s other target 
  Limited use: 1/day, as a quick action. 
   
  AC 
  PD 
  MD 
  HP 
  19 
  14 
  18 
  52 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Cambion Sickle 
  Normal 
  5th level 
  Troop 
  Demon 
  Initiative: +11 
   
  Damned sickle +11 vs. AC—17 damage 
  Natural even hit or miss: The cambion becomes cloaked until it’s 
  hit by an attack against MD or until it misses with a natural odd 
  attack roll. 
   
  R: Ray of darkness +11 vs. MD—10 negative energy damage 
  Natural even hit: The target is confused until the end of its next 
  turn, or if the cambion was cloaked when it attacked, the 
  confusion is save ends. 
   
  Improved dark step: While cloaked, the cambion sickle 
  automatically succeeds on all disengage checks and gains a +2 
  bonus to all defenses against ranged attacks. 
  AC 
  PD 
  MD 
  HP 
  21 
  19 
  15 
  70 
   
   
   
   
  Bat Demon 
  Normal 
  6th level 
  Mook 
  Demon 
  Initiative: +14 
   
  Scrabbling claws +11 vs. AC—10 damage 
  Miss: 3 damage. 
   
  Flight: Bat demons are indifferent flyers, better suited to gliding 
  between stalactites and clinging to walls than to skillful flying. 
   
  Murder-pile At the start of each of the bat demon mob’s turns, 
  choose one random nearby conscious enemy. All bat demons in 
  the battle attempt to attack that enemy this turn, moving to it 
  without disengaging and relying on their shifty ability to protect 
  them. They keep attacking their target that turn even if it drops 
  to 0 hp or below. 
   
  Shifty: Bat demons gain a +5 AC bonus against opportunity 
  attacks. In addition, they have resist damage 18+ against 
  AC 
  PD 
  MD 
  HP 
  20 
  19 
  16 
  22 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  opportunity attacks (half damage if the natural attack roll isn’t 
  18+). 
   
   
   
   
  Frenzy Demon 
  Normal 
  5th level 
  Wrecker 
  Demon 
  Initiative: +10 
   
  Claw +9 vs. AC (2 attacks)—9 damage 
   
  Raging frenzy: Whenever the frenzy demon misses with a melee 
  attack, it gains a +1 attack bonus and deals +1d4 damage until 
  the end of the battle (maximum bonus +4, +4d4). 
  AC 
  PD 
  MD 
  HP 
  21 
  17 
  17 
  70 
   
   
   
   
  Cambion Katar 
  Normal 
  6th level 
  Wrecker 
  Demon 
  Initiative: +13 
   
  Damned katar +12 vs. AC—20 damage 
  Natural even hit or miss: The cambion becomes cloaked until it’s 
  hit by an attack against MD or until it misses with a natural odd 
  attack roll. 
   
  Spiky headbutt +12 vs. AC—8 damage, and 10 ongoing poison 
  damage 
   
  R: Ray of darkness +12 vs. MD—10 negative energy damage 
  Natural even hit: The target is confused until the end of its next 
  turn, or if the cambion was cloaked when it attacked, the 
  confusion is save ends. 
   
  Corruption aura: When an enemy misses the cambion katar with 
  a melee attack, it suffers one of the following effects: 
  Natural even miss: The attacker takes 5 poison damage. 
  Natural odd miss: The cambion katar can make a spiky headbutt 
  attack against the attacker as a free action. 
  AC 
  PD 
  MD 
  HP 
  21 
  19 
  15 
  80 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Superior dark step: While cloaked, the cambion katar 
  automatically succeeds on all disengage checks and gains a +2 
  bonus to all defenses against close and ranged attacks. 
   
   
   
   
  Corpse Dybbuk 
  2x 
  6th level 
  Troop 
  Demon 
  Initiative: +12 
   
  Supernatural strength +11 vs. AC—35 damage 
  Natural 16+: The target is vulnerable to the dybbuk’s attacks 
  until the end of the battle. 
  Natural 18+: The dybbuk gains a fear aura against the target 
  (save ends) as the dybbuk warps its corpse-flesh into a horrifying 
  form. While engaged with the dybbuk, if the scared target has 30 
  hp or fewer, it’s dazed (–4 attack) and does not add the 
  escalation die to its attacks. 
  Miss: 3d6 damage. 
   
  Unholy aversion: When an enemy makes a spell attack or magic 
  weapon attack against the corpse dybbuk that deals holy damage 
  and rolls a natural 18+, the dybbuk leaves its host body. The 
  body drops in place and the corpse dybbuk becomes an 
  undamaged ethereal dybbuk (see that entry). If the escalation 
  die is 3+, reset the escalation die to 2. 
   
  Warp another’s flesh: Once per battle as a free action, the 
  corpse dybbuk can grant a nearby ally a +2 bonus to attack and 
  damage until the end of the battle. The warped ally takes 
  damage equal to its level each time it uses a standard action to 
  attack. If this ability is expended, the dybbuk regains it when the 
  escalation die reaches 4+. 
  AC 
  PD 
  MD 
  HP 
  22 
  16 
  20 
  180 
   
   
   
   
  Parasitic Dybbuk 
  2x 
  6th level 
  Spoiler 
  Initiative: +13 
   
  Loathsome vomity smear +10 vs. PD—40 poison damage 
  AC 
  PD 
  MD 
  22 
  16 
  20 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Demon 
  Miss: 3d10 poison damage. 
   
  C: Unearthly glare +10 vs. MD (one nearby enemy)—30 psychic 
  damage 
  Natural even hit or miss: One special dybbuk ability triggers as a 
  free action (see below). 
   
  Shapechange: As a standard action, the dybbuk can change its 
  host’s form to that of another humanoid, or back to its own 
  shape. Seeing through the shapechange requires a DC 25 skill 
  check. When the dybbuk is driven out of the host body, the body 
  reverts to its original form. 
   
  Unholy aversion: When an enemy makes a spell attack or magic 
  weapon attack against the parasitic dybbuk that deals holy 
  damage and rolls a natural 18+, the dybbuk leaves the host body. 
  The body drops in place (unconscious) and the parasitic dybbuk 
  becomes an undamaged ethereal dybbuk (see that entry). If the 
  escalation die is 3+, reset the escalation die to 2.  
   
  Wall-crawler: A dybbuk can climb on ceilings and walls as easily 
  as it moves on the ground. 
   
  Special Dybbuk Abilities: Choose ONE 
  C: Visage of innocence +11 vs. MD (one nearby enemy)—The 
  target can’t attack the dybbuk until the end of its next turn. 
  C: Horrific visage +11 vs. MD (1d3 nearby enemies)—The target 
  is weakened (save ends). 
  C: Puppet strings +11 vs. MD—The target is confused (save 
  ends). 
  Scratching nails: When the target is engaged with the dybbuk at 
  the start of its turn, it takes 20 damage. 
  Warped flesh: The dybbuk heals 30 hp. 
   
  Nastier Specials 
  HP 180 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Experienced possessor: When the dybbuk rolls a natural odd hit 
  or miss with unearthly glare, one special dybbuk ability triggers. 
  Flight: The dybbuk can hover 6 feet off the ground and make 
  boneless flea-like leaps. 
   
   
   
   
  Vrock (vulture demon) 
  Normal 
  6th level 
  Spoiler 
  Demon 
  Initiative: +9 
   
  Filth-covered claws +11 vs. AC (2 attacks)—7 damage, and 5 
  ongoing poison damage 
  Natural even hit: The vrock can make a demonic screech attack 
  as a free action. 
   
  [Special trigger] C: Demonic screech +11 vs. MD (1d3 nearby 
  enemies), 5 psychic damage, and the target is vulnerable 
  (attacks vs. it have crit range expanded by 2) until the end of the 
  battle 
   
  Nastier Specials 
  Predation: Creatures hit by the vrock’s demonic screech attack 
  that are already vulnerable are also hampered (save ends). 
  AC 
  PD 
  MD 
  HP 
  21 
  17 
  17 
  88 
   
   
   
   
  Ethereal Dybbuk 
  2x 
  7th level 
  Wrecker 
  Demon 
  Initiative: +16 
   
  R: Soul-suck +12 vs. MD (3 attacks, against nearby or far away 
  enemies)—38 negative energy damage 
  Limited use: If the dybbuk hits the same target with its first two 
  soul-suck attacks, it must make the third attack against a 
  different target if it can (or loses the attack). 
   
  Fading: When the escalation die is 2+, the dybbuk’s soul-suck 
  attack only deals 19 damage, and when it’s 4+, soul-suck only 
  deals 10 damage. When the escalation die reaches 6, the dybbuk 
  fades away at the end of the round. A dybbuk that fades away 
  AC 
  PD 
  MD 
  HP 
  26 
  24 
  20 
  206 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  undefeated is not gone forever and may return in a later 
  adventure. 
   
  Fear: While engaged with this creature, enemies that have 36 hp 
  or fewer are dazed (–4 attack) and do not add the escalation die 
  to their attacks. 
   
  Flight: The dybbuk hovers eerily, roughly 6 feet off the ground. 
   
  Otherworldly: When a melee attack that doesn’t deal holy 
  damage targets this creature, the attacker must roll a natural 
  18+ on the attack roll or it only deals half damage. 
   
   
   
   
  Hezrou (toad demon) 
  Large 
  7th level 
  Troop 
  Demon 
  Initiative: +11 
   
  Meaty, clawed hands +12 vs. AC (2 attacks)—28 damage 
  Any hit: The demon can grab the target if it isn’t already 
  grabbing a creature. The grabbed foe can’t move except to 
  teleport, pop free, or attempt to disengage, and disengage 
  attempts take a –5 penalty unless the creature hit the hezrou 
  with an attack that turn. 
  The hezrou gains a +4 attack bonus against any enemy it is 
  grabbing. 
   
  Demonic stench: While engaged with this creature, enemies with 
  84 hp or fewer are dazed (–4 attack) and do not add the 
  escalation die to their attacks. 
   
  Nastier Specials 
  Abyssal sergeant: Lower-level non-mook demons nearby the 
  hezrou deal damage equal to their level when they miss with an 
  attack. 
  Stab this now: The hezrou’s allies gain a +4 attack bonus against 
  any creature it is grabbing. 
  AC 
  PD 
  MD 
  HP 
  22 
  16 
  20 
  210 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Cambion Hellblade 
  Normal 
  8th level 
  Wrecker 
  Demon 
  Initiative: +17 
   
  Damned hellblade +14 vs. AC—40 damage 
  Natural even hit or miss: The cambion becomes cloaked until it’s 
  hit by an attack against MD or until it misses with a natural odd 
  attack roll. 
  Miss: 20 damage. 
   
  Spiky headbutt +14 vs. AC—10 damage, and 15 ongoing poison 
  damage 
   
  R: Ray of darkness +14 vs. MD—20 negative energy damage 
  Natural even hit: The target is confused until the end of its next 
  turn, or if the cambion was cloaked when it attacked, the 
  confusion is save ends. 
   
  Cloaked in evil: The cambion hellblade starts every battle 
  cloaked. As a quick action, the hellblade can drop its cloaking to 
  make a spiky headbutt attack as a free action. 
   
  Corruption aura: When an enemy misses the cambion hellblade 
  with a melee attack, it suffers one of the following effects: 
  Natural even miss: The attacker takes 15 poison damage. 
  Natural odd miss: The cambion hellblade can make a spiky 
  headbutt attack against the attacker as a free action. 
   
  Ultimate dark step: While cloaked, the cambion hellblade 
  automatically succeeds on all disengage checks, gains a +2 bonus 
  to all defenses against close and ranged attacks, and can drop its 
  cloaking as a quick action to teleport to a nearby location it can 
  see (instead of making an extra attack). 
  AC 
  PD 
  MD 
  HP 
  24 
  21 
  21 
  140 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Glabrezou (pincer demon) 
  Large 
  8th level 
  Caster 
  Demon 
  Initiative: +16 
   
  Pincer +13 vs. AC—45 damage 
  Natural even hit: The demon can grab the target as long as it 
  isn’t already grabbing a creature. The grabbed foe can’t move 
  except to teleport, pop free, or attempt to disengage, and 
  disengage attempts take a –5 penalty unless the creature hit the 
  glabrezou with an attack that turn. 
  The glabrezou gains a +4 attack bonus against any enemy it is 
  grabbing. 
   
  R: Painbolt +13 vs. MD (one nearby or far away creature)—70 
  psychic damage 
   
  C: Hellfire + 13 vs. PD (1d3 nearby enemies in a group and any 
  glabrezou allies engaged with those enemies)—50 fire damage 
   
  Mirror images: At will, as a move action, a glabrezou can create 
  multiple images of itself that make it harder to target. The next 
  time an attack would hit the glabrezou, the attacker has to roll 
  11+ with another d20 roll: success indicates a hit; failure is a 
  miss that hits one of the mirror images instead, dealing no miss 
  damage to the glabrezou but dispelling all the images. 
  Once the glabrezou is staggered, it takes 2d10 damage whenever 
  it uses mirror image, so movement or escape start registering as 
  alternatives. 
   
  Power word stun: Once per day as a free action, the glabrezou 
  can utter a word of power, canceling a single action just taken 
  by a nearby creature with fewer hit points than the glabrezou—
  whether it was casting a spell, healing an ally, or whatever. The 
  GM can see the results of the action, such as a die roll, before 
  deciding whether to use the power word. 
  AC 
  PD 
  MD 
  HP 
  22 
  22 
  18 
  320 
   
   
   
   
  Despoiler Mage 
  Normal 
  Initiative: +14 
  AC 
  24 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  9th level 
  Caster 
  Demon 
   
  Horns and swords +13 vs. AC (2 attacks)—20 damage 
  Natural 16+: The despoiler mage can pop free from the target. 
   
  R: Abyssal whispers +14 vs. MD (one nearby or far away 
  enemy)—45 psychic damage, and the target is confused (save 
  ends); OR the target can choose to avoid the confusion effect by 
  taking 10d10 psychic damage to clear their head . . . 
   
  R: Magic missile (one nearby or far away enemy)—10 automatic 
  force damage 
  Limited use: 1/round, as a quick action. 
   
  C: Sow discord +14 vs. MD (2 nearby enemies engaged with the 
  same creature or with each other)—one target makes an at-will 
  melee attack against this power’s other target 
  Limited use: 1/battle, as quick action. 
   
  Aura of betrayal: At the start of each of the despoiler mage’s 
  turns, choose a random nearby enemy. Until the start of the 
  despoiler mage’s next turn, that creature’s allies no longer 
  consider it an ally, though its enemies’ powers can still target it 
  as an enemy. The creature isn’t compelled to attack its former 
  friends. 
  PD 
  MD 
  HP 
  19 
  23 
  170 
   
   
   
   
  Hooked Demon 
  Normal 
  9th level 
  Mook 
  Demon 
  Initiative: +12 
   
  Hooks and barbs +14 vs. AC—27 damage 
  Natural 16+: The hooked demon can make another hooks and 
  barbs attack as a free action (and yes, this can keep going up to a 
  maximum number of attacks equal to the escalation die + 1). 
   
  Nastier Specials 
  AC 
  PD 
  MD 
  HP 
  23 
  21 
  17 
  45 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Bleeding wounds: Whenever the hooked demon hits a creature 
  with hooks and barbs, that creature takes 10 damage each time it 
  makes a non-basic attack (save ends). 
   
   
   
   
  Giant Vrock (vulture demon) 
  Large 
  9th level 
  Spoiler 
  Demon 
  Initiative: +12 
   
  Giant filth-covered claws +14 vs. AC (2 attacks)—30 damage, 
  and 15 ongoing poison damage 
  Natural even hit: The vrock can make a demonic screech attack 
  as a free action. 
   
  [Special trigger] C: Demonic screech +14 vs. MD (1d3 nearby 
  enemies)—15 psychic damage, and the target is vulnerable 
  (attacks vs. it have crit range expanded by 2) until the end of the 
  battle 
   
  C: Sporeburst +14 vs. PD (all nearby enemies)—30 damage, and 
  30 ongoing damage; while the target is taking ongoing damage, it 
  is hampered 
  Limited use: 1/battle, when the escalation die is 4+. 
   
  Predation: Creatures hit by the vrock’s demonic screech attack 
  that are already vulnerable are also hampered (save ends). 
  AC 
  PD 
  MD 
  HP 
  24 
  21 
  21 
  333 
   
   
   
   
  Nalfeshnee (boar demon) 
  Large 
  10th level 
  Caster 
  Demon 
  Initiative: +13 
   
  Musky claw or slimy hoof +15 vs. AC—90 damage 
  Miss: The nalfeshnee gains a +4 attack bonus until it hits. Unlike 
  most effects, let it stack. 
   
  R: Accursed burst +15 vs. PD (1d3 nearby enemies)—50 
  cold/fire/lightning/negative energy damage (your choice), and 
  the nalfeshnee can make an abyssal curse attack as a free action 
  AC 
  PD 
  MD 
  HP 
  25 
  20 
  24 
  400 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  [Special trigger] Abyssal curse +15 vs. MD (each creature hit by 
  accursed burst)—the target is weakened until the end of its next 
  turn 
   
  Flight 
   
  Unpredictable: Nalfeshnee always have at least two random 
  demon abilities. 
   
  Nastier Specials 
  Hooked mooks: Once per battle, if the nalfeshnee is staggered, it 
  can gate in 2d4 hooked demons as a quick action. Roll initiative 
  for the hooked demons; they do not appear in the battle and 
  take their turns until their next initiative count comes up. 
   
   
   
   
  Marilith (serpent demon) 
  Large 
  12th level 
  Troop 
  Demon 
  Initiative: +20 
   
  Six whirling swords +17 vs. AC (6 attacks)—30 damage, and the 
  marilith can pop free from the target after the attacks 
   
  R: Beguiling gaze +17 vs. MD (one nearby or far away 
  unengaged enemy)—As a free action, the target immediately 
  moves toward the marilith, attempting to engage it or get as 
  close as possible to it 
  Limited use: 1/round, as a quick action. 
   
  Terrible swift swords: The marilith’s crit range with melee 
  attacks expands by a number equal to the escalation die. 
  AC 
  PD 
  MD 
  HP 
  28 
  21 
  25 
  666 
   
   
   
   
  Balor (flame demon) 
  Large 
  13th level 
  Initiative: +17 
   
  AC 
  PD 
  29 
  27 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Wrecker 
  Demon 
  Abyssal blade +18 vs. AC—160 damage 
  Natural even hit: The balor deals +1d20 lightning damage to the 
  target and to one other nearby enemy of balor’s choice. Then 
  repeat that damage roll against the targets once for each point 
  on the escalation die (so if it’s 4, that’s four more d20 rolls) 
  Natural even miss: 80 damage. 
   
  C: Flaming whip +18 vs. PD (one nearby enemy)—50 fire 
  damage, and the target is pulled to the balor, who engages it. 
  Natural even miss: 25 fire damage. 
  Limited use: 1/round, as a quick action. 
   
  Desperate escalator: While staggered, the balor adds the 
  escalation die to its attack rolls. 
   
  Fiery aura: At the start of the balor’s turn, each enemy engaged 
  with it takes 4d10 fire damage; any die result of 10 is kept and 
  the die rerolled. 
   
  Flight 
   
  Shadow and flame: The balor gains a +5 bonus to all defenses 
  against attacks by far away enemies. 
   
  Nastier Specials 
  Vorpal blade: Critical hits with the abyssal blade deal triple 
  damage instead of double damage. 
  MD 
  HP 
  23 
  850 
   
   
   
   
  Derro 
  Confusion effects only affect derro if they secretly want to murder one of their own 
  companions. 
  Derro Maniac 
  Normal 
  4th level 
  Initiative: +8 
   
  AC 
  PD 
  19 
  16 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Troop 
  Humanoid 
  Shortsword +9 vs. AC—12 damage 
  Natural 16+: The derro can cast one of the following close-
  quarters spells as a quick action this turn. 
  Cloaking dark: All nearby derro gain a +1 bonus to attacks and 
  defenses until the end of the derro maniac’s next turn 
  (cumulative). 
  Sonic squeal: Two random nearby non-derro creatures take 2d4 
  thunder damage. 
   
  R: Light repeating crossbow +9 vs. AC—10 damage 
  Natural 16+: The target also takes 5 ongoing poison damage. 
  Natural 19+: As above, and the derro maniac can make another 
  light repeating crossbow attack as a free action. 
  MD 
  HP 
  18 
  52 
   
   
   
   
  Derro Sage 
  Normal 
  4th level 
  Caster 
  Humanoid 
  Initiative: +7 
   
  Staff +7 vs. AC—7 damage 
  Natural 16+: The derro can cast one of the following close-
  quarters spells as a quick action this turn. 
  Cloaking dark: All nearby derro gain a +1 bonus to attacks and 
  defenses until end of the derro sage’s next turn (cumulative). 
  Sonic squeal: Two random nearby non-derro creatures take 2d8 
  thunder damage. 
   
  R: Mind scream +9 vs. MD—12 psychic damage, and the target is 
  confused (make a basic or at-will attack vs. ally) until the end of 
  the derro sage’s next turn 
  Natural 16+: The derro sage can make another mind scream 
  attack against a different nearby target as a free action. 
   
  Nastier Specials 
  Group gibbering: The derro sage starts a group of derro gibbering 
  as a quick action. It can maintain the gibber as a free action at 
  the start of each turn by taking 1 damage. Each nearby non-derro 
  AC 
  PD 
  MD 
  HP 
  18 
  15 
  18 
  40 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  creature that hears the gibber must roll a d6 at the start of its 
  turn and takes psychic damage equal to the die roll or to the 
  number of gibbering derro, whichever is lower. 
   
   
   
   
  Devil 
  Although devils vary between campaigns, they need to retain certain key elements. Devils: 
   
  Come from somewhere unearthly. 
   
  Embody evil. 
   
  Act through stealth, calculation, and guile. 
   
  Covertly interfere in mortal affairs. 
   
  Respect power and hierarchy—theirs, if no one else’s. 
   
  Are clearly distinguishable from demons. 
   
  Have horns. 
  Devils have a unique ability called devil’s dues. Player characters that attack a devil don’t 
  automatically get to use the escalation die. If you want to add the escalation die to your 
  attack, you have to decide before rolling the attack to give the devil its due. Each type of 
  devil (except for those with the weakling ability) will specify what it gets when you give it its 
  due. Note that an attack that targets more than one devil would require multiple devil’s due 
  decisions and trade-offs. 
  Devils have other special abilities that can be picked randomly or purposely. Choose 0 to 2 
  abilities per devil. Some abilities may be conditional. For example, a devil may only get a 
  special ability while a boss devil is commanding them. 
  d10 Devil Ability 
  Description 
  1 
  Alternative 
  element 
  Change the resist fire 13+ ability to a different element, e.g. 
  lightning or acid. 
  2 
  Beast form 
  This rare special ability lets a devil pass unnoticed through populated 
  areas, though with a tell-tale sign that it’s preternatural, such as a 
  big cat that looks normal except for its forked tongue. Changing forms 
  is a move action. 
  3 
  Devilish 
  resilience 
  The devil gains a +4 bonus to saves. 
  4 
  Fear 
  The devil gains fear aura. Players with fewer hit points than double 
  the devil's current hit points are dazed. They cannot use the 
  escalation die. 
  5 
  Final-gasp 
  strike 
  When the devil drops to 0 hp, it stays up until its turn, at which point 
  it can take one last standard action before dropping. The devil will 
  drop without getting that last action if it takes enough damage to 
  reduce its hit points to negative 25% of its starting hp. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  6 
  Humanoid 
  form 
  This rare special ability lets the heroes meet a pit fiend over dinner 
  and not know it until too late. Changing forms is usually a move 
  action. 
  7 
  Resist non-
  damage 
  effects 
  The devil resists the effects (but not the damage) of attacks with a 
  natural attack roll of 12 or less. Ongoing damage isn’t affected by this 
  ability. If the attack deals energy damage that the devil is resistant to 
  (like fire), that damage is halved as normal. This ability is tied to a 
  devil’s energy resistance number, so if you increase that number for a 
  devil with this ability, the non-damage range also increases. 
  8 
  Summon 
  other devils 
  This ability is better used as a conditional feature of a particular 
  battle than as a standard special ability. On the first round of battle, 
  a group of devils keens eerily, and everyone knows they’re 
  summoning something, but no one knows exactly what, or when it will 
  show up. 
  9 
  True seeing, 
  see invisible 
  Powerful devils might have the ability to see through simple ruses and 
  illusions. 
  10 
  Unearthly 
  toughness 
  If a devil takes X damage or less, negate that damage. Bigger blows 
  have full effect, but petty blows are beneath the devil’s notice. Set X 
  at the devil’s level + 1. It will be immune to normal miss damage 
  from enemies that are its level or lower. Or set X at 5% of its starting 
  hit points to have the value scale up faster at higher levels. 
  Skin Devil 
  Normal 
  2nd level 
  Troop 
  Devil 
  Initiative: +6 
   
  Fleshy limb +7 vs. AC—6 damage 
   
  Stay whole: At the start of its turn, a skin devil heals 8 hp. If it 
  doesn’t heal up to its maximum hit points, it loses its ability to 
  heal from this ability until the end of the battle. 
   
  Structural collapse: While the skin devil is staggered, when an 
  enemy damages it, it loses an additional 4 hp as the hapless thing 
  fails to hold its boneless, bulky mass together. 
   
  Weakling: When building battles using this monster, it only 
  counts as half a normal monster. 
   
  AC 
  PD 
  MD 
  HP 
  17 
  16 
  16 
  28 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Free-form covert ability—Unnoticed: The skin devil is routinely 
  able to pass through civilized areas without alerting dogs, 
  bouncers, city guards, or passersby. If the thing attacks, that’s 
  when you notice that it’s not a human but a monstrous pile of 
  flesh. In addition to passing unnoticed in crowds, it uses its fluid 
  shape to sneak through hidden places, and it doesn’t make much 
  noise unless it wants to. PCs looking for the devil won’t find it 
  unless they have some special information or advantage, and 
  even then it’s a hard check (DC 25). Normally when PCs think 
  they have the devil cornered, it escapes through a tight exit that 
  it had previously identified. 
   
   
   
   
  Lemure 
  Normal 
  3rd level 
  Mook 
  Devil 
  Initiative: +3 
   
  Heedless claws +8 vs. AC—6 damage 
   
  Devil’s due (Squirm): When you choose to add the escalation die 
  to an attack against a lemure, another lemure in the mob 
  somehow ends up in an unwanted place in the battle, though it’s 
  hard to say how exactly. They don’t seem to teleport, but there 
  are so many of the things squirming around it just happens. 
   
  Living wave: When three or more lemures engage an enemy, they 
  can pick it up and move it along with them as they please without 
  taking opportunity attacks. The enemy getting moved around 
  pops free of any other enemies engaged with it. 
   
  Nobody home: When a lemure is targeted by an attack against 
  MD, it ignores any effects of the attack and only takes damage 
  from it. In addition, lemures fight in a straightforward way, 
  without tactics. They never disengage willingly, and they’re not 
  coordinated enough to concentrate attacks on a vulnerable 
  target. 
   
  Resist fire 13+: When a fire attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  17 
  15 
  17 
  13 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Free-form ability—Mass: Heedless of each other’s safety or their 
  own, lemures use sheer numbers to press through locked doors, 
  climb walls, or dog pile on defenders. 
   
  Nastier Specials 
  Too dumb to die: At the start of the lemure mob’s turn, roll a d6 
  for each lemure in the mob that’s dropped this battle. For each 
  6, one of them reassembles its horrid self and stumbles back into 
  the melee that turn (add 13 hit points to the mob’s hp total). To 
  make sure a downed lemure is truly dead, an attacker can spend 
  an additional 7 damage of the total dealt to finish the job instead 
  of carrying that damage over to another lemure in the mob. 
  Expending the right sort of limited-use power, such as a daily 
  spell, might also keep a number of downed lemures totally dead. 
  Once the last member of the mob drops, stop rolling to see if 
  lemures rise up. 
   
   
   
   
  Hell Imp 
  Normal 
  4th level 
  Spoiler 
  Devil 
  Initiative: +9 
   
  Needling taunt +9 vs. MD—8 psychic damage, and the target is 
  hampered until the end of its next turn 
   
  [Special trigger] Stinging tail +9 vs. PD—8 ongoing poison damage 
  and the target is weakened (save ends both) 
  Limited use: As a free action, when an enemy engaged with the 
  hell imp misses it with an attack. 
   
  Devil’s due (Mwhahahah!): When you choose to add the 
  escalation die to an attack against a hell imp, the imp 
  automatically hits with its next needling taunt attack this battle, 
  and the target takes 2d6 extra psychic damage. 
   
  Flight: Hell imps are capable of impressive feats of aerial agility, 
  but only when their lives depend on it. 
   
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  18 
  50 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Resist fire 13+: When a fire attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only deals 
  half damage. 
   
  Vanish: Once per battle as a move action, a hell imp can become 
  invisible, pop free from all enemies engaged with it, move away 
  somewhere nearby, and then reappear. 
   
  Free-form ability—Provoke: Hell imps are as capable as you might 
  expect at handling social situations, sneaking, noticing spies, and 
  the like. Their special talent is provocation. They can talk their 
  associates into all sorts of extreme emotions and imprudent 
  behavior. Likewise, they can probably goad PCs into losing their 
  cool. 
   
  Nastier Specials 
  Potent venom: The stinging tail attack deals 3 extra ongoing 
  poison damage (11 total), but the target must succeed on two 
  saves (one for ongoing and one for weakened). 
   
   
   
   
  Honey Devil, aka Slime Devil 
  Normal 
  4th level 
  Troop 
  Devil 
  Initiative: +6 
   
  Hidden dagger +9 vs. AC—6 damage 
  The target has MD 15 or lower: The honey devil can make a 
  disengage check this turn as a free action. 
   
  Desperate plea: When the honey devil is staggered by an attack, 
  it makes a confusing plea attack against the attacker as a free 
  action after the attack. 
  Confusing plea +9 vs. MD—The target is confused (save ends). 
   
  Glamour of innocence: This creature seems innocent, not 
  someone a hero should hurt. At worst, it’s ugly, but is that a 
  crime? When an enemy rolls a natural odd attack roll against a 
  honey devil, the attack misses and has no effect. 
  AC 
  PD 
  MD 
  HP 
  18 
  17 
  18 
  35 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Resist fire 13+: When a fire attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only deals 
  half damage. 
   
  Weakling: When building battles using this monster, it only 
  counts as half a normal monster. 
   
  Free-form covert ability—Slimy: In any non-combat struggles with 
  a honey devil, it excels at being too slippery for the PCs, both 
  personally and through its underground network of minions. In an 
  indirect contest, the PCs might try to talk sense to one of the 
  devil’s dupes or to discern suspicious activity while staking out 
  the devil’s secret network. The honey devil is an expert at what 
  it does, so use DC 25 for any such skill checks. Assume that the 
  devil is competent at slipping its influence through the network 
  unnoticed. Failure might mean that the PC has succeeded in 
  gaining information, which in turn sends them down a dead end 
  or into a trap. In a direct confrontation, the devil is likewise hard 
  to pin down, see through, or otherwise get the better of. 
  A slime devil seems unremarkable and innocuous, so downplay its 
  significance whenever describing it, especially when it has 
  company. When mortals actually decide to attack or capture a 
  honey devil, it’s probably slippery enough to escape at the last 
  minute, maybe through a hidden exit. 
   
   
   
   
  Smoke Devil 
  Normal 
  5th level 
  Troop 
  Devil 
  Initiative: +8 
   
  Dire embrace +10 vs. PD—15 poison damage 
  Full embrace: If the target is the only creature engaged with the 
  smoke devil, the attack deals 30 poison damage instead. 
  Miss: 7 poison damage. 
   
  Ember of hate: Each time the smoke devil hits an enemy, the 
  embers floating in the center of its body glow more brightly. 
  Once per battle as a free action during its turn, the devil can 
  AC 
  PD 
  MD 
  HP 
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  make an ember burst attack. It also makes this attack as an 
  interrupt action when it drops to 0 hp. 
  Ember burst +10 vs. PD (each enemy engaged with the devil)—
  The target takes 5 fire damage for each creature hit by the 
  smoke devil earlier in the battle (max 15 damage; remember to 
  track this). 
   
  Devil’s due (Formless): When you choose to add the escalation 
  die to an attack against a smoke devil, it gains resist damage 16+ 
  against the attack. 
   
  Flight: Smoke devils drift and eddy as if blown by an evil wind. 
   
  Resist fire 13+: When a fire attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only deals 
  half damage. 
   
  Free-form covert ability—Insinuate: Smoke devils have a 
  preternatural ability to get to their chosen victims. Keeping the 
  smoke devil out is a hard, champion-tier challenge (DC 25). 
   
  Nastier Specials 
  Smokey retreat: A smoke devil can “take 12” on disengage 
  checks, taking a natural result of 12 instead of rolling (which 
  normally would allow it to disengage automatically from up to 
  two enemies). 
   
   
   
   
  Bearded Devil (Barbazu) 
  Large 
  6th level 
  Blocker 
  Devil 
  Initiative: +8 
   
  Wicked halberd +11 vs. AC—30 damage 
  Natural 16+: The bearded devil gains a +4 bonus to all defenses 
  until the start of its next turn. 
   
  AC 
  PD 
  MD 
  HP 
  23 
  20 
  20 
  200 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Supernaturally filthy beard +11 vs. PD—The target is weakened 
  until the end of its next turn (–4 attacks and defenses) 
   
  Bearded defense: When an enemy engaged with the bearded 
  devil misses it with an attack, the devil can make a filthy beard 
  attack against that enemy as a free action. 
   
  Devil’s due (Solidity): When you choose to add the escalation die 
  to an attack against a bearded devil, the devil or one of its 
  nearby allies can roll a save against a save ends effect. 
   
  Opportunistic beard: When the bearded devil makes an 
  opportunity attack, it can also make a filthy beard attack against 
  the same target as a free action. 
   
  Skilled interceptor: A bearded devil can intercept an enemy 
  while engaged with other enemies. As a free action, it can either 
  make a disengage check to try to move to intercept the enemy, 
  or move to intercept the enemy and only take half damage from 
  opportunity attacks. 
   
  Resist fire 13+: When a fire attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only deals 
  half damage. 
   
  Nastier Specials 
  Toxic beard: The target of the bearded devil’s filthy beard 
  attack now takes 10 ongoing poison damage and is weakened 
  (save ends both) instead. 
   
   
   
   
  Hooded Devil 
  Normal 
  7th level 
  Troop 
  Devil 
  Initiative: +14 
   
  Crushing punch or kick +12 vs. AC—18 damage 
  AC 
  PD 
  MD 
  HP 
  23 
  22 
  22 
  90 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural 16+: If this is the devil’s first attack during its turn, it can 
  make a telepathic harry attack as a free action. 
   
  C: Telepathic harry +12 vs. MD (one nearby enemy)—The target 
  takes 30 psychic damage each time it makes a non-basic attack 
  (save ends). The target silently hears a terribly hurtful 
  statement, in the voice of the person who would hurt them the 
  most by saying it. 
  Natural 16+: If this is the devil’s first attack during its turn, it can 
  make a crushing punch or kick attack as a free action. 
   
  Devil’s due (Mastery): When you choose to add the escalation die 
  to an attack against a hooded devil, it adds the escalation die to 
  its attacks until the end of the battle and no other attacks 
  against it can use the escalation die. 
   
  Resist fire 13+: When a fire attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only deals 
  half damage. 
   
  Restoration: At the start of a hooded devil’s turn, it can roll a 
  save against each save ends effect affecting it if it doesn’t attack 
  that turn (so it could successfully save against confused or 
  stunned conditions and still move that turn, for example.) 
   
  Free-form covert ability—Master: A hooded devil instinctively 
  masters everything around it: the furniture, terrain, 
  conversations, and people. If the PCs attempt to overcome a 
  hooded devil through skill checks, the check is DC 30. Good luck 
  if you need to win an argument, get to an exit first, use terrain to 
  your advantage, or pressure one of the devil’s thugs to rat it out. 
  The name of this ability is a verb. 
   
   
   
   
  Fury Devil (Erinyes) 
  Hellbent 
  Fury devils become hellbent against a creature for story reasons outside the scope of a single 
  battle. PCs could give devils ample reason to hate them. Or a succession of 5s as relationship 
  dice with icon interactions that involve the devils might suffice to make the fury devil 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  hellbent. More often than not, it won’t be one of the PCs who is the target, but getting in the 
  way of hellbent furies is a problem. They will try to bypass defenders, however, to 
  concentrate on killing their target or targets. 
  Typically, a single fury devil leaves the Pit to exact retribution. If heroes manage to beat that 
  erinyes back, then three new fury devils rise up to try to finish the mission that the first one 
  failed at, and whoever killed the first erinyes is on their hit list, too. If those devils fail, five 
  erinyes come next, with another hero added to their list. If stout-hearted heroes defeat all 
  five fury devils, they’re safe. Maybe. 
  Normal 
  8th level 
  Wrecker 
  Devil 
  Initiative: +13 
   
  Stout, sharp dagger +13 vs. AC—24 damage 
  Any hit while hellbent: The target also takes 8 psychic damage 
  and 8 ongoing psychic damage (that feels like a terminal case of 
  guilt). 
  Miss while hellbent: 4 psychic damage. 
   
  R: Word of rebuke +13 vs. MD—15 psychic damage 
  Any hit while hellbent: The target takes 30 psychic damage 
  instead. 
   
  Defense against the inconsequential: Attacks against a fury devil 
  take a –4 penalty unless the devil is hellbent against that 
  attacker. 
   
  Devil’s due (Fury): When you choose to add the escalation die to 
  an attack against a fury devil, the fury devil deals 1d10 extra 
  damage with its next attack this battle, hit or miss. 
   
  Flight: Fury devils fly from place to place but fight on their feet. 
   
  Menacing charge: When an enemy intercepts the fury devil, the 
  next attack this battle the devil makes against that enemy that 
  hits is a critical hit instead. 
   
  AC 
  PD 
  MD 
  HP 
  23 
  22 
  22 
  120 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Resist fire 13+: When a fire attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Bone Devil (Osyluth) 
  Large 
  9th level 
  Troop 
  Devil 
  Initiative: +12 
   
  Bone claw +14 vs. AC—80 damage, and the bone devil can make 
  a doom venom sting attack as a free action. 
   
  Doom venom sting +14 vs. PD—20 damage, and the target can’t 
  use recoveries, even involuntarily (save ends) 
   
  R: Bone javelin +14 vs. AC—50 damage 
   
  Devil’s due (Free!): When you choose to add the escalation die 
  to an attack against a bone devil, one bone devil in the battle 
  can teleport to a nearby location it can see as a move action 
  once later this battle. Multiple attacks accumulate into multiple 
  possible move action teleports for any bone devils in the battle. 
   
  Resist fire 13+: When a fire attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only deals 
  half damage. 
   
  Nastier Specials 
  Mana venom: The devil’s doom venom sting attack also negates 
  one spell effect created by the target until the target is able to 
  use recoveries again. (The effect isn’t canceled, only suppressed 
  until the target saves.) 
  AC 
  PD 
  MD 
  HP 
  26 
  23 
  23 
  320 
   
   
   
   
  Barbed Devil (Hamatula) 
  Normal 
  10th level 
  Caster 
  Initiative: +16 
   
  Glistening claws +15 vs. AC (2 attacks)—12 damage 
  AC 
  PD 
  MD 
  24 
  24 
  24 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Devil 
  Natural 16+: The barbed devil can make a whirling barbs attack 
  as a free action. 
  Miss: 6 damage. 
   
  [Special trigger] Whirling barbs +15 vs. PD—9 damage 
   
  R: Ball of hellfire +15 vs. PD (1d3 nearby enemies in a group)—
  30 fire damage 
  Natural 16+: The target also takes 20 poison damage and is 
  hampered until the end of its next turn as it chokes on 
  sulphurous fumes. 
   
  Barbs everywhere: When an enemy engages the devil, the 
  barbed devil can make a whirling barbs attack against it as a 
  free action. 
   
  Devil’s due (Loot): When you choose to add the escalation die to 
  an attack against a barbed devil, you must expend one of your 
  unused true magic item powers as the item gets a close 
  encounter with the barbed devil’s “soul.” If you can’t expend 
  such a power, no escalation die for you. 
   
  Slashing dodge: While engaged with a single enemy, the barbed 
  devil can “take 11” on a disengage check, taking a natural result 
  of 11 instead of rolling. When it does so and successfully 
  disengages, it can make a whirling barbs attack against that 
  enemy as part of the move action. 
   
  Resist fire 13+: When a fire attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only deals 
  half damage. 
  HP 
  175 
   
   
   
   
  Ice Devil (Gelugon) 
  Normal 
  11th level 
  Initiative: +15 
   
  AC 
  PD 
  26 
  24 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Leader 
  Devil 
  Wicked glaive +16 vs. AC (2 attacks)—25 damage 
  Natural even hit: As a free action, one of the ice devil’s nearby 
  allies of its level or lower can make a basic attack as the ice 
  devil sets the battlefield. That attack only deals half damage. 
  Natural odd hit: The target is stuck (save ends). 
  Miss: 10 damage. 
   
  Devil’s due (Rime): When you choose to add the escalation die to 
  an attack against an ice devil, you are stuck (save ends). 
   
  Shattering counsel: When a lower level nearby ally of the ice 
  devil attacks a creature that’s stuck, the crit range of that 
  attack expands by the escalation die. 
   
  Resist cold 13+: When a cold attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only deals 
  half damage. 
  MD 
  HP 
  24 
  270 
   
   
   
   
  Horned Devil (Cornugon) 
  Large 
  12th level 
  Troop 
  Devil 
  Initiative: +15 
   
  Barbed fork +17 vs. AC—150 damage, and until the end of the 
  battle against the target, the devil gains a +1 bonus to attacks 
  and its crit range expands by 1 (cumulative) 
  Natural even hit: The horned devil can make a slicing tail attack 
  against a different target as a free action. 
  Natural even miss: The horned devil can make a slicing tail 
  attack as a free action. 
   
  Slicing tail +17 vs. PD—35 ongoing damage from a bleeding 
  wound 
   
  R: Flaming dart +17 vs. AC—60 damage, and 30 fire damage 
  Natural 16+: The target also takes 30 ongoing fire damage. 
  AC 
  PD 
  MD 
  HP 
  28 
  26 
  26 
  700 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Devil’s due (Weakness): When you choose to add the escalation 
  die to an attack against a horned devil, you are weakened until 
  the end of your next turn after you make the attack. 
   
  Flight: Horned devils are clumsy but determined fliers. 
   
  Resist fire 13+: When a fire attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Pit Fiend 
  Huge 
  14th level 
  Wrecker 
  Devil 
  Initiative: +19 
   
  Fiendish weapon +19 vs. AC (2 attacks)—140 damage, and until 
  the end of the battle the target takes a –2 penalty to attacks, 
  defenses, and level-based d20 rolls. Hit points, feats, weapon 
  damage, and other level-based benefits don’t change. (The 
  penalty isn’t cumulative.) 
  Natural 11+: The pit fiend can make an entangling tail attack 
  against a different target as a free action. 
  Both attacks hit: The pit fiend can use fiendish vigor as a free 
  action. 
   
  Entangling tail +19 vs. PD—40 damage, and the target is 
  hampered until the end of its next turn or until the pit fiend 
  makes another entangling tail attack. 
   
  R: Burst of hellfire +19 vs. PD (up to 3 nearby or far away 
  enemies in a group)—120 fire damage 
  Miss: Half damage. 
   
  C: Black utterance of denial +19 vs. MD (each enemy engaged 
  with the pit fiend)—The target is hampered until the end of its 
  next turn 
  AC 
  PD 
  MD 
  HP 
  29 
  27 
  27 
  1600 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Limited use: 1/battle, as a quick action. 
   
  Devil’s due (Menace): When you choose to add the escalation die 
  to an attack against a pit fiend, the escalation die does not 
  increase at the start of the next round. Special circumstances 
  and PC powers can still increase it. 
   
  Fiendish vigor: As a standard action, the pit fiend can heal 300 
  hp and roll a save against each ongoing effect on it. It can use 
  fiendish vigor up to five times per battle. 
   
  Flight: Amidst wind and flames, a pit fiend can fly with 
  surprising agility. 
   
  Resist fire 13+: When a fire attack targets this creature, the 
  attacker must roll a natural 13+ on the attack roll or it only 
  deals half damage. 
   
  Nastier Specials 
  Cloak of fire: When a creature is engaged with the pit fiend at 
  the start of its turn, that creature takes 20 fire damage. 
   
   
   
   
  Fang Devil 
  Fang Devil is a singular river creature. The first time the heroes encounter the devil, it should 
  be a 7th level monster. If the PCs slay the devil near water, you may foreshadow that the devil 
  will be back as a multiplicity of 10th level river devils. In 13th Age, threats don’t necessarily 
  die the first time you deal with them. In the case of Fang Devil, it’s a localized threat within 
  one river at a time at 7th level. When it becomes a multiplying group of 10th level creatures, it 
  could spread out wherever the campaign requires it. 
  Fang Devil 
  Huge 
  7th level 
  Spoiler 
  Devil 
  Initiative: +13 
   
  Mighty tentacles +12 vs. PD (2 attacks; can target nearby 
  enemies)—20 damage 
  Natural even hit: The target pops free from each enemy and 
  moves next to the Devil, which engages and grabs it. (The Devil 
  AC 
  PD 
  MD 
  HP 
  22 
  22 
  22 
  360 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  can grab any number of enemies simultaneously.) If it has quick 
  actions left, it will use its devil’s beak and cutting talon attacks. 
  Miss: 10 damage. 
   
  Cutting talon +12 (+16 against a grabbed enemy) vs. AC—40 
  damage 
  Natural even hit: The target also takes 20 ongoing damage. 
  Natural odd miss: 20 ongoing damage. 
  Quick use: This ability only requires a quick action (once per 
  round) to use. 
   
  [Special trigger] Devil’s beak +16 vs. AC (one enemy it’s 
  grabbing; includes +4 grab bonus)—30 damage 
  Miss: 15 damage. 
  Quick use: This ability only requires a quick action (once per 
  round) to use. 
   
  Devil’s due (Trouble): When you choose to add the escalation die 
  to an attack against Fang Devil, you are hampered until the end 
  of your next turn after you make the attack. 
   
  Resist energy 13+: When an energy attack targets this creature, 
  the attacker must roll a natural 13+ on the attack roll or it only 
  deals half damage. 
   
   
   
   
  River Devil 
  Normal 
  10th level 
  Wrecker 
  Devil 
  Initiative: +18 
   
  Cutting talons +15 vs. AC (2 attacks)—20 damage 
  Natural even hit: The target also takes 10 ongoing damage. 
  Natural odd miss: 10 ongoing damage. 
   
  Ripping tentacle +15 vs. AC—10 damage 
  AC 
  PD 
  MD 
  HP 
  25 
  25 
  25 
  230 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural even hit: The target is hampered until the end of its 
  next turn. 
  Quick use: This ability only requires a quick action (once per 
  round) to use. 
   
  Devil’s due (Foreshadowed weakness): When you choose to add 
  the escalation die to an attack against a river devil, you only 
  heal half the normal hit points the next time you heal using a 
  recovery this battle. The effect is cumulative (so the second 
  time you heal, the third time, etc.) if you pay the devil’s due 
  more than once before using a recovery. 
   
  Resist energy 13+: When an energy attack targets this creature, 
  the attacker must roll a natural 13+ on the attack roll or it only 
  deals half damage. 
   
   
   
   
  The Final Devil 
  Huge 
  13th level 
  Leader 
  Devil 
  Initiative: +20 
   
  Mighty tentacles +18 vs. PD (3 attacks; can target nearby 
  enemies)—50 damage 
  Natural even hit: The target pops free from each enemy and 
  moves next to the Devil, which engages and grabs it. (The Devil 
  can grab any number of enemies simultaneously.) If it has quick 
  actions left, it will use its devil’s beak and cutting talon 
  attacks. 
  Miss: 30 damage. 
   
  Cutting talon +18 (+22 against a grabbed enemy) vs. AC—100 
  damage 
  Natural even hit: The target also takes 50 ongoing damage. 
  Natural odd miss: 50 ongoing damage. 
  Quick use: This ability only requires a quick action (once per 
  round) to use. 
   
  AC 
  PD 
  MD 
  HP 
  28 
  28 
  28 
  1300 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  [Special trigger] Devil’s beak +22 vs. AC (one enemy it’s 
  grabbing; includes +4 grab bonus)—50 damage 
  Miss: 30 damage. 
  Quick use: This ability only requires a quick action (once per 
  round) to use. 
   
  Devil’s due (Destiny): When you choose to add the escalation 
  die to an attack against the Final Devil, one of the Final Devil’s 
  nearby allies can make an attack as an interrupt action before 
  your attack. 
   
  Resist energy 13+: When an energy attack targets this creature, 
  the attacker must roll a natural 13+ on the attack roll or it only 
  deals half damage. 
   
  Nastier Specials 
  The icons are speechless: Icon relationship dice don’t provide 
  any help in a battle (or even an adventure) that involves the 
  Final Devil. The Devil broke the icons’ hold on it, and it’s up to 
  pure mortals to solve this problem, because the icons can’t 
  cope. 
  Lord of the waters: If the Final Devil is fighting in a sea or river, 
  when a nearby enemy rolls a normal save, it’s a hard save (16+) 
  instead. The same goes for easy saves; they’re normal saves 
  instead. 
   
   
   
   
  River Devil Minion 
  Normal 
  13th level 
  Mook 
  Devil 
  Initiative: +24 
   
  Tentacles and talons—60 damage 
  Natural even hit: The target also takes 20 ongoing damage. 
  Natural odd hit: The target is vulnerable (save ends). 
   
  Devil’s due (Obsession): When you choose to add the escalation 
  die to an attack against a river devil minion, you must only 
  AC 
  PD 
  MD 
  HP 
  27 
  25 
  25 
  100 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  attack river devil minions until the end of the battle or until all 
  river devil minion mobs have dropped to 0 hp. 
   
   
   
   
  Dragon 
  All dragons have two standard abilities: escalator and flight. The escalator ability allows the 
  dragon to add the escalation die to its attack rolls. The flight ability allows the dragon to fly—
  fairly well, and quickly in a straight line, though not as maneuverable as more agile fliers. 
  Dragons have a breath attack. Unlike most close attacks that target a number of enemies, 
  dragon breath attacks don’t care about whether the targets are in a group. 
  Young dragons are medium-sized. Adult dragons are usually large sized. Huge-sized dragons 
  are the exception, and have usually outgrown the vulnerabilities of their weaker kin. 
  Some metallic dragons inspire debilitating awe in their enemies. The inspire awe ability is 
  similar to fear, but it’s not fear, so its effect can combine with the dazed condition. Enemies 
  at a hit point threshold or lower take a –4 penalty to limited attacks (attacks that aren’t basic 
  or at-will) against the dragon—the enemy’s confidence in their own heroism/puissance is 
  shaken. 
  Each metallic dragon has an at-will breath weapon attack that uses the natural result of the 
  first attack roll to determine how long the dragon must wait before it can use the breath 
  weapon again. 
  Natural 
  Attack 
  Roll 
  Variable Waiting Period for Metallic Dragon’s At-Will Breath Attack 
  1-5 
  The dragon can use its breath weapon again next turn. 
  6-10 
  The dragon must wait one turn before it can use its breath weapon. 
  11+ 
  After waiting one turn, the dragon rolls a normal save at the start of its next 
  turn. If it succeeds, it can use its breath weapon that turn. Otherwise, it keeps 
  rolling a save at the start of each turn until it regains its breath weapon attack. 
  Once it uses its breath again, use the attack roll again to determine its next 
  breath weapon attack. 
  All dragons have distinct personalities. A few have unique features. They are smart enough 
  not to fight to their own death. 
  Dragons may have random abilities. This table is for chromatic dragons. For GMs who are 
  uncertain whether a medium dragon should have a random ability, roll a d8. Otherwise, roll a 
  d12. If the roll is less than or equal to the dragon’s level, it gets a random ability according to 
  the table below. Some huge dragons have two abilities. If you want to give the dragon a 
  chance of having one of the abilities that has campaign implications, add +2 to the roll. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  d8 
  or 
  d12 
  Dragon Ability Description (for Chromatic Dragons) 
  1 
  True seeing 
  The dragon is immune to invisibility and ignores any illusions. 
  2 
  Whipping tail 
  When an enemy engaged with the dragon rolls a natural 1 or 2 with 
  an attack roll, the dragon can make an opportunity attack against 
  that creature as a free action. The attack is set up by the dragon’s 
  whipping tail but delivered by the dragon’s usual melee attack. 
  3 
  Tough Hide 
  The dragon has a +1 bonus to AC. 
  4 
  Twisted Mind 
  The dragon has a +2 bonus to MD. 
  5 
  Nimble 
  The dragon has a +2 bonus to PD. 
  6 
  No 
  vulnerability 
  Unlike other dragons of its color, this dragon has no vulnerability. 
  The PCs will figure that out the first time they try to use its 
  supposed vulnerability against it. 
  7 
  Now I’m mad! 
  The first time the dragon is staggered each battle, it uses its breath 
  weapon attack as a free action that does not count against the 
  normal uses of its breath. 
  8 
  Serious threat 
  Disengage checks against the dragon take a –5 penalty. When a 
  creature fails to disengage from the dragon, it takes damage equal 
  to double the dragon’s level. 
  9 
  PC-style 
  racial power 
  The dragon has one of the racial powers of a player character race. 
  The most common expressions per color are: white (halfling); black 
  (halfling, half-orc, human, wood elf); green (dwarf, dark elf); blue 
  (high elf, half-orc); red (half-orc, human, wood elf). 
  10 
  Raw power 
  Until it is staggered, the dragon rolls 2d20 with its melee attacks 
  and uses the higher roll. 
  11 
  Damage aura 
  When an enemy starts its turn engaged with the dragon, it takes 
  damage equal to the dragon’s level (adventurer tier), double the 
  level (champion tier), or triple the level (epic tier). The damage 
  type is the same as the dragon’s breath weapon. 
  12 
  More breath 
  The dragon can use its intermittent breath 1d4 more times each 
  battle. If its breath weapon isn’t intermittent (white and green 
  dragons), the dragon gains the extra uses anyway, making it more 
  dangerous than lesser specimens of its color. 
  13 
  Humanoid 
  form 
  The dragon is capable of shapechanging into a humanoid form, 
  usually of a warrior or spellcaster appropriate to its nature and 
  usually not obviously draconic, registering as a normal humanoid. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  The dragon has the PC-style racial power of their humanoid form, 
  but only while in shapechanged form. 
  14 
  Some Unique 
  Thing 
  The dragon has an entirely unique characteristic, something akin to 
  a player character’s one unique thing except that the dragon’s 
  version may be relevant to combat. GM, if you don’t feel like 
  making something up, choose an ability from the list above. 
  Metallic dragons also have special abilities, though they differ slightly from the chromatic 
  dragons’ abilities. 
  d20 Dragon Ability Description (for Metallic Dragons) 
  1 
  True seeing 
  The dragon is immune to invisibility and ignores illusions. 
  2 
  Whipping tail 
  When an enemy engaged with the dragon rolls a natural 1 or 2 with 
  an attack roll, the dragon can make an opportunity attack against 
  that creature as a free action. The attack is set up by the dragon’s 
  whipping tail but delivered by the dragon’s usual melee attack. 
  3 
  Tough hide 
  The dragon has a +1 bonus to AC. 
  4 
  Fortress mind 
  The dragon has a +2 bonus to MD. 
  5 
  Nimble 
  The dragon has a +2 bonus to PD. 
  6 
  Murderous 
  The crit range of the dragon’s melee attacks expands by 2. 
  7 
  Now I’m mad! The first time the dragon is staggered each battle, it uses its breath 
  weapon attack as a free action that does not count against the 
  normal uses of its breath. 
  8 
  Serious threat Disengage checks against the dragon take a –5 penalty. When a 
  creature fails to disengage from the dragon, it takes damage equal to 
  double the dragon’s level. 
  9 
  PC-style 
  racial power 
  The dragon has one of the racial powers of a player character race. If 
  the dragon’s story suggests a specific power, choose that. Otherwise, 
  use the most common expression per color: brass (gnome, halfling); 
  bronze (dark elf, dwarf, half-orc, human); copper (dwarf, human, 
  wood elf); silver (forgeborn, wood elf); gold (high elf, holy one, 
  human, wood elf). 
  10 
  Raw power 
  Until it’s staggered, the dragon rolls 2d20 with its melee attacks and 
  uses the higher roll. 
  11 
  Damage aura 
  When an enemy starts its turn engaged with the dragon, it takes 
  damage equal to the dragon’s level (adventurer tier), double the 
  level (champion tier), or triple the level (epic tier). The damage type 
  is the same as the dragon’s breath weapon. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  12 
  More breath 
  The dragon gains a +5 bonus to saves to regain its breath weapon. 
  13 
  Spellbreaker 
  When the dragon hits a creature with an attack, one spell effect that 
  creature created is negated (hard save ends, 16+). Once the creature 
  saves, the effect returns. 
  14 
  Shake off 
  At the start of each of its turns, the dragon can roll a save against 
  one save ends effect on it. 
  15 
  Free to flee 
  Like the PCs, the dragon can escape at any time by giving up what 
  amounts for it to a campaign loss. If the PCs are the ones to benefit 
  from this, they should experience this as a major victory. But the 
  dragon is still out there. 
  16 
  Air 
  supremacy 
  The crit range of the dragon’s attacks against flying creatures 
  expands by an amount equal to the escalation die. 
  17 
  Denial 
  If a PC or other creature uses an attack against the dragon that is 
  related to an icon that the dragon also has a relationship with, the 
  dragon gains a +5 bonus to all defenses against that attack, and it 
  only takes damage from the attack without suffering any of its 
  effects. 
  18 
  Survivor 
  Each time the dragon drops to 0 hit points, it can roll a save. The first 
  save in a battle is easy (6+), the second normal, the third and 
  subsequent saves are hard (16+). If it succeeds, the dragon stays 
  conscious and takes no damage from the attack or effect that would 
  have dropped it. 
  19 
  Humanoid 
  form 
  The dragon is capable of shapechanging into a humanoid form, usually 
  of a warrior or spellcaster appropriate to its nature and usually not 
  obviously draconic, registering as a normal human or elf or whatever. 
  This ability is best used for long-term dragon characters that make it 
  worth the GM’s time to create a double- or triple-strength humanoid 
  monster to represent the shapechanged form. The dragon has the PC-
  style racial power of their humanoid form, but only while in 
  shapechanged form. Shapechanging is a move action. 
  20 
  Some unique 
  thing 
  The dragon has an entirely unique characteristic, something akin to a 
  player character’s one unique thing except that the dragon’s version 
  may be relevant to combat. GM, if you don’t feel like making 
  something up, choose an ability from the list above. 
  White Dragon Hatchling 
  Normal 
  1st level 
  Troop 
  Initiative: +5 
  Vulnerability: fire 
   
  AC 
  PD 
  MD 
  15 
  12 
  8 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Dragon 
  Claws and bite +6 vs. AC (2 attacks)—4 damage 
  Natural 16+: The hatchling can make an ice breath attack as a 
  free action. 
   
  [Special trigger] C: Ice breath +6 vs. PD—4 cold damage 
  Natural odd miss: The hatchling takes 1d3 damage. 
   
  Freezing vapors: When the hatchling scores a critical hit, it 
  prevents the escalation die from increasing at the start of the 
  next round. 
   
  Resist cold 12+: When a cold attack targets this creature, the 
  attacker must roll a 12+ on the attack roll or the dragon takes 
  half damage. 
  HP 
  28 
   
   
   
   
  Medium Brass Dragon (Metallic) 
  Normal 
  2nd level 
  Troop 
  Dragon 
  Initiative: +10 
   
  Flurry of claws +6 vs. AC—5 damage 
  Natural 11+: The dragon can make a babble attack as a free 
  action. 
  Miss: 3 damage. 
   
  [Special trigger] C: Babble +7 vs. MD (each enemy engaged with 
  the dragon)—The target is dazed (save ends) 
   
  C: Fiery breath +6 vs. PD (1d3 nearby enemies in a group)—5 
  fire damage, or 7 fire damage against a dazed, weakened, or 
  stunned target 
  Natural 6+: The dragon can pop free from the target. 
  Miss: Half damage. 
   
  AC 
  PD 
  MD 
  HP 
  18 
  12 
  16 
  31 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Resist fire 12+: When a fire attack targets this creature, the 
  attacker must roll a natural 12+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Medium White Dragon 
  Normal 
  2nd level 
  Troop 
  Dragon 
  Initiative: +6 
  Vulnerability: fire 
   
  Claws and bite +6 vs. AC (2 attacks)—4 damage 
  Natural 16+: The white dragon can make an ice breath attack as 
  a free action. 
   
  [Special trigger] C: Ice breath +6 vs. PD (1d3 nearby enemies)—
  4 cold damage 
  Natural odd hit or miss: The dragon takes 1d4 damage. 
   
  Resist cold 12+: When a cold attack targets this creature, the 
  attacker must roll a natural 12+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  18 
  15 
  11 
  38 
   
   
   
   
  Catacomb Dragon (Black) 
  Large 
  3rd level 
  Wrecker 
  Dragon 
  Initiative: +9 
  Vulnerability: thunder 
   
  Acid fangs +8 vs. AC (2 attacks)—8 damage, and 5 ongoing acid 
  damage 
  Natural 5, 10, 15, or 20: The dragon regains the use of its caustic 
  breath if it’s expended and can use it during its next turn. 
   
  C: Caustic breath +7 vs. PD (1d3 nearby enemies)—10 acid 
  damage, 5 ongoing acid damage, and the target is caught in an 
  acidic haze (see below) with an effect that depends on the roll 
  Even hit: While in the haze, the target is dazed from choking or 
  blinding. 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  15 
  104 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Odd hit: While in the haze, the target takes a –5 penalty to all 
  saves against acid damage. 
  Miss: 5 ongoing acid damage. 
  Acidic haze: The haze is magical, semi-aware, and remains 
  around the target until the end of the battle or until removed 
  magically. A spellcaster can cast a spell that targets AC or PD to 
  attack the haze and destroy it—the haze has 1 HP and an AC/PD 
  of 22. The GM is encouraged to play fast and loose with physics 
  here: the mist can be burned, condensed/frozen, blown away, 
  absorbed, transmuted, etc. At the GM’s discretion, there may be 
  physical ways to remove the haze, but it should require a hard 
  DC. 
  Limited use: 1/battle, as a quick action. 
   
  All-terrain terror: A catacomb dragon flies reasonably well, 
  powerful and fast in a straight line though it’s not as 
  maneuverable as more agile flyers. It can also burrow quickly 
  and effectively due to the acidic coating on its skin. 
   
  Corrosive contact: When an enemy is engaged with the catacomb 
  dragon at the start of its turn, it takes 3 acid damage. 
   
  Resist acid 14+: When an acid attack targets this creature, the 
  attacker must roll a natural 14+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Cenotaph Dragon (White) 
  Normal 
  3rd level 
  Troop 
  Dragon 
  Initiative: +8 
  Vulnerability: fire 
   
  Claws and bite +7 vs. AC (2 attacks)—6 damage 
  Natural 16+: The cenotaph dragon can make an infused ice 
  breath attack as a free action. 
   
  [Special trigger] C: Infused ice breath +7 vs. PD (1d3 nearby 
  enemies)—6 cold damage 
  AC 
  PD 
  MD 
  HP 
  18 
  18 
  14 
  48 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural 20: The target also takes 5 ongoing holy damage (in 
  addition to double damage for crit). 
  Natural odd hit or miss: The dragon takes 1d6 damage. 
   
  Resist cold and negative energy 12+: When a cold or negative 
  energy attack targets this creature, the attacker must roll a 
  natural 12+ on the attack roll or it only deals half damage. 
   
   
   
   
  Large Brass Dragon (Metallic) 
  Large 
  3rd level 
  Troop 
  Dragon 
  Initiative: +11 
   
  Flurry of claws +7 vs. AC—15 damage 
  Natural 11+: The dragon can make a babble attack as a free 
  action. 
   
  [Special trigger] C: Babble +8 vs. MD (each enemy engaged with 
  the dragon)—The target is dazed (save ends) 
   
  C: Fiery breath +7 vs. PD (1d3 nearby enemies)—15 fire 
  damage, or 20 fire damage against a dazed, weakened, or 
  stunned target 
  Natural 6+: The dragon can pop free from the target. 
  Miss: Half damage. 
   
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  18 
  13 
  17 
  80 
   
   
   
   
  Medium Black Dragon 
  Normal 
  3rd level 
  Wrecker 
  Dragon 
  Initiative: +9 
  Vulnerability: thunder 
   
  Claws and bite +8 vs. AC (2 attacks)—4 damage 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  15 
  42 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural 16+: The target also takes 4 ongoing acid damage. 
   
  C: Acid breath +9 vs. PD (1d3 nearby enemies)—5 acid damage, 
  and 5 ongoing acid damage 
  Miss: 3 acid damage. 
   
  Draconic grace: At the start of each of the black dragon’s turns, 
  roll a d6 to see if it gets an extra standard action. If the roll is 
  equal to or less than the escalation die, the black dragon can 
  take an extra standard action that turn. 
  After the first success, the grace die bumps up to a d8. After the 
  second success, it’s a d10, then a d12 after the third success, and 
  finally a d20 after the fourth one. 
   
  Intermittent breath: A medium black dragon can use acid breath 
  1d3 times per battle, but never two turns in a row. 
   
  Water-breathing: Black dragons swim well and can breathe 
  underwater. 
   
  Resist acid 12+: When an acid attack targets this creature, the 
  attacker must roll a natural 12+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Medium Bronze Dragon (Metallic) 
  Normal 
  3rd level 
  Wrecker 
  Dragon 
  Initiative: +6 
   
  Crushing bite +8 vs. AC—11 damage 
  Natural 11+: The dragon can pop free from one enemy engaged 
  with it. 
   
  C: Lightning breath +8 vs. PD (1d6 nearby or far away enemies 
  in a rough line)—8 lightning damage, and the closest target hit is 
  dazed (save ends) 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  13 
  50 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: Half damage. 
   
  Resist lightning 12+: When a lightning attack targets this 
  creature, the attacker must roll a natural 12+ on the attack roll 
  or it only deals half damage. 
   
  Rugged defenses: When a creature attacks the dragon, if it used 
  another action this turn before the attack, the dragon gains a +4 
  bonus to all defenses against the attack. 
   
   
   
   
  Huge Brass Dragon (Metallic) 
  Huge 
  4th level 
  Troop 
  Dragon 
  Initiative: +12 
   
  Flurry of claws +8 vs. AC—25 damage 
  Natural 11+: The dragon can make a mind-bending babble attack 
  as a free action. 
   
  [Special trigger] C: Mind-bending babble +9 vs. MD (each 
  enemy engaged with the dragon)—The target is dazed (save 
  ends) 
  Natural 18+: The target is confused instead of dazed (save ends). 
   
  C: Fiery breath +8 vs. PD (1d3 nearby enemies)—25 fire 
  damage, or 30 fire damage against a dazed, weakened, or 
  stunned target 
  Natural 6+: The dragon can pop free from the target. 
  Miss: Half damage. 
   
  Inspire awe: While an enemy has 24 hp or fewer, it takes a –4 
  penalty to limited attacks against the dragon. 
   
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  19 
  14 
  18 
  145 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Medium Copper Dragon (Metallic) 
  Normal 
  4th level 
  Spoiler 
  Dragon 
  Initiative: +9 
   
  Needle-sharp claws and teeth +8 vs. AC (2 attacks)—7 damage 
  First natural 11+ each turn: The dragon can make an acrid smoke 
  attack as a free action. 
   
  [Special trigger] C: Acrid smoke +9 vs. PD (up to 3 enemies 
  engaged with the dragon)—The target is hampered until the end 
  of its next turn 
   
  C: Acid breath +9 vs. PD (1d4 nearby enemies)—4 acid damage, 
  and 4 ongoing acid damage 
  Miss: 2 ongoing acid damage. 
   
  Out-think: Once per battle as a free action when an enemy rolls a 
  natural even hit against the dragon, the dragon negates the 
  attack (no damage or effects). 
   
  Resist fire 12+: When a fire attack targets this creature, the 
  attacker must roll a natural 12+ on the attack roll or it only deals 
  half damage. 
   
  Swift mind: Once per battle as a free action when an attack 
  targets the dragon’s MD, it can force the attacker to reroll the 
  attack. 
  AC 
  PD 
  MD 
  HP 
  19 
  14 
  18 
  44 
   
   
   
   
  Large White Dragon 
  Large 
  4th level 
  Troop 
  Dragon 
  Initiative: +8 
  Vulnerability: fire 
   
  Claws and bite +8 vs. AC (2 attacks)—12 damage 
  AC 
  PD 
  MD 
  HP 
  20 
  17 
  13 
  104 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural 16+: The white dragon can make an ice breath attack as 
  a free action. 
   
  [Special trigger] C: Ice breath +8 vs. PD (1d3 nearby enemies)—
  10 cold damage 
  Natural odd hit or miss: The dragon takes 2d4 damage. 
   
  Resist cold 16+: When a cold attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Medium Green Dragon 
  Normal 
  4th level 
  Spoiler 
  Dragon 
  Initiative: +9 
  Vulnerability: psychic 
   
  Sharp claws +9 vs. AC—7 damage 
  Natural 11–15: The dragon can make a bite attack as a free 
  action. 
  Natural 16+: The dragon can make a poison breath attack as a 
  free action. 
   
  [Special trigger] Bite +9 vs. AC—10 damage 
  Natural 16+: The target also takes 5 ongoing poison damage. 
   
  [Special trigger] C: Poison breath +9 vs. PD (1d3 nearby 
  enemies)—7 poison damage, and the target is hampered (save 
  ends) 
   
  Burrow 
   
  Resist poison 12+: When a poison attack targets this creature, the 
  attacker must roll a natural 12+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  21 
  18 
  14 
  60 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Gorge Dragon (Black) 
  Large 
  5th level 
  Spoiler 
  Dragon 
  Initiative: +13 
  Vulnerability: fire 
   
  Coiling +10 vs. PD—18 damage, and the dragon grabs the target; 
  while grabbed, the target takes 9 damage at the start of each of 
  its turns 
  Natural 5, 10, 15, or 20: The dragon regains the use of its 
  dazzling breath if it’s expended and can use it during its next 
  turn. 
   
  Bite +13 (includes grab bonus) vs. AC (one enemy it’s 
  grabbing)—25 damage 
  Natural 16+: The target takes no damage and is instead 
  swallowed whole (see below). 
  Limited use: 1/round, as a free action. 
   
  C: Dazzling breath +9 vs. MD (1d3 nearby enemies)—14 
  damage, and if the target has 40 HP or fewer after being hit, it’s 
  weakened until the end of its next turn 
  Limited use: 1/battle, as a quick action. 
   
  Swallowed whole: A creature that is swallowed whole must start 
  making last gasp saves during its next turn. An ally can assist 
  with the save as normal, but the save remains hard (16+) in that 
  case. A roll of 16–19 causes the creature to be regurgitated from 
  the dragon’s gut, while a 20 means that the creature cuts/rips a 
  hole through the dragon’s flesh to escape (dealing basic attack 
  damage automatically). 
   
  Chain constrictor: The gorge dragon can have up to two enemies 
  grabbed at the same time. 
   
  AC 
  PD 
  MD 
  HP 
  21 
  19 
  17 
  164 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Resist cold 14+: When a cold attack targets this creature, the 
  attacker must roll a natural 14+ on the attack roll or it only deals 
  half damage. 
   
  Water-breathing: Gorge dragons swim well and can breathe 
  underwater. 
   
   
   
   
  Huge White Dragon 
  Huge 
  5th level 
  Troop 
  Dragon 
  Initiative: +10 
  Vulnerability: fire 
   
  Claws and bite +9 vs. AC (2 attacks)—25 damage 
  Natural 16+: The white dragon can make an ice breath attack as 
  a free action. 
   
  [Special trigger] C: Ice breath +9 vs. PD (1d3 nearby 
  enemies)—20 cold damage 
  Natural odd hit or miss: The dragon takes 2d8 damage. 
   
  Resist cold 18+: When a cold attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  21 
  18 
  14 
  200 
   
   
   
   
  Mausoleum Dragon (White) 
  Large 
  5th level 
  Troop 
  Dragon 
  Initiative: +9 
  Vulnerability: fire 
   
  Claws and bite +9 vs. AC (2 attacks)—16 damage 
  Natural 16+: The mausoleum dragon can make an infused ice 
  breath attack as a free action. 
   
  [Special trigger] C: Infused ice breath +9 vs. PD (1d3 nearby 
  enemies)—14 cold damage 
  AC 
  PD 
  MD 
  HP 
  20 
  20 
  16 
  140 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural even hit: The target also takes 7 ongoing holy damage. 
  Natural odd hit or miss: The dragon takes 2d6 damage. 
   
  Infused blood: When an enemy scores a critical hit against the 
  mausoleum dragon, the dragon gains the following ability until 
  the end of the battle: When an enemy is engaged with the 
  dragon at the start of its turn, it takes 5 holy damage. 
   
  Resist cold and negative energy 16+: When a cold or negative 
  energy attack targets this creature, the attacker must roll a 
  natural 16+ on the attack roll or it only deals half damage. 
   
   
   
   
  Medium Blue Dragon 
  Normal 
  5th level 
  Caster 
  Dragon 
  Initiative: +9 
  Vulnerability: force 
   
  Dragon claw +9 vs. AC—10 damage 
  Natural even hit or miss: The dragon can make a bite attack as a 
  free action. 
   
   
   
  [Special trigger] Bite +9 vs. AC—10 damage, and 2d6 lightning 
  damage 
   
  C: Lightning breath +9 vs. PD (1d3 nearby enemies)—8 lightning 
  damage 
  Natural even hit: The target is also dazed (save ends). 
   
  Counter-spell: When an enemy targets the blue dragon with a 
  spell, the dragon can roll a save; success means the spell has no 
  effect on the dragon. If the level of the spell is lower than the 
  dragon’s level, it’s a normal save (11+). Against an equal or 
  higher-level spell, the save is a hard save (16+). If the dragon is 
  staggered, the save target increases by +5 (normal becomes hard, 
  hard becomes 21+: impossible unless the dragon has a save bonus 
  from some other source). 
  AC 
  PD 
  MD 
  HP 
  22 
  19 
  19 
  76 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Intermittent breath: A medium blue dragon can use lightning 
  breath 1d4 times per battle, but never two turns in a row. 
   
  Resist lightning 12+: When a lightning attack targets this 
  creature, the attacker must roll a natural 12+ on the attack roll 
  or it only deals half damage. 
   
   
   
   
  Blizzard Dragon (White) 
  Large 
  6th level 
  Wrecker 
  Dragon 
  Initiative: +10 
  Vulnerability: fire 
   
  Claws and bite +10 vs. AC (2 attacks)—18 damage 
  Natural 16+: The blizzard dragon can make a blizzard breath 
  attack as a free action. 
   
  [Special trigger] C: Blizzard breath +10 vs. PD (each nearby 
  creature)—20 cold damage, and 5 ongoing cold damage 
  Natural 18+: The target takes 10 ongoing cold damage instead of 
  5. 
  Natural odd hit or miss: The dragon takes 2d6 damage. 
   
  Continuous breath: A blizzard dragon can use blizzard breath as 
  its standard action during the round after it uses the breath as a 
  free action. Blizzard breath doesn’t deal miss damage to the 
  dragon when used as a standard action. 
   
  Resist cold 14+: When a cold attack targets this creature, the 
  attacker must roll a natural 14+ on the attack roll or it only deals 
  half damage. 
   
  Wreathed in snow and cold: When an enemy is engaged with the 
  blizzard dragon at the start of its turn, it takes 5 cold damage. 
  AC 
  PD 
  MD 
  HP 
  22 
  19 
  15 
  175 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Medium Silver Dragon (Metallic) 
  Normal 
  6th level 
  Spoiler 
  Dragon 
  Initiative: +11 
   
  Swift, keen claws +10 vs. AC—15 damage 
  Natural 6+: The dragon can make a paralyzing smoke attack as a 
  free action. 
   
  [Special trigger] C: Paralyzing smoke +11 vs. MD (1d3 enemies 
  engaged with the dragon)—The target must roll an immediate 
  save. On a failure, the target can’t take any actions and is 
  helpless until the start of the dragon’s next turn as its limbs 
  become paralyzed. On a success, the target is dazed until the end 
  of its next turn. 
   
  C: Ice breath +11 vs. PD (1d4 nearby enemies in a group)—10 
  cold damage, and the closest target hit is dazed until the start of 
  the dragon’s next turn 
  Miss: Half damage. 
   
  Evasive turn: Once per battle as a free action when an attack 
  targets the dragon, it can force the attacker to reroll the attack 
  and has resist damage 12+ against that attack. 
   
  Resist cold 12+: When a cold attack targets this creature, the 
  attacker must roll a natural 12+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  21 
  17 
  21 
  90 
   
   
   
   
  Large Black Dragon 
  Large 
  6th level 
  Wrecker 
  Dragon 
  Initiative: +13 
  Vulnerability: thunder 
   
  Claws and bite +11 vs. AC (2 attacks)—18 damage 
  Natural 16+: The target also takes 10 ongoing acid damage. 
   
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  19 
  160 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Acid breath +11 vs. PD (1d3 nearby enemies)—20 acid 
  damage, and 10 ongoing acid damage 
  Miss: 10 acid damage. 
   
  Draconic grace: At the start of each of the black dragon’s turns, 
  roll a d6 to see if it gets an extra standard action. If the roll is 
  equal to or less than the escalation die, the black dragon can 
  take an extra standard action that turn. 
  After the first success, the grace die bumps up to a d8. After the 
  second success, it’s a d10, then a d12 after the third success, 
  and finally a d20 after the fourth one. 
   
  Intermittent breath: A large black dragon can use acid breath 
  1d3 times per battle, but never two turns in a row. 
   
  Water-breathing: Black dragons swim well and can breathe 
  underwater. 
   
  Resist acid 16+: When an acid attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Large Bronze Dragon (Metallic) 
  Large 
  6th level 
  Wrecker 
  Dragon 
  Initiative: +9 
   
  Crushing bite +11 vs. AC—45 damage 
  Natural 11+: The dragon can pop free from one enemy engaged 
  with it. 
   
  C: Lightning breath +11 vs. PD (1d6 nearby or far away 
  enemies in a rough line)—32 lightning damage, and the closest 
  target hit is dazed (save ends) 
  Miss: Half damage. 
   
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  16 
  200 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Resist lightning 16+: When a lightning attack targets this 
  creature, the attacker must roll a natural 16+ on the attack roll 
  or it only deals half damage. 
   
  Rugged defenses: When a creature attacks the dragon, if it used 
  another action this turn before the attack, the dragon gains a +4 
  bonus to all defenses against the attack. 
   
   
   
   
  Medium Red Dragon 
  Normal 
  6th level 
  Wrecker 
  Dragon 
  Initiative: +11 
  Vulnerability: cold 
   
  Fangs, claws, and tail +11 vs. AC (2 attacks)—8 damage 
  First natural even hit or miss each turn: Roll another fangs, 
  claws, and tail attack. 
   
  C: Fiery breath +11 vs. PD (2d3 nearby enemies)—10 fire 
  damage 
  Miss: Half damage. 
   
  Intermittent breath: A medium red dragon can use fiery breath 
  1d3 times per battle, but never two turns in a row. 
   
  Resist fire 12+: When a fire attack targets this creature, the 
  attacker must roll a natural 12+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  21 
  20 
  16 
  90 
   
   
   
   
  Medium Gold Dragon (Metallic) 
  Normal 
  7th level 
  Caster 
  Dragon 
  Initiative: +12 
   
  Ferocious bite +13 vs. AC—20 damage 
  Natural 11+: The dragon can make a stultifying smoke attack as 
  a free action. 
  AC 
  PD 
  MD 
  HP 
  22 
  18 
  22 
  85 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  [Special trigger] C: Stultifying smoke +13 vs. MD (one enemy 
  engaged with the dragon)—The target is stunned until the start 
  of the dragon’s next turn 
   
  C: Fiery breath +13 vs. PD (up to 5 nearby enemies in a 
  group)—14 fire damage 
  Miss: Half damage. 
   
  Spiral of golden flame: Once per battle as a quick action while 
  the escalation die is 3+, the dragon can fly into the air, popping 
  free from all enemies engaged with it, and make a fiery breath 
  attack against each enemy that was engaged with it. 
   
  Indomitability: Once per battle as a free action at the start of its 
  turn, the dragon can cancel all effects and conditions on it, 
  including ongoing damage. It can cancel these effects even if it’s 
  prevented from taking actions, such as by being stunned. 
   
  Resist fire 12+: When a fire attack targets this creature, the 
  attacker must roll a natural 12+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Large Green Dragon 
  Large 
  7th level 
  Spoiler 
  Dragon 
  Initiative: +11 
  Vulnerability: psychic 
   
  Sharp claws +12 vs. AC—25 damage 
  Natural 11–15: The dragon can make a bite attack as a free 
  action. 
  Natural 16+: The dragon can make a poison breath attack as a 
  free action. 
   
   
   
  [Special trigger] Bite +12 vs. AC—38 damage 
  AC 
  PD 
  MD 
  HP 
  24 
  21 
  16 
  230 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural 16+: The target also takes 10 ongoing poison damage. 
   
  [Special trigger] C: Poison breath +12 vs. PD (1d3 nearby 
  enemies)—25 poison damage, and the target is hampered (save 
  ends) 
   
  Burrow 
   
  Resist poison 16+: When an acid attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Moon Dragon (White) 
  Huge 
  7th level 
  Troop 
  Dragon 
  Initiative: +12 
   
  Claws and bite +12 vs. AC (2 attacks)—40 damage 
  Natural 16+: The moon dragon can make an ice breath attack as 
  a free action. 
  Both attacks miss: If the full moon is within seven days, the 
  moon dragon’s next ice breath attack this battle will deal double 
  damage. 
   
  [Special trigger] C: Ice breath +12 vs. PD (1d3 nearby 
  enemies)—32 cold damage 
   
  Lunar resonance: A moon dragon gains a +1 bonus to attacks 
  when the full moon is within seven days or when within its lair. A 
  moon dragon takes a –1 penalty to all defenses and gains 
  vulnerability: fire when the new moon is within seven days. 
   
  Resist cold 18+: When a cold attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  23 
  21 
  17 
  324 
   
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Void Dragon (Black) 
  Huge 
  7th level 
  Caster 
  Dragon 
  Initiative: +13 
   
  Jaws and claws +12 vs. AC (2 attacks)—26 damage 
  Natural 5, 10, 15, or 20: The dragon regains the use of its 
  ensorceling breath if it’s expended and can use it during its next 
  turn. 
  Miss: 13 damage. 
   
  C: Ensorceling breath +12 vs. PD (1d3 nearby enemies)—24 
  damage, and the dragon’s breath coalesces into two small void 
  beasts of rapidly shifting form (see below) 
  Miss: The dragon’s breath coalesces into one small void beast 
  (see below). 
  Void beasts: Each beast appears next to the dragon, acts as it 
  wishes, and enters the initiative order after the next two 
  creatures have taken their turns. See void beast. 
  Limited use: 1/battle, as a quick action. 
   
  Draconic grace: At the start of each of the void dragon’s turns, 
  roll a d6 to see if it gets an extra standard action. If the roll is 
  equal to or less than the escalation die, the void dragon can take 
  an extra standard action that turn. 
  After the first success, the grace die bumps up to a d8. After the 
  second success, it’s a d10, then a d12 after the third success, 
  and finally a d20 after the fourth one. 
   
  Level 6 Void Beast 
  Slam +11 vs. AC—18 damage 
  Natural 5, 10, 15, or 20: The void beast spawns a new void beast 
  at full hit points. It follows the same rules for beasts formed by 
  ensorceling breath. 
   
  AC 
  22 
  PD 
  20 
  AC 
  PD 
  MD 
  HP 
  23 
  21 
  19 
  290 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  MD 
  18 
  HP 
  27 
   
   
   
   
  Volcano Dragon (Red) 
  Large 
  7th level 
  Wrecker 
  Dragon 
  Initiative: +12 
  Vulnerability: cold 
   
  Fangs, claws, and wings +12 vs. AC (2 attacks)—18 damage 
  Natural 16+: The target takes 5 extra damage from a wing 
  buffet. 
  Natural 18+: The target takes 10 extra damage from a claw 
  strike. 
   
  [Special trigger] Tail smash +12 vs. PD (one nearby enemy)—18 
  damage 
  Miss: 9 damage. 
  Limited use: When a nearby enemy attacks and rolls a natural 
  even hit against the dragon, the dragon can make a tail smash 
  attack against it as a free action. 
   
  C: Volcanic breath +12 vs. PD (each nearby enemy)—20 fire 
  damage, and 5 ongoing fire damage 
  Natural 18+: The target takes 10 ongoing fire damage instead of 
  5. 
   
  Burning skin: When an enemy is engaged with the volcanic 
  dragon at the start of its turn, it takes 5 fire damage. 
   
  Continuous breath: A volcanic dragon can use volcanic breath 
  1d3 times per battle, but if it does not use its breath weapon on 
  consecutive rounds, it loses its remaining volcanic breath attacks 
  for the battle. 
   
  AC 
  PD 
  MD 
  HP 
  23 
  22 
  16 
  220 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Resist fire 14+: When a fire attack targets this creature, the 
  attacker must roll a natural 14+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Large Blue Dragon 
  Large 
  8th level 
  Caster 
  Dragon 
  Initiative: +13 
  Vulnerability: force 
   
   
   
  Double claws +12 vs. AC (2 attacks)—15 damage 
  Natural even hit or miss: The dragon can make a bite attack as a 
  free action. 
   
  [Special trigger] Bite +12 vs. AC—20 damage, and 2d10 lightning 
  damage 
   
  C: Lightning breath +12 vs. PD (1d3 nearby or far away 
  enemies)—40 lightning damage 
  Natural even hit: The target is also dazed (save ends). 
   
  Intermittent breath: A large blue dragon can use lightning 
  breath 1d6 times per battle, but never two turns in a row. 
   
  Counter-spell: When an enemy targets the blue dragon with a 
  spell, the dragon can roll a save; success means the spell has no 
  effect on the dragon. If the level of the spell is lower than the 
  dragon’s level, it’s a normal save (11+). Against an equal or 
  higher-level spell, the save is a hard save (16+). If the dragon is 
  staggered, the save target increases by +5 (normal becomes 
  hard, hard becomes 21+: impossible unless the dragon has a save 
  bonus from some other source). 
   
  Resist lightning 16+: When a lightning attack targets this 
  creature, the attacker must roll a natural 16+ on the attack roll 
  or it only deals half damage. 
  AC 
  PD 
  MD 
  HP 
  25 
  22 
  22 
  260 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Shadow Dragon 
  Large 
  8th level 
  Caster 
  Dragon 
  Initiative: +13 
   
  Shadow claws +13 vs. AC—50 psychic damage 
  Natural 16+: The target is confused (hard save ends, 16+). 
   
  C: Nightmare breath +12 vs. MD (1d3 nearby or far away 
  enemies)—60 negative energy damage, and the target becomes a 
  living shadow (hard save ends, 16+) 
  Living shadow: While a living shadow, the target can’t physically 
  interact with or gain aid from companions or aid them (including 
  healing, bonuses, and effects) but is otherwise “normal.” 
  Limited use: 1/battle, but the ability recharges when the dragon 
  is staggered. If it hasn’t already made a nightmare breath attack 
  when it becomes staggered, the dragon makes the attack as a 
  free action and then the breath recharges. 
   
  Made of shadow: The shadow dragon perceives the invisible, is 
  unaffected by the blur spell, and ignores illusions. Rogues 
  attempting to shadow walk near a shadow dragon end up in the 
  dragon’s belly (save ends). While there, they are helpless and 
  take 2d12 damage at the start of each of their turns until they 
  save and fall back out of shadow. 
   
  Shadowy escalation: When in poorly lit areas of shadow, the 
  dragon adds the escalation die to its attack rolls. Complete 
  darkness or bright daylight negates the ability. 
   
  Nastier Specials 
  Shadow illusions: As a standard action, the dragon can appear to 
  be humanoid, usually disguising itself as an unthreatening old 
  man in a cloak (DC 35 to detect). Daylight will show the illusion 
  for what it is—an insubstantial dragon. Dragons with a Book of 
  Many Faces will have perfect humanoid disguises. Dropping the 
  illusion is a free action. 
  Shadowy phasing: When the escalation die is even, natural odd 
  attack rolls against the dragon automatically miss. When the 
  escalation die is odd, natural even attack rolls against the dragon 
  AC 
  PD 
  MD 
  HP 
  25 
  22 
  22 
  260 
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  automatically miss. Attacks that deal holy damage ignore this 
  ability. 
   
  On Holy Ground 
  While on “holy ground” such as a temple or consecrated shrine, 
  all hard saves against shadow dragon effects become normal 
  saves. As a standard action, a cleric who invokes the gods can 
  produce a similar anti-shadow effect in the nearby area until the 
  start of their next turn, or they can turn hard saves against 
  shadow dragon abilities to easy saves if that area is already on 
  holy ground. Shadow dragons try to avoid holy ground, and 
  shadow thieves can only enter it while possessing victims and will 
  flee once the possession ends. It’s up to the GM what counts as 
  “holy ground” in their game. 
   
   
   
   
  Shadow Thief 
  Normal 
  8th level 
  Mook 
  Dragon 
  Initiative: +17 
   
  Shadow strangulation +13 vs. PD—20 psychic damage 
  Natural 16+: The target takes 20 negative energy damage, and 
  the shadow thief can make a shadow possession attack as a free 
  action (but see group ability). 
   
  [Group ability] C: Shadow possession +13 vs. MD (one enemy 
  hit by shadow strangulation)—The shadow thief “crawls inside” 
  the target. The target is confused (save ends), and the shadow 
  thief can’t be the target of an attack or effect until it’s forced 
  from the target’s body when that creature saves against the 
  confusion effect. 
   
  Group ability: For every four shadow thieves in the battle (round 
  up), one of them can use shadow possession during the battle. 
   
  Shadow thievery: The shadow thief is an extension of the shadow 
  dragon, not really a separate entity. When it drops to 0 hp, it 
  flees back to the shadow dragon and merges with it. When this 
  happens, if there is at least one enemy engaged with that 
  shadow thief, the thief chooses one enemy engaged with it. Roll 
  AC 
  PD 
  MD 
  HP 
  25 
  20 
  16 
  38 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  a d20; on a 16+, the shadow thief steals a random magic item 
  from the chosen enemy as it flees back to the dragon (but see 
  stop…thief below). Stolen items are replaced with shadowy 
  duplicates that work until the end of the battle then fade to 
  nothingness. The items can be recovered if the dragon is slain in 
  the same battle. 
   
  Stop…thief! When a shadow thief steals an item, the creature it 
  steals from can choose to prevent the theft, but at a cost. If the 
  natural d20 thievery roll was odd, the target of the thievery 
  attempt can choose to keep the item but become hampered 
  (save ends) as they wrestle with the shadow. If the natural 
  thievery roll was even, the target has the same choice, but it’s a 
  hard save (16+) to end the hampered effect. 
   
   
   
   
  Empyrean Dragon (Black) 
  Huge 
  9th level 
  Spoiler 
  Dragon 
  Initiative: +17 
   
  Gleaming bite +14 vs. AC—50 damage, and one effect triggers 
  based on the head that attacks (GM’s choice) 
  Head 1: The target can’t use recoveries until end of its next 
  turn. 
  Head 2: One enemy that hit the dragon since the dragon’s last 
  turn takes 12 damage. 
  Head 3: The target moves to a nearby non-harmful location of 
  the dragon’s choice as a free action. This movement can provoke 
  opportunity attacks. 
   
  C: Venom breath +13 vs. PD (1d3 + 1 nearby enemies)—35 
  damage 
  Swarming motes: Each time the dragon uses this attack, a swarm 
  of light motes that resolve into scorpions and stinging insects 
  swirl around the targets. The swarm harasses each targeted 
  enemy, hit or miss. During its next turn, any enemy being 
  swarmed this way must choose one: Take 25 damage; OR roll 
  twice for each attack roll it makes that turn, taking the lower 
  result. 
   
  AC 
  PD 
  MD 
  HP 
  25 
  23 
  21 
  510 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  [Special trigger] C: Crying heavens +13 vs. MD (each enemy in 
  the battle)—20 ongoing damage 
  Miss: 10 ongoing damage. 
  Temporal manastorm: The empyrean dragon’s connection to the 
  overworld falters, creating a storm of distorted time and magic 
  in the area. The dragon’s critical hit range for all attacks 
  expands by 2 until the end of the battle. In addition, when a 
  target saves against the ongoing damage from this attack, the 
  crit range of its attacks against the dragon expands by 1 until the 
  end of the battle. 
  Limited use: 1/battle, as a free action when first staggered. 
   
  Three heads are better than one: The empyrean dragon can 
  make two gleaming bite attacks as a single standard action, one 
  each from two heads. The third head is assumed to be 
  maneuvering the body around. It can choose not to make one of 
  those attacks to end any condition affecting it except for ongoing 
  damage (this includes the stunned condition, even though it 
  technically doesn’t get an action when stunned). 
  An enemy who scores a critical hit against an empyrean dragon 
  can forego the extra damage to lop off one of the dragon’s 
  heads. If an enemy deals 150 damage with a single attack against 
  the dragon, the attack will also remove a head. An empyrean 
  dragon with two remaining heads can make only one gleaming 
  bite attack as a standard action and can’t sacrifice that attack to 
  remove conditions. The dragon dies if all three heads are 
  removed. 
   
  Intermittent breath: An empyrean dragon can use venom breath 
  1d2 + 1 times per battle, but never two turns in a row. 
   
   
   
   
  Hoardsong Dragon (Red) 
  Large 
  9th level 
  Spoiler 
  Dragon 
  Initiative: +13 
  Vulnerability: cold 
   
  Fangs and claws +14 vs. AC (3 attacks)—30 damage 
  Natural 16+: The target takes 15 extra damage from a 
  precise strike. 
  AC 
  (In Lair) 
  PD 
  MD 
  HP 
  25 
  26 
  24 
  18 
  360 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  C: Hoardsong +14 vs. MD (one nearby enemy in the 
  dragon’s lair)—10 psychic damage, and the target is confused 
  (save ends) 
  Limited use: 2/battle, as a quick action (once per round). 
   
  C: Precise breath +14 vs. PD (1d4 + 1 nearby enemies, or 
  one enemy)—20 fire damage, and 10 ongoing fire damage; 
  OR 80 fire damage, and 20 ongoing fire damage if used 
  against a single enemy 
  Natural 18+: If the breath targeted multiple enemies, the 
  target takes 20 ongoing fire damage instead of 10. If the 
  breath targeted a single enemy, the target takes 40 ongoing 
  fire damage instead of 20. 
   
  Intermittent breath: A hoardsong dragon can use precise 
  breath 1d4 times per battle, but never two turns in a row. 
   
  Known to an ounce: The dragon knows where every treasure 
  in its hoard is located, allowing it to detect any movement or 
  shifting of the coins and valuables. While in its lair with its 
  hoard, the hoardsong dragon is immune to invisibility and 
  ignores illusions, and creatures attempting to hide from it 
  take a –5 penalty to their checks. 
   
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage. 
   
  Nastier Specials 
  Hoard minions: The dragon’s connection to its hoard is so 
  strong that it has some control over the souls of those it 
  previously killed who owned the treasures. Once per round as 
  a quick action, the hoardsong dragon can summon 1d4 hoard 
  spirits that take form by surrounding themselves in coins, 
  wear empty suits of armor, etc., and defend the dragon’s 
  hoard. Roll initiative for the minions once and use that count 
  for all additional minions. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  The call of the hoard: The connection of a hoardsong dragon 
  to its hoard imparts the dragon’s magic upon the hoard. 
  Before battle, if the PCs are able to see the hoard while the 
  dragon speaks to them, each PC that can hear the dragon 
  must roll a Wisdom check. On a result of 24 or less, that PC is 
  charmed as per the charm person spell and considers the 
  dragon a friend. On a result of 25–29, the PC is lulled by the 
  dragon’s words and the sight of the hoard; if combat occurs, 
  the PC will be stunned during their first round. The dragon 
  will make a suggestion to charmed PCs to leave and bring it 
  more treasure for its hoard (while it prepares surprises for 
  their return). Charmed PCs won’t attack the dragon, but can 
  make a normal save each round in battle to break the charm 
  effect (or every day outside of combat). 
   
   
   
   
  Hoard Spirit (Red) 
  Normal 
  9th level 
  Mook 
  Construct 
  Initiative: +15 
   
  Hoard-fueled strike +14 vs. AC—35 damage 
  Natural 16+: The target is stuck under a pile of treasure until the 
  end of its next turn. 
  AC 
  PD 
  MD 
  HP 
  24 
  22 
  18 
  50 
   
   
   
   
  Huge Black Dragon 
  Huge 
  9th level 
  Wrecker 
  Dragon 
  Initiative: +17 
   
   
   
  Claws and bite +14 vs. AC (3 attacks)—30 damage 
  Natural 16+: The target also takes 15 ongoing acid damage. 
  Miss: 20 damage. 
   
  C: Acid breath +14 vs. PD (1d3 nearby or far away enemies)—
  50 acid damage, and 15 ongoing acid damage 
  Miss: 4d12 acid damage. 
   
  Draconic grace: At the start of each of the huge black dragon’s 
  turns, roll a d4 to see if it gets an extra standard action. If the 
  AC 
  PD 
  MD 
  HP 
  25 
  23 
  21 
  510 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  roll is equal to or less than the escalation die, the black dragon 
  can take an extra standard action that turn. 
  After the first success, the grace die bumps up to a d6. After the 
  second success, it’s a d8, then a d10 after the third success. The 
  fourth success is a d12, and finally a d20 after the fifth one. 
   
  Intermittent breath: A huge black dragon can use acid breath 
  2d3 times per battle, but never two turns in a row. 
   
  Water-breathing: Black dragons swim well and can breathe 
  underwater. 
   
  Resist acid 18+: When an acid attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Huge Bronze Dragon (Metallic) 
  Huge 
  9th level 
  Wrecker 
  Dragon 
  Initiative: +12 
   
  Crushing bite +14 vs. AC—170 damage 
  Natural 11+: The dragon can pop free from one enemy engaged 
  with it. 
   
  C: Lightning breath +14 vs. PD (1d6 nearby or far away 
  enemies in a rough line)—120 lightning damage, and the closest 
  target hit is dazed (save ends) 
  Miss: Half damage. 
   
  Inspire awe: While an enemy has 72 hp or fewer, it takes a –4 
  penalty to limited attacks against the dragon. 
   
  Resist lightning 18+: When a lightning attack targets this 
  creature, the attacker must roll a natural 18+ on the attack roll 
  or it only deals half damage. 
  AC 
  PD 
  MD 
  HP 
  25 
  23 
  19 
  600 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Retributive lightning: Once per battle as an interrupt action 
  when an enemy targets it with an attack, the dragon can make a 
  lightning breath against that attacker (and yes, if the dragon 
  hits, the interrupted attack takes the –4 penalty due to dazed). 
   
  Rugged defenses: When a creature attacks the dragon, if it used 
  another action this turn before the attack, the dragon gains a +4 
  bonus to all defenses against the attack. 
   
   
   
   
  Large Copper Dragon (Metallic) 
  Large 
  9th level 
  Spoiler 
  Dragon 
  Initiative: +14 
   
  Needle-sharp claws and teeth +13 vs. AC (2 attacks)—50 
  damage 
  First natural 11+ each turn: The dragon can make an acrid smoke 
  attack as a free action. 
   
  [Special trigger] C: Acrid smoke +14 vs. PD (up to 3 enemies 
  engaged with the dragon)—The target is hampered until the end 
  of its next turn 
   
  C: Acid breath +14 vs. PD (1d4 nearby enemies in a group)—25 
  acid damage, and 25 ongoing acid damage 
  Miss: 10 ongoing acid damage. 
   
  Out-think: Once per battle as a free action when an enemy rolls 
  a natural even attack against the dragon, the dragon negates the 
  attack (no damage or effects). 
   
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
  AC 
  PD 
  MD 
  HP 
  24 
  19 
  23 
  290 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Swift mind: Once per battle as a free action when an attack 
  targets the dragon’s MD, it can force the attacker to reroll the 
  attack. 
   
   
   
   
  Large Red Dragon 
  Large 
  10th level 
  Wrecker 
  Dragon 
  Initiative: +13 
  Vulnerability: cold 
   
  Fangs, claws, and tail +15 vs. AC (2 attacks)—35 damage 
  First natural even hit or miss each turn: Roll a third fangs, 
  claws, and tail attack. 
   
   
   
  C: Fiery breath +15 vs. PD (2d3 nearby enemies)—40 fire 
  damage 
  Miss: Half damage. 
   
  Intermittent breath: A large red dragon can use fiery breath 1d4 
  times per battle, but never two turns in a row. 
   
  Fear: While engaged with this creature, enemies with 72 hp or 
  fewer are dazed (–4 attack) and do not add the escalation die to 
  their attacks. 
   
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  25 
  24 
  20 
  400 
   
   
   
   
  Large Silver Dragon (Metallic) 
  Large 
  10th level 
  Spoiler 
  Dragon 
  Initiative: +14 
   
  Swift, keen claws +14 vs. AC—95 damage 
  Natural 6+: The dragon can make a paralyzing smoke attack as a 
  free action. 
  AC 
  PD 
  MD 
  HP 
  25 
  21 
  25 
  430 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  [Special trigger] C: Paralyzing smoke +15 vs. MD (1d3 enemies 
  engaged with the dragon)—The target must roll an immediate 
  save. On a failure, the target can’t take any actions and is 
  helpless until the start of the dragon’s next turn as its limbs 
  become paralyzed. On a success, the target is dazed until the 
  end of its next turn. 
   
  C: Ice breath +14 vs. PD (1d4 nearby enemies in a group)—60 
  cold damage, and the closest target hit is dazed until the start of 
  the dragon’s next turn 
  Miss: Half damage. 
   
  Evasive turn: Once per battle as a free action when an attack 
  targets the dragon, it can force the attacker to reroll the attack 
  and has resist damage 16+ against that attack. 
   
  Resist cold 16+: When a cold attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Greathoard Elder (Red) 
  Huge 
  11th level 
  Wrecker 
  Dragon 
  Initiative: +14 
   
  Fangs, claws, and wings +16 vs. AC (2 attacks)—90 damage 
  Natural 14+: The target takes 12 extra damage from a wing 
  buffet. 
  Natural 16+: The target takes 20 extra damage from a claw 
  strike. 
  Natural 19+: The dragon can make a treasury master attack 
  as a free action. 
   
  C: Treasury master +16 vs. MD (the nearby non-confused 
  enemy with the most true magic items)—30 psychic 
  damage, and the target is confused (save ends) 
  AC 
  (In Lair) 
  PD 
  MD 
  HP 
  27 
  28 
  26 
  20 
  870 
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Limited use: 2/battle, as a quick action (once per round). 
   
  C: Precise breath +16 vs. PD (1d4 + 1 nearby enemies, or 
  one enemy)—50 fire damage, and 15 ongoing fire damage; 
  OR 170 fire damage, and 30 ongoing fire damage if used 
  against a single enemy 
  Natural 18+: If the breath targeted multiple enemies, the 
  target takes 25 ongoing fire damage instead of 15. If the 
  breath targeted a single enemy, the target takes 60 ongoing 
  fire damage instead of 30. 
   
  Call of the hoard: When an enemy is engaged with the 
  greathoard elder in its lair at the start of its turn, it must roll 
  a normal save; on a failure, it hurls one random non-armor 
  true magic item into the dragon’s hoard (adjust stats 
  accordingly). The item is unavailable until the end of the 
  battle. If the dragon flees or is defeated, lost magic items 
  can be retrieved. 
   
  Greathoard rage: When an enemy scores a critical hit against 
  the greathoard elder while it’s in its lair, the elder can reroll 
  one of its missed attacks each round (cumulative) as its hoard 
  sings a song of carnage to it. 
   
  Intermittent breath: A greathoard elder can use precise 
  breath 1d4 + 1 times per battle, but never two turns in a 
  row. 
   
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only 
  deals half damage. 
   
  Nastier Specials 
  Iconic comparisons: The dragon is enamored/envious of the 
  icons with the greatest hoards. For each PC who has at least 
  one positive or conflicted relationship point with one or more 
  of those icons, the greathoard elder gains an extra use of 
  treasury master this battle. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Huge Copper Dragon (Metallic) 
  Huge 
  11th level 
  Spoiler 
  Dragon 
  Initiative: +16 
   
  Needle-sharp claws and teeth +15 vs. AC (2 attacks)—70 
  damage 
  First natural 11+ each turn: The dragon can make an acrid smoke 
  attack as a free action. 
   
  [Special trigger] C: Acrid smoke +16 vs. PD (up to 3 enemies 
  engaged with the dragon)—The target is hampered until the end 
  of its next turn 
   
  C: Acid breath +16 vs. PD (1d4 nearby enemies in a group)—35 
  acid damage, and 35 ongoing acid damage 
  Miss: 15 ongoing acid damage. 
   
  Inspire awe: While an enemy has 120 hp or fewer, it takes a –4 
  penalty to limited attacks against the dragon. 
   
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
   
  Supreme Out-think: Once per battle as a free action when an 
  enemy rolls a natural even attack against the dragon, the dragon 
  negates the attack (no damage or effects). In addition, this 
  effect against natural even attacks lasts against the dragon’s 
  enemies until the start of the dragon’s next turn. 
   
  Swift mind: Once per battle as a free action when an attack 
  targets the dragon’s MD, it can force the attacker to reroll the 
  attack. 
  AC 
  PD 
  MD 
  HP 
  26 
  21 
  25 
  700 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Huge Green Dragon 
  Huge 
  11th level 
  Spoiler 
  Dragon 
  Initiative: +15 
   
  Sharp claws +16 vs. AC—100 damage 
  Natural 11–15: The dragon can make a bite attack as a free 
  action. 
  Natural 16+: The dragon can make a poison breath attack as a 
  free action. 
   
   
   
  [Special trigger] Bite +16 vs. AC—140 damage 
  Natural 16+: The target also takes 20 ongoing poison damage. 
   
  [Special trigger] C: Poison breath +16 vs. PD (1d3 nearby 
  enemies)—100 poison damage, and the target is hampered (save 
  ends) 
   
  Burrow 
   
  Resist poison 18+: When a poison attack targets this creature, 
  the attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage. 
  AC 
  PD 
  MD 
  HP 
  28 
  25 
  20 
  900 
   
   
   
   
  Large Gold Dragon (Metallic) 
  Large 
  11th level 
  Caster 
  Dragon 
  Initiative: +15 
   
  Ferocious bite +16 vs. AC—100 damage 
  Natural 11+: The dragon can make a stultifying smoke attack as 
  a free action. 
   
  [Special trigger] C: Stultifying smoke +16 vs. MD (one enemy 
  engaged with the dragon)—The target is stunned until the start 
  of the dragon’s next turn 
   
  AC 
  PD 
  MD 
  HP 
  26 
  22 
  26 
  460 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Fiery breath +16 vs. PD (up to 5 nearby enemies in a 
  group)—70 fire damage 
  Miss: Half damage. 
   
  Spiral of golden flame: Once per battle as a quick action while 
  the escalation die is 3+, the dragon can fly into the air, popping 
  free from all enemies engaged with it, and make a fiery breath 
  attack against each enemy that was engaged with it. 
   
  Indomitability: Once per battle as a free action at the start of its 
  turn, the dragon can cancel all effects and conditions on it, 
  including ongoing damage. It can cancel these effects even if it’s 
  prevented from taking actions, such as by being stunned. 
   
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Flamewreathed Dragon (Red) 
  Huge 
  12th level 
  Spoiler 
  Dragon 
  Initiative: +15 
   
  Fangs and claws +17 vs. AC (3 attacks)—75 damage 
  Natural 16+: The target takes 20 ongoing fire damage. 
   
  C: Primal fire breath +17 vs. PD (1d4 + 1 nearby enemies, or 
  one enemy)—60 fire damage, and 15 ongoing fire damage; OR 
  180 fire damage, and 30 ongoing fire damage and the target is 
  weakened (save ends both) if used against a single enemy 
  Natural 18+: If the breath targeted multiple enemies, the target 
  takes 25 ongoing fire damage instead of 15. If the breath 
  targeted a single enemy, the target takes 60 ongoing fire 
  damage instead of 30. 
   
  C: Whirling inferno +17 vs. PD (each nearby enemy taking 
  ongoing fire damage)—The target’s ongoing fire damage 
  AC 
  PD 
  MD 
  HP 
  28 
  21 
  27 
  1100 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  increases by 5 and becomes hard save ends (16+) as the dragon 
  fans the flames 
  Limited use: 2/battle, as a quick action (once per round). 
   
  Intermittent breath: A flamewreathed dragon can use primal 
  fire breath 1d4 + 2 times per battle, but never two turns in a 
  row. 
   
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage. 
   
  Wyrm of fear and flame: While engaged with this creature, 
  enemies with 120 hp or fewer are dazed (–4 attacks), do not add 
  the escalation die to their attacks, and take 4d20 fire damage at 
  the start of their turn. 
   
  Nastier Specials 
  Draconic fire: The dragon’s will and magic are so powerful that 
  it ignores the fire resistance of creatures battling it. 
  Smoke minions: The dragon’s lair is wreathed in smoke and 
  fumes, and through its magic the dragon has some control over 
  those hot gases. Once per round as a quick action, the 
  flamewreathed dragon can summon 1d4 smoke minions that take 
  humanoid or bestial form and defend the dragon’s lair. Roll 
  initiative for the minions once and use that count for all 
  additional minions. 
   
   
   
   
  Smoke Minions 
  Normal 
  12th level 
  Mook 
  Construct 
  Initiative: +13 
   
  Invasive gases +17 vs. AC—55 damage 
  Natural 16+: The target is hampered from burning eyes and gases 
  in its lungs until the end of its next turn. 
  AC 
  PD 
  MD 
  HP 
  26 
  20 
  24 
  80 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Huge Blue Dragon 
  Huge 
  12th level 
  Caster 
  Dragon 
  Initiative: +17 
   
  Double claws +16 vs. AC (2 attacks)—50 damage 
  Natural even hit or miss: The dragon can make a bite attack as a 
  free action. 
   
   
   
  [Special trigger] Bite +16 vs. AC—60 damage, and 4d10 lightning 
  damage to the target and to one other nearby enemy of the 
  dragon’s choice 
   
  C: Far slashing lightning breath +16 vs. PD (1d4 nearby or far 
  away enemies)—80 lightning damage 
  Natural even hit: The target is also dazed (save ends). After the 
  target saves, it takes a –1 attack penalty (non-cumulative) until 
  its next full heal-up (because it’s vibrating slightly out of synch 
  with the rest of the world). 
   
  Intermittent breath: A huge blue dragon can use far slashing 
  lightning breath 2d4 times per battle, but never two turns in a 
  row. 
   
  Counter-spell: When an enemy targets the blue dragon with a 
  spell, the dragon can roll a save; success means the spell has no 
  effect on the dragon. If the level of the spell is lower than the 
  dragon’s level, it’s a normal save (11+). Against an equal or 
  higher-level spell, the save is a hard save (16+). If the dragon is 
  staggered, the save target increases by +5 (normal becomes 
  hard, hard becomes 21+: impossible unless the dragon has a save 
  bonus from some other source). 
   
  Resist lightning 18+: When a lightning attack targets this 
  creature, the attacker must roll a natural 18+ on the attack roll 
  or it only deals half damage. 
  AC 
  PD 
  MD 
  HP 
  29 
  26 
  26 
  980 
   
   
   
   
  Huge Red Dragon 
  Huge 
  Initiative: +19 
  AC 
  28 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  13th level 
  Wrecker 
  Dragon 
   
  Fangs, claws, and tail +19 vs. AC (3 attacks)—70 damage 
  First natural even hit or miss each turn: Roll a fourth fangs, 
  claws, and tail attack. 
  Second natural even hit or miss each turn: Roll a fifth fangs, 
  claws, and tail attack. 
   
   
   
  C: Fiery breath+19 vs. PD (2d3 nearby or far away enemies)—
  80 fire damage 
  Miss: Half damage. 
   
  Intermittent breath: A huge red dragon can use fiery breath 1d6 
  times per battle, but never two turns in a row. 
   
  Fear: While engaged with this creature, enemies with 144 hp or 
  fewer are dazed (–4 attack) and do not add the escalation die to 
  their attacks. 
   
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage. 
  PD 
  MD 
  HP 
  27 
  23 
  1200 
   
   
   
   
  Huge Silver Dragon (Metallic) 
  Huge 
  13th level 
  Spoiler 
  Dragon 
  Initiative: +16 
   
  Swift, keen claws +17 vs. AC—230 damage 
  Natural 6+: The dragon can make a paralyzing smoke attack as a 
  free action. 
   
  [Special trigger] Paralyzing smoke +18 vs. MD (1d3 enemies 
  engaged with the dragon)—The target must roll an immediate 
  save. On a failure, the target can’t take any actions and is 
  helpless until the start of the dragon’s next turn as its limbs 
  become paralyzed. On a success, the target is dazed until the 
  end of its next turn. 
  AC 
  PD 
  MD 
  HP 
  28 
  24 
  28 
  1300 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  C: Ice breath +18 vs. PD (1d4 enemies in a group)—160 cold 
  damage, and the closest target hit is dazed until the start of the 
  dragon’s next turn 
  Miss: Half damage. 
   
  Evasive riposte: Once per battle as a free action when an attack 
  targets the dragon, it can force the attacker to reroll the attack 
  and has resist damage 18+ against that attack. If the attack 
  misses, the dragon can make a paralyzing smoke attack as free 
  action. 
   
  Inspire awe: While an enemy has 192 hp or fewer, it takes a –4 
  penalty to limited attacks against the dragon. 
   
  Resist cold 18+: When a cold attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage. 
   
   
   
   
  Huge Gold Dragon (Metallic) 
  Large 
  14th level 
  Caster 
  Dragon 
  Initiative: +15 
   
  Ferocious bite +19 vs. AC—240 damage 
  Natural 11+: The dragon can make a stultifying smoke attack as 
  a free action. 
  Miss: 120 damage. 
   
  [Special trigger] Stultifying smoke +19 vs. MD (one enemy 
  engaged with the dragon)—The target is stunned until the start 
  of the dragon’s next turn 
   
  C: Fiery breath +19 vs. PD (up to 5 enemies in a group)—200 
  fire damage 
  Natural even hit: The target takes 40 ongoing fire damage and is 
  dazed (save ends both). 
  AC 
  PD 
  MD 
  HP 
  29 
  25 
  29 
  1400 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: Half damage. 
   
  Inspire awe: While an enemy has 240 hp or fewer, it takes a –4 
  penalty to limited attacks against the dragon. 
   
  Spiral of golden flame: Once per battle as a quick action while 
  the escalation die is 3+, the dragon can fly into the air, popping 
  free from all enemies engaged with it, and make a fiery breath 
  attack against each enemy that was engaged with it. 
   
  Indomitability: Once per battle as a free action at the start of 
  its turn, the dragon can heal 300 hp and cancel all effects and 
  conditions on it, including ongoing damage. It can heal and 
  cancel these effects even if it’s prevented from taking actions, 
  such as by being stunned. 
   
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage. 
   
   
   
   
  Drider 
  Large 
  6th level 
  Caster 
  Aberration 
  Initiative: +10 
   
  Sword or mace +9 vs. AC—20 damage 
  Natural even hit: The drider can make a poison bite attack as a 
  free action. 
   
   
   
  [Special trigger] Poison bite +9 vs. PD—10 poison damage, and 
  10 ongoing poison damage 
   
  R: Lightning bolt spell +11 vs. PD—30 lightning damage 
  Natural even hit: The drider can make a lightning bolt spell 
  attack against a second nearby enemy, followed by a third and 
  final different nearby enemy if the second attack is also a 
  natural even hit. 
  AC 
  PD 
  MD 
  HP 
  21 
  15 
  20 
  170 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  C: Web attack +11 vs. PD (up to 2 nearby enemies in a 
  group)—the target is hampered (save ends) 
  Limited use: 1/round as a quick action, if the escalation die is 
  even. 
   
   
   
   
  Drow 
  Drow may optionally include one of these abilities as nastier specials: Drow Cruelty or Poisons 
  and Potions. 
  Drow Cruelty 
  Choose one of the following abilities for all non-mook drow in a battle to have: 
  Poisoner: When the drow scores a critical hit, it can forego damage to force the target to 
  start making last gasp saves. On the fourth failure, the target falls unconscious (and can’t be 
  woken normally) for 2d4 minutes. 
  Take advantage of weakness: Whenever an enemy nearby a drow rolls a save, it takes its level 
  in damage. 
  Umbral caul: As long as at least one drow uses a standard action each round to maintain the 
  supernatural darkness, each non-drow creature in the battle becomes dazed (save ends) 
  whenever it rolls a natural 1–5 with an attack roll. 
  Venomous: The first time each battle a drow hits with a weapon attack, the target also takes 
  5 ongoing poison damage. 
  Poisons and Potions 
  Drinking a potion, applying a poison, or using a substance requires only a quick action for a 
  drow with one of these options. Characters who acquire any of these drow items must use a 
  standard action to drink/apply them. 
  Draft of Eschaton (potion): When drunk it immediately purges the body of all poisons and 
  toxins and ends any ongoing conditions. All the drinker’s saves (including last gasp saves and 
  death saves) automatically succeed for the rest of the battle or for five minutes. Immediately 
  after the battle, the drinker must make a DC 30 Constitution check or be completely 
  debilitated and unable to travel far or to fight for a day. 
  Dragon Apples: Small ceramic spheres that explode. Make a basic ranged attack against a 
  nearby enemy (or level + 5 for drow); on a hit, the target takes 10 ongoing fire damage. 
  Midnight Tincture: When this glass vial is broken, the nearby area is shrouded in clinging 
  darkness. The darkness lasts 3 rounds. Each creature in the darkness except drow takes a –4 
  attack penalty. The tincture can be attached to an arrow or bolt. 
  Potion of Spider Climbing: For one battle or five minutes the drinker can climb on ceilings 
  and walls as easily as it moves on the ground. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Spider Venom: A creature hit by a melee weapon coated in the venom takes 5 ongoing poison 
  damage when the attack roll is a natural 16+. 
  Web Dust: Made from desiccated spiders, this dust can hold a door shut or stick an object to a 
  wall for five minutes. Champion-tier creatures can make a DC 20 skill check to rip through 
  something held by web dust before it fully dissolves, and epic-tier creatures can rip through 
  such objects in a round. Further applications increase the effectiveness: three applications 
  lasts for fifteen minutes, requires 3 successful checks, and takes 3 rounds for epic-tier 
  characters to get through. 
  Drow Spider-Mage 
  Normal 
  3rd level 
  Caster 
  Humanoid 
  Initiative: +8 
   
  Sharpened wand +8 vs. AC—10 damage 
   
  R: Shadowfire +8 vs. PD (one nearby or far away enemy)—8 
  damage, and the target is weakened (save ends) 
  Limited use: Once the spider-mage hits with shadowfire, she 
  can’t use it again until the target saves against it. 
   
  C: Malediction of webs +8 vs. PD (up to 2 nearby enemies in a 
  group)—The target is stuck (save ends), and takes 5 damage each 
  time it fails the save 
   
  Dark orison: Each time the spider-mage misses with an attack, 
  the crit range of attacks by drow and spiders in the battle 
  expands by 1. 
   
  Spider speaker: The first time each battle an enemy hits the 
  spider-mage with a melee attack, that attacker takes 8 ongoing 
  poison damage from her familiar. 
  AC 
  PD 
  MD 
  HP 
  19 
  13 
  17 
  40 
   
   
   
   
  Drow Soldier 
  Normal 
  4th level 
  Mook 
  Humanoid 
  Initiative: +9 
   
  Paired swords +9 vs. AC—6 damage 
   
  AC 
  PD 
  MD 
  HP 
  20 
  19 
  14 
  18 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  R: Crossbow +9 vs. AC (one nearby enemy, or a far away 
  enemy at –2 atk)—7 damage 
   
  With my dying breath I curse at thee: When the drow soldier 
  drops to 0 hp, one enemy engaged with it takes 2 poison damage 
  before the drow soldier dies. 
   
   
   
   
  Weaver Swarm 
  Normal 
  3rd level 
  Mook 
  Beast 
  Initiative: +9 
   
  A thousand needle wounds +8 vs. AC—5 damage 
  Natural 16+: The target is hampered until the end of its next 
  turn. 
  Natural 18+: As above, and the target is also stuck until the end 
  of its next turn. 
   
  Clinging: Enemies take a –5 penalty to disengage checks against 
  the swarm. 
   
  Wall-crawler: The swarm can climb on ceilings and walls as easily 
  as it moves on the ground. 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  13 
  10 
   
   
   
   
  Drow Sword Maiden 
  Normal 
  5th level 
  Troop 
  Humanoid 
  Initiative: +13 
   
  Cruel cutlass +10 vs. AC—18 damage 
   
  C: Dagger dance +10 vs. AC (one nearby enemy, or a far away 
  enemy at –2 atk)—14 damage 
  Natural even hit: Each other enemy engaged with the sword 
  maiden takes 10 damage. 
   
  Nastier Specials 
  AC 
  PD 
  MD 
  HP 
  21 
  19 
  15 
  75 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Effortless grace: Once per round when an attack misses the 
  sword maiden, she can move or make a cruel cutlass attack as a 
  free action. 
  Arcane warrior: The sword maiden has a true magic item 
  (probably a weapon) and uses it to her benefit (adjust stats 
  accordingly). 
   
   
   
   
  Drow Spider-Sorceress 
  Normal 
  6th level 
  Caster 
  Humanoid 
  Initiative: +11 
   
  Sharpened wand +11 vs. AC—20 damage 
   
  R: Darkfire +11 vs. PD (one nearby or far away enemy)—20 
  damage, and the target is weakened (save ends) 
  Limited use: Once the sorceress hits with darkfire, she can’t use 
  it again until the target saves. 
   
  C: Greater malediction of webs +11 vs. PD (up to 2 nearby 
  enemies in a group)—10 damage, and the target is stuck (save 
  ends) and takes 10 damage each time it fails the save 
   
  Dark orison: Each time the spider-sorceress misses with an 
  attack, the crit range of attacks by drow and spiders in the battle 
  expands by 1. 
   
  Spider speaker: The first time each battle an enemy hits the 
  spider-sorceress with a melee attack, that attacker takes 16 
  ongoing poison damage from her familiar. 
   
  Nastier Specials 
  Arcane arachnids: The spider-sorceress has a true magic item 
  (probably an implement) and uses it to her benefit (adjust stats 
  accordingly). 
  AC 
  PD 
  MD 
  HP 
  22 
  16 
  20 
  84 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Lokkris 
  Normal 
  6th level 
  Mook 
  Beast 
  Initiative: +16 
   
  Stingers on each leg +11 vs. AC—8 damage, and 5 ongoing poison 
  damage 
  Lays eggs in your eyes!: Each time the lokkris hits with the 
  attack, the crit range for all lokkris against that target expands 
  by 1 until the end of the battle. 
   
  Flight: Lokkris are quick darting fliers that move with an angry 
  buzzing sound. 
   
  Wall-crawler: A lokkris can climb on ceilings and walls as easily 
  as it moves on the ground. 
  AC 
  PD 
  MD 
  HP 
  22 
  21 
  14 
  23 
   
   
   
   
  Spider Mount 
  Normal 
  6th level 
  Troop 
  Beast 
  Initiative: +15 (or same as rider if it has one) 
   
  Bite +11 vs. AC—15 damage, and 10 ongoing poison damage 
   
  C: Web +11 vs. PD (up to 2 nearby enemies in a group)—The 
  target is stuck (save ends) 
   
  Wall-crawler: A spider mount can climb on ceilings and walls as 
  easily as it moves on the ground, and so can its rider. 
   
  Uncontrolled: A riderless spider mount will eventually run away. 
  At the start of the spider’s turn roll a d4; if you roll less than the 
  escalation die, the mount flees. 
  AC 
  PD 
  MD 
  HP 
  22 
  16 
  20 
  90 
   
   
   
   
  Drow Darkbolt 
  Normal 
  7th level 
  Initiative: +12 
   
  AC 
  PD 
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Archer 
  Humanoid 
  Dagger and spidersilk line +12 vs. AC (one nearby enemy)—22 
  damage 
  Miss: 8 damage. 
   
  R: Exsanguinating barbed arrows +12 vs. AC (one nearby or far 
  away enemy)—20 damage, and 6 ongoing damage 
  Natural even hit: As a free action, the darkbolt can make a 
  second barbed arrows attack against a different enemy with a –2 
  attack penalty. If it gets another natural even hit, it can make a 
  third (and final) barbed arrows attack against a different enemy 
  with a –4 attack penalty as a free action. 
   
  Darkbolt vanish!: If unengaged, when the darkbolt attacks and 
  rolls a natural even miss, it can step into a shadow-dimension 
  that turn as a move action. While in the shadows, it can’t be seen 
  or targeted with attacks, and it reappears anywhere nearby at 
  the start of its next turn. 
   
  Wall-crawler: A darkbolt can climb on ceilings and walls as easily 
  as it moves on the ground thanks to its rope-dagger and spiked 
  bracers. 
   
  Nastier Specials 
  Well equipped: The drow has a potion or poison that it can use as 
  a quick action twice this battle (see Drow Abilities). 
  MD 
  HP 
   
   
   
   
  Drow Cavalry 
  2x 
  9th level 
  Wrecker 
  Humanoid 
  Initiative: +14 
   
  Glass-tipped lance +14 vs. AC—75 (90/25) damage, and the 
  target pops free from the cavalry and is weakened (save ends) 
  Limited use: 1/battle, during a surprise round or the first round 
  of battle. 
   
  Spider saber +14 vs. AC—75 (90/25) damage 
  AC 
  PD 
  MD 
  HP 
  25 
  23 
  18 
  270 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Expert spider-rider: While mounted, the drow cavalry deals +15 
  damage with its attacks, hit or miss, against unmounted 
  enemies. 
   
  Mounted combatant: Reduce the drow cavalry’s attack damage 
  by 50 when it’s not riding a spider. 
   
  Spider mount: Whenever the drow cavalry rolls a natural 1–10 on 
  an attack roll, its spider mount acts independently, choosing one 
  of the following options: 
  Bite—The spider makes a bite attack. 
  Jump & Scuttle—The spider and its rider pop free from all 
  enemies and can move somewhere nearby. 
  Web—The spider makes a web attack. 
   
   
   
   
  Elder Beast 
  Warped Beast 
  Normal 
  5th level 
  Wrecker 
  Aberration 
  Initiative: +9 
   
  Tentacle maw +10 vs. AC—16 damage 
  Natural 18+: The target is hampered until the end of its next 
  turn. 
  Miss: The warped beast can make a psychic blast attack as a free 
  action. 
   
  [Special trigger] C: Psychic blast +10 vs. MD (1d3 nearby 
  enemies)—8 psychic damage 
  Natural 18+: The target is confused until the end of its next turn. 
   
  One madness feature: At the start of each of the warped beast’s 
  turns, roll a d6. The warped beast gains the corresponding ability 
  until the start of its next turn. 
  AC 
  PD 
  MD 
  HP 
  20 
  17 
  15 
  75 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  1. Amorphous oozing form: The beast has resist damage 11+ to 
  all damage. 
  2. Dimensional slide: Once during its turn, the warped beast can 
  teleport anywhere nearby it can see as a move action. Each 
  enemy engaged with it when it teleports is confused until the end 
  of its next turn. 
  3. Fear aura: While engaged with the warped beast, enemies that 
  have 24 hp or fewer are dazed (–4 attack) and do not add the 
  escalation die to their attacks. 
  4. Gibbering mouths: When an enemy ends its turn engaged with 
  the warped beast, it’s confused until the end of its next turn. 
  5. Many spontaneous limbs: When the warped beast makes a 
  tentacle maw attack during its turn, roll a d4. That many 
  additional limbs or tentacles spontaneously erupt from the 
  creature and make an additional basic attack that turn (special 
  abilities/effects don’t trigger on those extra attacks). Each of 
  those attacks only deals half damage. 
  6. Warping touch: When the warped beast hits a creature with a 
  tentacle maw attack, the target also takes 5 ongoing psychic 
  damage and a –2 penalty to saves (save ends both). 
   
  Nastier Specials 
  Warped mutant: Roll two madness features instead of one each 
  round (reroll similar results). 
   
   
   
   
  Umluppuk 
  Huge 
  7th level 
  Spoiler 
  Aberration 
  Initiative: +15 
   
  Pods of mouths and eyes +12 vs. AC (4 attacks)—20 damage 
  Natural even hit: The target is stuck (easy save ends, 6+). 
  Miss: 10 damage. 
   
  C: Chorus of madness +12 vs. MD (up to 3 random nearby 
  creatures)—10 ongoing psychic damage, and the target is 
  confused (save ends both) 
  Quick use: This ability only requires a quick action (once per 
  round) instead of a standard action when the umluppuk starts its 
  AC 
  PD 
  MD 
  HP 
  23 
  21 
  20 
  310 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  turn unengaged (or without an enemy consumed if you are using 
  the nastier special!). 
   
  Resist psychic 18+: When a psychic attack targets this creature, 
  the attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage. 
   
  Nastier Specials 
  Consume: Once per round during its turn, the umluppuk can 
  make a consume attack against a stuck enemy as a quick action. 
  The umluppuk can only one target consumed at a time. 
  Consume +18 vs. PD (one stuck enemy)—50 damage, and the 
  target takes 10 ongoing acid damage and is absorbed into the 
  umluppuk (hard save ends both, 16+); while inside the umluppuk, 
  the target is vulnerable to the umluppuk’s pods of mouths and 
  eyes attacks (attacks vs. it have crit range expanded by 2), and 
  it’s stuck. 
   
   
   
   
  Hagunemnon 
  Large 
  13th level 
  Wrecker 
  Aberration 
  Initiative: +16 
   
  Spontaneous metamorphosing limbs +18 vs. AC—110 damage, 
  and the hagunemnon can make a spontaneous metamorphosing 
  limbs attack against a different target as a free action 
  Natural 19+: The target starts making last gasp saves. On the 
  fourth failure, it becomes a shapeless ooze. 
  Diminishing limbs: With each subsequent hit after the first, 
  spontaneous metamorphosing limbs deals 20 less damage. The 
  hagunemnon also doesn’t gain any extra attacks when it makes a 
  basic attack. 
   
  Dimension hop: As a move action when the escalation die is odd, 
  the hagunemnon can teleport nearby or far away to a location it 
  can see. 
   
  AC 
  PD 
  MD 
  HP 
  29 
  23 
  27 
  864 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Resist psychic 18+: When a psychic attack targets this creature, 
  the attacker must roll a natural 18+ on the attack roll or it only 
  deals half damage. 
   
  Shapechange: As a standard action, the hagunemnon can change 
  its form to that of any large or medium creature, or back to its 
  own shape. Seeing through the shapechange requires a DC 25 
  skill check. 
   
  Nastier Specials 
  Madness aura: When a creature is engaged with the hagunemnon 
  at the start of its turn, it takes 4d10 psychic damage. If it takes 
  31 or more damage this way during a single turn, it’s also 
  confused until the start of its next turn. 
   
   
   
   
  Elemental 
  Small Air Elemental 
  Normal 
  3rd level 
  Wrecker 
  Elemental 
  Initiative: +9 
   
  Slam +8 vs. AC—5 damage 
   
  C: Swirling winds +8 vs. PD (1d3 random conscious nearby 
  enemies)—5 damage 
  Natural even hit: The target pops free from the elemental. 
   
  Flight: It’s quick and lively. 
   
  Resist non-spell damage 16+: When a non-spell attack targets this 
  creature, the attacker must roll a natural 16+ on the attack roll 
  or it only deals half damage. 
  AC 
  PD 
  MD 
  HP 
  18 
  17 
  13 
  34 
   
   
   
   
  Small Earth Elemental 
  Normal 
  3rd level 
  Initiative: +5 
   
  AC 
  PD 
  19 
  18 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Troop 
  Elemental 
  Rocky fists +7 vs. AC (2 attacks)—7 damage 
  Miss: 2 damage. 
   
  Repair damage 10 and below: When the earth elemental is 
  targeted by a natural attack roll of 10 or less, the elemental 
  heals 1d6 damage before taking any damage from the attack. 
   
  Nastier Specials for all earth elementals 
  Burrow: Not all earth elementals burrow, though if yours is 
  particularly nasty or associated with a particular icon, it can. 
  MD 
  HP 
  13 
  40 
   
   
   
   
  Small Fire Elemental 
  Normal 
  3rd level 
  Troop 
  Elemental 
  Initiative: +8 
   
  Whipping flames +8 vs. PD—8 fire damage, and 4 ongoing fire 
  damage to a random nearby enemy (including an unconscious 
  one) 
   
  Melee burn: When an enemy makes a natural odd melee attack 
  roll against the fire elemental, that attacker takes 1d8 fire 
  damage. 
   
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  19 
  18 
  15 
  38 
   
   
   
   
  Small Water Elemental 
  Normal 
  3rd level 
  Blocker 
  Elemental 
  Initiative: +7 
   
  Surge +7 vs. AC (up to 2 enemies)—8 damage 
  Miss: The elemental heals 3 hp. 
   
  Liquid empowerment: The water elemental gains a +2 bonus to 
  attacks and all defenses while it’s in contact with a body of 
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  12 
  40 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  water, or while it’s nearby a sizeable body of water. A bucket or 
  a bathtub of liquid doesn’t count; it must be at least a pond, 
  creek, or maybe a large fountain. If the water elemental moves 
  far away from the body of water the empowerment ends. 
   
  Resist weapon damage 16+: When a weapon attack targets this 
  creature, the attacker must roll a natural 16+ on the attack roll 
  or it only deals half damage. 
   
   
   
   
  Air Elemental 
  Normal 
  5th level 
  Wrecker 
  Elemental 
  Initiative: +11 
   
  Slam +10 vs. AC—12 damage 
   
  C: Swirling winds +10 vs. PD (1d3 random nearby conscious 
  enemies)—14 damage 
  Natural even hit: The target pops free from the elemental. 
   
  Flight: It’s quick and lively. 
   
  Resist non-spell damage 16+: When a non-spell attack targets this 
  creature, the attacker must roll a natural 16+ on the attack roll 
  or it only deals half damage. 
   
  Whirlwind transformation: Roll a d10 at the start of each of the 
  air elemental’s turns. If you roll less than or equal to the 
  escalation die, it shifts into whirlwind form until the end of the 
  battle. While in this form it gains the following improved attack 
  (and you stop rolling whirlwind transformation checks): 
  Elemental whirlwind +10 vs. PD (each enemy engaged with it 
  and one nearby enemy)—14 damage 
  Miss: Half damage. 
  AC 
  PD 
  MD 
  HP 
  20 
  19 
  15 
  52 
   
   
   
   
  Earth Elemental 
  Normal 
  Initiative: +7 
  AC 
  21 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level 
  Blocker 
  Elemental 
   
  Rocky fists +9 vs. AC (2 attacks)—11 damage 
  Miss: 4 damage. 
   
  Boulder up: Roll a d10 at the start of each of the earth 
  elemental’s turns. If you roll less than or equal to the escalation 
  die, it shifts into boulder guardian form until the end of the 
  battle. While in this form, it gains a +2 bonus to AC and the 
  relentless pursuit ability (and you stop rolling boulder up 
  checks). 
   
  Relentless pursuit: The elemental must be in boulder guardian 
  form to use this ability. Staggered enemies can’t disengage from 
  the earth elemental. (They can pop free, but they can’t roll 
  disengage checks.) 
   
  Repair damage 10 and below: When the earth elemental is 
  targeted by a natural attack roll of 10 or less, the elemental 
  heals 1d12 damage before taking any damage from the attack. 
  PD 
  MD 
  HP 
  20 
  15 
  66 
   
   
   
   
  Fire Elemental 
  Normal 
  5th level 
  Wrecker 
  Elemental 
  Initiative: +10 
   
  Whipping flames +10 vs. PD—14 fire damage, and 7 ongoing fire 
  damage to a random nearby enemy (including an unconscious 
  one) 
   
  Melee burn: When an enemy makes a natural odd melee attack 
  roll against the fire elemental, that attacker takes 1d12 fire 
  damage. 
   
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
   
  AC 
  PD 
  MD 
  HP 
  21 
  20 
  17 
  64 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Wildfire transformation: Roll a d10 at the start of each of the 
  fire elemental’s turns. If you roll less than or equal to the 
  escalation die, it shifts into wildfire form until the end of the 
  battle. While in this form, it gains the following improved attack 
  (and you stop rolling wildfire transformation checks): 
  C: Elemental wildfire +10 vs. PD (one nearby enemy OR each 
  nearby enemy taking ongoing fire damage)—20 fire damage, and 
  7 ongoing fire damage 
  Miss: 7 ongoing fire damage. 
   
   
   
   
  Water Elemental 
  Normal 
  5th level 
  Blocker 
  Elemental 
  Initiative: +9 
   
  Surge +9 vs. AC (up to 2 enemies)—14 damage 
  Miss: The elemental heals 6 hp. 
   
  Great wave transformation: Roll a d10 at the start of each of the 
  water elemental’s turns. If you roll less than or equal to the 
  escalation die, it shifts into great wave form until the end of the 
  battle. While in this form, each enemy engaged with the 
  elemental is hampered (and you stop rolling great wave 
  transformation checks). 
   
  Liquid empowerment: The water elemental gains a +2 bonus to 
  attacks and all defenses while it’s in contact with a body of 
  water, or while it’s nearby a sizeable body of water. A bucket or 
  a bathtub of liquid doesn’t count; it must be at least a pond, 
  creek, or maybe a large fountain. If the water elemental moves 
  far away from the body of water the empowerment ends. 
   
  Resist weapon damage 16+: When a weapon attack targets this 
  creature, the attacker must roll a natural 16+ on the attack roll 
  or it only deals half damage. 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  14 
  66 
   
   
   
   
  Big Air Elemental 
  Normal 
  Initiative: +14 
  AC 
  22 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level 
  Wrecker 
  Elemental 
   
  Slam +13 vs. AC—20 damage 
   
  C: Swirling winds +13 vs. PD (1d3 random conscious nearby 
  enemies)—22 damage 
  Natural even hit: The target pops free from the elemental. 
   
  Flight: It’s quick and direct. 
   
  Resist non-spell damage 16+: When a non-spell attack targets this 
  creature, the attacker must roll a natural 16+ on the attack roll 
  or it only deals half damage. 
   
  Whirlwind transformation: Roll a d8 at the start of each of the 
  air elemental’s turns. If you roll less than or equal to the 
  escalation die, it shifts into whirlwind form until the end of the 
  battle. While in this form it gains the following improved attack 
  (and you stop rolling whirlwind transformation checks): 
  Elemental whirlwind +13 vs. PD (each enemy engaged with it 
  and one nearby enemy)—22 damage 
  Miss: Half damage. 
  PD 
  MD 
  HP 
  21 
  17 
  88 
   
   
   
   
  Big Earth Elemental 
  Normal 
  7th level 
  Blocker 
  Elemental 
  Initiative: +9 
   
  Rocky fists +11 vs. AC (2 attacks)—16 damage 
  Miss: 7 damage. 
   
  Boulder up: Roll a d8 at the start of each of the earth 
  elemental’s turns. If you roll less than or equal to the escalation 
  die, it shifts into boulder guardian form until the end of the 
  battle. While in this form, it gains a +2 bonus to AC and the 
  relentless pursuit ability (and you stop rolling boulder up 
  checks). 
  AC 
  PD 
  MD 
  HP 
  23 
  22 
  17 
  94 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Relentless pursuit: The elemental must be in boulder guardian 
  form to use this ability. Staggered enemies can’t disengage from 
  the earth elemental. (They can pop free, but they can’t roll 
  disengage checks.) 
   
  Repair damage 10 and below: When the earth elemental is 
  targeted by a natural attack roll of 10 or less, the elemental 
  heals 3d6 damage before taking any damage from the attack. 
   
   
   
   
  Big Fire Elemental 
  Normal 
  7th level 
  Wrecker 
  Elemental 
  Initiative: +13 
   
  Whipping flames +12 vs. PD—22 fire damage, and 11 ongoing fire 
  damage to a random nearby enemy (including an unconscious 
  one) 
   
  Melee burn: When an enemy makes a natural odd melee attack 
  roll against the fire elemental, that attacker takes 2d12 fire 
  damage. 
   
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
   
  Wildfire transformation: Roll a d8 at the start of each of the fire 
  elemental’s turns. If you roll less than or equal to the escalation 
  die, it shifts into wildfire form until the end of the battle. While 
  in this form, it gains the following improved attack (and you stop 
  rolling wildfire transformation checks): 
  C: Elemental wildfire +12 vs. PD (one nearby enemy OR each 
  nearby enemy taking ongoing fire damage)—30 fire damage, and 
  11 ongoing fire damage 
  Miss: 11 ongoing fire damage. 
  AC 
  PD 
  MD 
  HP 
  23 
  22 
  19 
  92 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Big Water Elemental 
  Normal 
  7th level 
  Blocker 
  Elemental 
  Initiative: +11 
   
  Surge +11 vs. AC (up to 2 enemies)—22 damage 
  Miss: The elemental heals 9 hp. 
   
  Great wave transformation: Roll a d8 at the start of each of the 
  water elemental’s turns. If you roll less than or equal to the 
  escalation die, it shifts into great wave form until the end of the 
  battle. While in this form, each enemy engaged with the 
  elemental is hampered (and you stop rolling great wave 
  transformation checks). 
   
  Liquid empowerment: The water elemental gains a +2 bonus to 
  attacks and all defenses while it’s in contact with a body of 
  water, or while it’s nearby a sizeable body of water. A bucket or 
  a bathtub of liquid doesn’t count; it must be at least a pond, 
  creek, or maybe a large fountain. If the water elemental moves 
  far away from the body of water the empowerment ends. 
   
  Resist weapon damage 16+: When a weapon attack targets this 
  creature, the attacker must roll a natural 16+ on the attack roll 
  or it only deals half damage. 
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  16 
  100 
   
   
   
   
  Epic Air Elemental 
  Normal 
  9th level 
  Wrecker 
  Elemental 
  Initiative: +16 
   
  Slam +15 vs. AC—40 damage 
   
  C: Swirling winds +15 vs. PD (1d3 random conscious nearby 
  enemies)—40 damage 
  Natural even hit: The target pops free from the elemental. 
   
  Flight: It’s quick and forceful. 
   
  AC 
  PD 
  MD 
  HP 
  24 
  23 
  19 
  140 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Resist non-spell damage 16+: When a non-spell attack targets 
  this creature, the attacker must roll a natural 16+ on the attack 
  roll or it only deals half damage. 
   
  Whirlwind transformation: Roll a d6 at the start of each of the 
  air elemental’s turns. If you roll less than or equal to the 
  escalation die, it shifts into whirlwind form until the end of the 
  battle. While in this form it gains the following improved attack 
  (and you stop rolling whirlwind transformation checks): 
  Elemental whirlwind +15 vs. PD (each enemy engaged with it 
  and one nearby enemy)—40 damage 
  Miss: Half damage. 
   
  Nastier Specials 
  R: Gale force jets +15 vs. PD (one nearby or far away enemy)—
  40 damage 
  Natural even hit: The target is dazed until the end of its next 
  turn. 
  Natural even miss: Half damage. 
   
   
   
   
  Epic Earth Elemental 
  Normal 
  9th level 
  Blocker 
  Elemental 
  Initiative: +12 
   
  Rocky fists +13 vs. AC (2 attacks)—28 damage 
  Miss: 14 damage. 
   
  Boulder up: Roll a d6 at the start of each of the earth 
  elemental’s turns. If you roll less than or equal to the escalation 
  die, it shifts into boulder guardian form until the end of the 
  battle. While in this form, it gains a +2 bonus to AC and the 
  relentless pursuit ability (and you stop rolling boulder up 
  checks). 
   
  Relentless pursuit: The elemental must be in boulder guardian 
  form to use this ability. Staggered enemies can’t disengage from 
  AC 
  PD 
  MD 
  HP 
  25 
  24 
  19 
  170 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  the earth elemental. (They can pop free, but they can’t roll 
  disengage checks.) 
   
  Repair damage 10 and below: When the earth elemental is 
  targeted by a natural attack roll of 10 or less, the elemental 
  heals 5d6 damage before taking any damage from the attack. 
   
  Nastier Specials 
  Endless vitality: When an enemy engaged with the epic earth 
  elemental heals using one or more recoveries, the elemental 
  heals 5d6 hit points. 
   
   
   
   
  Epic Fire Elemental 
  Normal 
  9th level 
  Wrecker 
  Elemental 
  Initiative: +15 
   
  Whipping flames +14 vs. PD—40 fire damage, and 20 ongoing 
  fire damage to a random nearby enemy (including an unconscious 
  one) 
   
  Melee burn: When an enemy makes a natural odd melee attack 
  roll against the fire elemental, that attacker takes 3d12 fire 
  damage. 
   
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
   
  Wildfire transformation: Roll a d6 at the start of each of the fire 
  elemental’s turns. If you roll less than or equal to the escalation 
  die, it shifts into wildfire form until the end of the battle. While 
  in this form, it gains the following improved attack (and you stop 
  rolling wildfire transformation checks): 
  C: Elemental wildfire +14 vs. PD (one nearby enemy OR each 
  nearby enemy taking ongoing fire damage)—55 fire damage, 
  and 20 ongoing fire damage 
  Miss: 20 ongoing fire damage. 
  AC 
  PD 
  MD 
  HP 
  24 
  24 
  21 
  166 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Nastier Specials 
  Fligh: Fire elementals that can fly are rare. This one can, and it 
  only touches the ground to set something ablaze. 
   
   
   
   
  Epic Water Elemental 
  Normal 
  9th level 
  Blocker 
  Elemental 
  Initiative: +14 
   
  Surge +13 vs. AC (up to 2 enemies)—22 damage 
  Miss: The elemental heals 9 hp. 
   
  Great wave transformation: Roll a d6 at the start of each of the 
  water elemental’s turns. If you roll less than or equal to the 
  escalation die, it shifts into great wave form until the end of the 
  battle. While in this form, each enemy engaged with the 
  elemental is hampered (and you stop rolling great wave 
  transformation checks). 
   
  Liquid empowerment: The water elemental gains a +2 bonus to 
  attacks and all defenses while it’s in contact with a body of 
  water, or while it’s nearby a sizeable body of water. A bucket or 
  a bathtub of liquid doesn’t count; it must be at least a pond, 
  creek, or maybe a large fountain. If the water elemental moves 
  far away from the body of water the empowerment ends. 
   
  Resist weapon damage 16+: When a weapon attack targets this 
  creature, the attacker must roll a natural 16+ on the attack roll 
  or it only deals half damage. 
  AC 
  PD 
  MD 
  HP 
  24 
  22 
  18 
  170 
   
   
   
   
  Ettercap 
  Ettercap Acolyte 
  Normal 
  1st level 
  Mook 
  Humanoid 
  Initiative: +2 
   
  Sacrificial dagger +6 vs. AC—3 damage 
   
  AC 
  PD 
  MD 
  HP 
  16 
  13 
  15 
  7 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Fanatical devotion: As a standard action, an ettercap acolyte can 
  deal 2d6 poison damage to one dazed, hampered, or stuck enemy 
  engaged with it. The ettercap acolyte also takes 7 damage from 
  this kamikaze action, killing it. 
   
  Goopy webs: When an enemy of level 3 or lower rolls a natural 1–
  5 with a melee attack against an ettercap acolyte, that enemy is 
  dazed (save ends). 
   
   
   
   
  Ettercap Hunter 
  Normal 
  2nd level 
  Blocker 
  Humanoid 
  Initiative: +6 
   
  Poison bite +7 vs. AC—6 damage, and 4 ongoing poison damage 
  Miss: If the target is dazed, hampered, or stuck, it takes 4 extra 
  damage. 
   
  C: Web spray +8 vs. PD (1d4 nearby enemies in a group)—3 
  damage 
  Natural even hit: The target is hampered (save ends). 
  Natural odd hit: The target is stuck (save ends). 
  Limited use: 1/battle. 
   
  Goopy webs: When an enemy of level 4 or lower rolls a natural 1–
  5 with a melee attack against an ettercap hunter, that enemy is 
  dazed (save ends). 
  AC 
  PD 
  MD 
  HP 
  18 
  14 
  14 
  32 
   
   
   
   
  Ettercap Supplicant 
  Normal 
  3rd level 
  Caster 
  Humanoid 
  Initiative: +6 
   
  Sacrificial dagger +7 vs. AC—8 damage, and the ettercap 
  supplicant can use the web that burns an additional time this 
  battle. 
   
  AC 
  PD 
  MD 
  HP 
  18 
  14 
  17 
  44 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  R: The skein of pain +8 vs. MD—10 psychic damage, and until the 
  end of the battle, the target takes 1d6 psychic damage each time 
  it fails a save. 
   
  C: The web that burns +8 vs. PD (1d3 nearby enemies in a 
  group)—6 ongoing acid damage 
  Natural even hit: The target is hampered (save ends). 
  Limited use: 1/battle. 
   
  Goopy webs: When an enemy of level 5 or lower rolls a natural 1–
  5 with a melee attack against an ettercap supplicant, that enemy 
  is dazed (save ends). 
   
   
   
   
  Ettercap Warrior 
  Normal 
  3rd level 
  Blocker 
  Humanoid 
  Initiative: +9 
   
  Thrusting spear +9 vs. AC—8 damage 
  Natural 16+: The ettercap warrior can make a poison bite attack 
  as a free action. 
  Natural even miss: 4 damage. 
   
  Poison bite +9 vs. AC—6 damage, and 4 ongoing poison damage 
  Miss: If the target is dazed, hampered, or stuck, it takes 4 
  damage. 
   
  C: Web spray +9 vs. PD (1d4 nearby enemies in a group)—4 
  damage 
  Natural even hit: The target is hampered (save ends). 
  Natural odd hit: The target is stuck (save ends). 
  Limited use: 1/battle. 
   
  AC 
  PD 
  MD 
  HP 
  20 
  15 
  15 
  48 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Goopy webs: When an enemy of level 5 or lower rolls a natural 1–
  5 with a melee attack against an ettercap warrior, that enemy is 
  dazed (save ends). 
   
   
   
   
  Ettercap Keeper 
  Normal 
  4th level 
  Leader 
  Humanoid 
  Initiative: +7 
   
  Staff and fangs +9 vs. AC—10 damage 
  Natural even hit or miss: 5 ongoing poison damage. 
   
  R: Staff of tongues +9 vs. MD (one nearby or far away enemy)—
  15 psychic damage, and the target can’t cast spells or speak 
  (save ends) 
   
  C: Her first whisper +9 vs. MD (each nearby enemy engaged 
  with one or more ettercaps)—10 ongoing psychic damage 
  Limited use: 1/battle. 
   
  R: Her other thought +9 vs. MD (one nearby enemy per point 
  on esc. die)—13 psychic damage 
  Miss: 7 psychic damage. 
  Limited use: 1/battle. 
   
  The web of faith: While one or more lower-level non-mook 
  ettercap allies are nearby it, the ettercap keeper gains resist 
  damage 16+. 
   
  Goopy webs: When an enemy of level 6 or lower rolls a natural 1–
  5 with a melee attack against an ettercap keeper, that enemy is 
  dazed (save ends). 
  AC 
  PD 
  MD 
  HP 
  20 
  15 
  18 
  50 
   
   
   
   
  Ettin 
  Large 
  Initiative: +9 
  AC 
  21 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level 
  Troop 
  Giant 
   
  First big swing +10 vs. AC—25 damage, and the target pops free 
  from the ettin; then as a free action, the ettin can move (or 
  choose not to move) and make a second swing attack. 
   
   
   
  [Special trigger] Second swing +10 vs. AC (different target 
  from first big swing)—15 damage 
   
  Two-headed save: If an ettin’s first save against an effect fails, it 
  can roll a second save. 
   
  Nastier Specials 
  Big bully: The ettin deals double damage with its attacks against 
  staggered enemies. 
  Escalating agreement: If the escalation die is 3+, the ettin can 
  target two engaged enemies with its first big swing attack. 
  PD 
  MD 
  HP 
  18 
  14 
  160 
   
   
   
   
  Flower of Unlife 
  All flowers of unlife have a nastier special available called Iconic energy drain. When a PC is 
  associated with an icon that is also associated with the flower of unlife (e.g. undead or nature 
  icons), and he rolls a natural 1–5 with an attack against the flower, the attacker takes 2d6 
  damage and the flower heals that many hit points. 
  Death Blossom 
  2x 
  6th level 
  Caster 
  Undead 
  Initiative: +10 
  Vulnerability: holy 
   
  Sapping touch +11 vs. AC—16 negative energy damage 
  Natural 4, 8, 12, 16, or 20: The target is weakened (save ends). 
   
  R: Unlife ray +11 vs. PD—24 negative energy damage 
  Natural odd hit: The target takes 1d6 extra negative energy 
  damage for each unexpended recovery it has. 
  AC 
  PD 
  MD 
  HP 
  21 
  19 
  17 
  100 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural odd miss: If the target currently has less than its 
  maximum recoveries, it gains a recovery! Gaining a recovery is 
  not healing, but it can use that recovery later to heal as normal. 
   
  Red-yellow resurrection: When the death blossom drops to 0 hit 
  points, it’s destroyed until the start of its next turn. At the start 
  of its next turn, it returns to life as a blood rose or poison 
  dandelion that lacks the black-gray resurgence ability but is 
  otherwise undamaged and whole. 
   
   
   
   
  Lich Flower 
  2x 
  6th level 
  Blocker 
  Undead 
  Initiative: +10 
  Vulnerability: holy 
   
  Contact dust +11 vs. PD—14 poison damage 
  Natural 4, 8, 12, 16, or 20: The target is stuck (save ends). 
   
  Strange vapors: While engaged with the lich flower, non-undead 
  and non-plant creatures are dazed (–4 attacks). 
   
  Red-yellow resurrection: When the lich flower drops to 0 hit 
  points, it’s destroyed until the start of its next turn. At the start 
  of its next turn, it returns to life as a blood rose or poison 
  dandelion that lacks the black-gray resurgence ability but is 
  otherwise undamaged and whole. 
  AC 
  PD 
  MD 
  HP 
  21 
  17 
  19 
  100 
   
   
   
   
  Blood Rose 
  2x 
  6th level 
  Wrecker 
  Undead 
  Initiative: +10 
  Vulnerability: fire 
   
  Fangs in the blossoms +11 vs. AC—20 damage 
  Natural odd hit: The target takes 10 ongoing damage. 
  Natural odd miss: 5 ongoing damage. 
   
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  20 
  110 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Bristling thorns: When a creature makes a melee attack against 
  the blood rose, that creature takes damage equal to its natural 
  attack roll. 
   
  Black-gray resurgence: When the blood rose drops to 0 hit points, 
  it is destroyed until the start of its next turn. At the start of its 
  next turn, it returns to life as a death blossom or lich flower that 
  lacks the red-yellow resurrection ability but is otherwise 
  undamaged and whole. 
   
   
   
   
  Poison Dandelion 
  2x 
  6th level 
  Spoiler 
  Undead 
  Initiative: +10 
  Vulnerability: fire 
   
  Green spikes +11 vs. AC (2 attacks)—15 damage 
  Natural odd hit: The target takes 10 ongoing poison damage. 
   
  C: Whirling seeds +11 vs. AC (each nearby non-plant or non-
  undead creature)—15 ongoing poison damage, and undead 
  creatures and plant creatures in the battle add the escalation die 
  to their attacks against the target (save ends both) 
  Limited use: The poison dandelion can only use this attack when 
  the escalation die is odd. 
   
  Black-gray resurgence: When the poison dandelion drops to 0 hit 
  points, it’s destroyed until the start of its next turn. At the start 
  of its next turn, it returns to life as a death blossom or lich 
  flower that lacks the red-yellow resurrection ability but is 
  otherwise undamaged and whole. 
  AC 
  PD 
  MD 
  HP 
  24 
  19 
  19 
  110 
   
   
   
   
  Fungaloid 
  Some fungaloids can make special attacks. For those, add the fungaloid creature’s level to 
  attacks and damage, as indicated. 
  C: Poison tentacles 5 + level vs. PD (1d3 nearby enemies)—3 + level poison damage, and 
  the target is vulnerable to fungal attacks (save ends) 
  C: Brown noise 5 + level vs. PD (1d3 nearby enemies)—3 + level ongoing thunder damage 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Hallucinogenia 3 + level vs. MD (one nearby enemy)—The target is confused (easy save 
  ends, 6+) 
  C: Infectious spores 5 + level vs. PD (1d3 nearby enemies)—3 + level ongoing poison damage 
  C: Piercing shriek 5 + level vs. PD (1d3 nearby enemies)—4 + level psychic damage 
  Fungaloid Creeper 
  Normal 
  1st level 
  Troop 
  Plant 
  Initiative: +3 
   
  Probing tendrils +6 vs. AC (1d3 attacks)—2 damage 
  Natural 18+: The target is stuck until the end of its next turn. 
  Natural 1-5: Both the fungaloid and its target take 1d4 damage. 
   
  Food is here: When a fungaloid creeper scores a critical hit with 
  an attack, all nearby fungaloids move to engage the fungaloid’s 
  target, even if that target has dropped to 0 hp. The move is a 
  free action, and engaged creepers can roll disengage attempts 
  instead of taking opportunity attacks. 
   
  Slow, rolling wave: Whenever the escalation die is even, each 
  creeper must succeed on a normal save at the start of its turn or 
  lose its move action that turn. 
   
  Nastier Specials 
  Fungal attack—Make ONE fungal attack 
  AC 
  PD 
  MD 
  HP 
  16 
  15 
  10 
  30 
   
   
   
   
  Aerial Spore 
  Normal 
  2nd level 
  Mook 
  Plant 
  Initiative: +1 
   
  C: Stinging tendrils +6 vs. PD (one nearby enemy)—4 poison 
  damage, and the target is weakened until the end of its next turn 
   
  Puffball exploder: The first time each round an aerial spore in 
  the battle drops to 0 hp, it explodes and 1d3 nearby non-fungus 
  non-construct creatures are covered in spores and begin to 
  choke. Until the end of the battle, when a choking creature rolls 
  a natural 1–5 on an attack roll, it takes damage equal to the 
  AC 
  PD 
  MD 
  HP 
  15 
  9 
  13 
  7 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  natural roll. If a creature is affected twice by this attack, the 
  damage it takes on a natural 1–5 doubles; if affected three times, 
  it triples, etc. 
   
  Spores: A creature choking from puffball exploder can use a 
  standard action to wash the spores off itself and/or cough them 
  up, preventing further choking effects until it’s affected by 
  puffball exploder again. 
   
  Weightless: The aerial spore floats upon air currents, but it 
  prefers to stay within 5 to 7 feet of the ground so it can use its 
  tendrils to keep it in place or propel it. A free-floating spore too 
  far away from the ground to use its tendrils can easily be blown 
  about from strong winds or similar magical effects. 
   
   
   
   
  Sporrior 
  Normal 
  2nd level 
  Wrecker 
  Plant 
  Initiative: +10 
   
  Chitinous bite +7 vs. AC—5 damage 
  Natural even hit or miss: The sporrior can make a spore cloud 
  attack this turn as a quick action. 
  R: Parasitic darts +6 vs. AC (1d3 nearby or far away enemies in 
  a group)—5 poison damage 
  Natural even hit or miss: The sporrior can make a spore cloud 
  attack this turn as a quick action. 
  C: Spore cloud +6 vs. PD (1d3 nearby enemies)—4 poison 
  damage 
   
  Sprinter: A sporrior gains an extra move action when the 
  escalation die is odd. 
   
  Wall-crawler: A sporrior can climb on ceilings and walls as easily 
  as it moves on the ground. 
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  12 
  36 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Fungaloid Drudge 
  Normal 
  3rd level 
  Troop 
  Plant 
  Initiative: +5 
   
  Pitchfork +8 vs. AC—10 damage 
  Natural 16+: The drudge can make a fungal attack this turn as a 
  quick action. 
   
  Fungal attack—Make ONE fungal attack 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  13 
  32 
   
   
   
   
  Braincap 
  2x 
  3rd level 
  Wrecker 
  Plant 
  Initiative: +5 
   
  Programmed brain: During its turn when one or more nearby 
  enemies are staggered, the braincap uses focused brain blast. 
  When no enemies are staggered, the braincap uses hallucinogenia 
  if its hit points are even, and psionic filaments if its hit points are 
  odd. 
   
  R: Focused brain blast +8 vs. PD (1 nearby or far away 
  staggered enemy)—21 force damage 
  Miss: 5 psychic damage. 
   
  C: Hallucinogenia +8 vs. MD (1d3 nearby enemies)—The target 
  is confused (easy save ends, 6+) and vulnerable to psychic 
  damage until the end of the battle 
  Miss: The target sees odd colors at the corners of its vision until 
  it has taken a full heal-up (–2 penalty to skill checks to see 
  things). 
   
  C: Psionic filaments +8 vs. MD (1d3 nearby enemies)—15 
  psychic damage 
   
  Lost opportunity: This creature can’t make opportunity attacks. 
  AC 
  PD 
  MD 
  HP 
  19 
  13 
  17 
  90 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Fungaloid Monarch 
  2x 
  4th level 
  Leader 
  Plant 
  Initiative: +8 
   
  Mycotic scepter +9 vs. AC—24 damage 
  Natural 12+: One nearby fungaloid can make a fungal attack as a 
  free action. 
  Natural 16+: Up to three nearby fungaloids can each make a 
  fungal attack as a free action. 
  Natural 20: Up to five nearby fungaloids can each make a fungal 
  attack as a free action. 
   
  Group mind: The monarch’s attacks deal +1 damage for each 
  other allied creature with the plant type in the battle (max +10). 
   
  Drudge-summons: If there are not enough nearby fungaloids to 
  use up all the fungal attacks granted by the mycotic scepter, skip 
  the extra fungal attacks but add a full-strength fungaloid drudge 
  to the battle next to the fungaloid monarch. 
  AC 
  PD 
  MD 
  HP 
  20 
  14 
  18 
  98 
   
   
   
   
  Fungaloid Empress 
  Huge 
  4th level 
  Wrecker 
  Plant 
  Initiative: +15 
   
  Crushing limbs +9 vs. AC (1d3 enemies engaged with the 
  empress)—18 damage 
   
  Combat womb: At the end of each of the empress’ turns, if there 
  are fewer than two elder spores (see below) per enemy, add a 
  number of elder spores to the battle so that there are two spores 
  per enemy. A spore can “sprout” already engaged with a nearby 
  or far away enemy or on its own, it’s up to you. 
   
  Sporulating spiracles: Fungus grows on everything in the area! 
  Whenever a non-fungus creature attempts to move, it must make 
  a DC 18 Dexterity or Strength check to do so or it loses its move 
  action. If the creature uses a standard action to clear away 
  fungus, it can move normally that turn. 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  18 
  170 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Elder Spore 
  Normal 
  4th level 
  Mook 
  Plant 
  Initiative: Directly after the fungaloid empress in the initiative 
  order 
   
  Slime spikes +9 vs. AC—6 poison damage 
  AC 
  PD 
  MD 
  HP 
  18 
  12 
  16 
  7 
   
   
   
   
  Gargoyle 
  Normal 
  5th level 
  Troop 
  Construct 
  Initiative: +4 
   
  Furious claws and fangs +9 vs. AC—9 damage 
  Natural 11+: The gargoyle can make two more melee attacks as a 
  free action (but never more than three total attacks per standard 
  action, even if you roll another 11+). 
   
   
   
  Flight 
   
  Nastier Specials 
  Rocky hide: The gargoyle has resist damage 12+ against attacks 
  targeting AC. 
  Statues, statues, everywhere: Because they often look like 
  statues, gargoyles are capable of springing a surprise on 
  inattentive PCs. When there’s a chance of such an ambush, give 
  the PCs a champion-tier skill check (DC 20) to notice the 
  gargoyles and avoid being surprised. 
  AC 
  PD 
  MD 
  HP 
  24 
  21 
  14 
  60 
   
   
   
   
  Gelahedron 
  For special abilities, see Ooze Abilities. 
  Gelatinous Tetrahedron 
  Huge 
  4th level 
  Blocker 
  Ooze 
  Initiative: +3 
   
  Shlup’n’schlorp +9 vs. PD—22 acid damage, and the tetrahedron 
  engulfs the target (functions like a grab; see below) if it’s 
  smaller than the tetrahedron 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  14 
  160 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: The tetrahedron can make a spasms attack as a free action. 
   
  [Special trigger] C: Spasms +9 vs. AC (up to 2 attacks, each 
  against a different nearby enemy)—11 damage 
   
  Engulf and dissolve: Targets engulfed/grabbed by the 
  tetrahedron take 22 acid damage at the start of the cube’s turn 
  but are not viable targets for additional attacks by the 
  tetrahedron. Multiple targets can be held within the tetrahedron 
  simultaneously. 
  Any engulfed creature that is also staggered must begin making 
  last gasp saves or become paralyzed as the tetrahedron’s toxins 
  overwhelm it. 
   
  Instinctive actions: Gelatinous creatures have no brains, 
  sometimes they just do things. When the escalation die is odd, 
  instead of making an attack or moving, roll a d4 to see what the 
  tetrahedron does. If an option is not viable (you roll a 1 but there 
  is no engaged enemy), reroll until you get a valid option. 
  1. C: Fling +9 vs. PD (one engaged enemy)—14 damage, and the 
  target pops free from the ooze and must roll an easy save (6+); 
  on a failure, it loses its next move action 
  2. C: Fling +9 vs. PD (one nearby enemy not engaged with the 
  ooze)—28 damage, and the target is flung somewhere nearby and 
  must roll an easy save (6+); on a failure, it loses its next move 
  action 
  3. C: Fling +9 vs. PD (one far away enemy)—42 damage, and the 
  target is flung somewhere far away and must roll an easy save 
  (6+); on a failure, it loses its next move action 
  4. As a standard action the ooze quickly moves around the 
  battlefield, oozing over 1d3 nearby enemies. Those enemies 
  become engaged with the ooze and stuck (save ends). 
  First failed save: The target is engulfed instead of stuck. 
   
   
   
   
  Gelatinous Cubahedron (aka Cube) 
  Huge 
  5th level 
  Initiative: +4 
   
  AC 
  PD 
  20 
  18 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Blocker 
  Ooze 
  Shlup’n’schlorp +10 vs. PD—30 acid damage, and the cube 
  engulfs the target (functions like a grab; see below) if it’s 
  smaller than the cube 
  Miss: The cube can make a spasms attack as a free action. 
   
  [Special trigger] C: Spasms +10 vs. AC (up to 2 attacks, each 
  against a different nearby enemy)—15 damage 
   
  Engulf and dissolve: Targets engulfed/grabbed by the cube take 
  30 acid damage at the start of the cube’s turn but are not viable 
  targets for additional attacks by the cube. Multiple targets can 
  be held within the cube simultaneously. 
  Any engulfed creature that is also staggered must begin making 
  last gasp saves or become paralyzed as the cube’s toxins 
  overwhelm it. 
   
  Instinctive actions: Gelatinous creatures have no brains, 
  sometimes they just do things. When the escalation die is odd, 
  instead of making an attack or moving, roll a d6 to see what the 
  cubahedron does. If an option is not viable (you roll a 5 but there 
  is no engulfed enemy), reroll until you get a valid option. 
  1. The cubahedron jiggles in place. Each nearby enemy takes 5 
  acid damage. Each creature engulfed by the cube takes a –4 
  penalty to its saves until the end of its next turn. 
  2. The cubahedron moves as a quick action. If the cube ends its 
  move engaged with enemies, each of those enemies must roll a 
  save; on a failure, the cubahedron grabs them (but they’re not 
  engulfed). 
  3. The cubahedron spits an engulfed creature into the air above 
  it and makes a shlup’n’schlorp attack against that creature with 
  a +5 attack bonus. Then the creature is engulfed again. 
  4. The cubahedron flattens itself slightly and crawls up a wall 
  and possibly across the ceiling. The cube falls at the end of its 
  turn. Each creature engulfed by the cube takes 30 damage, and 
  it makes a gel drop attack against enemies below it. 
  Gel drop +10 vs. PD (1d3 nearby enemies)—15 damage, and the 
  cube engulfs the target if it’s smaller than the cube 
  MD 
  HP 
  15 
  200 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5. The cubahedron moves one creature engulfed by it to the 
  surface. The target gains a +4 bonus to attempts to escape the 
  cube, but each time the cube is targeted by an attack, the 
  engulfed creature must roll a save; on a failure, it becomes the 
  target of the attack instead. 
  6. The cubahedron spits out each enemy engulfed by it with 
  great force in different directions; each of those creatures takes 
  50 damage. 
   
   
   
   
  Gelatinous Octahedron 
  Huge 
  6th level 
  Blocker 
  Ooze 
  Initiative: +5 
   
  Shlup’n’schlorp +11 vs. PD—38 acid damage, and the cube 
  engulfs the target (functions like a grab; see below) if it’s 
  smaller than the cube 
  Miss: The cube can make a spasms attack as a free action. 
   
  [Special trigger] C: Spasms +11 vs. AC (up to 2 attacks, each 
  against a different nearby enemy)—19 damage 
   
  Engulf and dissolve: Targets engulfed/grabbed by the cube take 
  38 acid damage at the start of the cube’s turn but are not viable 
  targets for additional attacks by the cube. Multiple targets can 
  be held within the cube simultaneously. 
  Any engulfed creature that is also staggered must begin making 
  last gasp saves or become paralyzed as the cube’s toxins 
  overwhelm it. 
   
  Instinctive actions: Gelatinous creatures have no brains, 
  sometimes they just do things. When the escalation die is odd, 
  instead of making an attack or moving, roll a d8 to see what the 
  octahedron does. If an option is not viable (you roll a 3 but there 
  are no nearby targets), reroll until you get a valid option. 
  1. C: Acid splash +11 vs. PD (1d3 nearby or far away enemies 
  in a group)—8 ongoing acid damage 
  AC 
  PD 
  MD 
  HP 
  21 
  19 
  16 
  280 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Each failed save: Acid destroys one of the target’s non-magical 
  items. The target takes a cumulative –1 attack penalty until the 
  end of the battle (boots fall apart, shield straps snap, etc.). 
  Miss: 5 ongoing acid damage. 
  2. The octahedron grows an orifice that gushes out a liquid glue 
  that floods the area. Each enemy engaged with the octahedron is 
  stuck (hard save ends, 16+). Each nearby enemy not engaged 
  with the octahedron is stuck (save ends). Each far away enemy is 
  stuck (easy save ends, 6+). The glue has no effect on creatures 
  who are flying or that have some way of avoiding it. 
  3. The octahedron squirts a slick slime that targets 1d3 nearby 
  enemies. Until the end of the battle, each target must roll an 
  easy save each time it moves; on a failure, it’s hampered until 
  the end of its next turn. 
  4. The octahedron makes a fire gout attack as it splashes out a 
  gel that ignites in the air and sticks to skin and clothing. 
  C: Fire gout +11 vs. PD (1d3 nearby or far away enemies in a 
  group)—8 ongoing fire damage 
  Each failed save: The ongoing damage for all enemies hit by the 
  attack increases by 1. 
  5. The octahedron sweats acid. Each enemy engaged with the 
  octahedron must roll a normal save; on a failure, it takes 40 acid 
  damage. On a success it takes 20 acid damage. 
  6. C: Acid jet +11 vs. PD (one nearby or far away enemy)—45 
  acid damage 
  Miss: 8 ongoing acid damage. 
  7. C: Acid geyser +11 vs. PD (1d3 nearby or far away 
  enemies)—30 acid damage, and the octahedron is propelled 
  uncontrollably about the area, passing next to each of its 
  enemies. Unlike normal, each enemy can make an opportunity 
  attack against the ooze as it moves this way, but the ooze can 
  make a glomp attack against those who do as a free action as it 
  passes. (Tell the PCs that the ooze will get a counter-attack.) 
  Glomp +9 vs. PD—10 acid damage, and the cube engulfs the 
  target if it’s smaller than the cube 
  8. The octahedron splits into two tetrahedrons, and each one can 
  act this turn (roll a d4 for the instinctive actions of each one). 
  Divide the octahedron’s current hit points equally between the 
  two new creatures. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Gelatinous Dodecahedron 
  Huge 
  7th level 
  Blocker 
  Ooze 
  Initiative: +5 
   
  Shlup’n’schlorp +10 vs. PD—30 acid damage, and the 
  dodecahedron engulfs the target (functions like a grab; see 
  below) if it’s smaller than the dodecahedron 
  Miss: The cube can make a spasms attack as a free action. 
   
  [Special trigger] C: Spasms +10 vs. AC (up to 2 attacks, 
  each against a different nearby enemy)—15 damage 
   
  Engulf and dissolve: Targets engulfed/grabbed by the cube 
  take 30 acid damage at the start of the cube’s turn but are 
  not viable targets for additional attacks by the cube. Multiple 
  targets can be held within the cube simultaneously. 
  Any engulfed creature that is also staggered must begin 
  making last gasp saves or become paralyzed as the cube’s 
  toxins overwhelm it. 
   
  Instinctive actions: Gelatinous creatures have no brains, 
  sometimes they just do things. When the escalation die is 
  odd, instead of making an attack or moving, roll a d12 to see 
  what the dodecahedron does. If an option is not available 
  (you roll a 1 but there are no nearby enemies), reroll until 
  you get a valid option. 
  1. The dodecahedron makes a squash attack against 1d4 
  nearby enemies as it rolls and shlorps around the area. Any 
  enemies already engulfed by the dodecahedron take 10 
  thunder damage. 
  C: Squash +10 vs. PD (1d4 nearby enemies)—20 damage, 
  and the target is stunned (easy save ends, 6+) 
  2. The dodecahedron throws out whip-like tendrils and makes 
  a sudden orifice attack against each enemy engaged with it. 
  Then it pulls each nearby enemy next to it and engages that 
  creature. 
  AC 
  PD 
  MD 
  HP 
  21 
  19 
  16 
  550 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Sudden orifice +12 vs. PD (each enemy engaged with it)—
  The dodecahedron engulfs the target if it’s smaller than the 
  dodecahedron 
  3. Hundreds of finger-size slimes slither out from the interior 
  of the dodecahedron and begin worming their way across the 
  bodies of each of its enemies in the battle. Until the end of 
  the battle, when a non-ooze creature takes any damage 
  besides ongoing acid damage, it also takes 10 acid damage. 
  4. The dodecahedron bounces and thrums. Each enemy 
  engaged with it or engulfed by it must roll a save; on a 
  failure, that enemy takes 30 thunder damage. On a success, 
  it takes 15 thunder damage and pops free from the 
  dodecahedron. 
  5. The dodecahedron hunkers down and produces acidic 
  spikes. It gains a +4 bonus to all defenses until the end of the 
  battle, and each enemy who makes a melee attack against it 
  with a non-magical weapon must roll a save; on a failure the 
  weapon dissolves. When a creature’s weapon dissolves, that 
  creature is hampered and weakened (save ends both). 
  Magical weapons lose their bonuses to hit and damage until 
  the end of the battle instead of being dissolved (but the 
  owner is still hampered and weakened). They can be 
  “restored” after the battle by taking a few minutes during a 
  rest to re-attune them. 
  6. The dodecahedron moves, rolling around the battlefield, 
  then makes a shlup’n’schlorp attack at the end of its 
  movement with a +5 bonus. If the attack misses, instead of 
  making a spasms attack the dodecahedron rolls about the 
  area again and makes a second shlup’n’schlorp attack with a 
  +10 bonus. If the second attack misses, it doesn’t get a 
  spasms attack and the dodecahedron’s turn ends. 
  7. The dodecahedron makes a spasms attack. If it misses with 
  either attack roll, after the attacks, it can make a stretch 
  and engulf attack as a free action. 
  C: Stretch and engulf +12 vs. PD (one nearby or far away 
  enemy)—30 acid damage, and the dodecahedron engulfs the 
  target if it’s smaller than the dodecahedron 
  8. C: Pseudopod slaps +10 vs. AC (one nearby enemy)—25 
  thunder damage 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural odd hit: The target pops free from the dodecahedron 
  and is knocked far away, and the ooze makes the attack 
  again against a different nearby enemy as a free action. 
  Natural even hit: The dodecahedron engulfs the target if it’s 
  smaller than the dodecahedron. 
  9. Each enemy engulfed by the dodecahedron takes 40 acid 
  damage, and the dodecahedron heals 40 hp for each enemy it 
  has engulfed. 
  10. The dodecahedron splits into an octahedron and a 
  tetrahedron, and each one can act this turn (roll a d8 and d4 
  for the instinctive actions of each one). Divide the 
  dodecahedron’s current hit points into thirds, and give one 
  third to the tetrahedron and two thirds to the octahedron. 
  11. The dodecahedron splits into three tetrahedrons, and 
  each one can act this turn (roll a d4 for the instinctive 
  actions of each one). Divide the dodecahedron’s current hit 
  points equally between the three new creatures. 
  12. The dodecahedron splits into two cubahedrons, and each 
  one can act this turn (roll a d6 for the instinctive actions of 
  each one). Divide the dodecahedron’s current hit points 
  equally between the two new creatures. 
   
   
   
   
  Genie 
  Djinn 
  Large 
  9th level 
  Spoiler 
  Giant 
  Initiative: +15 
   
  Greatsword +13 vs. AC (2 attacks)—40 damage 
  Natural 5, 10, 15, 20: Increase the escalation die by 1 
  (cumulative), and until the end of the battle, the djinn adds the 
  escalation die to its attacks. 
   
  C: Assault of the whirlwind +13 vs. PD (1d4 + 1 nearby 
  creatures, including invisible creatures)—35 damage, and after 
  the attack the djinn teleports to one of the targets and engages 
  it 
  Natural 5, 10, 15, 20: The target is hampered until the end of its 
  next turn. 
  AC 
  PD 
  MD 
  HP 
  25 
  22 
  21 
  350 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: 10 damage. 
  Limited use: The djinn can only use this attack while it’s not 
  staggered. 
   
  Flight: Genies fly extremely well, but lumber, at best, when 
  walking on the ground. 
   
  Grant-a-wish: A PC whose attack drops a djinn to 0 hp gains the 
  equivalent of an extremely favorable roll of 6 with an icon 
  relationship die with an icon of the PC’s choice that the PC 
  already has a positive or conflicted relationship with. Treat this 
  advantage as if it came from a positive relationship. The GM is 
  encouraged to treat this result with the utmost benevolence and 
  compassion. 
   
  Nastier Specials 
  If you want a djinn to be even tougher, add a nastier special 
  depending on which icon or icons the djinn is presently working 
  for. The abilities represent the innate magic of the genie being 
  channeled through the influence of the icon. 
   
  Protection boon: While not staggered, the djinn gains resist spell 
  damage 16+ against all spells except those cast by a PC that has 
  at least a one point icon relationship with the icon that is 
  channeling the djinn. 
  Spiky bits: When an enemy makes a melee attack against the 
  djinn and misses, it takes 2d20 damage. 
  Demonic taint: The djinn gains a random demonic feature (see 
  Demon). 
  Unwelcome resonance: Whenever a nearby enemy attempts to 
  trigger a magic item power, there’s a 50% chance that the power 
  fails. If it does, the item refuses to let its owner use that power 
  until the end of the battle. 
  Sorcerous reach: The djinn’s assault of the whirlwind attack can 
  also target far away enemies. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Aura of command: Twice per battle as a free action, the djinn 
  can turn an ally’s normal save into an easy save (6+), or an 
  enemy’s normal save into a hard save (16+). 
  Wind/Shadow form: While not staggered, the djinn has resist 
  melee damage 16+. 
  Frenzied: The djinn takes a –1 penalty to all defenses. While not 
  staggered, its crit range expands by 3. 
   
   
   
   
  Efreet 
  Large 
  10th level 
  Wrecker 
  Giant 
  Initiative: +15 
  Vulnerability: cold (only while staggered) 
   
  Blade of the perfect warrior +15 vs. AC (3 attacks)—35 damage 
  Natural 5, 10, 15, 20: Each nearby enemy takes 20 fire damage. 
   
  R: Jet of absolute conflagration +15 vs. PD (one random 
  nearby conscious enemy)—110 fire damage 
  Natural 5, 10, 15, 20: The target loses all fire resistance until the 
  end of the battle and is hampered (save ends). 
   
  Flight: Efreet don’t fly as well or as quickly as djinn, but they 
  are able to get around okay. 
   
  Grant-a-wish: A PC whose attack drops an efreet to 0 hp gains 
  the equivalent of an extremely favorable roll of 6 with an icon 
  relationship die with an icon of the PC’s choice that the PC 
  already has a positive or conflicted relationship with. Treat this 
  advantage as if it came from a positive relationship. The GM is 
  encouraged to treat this result with the utmost benevolence and 
  compassion. 
   
  Resist fire 18+: When a fire attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
   
  AC 
  PD 
  MD 
  HP 
  25 
  24 
  23 
  420 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Nastier Specials 
  If you want an efreet to be even tougher, add a nastier special 
  depending on which icon or icons the efreet is presently working 
  for. The abilities represent the innate magic of the genie being 
  channeled through the influence of the icon. 
   
   
   
   
  Ghoul 
  For nastier specials, instead of a slow, poisonous bite, a more deadly bite can also make 
  things challenging for adventurers. Each time a ghoul bites a character, that PC immediately 
  loses a recovery. If they run out of recoveries before their next full heal-up, that character 
  must start making last gasp saves at the start of each battle. If the character fails their fourth 
  last gasp save this way, they turn into a ghoul. 
  Gravemeat 
  Normal 
  1st level 
  Mook 
  Undead 
  Initiative: +2 
  Vulnerability: holy 
   
  Dirtcaked claw +5 vs. AC—3 damage, or 6 damage if the target is 
  vulnerable 
  Natural 18+: The gravemeat can make another dirtcaked claw 
  attack as a free action, then it takes 1d6 damage from the 
  exertion. 
  AC 
  PD 
  MD 
  HP 
  17 
  12 
  10 
  5 
   
   
   
   
  Newly-Risen Ghoul 
  Normal 
  2nd level 
  Mook 
  Undead 
  Initiative: +5 
  Vulnerability: holy 
   
  Scrabbling claws +7 vs. AC—3 damage 
  Natural 16+: The target is vulnerable (attacks vs. it have crit 
  range expanded by 2) to attacks by undead until the end of the 
  ghoul’s next turn. 
   
   
   
  Pound of flesh: The newly-risen ghoul’s scrabbling claws attack 
  deals +2 damage against vulnerable targets. 
  AC 
  PD 
  MD 
  HP 
  17 
  15 
  11 
  9 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Ghoul 
  Normal 
  3rd level 
  Spoiler 
  Undead 
  Initiative: +8 
  Vulnerability: holy 
   
  Claws and bite +8 vs. AC—8 damage 
  Natural even hit: The target is vulnerable (attacks vs. it have crit 
  range expanded by 2) to attacks by undead until the end of the 
  ghoul’s next turn. 
   
   
   
  Pound of flesh: The ghoul’s claws and bite attack deals +4 
  damage against vulnerable targets. 
   
  Infected bite: Any creature that is slain by a ghoul and not 
  consumed will rise as a ghoul the next night. 
   
  Nastier Specials 
  Paralyzing bite: When the ghoul hits a vulnerable target with a 
  natural even attack roll, the target is also stunned (save ends). 
  AC 
  PD 
  MD 
  HP 
  18 
  15 
  12 
  36 
   
   
   
   
  Ghoul Fleshripper 
  Normal 
  4th level 
  Wrecker 
  Undead 
  Initiative: +9 
  Vulnerability: holy 
   
  Bony claws +7 vs. AC (2 attacks)—6 damage, and the target is 
  vulnerable (save ends) 
  Critical hit: Until the target saves against the vulnerable effect, 
  it also takes 2d6 ongoing damage each turn. 
   
  Infected bite: Any creature that is slain by a ghoul and not 
  consumed will rise as a ghoul the next night. 
  AC 
  PD 
  MD 
  HP 
  19 
  18 
  13 
  54 
   
   
   
   
  Ghoul Licklash 
  Normal 
  Initiative: +8 
  AC 
  21 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  4th level 
  Blocker 
  Undead 
  Vulnerable: holy 
   
  Bloody claws +8 vs. AC—12 damage, and target is vulnerable 
  (save ends) 
   
  C: Flesh-seeking tongue +8 vs. PD (one nearby enemy)—8 
  damage 
  Natural even hit: The target pops free from each enemy it’s 
  engaged with and is pulled to the ghoul licklash, who engages it. 
  Natural odd hit: The target is vulnerable (save ends). 
  Critical hit: The licklash can make a flesh-seeking tongue attack 
  against a different target as a free action. 
   
  Infected bite: Any creature that is slain by a ghoul and not 
  consumed will rise as a ghoul the next night.  
   
  Tongue lash: Once per round when a nearby enemy makes a 
  ranged attack, the ghoul licklash can make a flesh-seeking 
  tongue attack against that enemy before the attack as a free 
  action. 
  PD 
  MD 
  HP 
  17 
  13 
  48 
   
   
   
   
  Ghoul Pusbuster 
  Normal 
  4th level 
  Spoiler 
  Undead 
  Initiative: +7 
  Vulnerable: holy 
   
  Feeble claws +8 vs. AC—9 damage 
   
  C: Vomit comet +8 vs. PD (1d3 nearby enemies)—10 ongoing 
  damage, and the target is vulnerable (save ends both) 
  Natural even hit: The target is hampered (save ends). 
  Natural odd hit: The target is dazed (save ends). 
  Self-diminishing: The ghoul pusbuster takes 2d6 damage for each 
  creature it targets with this attack. 
  AC 
  PD 
  MD 
  HP 
  19 
  16 
  13 
  60 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Ghast 
  Normal 
  5th level 
  Wrecker 
  Undead 
  Initiative: +12 
   
  Finely honed claws +11 vs. AC (2 attacks)—8 damage, and the 
  target is vulnerable (save ends) 
   
  Paralyzing bite +11 vs. AC (one vulnerable enemy)—12 damage, 
  and the target is stunned (save ends) 
   
  C: Hungry howl +11 vs. MD (each nearby enemy)—The target 
  must choose one: 15 psychic damage; OR 5 psychic damage and 
  the target is vulnerable (save ends) 
  Limited use: 1/battle. 
  AC 
  PD 
  MD 
  HP 
  22 
  18 
  14 
  74 
   
   
   
   
  Giant 
  Hill Giant 
  Large 
  6th level 
  Troop 
  Giant 
  Initiative: +8 
   
  Massive gnarly club +10 vs. AC—45 damage 
  Miss that’s a natural 6+: Half damage (sometimes close is good 
  enough). 
   
   
   
  R: Two-handed boulder throw +8 vs. PD—35 damage 
   
  Nastier Specials 
  Big bully: The giant deals double damage with its attacks against 
  staggered targets. 
  AC 
  PD 
  MD 
  HP 
  20 
  20 
  14 
  200 
   
   
   
   
  Ice Zombie 
  Normal 
  6th level 
  Initiative: +5 
  Vulnerability: fire, holy 
  AC 
  PD 
  22 
  22 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Mook 
  Undead 
   
  Chill claws +11 vs. AC—12 cold damage 
   
  Icy breath of the grave +11 vs. PD—9 cold damage, and the 
  target is vulnerable to cold attacks (save ends) 
   
  Resist cold 18+: When a cold attack targets this creature, the 
  attacker must roll a natural 18+ on the attack roll or it only deals 
  half damage. 
   
  Fiery decapitation: Ice zombies have frozen, iron-hard flesh that 
  makes them tougher than normal zombies—critical hits that deal 
  fire damage deal triple damage to ice zombies; other critical hits 
  just deal double damage. 
  MD 
  HP 
  13 
  20 
   
   
   
   
  Jotun Auroch 
  Huge 
  6th level 
  Mook 
  Beast 
  Initiative: +7 
   
  Trampling hooves +8 vs. PD—6 damage 
  Natural 1–5: The jotun auroch can make a fiery or frosty breath 
  attack as a free action. 
   
  [Special trigger] C: Fiery or Frosty breath +10 vs. PD (1d4 
  nearby enemies)—5 fire or cold damage, depending on what the 
  jotun auroch has been eating lately 
   
  Resist cold and fire 18+: When a cold or fire attack targets this 
  creature, the attacker must roll a natural 18+ on the attack roll 
  or it only deals half damage. 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  13 
  70 
   
   
   
   
  Winter Beast 
  Large 
  6th level 
  Troop 
  Initiative: +7 
   
  AC 
  PD 
  MD 
  22 
  20 
  14 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Beast 
  Fang, claw, or tusk +11 vs. AC—21 damage, and the beast’s 
  special ability triggers 
   
  Winter Beast Special Ability: Choose ONE 
  Armored polar bear: The target takes 10 extra damage, and if 
  the target makes an opportunity attack against the polar bear 
  before the start of the bear’s next turn, the bear can make a 
  fang, claw, or tusk attack against the target as a free action. 
  Giant walrus: The target takes 14 extra damage and is stuck 
  (save ends; also ends if the walrus moves) 
  Winter wolf: The target takes 14 extra damage, or 28 extra 
  damage if another winter wolf is engaged with it. 
   
  Resist cold 12+: When a cold attack targets this creature, the 
  attacker must roll a natural 12+ on the attack roll or it only deals 
  half damage. 
  HP 
  170 
   
   
   
   
  Bergship Raider (Frost) 
  Large 
  7th level 
  Spoiler 
  Giant 
  Initiative: +10 
  Vulnerability: fire 
   
  Whirling ice hook +13 vs. AC—50 damage, and the target takes 
  a –5 penalty to disengage checks until the end of its next turn 
  Miss: 15 damage to each enemy engaged with the giant. 
   
  R: Frost chain +13 vs. AC (one nearby enemy or far away 
  enemy at –2 atk)—40 damage, and the target is pulled next to 
  the giant, who engages it 
   
  Ancient cold: While battling one or more frost giants, there is 
  only a 50% chance that the escalation die increases at the start 
  of the round. 
   
  AC 
  PD 
  MD 
  HP 
  21 
  21 
  18 
  270 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Resist cold 16+: When a cold attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
  Winter’s bite: When the escalation die is odd, each enemy 
  engaged with the raider takes 35 cold damage at the start of its 
  turn. 
   
  Nastier Specials 
  Overbearing: Twice per battle, the raider can make a knockdown 
  attack as a quick action (once per round). 
  Knockdown +10 vs. PD (one enemy smaller than it)—20 
  damage, and the target can’t disengage until the end of its next 
  turn. 
   
   
   
   
  Cloud Giant Thane 
  Huge 
  7th level 
  Wrecker 
  Giant 
  Initiative: +11 
   
  Cloud-forged morningstar +12 vs. AC—60 damage 
  Natural even hit: The target loses any flight abilities and can’t 
  gain flight in any way (save ends). 
  Natural odd hit or miss: The thane can make a chains and 
  shrapnel attack as a free action. 
   
  C: Chains and shrapnel +12 vs. AC (1d4 random nearby 
  creatures)—20 damage 
   
  Strike with advantage: A cloud giant gains a +4 attack bonus 
  against any enemy taking ongoing damage or that has an ongoing 
  condition (dazed, for instance). 
  AC 
  PD 
  MD 
  HP 
  22 
  21 
  21 
  290 
   
   
   
   
  Cloud Giant Warrior 
  Huge 
  7th level 
  Initiative: +12 
   
  AC 
  PD 
  21 
  19 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Caster 
  Giant 
  Staff +10 vs. AC (2 attacks)—40 damage 
   
  R: Sleep, little ones +12 vs. MD (one nearby enemy, or 1d3 
  nearby enemies in a group if the escalation die is 3+)—20 
  psychic damage, and if the target has 50 hp or fewer after the 
  attack, it falls unconscious (hard save ends, 16+; it also ends if 
  the target takes 10 or more damage) 
   
  R: Zzzzzottttttttttt! +12 vs. PD—35 force damage, and 35 
  ongoing lightning damage 
  Miss: 20 force damage, and 20 ongoing lightning damage. 
   
  Strike with advantage: A cloud giant gains a +4 attack bonus 
  against any enemy taking ongoing damage or that has an ongoing 
  condition (unconscious sleep, for instance). 
  MD 
  HP 
  22 
  280 
   
   
   
   
  Frost Giant 
  Large 
  7th level 
  Spoiler 
  Giant 
  Initiative: +10 
  Vulnerability: fire 
   
   
   
  Ice-covered war axe +12 vs. AC—45 damage 
  Natural even hit or miss: The giant can make a frost touch 
  attack against the target as a free action. 
   
  [Special trigger] Frost touch +11 vs. PD—10 cold damage, and 
  the target is hampered (makes only basic attacks) until the end 
  of its next turn 
   
  R: Large rock or iceball +11 vs. PD (one nearby enemy or far 
  away enemy at –2 atk)—35 damage 
   
  Ancient cold: While battling one or more frost giants, there is 
  only a 50% chance that the escalation die increases at the start 
  of the round. 
  AC 
  PD 
  MD 
  HP 
  23 
  22 
  17 
  210 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Resist cold 16+: When a cold attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
  Nastier Specials 
  Strength of giants: Twice per battle, the giant can make a slam 
  attack as a quick action (once per round). 
  Slam +10 vs. PD (one enemy smaller than it)—20 damage, the 
  target pops free from the giant, and the target loses its next 
  move action. 
   
   
   
   
  Ice Sorceress (Frost) 
  Large 
  7th level 
  Caster 
  Giant 
  Initiative: +10 
  Vulnerability: fire 
   
  Icicle staff +14 vs. AC—20 damage, 20 cold damage, and the 
  sorceress can make an icy delusions attack against the target as a 
  free action 
   
  R: Winter wind +14 vs. PD—55 cold damage 
  Natural even hit or miss: The sorceress can make an icy 
  delusions attack against the target as a free action. 
   
  [Special trigger] C: Icy delusions +14 vs. MD (one enemy)—At 
  the start of each round, the target loses 2d6 points from their 
  initiative count as they slowly freeze from the inside out (save 
  ends) 
  Frozen flesh: When a creature is reduced to 0 initiative or lower 
  from icy delusions, it becomes delusional and frozen and must 
  choose one condition that will affect it: confused (hard save 
  ends, 16+); OR stunned (save ends). After saving, the creature 
  rerolls its initiative. 
   
  Ice summoner: Once per round as a free action, the giant can 
  make an ice wall attack to conjure forth a wall of ice that stops 
  AC 
  PD 
  MD 
  HP 
  23 
  22 
  17 
  190 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  one enemy's movement or ranged attack. The giant can’t use this 
  ability to target creatures making fire attacks or wielding 
  weapons that deal fire damage. 
  C: Ice wall +14 vs. PD (one moving enemy or ranged 
  attacker)—The target stops its movement or loses its ranged 
  attack that turn, and the wall of ice remains until the end of the 
  battle (GM’s choice on its size, but it shouldn’t be too large or 
  thick; normal DC to break through it) 
   
  Ancient cold: While battling one or more frost giants, there is 
  only a 50% chance that the escalation die increases at the start 
  of the round. 
   
  Resist cold 16+: When a cold attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
  Nastier Specials 
  Ice armor: The ice sorceress has resist damage 16+ unless the 
  attack deals fire damage. 
   
   
   
   
  Fire Giant 
  Large 
  8th level 
  Wrecker 
  Giant 
  Initiative: +12 
  Vulnerability: cold 
   
  Flaming greatsword +13 vs. AC (2 attacks)—35 damage 
  Natural even hit or miss: The target also takes 10 ongoing fire 
  damage. 
   
  R: Flaming black-iron javelin +11 vs. AC—40 damage 
  Natural even hit or miss: The target also takes 10 ongoing fire 
  damage. 
   
   
   
  Fiery escalator: The fire giant adds the escalation die to its 
  attacks against targets taking ongoing fire damage. 
  AC 
  PD 
  MD 
  HP 
  25 
  21 
  17 
  285 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
  Nastier Specials 
  Burning blood: When a fire giant becomes staggered, it deals 10 
  ongoing fire damage to each enemy engaged with it. 
  Strength of giants: Twice per battle, the giant can make a slam 
  attack as a quick action (once per round). 
  Slam +12 vs. PD (one enemy smaller than it)—10 damage, the 
  target pops free from the giant, and the target loses its next 
  move action. 
   
   
   
   
  Frost Giant Adventurer 
  Large 
  8th level 
  Spoiler 
  Giant 
  Initiative: +13 
  Vulnerability: fire 
   
  Overlarge club +13 vs. AC (one nearby enemy or one enemy 
  engaged with giant)—75 damage 
  Natural even hit: The target loses its next move action, and if 
  it’s engaged with the giant, it pops free. 
   
  Ancient cold: While battling one or more frost giants, there is 
  only a 50% chance that the escalation die increases at the start 
  of the round. 
   
  Blood of the niefelheim: When an enemy the frost giant 
  adventurer is engaged with scores a critical hit against the giant, 
  that enemy is hampered (hard save ends, 16+). 
   
  Resist cold 16+: When a cold attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  24 
  23 
  18 
  280 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Stone Giant 
  Large 
  8th level 
  Troop 
  Giant 
  Initiative: +11 
   
  Stone club +13 vs. AC—50 damage 
  Natural even hit or miss: The stone giant can also make a stomp 
  attack against a single target as a free action. 
   
   
   
  Stomp +13 vs. PD (each smaller enemy engaged with the 
  giant)—30 damage, and the target is dazed (save ends) 
   
  R: Thrown boulder +11 vs. PD (one nearby or far away 
  enemy)—40 damage 
  Natural even miss: 20 damage. 
   
  Built of stone: The stone giant has resist weapons 16+. 
  AC 
  PD 
  MD 
  HP 
  24 
  22 
  18 
  270 
   
   
   
   
  Fire Giant Warlord 
  Large 
  9th level 
  Leader 
  Giant 
  Initiative: +14 
  Vulnerability: cold 
   
   
   
  Flaming greatsword +15 vs. AC (2 attacks)—40 damage 
  Natural even hit or miss: The target also takes 10 ongoing fire 
  damage. 
   
  Massive strike +15 vs. AC—90 damage, and 10 ongoing fire 
  damage 
   
  Fiery escalator: The fire giant warlord adds the escalation die to 
  its attacks against targets taking ongoing fire damage. 
   
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
  AC 
  PD 
  MD 
  HP 
  26 
  22 
  18 
  355 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Warlord of fire: As a standard action, the warlord can command 
  one nearby ally that has resistance to fire to make a melee 
  attack as a free action. 
   
  Nastier Specials 
  Unquenchable fires: Enemies engaged with the fire giant warlord 
  take a –5 penalty to saves against ongoing fire damage. 
   
   
   
   
  Storm Giant 
  Huge 
  10th level 
  Archer 
  Giant 
  Initiative: +16 
   
  Truly enormous greatsword +15 vs. AC—120 damage 
  Natural even hit or miss: The giant can make a lightning bolt 
  attack against a random nearby enemy as a free action. 
  Miss: 40 damage OR the giant can make a release the thunder 
  attack as a free action. 
   
  R: Giant longbow +14 vs. AC (2 attacks vs. nearby or far away 
  enemies)—60 damage 
  Natural even hit: The giant can make a lightning bolt attack 
  against a random enemy that is nearby the target of the longbow 
  attack. 
   
   
   
  [Special trigger] C: Lightning bolt +15 vs. PD (one random 
  nearby enemy)—2d6 x 10 lightning damage 
  Miss: Half damage. 
   
  [Special trigger] C: Release the thunder +15 vs. PD (all nearby 
  creatures)—1d10 thunder damage per building thunder point 
  (see below). 
  Miss: Half damage. 
   
  AC 
  PD 
  MD 
  HP 
  26 
  24 
  22 
  650 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Building thunder: Keep count of the number of times the storm 
  giant uses its lightning bolt attack during the battle. Add that 
  number to the escalation die to get the current building thunder 
  value. 
   
  Skystep: A storm giant can use its standard action to walk or run 
  through the air, using move actions to continue. If the storm 
  giant makes a standard action attack, it settles back to the 
  ground below it without falling. 
   
  Storm born: The storm giant has resist thunder 16+ and resist 
  lightning 16+. 
   
   
   
   
  Gnoll 
  Nastier Special for all gnolls: 
  Blood fury: +1d10 melee damage if the gnoll or its target is staggered. 
  Gnoll Ranger 
  Normal 
  3rd level 
  Archer 
  Humanoid 
  Initiative: +9 
   
  Hand axes +6 vs. AC (2 attacks)—6 damage 
  Pack ferocity: If more than one gnoll is engaged with the target, 
  each gnoll melee attack that misses that target deals half 
  damage. 
   
   
   
  R: Longbow +8 vs. AC—8 damage 
  Natural even hit or miss: The gnoll can make a second longbow 
  attack (no more) as a free action. 
   
  Quick shot: When the gnoll ranger is unengaged and an enemy 
  moves to engage it, roll a d20. On a 11+, the gnoll ranger can 
  make a longbow attack against that enemy as a free action just 
  before being engaged. 
   
  Nastier Specials 
  AC 
  PD 
  MD 
  HP 
  18 
  17 
  14 
  46 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hates everyone: The crit range of attacks by gnoll rangers 
  expands by 2 against humanoids. 
   
   
   
   
  Gnoll Savage 
  Normal 
  3rd level 
  Troop 
  Humanoid 
  Initiative: +7 
   
  Spear +7 vs. AC—10 damage 
  Pack ferocity: If more than one gnoll is engaged with the target, 
  each gnoll melee attack that misses that target deals half 
  damage. 
   
   
   
  R: Thrown spear +6 vs. AC—8 damage 
  AC 
  PD 
  MD 
  HP 
  19 
  16 
  13 
  42 
   
   
   
   
  Gnoll War Leader 
  Normal 
  4th level 
  Leader 
  Humanoid 
  Initiative: +8 
   
  Heavy flail +9 vs. AC—14 damage 
  Natural even hit or miss: The target is marked for death; until 
  the end of the battle, all gnoll attacks against the target gain an 
  attack bonus equal to the escalation die. 
  Pack ferocity: If more than one gnoll is engaged with the target, 
  each gnoll melee attack that misses that target deals half 
  damage. 
  AC 
  PD 
  MD 
  HP 
  20 
  17 
  14 
  56 
   
   
   
   
  Gnoll Shredder 
  Normal 
  7th level 
  Blocker 
  Humanoid 
  Initiative: +9 
   
  Diabolical axe +12 vs. AC—25 damage, and one of the shredder’s 
  allies engaged with the target can pop free 
   
  Battle lock: Gnoll shredders gain a +2 bonus to opportunity 
  attacks, and enemies take a –8 penalty to disengage checks 
  against them. 
   
  AC 
  PD 
  MD 
  HP 
  27 
  19 
  15 
  95 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Legion fighting: When the escalation die increases, if there are 
  more gnolls in the battle than their enemies, one gnoll shredder 
  in the battle can make a melee attack as a free action. 
   
  Nastier Specials 
  Spoiling strike: When the shredder hits with an opportunity 
  attack, it can make a spoiling strike attack against that enemy as 
  a free action. 
  Spoiling strike +17 vs. PD (one enemy it hits with an 
  opportunity attack)—The target loses the rest of its actions that 
  turn (and stops moving if it was moving). 
  Vicious in-fighting: When an enemy would pop free from the 
  shredder, it must roll a disengage check as a free action instead. 
  If it fails, the shredder can make a diabolical axe attack against 
  that enemy as a free action. 
   
   
   
   
  Gnoll Fiendfletch 
  Normal 
  7th level 
  Archer 
  Humanoid 
  Initiative: +11 
   
  Infernal mace +12 vs. AC—18 damage 
  Natural 16+: The fiendfletch can make a disengage check as a 
  free action this turn after the attack. 
   
  R: Hellbent bow +13 vs. AC—30 damage 
  Natural 16+: The target is dazed until the end of its next turn as 
  it suffers debilitating pain from a hellish arrow. 
   
  Close-quarters archery: While making a ranged attack, the 
  fiendfletch gains a +4 bonus to AC against opportunity attacks. 
   
  Nastier Specials 
  Duck and cover: While the fiendfletch has at least one blocker, 
  troop, or wrecker ally (like a shredder) between it and an enemy, 
  it gains a +4 bonus to all defenses against ranged and close-
  quarters attacks from that enemy. 
  AC 
  PD 
  MD 
  HP 
  23 
  19 
  15 
  75 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Living arrows: When the fiendfletch rolls a natural 16+ with a 
  hellbent bow attack and hits, the target is weakened (save ends) 
  instead of dazed. 
   
   
   
   
  Goblin 
  Goblin Grunt 
  Normal 
  1st level 
  Troop 
  Humanoid 
  Initiative: +3 
   
  Club +6 vs. AC—6 damage if the goblins and their allies 
  outnumber their enemies; 4 damage if they don’t. 
   
   
   
  R: Shortbow +6 vs. AC—4 damage 
   
  Shifty bugger: Goblins gain a +5 bonus to disengage checks. 
  AC 
  PD 
  MD 
  HP 
  16 
  13 
  12 
  22 
   
   
   
   
  Goblin Scum 
  Normal 
  1st level 
  Mook 
  Humanoid 
  Initiative: +3 
   
  Club +6 vs. AC—4 damage 
   
  R: Shortbow +6 vs. AC—3 damage 
   
  Shifty bugger: Goblins gain a +5 bonus to disengage checks. 
  AC 
  PD 
  MD 
  HP 
  16 
  14 
  11 
  5 
   
   
   
   
  Bugbear Scout 
  2x 
  2nd level 
  Troop 
  Humanoid 
  Initiative: +8 
   
  Flanged mace +7 vs. AC—10 damage 
   
  R: Throwing axe +7 vs. AC—8 damage 
  Limited use: 1/battle. 
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  15 
  88 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  C: Stealthy maneuver +7 vs. MD (the nearby enemy with the 
  highest MD)—The next attack the bugbear scout makes against 
  the target this turn deals +1d12 extra damage. 
  Limited use: 1/round, as a quick action when the bugbear scout 
  starts its turn unengaged. 
   
  Nastier Specials 
  Unpredictable: The bugbear scout gains a +5 bonus to disengage 
  checks, and when it successfully disengages, one of the enemies 
  engaged with it takes 1d6 damage. 
   
   
   
   
  Goblin Shaman 
  Normal 
  2nd level 
  Caster 
  Humanoid 
  Initiative: +6 
   
  Pointy spear +6 vs. AC—5 damage 
   
   
   
  R: Shaking curse +6 vs. PD—8 damage, and until the end of the 
  shaman’s next turn, the target takes 2 damage whenever an 
  enemy engages it or disengages from it 
  Natural even hit or miss: Choose another nearby enemy; it also 
  suffers from the engage/disengage effect until the end of the 
  shaman’s next turn. 
   
  Shifty bugger: Goblins only need to roll a 6+ to disengage. 
  AC 
  PD 
  MD 
  HP 
  17 
  12 
  16 
  34 
   
   
   
   
  Hobgoblin Warrior 
  Normal 
  2nd level 
  Troop 
  Humanoid 
  Initiative: +3 
   
  Longsword +7 vs. AC—8 damage 
  Natural even miss: 2 damage. 
   
   
   
  AC 
  PD 
  MD 
  HP 
  19 
  14 
  14 
  32 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Group ability: For every two hobgoblins in the battle (round up, 
  ignore mooks), one of them can use well-armored as a free 
  action once during the battle. 
   
  Well-armored (group): Ignore all damage from a hit (but not a 
  crit) against AC. 
   
   
   
   
  Bugbear 
  Normal 
  3rd level 
  Troop 
  Humanoid 
  Initiative: +6 
   
  Oversized weapon +8 vs. AC—10 damage 
  Natural even hit: The attack deals +5 damage. 
  Miss: If the target is engaged with two or more foes, it takes 1d8 
  damage. 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  12 
  55 
   
   
   
   
  Bugbear Schemer 
  Normal 
  3rd level 
  Leader 
  Humanoid 
  Initiative: +7 
   
  Big-ass warclub +9 vs. AC—8 damage 
  Natural even hit or miss: Each of the bugbear schemer’s nearby 
  humanoid allies gains a +2 bonus to melee attacks until the start 
  of the schemer’s next turn. 
  Natural odd miss: 4 damage. 
   
  R: Ridiculously heavy crossbow +7 vs. AC (one nearby or far 
  away enemy)—14 damage 
  Natural even hit: The target takes 1d6 extra damage. 
  Limited use: 1/battle. 
   
  [Special trigger] C: Rebuke to fools +9 vs. MD (one nearby 
  enemy)—2d6 psychic damage 
  Limited use: 1/round as an interrupt action, when a nearby 
  enemy rolls a natural 1–5 with an attack against it. 
  AC 
  PD 
  MD 
  HP 
  19 
  14 
  17 
  42 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Combat reload: During the bugbear schemer’s turn, if it doesn’t 
  engage an enemy or move, it regains a use of ridiculously heavy 
  crossbow if it’s expended as it reloads the crossbow. 
   
  Fighting withdrawal: When the bugbear schemer successfully 
  disengages, one of the enemies engaged with it takes 1d6 
  damage. 
   
  Nastier Specials 
  Flee is a four-letter word: When the bugbear schemer thinks the 
  battle is out of reach and it isn’t engaged, it can try to flee once 
  per battle. As a move action, roll a hard save. On a success, the 
  bugbear schemer had a bolt-hole or escape plan ready and it gets 
  away (though it’s probably just getting more troops). 
   
   
   
   
  Barbarous Bugbear 
  Normal 
  4th level 
  Wrecker 
  Humanoid 
  Initiative: +12 (see ferocious start, below) 
   
  Warclub +9 vs. AC—11 damage 
  Natural even hit or miss: Each enemy engaged with the barbarous 
  bugbear takes 1d8 damage. 
   
  R: Throwing axe +8 vs. AC—10 damage 
  Limited use: 2/battle. 
   
  Ferocious start: Until the barbarous bugbear is staggered or the 
  escalation die is 2+, it acts twice per round. Roll initiative once 
  at +12. It takes its second turn when the initiative count is seven 
  less (minimum 1). 
  AC 
  PD 
  MD 
  HP 
  18 
  17 
  16 
  51 
   
   
   
   
  Hobgoblin Captain 
  Normal 
  4th level 
  Initiative: +5 
   
  AC 
  PD 
  20 
  17 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Leader 
  Humanoid 
  Longsword +10 vs. AC—14 damage, and willing-underling 
  triggers 
  Willing-underling: Until the start of its next turn, the first time 
  an attack would hit the hobgoblin captain, it can partially avoid 
  that attack if it has a nearby goblin ally. It only takes half 
  damage from the attack, and that ally takes the rest. 
   
  R: Throwing axe +8 vs. AC—10 damage 
   
  Group ability: For every two hobgoblins in the battle (round up, 
  ignore mooks), one of them can use well-armored as a free 
  action once during the battle. 
   
  Well-armored (group): Ignore all damage from a hit (but not a 
  crit) against AC. 
  MD 
  HP 
  14 
  50 
   
   
   
   
  Hobgoblin Warmage 
  Normal 
  5th level 
  Caster 
  Humanoid 
  Initiative: +6 
   
  Warstaff +8 vs. AC—15 damage 
   
  R: Fireblast +10 vs. PD (up to 2 nearby enemies in a group)—10 
  fire damage (or 20 if used against a single target), and the target 
  loses its next move action 
   
  C: Concussive blast +10 vs. PD (all enemies engaged with the 
  warmage)—10 force damage, and the warmage pops the target 
  off of it 
  Natural 20: The target is also dazed (save ends). 
  AC 
  PD 
  MD 
  HP 
  20 
  14 
  19 
  70 
   
   
   
   
  Golem 
  Flesh Golem 
  Large 
  4th level 
  Initiative: +5 
   
  AC 
  PD 
  18 
  16 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Blocker 
  Construct 
  Sweeping fists +9 vs. AC (2 attacks)—15 damage 
   
  Maddened battlefield repairs +11 vs. AC (one staggered living 
  enemy)—20 damage, and the flesh golem heals 2d10 hit points 
  Miss: 10 damage, and the flesh golem heals 1d10 hit points. 
  Limited use: The flesh golem can only use this attack while it’s 
  staggered. 
   
  Energy magnet: Whenever a spell that causes cold, fire, force, 
  lightning, or negative energy damage targets one of the flesh 
  golem’s nearby allies, the flesh golem has a 50% chance of 
  becoming the main target instead. Therefore, spells that affect 
  groups would spread out from the flesh golem. 
   
  Weakness of the flesh: Flesh golems are not immune to effects. 
  MD 
  HP 
  14 
  100 
   
   
   
   
  Clay Golem 
  Large 
  6th level 
  Spoiler 
  Construct 
  Initiative: +6 
   
  Bare brutal hands +10 vs. AC—36 damage 
  Cursed wound: A non-dwarf creature damaged by a clay golem 
  can’t be healed to above half its maximum hit points until after 
  the battle. 
   
  Golem immunity: Non-organic golems are immune to effects. 
  They can’t be dazed, weakened, confused, made vulnerable, or 
  touched by ongoing damage. You can damage a golem, but that’s 
  about it. 
   
  Ignore attacks 11+: When an attack hits this creature, the 
  attacker must roll a natural 11+ on the attack roll or it misses 
  instead. That’s all attacks. 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  14 
  120 
   
   
   
   
  Bronze Golem 
  Large 
  Initiative: +11 
  AC 
  22 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level 
  Blocker 
  Construct 
   
  Gong-like fists of bronze +12 vs. AC (2 attacks)—20 damage 
  Natural even hit against a target in heavy armor: The target 
  is dazed (save ends). 
  Natural odd hit against a target in light armor or no armor: 
  The target takes 10 extra damage. 
  Miss: 4d6 damage. 
   
  Golem immunity: Non-organic golems are immune to 
  effects. They can’t be dazed, weakened, confused, made 
  vulnerable, or touched by ongoing damage. You can damage 
  a golem, but that’s about it. 
   
  Hidden flaw: An enemy who hits the bronze golem with a 
  natural 18+ attack roll can roll a DC 25 skill check using 
  Intelligence or Wisdom to notice the bronze golem’s hidden 
  flaw! On a success, until the end of the battle, the golem 
  loses its damage resistance and becomes vulnerable to all 
  attacks (against each enemy informed of the flaw). 
   
  Resist damage 18+: When an attack targets this creature, 
  the attacker must roll a natural 18+ on the attack roll or it 
  only deals half damage. 
   
  Nastier Specials 
  Percussion resonance: When the escalation die reaches 3+, 
  the bronze golem gains a bonus to its first gong-like fists of 
  bronze attack roll each turn equal to the number of attacks 
  made against it so far that turn. (Each turn is separate, not 
  cumulative.) 
  Spiky: When an enemy engaged with the bronze golem 
  misses it with a melee attack, that enemy takes 2d12 
  damage. 
  PD 
  MD 
  HP 
  21 
  17 
  190 
   
   
   
   
  Stone Golem 
  Large 
  Initiative: +11 
  AC 
  25 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  8th level 
  Blocker 
  Construct 
   
  Massive stone fists +12 vs. AC (2 attacks)—35 damage 
  Miss: 15 damage. 
   
  Finishing smash +14 vs. AC (one staggered enemy)—80 damage, 
  and the golem pops the target off it and moves it a short 
  distance away from the golem 
  Natural even hit or miss: 20 damage, and the target is hampered 
  (save ends). 
  Natural odd hit or miss: 20 damage, and the target is dazed 
  (save ends). 
   
  Golem immunity: Non-organic golems are immune to effects. 
  They can’t be dazed, weakened, confused, made vulnerable, or 
  touched by ongoing damage. You can damage a golem, but that’s 
  about it. 
   
  Nastier Specials 
  Former idol: Evoke the powers of an ancient culture’s strange 
  rites by giving the stone golem any weird power you wish. If 
  you’re stuck for inspiration, consider starting with random 
  abilities from the demons that aren’t related to energy or the 
  cone of cold from the ogre mage. 
  PD 
  MD 
  HP 
  23 
  18 
  280 
   
   
   
   
  Marble Golem 
  Large 
  9th level 
  Troop 
  Construct 
  Initiative: +10 
   
  Enormous maul +15 vs. AC—60 damage 
  Natural even hit or miss: The golem can make a backswing 
  attack as a free action. 
   
  [Special trigger] Backswing +14 vs. PD—40 damage 
   
  Golem immunity: Non-organic golems are immune to effects. 
  They can’t be dazed, weakened, confused, made vulnerable, or 
  AC 
  PD 
  MD 
  HP 
  25 
  20 
  22 
  340 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  touched by ongoing damage. You can damage a golem, but that’s 
  about it. 
   
  Special Virtues 
  Each marble golem is infused with two virtues—magical 
  properties that relate to the emotion or feeling incorporated into 
  the sculpture as its dominant theme. Choose two virtues from 
  the list below, or for a unique marble golem, invent your own. 
  Awe (fear effect): While nearby the golem, enemies with 40 hp 
  or fewer are dazed (–4 attack) and do not add the escalation die 
  to their attacks. 
  Beauty: The first time each enemy attacks the marble golem this 
  battle, it must roll a normal save; on a failure, the attack takes a 
  –6 penalty. 
  Courage: While staggered, the marble golem adds the escalation 
  die to its attack rolls. 
  Endurance: When the marble golem rolls a natural 1–5 with an 
  attack roll, it heals 1d10 hit points per point on the escalation 
  die. (It was checking for damage and got distracted.) 
  Hatred: When an enemy is staggered by the marble golem’s 
  attack, that enemy takes 4d10 extra damage. 
  Patience: Each turn, the marble golem can use one standard 
  action to gain a +2 bonus to all defenses until the start of its next 
  turn. If it does, it gains an extra standard action during its next 
  turn. 
  Protection: When the marble golem rolls a natural 16+ with an 
  attack, decrease the escalation die by 1. 
  Strength: The marble golem’s melee attacks now deal half 
  damage on a miss. 
   
  Nastier Specials 
  More virtues: Statues that capture even more themes make 
  stronger marble golems. Add one or two more virtues to the 
  golem. 
   
   
   
   
  Iron Golem 
  Large 
  Initiative: +13 
  AC 
  28 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  10th level 
  Wrecker 
  Construct 
   
  Fists of iron +17 vs. AC (2 attacks)—50 damage 
  Miss: 5d10 damage. 
   
  Golem immunity: Non-organic golems are immune to effects. 
  They can’t be dazed, weakened, confused, made vulnerable, or 
  touched by ongoing damage. You can damage a golem, but that’s 
  about it. 
   
  Rampage: At the start of each of the iron golem’s turns, roll a 
  d6. If the roll is equal to or less than the escalation die, the iron 
  golem goes on a rampage that turn. Instead of its two normal 
  fists of iron attacks, it can make three attacks with fists of iron, 
  each against a different random nearby creature, enemy or ally. 
  It can move after each such attack as a free action, if necessary, 
  taking only half damage from opportunity attacks during the 
  rampage. 
   
  Nastier Specials 
  Poison gas: The first time the iron golem is staggered, poison gas 
  leaks from it into the area. It can make a poison gas cloud attack 
  as a free action. 
  [Special trigger] C: Poison gas cloud +15 vs. PD (all nearby 
  creatures)—25 ongoing poison damage 
  PD 
  MD 
  HP 
  24 
  20 
  360 
   
   
   
   
  Hag 
  Hags get two of the following abilities, and a single death curse. 
  Abilities 
  Adept Illusionist: The hag gains a +5 bonus to initiative checks due to being not quite where 
  she seems. 
  Hag ability: As a distraction, the hag creates an illusion of her doing one thing, when she is in 
  fact setting a trap. The hag throws out a bear-trap or other impediment and one nearby 
  enemy becomes stuck (save ends). While stuck this way, the target takes 6 damage at the 
  start of each of its turns. 
  Another skin: On the hag’s first round of combat each battle, she gains a +2 attack bonus 
  due to her victims being shocked as she bursts out of her false outer skin. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Hag ability: The hag coughs up a glob of liquid pseudo-flesh that globs onto a nearby enemy 
  (no attack roll). The glob solidifies causing an effect of the hag’s choice: the target is stuck 
  (save ends); OR the target is unable to cast spells during its next turn (the pseudo-flesh 
  covers their mouth and face). 
  Blood pact: Each creature allied to the hag through a pact gains a +2 bonus with their first 
  attack each battle if the hag is present. 
  Hag ability: The hag spits blood in the face of the target and makes a command. The target 
  must roll an immediate save; on a failure, as a free action it makes basic attack against an 
  ally or against itself (target’s choice). 
  Breath stealing: The hag starts combat with 10 temporary hit points. 
  Hag ability: The hag steals a recovery from the target and heals 20 hp. 
  Death shriek: When a melee attack hits the hag, she lets out a shriek as a free action and 
  the attacker takes 2d4 thunder damage. 
  Hag ability: The hag begins to shriek, and each enemy in the battle takes a –4 attack penalty 
  with spells until the start of her next turn. 
  Dusk walk: Once per day the hag can implant a suggestion in the mind of a target sleeping 
  within a day’s travel of her. The hag rolls an attack: +10 vs. MD; on a hit, she implants a 
  suggestion in the target that they must obey when a condition she chooses is met. Suggested 
  actions can’t cause direct harm (the target can’t be forced to fight another or harm 
  themselves), can be no longer than 12 words, and affects the target for a week or until 
  triggered. GM keeps the roll hidden. 
  Hag ability: The hag becomes immaterial, pops free from all enemies engaged with her, and 
  enters the land of dreams, re-appearing next to any nearby conscious creature (or a nearby or 
  far away creature that is unconscious). The hag then makes the following attack: C: +10 vs. 
  MD (each nearby unconscious enemy)—The hag implants a suggestion in the target that they 
  must obey when they become conscious (usually “When you awake, flee this fight and discard 
  your equipment.”) Suggested actions can’t cause direct harm. The round after the target acts 
  on the implanted suggestion it can start rolling normal saves to throw off the effect. 
  Fateful visions: The hag uses a +2 magical weapon traded to her for her services (she gains a 
  +2 bonus to attack and damage with melee attacks). 
  Hag ability: The hag has seen this fight in a vision. Her crit range expands by 2 until the end 
  of the battle. Each increase is cumulative. 
  Foul-touched: When an enemy is battling the hag, at the start of each of its turns, it takes 
  2d6 psychic damage from the horror of the hag’s visage unless it takes precautions to avoid 
  directly glancing at her terrible face (mirror, blindfold, etc., which might cause attack 
  penalties). 
  Hag ability: The hag chooses a nearby enemy and glares at it. That target must roll an 
  immediate save; on a failure, the target is stricken blind by her ugliness. While blinded this 
  way, the target is hampered, weakened, and can’t make ranged attacks. The target can end 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  the effect by splashing liquid into their eyes or using a similar act to clear the ugly out as a 
  standard action. 
  Song of dreams: Enemies take a –4 penalty to their initiative rolls in battles with the hag. 
  Hag ability: The hag begins to sing and the two enemies closest to her (even if far away) must 
  roll an immediate save; on a failure, the target is dazed (save ends). If the dazed target fails 
  its first save, instead it’s weakened (save ends). If the weakened target fails its second save, 
  instead it’s helpless (save ends). 
  Thief of mist: The hag ignores opportunity attacks and can’t be intercepted while moving. 
  Hag ability: The hag becomes a mist until the start of her next turn. While a mist, only spells 
  cast with a +3 implement and attacks using a +3 magical weapon can harm her. (Some special 
  story item might also allow attacks to hit if no PC has a +3 item.) 
  Twist the path: Once per day the hag can enspell an area to attract visitors, causing those 
  traveling nearby to get lost and wander to that location. Alternately, the hag can cause the 
  location to repel visitors. Finding the correct path to that location requires a DC 20 check if 
  it is a familiar place, a DC 25 check if the travelers only have a map or guide, or a DC 30 
  check if the travelers are unfamiliar with the area. 
  Hag ability: The target is also confused (easy save ends, 6+). 
  Weakening touch: Each enemy fighting the hag must roll a normal save at the start of the 
  battle; on a failure, that creature starts the battle weakened (easy save ends, 6+). 
  Hag ability: The target is dazed (save ends). If the dazed target fails its first save, instead it’s 
  weakened (save ends). When the target saves against this effect, it takes a –2 attack penalty 
  until the end of its next turn. 
  Winter breath: The hag’s attacks deal cold damage. 
  Hag ability: The target takes 6 ongoing cold damage. 
  Death Curses 
  When a hag dies she curses the one who killed her. The only known way to remove the curse 
  is to seek the aid of another hag, though there may be some ways to end such a curse that 
  are not readily known. 
  Create one curse per hag. A good curse makes life horribly weird for a character, but isn’t 
  something that debilitates them. Avoid ones that blind, deafen, cripple, or mute characters. 
  Odd habits, ugly features, unusual smells, strange and disgusting diets—all these are good. 
  They should make the character and the story more interesting. 
  Hag 
  Normal 
  6th level 
  Spoiler 
  Initiative: +10 
   
  Iron claws +10 vs. AC (2 attacks)—9 damage 
  AC 
  PD 
  MD 
  21 
  19 
  15 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Humanoid 
  Natural 14+: The hag triggers one hag ability as a free action. 
  Natural 18+: The hag triggers two hag abilities as a free action 
  (can’t be the same ability twice). 
   
  R: Evil eye +10 vs. MD—Ongoing 12 damage (hard save ends, 
  16+) 
  Natural 16+: The attack roll also targets a second different 
  enemy of the hag’s choice (but not a third with another 16+). 
  Natural 18+: As above, and the attack roll also targets a third 
  different enemy of the hag’s choice (but not a fourth with 
  another 18+). 
   
  Death curse: Each hag can lay a curse upon the one who ends its 
  horrible life. After dropping to 0 hit points, a hag always lingers 
  long enough to pronounce the words of the curse. (See Death 
  Curses.) 
   
  Delusionist: All hags have the ability to twist the perceptions of 
  others. If the hag has a short time to prepare, it can hide a small 
  hut, disguise a volunteer or captive as a monster, disguise itself 
  as a harmless peasant woman, etc. A DC 30 skill check is required 
  to overcome the delusion and see the truth of it (if a player gives 
  a reason for not trusting what their character sees; perhaps add 
  subtle clues toward that end). The magic fades as soon as the 
  hag enters combat. 
   
  Fear: While engaged with this creature, enemies with 30 hp or 
  fewer are dazed (–4 attack) and do not add the escalation die to 
  their attacks. 
  HP 108 
   
   
   
   
  Half-Orc 
  Nastier Special for all half-orcs 
  Lethal swing: Once per battle, a half-orc can reroll a melee attack and use the result it 
  prefers. 
  Half-Orc Legionnaire 
  Normal 
  Initiative: +8 
  AC 
  20 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  4th level 
  Troop 
  Humanoid 
   
  Longsword +10 vs. AC—12 damage 
  Natural even hit: The half-orc legionnaire gains a +2 bonus to all 
  defenses until the start of its next turn. 
  Natural odd hit: The target takes +1d6 damage. 
  Natural even miss: 4 damage. 
  Natural odd miss: If the legionnaire’s next melee attack is a 
  natural even hit, it becomes a critical hit instead! 
   
  R: Javelin +10 vs. AC—10 damage 
  PD 
  MD 
  HP 
  18 
  14 
  56 
   
   
   
   
  Half-Orc Tribal Champion 
  Normal 
  5th level 
  Wrecker 
  Humanoid 
  Initiative: +9 
   
  Great axe +9 vs. AC—18 damage 
  Natural odd miss: The tribal champion heals 5 hp. 
  Natural even miss: 10 damage. 
   
  R: Longbow +8 vs. AC—12 damage 
   
  Tribal rage: When the escalation die is even, a tribal champion 
  can roll two d20 for each melee attack roll it makes and use the 
  result it prefers. If both dice are 11+, the melee attack is a 
  critical hit. 
  AC 
  PD 
  MD 
  HP 
  19 
  18 
  17 
  80 
   
   
   
   
  Half-Orc Commander 
  Normal 
  8th level 
  Leader 
  Humanoid 
  Initiative: +13 
   
  Jagged longsword +15 vs. AC (2 attacks)—15 damage 
  Natural even hit: One nearby lower-level mook makes an attack 
  as a free action. 
   
  AC 
  PD 
  MD 
  HP 
  23 
  22 
  18 
  150 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  R: Thrown javelin +13 vs. AC—20 damage 
  Natural even hit: The half-orc commander gains 20 temporary hit 
  points. 
   
  Orcish command: When a nearby ally of the half-orc commander 
  scores a critical hit, that ally can roll a save against a save ends 
  effect as a free action. 
   
   
   
   
  Harpy 
  Normal 
  4th level 
  Spoiler 
  Humanoid 
  Initiative: +7 
   
  Talons +6 vs. AC—10 damage 
  Cull: The harpy gains a +5 bonus to attack and damage with this 
  attack against any enemy suffering from any fiendish song effect. 
   
  C: Fiendish song +10 vs. MD (1d3 nearby enemies)—5 psychic 
  damage 
  Natural 16–17: The target is hampered (easy save ends, 6+). 
  Natural 18–19: The target is weakened instead of hampered (easy 
  save ends, 6+). 
  Natural 20: The target is confused instead of weakened (easy 
  save ends, 6+). 
   
  Flight 
  AC 
  PD 
  MD 
  HP 
  18 
  14 
  17 
  44 
   
   
   
   
  Haunted Skull 
  Watch Skull 
  Normal 
  1st level 
  Troop 
  Undead 
  Initiative: +9 
   
  C: Screech +8 vs. MD (1d3 random nearby creatures)—4 psychic 
  damage 
  Natural 16+: The target is stuck (save ends). 
  Natural roll is equal to or lower than the escalation die: 1d3 
  nearby enemies hear the alarm and join the battle. The creatures 
  AC 
  PD 
  MD 
  HP 
  16 
  11 
  16 
  20 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  attracted by the constant screeching are (usually) level 1 mooks 
  of a type that would be appropriate for the skull’s location. 
   
  Immobile: The skull can’t hop, jump, roll, or fly. It can’t even 
  move its jaw. 
   
  Lost opportunity: This creature can’t make opportunity attacks. 
   
  Nastier Specials 
  Allies: Creatures that have been mystically “keyed” to the skull 
  aren’t affected by its screech attack. 
  Gem eyes: The skull can sense the unseen and things from beyond 
  the world. A wizard using a blur spell, a rogue shadow walking, 
  and other similar abilities offer no protection from the skull and 
  its screech attack. (If the PCs come up with a plausible tactic to 
  bypass the skull, give the skull a normal save to detect them.) 
  Move-triggered: When an enemy near the skull uses a move 
  action to move, the skull can make a screech attack against that 
  creature as a free action that interrupts the move. The skull can 
  use this ability twice per round. Shadow walking, teleporting, and 
  other non-standard modes of movement will trigger the screech 
  attack. 
   
   
   
   
  Slime-Skull 
  Normal 
  3rd level 
  Spoiler 
  Undead 
  Initiative: +5 
   
  Slam +10 vs. AC—7 damage 
   
  C: Grasping slime tendrils +10 vs. PD (one nearby enemy)—7 
  acid damage 
  Natural 16+: The target takes 3 extra acid damage and is stuck 
  (hard save ends, 16+). 
   
  AC 
  PD 
  MD 
  HP 
  18 
  10 
  18 
  36 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Acidic: When a creature is engaged with the slime-skull or stuck 
  from its grasping slime tendrils attack at the start of its turn, it 
  takes 3 acid damage. 
   
  Slimy blastback: When an enemy engaged with the slime-skull 
  hits it with a melee attack, the slime-skull fires a blast of acidic 
  slime back at that creature, which takes 1d4 acid damage. 
   
  Slow: This creature is slow. It only moves when the escalation die 
  is odd or 6+. 
   
  Wall-crawler: A slime-skull can climb on ceilings and walls as 
  easily as it moves on the ground. 
   
  Nastier Specials 
  Breeder: If the slime-skull kills a creature, it takes that 
  creature’s head as a standard action and attempts to escape (it 
  can squeeze through gaps as small as the skull). The slain 
  creature can’t be resurrected until its skull is recovered because 
  its spirit is now trapped within the skull. If the PCs don’t track 
  down the slime-skull before their next full heal-up (or within a 
  day), the stolen skull will transform into another slime-skull. 
  Attempts to resurrect the creature become much more difficult, 
  perhaps even impossible, at that point. 
   
   
   
   
  Jest Bones 
  Normal 
  4th level 
  Spoiler 
  Undead 
  Initiative: +8 
   
  C: Puns +11 vs. PD (1d4 nearby enemies)—5 psychic damage, 
  plus 1d6 ongoing psychic damage if the GM makes a horrible pun 
  while rolling the attacks 
  Bad puns: Creatures that can’t hear or that have attempted to 
  reduce their hearing are only affected by a jest bones’ puns 
  attack if the natural roll is odd. 
   
  AC 
  PD 
  MD 
  HP 
  19 
  11 
  19 
  41 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Limited flight: The haunted skull can glide and hover, always 
  within seven or eight feet of the ground. It also performs barrel 
  rolls. 
   
  Lost opportunity: This creature can’t make opportunity attacks. 
   
   
   
   
  Screaming Skull 
  Normal 
  4th level 
  Troop 
  Undead 
  Initiative: +7 
   
  C: Treacherous scream +11 vs. MD (up to 2 nearby or far away 
  enemies)—6 psychic damage, and the target takes 2d6 psychic 
  damage the first time it succeeds at a save before the end of its 
  next turn. 
   
  Limited flight: The haunted skull can glide and hover, always 
  within seven or eight feet of the ground. 
   
  Lost opportunity: This creature can’t make opportunity attacks. 
  AC 
  PD 
  MD 
  HP 
  19 
  11 
  19 
  45 
   
   
   
   
  Flaming Skull 
  Normal 
  5th level 
  Caster 
  Undead 
  Initiative: +10 
  Vulnerability: holy OR negative energy, depending on the skull 
   
  R: Burning gaze +12 vs. PD (1d3 nearby enemies or one far 
  away enemy)—10 fire damage 
  First natural even hit each battle: The target is confused (easy 
  save ends, 6+). 
   
  C: Smoldering flames +11 vs. PD (one nearby enemy)—14 fire 
  damage, and each time the target fails a save this battle, it 
  bursts into flames and takes 5 ongoing fire damage 
   
  Limited flight: The haunted skull can glide and hover, always 
  within seven or eight feet of the ground. 
  AC 
  PD 
  MD 
  HP 
  20 
  12 
  20 
  54 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Lost opportunity: This creature can’t make opportunity attacks. 
   
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
   
   
   
  Black Skull 
  Normal 
  8th level 
  Caster 
  Undead 
  Initiative: +13  
   
  R: Telekinetic grasp +15 vs. PD (1d3 nearby enemies)—28 force 
  damage 
  Natural even hit: The target is stuck (save ends). 
  Telekinetic crush: When the escalation die is even, one enemy of 
  the skull’s choice that is stuck from its telekinetic grasp takes 18 
  force damage at the start of the skull’s turn. When the 
  escalation die is odd, one such stuck enemy of its choice is 
  hampered (save ends). 
   
  Limited flight: The haunted skull glides and hovers, always 
  within seven or eight feet of the ground. If the skull is incognito, 
  its empty clothing moves around beneath it, held in the shape of 
  a person by telekinesis and it stays closer to the ground to 
  appear normal. 
   
  Lost opportunity: This creature can’t make opportunity attacks. 
  AC 
  PD 
  MD 
  HP 
  23 
  15 
  23 
  110 
   
   
   
   
  Skull of the Beast 
  Large 
  9th level 
  Wrecker 
  Undead 
  Initiative: +10  
   
  Huge club +17 vs. AC—50 damage 
  Miss: 18 thunder damage to 1d3 nearby enemies (the beast 
  screams and bellows in disappointment). 
   
  AC 
  PD 
  MD 
  HP 
  21 
  13 
  21 
  400 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Baleful gaze +15 vs. PD (1d3 nearby enemies)—25 negative 
  energy damage 
  Natural odd hit: The target is stuck (save ends) from looking into 
  the void within it. 
  Limited use: 1/battle. 
   
  Fear: While engaged with this creature, enemies that have 60 hp 
  or fewer are dazed (–4 attack) and do not add the escalation die 
  to their attacks. 
   
   
   
   
  Hellbugs 
  Boombug 
  Normal 
  2nd level 
  Troop 
  Beast 
  Initiative: +5 
   
  Gnawing teeth +6 vs. AC—5 damage 
  Miss: 2 damage. 
   
  Puff go boom: When an enemy’s attack hits the boombug and 
  leaves it staggered with an odd number of hit points, it explodes 
  and dies. (Even hit points does nothing.) When it explodes, each 
  nearby creature not engaged with it takes 1d4 thunder damage, 
  and it makes the following attack against each creature engaged 
  with it. 
  C: Thunderous explosion +9 vs. PD—12 thunder damage 
  Miss: 5 thunder damage. 
   
  Nastier Specials 
  Latches on: When the boombug hits with gnawing teeth, the 
  target takes a –5 penalty to disengage checks until it’s no longer 
  engaged with the boombug. 
  AC 
  PD 
  MD 
  HP 
  16 
  15 
  11 
  36 
   
   
   
   
  Hellwasp 
  Normal 
  2nd level 
  Initiative: +8 
   
  AC 
  PD 
  18 
  16 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Spoiler 
  Beast 
  Necrotizing stinger +6 vs. PD—5 damage 
  Natural even hit: 5 ongoing acid damage (easy save ends, 6+), 
  and the hellwasp can pop free from the target. 
   
  Virulent injection: When a creature fails a save against the 
  hellwasp’s ongoing acid damage, it gains a random condition until 
  it saves against that damage. Have the player roll a d4 to 
  determine the condition: 1. confused; 2. weakened; 3. dazed; 4. 
  vulnerable. 
   
  Flight: Hellwasps are adroit fliers that can hover and even fly 
  backward. 
   
  Nastier Specials 
  Lethal injection: The save versus the stinger’s ongoing acid 
  damage is a normal save (11+) instead of an easy save. 
  MD 
  HP 
  12 
  28 
   
   
   
   
  Hook Scuttler 
  Normal 
  2nd level 
  Blocker 
  Beast 
  Initiative: +5 
   
  Claws and mandibles +7 vs. AC—8 damage 
   
  Spiky bits: When a hook scuttler moves to engage an enemy it 
  wasn’t engaged with at the start of its turn, that enemy takes 
  1d6 damage. When an enemy tries to disengage from the hook 
  scuttler and fails, it takes 1d6 damage. 
   
  Nastier Specials 
  Corpse eater: When a nearby enemy drops to 0 hit points or 
  below in the battle, the hook scuttler will ignore other enemies 
  and move to attack that unconscious enemy until that enemy is 
  dead. 
  AC 
  PD 
  MD 
  HP 
  20 
  15 
  14 
  30 
   
   
   
   
  Swarming Maw 
  Normal 
  Initiative: +6 
  AC 
  17 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  2nd level 
  Wrecker 
  Beast 
   
  Serrated maw +8 vs. AC—6 damage 
  Natural even hit: The swarming maw can teleport to engage a 
  nearby enemy it can see that is already engaged by at least one 
  other hellbug. 
  Miss: The first time each battle the serrated maw misses, the 
  target takes 1d4 damage for each hellbug engaged with it. 
   
  Nastier Specials 
  Ongoing swarm: The serrated maw also deals miss damage the 
  second time it misses with a serrated maw attack each battle. 
  PD 
  MD 
  HP 
  15 
  14 
  38 
   
   
   
   
  Hellhound 
  Normal 
  3rd level 
  Wrecker 
  Beast 
  Initiative: +5 
   
  Savage bite +9 vs. AC—7 damage 
  Natural even hit or miss: The hellhound can make a fiery breath 
  attack as a free action. 
   
  [Special trigger] C: Fiery breath +9 vs. PD (1d3 nearby enemies 
  in a group)—10 fire damage 
   
  Resist fire 16+: When a fire attack targets this creature, the 
  attacker must roll a natural 16+ on the attack roll or it only deals 
  half damage. 
   
  Nastier Specials 
  Fiery aura: Each creature engaged with a hell hound at the start 
  of its turn takes 2d6 fire damage. 
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  11 
  58 
   
   
   
   
  Human 
  Human Thug 
  Normal 
  Initiative: +3 
  AC 
  17 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  1st level 
  Troop 
  Humanoid 
   
  Heavy mace +5 vs. AC—4 damage 
  Natural even hit or miss: The thug deals +6 damage with its next 
  attack this battle. 
  PD 
  MD 
  HP 
  14 
  12 
  27 
   
   
   
   
  Blue Sorcerer 
  Normal 
  3rd level 
  Caster 
  Humanoid 
  Initiative: +9 
   
  Nasty dagger or short spear +8 vs. AC—6 damage 
   
  Minor Spell 
  R: Lightning fork +8 vs. PD—6 lightning damage 
  Natural even hit or miss: The sorcerer can target a different 
  nearby enemy with the attack. 
   
  Major Spells 
  C: Breath of the Blue +8 vs. PD (one nearby enemy)—10 
  lightning damage, and at the start of the target’s next turn, 1d6 
  nearby allies of the target take 4 lightning damage 
   
  C: Chaos orb +8 vs. MD (1d3 nearby enemies)—8 lightning 
  damage 
  Natural even hit: The sorcerer gains one use of the target’s racial 
  power, if any. It must use that power by the end of the battle or 
  lose it, and it can’t use the power this turn. 
   
  Power-monger: When the blue sorcerer starts its turn and it 
  didn’t gather power the previous turn, choose whether it will 
  gather power or cast a spell this turn. When it chooses to cast a 
  spell, roll a d20 to see if it uses a minor spell or a major spell: 1–
  10: minor spell; 11–20: major spell. 
   
  Gather power: Like a PC sorcerer, a blue sorcerer can use its 
  standard action to gather power in order to cast a double-
  strength and double-damage spell with its next standard action. 
  AC 
  PD 
  MD 
  HP 
  18 
  14 
  17 
  48 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  When it gathers power, the sorcerer rolls a d6 and gains one of 
  the following chaotic benefits. 
  1–2: The sorcerer gains a +1 bonus to AC until the start of its next 
  turn. 
  3–4: One nearby enemy of the sorcerer’s choice takes damage 
  equal to sorcerer’s level (3). 
  5–6: Each nearby enemy engaged with the sorcerer’s allies takes 
  damage equal to sorcerer’s level (3); OR grant one nearby dragon 
  with intermittent breath an additional use of its breath weapon 
  this battle. 
   
  Nastier Specials 
  Escalating caster: Add the escalation die to the sorcerer’s power-
  monger rolls and attack rolls. 
  Sorcerous evasion (kobold sorcerers only): Once per battle when 
  an attack misses the sorcerer, the attacker takes the miss 
  damage from that attack, if any, and the sorcerer takes no 
  damage. 
   
   
   
   
  Demon-Touched Human Ranger 
  Normal 
  5th level 
  Archer 
  Humanoid 
  Initiative: +10 
   
  M or R: Demon bow +10 vs. AC—15 damage, and the target is 
  dazed (–4 attack) until it pulls the arrow out using a quick action, 
  which deals 10 ongoing damage 
  Natural odd hit or miss: The demon bow eats at the ranger’s arm 
  and the ranger takes 1d6 damage. 
   
  Bow teeth: Whenever an attacker hits the ranger with a melee 
  attack, that creature takes 1d6 damage as the bow chews on it. 
  AC 
  PD 
  MD 
  HP 
  21 
  14 
  19 
  80 
   
   
   
   
  Hungry Star 
  Normal 
  3rd level 
  Wrecker 
  Initiative: +8 
   
  Ripping tentacles +8 vs. AC—10 damage 
  AC 
  PD 
  MD 
  16 
  12 
  15 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Aberration 
  Natural even hit: If the target is taking ongoing psychic damage, 
  the attack deals +2d6 damage. 
   
  [Group ability] R: Warp-pulse +8 vs. PD (1d3 enemies in a 
  group)—5 ongoing psychic damage 
  Natural 16–18: While the target is taking the ongoing psychic 
  damage, it is dazed (–4 attacks). 
  Natural 19–20: While the target is taking the ongoing psychic 
  damage, it is confused instead of dazed. 
   
  Group ability: For every two hungry stars in the battle (round 
  up), one of them can use warp-pulse once during the battle. 
   
  Limited flight: Hungry stars flap and glide and hover, always 
  within seven or eight feet of the ground. 
  HP 
  54 
   
   
   
   
  Hydra 
  Five-Headed Hydra 
  Huge 
  5th level 
  Wrecker 
  Beast 
  Initiative: +9 
   
  Gnashing teeth +10 vs. AC (5 attacks)—10 damage 
  Natural even hit or miss: The hydra’s next gnashing teeth attack, 
  if it has an attack left this turn, can be against any nearby enemy 
  instead of against a creature engaged with it. 
  Miss: 5 damage. 
   
  Too tough to trick: Whenever the hydra would suffer any of the 
  following conditions, it ignores the condition and takes 5 damage 
  instead: confused, dazed, hampered, stunned, or weakened. 
   
  Roiling swirl: If the hydra has at least two gnashing teeth attacks 
  left during a turn, it can expend one of those attacks to move to 
  engage a nearby enemy as a free action (but it will take 
  opportunity attacks for doing so). 
   
  AC 
  PD 
  MD 
  HP 
  20 
  19 
  15 
  150 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Sprout sixth head: The first time the hydra is staggered, as a free 
  action it gains 40 hit points and a sixth gnashing teeth attack, 
  and is considered undamaged at its new hit point total. Using the 
  hydra’s current hit points as a new baseline, the hydra will be 
  staggered again when it drops below 50% of that total. 
   
  Sprout seventh head: The second time the hydra is staggered, as 
  a free action it gains 40 hit points and a seventh gnashing teeth 
  attack, etc. Use a new hit point baseline as before, but there is 
  no eighth head waiting to sprout. 
   
  Nastier Specials 
  Sprout eighth head: You know the drill. 
   
   
   
   
  Seven-Headed Hydra 
  Huge 
  7th level 
  Wrecker 
  Beast 
  Initiative: +11 
   
  Gnashing teeth +12 vs. AC (7 attacks)—12 damage 
  Natural even hit or miss: The hydra’s next gnashing teeth 
  attack, if it has an attack left this turn, can be against any 
  nearby enemy instead of against a creature engaged with it. 
  Miss: 7 damage. 
   
  Let’s not waste space: The seven-headed hydra has all the same 
  abilities as the five-headed hydra, except that the heads that get 
  sprouted are the 8th and 9th and those heads/attacks come with 
  50 new hit points apiece. 
   
  And it has one additional ability… 
  Resist opportunity attacks 16+: When an opportunity attack 
  targets this creature, the attacker must roll a natural 16+ on the 
  attack roll or it only deals half damage. 
   
  Nastier Specials 
  AC 
  PD 
  MD 
  HP 
  24 
  21 
  17 
  200 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Pyrohydra: When the hydra gets a natural even attack roll with a 
  gnashing teeth attack, its next attack that turn (if it has one) is a 
  flame breath attack instead. Note that flame breath attacks 
  don’t lead to other flaming breaths; the hydra has to return to 
  making a gnashing teeth attack first. 
  C: Flame breath +12 vs. PD (1d2 nearby enemies)—2d12 fire 
  damage 
  Miss: Half damage. 
   
   
   
   
  Intellect Devourer 
  Intellect Devourer 
  Normal 
  3rd level 
  Spoiler 
  Aberration 
  Initiative +5 
   
  C: Recall trauma +8 vs. MD (one nearby enemy)—16 psychic 
  damage 
  Natural even hit: The target can’t add the escalation die to its 
  attacks (save ends). 
   
  C: Ego scourge +8 vs. MD (one nearby or far away enemy)—10 
  psychic damage, and the target must choose one: take 10 extra 
  damage; OR lose two points (cumulative) from its highest current 
  background (min 0) until the next full heal-up 
   
  C: Mind wipe +10 vs. MD (one nearby enemy per point on esc. 
  die)—The target can neither detect the intellect devourer’s 
  presence nor remember it was ever there to begin with. If no 
  enemy in the battle remembers the devourer is there, remove it 
  from play. Each nearby enemy immediately detects the 
  devourer’s presence if it makes an attack or if it doesn’t leave 
  the battle by the end of its next turn. 
  Limited use: 1/battle. 
   
  Exploit trauma: The intellect devourer’s crit range with attacks 
  against MD expands by 2. 
   
  Lost opportunity: This creature can’t make opportunity attacks. 
  AC 
  PD 
  MD 
  HP 
  19 
  15 
  19 
  56 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Psychovore: An intellect devourer remembers the current 
  escalation die value the first time its host body drops to 0 hit 
  points in a battle and gains a bonus equal to that value to all 
  attacks and defenses until the end of the battle. 
   
  Nastier Specials 
  Increased trauma: Add the following extra effect trigger to the 
  intellect devourer’s recall trauma attack. 
  Natural 5, 10, 15, 20: The target can’t cast spells until the end of 
  its next turn. 
   
   
   
   
  Intellect Assassin 
  Normal 
  6th level 
  Blocker 
  Aberration 
  Initiative +9 
   
  Formless fist +9 vs. PD (one enemy)—25 damage; OR if the 
  target is fighting a psychic duel (see below), it can choose to take 
  a –4 to penalty to its next check instead 
  Quick use: The assassin can take 15 damage to make this attack 
  as a quick action (once per round). 
   
  C: Insidious domination +11 vs. MD (one enemy)—14 damage, 
  and the opponent is locked in a psychic duel with the assassin 
  (see below) 
   
  C: Mind thrust +10 vs. MD (one confused enemy)—35 damage 
  (but only 50 damage on a crit) 
   
  Exploit trauma: An intellect assassin’s crit range with attacks 
  against MD expands by 2. 
   
  Lost opportunity: This creature can’t make opportunity attacks. 
   
  Psychovore: An intellect devourer remembers the current 
  escalation die value the first time it becomes unhosted in a 
  AC 
  PD 
  MD 
  HP 
  22 
  16 
  20 
  90 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  battle and gains a bonus equal to that value to all attacks and 
  defenses until the end of the battle. 
   
  Psychic duel: A psychic duel occurs when the intellect assassin 
  hits with an insidious domination attack against a creature. At 
  the start of the creature’s next turn, it must make an Intelligence 
  skill check and can use a background that applies to psychic 
  ability (if any). The result of this check determines that 
  creature’s status until the start of its next turn. To maintain the 
  psychic duel, the assassin must spend a move action each turn. 
   
  Psychic Duel Result: Status 
  15 or less: The creature is confused until the end of its turn. It 
  also can’t make opportunity attacks until the start of its next 
  turn and takes a –2 penalty to its next psychic duel check. 
  16–22: The creature is pressured—it takes a –2 penalty to attacks 
  against any enemy except the assassin (dueling opponent). 
  23–27: The creature steadies itself and can use a move action 
  this turn to escape the psychic duel. If the creature chooses not 
  to (or can’t) escape the duel, it gains a +2 bonus to its next 
  psychic duel check. 
  28+: As 23–27, but the creature takes advantage and gains a +4 
  bonus to its next psychic duel check instead of +2. In addition, 
  the assassin takes a –2 penalty to attack rolls that target other 
  creatures. 
   
   
   
   
  Jorogumo 
  Spinneret Doxy 
  Normal 
  3rd level 
  Spoiler 
  Humanoid 
  Initiative: +5 
   
  Bite of the love bug +8 vs. AC (or automatic critical hit vs. an 
  infatuated enemy)—10 damage, and target is infatuated (save 
  ends) 
  Infatuated: Infatuated enemies can’t attack the spinneret doxy 
  or her Woven, but can convince themselves that other allies of 
  the doxy don’t love her properly and should be slain. They also 
  prattle on about how their friends shouldn’t attack her, but are 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  13 
  45 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  too love-smitten to properly prevent it—they won’t attack their 
  real allies. 
   
  R: Bring me flowers +8 vs. MD (one infatuated enemy)—The 
  target chooses one: it takes 6d6 psychic damage; OR as a free 
  action, it moves next to the spinneret doxy (possibly provoking 
  opportunity attacks), who engages it 
   
  C: Stop in the name of love +8 vs. MD (each nearby infatuated 
  enemy)—The target chooses one: it takes 6d6 psychic damage; 
  OR it’s stuck (save ends) 
   
  Give me your heart: When the doxy drops an enemy to 0 hit 
  points or lower, she will move next to that creature and attempt 
  to remove the target’s heart. The creature must begin making 
  last gasp saves as she cuts their chest open. On the fourth 
  failure, the doxy takes the heart and the target dies and becomes 
  undead under her control. If the bride is stunned or moved away 
  from the creature and can’t return to it on her turn, the creature 
  doesn’t have to make a last gasp save that turn. 
   
   
   
   
  Lethal Lothario 
  Normal 
  4th level 
  Leader 
  Humanoid 
  Initiative: +7 
   
  Brutal kiss +9 vs. AC—10 damage 
  Natural even hit: Any woven engaged with the target can attack 
  it as a free action.  
   
  C: Unhealthy attraction +9 vs. MD (nearby enemy with the 
  fewest hit points)—10 psychic damage and the target is 
  hampered until the end of the battle or until it takes one turn as 
  if it were confused.  
  Miss: 5 ongoing psychic damage. 
   
  Give me your heart: When the lothario drops an enemy to 0 hit 
  points or lower, he will move next to that creature and attempt 
  to remove the target’s heart. The creature must begin making 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  17 
  50 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  last gasp saves as he cuts their chest open. On the fourth failure, 
  the lothario takes the heart and the target dies and becomes 
  undead under her control. If the lothario is stunned or moved 
  away from the creature and can’t return to it on his turn, the 
  creature doesn’t have to make a last gasp save that turn. 
   
   
   
   
  Binding Bride 
  Normal 
  5th level 
  Spoiler 
  Humanoid 
  Initiative: +8 
   
  Biting kiss +10 vs. AC—18 damage 
  Natural 16+: The target takes 10 ongoing poison damage. 
   
  Unwrapping my gift +10 vs. AC—18 damage 
  Natural even hit or miss: The binding bride can make a biting kiss 
  attack as a free action. 
   
  R: A bouquet of webs +10 vs. PD (up to 2 enemies in a group)—
  The target is hampered (save ends) 
   
  R: You ruined my special day +10 vs. MD—The target takes 18 
  psychic damage each time it attacks the binding bride (save ends) 
  Limited use: 1/battle, as a quick action. 
   
  Give me your heart: When the binding bride drops an enemy to 0 
  hit points or lower, she will move next to that creature as a free 
  action and attempt to remove the target’s heart. The creature 
  must begin making last gasp saves as she cuts its chest open. On 
  the fourth failed save, the bride takes the heart and the target 
  dies and becomes undead under her control. If the bride is 
  stunned or moved away from the creature and can’t return to it 
  on her turn, the creature doesn’t have to make a last gasp save 
  that turn. 
  AC 
  PD 
  MD 
  HP 
  21 
  15 
  19 
  72 
   
   
   
   
  Swarm Prince 
  Normal 
  Initiative: +9 
  AC 
  19 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5th level 
  Spoiler 
  Humanoid 
   
  Palm strike +10 vs. PD—10 damage, and 10 ongoing poison 
  damage 
  Miss: 5 damage. 
   
  R: Royal blessing +10 vs. MD—15 negative energy damage, and if 
  one or more Woven have been slain this battle, return one Woven 
  to life in the location where it died 
  Limited use: The swarm prince can use this ability only when the 
  escalation die is even. 
   
  C: Hush my darling +10 vs. MD (the nearby conscious enemy 
  with the fewest hit points)—5 psychic damage, and the target is 
  unconscious (hard save ends, 16+; it also ends if the target takes 
  15 damage) 
  Limited use: 1/battle, and the ability recharges when the swarm 
  prince hits with palm strike. 
   
  Surrounded by friends: The swarm prince gains a +1 bonus to all 
  defenses for each nearby Woven. 
   
  Give me your heart: When the prince drops an enemy to 0 hit 
  points or lower, he will move next to that creature and attempt 
  to remove the target’s heart. The creature must begin making 
  last gasp saves as he cuts their chest open. On the fourth failure, 
  the prince takes the heart and the target dies and becomes 
  undead under his control. If the prince is stunned or moved away 
  from the creature and can’t return to it on his turn, the creature 
  doesn’t have to make a last gasp save that turn. 
  PD 
  MD 
  HP 
  18 
  16 
  80 
   
   
   
   
  The Woven 
  Normal 
  4th level 
  Mook 
  Humanoid 
  Initiative: +6 
   
  Clumsy strike +9 vs. AC—7 damage 
   
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  12 
  13 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  R: Why aren’t you happy for ussss +8 vs. MD (1d3 nearby 
  enemies)—5 psychic damage as the target’s mind reels against 
  the horror of the truth 
   
   
   
   
  Kobold 
  All kobolds have the trapster ability. When a kobold makes a trapster attack and rolls a 
  natural attack roll that is higher than the target’s Wisdom, the creature has maneuvered the 
  target into a trap with the attack. A creature can only be subjected to one trap per round. 
  When a kobold triggers its trapster ability, determine the damage the trap deals by rolling a 
  1d4, then adding the escalation die. If there’s a dungeon-shaman in the battle, use a d8 
  instead of a d4. 
  Kobold traps can deal ongoing damage to the target instead of regular damage, if that makes 
  sense for the trap. For ongoing damage, roll 1d4 (or 1d8) plus the escalation die, and then 
  subtract one (minimum 1). 
  Kobold traps can impose conditions upon the target, if you choose. Roll normal trap damage, 
  but the trap only deals half damage (minimum 1). Then roll a d4 for the condition the trap 
  imposes upon the target until the end of its next turn. 
  1. The target is stuck. 
  2. The target is hampered. 
  3. The target is dazed. 
  4. The target is vulnerable. 
  Trap types vary according to the location/terrain and the whim of the GM. 
  Kobold Grand Wizard 
  Normal 
  0 level 
  Mook 
  Humanoid 
  Initiative: +8 
   
  Static jolt +5 vs. AC—2 lightning damage 
   
  R: Painful liver inversion hex +4 vs. PD—4 poison damage, or 6 
  poison damage against dwarves 
   
  Evasive: Kobolds take no damage from missed attacks. 
  AC 
  PD 
  MD 
  HP 
  15 
  13 
  9 
  5 
   
   
   
   
  Kobold Archer 
  Normal 
  1st level 
  Initiative: +4 
   
  AC 
  PD 
  16 
  14 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Mook 
  Humanoid 
  Simple knife +6 vs. AC—3 damage 
   
  R: Tiny crossbow or javelin +7 vs. AC—3 damage 
   
  Evasive: Kobolds take no damage from missed attacks. 
   
  Split off: When one of the kobold’s allies engages a creature 
  engaged with the kobold, the kobold can pop free as a free 
  action. 
  MD 
  HP 
  10 
  6 
   
   
   
   
  Kobold Warrior 
  Normal 
  1st level 
  Troop 
  Humanoid 
  Initiative: +4 
   
  Spear +8 vs. AC—4 damage 
  Natural even hit or miss: The kobold warrior can pop free from 
  the target. 
   
  Evasive: Kobolds take no damage from missed attacks. 
   
  Not brave: Kobold warriors with single digit hit points will run 
  away the first chance they get. 
  AC 
  PD 
  MD 
  HP 
  18 
  15 
  12 
  22 
   
   
   
   
  Kobold Hero 
  Normal 
  2nd level 
  Leader 
  Humanoid 
  Initiative: +3 
   
  Shortsword +7 vs. AC—6 damage, and each nearby non-leader 
  kobold deals +3 damage with its next attack this battle that hits 
  Natural even miss: 3 damage. 
   
  Evasive: Kobolds take no damage from missed attacks. 
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  12 
  34 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Kobold Skyclaw 
  Normal 
  2nd level 
  Mook 
  Humanoid 
  Initiative: +9 
   
  Spike-toed boots +5 vs. AC—4 damage 
   
  C: Alchemical flask +6 vs. PD (one nearby enemy or a far away 
  enemy at –2 atk)—3 damage, and roll a d4 for the effect of the 
  flask’s contents 
  1. Distilled ankheg spit: The target takes 3 ongoing acid damage. 
  2. Reconstituted remorhaz lymph: The target takes 3 ongoing fire 
  damage. 
  3. Essence of giant spider web: The target is stuck (save ends). 
  4. Kobold blasting powder: There’s a loud bang and the 
  battlefield is obscured with thick smoke. Each non-kobold 
  creature takes a –2 attack penalty during its next turn. 
  Natural 1: The kobold explodes (see mook). 
   
  Erratic flight: The kobold flings itself from a trebuchet or ignites 
  an unstable alchemical propellant and lands among its enemies. 
  Each time the kobold uses a move action to fly, roll a d20. 
  1: 
  It crashes and explodes (see mook). 
  2–15: It lands safely. 
  16+: 
  It stays aloft and can keep flying. 
   
  Evasive: Kobolds take no damage from missed attacks. 
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  13 
  7 
   
   
   
   
  Kobold Engineer 
  Normal 
  3rd level 
  Leader 
  Humanoid 
  Initiative: +8 
   
  Wrench, pick, or shovel +8 vs. AC—8 damage 
  Natural 16+: The engineer’s kobold allies gain a +2 attack bonus 
  against the target until the start of the engineer’s next turn. 
   
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  13 
  45 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  R: Explosive flask +5 vs. PD—The target is vulnerable to non-
  magical attacks (easy save ends, 6+) 
  Natural roll is above target’s Wisdom (trapster): The blast 
  knocks the target into a trap. See Trapster Kobold ability. 
   
  Evasive: Kobolds take no damage from missed attacks. 
   
   
   
   
  Kobold Dog-Rider 
  Normal 
  3rd level 
  Troop 
  Humanoid 
  Initiative: +8 
   
  Flaming lance +8 vs. AC—6 damage, and 3 ongoing fire damage 
  Natural 16+: The kobold and its steed pop free from all enemies 
  and can move as a free action. 
   
  R: Tiny crossbow +8 vs. AC—9 damage, and the kobold and its 
  steed can move as a free action. 
  Natural roll is above target’s Wisdom (trapster): There is line 
  tied to the barbed dart, pulling/tripping the target into a trap. 
  See Trapster Kobold ability. 
   
  Evasive: Kobolds take no damage from missed attacks. 
   
  Canine steed: The steed can’t be targeted separately from the 
  kobold. If the kobold dies the dog runs away. 
  AC 
  PD 
  MD 
  HP 
  19 
  16 
  12 
  41 
   
   
   
   
  Kobold Bravescale 
  Normal 
  4th level 
  Blocker 
  Humanoid 
  Initiative: +9 
   
  Spear +9 vs. AC—13 damage 
  Natural roll is above target’s Wisdom (trapster): The kobold 
  pushes or trips the target into a trap. See Trapster Kobold ability. 
   
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  14 
  55 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Disciplined maneuver: If the escalation die is 3+ and this creature 
  has at least two bravescale allies in the battle, whenever an 
  enemy moves to engage the bravescale, it can make a spear 
  porcupine attack against that enemy as a free action. 
  Spear porcupine +11 vs. AC—10 damage 
   
  Lock shields: For each other kobold bravescale next to the 
  bravescale or engaged with a creature that this bravescale is 
  engaged with, the bravescale gains a +2 bonus to AC (maximum 
  of +4), and each enemy engaged with the bravescale takes a –2 
  penalty (maximum of –4) to disengage checks. 
   
   
   
   
  Kobold Dungeon-Shaman 
  2x 
  4th level 
  Caster 
  Humanoid 
  Initiative: +9 
   
  Bear traps on chains +9 vs. AC (2 attacks)—13 damage 
  Natural roll is above target’s Wisdom (trapster): The kobold 
  drags the target into a trap. See Trapster Kobold ability. 
   
  R: Hex of entrapment +9 vs. MD—26 damage 
  Natural roll is above target’s Wisdom (trapster): The kobold 
  summons a trap that was not previously there, which the target 
  triggers. See Trapster Kobold ability. 
  Miss: The target is stuck and hampered (save ends both). 
   
  Evasive: Kobolds take no damage from missed attacks. 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  15 
  110 
   
   
   
   
  Kobold Shadow-Warrior 
  Normal 
  4th level 
  Mook 
  Humanoid 
  Initiative: +9 
   
  C: Throwing star +9 vs. AC (one nearby enemy)—7 damage 
   
  AC 
  PD 
  MD 
  HP 
  20 
  13 
  17 
  14 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Stinging dust +6 vs. PD (up to 2 nearby enemies in a group)—
  5 damage, and the target takes a –1 penalty to attacks until the 
  end of its next turn 
   
  Elusive: If a shadow-warrior hasn’t been attacked since the end 
  of its last turn, it can spend all of its actions on its turn to 
  disappear from sight (remove it from play as it gets into 
  position). At the start of its next turn, it reappears (dropping 
  down from the ceiling or springing out of cover and re-entering 
  play) and can make an elusive strike attack as a standard action. 
  C: Elusive strike +13 vs. AC (one nearby creature)—18 damage 
   
  Evasive: Kobolds take no damage from missed attacks. 
   
  Wall-crawler: A kobold shadow-warrior can climb on ceilings and 
  walls as easily as it moves on the ground. 
   
   
   
   
  Kobold Dragon-Soul 
  Normal 
  5th level 
  Troop 
  Humanoid 
  Initiative: +10 
   
  Claws +10 vs. AC—17 damage 
  Natural even hit: The target also takes 8 ongoing acid damage. 
   
  R: Fire spit +10 vs. PD—18 fire damage 
  Natural even hit: If flying, the kobold can remain in the air 
  until the end of its next turn if it would normally have to land 
  at the end of this turn. 
   
  Evasive: Kobolds take no damage from missed attacks. 
   
  Flight: A dragon-soul’s wings aren't strong enough for sustained 
  flapping flight, but with a headwind and a tall place to launch 
  from it can glide for hours. During battle, however, it must land 
  at the end of its turn if the escalation die is even (but see fire 
  spit). 
  AC 
  PD 
  MD 
  HP 
  22 
  19 
  14 
  70 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Lammasu 
  Lammasu Warrior 
  Large 
  7th level 
  Troop 
  Beast 
  Initiative: +10 
   
  Hooves +12 vs. AC (2 attacks)—28 damage, and lammasu can 
  pop free from the target 
  Natural even hit or miss while the warrior is staggered: The 
  target is hampered (save ends). 
   
  Roaring impact +12 vs. PD—35 damage, and 1d4 nearby enemies 
  each take 2d10 thunder damage 
  Miss: 1d4 nearby enemies each take 2d6 thunder damage. 
  Limited use: The lammasu warrior can make this attack only 
  when it starts its turn flying and unengaged. It engages the 
  target as it lands and ends its turn on the ground. 
   
  Refuge of stone: When the lammasu fails a save, it becomes a 
  creature of living stone until the end of its next turn. While made 
  of living stone, the lammasu warrior gains resist damage 16+ to 
  all attacks against AC and PD. If it’s flying when it becomes living 
  stone, its magic allows it to remain in the air if it wishes. 
   
  Nastier Specials 
  On the crusade: When an enemy misses the lammasu warrior 
  with a melee attack, that enemy takes 2d10 damage. 
  AC 
  PD 
  MD 
  HP 
  23 
  20 
  17 
  220 
   
   
   
   
  Fallen Lammasu 
  Large 
  7th level 
  Wrecker 
  Beast 
  Initiative: +11 
   
  Fiery hoof +12 vs. AC—30 damage 
  Natural even hit: The target takes 20 ongoing fire damage. 
  Natural odd hit: The fallen lammasu can make a second fiery 
  hoof attack (but not a third) as a free action. 
  AC 
  PD 
  MD 
  HP 
  22 
  16 
  21 
  205 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  R: Rain of hellfire +11 vs. PD (1d4 random nearby creatures)—
  20 fire damage 
  Natural even hit against an ally: The target takes 10 ongoing fire 
  damage instead of 20 fire damage, and until that ally saves 
  against that damage, it adds the escalation die to its attacks. 
  Natural even hit against an enemy: The target also takes 15 
  ongoing fire damage. 
   
  Blessing of hellfire: When the fallen lammasu fails a save against 
  an effect created by an enemy, each enemy engaged with it 
  takes 3d10 fire damage. 
   
  Nastier Specials 
  Curse of the fallen: The lammasu gains an Abyssal curse attack. 
  C: Abyssal curse +12 vs. MD (one nearby enemy)—The target 
  takes 10 ongoing negative energy damage each time the fallen 
  lammasu hits it with an attack (hard save ends, 16+) 
  Limited use: When the escalation die is odd, as a quick action 
  (once per round). 
   
  The fire that burns: When the fallen lammasu makes an attack 
  that deals fire damage and the attack roll beats the target’s fire 
  resistance, the target loses its fire resistance until the end of the 
  battle. 
   
   
   
   
  Lammasu Wizard 
  Large 
  8th level 
  Spoiler 
  Beast 
  Initiative: +14 
   
  Disdainful hoof +12 vs. AC—60 damage 
   
  R: Perfect energy sphere +13 vs. PD (1d3 nearby or far away 
  enemies in a group)—40 damage of an energy type of the 
  lammasu’s choice: cold, fire, lightning, or thunder 
  Natural 18+: The target can’t cast spells (easy save ends, 6+). 
  AC 
  PD 
  MD 
  HP 
  22 
  18 
  23 
  275 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  C: Superior words of power +13 vs. MD (one nearby or far 
  away enemy)—65 psychic damage 
  Natural even hit: One spell or effect created by the target this 
  battle is canceled (lammasu’s choice). 
   
  [Special trigger] C: Master wizard’s rejoinder +12 vs. MD (one 
  enemy spellcaster)—30 damage, the triggering attack misses and 
  has no effect against the lammasu wizard, and the target is 
  hampered (save ends) 
  Limited use: 1/round, as an interrupt action when an enemy 
  attacks the lammasu wizard with a spell and rolls a natural odd 
  attack roll. 
   
  Refuge of stone: When the lammasu fails a save, it becomes a 
  creature of living stone until the end of its next turn. While made 
  of living stone, the lammasu wizard gains resist damage 16+ to 
  all attacks against AC and PD. If it’s flying when it becomes living 
  stone, its magic allows it to remain in the air if it wishes. 
   
   
   
   
  Lammasu Priest 
  Large 
  9th level 
  Caster 
  Beast 
  Initiative: +13 
   
  Hooves of command +14 vs. AC (2 attacks)—40 damage, and the 
  target can’t attack the lammasu priest until the end of its next 
  turn 
   
  R: Righteous ray of faith +13 vs. PD (one nearby or far away 
  enemy)—80 holy damage 
  Natural 16+: The lammasu priest can make a righteous ray of 
  faith attack against a different target. 
   
  C: Judgment of the lammasu +14 vs. MD (each nearby 
  conscious enemy that’s staggered)—50 holy damage 
  Natural even miss: Half damage. 
  AC 
  PD 
  MD 
  HP 
  25 
  17 
  23 
  330 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Limited use: 2/battle. 
   
  Invocation of the world unseen: Once per battle, the lammasu 
  priest can make this invocation as a quick action. At the start of 
  each of the lammasu priest’s turns until the roll succeeds, roll a 
  d4. If the roll is less than or equal to the escalation die, each 
  nearby enemy is hampered (easy save ends, 6+). 
   
  Invocation of the highest court: Once per battle, the lammasu 
  priest can make this invocation as a quick action if it has used 
  invocation of the world unseen. At the start of each of the 
  lammasu priest’s turns, roll a d8. If the roll is less than or equal 
  to the escalation die, the lammasu can make an overworld’s 
  rebuke attack as a free action that turn. 
  [Special trigger] C: Overworld’s rebuke +13 vs. PD (one nearby 
  enemy)—25 holy or lightning damage, and the target can’t move 
  to engage an enemy until the end of its next turn (it can move if 
  it doesn’t engage) 
  Natural even miss: Half damage. 
   
  Refuge of stone: When the lammasu fails a save, it becomes a 
  creature of living stone until the end of its next turn. While 
  made of living stone, the lammasu wizard gains resist damage 
  16+ to all attacks against AC and PD. If it’s flying when it 
  becomes living stone, its magic allows it to remain in the air if it 
  wishes. 
   
   
   
   
  Lich 
  Lich Baroness 
  Normal 
  4th level 
  Spoiler 
  Undead 
  Initiative: +6 
   
  Crystal scepter +9 vs. AC—12 damage 
  Natural even hit: The target is dazed (save ends). 
   
  R: Soul blast +9 vs. PD—10 negative energy damage, and 5 
  ongoing psychic damage (hard save ends, 16+) 
  AC 
  PD 
  MD 
  HP 
  20 
  14 
  18 
  54 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  C: Shroud of souls +9 vs. MD (each enemy engaged with it)—5 
  psychic damage, and the target takes 10 psychic damage each 
  time it attacks the baroness (save ends) 
   
  I drink your death save: When the lich baroness scores a critical 
  hit, the target loses a death save until the end of the battle 
  (effectively, it now dies after failing three death saves, and the 
  effect is cumulative). In addition, the crit range of attacks by the 
  lich against the target expands by the escalation die. 
   
  Immortality: When the lich drops to 0 hit points, it crumbles to 
  dust but does not die. It begins to reform near its phylactery, 
  taking a number of days to regain its full strength equal to its 
  level. If the phylactery has been destroyed, the lich dies when it 
  drops to 0 hit points. 
   
   
   
   
  Lich Count 
  2x 
  8th level 
  Spoiler 
  Undead 
  Initiative: +11 
   
  Touch of the grave +13 vs. AC—50 cold damage, and the target 
  is dazed (hard save ends, 16+) 
  Natural even hit: The target is weakened instead of dazed (hard 
  save ends, 16+) 
  Miss: 25 cold damage. 
   
  R: Shadow rays +12 vs. PD (2 attacks)—35 negative energy 
  damage 
  Natural 16+: The target is encased in shadows (save ends). While 
  under the effect, it’s weakened and takes 10 ongoing cold 
  damage. 
   
  R: Empowered fireball +12 vs. PD (1d3 + 1 nearby creatures in 
  a group)—35 fire damage, and 10 ongoing fire damage 
  Natural even hit: The target takes 20 ongoing fire damage 
  instead of 10. 
  AC 
  PD 
  MD 
  HP 
  24 
  18 
  22 
  240 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: 15 fire damage, and 5 ongoing fire damage. 
  Limited use: 2/battle. 
   
  Thank you for the best ten years of your life: When the lich 
  count scores a critical hit, the target loses a death save until the 
  end of the battle (effectively, it now dies after failing three 
  death saves, and the effect is cumulative). In addition, the crit 
  range of attacks by the lich against the target expands by the 
  escalation die and the lich heals 40 hit points. 
   
  Immortality: When the lich drops to 0 hit points, it crumbles to 
  dust but does not die. It begins to reform near its phylactery, 
  taking a number of days to regain its full strength equal to its 
  level. If the phylactery has been destroyed, the lich dies when it 
  drops to 0 hit points. 
   
  Nastier Specials 
  C: Look upon your doom +13 vs. MD (up to 3 nearby 
  enemies)—The lich gains a fear aura against the target until the 
  end of the battle 
  Fear aura: While engaged with this creature, if the target has 48 
  hp or fewer, it’s dazed (–4 attack) and does not add the 
  escalation die to its attacks. 
   
   
   
   
  Lich Prince 
  2x 
  12th level 
  Spoiler 
  Undead 
  Initiative: +17 
   
  Draining bone rod +17 vs. AC—40 damage, 60 negative energy 
  damage, and the target is dazed (hard save ends, 16+) 
  Natural even hit: The target is weakened instead of dazed (hard 
  save ends, 16+). 
  Miss: 40 damage. 
   
  R: Arcane blast +16 vs. PD (up to 3 nearby or far away 
  enemies in a group)—50 force damage, and the target must roll 
  a normal save; on a failure, it loses its next move action 
  AC 
  PD 
  MD 
  HP 
  28 
  24 
  26 
  620 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural even hit or miss: Each enemy engaged with the lich 
  prince pops free from it as a bubble of arcane energy pushes 
  them away. 
   
  C: Soul rend +17 vs. PD (each nearby enemy)—30 negative 
  energy damage, and ghostly hands reach up from the ground and 
  grab the target (as they try to pull the target’s spirit out of its 
  body) 
  Ghostly grasping hands: When a creature is being grabbed by the 
  ghostly hands, it takes 30 negative energy damage at the start of 
  its turn and must make a last gasp save. On the fourth failed last 
  gasp save, the creature’s soul is torn from it and it dies. 
  Unconscious creatures take a –4 penalty to their last gasp saves. 
  Note, grabbed creatures take a –5 penalty to disengage checks. 
  Limited use: 2/battle. 
   
  Blink and you missed it: Once per battle when an attack would 
  hit the lich prince, the attack misses instead and the lich 
  teleports to a nearby location it can see as a free action. 
   
  Heartstopper: When the lich prince scores a critical hit, if after 
  taking damage the target still has hit points, it drops to 0 hp, 
  falls unconscious, and begins making death saves. When the 
  target saves against this effect, it regains hit points equal to the 
  amount it had before dropping to 0 hp (after the crit damage). In 
  addition, the crit range of attacks by the lich against the target 
  expands by an amount equal to the escalation die and the lich 
  heals 60 hit points. 
   
  Immortality: When the lich drops to 0 hit points, it crumbles to 
  dust but does not die. It begins to reform near its phylactery, 
  taking a number of days to regain its full strength equal to its 
  level. If the phylactery has been destroyed, the lich dies when it 
  drops to 0 hit points. 
   
  Nastier Specials 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Look upon your doom +17 vs. MD (each enemy engaged 
  with the lich’s allies)—The lich gains a fear aura against the 
  target until the end of the battle 
  Fear aura: While engaged with this creature, if the target has 
  120 hp or fewer, it’s dazed (–4 attack) and does not add the 
  escalation die to its attacks. 
   
   
   
   
  Lizardman 
  Lizardman Savage 
  Normal 
  2nd level 
  Wrecker 
  Humanoid 
  Initiative: +6 
   
  Stone-tip spear (or club) +7 vs. AC—7 damage 
  Natural 16+: The lizardman savage can make a bite attack 
  against the target or another creature engaged with it as a free 
  action. 
   
  [Special trigger] Bite +7 vs. AC—5 damage, and the lizardman 
  savage can make a ripping frenzy attack against the target as a 
  standard action during its next turn if it’s engaged with that 
  target 
   
  [Special trigger] Ripping frenzy +9 vs. AC (3 attacks)—5 damage 
   
  R: Thrown spear +6 vs. AC—5 damage 
  AC 
  PD 
  MD 
  HP 
  17 
  16 
  12 
  32 
   
   
   
   
  Manticore 
  Manticore Bard 
  Large 
  5th level 
  Caster 
  Beast 
  Initiative: +12 
   
  Battering paws +10 vs. AC (2 attacks)—18 damage 
  Natural 16+: The manticore can make a single volley of tail 
  spikes attack (one attack roll) against a different target as a free 
  action without taking an opportunity attack. 
   
  AC 
  PD 
  MD 
  HP 
  21 
  19 
  15 
  150 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Crushing leonine jaws +10 vs. AC—30 damage, or 40 damage 
  against a creature taking ongoing poison damage 
   
  C: Musical voice +13 vs. MD (1d3 nearby enemies)—20 psychic 
  damage, and the target is dazed (hard save ends, 16+) 
  Natural 16+: In addition, the target can’t use the escalation die 
  until it saves. 
  Intermittent song: The manticore can use musical voice only 1d4 
  times during the battle, and never two turns in a row. 
   
  R: Volley of tail spikes +11 vs. AC (1d3 nearby or far away 
  enemies in a group)—5 ongoing poison damage (hard save ends, 
  16+) 
   
  Poison reservoirs: Each time the manticore uses its volley of tail 
  spikes attack, it takes 1d6 damage, or 2d6 damage if it’s 
  staggered. 
   
  Nastier Specials 
  Battle music: The manticore has songs for many different 
  purposes. When the manticore makes a musical voice attack and 
  rolls a natural even hit, choose one song (or roll a d4): 
  1: Fortissimo—Each of the manticore’s allies gains a +2d6 
  damage bonus with attacks that hit until the end of the battle 
  (non-cumulative). 
  2: Profundo—The manticore’s musical voice attack now deals 40 
  psychic damage instead of 20 until the end of the battle. 
  3: Furioso—The target is confused instead of dazed. 
  4: Largo—The manticore can make a musical voice attack during 
  its next turn as a free action, but with a +3 attack bonus. This 
  free attack won’t trigger another battle music effect. 
   
   
   
   
  Mantikumhar 
  Large 
  5th level 
  Initiative: +14 
   
  AC 
  PD 
  23 
  19 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Spoiler 
  Beast 
  Pincer claws +11 vs. AC (2 attacks)—18 damage 
  Natural 16+: The mantikumhar pulls its target under the 
  soil/ground. The target is stuck, hampered, and takes 5 ongoing 
  damage from suffocation (save ends all) 
  Miss: The target must roll an immediate save; on a failure, it’s 
  dazed until the end of its next turn from dirt or sand thrown in 
  its face 
   
  Crushing leonine jaws +10 vs. AC—30 damage, or 40 damage 
  against a creature taking ongoing poison damage 
   
  C: Serpent sting +12 vs. AC—10 damage, and 5 ongoing poison 
  damage (hard save ends, 16+) 
   
  Burrowing: The mantikumhar can move rapidly through sand, 
  loose soil, or dry eroded earth. It prefers to dig out a wide pit 
  and lie in wait for prey. (See Burrowing.) 
   
   
  Can’t be blinded: Between nictitating membranes that keep its 
  eyes from being scratched out by the sand and its weird 
  burrowing echolocation sense, the mantikumhar can’t be 
  blinded. 
   
  Poison reservoirs: Each time the mantikumhar uses its serpent 
  sting attack, it takes 1d6 damage, or 2d6 damage if it’s 
  staggered. 
   
  Nastier Specials 
  Hunker down: A mantikumhar can burrow into the soil as a move 
  action, concealing itself from attacks. A hunkered mantikumhar 
  gains a +3 bonus to AC and PD, but it can’t use crushing leonine 
  jaws. 
  Sand ambush: The mantikumhar’s extensible tail can strike by 
  surprise like a cobra from anywhere in its pit. 
  C: Serpent sting +15 vs. AC (one nearby enemy)—10 damage, 
  and 5 ongoing poison damage (hard save ends, 16+) 
  MD 
  HP 
  15 
  119 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Coursing Manticore 
  Large 
  6th level 
  Spoiler 
  Beast 
  Initiative: +13 
   
  Battering paws +11 vs. AC (2 attacks)—20 damage 
  Natural 16+: The manticore can make a scorpion sting attack 
  against a different target as a free action. 
   
  Crushing leonine jaws +11 vs. AC—30 damage, or 50 damage 
  against a creature taking ongoing poison damage 
   
  C: Scorpion sting +13 vs. AC—10 damage, and 5 ongoing poison 
  damage (hard save ends, 16+) 
  Fly-by attack: While flying, the manticore can make a scorpion 
  sting attack, pop free from the target, and keep flying to 
  somewhere nearby. 
   
  Flight: Giant batlike dragon wings put the final horrid touch on 
  the coursing manticore’s “everything awful” design aesthetic. 
   
  Poison reservoirs: Each time the manticore uses its scorpion sting 
  attack, it takes 1d6 damage, or 2d6 damage if it’s staggered. 
   
  Nastier Specials 
  Aerial archer: Instead of a scorpion tail, the manticore has a 
  spiked tail full of quills and can make volley of tail spikes attacks 
  instead of scorpion sting attacks. 
  R: Volley of tail spikes +13 vs. AC (1d3 nearby or far away 
  enemies in a group)—5 ongoing poison damage (hard save ends, 
  16+) 
  Diving leap: The manticore leaps toward its prey, using its wings 
  to arrow into battle at tremendous speed. During its first turn 
  only, add +6 to its initiative count. After that, the beast returns 
  to its normal initiative order. 
  AC 
  PD 
  MD 
  HP 
  23 
  21 
  15 
  170 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Manticore 
  Large 
  6th level 
  Archer 
  Beast 
  Initiative: +13 
   
  Battering paws +11 vs. AC (2 attacks)—20 damage 
  Natural 16+: The manticore can make a single volley of tail 
  spikes attack (one attack roll) against a different target as a free 
  action. 
   
  Crushing leonine jaws +11 vs. AC—30 damage; OR 50 damage 
  against a creature taking ongoing poison damage 
   
  C: Volley of tail spikes +13 vs. AC (1d3 nearby or far away 
  enemies in a group)—5 ongoing poison damage (hard save ends, 
  16+) 
   
  Flight 
   
  Poison reservoirs: Each time the manticore uses its volley of tail 
  spikes attack, it takes 1d6 damage, or 2d6 damage if it is 
  staggered. 
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  16 
  182 
   
   
   
   
  Medusa 
  Medusa Outlaw 
  2x 
  6th level 
  Wrecker 
  Humanoid 
  Initiative: +11 
   
  Snakes and daggers +11 vs. AC (2 attacks)—10 damage, and 10 
  ongoing poison damage 
  Natural 18+: The medusa can make a petrifying gaze attack 
  against the target as a free action. 
   
  R: Poison arrow +11 vs. AC (one nearby or far away enemy)—
  15 damage, and 10 ongoing poison damage 
  Natural 20: The medusa can make a petrifying gaze attack 
  against the target as a free action. 
  AC 
  PD 
  MD 
  HP 
  22 
  16 
  20 
  150 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  [Special trigger] C: Petrifying gaze +11 vs. MD (one enemy)—20 
  psychic damage, and the target must start making last gasp saves 
  as it turns to stone 
   
  Caught by an eye: Whenever a nearby enemy attacks the medusa 
  outlaw and rolls a natural 1 or 2, the medusa can make a 
  petrifying gaze attack against that attacker as a free action. 
   
  Escalating threat: At the start of each of the medusa’s turns, roll 
  a d4. If you roll less than or equal to the escalation die, the 
  medusa can also use petrifying gaze as a quick action once 
  during that turn. 
   
   
   
   
  Medusa Noble 
  2x 
  11th level 
  Caster 
  Humanoid 
  Initiative: +17 
   
  Snakes and swords +17 vs. AC (3 attacks)—30 damage, and 15 
  ongoing poison damage 
  Natural 18+: The medusa can make a petrifying gaze attack 
  against the target as a free action. 
   
  R: Lightning fork +17 vs. PD (one nearby or far away enemy)—
  80 lightning damage 
  Natural odd hit or miss: The medusa deals 1d6 x 10 lightning 
  damage to all nearby enemies. 
  Natural even hit or miss: The medusa can make a lightning fork 
  attack against a different target as a free action; keep making 
  lightning fork attacks until you run out of targets that have 
  taken damage from lightning fork or roll a natural odd attack. 
   
  [Special trigger] C: Petrifying gaze +17 vs. MD (one enemy)—70 
  psychic damage, and the target must start making last gasp saves 
  as it turns to stone 
   
  AC 
  PD 
  MD 
  HP 
  27 
  21 
  25 
  500 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Caught by an eye: Whenever a nearby enemy attacks the medusa 
  noble and rolls a natural 1–5, the medusa can make a petrifying 
  gaze attack against that attacker as a free action. 
   
  Serpent wardings: Thrice per battle, as a free action, the 
  medusa noble can force an enemy to reroll a spell attack that 
  targeted it. The attacker can’t use the escalation die for the 
  reroll. 
   
  Skilled sorcerer: If lightning isn’t working against her target, the 
  medusa noble can take a –2 attack penalty to change the energy 
  type of her ranged attack to fire or thunder. 
   
   
   
   
  Minotaur 
  Large 
  4th level 
  Troop 
  Humanoid 
  Initiative: +8 
   
  Axe or horns +9 vs. AC—27 damage, and one of the minotaur’s 
  allies can pop free from the target as a free action 
  Furious charge: The attack instead deals 40 damage on a hit if 
  the minotaur first moves before attacking an enemy it was not 
  engaged with at the start of its turn. 
   
  Blood frenzy: Minotaurs gain a +4 melee attack bonus against 
  staggered enemies. 
   
  Nastier Specials 
  Durable: The first time each round the minotaur takes damage, 
  prevent 2d6 of it. 
  Fear: While engaged with this creature, enemies that have 24 hp 
  or fewer are dazed (–4 attack) and do not add the escalation die 
  to their attacks. 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  13 
  94 
   
   
   
   
  Mummy 
  2x 
  8th level 
  Initiative: +9 
  Vulnerability: fire 
  AC 
  PD 
  21 
  17 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Wrecker 
  Humanoid 
   
  Unholy grasp +11 vs. PD—40 ongoing negative energy damage 
  and the target is affected by mummy rot (save ends both) 
  Each failed save (mummy rot): The target’s flesh begins to rot 
  and the ongoing damage increases by +40 (cumulative). Saves 
  granted by special powers don’t increase this damage if they fail, 
  only end of turn failures. 
  Natural 16+: The target also takes 20 damage. 
   
  C: Sepulchral glare +11 vs. MD (one nearby enemy)—The target 
  is hampered until the start of the mummy’s next turn 
  Crit: If the target is already affected by mummy rot, increase 
  the ongoing negative energy damage by 40. If the target isn’t 
  affected by mummy rot already, it takes 40 ongoing negative 
  energy damage and is affected by mummy rot (save ends both) 
  Limited use: 1/round, as a quick action. 
   
  Mortal terror: The presence of a mummy unnerves opponents, 
  giving it an unusual fear aura. While engaged with this creature, 
  enemies that have 200 hp or fewer are dazed (–4 attack) and do 
  not add the escalation die to their attacks. Each time an enemy 
  with 200 hp or fewer attacks the mummy, hit or miss, it must roll 
  a save. On a success, it’s no longer affected by the fear aura 
  effects of any mummy in the battle. 
   
  Spiritual grit: When the mummy takes 20 damage or less from a 
  non-fire attack, it takes no damage instead. 
   
  Nastier Specials 
  Blessing of preservation: The mummy has a +4 bonus to all 
  defenses until it takes damage. 
  Bone-chilling cry: Once per battle as a quick action, the mummy 
  can issue a bone-chilling cry that seems to echo from some 
  unseen tomb or portal and it makes a call of the sarcophagus 
  attack. 
  MD 
  HP 
  22 
  350 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Call of the sarcophagus +11 vs. MD (each nearby enemy 
  suffering mummy rot)—The target is hampered until the end of 
  its next turn 
   
   
   
   
  Naga 
  Swaysong Naga 
  Large 
  5th level 
  Leader 
  Beast 
  Initiative: +8 
   
  Bite +10 vs. AC—24 damage 
  Natural 16+: The target also takes 15 ongoing poison damage. 
  Miss: 12 damage. 
   
  R: Song of reversals +10 vs. MD (1d3 nearby or far away 
  enemies)—25 psychic damage 
  Natural 16+: The target is confused (save ends). 
  Miss: 10 psychic damage. 
  Limited use: 1/battle. 
   
  C: Hypnotic movements +10 vs. MD (one nearby enemy, or one 
  nearby enemy per point of esc. die if mystic escalator benefit 
  is active)—10 psychic damage, and the target is hampered (save 
  ends) 
   
  Arcane mirror: When an enemy targets the swaysong naga with a 
  spell, the naga regains the use of song of reversals if it’s 
  expended. In addition, if that spell is a recharge spell, roll its 
  recharge check immediately after the spell is cast. If the spell is 
  a per-battle or daily spell, roll a hard save (16+) immediately 
  after the spell is cast; on a success, the spellcaster doesn’t 
  expend the spell. 
   
  Mystic escalator: The naga and each of its nearby allies can use 
  the escalation die unless the naga has been targeted by an 
  enemy’s spell since its last turn. 
  AC 
  PD 
  MD 
  HP 
  21 
  16 
  18 
  144 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Sparkscale Naga 
   
  Large 
  6th level 
  Leader 
  Beast 
  Initiative: +10 
   
  Bite +11 vs. AC─30 damage 
  Natural 16+: Each nearby enemy takes 10 thunder damage. 
  Miss: 20 damage. 
   
  R: Bloom of lightning +10 vs. PD (1d3 nearby or far away 
  enemies)—30 lightning damage 
  Natural 16+: Each nearby enemy takes 10 thunder damage. 
  Miss: Each nearby creature (including allies) takes 5 thunder 
  damage. 
  Limited use: 1/battle. 
   
  C: Sparking aura +10 vs. PD (one nearby enemy, or one nearby 
  enemy per point of esc. die if mystic escalator benefit is 
  active)—20 lightning damage, and the target is vulnerable (save 
  ends) 
   
  Arcane mirror: When an enemy targets the sparkscale naga with 
  a spell, the naga regains the use of sparking aura if it’s 
  expended. In addition, if that spell is a recharge spell, roll its 
  recharge check immediately after the spell is cast. If the spell is 
  a per-battle or daily spell, roll a hard save (16+) immediately 
  after the spell is cast; on a success, the spellcaster doesn’t 
  expend the spell. 
   
  Mystic escalator: The naga and each of its nearby allies can use 
  the escalation die unless the naga has been targeted by an 
  enemy’s spell since its last turn. 
  AC 
  PD 
  MD 
  HP 
  21 
  20 
  16 
  190 
   
   
   
   
  Manafang Naga 
  Large 
  7th level 
  Leader 
  Initiative: +14 
   
  Bite +12 vs. AC—45 damage 
  AC 
  PD 
  MD 
  23 
  17 
  21 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Beast 
  Natural 16+: The naga gains resist spell damage 16+ against the 
  target’s spells until the end of the battle. 
  Miss: 25 damage. 
   
  R: Force missiles (1d4 nearby or far away enemies)—25 force 
  damage 
  Limited use: 1/battle. 
   
  C: Ritual movements +12 vs. MD (one nearby enemy, or one 
  nearby enemy per point of esc. die if mystic escalator benefit 
  is active)—40 psychic damage, and the target can’t cast spells or 
  use the activated powers of true magic items (save ends) 
   
  Arcane mirror: When an enemy targets the manafang naga with a 
  spell, the naga regains the use of force missiles if it’s expended. 
  In addition, if that spell is a recharge spell, roll its recharge 
  check immediately after the spell is cast. If the spell is a per-
  battle or daily spell, roll a hard save (16+) immediately after the 
  spell is cast; on a success, the spellcaster doesn’t expend the 
  spell. 
   
  Mystic escalator: The naga and each of its nearby allies can use 
  the escalation die unless the naga has been targeted by an 
  enemy’s spell since its last turn. 
  HP 210 
   
   
   
   
  Elder Swaysong Naga 
  Normal 
  8th level 
  Leader 
  Beast 
  Initiative: +12 
   
  Bite +13 vs. AC—24 damage 
  Natural 16+: The target also takes 15 ongoing poison damage. 
  Miss: 12 damage. 
   
  R: Song of reversals +13 vs. MD (1d3 nearby or far away 
  enemies)—25 psychic damage 
  Natural 16+: The target is confused (save ends). 
  AC 
  PD 
  MD 
  HP 
  24 
  19 
  21 
  144 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: 10 psychic damage. 
  Limited use: 1/battle. 
   
  C: Hypnotic movements +13 vs. MD (one nearby enemy, or one 
  nearby enemy per point of esc. die if supreme mystic 
  escalator benefit is active)—15 psychic damage, and the target 
  is hampered (save ends); until the target saves, it takes 15 
  psychic damage each time it attacks the naga  
   
  Arcane mirror: Whenever an enemy targets the elder swaysong 
  naga with a spell, the naga regains the use of song of reversals if 
  it’s expended. In addition, if that spell is a recharge spell, roll its 
  recharge check immediately after the spell is cast. If the spell is 
  a per-battle or daily spell, roll a hard save (16+) immediately 
  after the spell is cast; on a success, the spellcaster doesn’t 
  expend the spell. 
   
  Supreme mystic escalator: The naga and each of its nearby allies 
  can use the escalation die unless the naga has been hit by two 
  enemy spells since its last turn. 
   
   
   
   
  Elder Sparkscale Naga 
  Normal 
  9th level 
  Leader 
  Beast 
  Initiative: +15 
   
  Bite +14 vs. AC—30 damage 
  Natural 16+: Each nearby enemy takes 10 thunder damage. 
  Miss: 20 damage. 
   
  R: Bloom of lightning +14 vs. PD (1d3 nearby or far away 
  enemies)—30 lightning damage 
  Natural 16+: Each nearby enemy takes 10 thunder damage. 
  Miss: Each nearby creature (including allies) takes 5 thunder 
  damage. 
  Limited use: 1/battle. 
   
  AC 
  PD 
  MD 
  HP 
  24 
  23 
  19 
  190 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Sparking aura +14 vs. PD (one nearby enemy, or one nearby 
  enemy per point of esc. die if supreme mystic escalator 
  benefit is active)—40 lightning damage, and the target is 
  vulnerable (save ends) 
   
  Arcane mirror: Whenever an enemy targets the elder sparkscale 
  naga with a spell, the naga regains the use of bloom of lightning 
  if it’s expended. In addition, if that spell is a recharge spell, roll 
  its recharge check immediately after the spell is cast. If the spell 
  is a per-battle or daily spell, roll a hard save (16+) immediately 
  after the spell is cast; on a success, the spellcaster doesn’t 
  expend the spell. 
   
  Supreme mystic escalator: The naga and each of its nearby allies 
  can use the escalation die unless the naga has been hit by two 
  enemy spells since its last turn. 
   
   
   
   
  Elder Manafang Naga 
  Normal 
  10th level 
  Leader 
  Beast 
  Initiative: +18 
   
  Bite +15 vs. AC—45 damage 
  Natural 16+: The naga gains resist spell damage 16+ against the 
  target’s spells until the end of the battle. 
  Miss: 25 damage. 
   
  R: Force missiles (1d4 nearby or far away enemies)—45 force 
  damage 
  Limited use: 1/battle. 
   
  C: Ritual movements +15 vs. MD (one nearby enemy, or one 
  nearby enemy per point of esc. die if supreme mystic 
  escalator benefit is active)—45 psychic damage, and the target 
  can’t cast spells or use the activated powers of true magic items 
  (save ends) 
  Miss: 20 psychic damage. 
   
  AC 
  PD 
  MD 
  HP 
  26 
  20 
  24 
  210 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Arcane mirror: Whenever an enemy targets the elder manafang 
  naga with a spell, the naga regains the use of force missiles if it’s 
  expended. In addition, if that spell is a recharge spell, roll its 
  recharge check immediately after the spell is cast. If the spell is 
  a per-battle or daily spell, roll a hard save (16+) immediately 
  after the spell is cast; on a success, the spellcaster doesn’t 
  expend the spell. 
   
  Supreme mystic escalator: The naga and each of its nearby allies 
  can use the escalation die unless the naga has been hit by two 
  enemy spells since its last turn. 
   
   
   
   
  Ogre 
  Ogre 
  Large 
  3rd level 
  Troop 
  Giant 
  Initiative: +5 
   
  Big honkin’ club +7 vs. AC—18 damage 
  Miss: Half damage. 
   
  Big shove +9 vs. PD (each enemy engaged with ogre)—1d6 
  damage, and the target pops free from the ogre 
  Quick use: This power only requires a quick action (once per 
  round) instead of a standard action when the escalation die is 
  even. 
   
  Nastier Specials 
  Tough skin: Whenever the ogre takes weapon damage, reduce 
  that damage by 1d8 points. 
  AC 
  PD 
  MD 
  HP 
  19 
  16 
  12 
  90 
   
   
   
   
  Ogre Penitent 
  Large 
  3rd level 
  Blocker 
  Giant 
  Initiative: +4 
   
  Remorseful flail +6 vs. AC—20 damage 
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  14 
  100 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural 5, 10, 15, or 20: Until the end of the battle, when an 
  enemy engaged with the ogre attacks it, that enemy can’t target 
  other enemies with that attack. 
  Miss: Half damage to a different nearby enemy. 
   
  Closer my death to thee: While staggered, the ogre penitent 
  gains a +4 attack bonus. 
   
  Crumbling ego: Each time the ogre fails a save, it takes 1d8 
  psychic damage. 
   
  Nastier Specials 
  Frenzied disappointment: If the ogre penitent rolls a natural 1 or 
  2 with an attack roll, it can take an extra standard action during 
  its next turn. 
   
   
   
   
  Demonic Ogre 
  Large 
  4th level 
  Spoiler 
  Giant 
  Initiative: +8 
   
  Demon-kissed blade +9 vs. AC—24 damage 
  Natural 5, 10, 15, or 20: The ogre gains a random demonic 
  advantage (see below) until the end of the battle. All demonic 
  advantages end if the ogre experiences a demonic eruption. 
  Miss: Half-damage. 
   
  R: Flaming spear +9 vs. AC—20 damage 
  Natural 5, 10, 15, or 20: The target takes 10 ongoing fire 
  damage. 
   
  Demonic advantage: Roll a d6 to determine which demonic ability 
  the ogre gains. 
  1: The ogre gains resist energy 16+. 
  2: Once per battle, the ogre can teleport anywhere it can see as 
  a move action. 
  AC 
  PD 
  MD 
  HP 
  20 
  16 
  16 
  100 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  3: The ogre’s attacks deal +1d8 damage, hit or miss. 
  4: At the start of the ogre’s turn, each enemy engaged with it 
  takes 2d6 negative energy damage. 
  5: The ogre gains a +5 bonus to saves this battle. 
  6: The ogre begins making demonic eruption rolls when the 
  escalation die is 4+ instead of 6+. 
   
  Demonic eruption: When the escalation die is 6+, the demonic 
  ogre rolls a normal save at the start of each of its turns. On a 
  success, roll a d6 and replace the demonic ogre with a new 
  undamaged demon. 1–2: Imp; 3–4: Despoiler; 5: Frenzy demon; 
  6: Cambion sickle. 
   
  Nastier Specials 
  Early eruption: Begin making demonic eruption rolls when the 
  escalation die is 5+ instead of 6+. Also use stronger demons for 
  the options that the ogre could turn into. 
   
   
   
   
  Ogre Berserker 
  Large 
  4th level 
  Wrecker 
  Giant 
  Initiative: +9 
   
  Giant axe or sword +8 vs. AC—28 damage 
  Natural 5, 10, 15, or 20: The ogre berserker gains the escalator 
  ability (it adds the escalation die to its attacks) until the end of 
  the battle. 
  Miss: Half damage, and the ogre berserker takes 1d6 damage. 
   
  You shouldn’t have done that: When an enemy engaged with the 
  berserker scores a critical hit against it, that enemy takes 7d6 
  damage. 
   
  Incidental damage: When an enemy makes an opportunity attack 
  against the berserker, hit or miss, that enemy takes 2d6 damage. 
   
  AC 
  PD 
  MD 
  HP 
  18 
  18 
  15 
  120 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Rauguguggh: Once per battle as a free action, when the ogre 
  berserker fails a save, it can take 3d6 damage to succeed at the 
  save instead. 
   
   
   
   
  Ogre Crusader 
  Large 
  4th level 
  Troop 
  Giant 
  Initiative: +6 
   
  Jagged greatsword or greataxe +10 vs. AC (2 attacks)—18 
  damage 
  Natural 5, 10, 15, or 20: The ogre crusader can make a war-curse 
  attack as a free action. 
  Miss: Half damage. 
   
  R: War javelin +8 vs. AC—18 damage 
   
  C: War-curse +10 vs. MD (the nearby conscious enemy with 
  the lowest hit points)—10 psychic damage 
   
  Special hate: When the ogre crusader attacks an enemy that has 
  a positive or conflicted relationship with an icon that is aligned 
  opposite to the Ogre’s aligned icon, it adds the escalation die to 
  the attack roll. 
  AC 
  PD 
  MD 
  HP 
  21 
  17 
  15 
  106 
   
   
   
   
  Ogre Champion 
  Large 
  5th level 
  Wrecker 
  Giant 
  Initiative: +10 
   
  Champion’s battle-axe +10 vs. AC—30 damage 
  Natural 5, 10, 15, or 20: The ogre champion gains a second 
  standard action this turn, but not a third. 
  Miss: Half damage. 
   
  R: Heavy javelin +10 vs. AC (one nearby or far away enemy)—
  26 damage 
  AC 
  PD 
  MD 
  HP 
  21 
  19 
  18 
  140 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Miss: 10 damage. 
   
  Racial enemies: Whenever a nearby dwarf or elf enemy attempts 
  to use their racial power, they must roll a hard save (16+). On a 
  failure, the power fails and has no effect that turn (but they can 
  try again next turn). 
   
  Slayer of wizards: Creatures engaged with the ogre champion 
  take opportunity attacks from it when casting close spells as if 
  they were casting ranged spells. 
   
  Nastier Specials 
  Escalating danger: The ogre champion adds the escalation die to 
  the damage it deals with its attacks, hit or miss. 
   
   
   
   
  Ogre Minion 
  Large 
  9th level 
  Mook 
  Giant 
  Initiative: +11 
   
  Ogre-sized chopper +14 vs. AC—35 damage 
  Miss: Half damage. 
   
  R: Ogre-sized javelin +14 vs. AC (one nearby or far away 
  enemy)—20 damage 
   
  Incidental damage: When an enemy makes an opportunity attack 
  against the ogre minion, hit or miss, that enemy takes 4d6 
  damage. 
   
  Double-strength mook: The ogre minion mook counts as two 9th 
  level mooks when you’re building battles. 
   
  Nastier Specials 
  AC 
  PD 
  MD 
  HP 
  24 
  23 
  19 
  80 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Punching above its weight: Once per round, the ogre minion mob 
  can take 5d10 damage to reroll an attack (a member of the mob 
  takes one for the team). 
   
   
   
   
  Ogre Mage 
  Ogre Mage Knight 
  Large 
  6th level 
  Wrecker 
  Giant 
  Initiative: +13 
   
  Naginata +11 vs. AC—The effect depends on the roll. 
  Natural even hit: 25 damage, and the ogre mage knight can use 
  lightning pulse as a free action. 
  Natural odd hit: 20 damage, and the ogre mage knight can use 
  voice of thunder as a free action. 
  Natural even miss: 10 damage, and the ogre mage knight can 
  teleport to any nearby location it can see before using magi’s 
  lightning chain as a free action. 
  Natural odd miss: The ogre mage knight can use cone of cold as a 
  free action. 
   
  R: Magi’s lightning chain +11 vs. PD—15 lightning damage, and 
  each time this attack has a natural even attack roll, the ogre 
  mage knight can target a different creature with the ability 
   
  C: Cone of cold +11 vs. PD (up to 3 nearby enemies in a group, 
  also targets the ogre’s allies engaged with the targets)—20 cold 
  damage 
  Miss: 10 cold damage. 
   
  C: Lightning pulse +11 vs. PD (one random nearby or far away 
  enemy)—20 lightning damage 
  Natural even hit: The target is weakened (save ends). 
   
  C: Voice of thunder +11 vs. PD (1d3 nearby enemies)—15 
  thunder damage 
   
  AC 
  PD 
  MD 
  HP 
  22 
  19 
  17 
  160 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Resist exceptional attacks 16+: When a limited attack (not an at-
  will attack) targets this creature, the attacker must roll a natural 
  16+ on the attack roll or it only deals half damage. 
   
  Trollish regeneration 15: While an ogre mage is damaged, its 
  uncanny flesh heals 15 hit points at the start of the ogre mage’s 
  turn. It can regenerate five times per battle. If it heals to its 
  maximum hit points, then that use of regeneration doesn’t count 
  against the five-use limit. 
  When the ogre mage is hit by an attack that deals fire or acid 
  damage, it loses one use of its regeneration, and it can’t 
  regenerate during its next turn. 
  Dropping an ogre mage to 0 hp doesn’t kill it if it has any uses of 
  regeneration left. 
   
  Nastier Specials 
  Ki: Gain 1d4 ki at the start of each battle. Spend a point of ki as 
  a free action, once per round, to change the ogre mage knight’s 
  natural attack result by one; a natural 1 could become a 2, a 
  natural 19 could become a natural 20, and so on. 
   
   
   
   
  Ogre Mage 
  Large 
  7th level 
  Caster 
  Giant 
  Initiative: +14 
   
  Naginata +13 vs. AC—35 damage 
  Natural 18+: Make a second naginata attack against a nearby 
  enemy as a free action (engaging it is not required) 
   
  C: Cone of cold + 13 vs. PD (up to 3 nearby enemies in a 
  group)—50 cold damage 
  Limited use: 1/day, and the attack affects the ogre’s allies 
  engaged with or between enemy targets. 
   
  Aura of treachery: Once per round when a nearby enemy misses 
  the ogre mage with an attack, the ogre mage can make an aura 
  of treachery attack against it as a free action. 
  AC 
  PD 
  MD 
  HP 
  23 
  19 
  21 
  170 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  [Special trigger] C: Aura of treachery + 13 vs. MD—the target is 
  confused until the end of the ogre mage’s next turn 
   
  Flight: The ogre mage flies using the sheer power of its superior 
  mind. 
   
  Invisibility: If the ogre mage is not engaged, it can turn invisible 
  as an at-will standard action. It becomes visible when it attacks. 
  The ogre mage takes 1d10 damage each time it uses invisibility 
  while it’s staggered. 
   
  Resist exceptional attacks 16+: When a limited attack (not an at-
  will attack) targets this creature, the attacker must roll a natural 
  16+ on the attack roll or it only deals half damage. 
   
  Trollish regeneration 20: While an ogre mage is damaged, its 
  uncanny flesh heals 20 hit points at the start of the ogre mage’s 
  turn. It can regenerate five times per battle. If it heals to its 
  maximum hit points, then that use of regeneration doesn’t count 
  against the five-use limit. 
  When the ogre mage is hit by an attack that deals fire or acid 
  damage, it loses one use of its regeneration, and it can’t 
  regenerate during its next turn. 
  Dropping an ogre mage to 0 hp doesn’t kill it if it has any uses of 
  regeneration left. 
   
   
   
   
  Ogre Lightning Mage 
  Large 
  8th level 
  Caster 
  Giant 
  Initiative: +15 
   
  Naginata +14 vs. AC (2 attacks)—40 damage 
  Miss: 15 damage. 
   
  R: Lightning from torn sky +14 vs. PD (up to 2 nearby enemies, 
  plus one far away enemy, if any)—52 lightning damage 
  AC 
  PD 
  MD 
  HP 
  24 
  20 
  22 
  230 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Limited use: 1/battle, but the ogre lightning mage regains the 
  use of this attack if it’s expended each time it uses its naginata 
  attack. 
   
  R: Past master’s judgment +14 vs. MD (1d3 nearby enemies)—
  25 psychic damage 
  First natural even hit each attack: The ogre lightning mage can 
  cancel one spell or magical effect created by the target. 
   
  Flight: The ogre lightning mage flies well using the sheer power 
  of its superior mind. 
   
  Invisibility: While not engaged, the ogre lightning mage can turn 
  invisible as an at-will standard action. It becomes visible when it 
  attacks. The ogre mage takes 1d10 damage each time it uses 
  invisibility while it’s staggered. 
   
  Resist exceptional attacks 16+: When a limited attack (not an at-
  will attack) targets this creature, the attacker must roll a natural 
  16+ on the attack roll or it only deals half damage. 
   
  Trollish regeneration 20: While an ogre mage is damaged, its 
  uncanny flesh heals 20 hit points at the start of the ogre mage’s 
  turn. It can regenerate five times per battle. If it heals to its 
  maximum hit points, then that use of regeneration doesn’t count 
  against the five-use limit. 
  When the ogre mage is hit by an attack that deals fire or acid 
  damage, it loses one use of its regeneration, and it can’t 
  regenerate during its next turn. 
  Dropping an ogre mage to 0 hp doesn’t kill it if it has any uses of 
  regeneration left. 
   
   
   
   
  Prismatic Ogre Mage 
  Large 
  9th level 
  Caster 
  Initiative: +16 
   
  Horns and claws +15 vs. AC—75 damage 
  AC 
  PD 
  MD 
  25 
  22 
  18 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Giant 
  Natural 2–5: The prismatic ogre mage can use prismatic blast as 
  a free action without provoking an opportunity attack. 
   
  Force shove +15 vs. PD (each enemy engaged with ogre)—10 
  force damage, and the target pops free from the ogre mage 
  Quick use: This power only requires a quick action (once per 
  round) instead of a standard action when the escalation die is 
  odd. 
   
  R: Prismatic blast +15 vs. PD (1d3 nearby or far away enemies 
  in a group)—Roll a d8 against each hit target to determine the 
  type of ray and effect 
  1. Red: 75 fire damage; Miss: 40 fire damage. 
  2. Orange: 50 damage, and the target is confused (save ends). 
  3. Yellow: 40 ongoing poison damage. 
  4. Green: The target loses a recovery, and the prismatic ogre 
  mage heals 70 hp. 
  5. Blue: 60 lightning damage, and make a secondary attack: 
  +15 vs. PD (one enemy near the target)—20 lightning damage. 
  6. Cyan: The target is stunned (save ends). 
  7. Purple: The target is dazed and confused (save ends both). 
  When the target saves, it takes 40 psychic damage. 
  8. Magenta: The target is transported into the future. Remove 
  that creature from play, returning it to the battle in (or near) its 
  previous location at the end of its next turn. No time seems to 
  pass for the target while it’s gone. 
   
  Resist exceptional attacks 16+: When a limited attack (not an at-
  will attack) targets this creature, the attacker must roll a natural 
  16+ on the attack roll or it only deals half damage. 
   
  Warp: The prismatic ogre mage warps reality with its presence. 
  Each character hit by the prismatic blast attack during battle 
  must write down one true personal trait or preference about 
  their character such as: “Yellow hair,” “Afraid of spiders,” 
  “Prefers white wine to red,” or “Tattoo of a halfling on left 
  HP 360 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  bicep.” These personal traits are shuffled and randomly 
  distributed equally by the GM after the battle is over. Whichever 
  trait each player receives is now true for their character as well 
  as for the character of the player who wrote it down (unless 
  there has somehow turned out to be a swap…). These traits don’t 
  alter game mechanics (feats, powers, backgrounds, icon 
  relationships, attributes, bonuses, etc.). They are personal 
  details that have been warped and scrambled by the prismatic 
  ogre mage’s magic. 
   
   
   
   
  Ooze 
  All oozes have the following two abilities: 
  Flows where it likes: The ooze is immune to opportunity attacks. 
  Ooze: The ooze is immune to effects. When an attack applies a condition to an ooze (dazed, 
  hampered, weakened, ongoing damage, etc.), that condition doesn’t affect it. 
  Black Pudding 
  Huge 
  9th level 
  Wrecker 
  Ooze 
  Initiative: +8 
   
  C: Acid-drenched pseudopod +14 vs. PD (up to 4 attacks, each 
  against a different nearby enemy)—30 acid damage, and 10 
  ongoing acid damage 
  Miss: 10 acid damage. 
   
  Climber: A black pudding sticks to ceilings and walls when it 
  wishes, sliding along as easily as on the floor. 
   
  Slippery: The pudding has resist weapons 12+. 
  AC 
  PD 
  MD 
  HP 
  23 
  20 
  19 
  470 
   
   
   
   
  Gelatinous Cube 
  Huge 
  5th level 
  Blocker 
  Ooze 
  Initiative: +4 
   
  Shlup’n’schlorp +10 vs. PD—30 acid damage, and the cube 
  engulfs the target (functions like a grab) if it’s smaller than the 
  cube 
  Miss: The cube can make a spasms attack as a free action. 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  15 
  200 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  [Special trigger] C: Spasms +10 vs. AC (up to 2 attacks, each 
  against a different nearby enemy)—15 damage 
   
  Engulf and dissolve: Targets engulfed/grabbed by the cube take 
  30 acid damage at the start of the cube’s turn but are not viable 
  targets for additional attacks by the cube. Multiple targets can 
  be held within the cube simultaneously. 
  Any engulfed creature that is also staggered must begin making 
  last gasp saves or become paralyzed as the cube’s toxins 
  overwhelm it. 
   
   
   
   
  Ochre Jelly 
  Large 
  3rd level 
  Wrecker 
  Ooze 
  Initiative: +2 
   
  C: Acid-drenched pseudopod +8 vs. PD (1d4 attacks, each 
  against a different nearby enemy)—6 acid damage 
  Natural even hit or miss: 3 ongoing acid damage. 
   
  Splitter: The first time an ochre jelly takes 20 or more damage 
  from a single attack, it splits into two normal-size ochre jellies, 
  each with half the original’s current hit points plus 2d6 hp. Treat 
  the new jellies as undamaged jellies at their new hit point totals 
  without the splitter ability. 
  AC 
  PD 
  MD 
  HP 
  18 
  17 
  16 
  90 
   
   
   
   
  Orc 
  Orc Warrior 
  Normal 
  1st level 
  Troop 
  Humanoid 
  Initiative: +3 
   
  Jagged sword +6 vs. AC—6 damage 
  Dangerous: The crit range of attacks by orcs expands by 3 unless 
  they are staggered. 
  AC 
  PD 
  MD 
  HP 
  16 
  14 
  10 
  30 
   
   
   
   
  Orc Berserker 
  Normal 
  Initiative: +5 
  AC 
  16 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  2nd level 
  Troop 
  Humanoid 
   
  Greataxe +7 vs. AC—8 damage 
  Dangerous: The crit range of attacks by orcs expands by 3 unless 
  they are staggered. 
   
  Unstoppable: When an orc berserker drops to 0 hp, it does not 
  immediately die. Ignore any damage in excess of 0 hp, roll 2d6, 
  and give the berserker that many temporary hit points. No other 
  healing can affect the berserker or give it more temporary hit 
  points. When the temporary hp are gone, the berserker dies. 
  PD 
  MD 
  HP 
  15 
  13 
  40 
   
   
   
   
  Orc Shaman 
  Normal 
  2nd level 
  Leader 
  Humanoid 
  Initiative: +5 
   
  Spear +6 vs. AC—6 damage 
  Dangerous: The crit range of attacks by orcs expands by 3 unless 
  they are staggered. 
   
  R: Battle curse +7 vs. MD (1d3 nearby enemies)—4 psychic 
  damage, and for the rest of the battle, melee attacks by orcs 
  deal +1d4 damage against the target (non-cumulative) 
  AC 
  PD 
  MD 
  HP 
  18 
  12 
  16 
  36 
   
   
   
   
  Orcish Archer 
  Normal 
  2nd level 
  Archer 
  Humanoid 
  Initiative: +5 
   
  Scimitar +6 vs. AC—6 damage 
   
  R: Short bow +6 vs. AC—7 damage 
  Natural 1–5: Reroll the attack against a random nearby creature. 
  If the rerolled attack is also a natural 1–5, the orcish archer takes 
  3 damage from sheer agonized frustration, but it doesn’t get to 
  make another attack. 
   
  AC 
  PD 
  MD 
  HP 
  18 
  17 
  11 
  32 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Final frenzy: When the escalation die is 3+, the orcish archer 
  gains a +3 bonus to melee attacks and melee damage 
   
   
   
   
  Pit-Spawn Orc 
  2x 
  2nd level 
  Mook 
  Humanoid 
  Initiative: +2 
   
  Punch or bludgeon +7 vs. AC—5 damage 
   
  Mob attack: The crit range for pit-spawn orcs is 17+. Whenever a 
  pit-spawn orc scores a critical hit, each pit-spawn orc mook in 
  the battle gains a +1 cumulative bonus to damage until the end of 
  the battle. 
   
  Nastier Specials 
  Boiling rage: When an enemy engaged with the orc hits it with an 
  attack, the enemy takes 4 damage as the orc bites and claws it 
  back. 
  AC 
  PD 
  MD 
  HP 
  17 
  15 
  12 
  18 
   
   
   
   
  Cave Orc 
  Normal 
  3rd level 
  Mook 
  Humanoid 
  Initiative: +6, or +12 at night or in dark caves 
   
  Obsidian knife +8 vs. AC—4 damage, and +1d4 damage for each 
  other orc engaged with the target (max +4d4) 
   
  R: Rock +7 vs. AC—5 damage 
   
  Hears everything: Increase the DC to sneak past cave orcs silently 
  by +5. 
   
  Nocturnal predator: If the battle is at night (or in darkness), the 
  orc gains a +2 attack bonus. If the battle is during the day (or in 
  daylight) it takes a –2 penalty to all defenses. 
  AC 
  PD 
  MD 
  HP 
  19 
  18 
  12 
  10 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Death-Plague Orc 
  Large 
  3rd level 
  Spoiler 
  Humanoid 
  Initiative: +2 
   
  Huge spiked flail +8 vs. AC—21 damage 
  Natural roll is above target’s Constitution: The target catches a 
  disease (see below). 
   
  When a creature contracts a death-plague orc disease, roll a d4 
  for the disease type and a d6 for that disease’s symptoms after 
  the battle. Until cured, at the start of each day (after each full 
  heal-up) the PC makes a Constitution check (including any 
  appropriate background) to determine the severity of the disease 
  for that day, or if the PC is cured. 
   
  Full bed rest under the care of a healer reduces severity roll from 
  a d6 to a d4 (so a severity check result of 18 would be 1d4 + 2 not 
  1d6 + 2). A PC under the care of and experience healer or 
  someone who knows healing magic gains a +10 bonus to the 
  Constitution check. At the GM’s option, special ingredients or 
  healing items, found via quest, can give additional bonuses to the 
  check. 
   
  Disease Type (d4) 
  1: 
  Filthy Fever (d6 roll for symptoms that day) 
  2: 
  Chatter Pox (d6 roll for symptoms that day) 
  3: 
  Slug Scourge (d6 roll for symptoms that day) 
  4: 
  Red Fever (d6 roll for symptoms that day) 
   
  Filthy Fever Symptoms (d6) 
  1: 
  Slight temperature. 
  2–3: 
  The runs. You gain 1 less recovery than normal after a full 
  heal-up due to fluid loss. 
  4+: 
  You have a hacking cough that sounds like insane laughter 
  and are losing fluids. You gain 2 fewer recoveries than normal 
  after a full heal-up and can’t remain silent. 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  12 
  90 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Chatter Pox Symptoms (d6) 
  1: 
  Unsightly and painful sores, occasional shivers. 
  2–3: 
  Running sores, shivering and chattering teeth. You take a –
  3 penalty to social skill checks and to attack rolls with spells. 
  4+: 
  Infected sores, fever dreams. Your constitution is 
  weakened. After each full heal-up, roll 1d4 + 3 to determine your 
  starting maximum recoveries for that day. Each time you cast a 
  spell that isn’t at-will, there’s a 25% chance it fails (but you 
  don’t expend the spell). 
   
  Slug Scourge Symptoms (d6) 
  1: 
  Extreme appetite, nausea. 
  2–3: 
  Vomiting up slugs. Whenever you make a non-combat 
  Charisma check, roll 2d20 and take the lower result. 
  4+: 
  The slugs are inside your lungs! After each quick rest, you 
  lose 25% of your maximum hit points. If you drop to 0 hp this 
  way, you enter into a coma until the next day. 
   
  Red Fever Symptoms (d6) 
  1: 
  Scarlet stripes on the eyeballs, itching, buzzing in ears. 
  2–3: 
  Blurred vision. You take a –3 penalty to ranged attacks. 
  4+: 
  Fever, rage, and confusion. Whenever you roll a natural 
  odd attack roll, you are confused until the end of your next turn. 
  Ranged attacks have a 25% chance of accidentally targeting an 
  ally (check before making the attack roll). 
   
  Disease Severity (Con check each day; result affects d6 symptoms 
  roll) 
  1–14: d6 + 3 
  15–20: d6 + 2 
  20–24: d6 + 1 
  25–29: d6 + 0 
  30+: 
  Cured 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Orc Battle Screamer 
  Normal 
  3rd level 
  Leader 
  Humanoid 
  Initiative: +8 
   
  Sharpened flute or club-like drumstick +9 vs. AC—10 damage 
   
  Orcish Instruments: Choose ONE 
  R: Skull drum +7 vs. MD—8 damage, and as a free action, one 
  nearby orc ally can move or make a basic attack (doesn’t trigger 
  special abilities) 
  R: Bone flute +7 vs. MD—8 damage, and one nearby orc ally 
  deals +1d6 damage on a hit during its next turn 
  R: War bagpipes—1d3 nearby or far away enemies that can hear 
  the bagpipes must immediately roll a normal save; on a failure, 
  the target is hampered until the end of its next turn 
  AC 
  PD 
  MD 
  HP 
  22 
  15 
  15 
  33 
   
   
   
   
  Orc Tusker 
  Normal 
  3rd level 
  Troop 
  Humanoid 
  Initiative: +7 
   
  Club’n’tusk +5 vs. AC—7 damage 
  Furious charge: The attack instead deals 12 damage on a hit if 
  the orc tusker first moves before attacking an enemy it was not 
  engaged with at the start of its turn. 
  Miss: 4 damage, and the orc tusker pops free from all enemies. 
  AC 
  PD 
  MD 
  HP 
  22 
  17 
  13 
  45 
   
   
   
   
  Orc Rager 
  Normal 
  7th level 
  Mook 
  Humanoid 
  Initiative: +12 
   
  Greataxe +12 vs. AC—16 damage 
  Dangerous mooks: The crit range of melee attacks by orc ragers 
  expands by 3 until half the orc rager mob has been dropped. 
   
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  16 
  27 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Dying strike: When an orc rager drops to 0 hp, it can make a final 
  attack as a free action. (These extra attacks can come from 
  ragers engaged with a PC.) 
   
   
   
   
  Great Fang Cadre 
  Normal 
  10th level 
  Mook 
  Humanoid 
  Initiative: +13 
   
  Double axe +15 vs. AC—25 damage 
  Natural 11+: The cadre can make a second double axe attack (no 
  more) as a free action. 
  Dangerous mooks: The crit range of melee attacks by great fang 
  cadre orcs expands by 3 until half the great fang cadre mob has 
  been dropped. 
   
  R: Big, black, creaking bow +15 vs. AC—37 damage 
  Natural even hit or miss: The attack targets PD instead of AC. 
   
  Nastier Specials 
  On the spot mutation: Whenever an attack eliminates one or 
  more members of the mob, there is a 50% chance that each 
  survivor gains one of these abilities: extra melee attack, damage 
  aura: 1d20 damage vs. any enemy that starts its turn engaged 
  with the orc, or +4 bonus to AC. 
  AC 
  PD 
  MD 
  HP 
  27 
  25 
  21 
  50 
   
   
   
   
  Otyugh 
  Large 
  3rd level 
  Blocker 
  Aberration 
  Initiative: +5 
   
  Grasping tentacles +8 vs. PD (2 attacks)—5 damage 
  Natural even hit: The otyugh can grab the target. 
  Natural 18 or 20: The otyugh can grab the target and make a big 
  toothy maw attack against it as a free action. 
   
  Big toothy maw +12 vs. AC (one enemy it’s grabbing; includes 
  +4 grab bonus)—16 damage 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  13 
  84 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Trash nest defense: The otyugh gains a +2 bonus to all defenses 
  while fighting in its nest or in similar piles of excrement and 
  trash. 
   
  Tentacle flail: Once per round, an otyugh can make a grasping 
  tentacles attack as a free action against a moving nearby 
  creature it is not engaged with; on a natural even hit, the target 
  is grabbed and its movement stops. 
   
   
   
   
  Owlbear 
  Large 
  4th level 
  Wrecker 
  Beast 
  Initiative: +8 
   
  Rip and peck +9 vs. AC—15 damage, and until the end of the 
  owlbear’s next turn, the target is hampered (makes only basic 
  attacks) while engaged with the owlbear 
  Vicious hybrid: If the escalation die is even, make another rip 
  and peck attack. 
   
  Feed the cubs: An owlbear that scores a critical hit against a 
  hampered enemy tears a piece of the creature off (GM chooses a 
  limb) and will subsequently attempt to retreat with the prize to 
  feed its cubs. The torn-up enemy is stunned until the end of its 
  next turn. 
   
  Silent hunter: Owlbears are nearly silent until they strike. 
  Checks to hear them approaching take a –5 penalty. 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  13 
  101 
   
   
   
   
  Phase Spider 
  Large 
  7th level 
  Spoiler 
  Beast 
  Initiative: +16 
   
  Phasing fangs +11 vs. PD (2 attacks)—25 damage 
  Natural even hit: The spider can make a rummage and filch 
  attack against the target as a free action, even if the target isn’t 
  staggered. 
  AC 
  PD 
  MD 
  HP 
  23 
  22 
  18 
  200 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Rummage and filch +11 vs. MD (one staggered creature)—the 
  phase spider steals a random true magic item from the target 
  (see below). 
   
  Phasing abilities: As long as it didn’t just return from being out 
  of phase, at the start of the phase spider’s turn, roll a d6 to see 
  which of its phase and teleport abilities it can access that turn. 
  The spider doesn’t have to use the available ability and can 
  attack normally, if it wishes. 
  1–2: Short teleport—As a move action, the spider can teleport 
  anywhere it can see nearby. 
  3: Long teleport—As a move action, the spider can teleport 
  anywhere it can see nearby or far away. 
  4–5: Phase out—As a move action, the spider can remove itself 
  from the battlefield, returning on its next initiative turn 
  anywhere it chooses nearby. It doesn’t get to make a phase roll 
  at the start of its next turn though. 
  6: Teleport away—If the spider has stolen at least one magic 
  item, as a move action it can teleport back to its lair, or to its 
  master if it has one. It leaves the battle. If it hasn’t stolen an 
  item yet, it won’t leave and can use its choice of the other 
  abilities this turn. 
   
  Stolen items: If the spider is slain before it leaves battle, all 
  items stolen from the party are recovered. If a d20 roll results in 
  a 20, other magic items are found. 
   
   
   
   
  Pixie 
  All pixies have the glamour ability. 
  Glamour: Outside of combat, pixies can create complex illusions at will. For the PC, it’s 
  usually a normal or hard skill check to sort out what’s real. 
  Pixie Warrior 
  Normal 
  3rd level 
  Spoiler 
  Initiative: +12 
   
  Diminutive sparkly sword +8 vs. PD—5 psychic damage 
  AC 
  PD 
  MD 
  20 
  13 
  17 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Humanoid 
  Natural 16+: The pixie warrior can make a madness attack 
  against the target as a free action. 
   
  R: Enchanted bowshot +8 vs. PD—4 psychic damage, and the 
  pixie warrior can make a madness attack against the target as a 
  free action. 
   
  [Special trigger] Madness +8 vs. MD—The target is maddened 
  until the end of the pixie’s next turn. The first thing the creature 
  does on its turn is use a standard action to make a display of 
  power that has no practical benefit. The GM chooses the attack, 
  spell, or other power, which should be the most powerful one 
  the character has, preferably a daily. The target expends the 
  power in a great show of prowess, aimed for display rather than 
  effect. Wizards cast their fireballs into the sky, monks 
  demonstrate flawless form while shadow-boxing, and clerics 
  bless the very stones underfoot instead of allies. 
  When the madness effect gets old, substitute any of the 
  following effects, by choice or at random: 
  1: You love pixies and hate those who threaten them. The target 
  is confused until the end of the pixie’s next turn. 
  2: Brains knocked loose. The target takes 4 psychic damage each 
  time it takes an action (save ends; yes that could be 3 times per 
  round or more). 
  3: Reality bender. The target takes 5 ongoing psychic damage. 
  Each time the target fails the save, the ongoing damage 
  increases by 5, cumulative. 
  4: Massive attack on the unconscious mind. The target chooses 
  one: either let the onslaught slam its mind (take 15 psychic 
  damage), or steel its mind against the onslaught (stunned until 
  the end of the pixie’s next turn). 
  5: Compulsion to dance. The target takes 5 ongoing psychic 
  damage (no save) until it spends a standard action to dance 
  maniacally. Dancing ends all such ongoing damage, even if the 
  target has been hit multiple times with this effect. 
  6: Pacifism. The target can’t attack until the end of the pixie’s 
  next turn. 
   
  HP 
  24 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Dazzling lights: During battle, pixies fill the air with the light and 
  sound of countless flashy illusions. The effects are disorienting 
  enough that the PCs don’t get to add the escalation die to their 
  attacks. 
   
  Flight: Pixies make flying look like a lot of fun. 
   
  Invisibility: When an enemy attacks a pixie and misses, the pixie 
  turns invisible until the start of its next turn (even if it makes 
  opportunity attacks). A pixie can also turn invisible as a standard 
  action, in which case the invisibility still lasts until the start of 
  its next turn. 
   
   
   
   
  Predatory Plant 
  Claw Flower 
  Normal 
  2nd level 
  Spoiler 
  Plant 
  Initiative: +6 
   
  Attack name +7 vs. AC—8 damage 
  Natural 1–5: The claw flower takes 1d4 damage from burst roots. 
   
  C: Bumble spores +4 vs. MD (1d2 nearby random non-plant 
  creatures)—The effect depends on the roll 
  Natural even hit: 4 psychic damage, and the target is confused 
  until end of its next turn. 
  Natural odd hit: 3 psychic damage, and the target is stuck until 
  end of its next turn. 
  Miss: 2 psychic damage. 
   
  Immobile until pressed: The claw flower has roots and normally 
  can’t move, but when it takes 10 or more damage from a single 
  attack it can move normally during its next turn. 
   
  Spore escalator: The claw flower adds the escalation die to its 
  bumble spores attack rolls. 
   
  AC 
  PD 
  MD 
  HP 
  16 
  12 
  15 
  40 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Nastier Specials 
  Gentle roar: Once per battle, the claw flower can make a bumble 
  spores attack as a quick action. 
   
   
   
   
  Pixie Pod 
  2x 
  3rd level 
  Leader 
  Plant 
  Initiative: +7 
   
  C: Peripheral summoning +8 vs. MD (one random nearby 
  enemy)—8 psychic damage 
  Natural even hit: Add a new podling into the battle in a random 
  location. 
   
  Release the pods: Once per battle when the pixie pod rolls a 
  natural even hit with peripheral summoning, it adds a number of 
  podlings into the battle equal to the escalation die instead of 
  only one. 
   
  Immobile: Although its podlings occasionally pick up and move it 
  around out of combat, in battle the pixie pod can’t move and is 
  stuck except for its teleport ability. 
   
  Lost opportunity: This creature can’t make opportunity attacks. 
   
  Lurching teleport: Once per battle as a move action, the pixie-
  pod can teleport to a nearby location. But its control sucks. The 
  teleport goes in a random direction. Roll it using a d8 for 
  direction. 
   
  Magical concealment: As long as one or more of its podlings are 
  nearby, the pixie pod is invisible and extremely difficult to even 
  detect. A PC who wants to locate the pixie-pod must spend a 
  standard action searching and succeed at a DC 25 skill check 
  using Wisdom. Backgrounds connected to plants and the 
  wilderness help normally, and general searching skills and magic 
  talents might help a bit but not at full strength. Once located, 
  the plant can be attacked like a normal invisible creature. When 
  it teleports, however, it must be located all over again. 
  AC 
  PD 
  MD 
  HP 
  17 
  13 
  16 
  40 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Start with mooks: The pixie pod is normally accompanied by five 
  active podlings that don’t count toward the total when building a 
  battle with the pod. Additional podlings do count, however. 
   
   
   
   
  Podling 
  Normal 
  3rd level 
  Mook 
  Plant 
  Initiative: +9 
   
  Needle sword +8 vs. AC—6 damage 
  Natural even hit: The target can’t choose to search for the pixie-
  pod plant until all podlings in the battle are slain. 
   
  R: Tiny green bow +8 vs. AC—5 damage 
   
  Nastier Specials 
  Flight: The podling that can fly, hovering out of reach and firing 
  arrows. 
  AC 
  PD 
  MD 
  HP 
  18 
  17 
  13 
  10 
   
   
   
   
  Purple Worm 
  Purple Worm 
  Huge 
  8th level 
  Wrecker 
  Beast 
  Initiative: +11 
   
  Devouring maw +13 vs. PD—50 damage 
  Natural even hit: The target is swallowed whole if it’s smaller 
  than the worm (see below). 
  Miss: Half damage. 
   
  Tail sting +13 vs. AC (one random nearby enemy)—20 damage, 
  and 20 ongoing poison damage 
   
  C: Mighty thrash +13 vs. AC (1d3 random nearby enemies)—30 
  damage 
  Miss: Half damage. 
  AC 
  PD 
  MD 
  HP 
  23 
  22 
  17 
  440 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural 1–5: The worm takes 10 damage (but it still deals miss 
  damage on a 2–5). 
  Limited use: The worm can make this attack as a free action if it 
  has no enemies swallowed after using its standard action during 
  its turn. 
   
  Swallow whole: While a creature is swallowed whole, it takes 
  7d10 acid damage at the start of its turn and is stuck, hampered, 
  and unable to attack or affect anything outside the worm’s 
  stomach (and vice-versa). Most teleport abilities don’t work 
  because you’re hampered and you can’t see the location out of 
  the worm you want to teleport to. There are two ways out. 
  Cut your way out: Deal 40 damage to the worm with a single 
  attack and you can cut your way out. All edged or bladed 
  weapons are reduced to d6 damage dice (at most) inside the 
  worm’s gullet, so good luck. At least you’ll be damaging the 
  worm attacking it from within. 
  Get upchucked: While the worm is staggered, you can use a 
  standard action to try and crawl out of its mouth. Roll a hard 
  save (16+); on a success, the worm vomits you out and spits you 
  somewhere nearby. The worm also vomits out all creatures it has 
  swallowed when it drops to 0 hp. 
   
  Burrow: As the standard monster ability. 
   
  Nastier Specials 
  Larval feeding: The worm’s stomach also includes a mob of larval 
  mooks (purple larvae or parasitic lightning beetles). Feel free to 
  add this nastier special if a PC acts dismissive about the 
  possibility of being swallowed by the worm. 
  Resist most energy damage 16+: Purple worms generate weird 
  energy resistances thanks to underworld radiation and their odd 
  diets. Roll a d8 twice, in secret, to determine what energy types 
  the worm is not resistant to. The PCs probably have to find out 
  what energy works best against the worm the hard way, though 
  you might have mercy and allow a DC 35 Wisdom skill check to 
  figure out what energy types work against the worm. 
  1: acid; 2: cold; 3: fire; 4: lightning; 5: thunder; 6: holy; 7: 
  negative energy; 8: poison. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
   
   
   
  Parasitic Lightning Beetle 
  Normal 
  8th level 
  Mook 
  Beast 
  Initiative: +14 
   
  Mouthparts +12 vs. AC—10 damage 
  Natural even hit or miss: The target also takes 5 lightning 
  damage. 
   
  R: Lightning zap +12 vs. PD (one nearby enemy not engaged 
  with a purple worm, purple larvae, or parasitic beetle)—20 
  lightning damage 
  Natural even hit or miss: The target takes 5 extra lightning 
  damage. 
   
  Flight: The beetles fly badly, usually just enough to get back to 
  the worm when they’ve been shaken off from their hiding spots in 
  its segments. 
   
  Scaredy bugs: Whenever one or more parasitic lightning beetles 
  drop to 0 hp, roll a d6. If you roll less than or equal to the 
  number of beetles that were destroyed by that attack, all beetles 
  in the battle stop fighting, using all their actions during their 
  next turn to disengage and fly away. 
  AC 
  PD 
  MD 
  HP 
  27 
  22 
  17 
  36 
   
   
   
   
  Purple Larva 
  Normal 
  8th level 
  Mook 
  Beast 
  Initiative: +9 
   
  Bitey maw +13 vs. AC—20 damage 
  Natural even hit or miss: The larvae can make a tail stinger 
  attack against a random enemy engaged with it as a free action. 
   
  [Special trigger] Tail sting +13 vs. AC—5 damage, and 10 ongoing 
  poison damage 
   
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  16 
  44 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Merge with worm: Purple larvae can dig quickly in and out of the 
  skin of the purple worm as if they were burrowing but without 
  needing die rolls to succeed. 
   
   
   
   
  Ancient Purple Worm 
  Huge 
  12th level 
  Wrecker 
  Beast 
  Initiative: +17 
   
  Devouring maw +18 vs. PD—100 damage 
  Natural even hit: The target is swallowed whole if it’s smaller 
  than the worm (see below). 
  Miss: Half damage. 
   
  Tail sting +18 vs. AC (up to 2 random nearby enemies)—40 
  damage, and 40 ongoing poison damage 
  Miss: 20 damage. 
   
  Prodigious thrash +18 vs. AC (1d4 random nearby enemies)—
  50 damage 
  Miss: Half damage. 
  Natural 1–2: The worm and any creatures it has swallowed take 
  8d6 damage (but it still deals miss damage on a 2). 
  Limited use: The worm can make this attack as a free action if 
  it has one enemy swallowed or less after using its standard 
  action during its turn. 
   
  Swallow whole: While a creature is swallowed whole, it takes 
  10d12 acid damage at the start of its turn and is stuck, 
  hampered, and unable to attack or affect anything outside the 
  worm’s stomach (and vice-versa). Most teleport abilities don’t 
  work because you’re hampered and you can’t see the location 
  out of the worm you want to teleport to. There are two ways 
  out. 
  Cut your way out: Deal 80 damage to the worm with a single 
  attack and you can cut your way out. All edged or bladed 
  weapons are reduced to d6 damage dice (at most) inside the 
  AC 
  PD 
  MD 
  HP 
  27 
  25 
  21 
  1200 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  worm’s gullet, so good luck. At least you’ll be damaging the 
  worm attacking it from within. 
  Get upchucked: While the worm is staggered, you can use a 
  standard action to try and crawl out of its mouth. Roll a hard 
  save (16+); on a success, the worm vomits you out and spits you 
  somewhere nearby. The worm also vomits out all creatures it 
  has swallowed when it drops to 0 hp. 
   
  Burrow: As the standard monster ability, but with a +5 bonus to 
  the check. 
   
  Nastier Specials 
  Resist most energy damage 16+: Purple worms generate weird 
  energy resistances thanks to underworld radiation and their odd 
  diets. Roll a d8 twice, in secret, to determine what energy types 
  the worm is not resistant to. The PCs probably have to find out 
  what energy works best against the worm the hard way, though 
  you might have mercy and allow a DC 35 Wisdom skill check to 
  figure out what energy types work against the worm. 
  1: acid; 2: cold; 3: fire; 4: lightning; 5: thunder; 6: holy; 7: 
  negative energy; 8: poison. 
   
   
   
   
  Rakshasa 
  2x 
  8th level 
  Caster 
  Humanoid 
  Initiative: +16 
   
  Claws and bite +11 vs. AC (2 attacks)—25 damage 
  Natural even hit: The rakshasa can make a rend mind attack as a 
  free action. 
   
  R: Striped lightning bolts +13 vs. PD (1d3 nearby enemies)—25 
  lightning damage, or 50 lightning damage against a staggered 
  target 
  Natural even hit: The rakshasa can make a rend mind attack as a 
  free action. 
   
  AC 
  PD 
  MD 
  HP 
  23 
  20 
  22 
  280 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Rend mind +13 vs. MD (one nearby enemy)—15 psychic 
  damage, and the target is confused (make a basic or at-will 
  attack vs. ally) until the end of the rakshasa’s next turn 
   
  Shapechange: As a standard action, the rakshasa can change its 
  form to that of any humanoid, or back to its own shape. Seeing 
  through the shapechange requires a DC 25 skill check. 
   
  Nastier Specials 
  Master of chaos: The rakshasa gains a bonus to all defenses equal 
  to the current number of confused enemies in the battle. 
  Reversal of fate: Once per day as a quick action, the rakshasa 
  steals the escalation die; until the end of the battle, the 
  rakshasa gains an attack bonus equal to the die’s value when it 
  was stolen. Reset the escalation die to 0 for the players and 
  increase it normally with each new round. 
   
   
   
   
  Redcap 
  All redcaps have special abilities based on The Bad Word. Before every battle against 
  redcaps, the GM should determine the bad word for that battle. Whenever a PC or a player at 
  the table says the word, every redcap in the battle can use their associated ability as a free 
  action that interrupts whatever action is currently happening. 
  Splotchcap 
  Normal 
  2nd level 
  Archer 
  Humanoid 
  Initiative: +8  
   
  Stabby knife +5 vs. AC—6 damage 
  Natural 16+: The target also takes 2 ongoing damage. 
   
  R: Smashy slingstone +7 vs. AC—7 damage 
  Natural 18+: The target can’t cast a spell until the end of its next 
  turn or until the splotchcap drops to 0 hp, whichever comes first. 
   
  [Special trigger] C: Pop-out and stab ‘em +7 vs. AC (one nearby 
  enemy)—8 damage 
  Miss: Damage equal to the escalation die. 
  AC 
  PD 
  MD 
  HP 
  16 
  17 
  14 
  32 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Impossible teleport: When the splotchcap scores a critical hit OR 
  when a PC or a player at the table says the bad word, the 
  splotchcap can teleport to a nearby hidden location it can see as 
  a free action. 
   
  Pop-out surprise: When the splotchcap starts its turn and no 
  enemy can see it, it can make a pop-out and stab ‘em attack that 
  turn as a standard action. 
   
   
   
   
  Redcap 
  Normal 
  3rd level 
  Wrecker 
  Humanoid 
  Initiative: +9 
   
  Twin skinning knives +8 vs. AC (2 attacks)—6 damage 
  Miss: Damage equal to the escalation die. 
   
  Stompy iron boots +8 vs. PD (one staggered or unconscious 
  enemy)—12 damage 
  Miss: 5 damage. 
   
  [Special trigger] C: Pop-out and ride ‘em +10 vs. AC (one 
  nearby enemy)—10 damage, and 5 ongoing damage 
  Ridey-horsey: While the target is taking ongoing damage from 
  this attack, the redcap is riding the target’s shoulders with its 
  knives in the target’s ears, and once during its turn the redcap 
  can use a move action to make the target move anywhere nearby 
  that won’t directly cause it harm (but opportunity attacks are 
  fair game). 
  Miss: 5 damage. 
   
  Impossible teleport: When the redcap scores a critical hit OR 
  when a PC or a player at the table says the bad word, the redcap 
  can teleport to a nearby hidden location it can see as a free 
  action. 
   
  AC 
  PD 
  MD 
  HP 
  17 
  18 
  15 
  42 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Pop-out surprise: When the redcap starts its turn and no enemy 
  can see it, it can make a pop-out and ride ‘em attack that turn as 
  a standard action 
   
   
   
   
  Crimsoncap 
  Normal 
  6th level 
  Spoiler 
  Humanoid 
  Initiative: +11 
   
  Huge bloody cleavers +11 vs. AC (2 attacks)—13 damage, and 
  the crimsoncap can pop free from the target 
   
  Horrible stompy boots +11 vs. PD (one staggered or 
  unconscious enemy)—20 damage, and the target is hampered 
  (save ends) 
  Miss: 5 damage. 
   
  [Special trigger] C: Pop-out and slash ‘em +11 vs. AC (1d4 
  nearby enemies)—15 damage, and 5 ongoing damage 
  Miss: 10 damage. 
   
  Impossible teleport: When the crimsoncap scores a critical hit OR 
  when a PC or a player at the table says the bad word, the 
  crimsoncap can teleport to a nearby hidden location it can see or 
  can’t see (like inside a closet) as a free action. 
   
  Pop-out surprise: When the crimsoncap starts its turn and no 
  enemy can see it, it can make a pop-out and slash ’em attack 
  that turn as a standard action 
   
  Nastier Specials 
  F*** T***: The crimsoncap has two bad words instead of one. And 
  the PCs find that out the hard way. Write the words down ahead 
  of time to prove you’re not just being a mean GM. 
  AC 
  PD 
  MD 
  HP 
  20 
  21 
  18 
  84 
   
   
   
   
  Crustycap 
  Normal 
  Initiative: +14 
  AC 
  21 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  7th level 
  Wrecker 
  Humanoid 
   
  Big bloody axe +12 vs. AC (2 attacks)—10 damage 
  Natural even hit: The crustycap can make a single big bloody 
  axe attack against a different nearby enemy as a free action. 
  Miss: 5 ongoing damage. 
   
  Devastating stompy boots +12 vs. PD (one staggered or 
  unconscious enemy)—40 damage 
  Miss: 10 damage. 
   
  Oh no oh no: When a PC or a player at the table says the bad 
  word, the crustycap can take an extra standard action during 
  its next turn. Feel free to let the extra actions stack a few 
  times if someone gets cocky. 
   
  Nastier Specials 
  Just plain mean: When the crustycap scores a critical hit OR 
  when a PC or a player at the table says the bad word, the 
  crustycap can teleport away as a free action. Far away, even 
  to a location it can’t see, and out of the battle. Then at the 
  start of the PCs’ next battle, it teleports back and attacks the 
  PCs, no matter what enemies they are fighting. It will continue 
  to use this power if it can until the PCs take a full heal-up, at 
  which point, if it’s still alive, it loses interest. 
  PD 
  MD 
  HP 
  22 
  19 
  100 
   
   
   
   
   
  Remorhaz 
  Squib Swarm 
  Normal 
  0 level 
  Mook 
  Beast 
  Initiative: +0 
   
  Sharp nibbling beaks +5 vs. AC—3 cold damage 
   
  Heat absorption: When a creature is engaged with the squib 
  swarm at the start of its turn, it takes cold damage equal to the 
  escalation die. 
  AC 
  PD 
  MD 
  HP 
  14 
  12 
  8 
  5 
   
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Barbellite 
  Normal 
  3rd level 
  Troop 
  Beast 
  Initiative: +7 
   
  Arctic bite +11 vs. AC—7 cold damage 
   
  Heat absorption: When a creature is engaged with the remorhaz 
  at the start of its turn, it takes cold damage equal to the 
  escalation die. 
   
  Shatterer: Death can cause fluid-filled sacks inside the barbellite 
  to explode. When the attack roll that kills the barbellite is a 
  natural even roll, each nearby creature takes 10 cold damage. 
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  12 
  36 
   
   
   
   
   
  Frost-Würm 
  Large 
  6th level 
  Troop 
  Beast 
  Initiative: +9 
   
  Würm glaciation +11 vs. AC—18 damage 
  Natural even hit: The target and one other nearby enemy takes 
  18 cold damage as the area freezes over. 
  Miss: The target and one other nearby enemy takes 6 cold 
  damage. 
   
  Trilling vibrations +9 vs. MD (1d3 nearby enemies in a group)—
  The target is stunned (save ends) 
  Limited use: The remorhaz can use trilling vibrations only when 
  the escalation die is odd. 
   
  Burrow: As the standard monster ability, except the remorhaz 
  only needs to roll 6+ in snow. 
   
  Massive heat absorption: When a creature is engaged with the 
  remorhaz at the start of its turn, it takes cold damage equal to 
  twice the escalation die. 
   
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  16 
  180 
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Shatterer: Death can cause fluid-filled sacks inside the frost-
  würm to explode. When the attack roll that kills the frost-würm 
  is a natural even roll, each nearby creature takes 20 cold 
  damage. 
   
   
   
   
  Adult Remorhaz 
  Large 
  8th level 
  Wrecker 
  Beast 
  Initiative: +11 
   
  [Special trigger] C: Death from below! +14 vs. AC (each nearby 
  creature)—45 damage; OR 22 damage, and the target is stunned 
  (save ends) 
  Miss: 15 damage. 
  Limited use: 1/battle, during the remorhaz’s first turn or if 
  appearing on the surface after burrowing. 
   
  Savage bite +16 vs. AC—50 damage, 20 fire damage, and the 
  remorhaz grabs the target if it’s not already grabbing a creature 
  Miss: 15 fire damage. 
   
  Burrow: As the standard monster ability, except the remorhaz 
  only needs to roll 6+ in snow and ice. 
   
  Furnace aura: When a creature is engaged with the remorhaz (or 
  grabbed by it) at the start of its turn, it takes fire damage equal 
  to 6 x the escalation die. 
   
  Nastier Specials 
  Bejeweled remorhaz: The remorhaz has glowing “jewels” on its 
  armored plates. When a nearby or far away enemy misses with an 
  attack against the remorhaz, that enemy chooses one: It takes 10 
  fire damage; OR one piece of its non-magical equipment 
  (something useful, but player’s choice) melts or burns up. Adjust 
  skill checks or stats accordingly. 
  Remorhaz steamer: The remorhaz is melting the ice/snow all the 
  time and obscuring steam rises into the air. Ranged attacks 
  AC 
  PD 
  MD 
  HP 
  24 
  22 
  18 
  280 
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  against the remorhaz take a –2 penalty, or a –4 penalty if the 
  attacker is far away. 
  Spiney remorhaz: The remorhaz is covered in red-hot spines. 
  When a nearby enemy rolls a natural 1–5 with an attack roll, it 
  takes 20 fire damage unless it has somehow protected itself from 
  the heat. 
   
   
   
   
  Remorhaz Queen 
  Large 
  11th level 
  Wrecker 
  Beast 
  Initiative: +2d10 (see sluggish initiative) 
   
  Bite and trample +17 vs. AC—80 damage, 40 fire damage, and 
  the remorhaz grabs the target 
  Miss: The target and each other creature engaged with the 
  remorhaz takes 20 fire damage. 
   
  R: Nova blast +16 vs. PD (1d3 nearby enemies)—100 fire 
  damage 
  Miss: 25 fire damage. 
   
  Burrow: As the standard monster ability, except the remorhaz 
  only needs to roll 6+ in snow and ice. 
   
  Furnace aura: When a creature is engaged with the remorhaz (or 
  grabbed by it) at the start of its turn, it takes fire damage equal 
  to 10 x the escalation die. 
   
  Sluggish initiative: The queen may be sluggish after eating 
  unsuccessful suitors, laying eggs, or moving across the ice like a 
  rushing avalanche. Roll 2d10 to determine her current initiative. 
   
  Nastier Specials 
  Bejeweled remorhaz: The remorhaz has glowing “jewels” on its 
  armored plates. When a nearby or far away enemy misses with 
  an attack against the remorhaz, that enemy chooses one: It takes 
  25 fire damage; OR one piece of its non-magical equipment 
  AC 
  PD 
  MD 
  HP 
  27 
  26 
  22 
  580 
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  (something useful, GM’s choice) melts or burns up. Adjust skill 
  checks or stats accordingly. 
  Remorhaz steamer: The remorhaz is melting the ice/snow all the 
  time and obscuring steam rises into the air. Ranged attacks 
  against the remorhaz take a –2 penalty, or a –4 penalty if the 
  attacker is far away. 
  Spiney remorhaz: The remorhaz is covered in red-hot spines. 
  When a nearby enemy rolls a natural 1–5 with an attack roll, it 
  takes 30 fire damage unless it has somehow protected itself from 
  the heat. 
   
   
   
   
  Rust Monster 
  Rust Monster 
  Normal 
  3rd level 
  Spoiler 
  Aberration 
  Initiative: +5 
   
  Caustic bite +8 vs. AC (one creature wearing light armor or no 
  armor)—10 damage, and 5 ongoing acid damage 
  Natural 16+: The target is now considered to be wearing no 
  armor (the armor is damaged beyond repair; adjust defenses 
  accordingly). If the target’s armor is magical, the target must roll 
  a hard save (16+). On a success, the armor isn’t affected. This 
  effect is permanent until the creature obtains new armor. 
   
  Rusting antenna +8 vs. PD (one creature wearing heavy 
  armor)—1 damage, and the target is now considered to be 
  wearing no armor (the armor is damaged beyond repair; adjust 
  defenses accordingly). If the target’s armor is magical, the target 
  must roll a hard save (16+). On a success, the armor isn’t 
  affected. This effect is permanent until the creature obtains new 
  armor. 
   
  Corrupting body: Whenever a creature hits the rust monster with 
  a melee weapon, the attacker must roll a save; on a failure, the 
  weapon is destroyed. Magic weapons require an easy save (6+) 
  instead. This effect is permanent. 
   
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  13 
  45 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Rust’s targets: Magic items wielded by creatures with 60 hp or 
  more are not affected by the rust monster’s ability to destroy 
  items (but the target still takes damage). 
   
  Saving quirks: Before rolling a save for a magic item, a PC can 
  gain a +5 bonus to the save by agreeing to roleplay the item’s 
  quirk as a huge element of their personality until the next full 
  heal-up. Failure to live up to this roleplaying agreement means 
  that the item hasn’t received the support it needs from its owner 
  to survive the rust monster’s destructive effects, and the item is 
  destroyed at the end of the next battle even if its owner 
  successfully saved. 
   
  Nastier Specials 
  Big antenna: When the rust monster scores a critical hit, it can 
  try to destroy another random magic item in the target’s 
  possession (or a random normal item if the target has no other 
  magic items). The creature must roll a save for the item, as 
  usual. 
   
   
   
   
  Rust Monster Obliterator 
  Normal 
  5th level 
  Spoiler 
  Demon 
  Initiative: +8 
   
  Caustic bite +10 vs. AC (one creature wearing light armor or no 
  armor)—18 damage, and 5 ongoing acid damage 
  Natural 14+: The target is now considered to be wearing no 
  armor (the armor is damaged beyond repair; adjust defenses 
  accordingly). If the target’s armor is magical, the target must roll 
  a hard save (16+). On a success, the armor isn’t affected. This 
  effect is permanent until the creature obtains new armor. 
   
  Rusting antenna +10 vs. PD (one creature wearing heavy 
  armor)—10 damage, and the target is now considered to be 
  wearing no armor (the armor is damaged beyond repair; adjust 
  defenses accordingly). If the target’s armor is magical, the target 
  must roll a hard save (16+). On a success, the armor isn’t 
  affected. This effect is permanent until the creature obtains new 
  armor. 
  AC 
  PD 
  MD 
  HP 
  21 
  19 
  15 
  72 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Each time the rust monster obliterator destroys heavy armor with 
  this attack, it gains a different random demon ability until the 
  end of the battle (reroll duplicate abilities). (See the demon 
  abilities table.) 
   
  Corrupting body: Whenever a creature hits the rust monster with 
  a melee weapon, the attacker must roll a save; on a failure, the 
  weapon is destroyed. Magic weapons require an easy save (6+) 
  instead. This effect is permanent. 
   
  Rust’s targets: Magic items wielded by creatures with 100 hp or 
  more are not affected by the rust monster’s ability to destroy 
  items (but the target still takes damage). 
   
  Saving quirks: Before rolling a save for a magic item, a PC can 
  gain a +5 bonus to the save by agreeing to roleplay the item’s 
  quirk as a huge element of their personality until the next full 
  heal-up. Failure to live up to this roleplaying agreement means 
  that the item hasn’t received the support it needs from its owner 
  to survive the rust monster’s destructive effects, and the item is 
  destroyed at the end of the next battle even if its owner saved. 
   
  Nastier Specials 
  Tail whirligig: When an enemy targets the rust monster 
  obliterator with a spell, the rust monster rolls a save. On a 
  success, the spell has no effect on the rust monster. If the rust 
  monster is staggered, it must roll a hard save (16+) instead. 
   
   
   
   
  Sahuagin 
  Sahuagin Raider 
  Normal 
  2nd level 
  Troop 
  Humanoid 
  Initiative: +4 
   
  Coral-tipped spear +6 vs. AC—6 damage 
  Natural even hit against a stuck or hampered enemy: The target 
  takes 1d6 extra damage. 
   
  AC 
  PD 
  MD 
  HP 
  18 
  14 
  13 
  34 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  R: Hooked net +6 vs. PD—3 damage 
  Natural even hit: The target is hampered (save ends). 
  Natural odd hit: The target is stuck (save ends). 
  Limited use: 1/battle. 
   
  Blood rage: The sahuagin raider gains a +2 attack bonus while it’s 
  staggered. 
   
  Water breather: Sahuagin breathe underwater and swim very 
  well. 
   
   
   
   
  Razor Shark 
  Normal 
  2nd level 
  Mook 
  Beast 
  Initiative: +6 
   
  Razortoothed jaws +7 vs. AC—4 damage 
  Natural even hit: Increase the damage by +1 for each razor shark 
  mook that has dropped this battle. 
  Natural even miss: The target and the razor shark each take 1d6 
  damage. 
   
  Frenzy (group): When two or more razor sharks in the same mob 
  are dropped to 0 hp by an attack, as a free action each dropped 
  razor shark attacks one random nearby non-razor shark creature 
  before it dies. That creature takes 1d8 damage. 
   
  Water breather: Sharks breathe underwater and swim very well. 
  They’re not so good out of sea water (even if they jump), so treat 
  them as semi-hazardous terrain while they’re busy thrashing to 
  death outside the water. 
  AC 
  PD 
  MD 
  HP 
  17 
  14 
  11 
  10 
   
   
   
   
  Sahuagin 
  Normal 
  5th level 
  Initiative: +9 
   
  AC 
  PD 
  20 
  19 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Wrecker 
  Humanoid 
  Trident and bite +10 vs. AC (2 attacks)—10 damage 
  Natural 20: Increase the escalation die by 1, and the target is 
  hampered (makes only basic attacks) until the end of its next 
  turn. 
   
  R: Barbed crossbow +9 vs. AC (one nearby enemy, or a far 
  away enemy at –2 atk)—10 damage, and 5 ongoing damage 
   
  Blood frenzy: Make a note of the escalation die when the 
  sahuagin becomes staggered. The sahuagin gains a bonus to its 
  melee attacks and damage equal to the escalation die value for 
  the rest of the battle. 
   
  Water breather: Sahuagin breathe underwater and swim very 
  well. 
   
  Nastier Specials 
  Demon-touched: Roll a d6 on the demon abilities table. The 
  sahuagin gains that ability. 
  MD 
  HP 
  16 
  70 
   
   
   
   
  Sahuagin Glow Priest 
  Normal 
  5th level 
  Caster 
  Humanoid 
  Initiative: +10 
   
  Coral rod +10 vs. AC—12 damage 
  Natural even hit or miss: The priest teleports the target next to 
  one of its nearby allies that it can see, who engages it as a free 
  action. It can’t teleport the target to a location that causes it 
  direct damage (so into a pool of flaming oil is out, but off a ship 
  into the sea is fine). 
   
  R: Glowpriest’s prayer +10 vs. MD (1d3 nearby enemies)—12 
  psychic damage, and if the attack hits 2 or more targets, roll 1d8 
  after the attack for the prayer’s effect 
  1–2 (Hymn of hate): One random nearby conscious enemy takes 
  4d6 negative energy damage. 
  AC 
  PD 
  MD 
  HP 
  21 
  16 
  19 
  70 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  3–4 (Curse of despair): Each target that was hit takes a –2 penalty 
  (non-cumulative) to all saves until the end of the battle. 
  5–6 (Scream of victory): Until the start of the glowpriest’s next 
  turn, each sahuagin and demon in the battle adds the escalation 
  die to its attacks and the PCs don’t. 
  7–8 (Word of refuge): Remove the glowpriest from play. At the 
  start of its next turn, return it to play nearby its original location. 
  It gains a +4 bonus to all defenses until the end of its next turn 
  after it returns to play. 
   
  Water breather: Sahuagin breathe underwater and swim very 
  well. 
   
   
   
   
  Sea Shark 
  2x 
  5th level 
  Mook 
  Beast 
  Initiative: +6 
   
  Massive iron jaws +10 vs. AC—14 damage 
  Miss: 2d6 damage. 
   
  Frenzy: While staggered, if the iron sea shark is unengaged at the 
  start of its turn, it must roll an easy save (6+). On a failure, the 
  shark must move and attack a random nearby enemy that’s 
  staggered, or a random nearby if there are no staggered enemies. 
   
  Shredder: When an enemy misses with a melee attack against an 
  iron sea shark and rolls a natural 1–5, the attacker takes 2d6 
  damage. 
   
  Water breather: Sharks breathe underwater and swim very well. 
  They’re not so good out of sea water (even if they jump), so treat 
  them as semi-hazardous terrain while they’re busy thrashing to 
  death outside the water. 
  AC 
  PD 
  MD 
  HP 
  22 
  19 
  14 
  32 
   
   
   
   
  Sahuagin Mutant 
  Large 
  Initiative: +12 
  AC 
  22 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  6th level 
  Wrecker 
  Humanoid 
   
  Four-armed frenzy +11 vs. AC (1d4 attacks)—15 damage 
  Natural 4, 8, 12, 16, 20: The target takes 10 ongoing damage. 
   
  R: Heavy crossbow +10 vs. AC (one nearby or far away 
  enemy)—30 damage 
  Natural 16+: The target takes 10 ongoing damage. 
   
  Limited escalator: The sahuagin mutant adds the escalation die 
  to its attacks until the die is 5+. 
   
  Water breather: Sahuagin breathe underwater and swim very 
  well. 
   
  Nastier Specials 
  Punisher: When an enemy intercepts the sahuagin mutant, it 
  takes 4d8 damage from the mutant’s claws and teeth. 
  Ripper: When an enemy makes a melee attack against the 
  sahuagin mutant and rolls a natural odd miss, that enemy takes 
  2d8 damage. 
  PD 
  MD 
  HP 
  20 
  15 
  200 
   
   
   
   
  Skeleton 
  For all skeletons 
  Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a 
  natural 16+ on the attack roll or it only deals half damage. 
  Decrepit Skeleton 
  Normal 
  1st level 
  Mook 
  Undead 
  Initiative: +6 
  Vulnerability: holy 
   
  Sword +6 vs. AC—3 damage 
  AC 
  PD 
  MD 
  HP 
  16 
  14 
  10 
  7 
   
   
   
   
  Skeletal Hound 
  Normal 
  Initiative: +7 
  AC 
  15 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  1st level 
  Blocker 
  Undead 
  Vulnerability: holy 
   
  Bite +6—5 damage 
  Natural even hit: The hound leaves teeth in the wound; the 
  target takes 5 ongoing damage, and the hound takes 1d6 damage. 
   
  Chomp chomp chomp: Enemies with a lower initiative than the 
  hound take a –5 penalty to disengage checks against it. 
   
  Skilled intercept 11+: Once per round, an engaged skeletal hound 
  can attempt to pop free and intercept an enemy moving past it. 
  Roll a normal save; on 11+, it succeeds. 
  PD 
  MD 
  HP 
  13 
  13 
  24 
   
   
   
   
  Skeleton Archer 
  Normal 
  1st level 
  Archer 
  Undead  
  Initiative: +7 
  Vulnerability: holy 
   
  Jabby bones +5 vs. AC—4 damage 
   
  R: Shortbow +7 vs. AC—6 damage 
  AC 
  PD 
  MD 
  HP 
  16 
  14 
  11 
  26 
   
   
   
   
  Skeleton Warrior 
  Normal 
  2nd level 
  Troop 
  Undead 
  Initiative: +8 
  Vulnerability: holy 
   
  Spear +8 vs. AC—6 damage 
  AC 
  PD 
  MD 
  HP 
  16 
  14 
  11 
  26 
   
   
   
   
  Blackamber Skeletal Legionnaire 
  Normal 
  4th level 
  Troop 
  Undead 
  Initiative: +10 
  Vulnerability: holy 
   
  Shortsword +10 vs. AC—14 damage 
  AC 
  PD 
  MD 
  HP 
  21 
  15 
  17 
  48 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural 16+: The target moves down 1d3 points in initiative 
  order, to a minimum of 1. 
  Natural even miss: 5 damage. 
   
  R: Javelin +8 vs. AC—10 damage 
   
  Press advantage: The legionnaire deals +1d8 damage with its 
  attacks against enemies that have a lower initiative than it. 
   
   
   
   
  Stirge 
  Stirge 
  Normal 
  0 level 
  Troop 
  Beast 
  Initiative: +4 
   
  Claws +7 vs. AC—2 damage, and the stirge can make a draining 
  probe attack against the target during its next turn if it’s still 
  engaged with the target 
   
  [Special trigger] Draining probe +7 vs. AC (one enemy hit by 
  claws last turn)—5 damage, and 5 ongoing damage 
   
  Flight: Stirges fly well. Also, the pitch of their wings is high and 
  thin, allowing a stirge to get very close without tipping off its 
  prey. 
   
  Nastier Specials 
  One and done: After hitting a living creature that has blood with 
  its draining probe attack, the stirge heals 5 hit points and will 
  use its next turn to move, fleeing to the hive to feed the 
  stirgelings…and to alert the hive that there is an easy meal 
  nearby. A new full-strength stirge enters the battle during the 
  next round on the same initiative count. 
  AC 
  PD 
  MD 
  HP 
  16 
  14 
  10 
  18 
   
   
   
   
  Archer Stirge 
  Normal 
  Initiative: +6 
  AC 
  18 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  1st level 
  Archer 
  Beast 
   
  Serrated claws +7 vs. AC—4 damage 
   
  R: Barbed stinger +9 vs. AC (one nearby enemy)—3 damage, 
  and 3 ongoing damage 
  Natural 16+: One stirge ally engaged with the target can make a 
  melee attack against it as a free action. 
   
  Flight: The archer stirge flies faster and higher than a normal 
  stirge, but on louder wings. 
  PD 
  MD 
  HP 
  14 
  12 
  22 
   
   
   
   
  Cobbler Stirge 
  Normal 
  1st level 
  Blocker 
  Beast 
  Initiative: +5 
   
  Claws +7 vs. AC—6 damage 
   
  C: Gooey bloody spray +7 vs. PD (1d4 nearby enemies)—5 
  damage 
  Natural even hit or miss: The target is stuck (save ends). 
  Natural odd hit or miss: The cobbler stirge takes 3 damage. 
   
  Painful flight: The cobbler has stubby ill-proportioned wings and 
  takes 1d6 damage at the end of each round that it flies during 
  battle. 
  AC 
  PD 
  MD 
  HP 
  16 
  14 
  12 
  30 
   
   
   
   
  Stirgelings 
  Normal 
  0 level 
  Mook 
  Beast 
  Initiative: +2 
   
  Claws +5 vs. AC—The effect depends on the roll 
  Natural odd hit: 2 damage. 
  Natural even hit: Choose one effect, and then the stirgeling mob 
  takes 4 damage (killing this creature first). 
  AC 
  PD 
  MD 
  HP 
  15 
  13 
  9 
  4 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Regular stirgeling: The target takes 3 damage, and 3 ongoing 
  damage. 
  Archer stirgeling: The target takes 6 damage. 
  Cobbler stirgeling: The target takes 3 damage and is stuck until 
  end of its next turn. 
   
  Flight: They aren’t strong fliers but they are quick and agile. 
   
   
   
   
  Soul Flenser 
  Soul Flenser 
  Normal 
  9th level 
  Spoiler 
  Aberration 
  Initiative: +15 
   
  Soul flensing tentacles +14 vs. PD—30 damage 
  Natural even hit, or any hit against a weakened, stunned, or 
  confused target: Randomly select one of the target’s limited-use 
  powers or spells. The soul flenser flenses it away, removing it 
  from the target until that creature regains it via a successful 
  connection to the oversoul (see below). 
  Natural 3, 6, or 9: The target is confused (save ends). 
   
  C: Soul blast +14 vs. MD (1d4 nearby enemies in a group)—35 
  psychic damage 
  Natural even hit: The target is weakened (save ends). 
  Natural odd hit: If the target is already weakened, it’s also 
  stunned until end of its next turn. 
  Natural 3, 6, or 9: The target is confused (save ends). 
   
  Connection to the Oversoul: When a creature slays a soul flenser, 
  it can roll a hard save (16+). If it succeeds, the creature regains 
  one power it has had flensed away. 
   
  Intellect fortress: When an enemy misses the soul flenser with an 
  attack against MD, that attacker takes half the miss damage, if 
  any. 
  AC 
  PD 
  MD 
  HP 
  25 
  21 
  23 
  180 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Underkraken teleport: A soul flenser that has successfully flensed 
  at least once can (and usually will, provided some of its enemies 
  are confused, weakened, or stunned) use a standard action to 
  prepare itself to teleport. Once it does this, during its next turn 
  it can use a move action to teleport back to its home 
  underkraken, no matter how distant, leaving the battle behind. 
  Soul flensers fighting beside or within their underkraken can’t 
  use this ability; they’re already home. 
   
  Nastier Specials  
  Flensing escalator: The soul flenser gains an attack bonus equal 
  to the escalation die against creatures that have had one or more 
  powers flensed away. 
  Oversoul control: While confused by a soul flenser’s effect, a 
  creature that has had a power flensed away can use and re-use 
  that limited power against their erstwhile allies, if the GM sees 
  how to use the power in a useful way. 
   
   
   
   
  The Flensed 
  Normal 
  9th level 
  Mook 
  Aberration 
  Initiative: +12 
   
  Fists, claws, or shoddy weapons +13 vs. AC—20 damage, or 40 
  damage against a target that currently has one more powers 
  flensed away. 
   
  Connection to the Oversoul: When a creature slays one of the 
  flensed, it can roll a hard save (16+). If it succeeds, the creature 
  regains one power it had flensed away. 
   
  Flensing escalator: The Flensed gains an attack bonus equal to 
  the escalation die against creatures that have had one or more 
  powers flensed away. 
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  22 
  60 
   
   
   
   
  Specter 
  Specter 
  2x 
  Initiative: +9 
  AC 
  19 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  6th level 
  Wrecker 
  Undead 
   
  Icy, life-draining touch +10 vs. PD—30 negative energy damage 
  Natural even hit or miss: Each enemy engaged with the specter 
  (including the target) takes 4 negative energy damage. 
   
  R: Deathly stare +10 vs. MD—20 negative energy damage 
   
  Punishing aura: When an enemy attacks the specter and misses, 
  it takes 8 negative energy damage. 
   
  Wrack and ruin: While a specter is in the battle, the PCs don’t 
  add the escalation die to attack rolls, but it does. 
  PD 
  MD 
  HP 
  15 
  19 
  160 
   
   
   
   
  Dread Specter 
  3x 
  9th level 
  Wrecker 
  Undead 
  Initiative: +12 
   
  Icy, life-draining touch +12 vs. PD—110 negative energy damage 
  Natural even hit or miss: Each enemy engaged with the specter 
  (including the target) takes 20 negative energy damage. 
   
  R: Deathly stare +12 vs. MD (up to 2 nearby enemies)—75 
  negative energy damage 
   
  Phantom movement: As a move action when the escalation die is 
  odd, the specter can teleport anywhere nearby, dematerializing 
  from its location to materialize in another. 
   
  Punishing aura: When an enemy attacks the specter and misses, 
  it takes 24 negative energy damage. 
   
  Wrack and ruin: While a specter is in the battle, the PCs don’t 
  add the escalation die to attack rolls, but it does. 
   
  AC 
  PD 
  MD 
  HP 
  22 
  18 
  22 
  550 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Nastier Specials 
  Death grasp: At the start of each of the specter’s turns, if any 
  enemy in the battle has 60 hp or fewer, the specter can make a 
  death grasp attack against one of those enemies as a free action. 
  Be sure to let players see this one coming. 
  C: Death grasp +14 vs. MD (one nearby enemy with 60 hp or 
  fewer)—60 negative energy damage 
   
   
   
   
  Tarrasque 
  Huge 
  15th level 
  Wrecker 
  Beast 
  Initiative: +20 
   
  Creature of Legend 
  The tarrasque can make one close attack and one melee attack 
  each round as a standard action. Note that flying is usually no 
  defense against the tarrasque, which is huge and powerful 
  enough to pluck or whack enemies out of the sky with surprising 
  leaps. 
   
  All-enveloping toothy maw +19 vs. AC—155 damage 
  Natural even hit: The tarrasque grabs the target. It will swallow 
  a grabbed enemy in 1d3 rounds (see swallow whole). 
  Natural 16+: The tarrasque swallows the target immediately 
  (see swallow whole). 
   
  Immense spike, horn, or tusk +18 vs. AC—155 damage 
  Natural 16+: The target takes 9d6 extra damage and pops free 
  from the tarrasque as it’s hurled far away. 
   
  C: Earth-shaking, taloned claw +20 vs. AC (each nearby 
  enemy in a group)—155 damage 
  Natural 16+: The target is stunned (save ends). 
  Miss: The target is dazed (save ends). 
   
  AC 
  PD 
  MD 
  HP 
  31 
  29 
  25 
  2130 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Cataclysmic tail slam +18 vs. PD (each nearby enemy in a 
  group)—170 damage 
  Natural 16+: The target is vulnerable (save ends). 
  Miss: The target is dazed until the end of its next turn. 
   
  Amphibious: The tarrasque can swim and breathe underwater 
  (or it holds so much air in its vast lungs that it makes no 
  difference). 
   
  Enormously bulky: The tarrasque is so huge that it ignores 
  opportunity attacks. In addition, normal-sized enemies are like 
  fleas to it, and disengaging from the tarrasque requires only an 
  easy save (6+), unless the target is grabbed. 
   
  Immortal: The tarrasque can’t be killed, save by the explicit 
  will of a god (and not some jumped-up local god, either) or, 
  perhaps, the sacrifice of a great icon. The tarrasque’s HP total 
  indicates the amount of damage required to make it disgorge 
  swallowed enemies and flee to go hibernate while it regenerates 
  the damage it suffered and decide if it wants to rampage again. 
   
  Inflexible: The tarrasque can’t easily fight foes that get onto its 
  back, and may not even notice them if they aren’t attacking it. 
  When it does tire of a passenger, it can either use its tail slam 
  attack (–2 attack penalty: on a hit, the target only takes half 
  damage and is knocked off the tarrasque [possibly falling 
  damage]; on a miss, the target takes no damage) or a drag 
  attack as a standard action, crushing the rider between its shell 
  and a mountainside or other high, hard obstacle. 
  Drag +21 vs. PD (each creature on its back)—130 damage, the 
  target pops free of the tarrasque, and the target is hampered 
  (save ends) 
   
  Legendary resistance: The tarrasque is immune to normal 
  conditions and effects (stunned, weakened, etc.), but it isn’t 
  completely impervious. Bypassing its resistances requires icon-
  supported effort. A PC can use one 5 or 6 they acquired from 
  icon relationship dice rolls to overcome the resistance each time 
  they use an attack or power that would apply a condition or 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  effect upon the tarrasque. Of course, they must also provide a 
  story to go along with the reason the tarrasque is affected. 
   
  Leveler: When the escalation die is even, as a move action the 
  tarrasque can demolish any ordinary structure it can reach, such 
  as a house, castle wall, temple, or ship. The beast automatically 
  reduces the structure to rubble, rendering it useless. Each 
  creature on top of or within the structure is subject to a 
  collapse attack. 
  Collapse +18 vs. PD (each creature in/on the structure)—90 
  damage, and the target is stuck and takes 20 ongoing damage 
  (hard save ends both, 16+) 
   
  Swallow whole: Once a creature is swallowed, it goes inside one 
  of the tarrasque’s gigantic stomachs. It can still act while inside 
  the tarrasque, but it will have to deal with the beast’s stomach 
  acid that is splashing around. A swallowed creature must deal 
  400 damage to the tarrasque to force it to disgorge the contents 
  of its gullet, freeing the creature. During the tarrasque’s turn, it 
  can make a gullet digestion attack against the target as a free 
  action. 
  Gullet digestion +19 vs. PD—80 acid damage, and 20 ongoing 
  acid damage 
  Miss: 5d12 acid damage. 
   
  Soft-ish innerbelly: The tarrasque doesn’t have scales on the 
  inside. It takes a –5 penalty to all defenses against attacks from 
  inside its gullet, though only melee and close attacks can be 
  made in there. The tarrasque’s insides are immune to acid 
  damage, however. 
   
  Nastier Specials 
  Fear: While engaged with the tarrasque, enemies that have 216 
  hp or fewer are dazed (–4 attack) and do not add the escalation 
  die to their attacks. 
  Regeneration 230: While a tarrasque is damaged, its malign 
  magical flesh heals 230 hit points at the start of the tarrasque’s 
  turn. It can regenerate five times per battle. If it heals up to its 
  maximum hit points, then that use of regeneration doesn’t 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  count against the five-use limit. With this power, the 
  monstrosity is likely unstoppable without a powerful magical 
  artifact designed specifically to bind, wound, or otherwise 
  hamper the tarrasque. 
   
   
   
   
  The Saved 
  Avenging Orb 
  Normal 
  2nd level 
  Caster 
  Humanoid 
  Initiative: +3 
   
  Gauntlet slap +5 vs. AC—3 damage 
  Natural 5, 10, 15, 20: The target also takes 3 ongoing psychic 
  damage. 
   
  R: Orb of pain +7 vs. MD (one or more nearby or far away 
  enemies; see history of abuse)—5 psychic damage 
  Natural 5, 10, 15, 20: The target also takes 3 ongoing psychic 
  damage. 
   
  Beyond saving: The avenging orb takes a –5 penalty to saving 
  throws. 
   
  History of abuse: Keep track of the number of enemy attacks that 
  hit the avenging orb during the battle. Until the end of the 
  battle, the avenging orb can target an additional enemy beyond 
  the first with its orb of pain attack for each of those hits. (Note 
  that avenging orbs engaged in melee usually choose to use orb of 
  pain and suffer any resulting opportunity attacks; if they’re lucky 
  they’ll survive the attack and be able to choose more targets for 
  the orb of pain.) 
  AC 
  PD 
  MD 
  HP 
  17 
  13 
  13 
  46 
   
   
   
   
  Destroying Sword 
  Normal 
  2nd level 
  Wrecker 
  Humanoid 
  Initiative: +4 
   
  Cheap greatsword +8 vs. AC—3 damage 
  AC 
  PD 
  MD 
  HP 
  16 
  14 
  13 
  38 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural odd hit: The target takes extra damage equal to half the 
  amount the destroying sword took from the last attack that hit it 
  this battle. 
   
  R: Shortbow +6 vs. AC (one nearby or far away enemy)—6 
  damage 
   
  Beyond saving: The destroying sword takes a –5 penalty to saving 
  throws. 
   
   
   
   
  Enduring Shield 
  Normal 
  2nd level 
  Blocker 
  Humanoid 
  Initiative: +3 
   
  Steel hammer +7 vs. AC—6 damage 
  Miss: 1d4 damage. 
   
  Anguished interceptor: When an enduring shield is engaged and 
  an enemy attempts to move past it, the enduring shield can roll a 
  disengage check to intercept it as an interrupt action (once per 
  round). If the attempt fails, the enduring shield takes 1d6 psychic 
  damage. 
   
  Beyond saving: The enduring shield takes a –5 penalty to saving 
  throws. 
   
  Supernatural endurance: When an attack hits the enduring shield, 
  it gains a +5 bonus to the defense that the attack targeted until 
  the end of the battle or until another attack hits it, in which case 
  the bonus switches to the defense most recently hit. 
  AC 
  PD 
  MD 
  HP 
  18 
  15 
  13 
  40 
   
   
   
   
  Treant 
  All treants except awakened tress have the demolish ability. 
  Free-form ability—Demolish: Given time, treants are capable of pulling apart just about 
  anything that’s been put together. Their roots squeeze into spaces between paving stones, 
  slowly pulling them up and out of place. Their branches can likewise worm their way into 
  spaces in walls, doors, and gates, and with steady pressure they can pull down most human-
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  made structures. This slow-motion destruction takes minutes for the simplest efforts and 
  hours for major demolition. 
  Awakened Trees 
  Normal 
  4th level 
  Mook 
  Plant 
  Initiative: +5 
  Vulnerability: fire 
   
  Lashing branches +9 vs. AC—7 damage 
   
  Hardwood resistance: This creature has resist damage 12+ to all 
  damage except fire damage and melee weapon damage, which 
  damages it normally. 
  AC 
  PD 
  MD 
  HP 
  22 
  20 
  14 
  13 
   
   
   
   
  Common Treant 
  Normal 
  5th level 
  Spoiler 
  Plant 
  Initiative: +4 
  Vulnerability: fire 
   
  Grasping branches +10 vs. AC—9 damage, and the treant grabs 
  the target. When the treant starts its turn grabbing an enemy, it 
  can make a twist and snap attack against that target as a 
  standard action that turn. 
   
  [Special trigger] Twist and snap +14 (includes +4 grab bonus) 
  vs. PD—27 damage 
   
  Fire fire fire!: When the treant takes 15 or more fire damage 
  from a single attack, it releases all grabbed creatures. 
   
  Hardwood resistance: This creature has resist damage 12+ to all 
  damage except fire damage and melee weapon damage, which 
  damages it normally. 
   
  Nastier Specials 
  AC 
  PD 
  MD 
  HP 
  23 
  21 
  15 
  65 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Toxic haze: The treant exudes a toxic cloud of pollen. When an 
  enemy engages the treant or starts its turn engaged with the 
  treant, it takes 4 poison damage. 
   
   
   
   
  Treant Titan 
  Large 
  10th level 
  Spoiler 
  Plant 
  Initiative: +9 
  Vulnerability: fire 
   
  Grasping branches +15 vs. AC (2 attacks)—30 damage, and the 
  treant grabs the target. When the treant starts its turn grabbing 
  an enemy, it can make a twist and snap attack against that 
  target as a standard action that turn. 
   
  [Special trigger] Twist and snap +19 (includes +4 grab bonus) 
  vs. PD—80 damage, and the target is dazed (save ends). If the 
  treant starts its turn grabbing a dazed enemy, it can make a 
  titanic rend attack against that target as a standard action that 
  turn. 
  Miss: 40 damage. 
   
  [Special trigger] Titanic rend +19 (includes +4 grab bonus) vs. 
  PD—160 damage, and the treant titan can continue making 
  titanic rend attacks against the target until it escapes the grab, 
  at which point the treant will have to use a grasping branches 
  attack against it again. 
  Miss: 60 damage. 
   
  Fire fire fire!: When the treant takes 35 or more fire damage 
  from a single attack, it releases all grabbed creatures. 
   
  Hardwood resistance: This creature has resist damage 18+ to all 
  damage except fire damage and melee weapon damage, which 
  damages it normally. 
   
  Nastier Specials 
  AC 
  PD 
  MD 
  HP 
  28 
  26 
  20 
  390 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Coffin of living wood: When the treant titan hits with a titanic 
  rend attack, the target is pulled into a hollow chamber within 
  the treant. While grabbed by the treant this way, the target 
  can’t be the target of its allies’ powers or spells. 
  Gauntlet of branches: Countless smaller branches whip through 
  the air around the treant titan. When a creature engaged with 
  the treant misses it with an attack, that creature takes 12 
  damage from the whipping branches. 
   
   
   
   
  Troglodyte 
  For all troglodytes 
  Trog stench: Trogs spray scents that stink so badly that other humanoids take penalties to all 
  attacks, defenses, and saves when engaged with a troglodyte or when nearby three or more 
  troglodytes. Non-humanoids aren’t affected. 
  Humanoids affected by trog stench can make a normal save (with a penalty) at the end of 
  each of their turns. If the save succeeds, the humanoid can ignore all trog stench for the rest 
  of the battle. 
  Trog stench penalties vary for different humanoid races: 
  Race 
  Save Penalty 
  Elves, gnolls, gnomes 
  -4 
  Humans, halflings, half-elves, Aasimar, tieflings, etc. -3 
  Half-orcs, draconics 
  -2 
  Dwarves 
  -1 
  Steelforged 
  0 
  Trog 
  Normal 
  2nd level 
  Spoiler 
  Humanoid 
  Initiative: +4 
   
  Club +6 vs. AC—8 damage 
  Miss: Damage equal to the penalty the trog’s stench currently 
  imposes on the target. 
   
  R: Javelin +5 vs. AC—6 damage 
   
  AC 
  PD 
  MD 
  HP 
  18 
  17 
  13 
  38 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Chameleon: Underground, or in swamps and rivers, attacks 
  against troglodytes by enemies who aren’t engaged with them 
  take a –4 penalty. 
   
   
   
   
  Trog Chanter 
  Normal 
  3rd level 
  Leader 
  Humanoid 
  Initiative: +5 
   
  Spear +8 vs. AC—12 damage 
  Miss: Damage equal to the penalty the trog’s stench currently 
  imposes on the target. 
   
  R: Hissing curse +10 vs. MD (one nearby enemy, or a far away 
  enemy at –2 atk)—10 damage, and the target is again affected by 
  trog stench if it had saved against the effect 
  Natural 20: All nearby humanoids who saved against trog stench 
  earlier in the battle are affected again by it. 
   
  Chameleon: Underground, or in swamps and rivers, attacks 
  against troglodytes by enemies who aren’t engaged with them 
  take a –4 penalty. 
  AC 
  PD 
  MD 
  HP 
  19 
  16 
  18 
  44 
   
   
   
   
  Trog Underling 
  Normal 
  8th level 
  Mook 
  Humanoid 
  Initiative: +10 
   
  Club +12 vs. AC—22 damage 
  Miss: Damage equal to three times the penalty the trog’s stench 
  currently imposes on the target. 
   
  R: Javelin +11 vs. AC—16 damage 
   
  Chameleon: Underground, or in swamps and rivers, attacks 
  against troglodytes by enemies who aren’t engaged with them 
  take a –4 penalty. 
  AC 
  PD 
  MD 
  HP 
  23 
  22 
  17 
  38 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Troll 
  Large 
  4th level 
  Troop 
  Giant 
  Initiative: +9 
   
  Greedy wicked claw +8 vs. AC (2 attacks)—15 damage 
   
  Trollish regeneration 10: While a troll is damaged, its rubbery 
  flesh heals 10 hit points at the start of the troll’s turn. It can 
  regenerate five times per battle. If it heals to its maximum hit 
  points, then that use of regeneration doesn’t count against the 
  five-use limit. 
  When the troll is hit by an attack that deals fire or acid damage, 
  it loses one use of its regeneration, and it can’t regenerate 
  during its next turn. 
  Dropping a troll to 0 hp doesn’t kill it if it has any uses of 
  regeneration left. 
   
  Nastier Specials 
  Increased regeneration: Increase the troll’s regeneration dice; 
  the baseline amount a troll regenerates should run about 1/9 of 
  its total hp, but you can go higher to be nasty. 
  Mutant: Fire and acid don’t hurt the troll’s regeneration; 
  lightning does instead. 
  Rending: If both claw attacks hit the same target, the target also 
  takes 10 ongoing damage. 
  AC 
  PD 
  MD 
  HP 
  17 
  17 
  13 
  90 
   
   
   
   
  Vampire 
  Vampire 
  Normal 
  10th level 
  Spoiler 
  Undead 
  Initiative: +15 
  Vulnerability: holy 
   
  Deathly touch +15 vs. PD—50 negative energy damage 
  Natural 11+: The target is also weakened until the end of its next 
  turn (–4 attacks and defenses). In addition, the target expends 
  one unused limited trait (a spell, power, or talent with a once-
  per-battle or daily use, but not magic item powers) of its choice. 
  AC 
  PD 
  MD 
  HP 
  26 
  20 
  26 
  220 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Vampiric regeneration: The vampire regenerates 1 hp per level 
  at the start of each round indefinitely, but it turns to mist if it 
  drops to 0 hp (see below). 
   
  Mist form: Unless it is slain in a manner appropriate for truly 
  killing vampires in the campaign, a vampire that drops to 0 hp 
  drifts away to return and fight some other day. 
   
  Nastier Specials 
  C: Vampiric compulsion +15 vs. MD (one enemy; see below)—
  the target is confused and vulnerable (save ends) 
  Limited use: The vampire can use vampiric compulsion as a free 
  action only when a nearby enemy attacks the vampire and misses 
  with a natural attack roll of 1–5. 
   
   
   
   
  Vampire Spawn 
  Normal 
  6th level 
  Spoiler 
  Undead 
  Initiative: +10 
  Vulnerability: holy 
   
  Claw +10 vs. AC—18 damage 
  Natural even hit: The vampire spawn can make a fangs attack 
  against the target as a free action. 
   
  [Special trigger] Fangs +14 vs. AC—7 damage, and a humanoid 
  target is weakened (–4 attack and defenses) until the end of the 
  vampire spawn’s next turn 
  AC 
  PD 
  MD 
  HP 
  20 
  17 
  15 
  90 
   
   
   
   
  Spawn of the Master 
  Normal 
  10th level 
  Mook 
  Undead 
  Initiative: +16 
  Vulnerability: holy 
   
  Claws and fangs +15 vs. AC—30 damage 
  AC 
  PD 
  MD 
  HP 
  25 
  23 
  20 
  54 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Natural 18+: If the target is staggered, it is also hampered 
  (makes only basic attacks) until the end of its next turn. 
   
   
   
   
  Warbanner 
  Warbanners have a number of abilities in common. The feral warbanner has the full version of 
  these abilities. You may customize the feral warbanner by giving it icon-associated abilities. 
  A warbanner generally commands large groups of mooks that are simple to play. Creatures in 
  a warbanner’s band are allies fully under its control. It could also have allies not in its band. 
  Feral Warbanner 
  2x 
  2nd level 
  Caster 
  Construct 
  Initiative: +7 
   
  Whipping barbed tassel +7 vs. AC—10 damage 
  Miss: 5 damage. 
   
  C: Banner magic—Roll 2d20 and use each roll (or a lower result of 
  your choice) to determine one effect 
  1–5: The warbanner’s bearer can make a basic attack with a +2 
  attack bonus as a free action. 
  6–10: Each different enemy engaged with a creature in the 
  warbanner’s band takes 1d6 psychic damage. 
  11–15: If any mooks in the warbanner’s band have dropped this 
  battle, return one of those mooks to the battle next to the 
  warbanner. (If the warbanner has no mooks in its band, choose a 
  lower result.) 
  16–20: The warbanner can make a false rally attack as a free 
  action. 
   
  [Special trigger] C: False rally +7 vs. MD (one nearby enemy 
  with 12 hp or fewer)—The target is confused (hard save ends, 
  16+) 
  Critical hit: The target can now only save against the confusion 
  with a natural 20 (or until the warbanner drops) and can’t flee if 
  the rest of the PCs choose to do so. 
   
  Designated bearer: Once per round as a quick action, the 
  warbanner can fly directly above a lower-level ally in its band 
  AC 
  PD 
  MD 
  HP 
  18 
  14 
  14 
  70 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  and designate that ally as its bearer. Alternately, it can release 
  itself from a bearer and fly free. 
   
  Bearer beware: While the warbanner has a bearer it moves with 
  the bearer and is engaged by enemies that engage the bearer. 
  The bearer is vulnerable to all attacks but it can use the 
  escalation die. 
   
  Conditional resist damage 16+: Unless an ally in the warbanner’s 
  band dropped to 0 hp since the start of the current round, an 
  enemy attacking the warbanner must roll a natural 16+ on the 
  attack roll or it only takes half damage. This ability has no effect 
  if the warbanner has no allies in its band. 
  Flight: Warbanners fly quickly, fluttering in winds only they can 
  feel, preferably never touching the ground. They can’t fly off the 
  ground higher than a flag on a pole can be carried into battle, so 
  enemies on the ground can still target them. At best, a 
  warbanner might gain a +2 bonus to defenses against attacks 
  made by small PCs like halflings and gnomes. 
   
  Mook morale: Mooks fighting in the warbanner’s band gain a 
  bonus to their hit points equal to the warbanner’s level (2). 
   
   
   
   
  Human Rabble 
  Normal 
  2nd level 
  Mook 
  Humanoid 
  Initiative: +5 
   
  Spear, sword, or club +7 vs. AC—4 damage 
  Miss: 1 damage. 
  AC 
  PD 
  MD 
  HP 
  17 
  14 
  11 
  9 
   
   
   
   
  Vicious Warbanner 
  2x 
  3rd level 
  Caster 
  Construct 
  Initiative: +8 
   
  Flagspear +9 vs. AC—18 damage 
  Miss: 8 damage. 
   
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  13 
  100 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  C: Banner magic: Roll 2d20 and use each roll (or a lower result 
  of your choice) to determine one effect 
  1–5: The warbanner’s bearer can make a basic attack with a +2 
  attack bonus as a free action. 
  6–10: Add a 3rd level orc mook to the warbanner’s band. 
  11–15: The warbanner can make a flagspear attack as a free 
  action. 
  16–20: The warbanner can make a false rally attack as a free 
  action. 
   
  [Special trigger] C: False rally +8 vs. MD (one nearby enemy 
  with 15 hp or fewer)—The target is confused (hard save ends, 
  16+) 
  Critical hit: The target can now only save against the confusion 
  with a natural 20 (or until the warbanner drops) and can’t flee if 
  the rest of the PCs choose to do so. 
   
  Designated bearer: Once per round as a quick action, the 
  warbanner can fly directly above a lower-level ally in its band 
  and designate that ally as its bearer. Alternately, it can release 
  itself from a bearer and fly free. 
   
  Bearer beware: While the warbanner has a bearer it moves with 
  the bearer and is engaged by enemies that engage the bearer. 
  The bearer is vulnerable to all attacks but it can use the 
  escalation die. 
   
  Conditional resist damage 16+: As feral warbanner. 
  Flight: As feral warbanner. 
   
  Mook morale: Mooks fighting in the warbanner’s band gain a 
  bonus to their hit points equal to the warbanner’s level (3). 
   
   
   
   
  Zealous Warbanner 
  2x 
  Initiative: +8 
  AC 
  19 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  3rd level 
  Caster 
  Construct 
   
  Whipping hook +8 vs. AC—10 damage, and 10 ongoing damage 
  Miss: 5 damage. 
   
  C: Banner magic: Roll 2d20 and use each roll (or a lower result of 
  your choice) to determine one effect 
  1–5: The warbanner’s bearer can make a basic attack with a +2 
  attack bonus as a free action. 
  6–10: Each different enemy engaged with a creature in the 
  warbanner’s band takes 1d8 psychic damage. 
  11–15: Until the end of the battle, each ally in the warbanner’s 
  band gains a +2 cumulative bonus to damage on hits with melee 
  attacks. 
  16–20: The warbanner can make a false rally attack as a free 
  action. 
   
  [Special trigger] C: False rally +8 vs. MD (one nearby enemy 
  with 15 hp or fewer)—The target is confused (hard save ends, 
  16+) 
  Critical hit: The target can now only save against the confusion 
  with a natural 20 (or until the warbanner drops) and can’t flee if 
  the rest of the PCs choose to do so. 
   
  Designated bearer: Once per round as a quick action, the 
  warbanner can fly directly above a lower-level ally in its band 
  and designate that ally as its bearer. Alternately, it can release 
  itself from a bearer and fly free. 
   
  Bearer beware: While the warbanner has a bearer it moves with 
  the bearer and is engaged by enemies that engage the bearer. 
  The bearer is vulnerable to all attacks but it can use the 
  escalation die. 
   
  Conditional resist damage 16+: As feral warbanner. 
  Flight: As feral warbanner. 
  PD 
  MD 
  HP 
  15 
  15 
  86 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Mook morale: Mooks fighting in the warbanner’s band gain a 
  bonus to their hit points equal to the warbanner’s level (3). 
   
   
   
   
  Deathly Warbanner 
  2x 
  4th level 
  Caster 
  Construct 
  Initiative: +9 
   
  Bladed fringe +8 vs. AC—15 damage, and 10 ongoing negative 
  energy damage 
  Miss: 10 damage. 
   
  C: Banner magic—Roll 2d20 and use each roll (or a lower result 
  of your choice) to determine one effect 
  1–5: The warbanner’s bearer can make a basic attack with a +2 
  attack bonus as a free action. 
  6–10: Each different enemy engaged with a creature in the 
  warbanner’s band takes 1d10 psychic damage. 
  11–15: If any mooks in the warbanner’s band have dropped this 
  battle, return one of those mooks to the battle next to the 
  warbanner. (If the warbanner has no mooks in its band, choose a 
  lower result.) 
  16–20: The warbanner can make a false rally attack as a free 
  action. 
   
  [Special trigger] C: False rally +9 vs. MD (one nearby enemy 
  with 18 hp or fewer)—The target is confused (hard save ends, 
  16+) 
  Critical hit: The target can now only save against the confusion 
  with a natural 20 (or until the warbanner drops) and can’t flee if 
  the rest of the PCs choose to do so. 
   
  Designated bearer: Once per round as a quick action, the 
  warbanner can fly directly above a lower-level ally in its band 
  and designate that ally as its bearer. Alternately, it can release 
  itself from a bearer and fly free. 
  AC 
  PD 
  MD 
  HP 
  20 
  14 
  18 
  104 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Bearer beware: While the warbanner has a bearer it moves with 
  the bearer and is engaged by enemies that engage the bearer. 
  The bearer is vulnerable to all attacks but it can use the 
  escalation die. 
   
  Conditional resist damage 16+: As feral warbanner. 
  Flight: As feral warbanner. 
   
  Mook morale: Mooks fighting in the warbanner’s band gain a 
  bonus to their hit points equal to the warbanner’s level (4). 
   
   
   
   
  Werebeasts 
  Each werebeast can take one of three forms as a quick action once per round: a humanoid 
  form, a beast form, or a hybrid form that combines the two. The hybrid form is the most 
  powerful in combat, but the humanoid and beast forms are useful for various activities 
  outside of combat as well. 
  The stats below work for the beast and hybrid forms. If a werebeast ends up fighting in 
  humanoid form, subtract 2 from all its defenses and halve its normal attack damage. 
  The following powers are common for werebeasts. 
  Beast heart (all three forms): Animals of the werebeast’s type are intuitively on good terms 
  with the were, even dire animals. If the werebeast betrays them, however, retaliation is 
  certain and merciless. 
  Cursed bite (hybrid or animal form only): While the moon is full, the first time each battle a 
  creature takes damage from a werebeast melee attack, it takes 10 extra damage (champion: 
  20 damage; epic: 40 damage). The malignant curse, transmitted through the attack, shocks 
  the mortal flesh. Further attacks, even from weres of different types, don’t cause extra 
  damage. Unless blessed, purged, or otherwise cured, the damaged creature will turn into a 
  werebeast on the night of the next full moon. Heroes powerful enough to fight werebeasts 
  can usually find benefactors or rituals to cure them, but there’s an exception to every rule. 
  GM, if you’re unsure whether it’s a full moon, roll a d10. On a 1–3, the moon is full enough. 
  Resilient shifting (all three forms): As mentioned above, a werebeast can shift forms once 
  per round as a quick action. When a werebeast shifts, it can roll a save against one save ends 
  effect. 
  Nastier Specials for all werebeasts 
  The following ability is extremely nasty when combined with the bestial fury most werebeasts 
  have. It’s possibly better used as a story option, a consequence of a problem with a skill 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  check or an icon relationship, or a situation that should have been avoided and may require 
  sacrifices to deal with: 
  Moon fury (hybrid form only): While fighting in moonlight, a werebeast gains a bonus to 
  damage equal to its level (champion: double its level; epic: triple it). 
  Wererat 
  Normal 
  2nd level 
  Troop 
  Beast 
  Initiative: +11 
   
  Infected bite +7 vs. AC—2 damage and 2 ongoing damage, and 
  the crit range for each wererat in the battle against the target 
  expands by 1 (cumulative) 
  Natural 11+: The target can’t make opportunity attacks until the 
  end of the turn (making it easier for the wererat to move away 
  from the target). 
  Hybrid miss: While in hybrid form, when the wererat makes an 
  opportunity attack with infected bite, it deals damage equal to 
  its level on a miss. 
   
  Unnatural vigor (hybrid or animal form only): When the wererat 
  is not staggered at the start of its turn, it heals 5 hp. 
   
  Bestial fury (hybrid form only): Wererats gain a bonus to damage 
  equal to the escalation die (champion: double the die; epic: 
  quadruple the die). 
   
  Nastier Specials 
  Uncanny moves: The wererat takes no damage and suffers no 
  effects from attacks that miss. 
  Piercing shriek: Once per battle when the escalation die is 2+ and 
  there are three or more wererats in the battle, a wererat can 
  make a piercing shriek attack as a free action. Usually all the 
  wererats in the battle will do this at the same time. 
  C: Piercing shriek +7 vs. MD (the closest nearby enemy)—4 
  damage 
  Miss: 2 damage. 
  AC 
  PD 
  MD 
  HP 
  15 
  14 
  18 
  34 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Werewolf 
  Normal 
  3rd level 
  Troop 
  Beast 
  Initiative: +10 
   
  Ravening bite +6 vs. AC—10 damage 
  Miss: The werewolf gains a +2 attack bonus (cumulative) to 
  ravening bite attacks until the end of the battle. 
   
  Bestial fury (hybrid form only): Werewolves gain a bonus to 
  damage equal to the escalation die (champion: double the die; 
  epic: quadruple the die). 
   
  Pack attack: When the werewolf attacks a creature that is 
  engaged with one of its allies, the target is vulnerable to that 
  attack. 
   
  Unnatural vigor (hybrid or animal form only): When the werewolf 
  is not staggered at the start of its turn, it heals 6 hp. 
   
  Nastier Specials 
  Sustaining blood: When the werewolf hits with a ravening bite 
  attack, it heals 4 hp. 
  AC 
  PD 
  MD 
  HP 
  17 
  15 
  19 
  42 
   
   
   
   
  Wereboar 
  2x 
  4th level 
  Troop 
  Beast 
  Initiative: +7 
   
  Goring tusks +9 vs. AC (1d3 enemies)—15 damage 
  Slashing tusks: While the escalation die is 3+, the crit range of 
  this attack expands by 2. 
   
  Beastly grit: When the wereboar takes 8 damage or less from any 
  source, it takes no damage instead. 
   
  AC 
  PD 
  MD 
  HP 
  18 
  16 
  20 
  120 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Bestial durability: The wereboar can roll normal saves against 
  effects that aren’t save ends (until end of turn or battle, for 
  example). 
   
  Bestial fury (hybrid form only): Wereboars gain a bonus to 
  damage equal to the escalation die (champion: double the die; 
  epic: quadruple the die). 
   
  Unnatural vigor (hybrid or animal form only): When the 
  wereboar is not staggered at the start of its turn, it heals 18 hp. 
   
  Nastier Specials 
  Vicious turn: Once per battle, the wereboar can make a smash 
  attack as a free action.  
  Smash +9 vs. PD—The target is dazed (save ends) 
   
   
   
   
  Werebear 
  Large 
  5th level 
  Troop 
  Beast 
  Initiative: +10 
   
  Massive claws +10 vs. AC—20 damage 
  Natural 16+: The werebear grabs the target. As a standard 
  action, it can make a head chomp attack against an enemy it’s 
  grabbing. 
   
  [Special trigger] Head chomp +14 (includes +4 grab bonus) vs. 
  AC (one enemy it’s grabbing)—70 damage 
  Miss: 20 damage. 
   
  Bestial fury (hybrid form only): Werebears gain a bonus to 
  damage equal to the escalation die (champion: double the die; 
  epic: quadruple the die). 
   
  Unnatural vigor (hybrid or animal form only): When the 
  werebear is not staggered at the start of its turn, it heals 20 hp. 
  AC 
  PD 
  MD 
  HP 
  19 
  17 
  21 
  140 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Nastier Specials 
  Chew on arm: Instead of chomping on a grabbed enemy’s head, 
  the werebear can make an arm crunch attack against an enemy 
  it’s grabbing. 
  Arm crunch +14 vs. AC—70 damage, and the target is weakened 
  until it regains maximum hit points 
   
   
   
   
  Weretiger 
  Large 
  6th level 
  Troop 
  Beast 
  Initiative: +11 
   
  Claws and bite +11 vs. AC—20 damage 
  First natural 11+ each turn: The weretiger can make a second 
  claws and bite attack as a free action. 
  Second natural 11+ each turn: The weretiger can make a third 
  claws and bite attack as a free action if the escalation die is 3+. 
   
  [Special trigger] Springing strike +11 vs. AC—25 damage 
  Limited use: When an enemy engages the weretiger, if weretiger 
  isn’t already engaged, it can make a springing strike attack 
  against that enemy as an interrupt action before the attack. 
   
  Bestial fury (hybrid form only): Weretigers gain a bonus to 
  damage equal to the escalation die (champion: double the die; 
  epic: quadruple the die). 
   
  Unnatural vigor (hybrid or animal form only): When the 
  weretiger is not staggered at the start of its turn, it heals 24 hp. 
   
  Nastier Specials 
  Stymie: When the weretiger hits with a springing strike attack, 
  the target pops free from it and can’t take any more actions that 
  turn unless it succeeds on a save. 
  AC 
  PD 
  MD 
  HP 
  20 
  18 
  22 
  180 
   
   
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Wendigo 
  Wendigo Spirit 
  Large 
  5th level 
  Wrecker 
  Undead 
  Initiative: +12 
   
  Soul bite +10 vs. MD—36 psychic damage, and the target is 
  affected by wendigo’s hunger (save ends) 
  Wendigo’s hunger: Until the target saves, roll 1d6 at the start of 
  each of its turns. It takes the corresponding action for its full 
  turn instead of its normal turn: 
  1–2: The target takes 10 damage as it bites itself. 
  3–4: The target makes a basic attack against its nearest or most 
  vulnerable ally (moving to that target if necessary). 
  5–6: The target attacks the wendigo if it can; otherwise, it does 
  nothing. 
   
  Wind claw +10 vs. PD (2 attacks)—15 damage 
  Natural even hit: After the attack the wendigo can teleport 
  somewhere nearby as a free action. 
   
  Flight: The wendigo can walk on the wind. It is not a graceful 
  flyer, but it moves as fast as the wind that carries it. Nearby 
  creatures can see its feet blazing with fire as it runs. 
   
  Spirit form: The wendigo has resist damage 16+ to all damage 
  except thunder damage. A wendigo spirit can move through solid 
  objects but it can’t end its movement inside them. 
   
  Unseen horror: The wendigo is invisible to far away creatures. 
  When the wendigo attacks, if its target couldn’t see it at the 
  start of its turn, the wendigo gains a +2 attack bonus that turn. 
   
  Nastier Specials 
  Curse of the wendigo: If a creature subject to wendigo’s hunger 
  drops itself (through biting) or an ally (with a basic attack) to 0 
  hp or lower, that creature also begins making last gasp saves. 
  Failing the fourth last gasp save turns the creature into a raving 
  AC 
  PD 
  MD 
  HP 
  20 
  15 
  19 
  100 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  cannibal; it loses all its normal abilities and becomes an NPC 
  until the PCs find a way to restore their ally (at GM’s discretion). 
   
   
   
   
  Ravenous Cannibal 
  Normal 
  4th level 
  Mook 
  Humanoid 
  Initiative: +9 
   
  Bloody melee weapon +9 vs. AC—4 damage, and 4 ongoing 
  damage 
   
  Latching bite +9 vs. AC (one staggered enemy, or one enemy 
  making saving throw rolls)—6 damage 
  Natural even hit: Add another ravenous cannibal mook to the 
  mob (it must have been hiding somewhere nearby, or wasn’t 
  really dead when it dropped earlier in the battle). 
  AC 
  PD 
  MD 
  HP 
  18 
  15 
  11 
  13 
   
   
   
   
  Elder Wendigo 
  Huge 
  9th level 
  Spoiler 
  Demon 
  Initiative: +18 
   
  Icy claws +14 vs. PD (3 attacks, each against a different 
  nearby enemy)—50 cold damage 
  Frostburn: If all three attacks hit, each nearby enemy takes 4d10 
  fire damage. 
   
  C: Flame blizzard +14 vs. PD (1d6 nearby or far away 
  enemies, but not more than esc. die)—90 fire or cold damage 
  (GM choice) 
  Natural even hit: The target is hampered until the end of its 
  next turn. 
   
  C: Horrific gaze +14 vs. MD (one nearby or far away enemy)—
  120 psychic damage, and the target is confused (save ends) 
  Fourth failed confusion save: The target slips into madness and 
  becomes a cannibal cultist or wendigo or some other terrible 
  demon-thing of the GM’s or player’s choice in 2d10 hours. 
  Miss: 60 psychic damage. 
  AC 
  PD 
  MD 
  HP 
  26 
  22 
  22 
  600 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Flight: The elder wendigo can walk on the wind. It is not a 
  graceful flyer, but it moves as fast as the wind that carries it. 
   
  Swirling snow and fog and flame: The elder wendigo gains a +5 
  bonus to all defenses against attacks by far away enemies. 
   
  Nastier Specials 
  Force of disruption: When the elder wendigo scores a critical hit 
  against a target or drops a target to 0 hp or lower, that creature 
  must permanently change one of its icon relationship points to a 
  relationship with a different icon—one of a few that the GM 
  chooses. Alternatively, a point the character already has with 
  one of those icons changes to involve another icon (of the PC’s 
  choice). 
  The demon stares back: Once per round when a nearby or far 
  away enemy attacks the elder wendigo and rolls a natural odd 
  miss, the wendigo can make a horrific gaze attack against that 
  attacker as a free action. 
   
   
   
   
  Whispering Prophet 
  Normal 
  5th level 
  Leader 
  Aberration 
  Initiative: +15 
   
  Tentacle caress +9 vs. PD—12 damage, and the target is 
  vulnerable to psychic damage (save ends) 
   
  C: Whispered secrets +10 vs. MD (1d3 nearby enemies)—5 
  psychic damage, and the target’s mind is filled with a delusional 
  scene from its past that depends on the roll 
  Natural even hit: The target is confused until the end of its next 
  turn as it sees a foe from its past. 
  Natural odd hit: The target is weakened until the end of its next 
  turn as it remembers a past failure. 
  Rewards of the patron: So long as the attack hits one or more 
  targets, one ally of the prophet’s choice gains a cumulative +1 
  attack bonus until the end of the battle that increases that ally’s 
  natural attack roll (so a roll of natural 15 becomes a roll of 
  AC 
  PD 
  MD 
  HP 
  22 
  14 
  20 
  62 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  natural 16 with a +1 bonus, or a natural 17 with a +2 bonus, etc.). 
  The ally can choose not to use the bonus. 
   
  Saw it coming: Twice per battle as a free action, the prophet can 
  try to avoid a non-critical attack that hits it. The attacker must 
  reroll the attack roll with a –4 penalty. 
   
  Knows the angles: Twice per battle as a move action, the prophet 
  can teleport to anywhere it can see, or to a location it can’t see 
  but that has the correct geometry and that it has previously 
  prepared (a lair). 
   
  Nastier Specials 
  Haruspicy master: When an enemy has dropped to 0 hp or lower 
  since the prophet’s last turn, as a quick action it can get a 
  glimpse of the near-future. It grants 1d3 nearby allies a +4 bonus 
  to attacks and to all defenses until the start of its next turn. 
  A special secret: When the prophet makes a whispered secrets 
  attack, it can choose to target only one nearby enemy. If it does, 
  it gains a +4 attack bonus against that enemy and the hit effects 
  are save ends. 
   
   
   
   
  Wibble 
  Normal 
  1st level 
  Mook 
  Construct 
  Initiative: +1 
   
  R: Force burp spell +6 vs. PD—4 force damage 
   
  Disengaged: Wibbles gain a +5 bonus to disengage checks. They 
  also don’t remain engaged with their foes and will move every 
  turn in battle. When they fail a disengage check, a wibble moves 
  away anyway. 
   
  Eruptive blorp: When an enemy hits a wibble with a melee 
  attack, it takes force damage equal to its level. 
   
  AC 
  PD 
  MD 
  HP 
  13 
  13 
  13 
  6 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Flight: Wibbles waft about. They can fly well enough to ignore 
  most wind, but not strong gale winds. 
   
  Whiff and wibble: When a creature makes a non-spell attack 
  against a wibble and rolls a natural 1–2, 1d3 new wibbles are 
  created in the same area. These new wibbles typically melt back 
  into their “parent” at the end of a battle if not destroyed, but 
  sometimes they remain separate and drift off on their own. 
   
   
   
   
  Wight 
  Normal 
  4th level 
  Spoiler 
  Undead 
  Initiative: +7 
  Vulnerability: holy 
   
  Sword +9 vs. AC—10 damage 
  Natural even hit or miss: Unless the wight is staggered, the 
  attack also deals 8 ongoing negative energy damage. 
   
  Nastier Specials 
  Barrow-touch: The wight’s attacks against enemies taking 
  ongoing negative energy damage are against PD instead of AC and 
  have an expanded crit range of 18+. 
  AC 
  PD 
  MD 
  HP 
  21 
  17 
  13 
  48 
   
   
   
   
  Wraith 
  Normal 
  5th level 
  Spoiler 
  Undead 
  Initiative: +10 
  Vulnerability: holy 
   
  Ice-cold ghost blade +10 vs. PD—14 negative energy damage 
  Natural 16+: The target is also weakened (save ends). 
   
  C: Spiraling assault +10 vs. PD (1d3 nearby enemies)—10 
  negative energy damage, and after the attack the wraith 
  teleports to and engages with one target it hit 
  Limited use: The wraith can use spiraling assault only when the 
  escalation die is even. 
  AC 
  PD 
  MD 
  HP 
  19 
  14 
  17 
  66 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  Flight 
   
  Ghostly: This creature has resist damage 16+ to all damage 
  (including holy damage) except force damage, which damages it 
  normally. 
  A wraith can move through solid objects, but it can’t end its 
  movement inside them. 
   
  Nastier Specials 
  Drain life: The wraith heals half the damage it deals when it hits 
  with a natural 18+ attack roll. 
   
   
   
   
  Wyvern 
  Large 
  5th level 
  Wrecker 
  Beast 
  Initiative: +10 
   
  Tearing jaws +10 vs. AC—35 damage 
  Natural even hit: The wyvern can make a deadly tail stinger 
  attack during its next turn. 
   
  [Special trigger] Deadly tail stinger +10 vs. PD—15 damage, and 
  the target takes 10 ongoing poison damage (difficult save ends, 
  16+) 
   
  Flight 
   
  Nastier Specials 
  Escalating poison: Add the escalation die to the wyvern’s ongoing 
  poison damage whenever that damage is dealt. 
  AC 
  PD 
  MD 
  HP 
  20 
  19 
  14 
  140 
   
   
   
   
  Zombie 
  Zombie Shuffler 
  Normal 
  Initiative: +0 
  AC 
  14 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  1st level 
  Mook 
  Undead 
  Vulnerability: holy 
   
  Rotting fist +5 vs. AC—3 damage 
  Natural 16+: Both the zombie and its target take 1d4 damage! 
   
  Headshot: A critical hit against a zombie shuffler deals triple 
  damage instead of the normal double damage for a crit. 
  PD 
  MD 
  HP 
  12 
  8 
  10 
   
   
   
   
  Human Zombie 
  Normal 
  2nd level 
  Troop 
  Undead 
  Initiative: +1 
  Vulnerability: holy 
   
  Rotting fist +7 vs. AC—6 damage 
  Natural 16+: Both the zombie and its target take 1d6 damage! 
   
  Headshot: A critical hit against a zombie drops it to 0 hp. 
   
  Nastier Specials 
  Eat brains: More dangerous zombies don’t try to kill the moving 
  targets before feasting on brains; they keep attacking any enemy 
  they’ve knocked unconscious, rolling attacks against the helpless 
  enemy until it’s dead. 
  AC 
  PD 
  MD 
  HP 
  15 
  13 
  9 
  60 
   
   
   
   
  Zombie Beast 
  Large 
  2nd level 
  Troop 
  Undead 
  Initiative: +1 
   
  Smash +7 vs. AC—20 damage, and the zombie can only attack 
  using gutburst during its next turn 
  Natural 16+: Both the zombie and its target take 2d6 damage. 
   
  AC 
  PD 
  MD 
  HP 
  14 
  12 
  8 
  110 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  [Special trigger] C: Gutburst +6 vs PD (up to 2 nearby 
  enemies)—The target takes 3 ongoing acid damage from a spray 
  of stinking zombified gut juice. The zombie takes 1d6 damage. 
   
  Headshot: The first time an enemy crits the zombie, the beast 
  must roll a save. If it succeeds, it takes normal crit damage. If it 
  fails, it drops to 0 hp. A second crit just drops the thing. 
   
  Nastier Specials 
  Ghastly thrashing: When the zombie beast is first staggered, it 
  makes a thrash attack as a free action. 
  C: Thrash +7 vs. PD (each enemy engaged with it)—15 damage 
   
   
   
   
  Big Zombie 
  Large 
  4th level 
  Wrecker 
  Undead 
  Initiative: +3 
  Vulnerability: holy 
   
  Club or club-like fists +9 vs. AC—22 damage 
  Natural even hit or miss: Both the zombie and its target take 4d6 
  damage! 
   
  Headshot: A critical hit against a zombie drops it to 0 hp. 
  AC 
  PD 
  MD 
  HP 
  17 
  15 
  12 
  160 
   
   
   
   
  Zombie of the Silver Rose 
  Normal 
  4th level 
  Mook 
  Undead 
  Initiative: +7 
   
  Iron-hard hands +9 vs. AC—7 damage 
  Natural even hit or miss: Both the zombie and its target take 1d6 
  damage. 
   
  Hand of the fallen: When a melee attack drops one or more 
  Silver Rose mooks, the hand of one of those zombies ends up 
  severed from its owner and latched onto a nearby enemy. The 
  afflicted creature is vulnerable to all attacks until the hand is 
  AC 
  PD 
  MD 
  HP 
  17 
  15 
  11 
  20 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  removed, which takes a standard action by that creature or an 
  ally next to them. 
   
  Shot to the head: When an attack drops this zombie and it had 2, 
  4, or 6 hp remaining, the attack deals the same amount of 
  damage to another member of the mob. If this zombie has any 
  other number of hit points left? No hit to the head. 
   
  Nastier Specials 
  Curse of failure: Each round, one zombie mook in the Silver Rose 
  mob can make a curse attack as a quick action. 
  C: Curse +4 vs. MD (one nearby enemy)—The target is weakened 
  until the start of the zombie’s next turn. 
  Mob rule: The curse gains an attack bonus equal to the number of 
  Silver Rose zombies in the battle. 
   
   
   
   
  Giant Zombie 
  Large 
  9th level 
  Mook 
  Undead 
  Initiative: +8 
  Vulnerability: holy 
   
  Club or club-like fists +14 vs. AC—50 damage 
  Natural even hit or miss: Both the zombie and its target take 
  6d10 damage! 
   
  Headshot: A critical hit against a giant zombie mook deals triple 
  damage instead of the normal double damage for a crit. 
   
  Double-strength mook: The giant zombie mook counts as two 9th 
  level mooks when you are building battles. 
  AC 
  PD 
  MD 
  HP 
  23 
  21 
  17 
  100 
   
   
   
   
  Headless Zombie 
  Normal 
  9th level 
  Initiative: +8 
   
  AC 
  PD 
  22 
  20 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Troop 
  Undead 
  Flailing fists +10 vs. AC—25 damage 
  Natural even hit or miss: Both the zombie and the target take 
  3d10 damage. 
   
  R: Mouthless cry +10 vs. MD (1d3 closest nearby enemies)—The 
  target is dazed (save ends) 
  Natural 16+: The target takes 20 psychic damage. 
   
  Death spasms: When a headless zombie drops to 0 hp, it flails 
  with its fists and makes a mouthless cry attack as a free action 
  before it dies. 
   
  Inevitable hunger: When a creature tries to affect the zombie’s 
  attack, such as forcing a reroll or applying a penalty, it must roll 
  a normal save; on a failure, the effect is negated. 
   
  Nastier Specials 
  Baleful aura: While nearby a headless zombie, when a creature 
  would heal, it only heals half the normal hit points. 
  Necrotic supremacy: When the escalation die increases to 6, 
  each headless zombie in the battle is restored to maximum hit 
  points, including the dead ones. 
  MD 
  HP 
  17 
  270 
   
   
   
   
  Zorigami 
  Dawn Zorigami 
  Normal 
  3rd level 
  Spoiler 
  Construct 
  Initiative: +6 
   
  Headbutt +8 vs. AC—10 damage, and the target moves down 1d6 
  points in initiative order 
   
  R: Ray of wasted time +8 vs. MD (1d3 nearby enemies or one 
  far away enemy)—5 psychic damage, and 5 ongoing psychic 
  damage 
  Natural 16+: The target also moves down 1d6 points in initiative 
  order. 
  AC 
  PD 
  MD 
  HP 
  22 
  13 
  17 
  30 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  A moment of silence: The escalation die does not increase the 
  round after a dawn zorigami drops to 0 hp. 
   
  On pause: A creature that is reduced to a negative initiative 
  count in a battle involving one or more dawn zorigami moves 
  forward in time, reappearing somewhere nearby in a number of 
  minutes equal to their negative initiative count, presumably long 
  after the current battle is over. The target may be confused by 
  this effect, since the ways of zorigami are mysterious. 
   
   
   
   
  Apex Zorigami 
  Normal 
  6th level 
  Spoiler 
  Construct 
  Initiative: +11 
   
  Multi-geared mace +11 vs. AC—20 damage 
  Natural even hit or miss: The target can’t use the bonuses and 
  powers of one of its randomly determined true magic items until 
  the end of the battle. 
   
  R: Spray of sharpened gears +11 vs. AC (1d3 nearby enemies or 
  one far away enemy)—15 damage 
  Miss: 8 damage. 
   
  Lethal parries: When an enemy engaged with the apex zorigami 
  misses it with an attack, the apex zorigami rolls a normal save; 
  on a success, it can make a multi-geared mace attack as a free 
  action. 
   
  Take five: The escalation die does not increase the round after 
  an apex zorigami is staggered or drops to 0 hp. 
  AC 
  PD 
  MD 
  HP 
  24 
  17 
  19 
  75 
   
   
   
   
  Dusk Zorigami 
  Normal 
  10th level 
  Wrecker 
  Initiative: +18 
   
  Arm full of blades +15 vs. AC (2 attacks)—30 damage 
  AC 
  PD 
  MD 
  28 
  23 
  23 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Construct 
  Natural even hit: The target is hampered (save ends). 
  Natural odd hit: The target can’t heal using its own recoveries 
  (save ends). 
  Natural 1–5: The dusk zorigami can make a shaking the hourglass 
  attack against a single target as a free action. 
   
  C: Shaking the hourglass +15 vs. MD (each nearby enemy not 
  engaged with a zorigami)—20 psychic damage, and the target is 
  vulnerable (save ends) 
  Natural even hit: The escalation die increases by one. 
  Natural odd hit: The escalation die decreases by one. 
   
  The ticking clock of its own mortality: While it’s staggered, the 
  dusk zorigami uses the escalation die. 
  HP 200 
   
   
   
   
  Monster Creation 
  Initiative 
  Establish a monster’s initiative bonus by adding its level to a modifier between –1 and +9. 
  Modifier Speed 
  Example 
  –1 
  Super-slow and utterly clumsy oozes, zombies 
  +0 
  Slow and clumsy 
  animated statues 
  +1 
  Awkward or small 
  city guards, dire rats 
  +2 
  Average 
  hellhound, human thug 
  +3 
  Just above average 
  derro sage 
  +4 
  Quick 
  owlbear 
  +5 
  Fast 
  wyvern 
  +6 
  Really fast 
  gnoll ranger 
  +7 
  Fast like a fast PC 
  ogre mage 
  +8 
  Blindingly fast 
  rakshasa 
  +9 
  Competing with the rogue 
   
  Attack Bonus 
  Add or subtract 1 to adjust how accurate a monster is. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Strike Damage 
  Orient yourself around the average damage for a monster’s attack at any given level. When it 
  comes to large (or double-strength) or huge (or triple-strength) monsters, you don’t have to 
  put all their damage into one strike. Split damage up into smaller attacks or use conditional 
  follow-up attacks. 
  HP & AC 
  Use the defense numbers as the top-end rather than the baseline unless you want the 
  difficulty to scale up. 
  Better Defense/Lesser Defense 
  Make either PD or MD better than the other, in general. 
  Fear Threshold 
  If the monster has a fear ability, it’s the number of hit points where creatures are dazed (–4 
  attack) while engaged with the monster and can’t use the escalation die. It’s based on level, 
  so that higher-level monsters are more fearsome. 
  Stat Adjustments 
  Ad hoc adjustments work fine when limited to adjustments of 1 or 2 points. If you raise a 
  couple scores, drop a couple others. 
   
  Scrapper: Sharp but thin: attacks +1 to +3, hp –10% to –30% 
   
  Offensive: Soft but strong: defenses –1 to –3, attacks +1 to +3 
   
  Oaf: Tough but clumsy: AC +1 to +3, attacks –1 to –3 
   
  Defensive: Tough but weak: AC +1 to +3, hp –10% to –30% 
   
  Lunk: Big and squishy: hp +15% to +40%, defenses –1 to –3 
   
  Brittle: Tough but thin: +1 to +3 AC, hp –10% to –30% 
  If you want to add a full level to a monster… 
   
  …and you only want to boost its attack: Give the monster a +6 attack boost. 
   
  …and you only want to boost AC: Give the monster a +6 AC boost. 
   
  …and you only want to increase the monster’s hit points: Double the monster’s hit 
  points. 
   
  …and you only want to increase the damage the monster deals: Add a second attack or 
  ongoing damage. 
   
  …and you only want to increase every stat: Add +1 to attack, +1 to all defenses, 
  multiply its damage output by 1.25, and multiply its hit points by 1.25. 
  Powers to Avoid 
  Avoid defensive powers that make it harder for the monsters to be killed unless there’s an 
  offense to unlock the defense. 
  Baseline Stats for Normal Monsters 
  Monster 
  Level 
  Attack 
  Bonus 
  Strike 
  Damage 
  HP 
  AC 
  Better 
  Defense 
  Lesser 
  Defense 
  Fear threshold 
  (HP) 
  0 
  5 
  4 
  20 
  16 
  14 
  10 
  7 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  1 
  6 
  5 
  27 
  17 
  15 
  11 
  9 
  2 
  7 
  7 
  36 
  18 
  16 
  12 
  12 
  3 
  8 
  10 
  45 
  19 
  17 
  13 
  15 
  4 
  9 
  14 
  54 
  20 
  18 
  14 
  18 
  5 
  10 
  18 
  72 
  21 
  19 
  15 
  24 
  6 
  11 
  21 
  90 
  22 
  20 
  16 
  30 
  7 
  12 
  28 
  108 23 
  21 
  17 
  36 
  8 
  13 
  38 
  144 24 
  22 
  18 
  48 
  9 
  14 
  50 
  180 25 
  23 
  19 
  60 
  10 
  15 
  58 
  216 26 
  24 
  20 
  72 
  11 
  16 
  70 
  288 27 
  25 
  21 
  96 
  12 
  17 
  90 
  360 28 
  26 
  22 
  120 
  13 
  18 
  110 
  432 29 
  27 
  23 
  144 
  14 
  19 
  135 
  576 30 
  28 
  24 
  192 
  Baseline Stats for Mooks 
  Monster 
  Level 
  Attack 
  Bonus 
  Strike 
  Damage 
  Damage to kill 
  one (HP) 
  AC 
  Better 
  Defense 
  Lesser 
  Defense 
  0 
  5 
  3 
  5 
  16 
  14 
  10 
  1 
  6 
  4 
  7 
  17 
  15 
  11 
  2 
  7 
  5 
  9 
  18 
  16 
  12 
  3 
  8 
  6 
  11 
  19 
  17 
  13 
  4 
  9 
  7 
  14 
  20 
  18 
  14 
  5 
  10 
  9 
  18 
  21 
  19 
  15 
  6 
  11 
  12 
  23 
  22 
  20 
  16 
  7 
  12 
  18 
  27 
  23 
  21 
  17 
  8 
  13 
  23 
  36 
  24 
  22 
  18 
  9 
  14 
  31 
  45 
  25 
  23 
  19 
  10 
  15 
  37 
  54 
  26 
  24 
  20 
  11 
  16 
  46 
  72 
  27 
  25 
  21 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  12 
  17 
  60 
  90 
  28 
  26 
  22 
  13 
  18 
  74 
  108 
  29 
  27 
  23 
  14 
  19 
  90 
  144 
  30 
  28 
  24 
  Baseline Stats for Large or Double-Strength Monsters 
  Monster 
  Level 
  Attack 
  Bonus 
  Strike 
  Damage 
  HP 
  AC 
  Better 
  Defense 
  Lesser 
  Defense 
  Fear threshold 
  (HP) 
  0 
  5 
  9 
  41 
  16 
  14 
  10 
  7 
  1 
  6 
  10 
  54 
  17 
  15 
  11 
  9 
  2 
  7 
  14 
  72 
  18 
  16 
  12 
  12 
  3 
  8 
  21 
  90 
  19 
  17 
  13 
  15 
  4 
  9 
  28 
  108 
  20 
  18 
  14 
  18 
  5 
  10 
  36 
  144 
  21 
  19 
  15 
  24 
  6 
  11 
  42 
  180 
  22 
  20 
  16 
  30 
  7 
  12 
  56 
  216 
  23 
  21 
  17 
  36 
  8 
  13 
  76 
  288 
  24 
  22 
  18 
  48 
  9 
  14 
  100 
  360 
  25 
  23 
  19 
  60 
  10 
  15 
  116 
  432 
  26 
  24 
  20 
  72 
  11 
  16 
  140 
  576 
  27 
  25 
  21 
  96 
  12 
  17 
  180 
  720 
  28 
  26 
  22 
  120 
  13 
  18 
  220 
  864 
  29 
  27 
  23 
  144 
  14 
  19 
  270 
  1152 30 
  28 
  24 
  192 
  Baseline Stats for Huge or Triple-Strength Monsters 
  Monster 
  Level 
  Attack 
  Bonus 
  Strike 
  Damage 
  HP 
  AC 
  Better 
  Defense 
  Lesser 
  Defense 
  Fear threshold 
  (HP) 
  0 
  5 
  12 
  60 
  16 
  14 
  10 
  7 
  1 
  6 
  15 
  81 
  17 
  15 
  11 
  9 
  2 
  7 
  21 
  108 
  18 
  16 
  12 
  12 
  3 
  8 
  30 
  135 
  19 
  17 
  13 
  15 
  4 
  9 
  42 
  162 
  20 
  18 
  14 
  18 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  5 
  10 
  54 
  216 
  21 
  19 
  15 
  24 
  6 
  11 
  63 
  270 
  22 
  20 
  16 
  30 
  7 
  12 
  84 
  324 
  23 
  21 
  17 
  36 
  8 
  13 
  114 
  432 
  24 
  22 
  18 
  48 
  9 
  14 
  150 
  540 
  25 
  23 
  19 
  60 
  10 
  15 
  174 
  648 
  26 
  24 
  20 
  72 
  11 
  16 
  210 
  864 
  27 
  25 
  21 
  96 
  12 
  17 
  270 
  1080 28 
  26 
  22 
  120 
  13 
  18 
  330 
  1296 29 
  27 
  23 
  144 
  14 
  19 
  405 
  1728 30 
  28 
  24 
  192 
  Underkrakens 
  While not monsters in and of themselves, underkrakens are enormous, city-sized dungeons in 
  which monsters (like soul flensers) abide. They may be alive, or they may be complex 
  vehicles, or colonies from another dimension or unknown portion of the world. 
  Magic Items 
  There are two types of magic item. True magic items are permanent magic items used as loot 
  during adventures and rewards for success. One-use items (mainly potions, oils, and runes) 
  are magical treasure on which to spend hard-won gold. (See Loot: Treasure Rewards for notes 
  on the wealth successful characters earn each adventure.) 
  One-Use Items 
  The common types of one-use items include potions, oils, and runes. 
  Potions 
  You can buy potions that fall in the tier of the environment you’re in. You can carry as many 
  potions as you wish. Drinking a potion takes a standard action, even if you don’t have it in 
  hand already. Feeding a potion to an unconscious ally is also a standard action. 
  You can only be under the effect of a single potion at a time. If you’re using a potion that has 
  a lingering effect, drinking another potion ends the first effect. Non-healing potions tend to 
  have effects that last until the end of a battle, or around five minutes if you’re prepping for a 
  battle and drinking potions beforehand. 
  Healing Potions 
  A healing potion lets the creature drinking it heal using one of their recoveries. Potions 
  provide bonus healing on top of what you’d generally get with a recovery, but there’s a hit 
  point cap for the maximum healing you can get from a potion, no matter how well you roll 
  your recovery. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Healing Potion Costs 
  Tier 
  Cost 
  Effect 
  HP Cap 
  Adventurer 50 gp 
  Recovery +1d8 hp 30 
  Champion 
  100 gp Recovery +2d8 hp 60 
  Epic 
  200 gp Recovery +3d8 hp 100 
  Iconic 
  300 gp Recovery +4d8 hp 130 
  Potion of [Energy] Resistance 
  When you drink one of these potions, you gain resistance to a single specified energy type 
  dealt by creatures or hazards of a specific tier for the rest of the battle or for five minutes. 
  Resistance from a potion is always 16+. Attackers of the tier covered, or lower, must roll a 
  natural 16 or higher on their attack roll to overcome your resistance and do full damage of a 
  type you’re resistant to, otherwise they deal half damage. Damage from a source that’s a 
  higher tier than your potion ignores your resistance. See Resistance. For the types of 
  resistance available, see Other Damage Types. 
  Resistance Potion Costs 
  Tier 
  Resistance Cost 
  Adventurer Resist 16+ 
  100 gp 
  Champion 
  Resist 16+ 
  200 gp 
  Epic 
  Resist 16+ 
  400 gp 
  Oils 
  While potions affect creatures, magic oils affect items. Oils provide temporary magical 
  enhancement to weapons, armor, and spellcasters’ implements. 
  It’s a quick action to pour magic oil on your weapon, implement, or armor. The effect lasts 
  until the end of a battle or for five minutes before fading. 
  Each oil confers a bonus of +1 (adventurer), +2 (champion), or +3 (epic). Used on a weapon or 
  a spellcasting implement, the bonus applies to attack and damage rolls. Used on armor, the 
  bonus applies to AC. 
  Bonuses from oils don’t stack with magic items’ inherent bonuses. Use the higher bonus. 
  Oil Costs 
  Tier 
  Bonus Cost 
  Adventurer +1 Oil 100 gp 
  Champion 
  +2 Oil 200 gp 
  Epic 
  +3 Oil 400 gp 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Runes 
  Runes function exactly like magical oils, but in addition to the expected +1/+2/+3 bonus, 
  each rune also provides an additional random enhancement to the item it is applied to. Roll 
  for the effect when the rune is applied to the item. An item can only have one rune applied 
  to it at a time. 
  Rune Costs 
  Tier 
  Bonus 
  Cost 
  Adventurer +1 Rune 150 gp 
  Champion 
  +2 Rune 300 gp 
  Epic 
  +3 Rune 600 gp  
  Random Rune Effect on Armor 
  Roll 
  Effect 
  01–20 The bonus also applies to PD 
  21–40 The bonus also applies to MD 
  41–60 The bonus also applies to both PD and MD 
  61–80 As 41–60, and you can reroll one failed save while the rune is active 
  81–
  100 
  You can take your first rally this battle with a quick action (if you can already rally 
  with a quick action, the action is free) 
  Random Rune Effect on Weapon 
  Roll 
  Effect 
  01–20 
  +4 bonus to opportunity attacks 
  21–40 
  Weapon gains an energy damage type such as fire, cold, etc., and deals +1d4 
  damage (champion: +2d6; epic: +5d6) 
  41–60 
  +4 attack bonus on first round of combat 
  61–80 
  Weapon deals +1d10 damage while escalation die is 3+ (champion: +4d6; epic: 
  +3d20) 
  81–
  100 
  Reroll one missed attack roll with weapon 
  Random Rune Effect on Spellcasting Implement 
  Roll 
  Effect 
  01–20 +1 additional attack bonus if spell has only one target 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  21–40 Implement gains an energy damage type such as fire, negative energy, etc., and 
  deals +1d4 damage (champion: +2d6; epic: +5d6) 
  41–60 +1 additional attack bonus with daily spells 
  61–80 +1 additional attack bonus if spell has more than one target 
  81–
  100 
  Reroll one missed attack roll with implement 
  True Magic Items 
  Magic items are permanently enchanted objects. You can find them during an adventure or 
  receive them as gifts and rewards from NPCs, but you’ll seldom find anyone willing to sell 
  one. 
  Magic Item Personalities & Quirks 
  Every magic item in is alive, in a sense, and possesses a personality you have to interact with 
  when you start using the item, establishing and maintaining a rapport with it. What that 
  rapport means varies from item to item and is usually controlled by the GM. Some items talk 
  with their user. Others communicate in bursts of emotion or slight motion. 
  Each item has a personality that is largely defined by its quirk. What you can count on as a 
  default is that nearly all magic items want to be used and used well. 
  As an adventuring hero, you can handle a number of true magic items equal to your level. 
  Items one tier above you count as two items, and epic items count as three items if you are 
  an adventurer tier character. 
  If you are carrying and wielding a number of items that is equal to or lower than your current 
  level, the magic item personality quirks will tug at you, giving you sudden urges and desires 
  that will feel natural to give in to. But you’ll be in charge. 
  If you are carrying and wielding a number of items that is greater than your current level, the 
  magic item personality quirks are going to have more power over you. You’re no longer 
  running the show; instead, the magic items are, to some extent, running you. Herein lies a 
  roleplaying challenge for the player and the GM. 
  Chakras 
  You can only have one of each type of magic item (or one pair, for boots and gloves). Rings 
  are one for each hand. You can have as many wondrous items as your overall capacity for 
  magic items allows. 
  Type of Magic Item, aka Chakra 
  Default Bonus  
  (often +1 adventurer, +2 champion, +3 epic) 
  Armor, robe, shirt, tunic 
  Armor Class 
  Arrow, crossbow bolt, 
  slingstone 
  No default bonus. The most common type of magic 
  ammunition expands crit range by 1 
  Belt, swordbelt, kilt, girdle 
  Recoveries per day 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Book, scroll, manual, grimoire 
  No default bonus. These items commonly confer 
  knowledge or skill 
  Boots, sandals, slippers, shoes 
  Disengage checks and other footwork 
  Cloak, mantle, cape 
  Physical Defense 
  Glove, gauntlet, mitt 
  No default bonus 
  Helmet, circlet, crown, cap 
  Mental Defense 
  Necklace, pendant 
  Save bonus 
  Ring x 2 
  No default bonus. Anything goes 
  Shield 
  Hit points 
  Staff (implement) 
  Operates as both a wand and a symbol; champion and 
  epic tier only 
  Symbol, holy relic, sacred sickle 
  (implement) 
  Attack and damage (divine spell or attack); adventurer 
  and champion tier only 
  Wand (implement) 
  Attack and damage (arcane spell or attack); adventurer 
  and champion tier only 
  Weapon, melee 
  Attack and damage (using the weapon) 
  Weapon, ranged 
  Attack and damage (using the weapon) 
  Wondrous item 
  No default. Anything goes 
  One Size Fits 
  Magic items shape themselves to suit the person who has given them their chakra. 
  Magic Item Basics 
  Some magic items are available at any level, with greater bonuses or other effects for 
  champion- and epic-tier versions. Others can be found only at champion or epic levels. 
  Default Bonuses 
  Default Bonuses are on unless they specify otherwise. Magic necklaces have the only default 
  bonus that is defined as provisional, a save bonus that kicks in when your hit points are low. 
  Magic Item Powers 
  Unless otherwise specified, magic item powers with a recharge chance have to be activated 
  and require a free action to use. They will also have a trigger condition that you must meet to 
  use the item. 
  Magic item powers that do not specify a recharge chance or a specific usage pattern have 
  powers that are always available. 
  The majority of magic item powers list a recharge number (6+, 11+, or 16+). You can count on 
  using a recharge power once a day, but subsequent uses depend on successful recharge rolls. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  After the battle in which you’ve used an item’s power, roll a d20. If your roll equals or 
  exceeds the recharge number for that item, you can use that item power again that day. If 
  the roll fails, the item power is expended until you take a full heal-up. 
  Useful Magic Items by Class 
  Class 
  Magic Items of Particular Use 
  Barbarian 
  two-handed weapon, light armor 
  Bard  
  light weapon, light armor, wand/staff 
  Chaos Mage 
  wand/staff, shirt (armor) 
  Cleric 
  symbol/staff, heavy armor, simple one-handed weapon, shield 
  Commander 
  light weapon, light armor, shield 
  Druid 
  symbol/staff, light armor, simple one-handed weapon, shield 
  Fighter 
  one-handed martial weapon, heavy armor, shield 
  Monk 
  bracers, shirt/gi/harness (armor) 
  Necromancer wand/staff, shirt (armor) 
  Occultist 
  wand/staff, shirt (armor) 
  Paladin 
  one-handed martial weapon, heavy armor, shield 
  Ranger 
  one-handed martial weapons, bow, arrows, possibly other ranged weapons, 
  light armor 
  Rogue 
  light weapon, light armor 
  Sorcerer 
  wand/staff, shirt (armor) 
  Wizard 
  wand/staff, shirt (armor) 
  Artifacts 
  Artifacts are a special type of unique magic item that have their own story. They’re capable 
  of providing multiple powers and benefits to their bearer, although that power comes at a 
  cost. 
  Each artifact functions like a normal true magic item of its type, possessing the same default 
  bonus, if any, and occupying one of its bearer’s chakras, if that’s how that type functions. 
  Unlike other true magic items, artifacts have more than one power, each with its associated 
  quirk. When you first attune an artifact, choose one of its powers from your tier or lower. 
  Each time you gain a level after that, you can choose to learn another of the artifact’s powers 
  from your tier or lower. 
  The artifact’s default bonus depends on the highest tier power you have chosen from the 
  artifact. If you have an artifact magic weapon but have only attuned one of its adventurer-
  tier powers, it functions as an adventurer-tier weapon, granting only a +1 bonus to attack and 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  damage. Attune one of its champion-tier powers and the weapon will blossom into its 
  champion-tier potential, granting a +2 bonus to attack and damage. 
  On the other hand, you don’t have to attune all of an artifact’s powers and you don’t have to 
  take them in order. 
  Only one artifact may be carried at a time. In addition, each power you choose from an 
  artifact counts as an additional magic item for the number of true magic items you are 
  allowed to use before your item’s quirks overpower you. 
  Since acquiring an artifact is a major campaign event and such a big deal, even the icons will 
  take notice. Each artifact should have a section on icon relationships that the artifact more or 
  less requires. If you attune an artifact and don’t have the required relationships, you will 
  soon, as fate and destiny reshape around you! Otherwise the artifact will eventually disappear 
  on you, finding a bearer more to its taste. 
  Magic Item Descriptions 
  Each name/characteristic includes its action type, usage, description, power, and quirk (as 
  applying to the item’s user), if applicable. Magic items in the adventurer tier can be used by 
  players in any tier. Magic items in the champion tier cannot be used by players in the 
  adventurer tier. Epic level magic items are limited to epic-tier players. 
  Arrow, Crossbow Bolt, Slingstone 
  In general, ammunition is one-use, hit or miss. It also doesn’t take up a chakra, and, like 
  other one-use items, ammunition doesn’t confer quirks on its user. 
  Default Bonus 
  Expands crit range by 1 (adventurer, champion, and epic tier, always a 1-point expansion 
  rather than 1 point per tier). Ammunition takes the bonus of the weapon that shoots it, just 
  like mundane ammunition does. 
  Adventurer 
  Energy 
  This ammunition has been enchanted with one of the following types of energy: acid, cold, 
  fire, holy, lightning, thunder. An attack using this ammunition deals that type of damage. 
  Forceful Impact 
  When you hit with an attack using this ammunition, the target also pops free from each 
  enemy engaged with it. 
  Keen 
  When you make an attack with this ammunition, the crit range of that attack expands by 1 
  (usually 18+ including the default bonus). 
  Lethal Strike 
  You deal +1d10 damage on a hit (champion: +2d10; epic: +4d10). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Lucky Stray 
  On a miss, you can make a basic ranged attack against another foe that is near the target or 
  along your line of sight to the target (between you and the original target or past the original 
  target). 
  Nemesis 
  This ammunition has been enchanted against one of the following groups of monsters: dragon, 
  giant, orc, or undead. An attack against the designated nemesis with this ammunition can be 
  rerolled once if it misses. When you use this ammunition, however, it allows each monster of 
  the same group to reroll one attack against you that misses this battle. If you use this type of 
  ammunition two or more times against the same creature group this battle, monsters of that 
  type can instead reroll each attack against you that misses this battle (once per attack). 
  Seeking 
  You deal +4 damage on a miss (champion: +10; epic: +25). 
  Twin 
  When you attack with twin ammunition, a second projectile materializes out of the first and 
  targets the same or a different enemy. Make a free action basic ranged attack for it with a +8 
  attack bonus instead of your normal bonus (champion: +12; epic: +16). 
  Vulnerability 
  When you hit with an attack using this ammunition, if the target is from the same tier or 
  lower than the ammunition, it’s also vulnerable to all attacks until the start of your next 
  turn. 
  Wing-clipper 
  When you hit with an attack using this ammunition, if the target is from the same tier or 
  lower than the ammunition, it loses the flight ability (save ends). If the target is presently 
  flying, it must attempt to land during its next turn. 
  Champion 
  Flaming 
  Bursts into fire as it flies. You deal 8 extra ongoing fire damage on a hit (epic: 20 ongoing 
  fire). 
  Epic 
  Death 
  When you hit with this ammunition and deal damage, if the target has 40 hp or fewer after 
  the hit, the creature drops to 0 hp. If it hits but fails to drop its target, the ammunition is not 
  used up. It must of course be retrieved. 
  Uncanny 
  It warps the forces of necessity and miracle as it flies. When you attack with this ammunition, 
  use the target’s lowest defense instead of the defense your attack would normally target. 
  Armor, Robe, Shirt, Tunic 
  Most magic armor powers can apply to heavy armor, light armor, or even no armor (robes or 
  other clothing). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Default Bonus 
  +1 AC (adventurer); +2 AC (champion); +3 AC (epic). 
  Adventurer 
  Clever Step  
  (Usually light armor) 
  You gain a +4 bonus to all defenses against opportunity attacks. Quirk: Likes to dance little 
  jigs. 
  Heedlessness 
  You gain a +4 bonus to all defenses during your first turn in battle. Quirk: Needlessly 
  provocative. 
  Iron Will 
  The default AC bonus applies to Mental Defense as well. Quirk: Prone to abstract speculation. 
  Last Stand  
  (Usually heavy armor) 
  You gain a +4 bonus to AC while you have no recoveries left. Quirk: Has a high pain tolerance. 
  Perfection 
  (Usually heavy armor) 
  You gain a +1 bonus to all defenses while at maximum hit points. Quirk: Made uneasy by the 
  sight of blood. 
  Perseverance 
  (Quick action – daily) 
  If you are staggered, you regain an expended power as if you had taken a quick rest. You 
  automatically regain a once-per-battle power, but a recharge power requires a successful 
  recharge roll. You can regain a racial power, class power, or magic item power this way. 
  Quirk: Repeats stories over and over. 
  Splendor 
  Enemies engaged with you take a –2 attack penalty against allies without splendor. Quirk: 
  Fastidious about clothing and gear. 
  Stone Flesh 
  The default AC bonus applies to Physical Defense as well. Quirk: Extremely stubborn. 
  Warding 
  You gain resistance 12+ against attacks targeting Physical Defense or Mental Defense. Quirk: 
  Stretches and meditates whenever inactive. 
  Belt, Swordbelt, Kilt, Skirt, Girdle, Sash 
  Default Bonus 
  Increase your maximum recoveries: by 1 (adventurer); by 2 (champion); by 3 (epic). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Optional Default Bonus 
  Don’t increase your recoveries depending on the tier. Instead, the item gives you one extra 
  recovery. But when you heal using that recovery, you don’t roll and the hit points you heal 
  depend on the tier of the item: 20 hp (adventurer); 50 hp (champion); 125 hp (epic). 
  Adventurer 
  Blademaster’s Belt 
  One magical sword sheathed on this belt gains a +2 bonus to recharge rolls for its own powers. 
  Quirk: Worries too much about tiny details. 
  Brutal Vigor 
  (Recharge 6+) 
  When you rally, make a basic attack. Quirk: Plays with their weapons. 
  Glorious Rally 
  When you rally, you gain 4 temporary hit points that last until the end of your next turn 
  (champion: 10 temp hp; epic: 25 temp hp). 
  Heroic Resolve 
  (Recharge 11+) 
  You can use a recovery to prevent all damage from an attack (including ongoing damage), but 
  not effects. Quirk: Has terrible heartburn. 
  Last Word 
  When you heal using your last remaining recovery, you heal 30 additional hit points (champion 
  75 hp; epic: 200 hp). Quirk: Stubbornly independent. 
  Potion Belt 
  (Recharge 16+) 
  Drink a potion stored on this belt as a quick action instead of a standard action. (It also 
  provides slots for up to six potions.) Quirk: Constantly attempts to refill everyone else’s 
  drinks. Or potions. Or ration bags. 
  Resilience 
  (Recharge 16+) 
  When you rally, you can use a second recovery to heal after using the first (and seeing the 
  recovery roll). Quirk: Grinningly optimistic. 
  Victory by Inches 
  You must carry a single magic melee weapon that you keep attached to this item for it to 
  manifest its power. When using that weapon, apply the weapon’s magic bonus to miss 
  damage. Quirk: Have a hard time taking no for an answer. 
  Champion 
  Resurgence 
  (Recharge 16+) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  When you drop to 0 hit points or lower, heal using a recovery before falling unconscious. 
  Quirk: Bursts forth with wildly optimistic comments from time to time. 
  Sash of Suppleness 
  (Recharge 6+) 
  A silky sash worn as a belt. When an attack hits your AC and deals 16 damage or less, change 
  that hit into a miss (epic: 40 damage or less). Quirk: Always stretching, even when it would 
  be more polite or sensible to not be doing so. 
  Epic 
  Kilt of the Mad Archmage 
  (Recharge 11+) 
  When you drop one or more foes with an arcane spell attack, heal using a recovery and gain a 
  +4 bonus to attack rolls with spells until the end of your next turn. Quirk: Roll eyes and giggle 
  too often for comfort. 
  Totem Kilt 
  A hide-and-fur skirt bedecked with garish tribal charms, totemic symbols, and spirit knots. 
  You can reroll the first death save you make each battle. Add +2 to the roll. Quirk: Sometimes 
  speaks with the voices of ancestors. 
  Vitality 
  Whenever you take ongoing damage, roll an immediate save to end the effect without taking 
  damage first. Quirk: Fascinated by patterns. 
  Book, Scroll, Tome, Grimoire 
  Mastering a book requires a course of study and practice, usually accomplished over a day or 
  more. Sometimes a book will reject a reader, leaving them either confounded or disturbed. 
  Default Bonus 
  None. 
  Adventurer 
  Codex of Foreshadowed Victory 
  (Recharge 16+) 
  When you roll initiative, gain a +10 bonus to your roll after seeing it. Quirk: Jumpy. 
  Manual of Enlightened Flesh 
  You gain a +1 bonus to all skill checks based on Str, Con, or Dex. Quirk: Takes heightened 
  satisfaction in their own physical prowess. 
  Scroll of the Fortuitous Outlook 
  (Quick action – once per battle) 
  Make a recharge roll for a recharge power you expended this turn (including a magic item 
  power) If successful, you regain that power this turn. Quirk: Paranoid about the weather. 
  Scroll of Seven Subtle Serpents 
  (Recharge 6+) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  When you make a melee attack based on Dexterity, Intelligence, or Wisdom, evoke a special 
  ability of your choice. Pick the ability from one of the following options after seeing whether 
  the attack is a hit. 
   
  Deal +1d6 damage on a hit (champion: +2d8; epic: +4d10). 
   
  Deal +1d4 damage on a miss (champion: +2d6; epic: +4d8). 
   
  Gain a +1 bonus to all defenses until the end of your next turn. 
   
  Pop free from one enemy. 
   
  Gain 1d10 temporary hit points (champion: 3d8; epic: 8d8). 
   
  Roll a save against an ongoing save ends effect. 
  Quirk: Always in constant motion, or swaying gently when still. 
  Scroll of the Unerring Shaft 
  (Recharge 11+) 
  When you miss with a ranged weapon attack, turn that miss into a hit, dealing your ranged 
  basic attack damage with the attack instead. Quirk: Sings snatches of nonsense. 
  Tome of the Divinities and their Deeds 
  (Recharge 16+) 
  When you cast a divine spell, heal using a recovery and add +1d6 hit points to the total 
  (champion: +2d8 hp; epic: +4d10 hp). Quirk: Sees the hands of the gods operating subtly 
  through the natural and social world, and makes others aware of it. 
  Tome of the Open Mind 
  (Recharge 16+) 
  When you roll a skill check using Intelligence, Wisdom, or Charisma and dislike the result, 
  reroll the check. Quirk: Annoyingly curious. 
  Champion 
  Manual of Puissant Skill at Arms 
  (Recharge 11+) 
  When you miss with a melee attack, reroll the attack using +15 as your attack bonus instead 
  of your own bonus (epic: +20). If an arcane spellcaster reads this manual, it hurts their brain 
  and permanently reduces their maximum hit points by 4 (epic: by 10). Quirk: Constantly 
  checking self out and flexing, and seems to want to be caught doing that. 
  Epic 
  Tome of Arcane Mysteries 
  (Recharge 11+) 
  When you make an attack roll with an arcane spell, after finding out whether the attack hits, 
  change the attack roll to a 10 instead of the natural roll. Quirk: Doodles insane geometrical 
  designs. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Boots, Shoes, Sandals, Slippers 
  Default Bonus 
  Disengage checks and other checks involving fancy footwork: +1 bonus (adventurer); +2 bonus 
  (champion); +3 bonus (epic). 
  Adventurer 
  Boots of Elvenkind 
  You gain a +4 bonus to skill checks to walk quietly. Quirk: Develops a love of elegant elven 
  poetry. 
  Boots of Rhythm 
  You have a +4 bonus to dance checks. Quirk: Loves to learn new dances. 
  Boots of Sure Feet 
  You can walk or run normally through terrain that would usually slow one down, such as 
  rubble, undergrowth, muck, etc. The boots don’t protect you against damage or similar 
  effects incurred from inhospitable terrain. Quirk: Becomes exceptionally picky about diet. 
  Boots of Ferocious Charge 
  Whenever you move to engage a foe first and then make a melee attack against it during the 
  same turn, you deal +1d6 damage, hit or miss (champion: +2d8; epic: +4d10). Quirk: You like 
  to start fights as much as you like to finish them. 
  Sandals of the Slippery Eel 
  (Recharge 11+) 
  Reroll a failed disengage check. Quirk: Loves puns. 
  Slayer’s Boots 
  (Recharge 11+) 
  When one or more creatures attempt to intercept you while you’re moving to engage an 
  enemy during your turn, you dodge past them instead so they can’t intercept. Quirk: Recites 
  death poems of ancient heroes. At length. 
  Wise Eyelet Boots 
  (Quick action – recharge 16+) 
  If you were the last creature to take its turn this round, you pop free from all enemies. Quirk: 
  Hesitates before speaking. 
  Champion 
  Sandals of Wall Striding 
  (Recharge 6+) 
  Until the end of your next turn, you can move normally along a wall or vertical surface as if 
  you were flying. Quirk: Has compulsion to snatch small insects out of the air and pop them 
  into mouth when they think no one is watching. 
  Bracers 
  Bracers occupy the same chakra as magic melee weapons. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Monks get magic-weapon style powers from magical bracers. A monk wearing magical bracers 
  can’t use a magical melee weapon at the same time.  
  Non-monks generally don’t benefit from bracers. 
  Bracers have the same types of powers as other melee weapons. Use the melee weapon magic 
  items to determine bracer powers, and assign one of the following monk-specific quirks. 
   
  Speaks too often in terse shouted syllables. 
   
  So disciplined that dancing, hanging out, and even sitting down is a mental hurdle. 
   
  Unable to sleep without performing an exhausting workout first. 
   
  Certain that intimacy with another being depletes one’s ki. 
   
  Unable to avoid helping smaller innocent creatures in distress. 
   
  Always rises at least an hour earlier than everyone else in their group, community, or 
  adventuring band. 
   
  Unable to curse or say negative things about people, even if they are true. 
   
  Uncomfortable sleeping in the same spot they slept in the night before. 
   
  Likes to paint watercolors in their spare time. 
   
  Longs for victory in official martial tournaments. 
   
  Trash-talks during battle. 
   
  Tells detailed stories about great martial arts battles of previous centuries. 
   
  Always uses a quick action to pose over the prone body of a just-defeated foe. 
   
  Corrects everyone else’s posture, sometimes even in the middle of battle. 
   
  Has a fondness for sweets, followed by a punishment regimen of only fish soup. 
   
  Compelled to climb stairs using their hands instead of feet. 
   
  Insists on always moving silently, breezing in and out of situations that in social terms 
  require small noises and acknowledgements. 
   
  Can’t abide “fancy” food without heartburn (or at least complaints of heartburn). 
   
  Insists on being the first to go into a room. 
  Cloak, Mantle, Cape 
  Default Bonus 
  Physical defense: +1 PD (adventurer); +2 PD (champion); +3 PD (epic). 
  Adventurer 
  Adroit Avoidance 
  (Recharge 6+) 
  When an attack or effect deals ongoing damage to you that a save ends, you can roll an 
  immediate save against it. Quirk: Doesn’t notice social slights or insults. 
  Elven 
  Add +4 to checks to hide in natural surroundings. Quirk: Prefers the finest things in life; of 
  course, they are elven. 
  Evasion 
  (Recharge 6+) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  When you take damage from an opportunity attack, take 20 less damage from it (champion: 
  40; epic: 100) Quirk: You can’t answer a question directly even if you want to. 
  Recovery 
  (Quick action – recharge 16+) 
  You heal using a recovery and add +4 hp to the total (champion: +10 hp; epic: +25 hp). Quirk: 
  You grow small extra appendages that slowly wither away over days or weeks. 
  Shelter 
  This long cloak with a full hood keeps you warm and dry, regardless of the elements, barring 
  full immersion in water or other liquid. Quirk: Prefers the outdoors. 
  Stalwart 
  (Recharge 16+) 
  When an attack against your Physical Defense hits, make the attacker reroll the attack and 
  use a PD of 15 instead (champion: 20; epic: 25). Quirk: Always the last to retreat or avoid 
  danger. 
  Champion 
  Guardian 
  (Recharge 11+) 
  When a foe you’re engaged with targets your ally with an attack that doesn’t include you, 
  make that enemy target you instead of that ally. Declare your choice before the attack is 
  rolled. (Epic: recharge 6+.) Quirk: Compelled to the defense of others, even those who might 
  not need defending. 
  Epic 
  Inviolability 
  (Recharge 16+) 
  When an attack against your Physical Defense hits, change that hit into a miss instead. Quirk: 
  Attempts stunts of toughness and daring that a person less convinced of their invulnerability 
  might be wise enough to avoid. 
  Gloves, Gauntlets 
  Default Bonus 
  None. 
  Adventurer 
  Ambidexterity 
  (Recharge 11+) 
  When you roll a natural 16+ with your first melee attack during your turn while wielding a 
  weapon in your off-hand, make a melee attack with the weapon in your off-hand as a free 
  action, using +10 as your attack bonus (champion: +15; epic: +20). Quirk: Writes with both 
  hands at the same time on different parts of the page. It freaks people out. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Arcane Contact 
  These gloves improve your ability to contact, detect, and distinguish supernatural forces, 
  provided you can touch some material object connected to a force. If, for example, you are 
  improvising a ritual to gain a vision related to the scary artifact you just found, touching the 
  artifact will help. The benefit is modest, determined by the GM, and possibly secret. The 
  gloves provide no protection against the supernatural forces that touching an artifact might 
  usher into your soul. Quirk: Always cracks knuckles. 
  Archer’s Gauntlets 
  (Recharge 16+) 
  When you miss with a ranged weapon attack, reroll it using +10 as your attack bonus 
  (champion: +15; epic: +20). Quirk: You’re quiet. Too quiet. Say something. 
  Gauntlets of Clobbering 
  (Recharge 16+) 
  You deal +1d8 damage with two-handed weapons until the end of the battle (champion: +2d8; 
  epic: +4d10). Quirk: Clobber first, talk later. 
  Gloves of Mind Rot 
  (Recharge 6+) 
  When you hit one or more foes with an arcane spell attack, deal +1d10 psychic damage to one 
  target of the attack (champion: +2d10; epic: +5d10). Quirk: The texture of your skin seems 
  wrong to everyone else, but you know it’s all in their minds and often explain that to them. 
  Jeweled Glove 
  (Recharge 6+) 
  When you cast a divine spell, allow one nearby ally to roll a save against one ongoing save 
  ends effect as a free action. Quirk: Alternately paranoid that people are looking too closely at 
  your precious jeweled glove and upset that people aren’t paying enough attention to your 
  amazing jeweled glove. 
  Musical Touch 
  While you wear these fine silk gloves, you can play any musical instrument without 
  instruction. The gloves, however, don’t make you any more of a musician than you already 
  are. Quirk: Hums and picks up tunes easily. 
  Sure Fingers 
  You gain a +2 bonus to any skill check that involves sleight of hand, strength of grip, hand-eye 
  coordination, or similar abilities. Quirk: Holds a pinky finger up when holding a cup. 
  Helmet, Crown, Diadem, Circlet 
  Default Bonus 
  Mental defense: +1 MD (adventurer); +2 MD (champion); +3 MD (epic). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer 
  Circlet of Approachability 
  While wearing this circlet, in regular social situations, you appear to others as someone who 
  belongs there. You easily fit in with new groups of people, unless there is some particular 
  reason for others to be suspicious. The circlet has no power in unusual social situations. 
  Quirk: Peppers speech with needless foreign words. 
  Helm of Fortunate Dodging 
  (Recharge 11+, and see below) 
  When an enemy misses you with an attack against your AC or PD, change that miss into a 
  fumble (no damage or possibly a negative outcome). Quirk: Easily moved to dancing by 
  rhythmic music, and taps foot when there is no music. 
  Helm of Psychic Armor 
  (Recharge 16+) 
  When an attack that targets Mental Defense hits you, cancel the attack’s non-damage effects 
  against you. Quirk: Won’t stop going on about “the amazing dream I had last night.” 
  Helm of Psychic Retribution 
  (Recharge 16+) 
  When an enemy misses you with an attack that targets Mental Defense, deal 10 psychic 
  damage to that enemy (champion: 25 damage; epic: 60 damage). Quirk: Stares into space 
  often. 
  Helm of the Undaunted Hero 
  (Recharge 6+): When your turn starts, roll a save against one ongoing save ends effect. Quirk: 
  Favors traditional battle hymns. 
  Skullcap of Wit 
  You can banter with a lively wit. If you already have a lively wit, it doesn’t make much of a 
  difference. Interpret this ability narrowly enough that it might provide a bonus to a die roll 
  that anyone really cares about only once in a campaign. Quirk: Banters with lively wit. 
  Epic 
  Crown of the Mighty Strike 
  (Recharge 16+) 
  This slim but elegant crown wants to share your glory and thus needs you to be glorious. It 
  continually presses you to take bold actions. If the escalation die is 3+, use your next daily 
  attack power this battle as a quick action. Quirk: Likely to make bold statements or 
  undertake bold actions, especially by reflex. 
  Necklace, Pendant 
  Default Bonus 
  +1 to saves when you have 10 hp or fewer (adventurer); 25 hp or fewer (champion); 50 hp or 
  fewer (epic). 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Adventurer 
  Bearclaw 
  (Recharge 11+) 
  When you hit with a melee attack while you’re staggered, gain 10 temporary hit points 
  (champion: 25 temporary hp; epic: 50 temporary hp). Quirk: Swaggers even when 
  overmatched. 
  Cups 
  When you’re drunk, you don’t accidentally say or do stupid things that you regret in the 
  morning, and your head doesn’t hurt so bad. Quirk: Not reluctant to drink excessively in 
  public. 
  Last Legs 
  You gain a +1 bonus to saves whenever you have one or fewer recoveries left (champion: two 
  or fewer, epic: three or fewer). Quirk: Loves long-shot bets. 
  Lifestone 
  The stones in the necklace breathe, ever so slightly. You gain a +5 bonus to death saves, if 
  failure would kill you. You also gain a +5 bonus to last gasp saves. Quirk: Chides others for 
  taking risks when they have lesser magical protection. 
  Momentous Harmony 
  The pendant brings out the best in other magic items you carry, so that their quirks turn more 
  positive, or at least become weaker if they cause trouble. If you go over your magic item 
  limit, the pendant ceases to function (including the default bonus) and the formerly subdued 
  magic items express themselves with renewed fervor. Quirk: Treats all their magic items 
  well—talks to them as if they’re alive, refers to them as “children,” etc. 
  Paragon 
  (Recharge 16+) 
  This necklace changes shape and jewels depending on the race of the wearer. When you use 
  this necklace, you gain another use of your racial power in the battle. Quirk: Sometimes 
  unwittingly speaks in a language that sounds like it could be the original language of their 
  race, if anyone else could understand it. 
  Water Breathing 
  (Recharge 6+) 
  This band of aquamarine and pearls enables you to breathe water for a short time, usually 
  about five minutes. The effect wears off slowly, so you’ll have warning to get to the surface. 
  Quirk: Hiccups in stressful situations. 
  Rings 
  Default Bonus 
  None. 
  Adventurer 
  Cheap Shot 
  (Quick action – recharge 11+) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  One enemy you’re engaged with takes damage equal to your normal melee miss damage. 
  Quirk: Often stops speaking mid-sentence. 
  Defense 
  (Recharge 6+) 
  When you take damage from an attack, prevent 10 of that damage (champion: prevent 20; 
  epic: prevent 40). Quirk: Stubborn. 
  Glory 
  This brilliant, gem-encrusted ring gives you an aura of status (and whatever that entails). 
  Everyone can see it, even if they don’t know why. Quirk: Becomes more and more obsessed 
  with the idea that all their accomplishments are undeserved and that they themselves are 
  frauds. This obsession often drives them to heroic acts. 
  Instant Vengeance 
  (Recharge 16+) 
  When you take damage from an enemy’s attack, choose one ally you can see. That ally can 
  make a basic attack (melee or ranged) against the attacker as a free action. Quirk: Sticks 
  close to their friends, real close. 
  Iron Grip 
  When you make a skill check involving climbing, holding something, or otherwise using your 
  hands to grip things, you can use +10 as your bonus in place of your normal bonus (level + 
  ability mod + background; other magic item bonuses still count) (champion: +15; epic: +20). 
  Quirk: Loves to arm wrestle, thumb wrestle, drum fingers on tables, etc. 
  Jack of All Trades 
  When you make a skill check, if your background bonus for that check is +1 or +0, you gain a 
  +2 bonus for your background bonus instead (if your bonus is +2 or higher, this ring has no 
  effect). Quirk: Talks as though they know everything. 
  Relentless Strike 
  (Standard action – recharge 16+) 
  Make a basic attack ignoring any effects that give you an attack penalty, prevent you from 
  attacking, keep you from taking actions, or force you to reroll the attack. You can also use 
  this ring’s power while you’re stunned, even though you couldn’t normally take an action. 
  Quirk: Has near-constant insomnia. 
  Resilience 
  (Recharge 6+) 
  When you use this ring, heal using a recovery. Quirk: Eats an odd vegetarian diet and 
  advocates it loudly. 
  Skin of Your Teeth 
  (Recharge 6+) 
  When an enemy attacks you, subtract 1 from the natural attack roll after seeing it. Quirk: 
  Regularly finds copper pieces and other minor valuables on the ground. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Thief’s-Eye 
  While the ring is on your finger, if you shut both eyes and concentrate, you can see through 
  the ring, allowing you to peer around corners and such. Quirk: You’re always prying into 
  things that should maybe be left shut; doors, topics of conversation, taboos…. 
  Wild Heart 
  Animals accept you and may even show you affection. The animals, however, still react 
  normally if you threaten them, and well-trained guard animals are especially wary of you. 
  Quirk: Seems out of place in civilization. 
  Shield 
  Default Bonus 
  Increase your maximum hit points: by +4 (adventurer); by +10 (champion); by +25 (epic). 
  Adventurer 
  Adaptation 
  Whenever an enemy’s attack hits your Physical Defense or Mental Defense, you gain a +4 
  bonus to that defense until an attack against that defense (including the bonus) misses you, 
  or until the end of the battle. Quirk: Takes on mannerisms of those around them. 
  Bashing 
  When you move to engage an enemy while using this shield, you can use the shield to push 
  that enemy away from one of your allies engaged with it. That ally can make a disengage 
  check as a free action. Quirk: Can’t pass up an opportunity to sing. 
  Drakefanged 
  (Recharge 11+) 
  This spiked shield sports a massive dragon fang that wounds enemies. When an enemy 
  engaged with you misses you with a melee attack, make a basic melee attack against the 
  enemy as a free action, with a +2 attack bonus per tier of the shield (adventurer: +2, 
  champion: +4, epic: +6). On a hit, the attack deals 2d6 damage; on a miss, it deals 2 damage 
  (champion: 4d8 damage, or 5 on a miss; epic: 8d10 damage, or 12 on miss). Quirk: Compares 
  everything to dragons or to draconic things, and judges actions by how they stack up to 
  draconic expectations. 
  Protection 
  Enemies engaged with you take a –1 attack penalty against your allies. Quirk: Tends to others 
  with too much familiarity. 
  Puissance 
  (Recharge 6+) 
  When you make a basic melee attack, make a recharge roll for one expended power. Quirk: 
  Tremendous appetite for meat. 
  Resilience 
  (Recharge 11+) 
  When you make a basic melee attack, heal using a recovery. Quirk: Eats an odd vegetarian 
  diet and advocates it loudly. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Spiked 
  When you roll a natural 2 with a melee attack while using the shield, you can make a basic 
  melee attack with the shield as a free action as if it were an off-hand weapon (use d6 damage 
  dice). Quirk: Has shifty eyes. 
  Termination 
  (Recharge 6+) 
  When you make a basic melee attack, roll a save against one ongoing damage effect. Quirk: 
  Continually fails to finish sentences, stopping in mid-thoug…. 
  Staff 
  A staff counts as both a wand (arcane spells) and a symbol (divine spells). Staffs are champion 
  or epic items only. Epic staffs don’t like to be around lesser staffs, and do not abide wands. 
  Default Bonus 
  Attack and damage with an arcane or divine spell or attack: +2 (champion); +3 (epic). 
  Champion 
  Diabolical Staff 
  (Recharge: 16+, but see below) 
  You can evoke the power of the staff to gain additional attention and power from the spirits 
  of darkness. When you roll relationship dice with a villainous icon, treat a single 4 as a 5. If 
  you don’t roll a 4, the staff recharges automatically during your next quick rest. Quirk: 
  Exaggerates a chaotic or destructive trait that is already there. 
  Staff of Health 
  When you cast spells that heal or provide temporary hit points, add 4 to the total (epic: 8). 
  Quirk: The diseased of nearly every population center somehow know to seek you out for 
  healing. 
  Staff of the Diffident Magician 
  (Recharge 6+) 
  The first time an enemy engages you, make an opportunity attack against that enemy. On a 
  hit, you deal +2d8 damage with that attack (epic: +4d10) and daze the foe until the end of its 
  turn, if the creature is large or smaller (epic: any size). Quirk: Doesn’t like to be touched. 
  Staff of the God’s Riches 
  (Recharge 16+) 
  When you cast a cleric spell using this staff, you can cast the spell both for power and for 
  broad effect (if applicable), choosing different targets. Quirk: Careless with money. 
  Staff of Manipulation 
  When you cast an attack spell using this staff, you gain a +1 bonus to attack and damage with 
  that spell if it has any additional negative effect on the target(s) besides damage (including 
  ongoing damage). Quirk: Expects to be treated with respect. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Staff of Massacres 
  When you cast an attack spell using this staff, you gain a +1 attack bonus with that spell if it 
  has more than one target. Quirk: Obsessed with numbers and calculations. 
  Staff of the Uncrowned King 
  (Recharge 6+) 
  When you use this power, you automatically succeed on a save against an effect created or 
  caused by an undead enemy. Quirk: You see dead people…sometimes. 
  Epic 
  Staff of the Imperium 
  (Standard action – recharge 16+) 
  The power of this golden staff can only be invoked by a spellcaster who has a positive or 
  conflicted relationship with any ruling icon. When you use this power, you can use the power 
  of any other magic item you have touched since your last full heal-up, but you can only use 
  each such individual item power once ever. Quirk: Becomes certain that they are destined to 
  rule. 
  Symbol, Holy Symbol, Relic, Sacred Branch 
  Sometimes a symbolic magic item is a gem or rune that can be attached to any of various holy 
  symbols. Typically a divine spellcaster pries the gem or other adornment off a foreign holy 
  symbol and affixes it to their own mundane holy symbol. Symbols are only appropriate for 
  adventurer- and champion-level characters. For epic-level spellcasting items, get a staff. 
  Default Bonus 
  Attack and damage with a divine spell or attack: +1 (adventurer); +2 (champion). 
  Adventurer 
  Chosen One, Sign of the 
  When you cast your last divine daily spell, roll a save. If you succeed, you don’t expend the 
  spell. Quirk: Obsessed with fortune telling, oracles, signs, etc. 
  Divine Harmony, Knot of 
  (Standard action – recharge 16+) 
  When you use this knot, you can serve in a priestly function for nearly any god or ritual. You 
  can use this power to meet a free-form challenge, at the GM’s discretion. Quirk: Believes in 
  everything. 
  Dodging Doom, Symbol of 
  (Recharge 6+) 
  When you cast a divine spell on an ally, that ally can roll a save against one ongoing save ends 
  effect as a free action. Quirk: Wildly optimistic. 
  Dominating Truth, Symbol of 
  (Recharge 11+) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  When you cast a divine spell that affects one target with a limited amount of hit points (for 
  example, turn undead), you can instead have that spell affect two targets with half the hit 
  point requirement or less. Quirk: Never admits they’re wrong. 
  Gathered Power, Symbol of 
  (Recharge with full heal-up) 
  When you use this symbol during a quick rest, you regain an expended daily adventurer-level 
  spell (1st or 3rd level, in practice) (champion: champion-level spell, 5th or 7th). Quirk: Has one-
  track mind. 
  Godlike Glory, Holy Symbol of 
  When you cast a daily spell, you gain 2d4 temporary hit points (champion: 4d6 temp hp, epic: 
  7d10 temp hp). Quirk: Dispenses pithy observations. 
  The Gods and Goddesses, Gem of 
  (Recharge 6+) 
  When you cast a daily divine spell on an ally, that ally also heals 10 hit points. Quirk: Insists 
  on courtesy even in situations where none should be required. 
  Greater Power, Relic of 
  (Recharge 11+) 
  When you cast a quick action divine spell that targets allies, the spell affects one additional 
  ally. Quirk: Keeps the relic meticulously clean, rests it on velvet, etc. 
  Wand 
  Wands are only appropriate for adventurer- and champion-level characters. For epic-level 
  spellcasting items, get a staff. 
  Default Bonus 
  Attack and damage with arcane spells or attacks: +1 (adventurer); +2 (champion). 
  Adventurer 
  Body Breaking, Dagger of 
  This rune-covered bronze dagger also works as a wand. When you cast an arcane attack spell 
  using this dagger/wand, you gain a +1 bonus to attack and damage with that spell if it targets 
  PD. Quirk: Scratches self unnervingly. 
  Flaring Wand 
  (Quick action – recharge 11+) 
  When the escalation die is 5+, cast one of your arcane spells. That spell will miss on any 
  natural odd roll. Quirk: Often looks frazzled. 
  Infighting, Wand of 
  When you cast an arcane attack spell using this wand, you gain a +1 bonus to attack and 
  damage with that spell if it’s a close-quarters spell. Quirk: Physically pushy. 
  Mage’s Invisible Aegis, Wand of the 
  (Recharge 16+) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  When you use this wand, you can cast the wizard’s shield spell, with a level no higher than 
  your level. (Champion: recharge 11+). Quirk: Hums tunelessly. 
  Mindbending, Wand of 
  When you cast an arcane attack spell using this wand, you gain a +1 bonus to attack and 
  damage with that spell if it targets Mental Defense. Quirk: Uses pedantically circumlocutious 
  phraseology. 
  Unfettered Minion, Wand of 
  (Quick action – recharge: 11+) 
  When you use this wand, a creature who is at least somewhat subservient to you gains a +1 
  bonus to melee attacks and damage until the end of the battle (champion: +2 bonus). Quirk: 
  Switches unexpectedly into “evil mastermind” tone of voice. 
  Champion 
  Wand of Unerring Pain 
  (See below – recharge 16+): When you miss with a spell that targets a single enemy, as a quick 
  action immediately afterward, fire a magical missile that automatically hits that creature for 
  4d10 force damage. Quirk: Stares intently, often at nothing. 
  Weapons 
  Default Bonus 
  Attacks and damage when using the weapon: +1 (adventurer); +2 (champion); +3 (epic). 
  Adventurer 
  Abandon 
  (Melee weapon) 
  You deal +2d6 damage with your first attack each battle using this weapon (champion: +4d6; 
  epic: +4d12). Quirk: Blurts out obscenities. (For decorum’s sake, use euphemisms when 
  speaking in character.) 
  Bloodthirsty 
  (Any weapon) 
  When you crit with a natural 20 using this weapon, you deal crit damage instead of normal 
  damage if you hit with this weapon again during your next turn. Quirk: Has taste for red 
  meat. 
  Certain Pain 
  (Two-handed melee weapon – recharge 11+) 
  Before making an attack with this weapon, designate it as a “pain” attack. On a hit with that 
  attack, one target takes 10 extra damage. On a miss, you take 10 damage (champion: 25 
  damage; epic: 60 damage). Quirk: Fond of gambling. 
  Climactic Shot 
  (Ranged weapon – recharge 6+) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  When the escalation die is 3+ and you hit with an attack using this weapon, the target takes 
  10 extra damage (champion: 25 damage; epic: 60 damage). Quirk: Can’t stop checking the 
  weapon and its ammunition. 
  Cruel 
  (Any weapon – recharge 11+) 
  When damage from this weapon leaves an enemy with 20 hit points or fewer, you deal 5 
  ongoing damage to it (champion: 40 hp/10 ongoing damage; epic: 80 hp/20 ongoing damage). 
  Quirk: Tortures flies.  
  Dexterous Parry 
  (One-handed melee weapon – recharge 11+) 
  When an enemy you are engaged with hits you while you’re wielding this weapon, make a 
  Dexterity check against the attacker’s MD. If you succeed, the attack misses instead. Quirk: 
  Jumpy and suspicious. 
  Distraction 
  (Two-handed melee weapon – recharge 11+) 
  When you hit with this weapon, allow one of your allies engaged with that foe to make a basic 
  melee attack against it as a free action. Quirk: Intrudes on personal space. 
  Flurry 
  (Two-handed melee weapon – recharge 11+) 
  When you make a basic attack, make a second basic attack against a different enemy as a 
  free action. Quirk: Fidgety. 
  Guardian 
  (One-handed melee weapon) 
  When you hit with an opportunity attack using this weapon, the target is weakened until the 
  end of that turn (–4 attacks and defenses). Quirk: Looks serious all the time. 
  Greater Striking 
  (Melee weapon) 
  While the escalation die is 3+, you deal +1d8 damage whenever you hit with this weapon 
  (champion: +2d8; epic: +4d8). Quirk: Favors iron and steel, seeing little beauty in gold or 
  gems. 
  Haughty 
  (Any weapon) 
  When you hit with an attack using this weapon, if that enemy is the most dangerous foe in the 
  battle (or tied for most dangerous, GM’s assessment), you deal +1d4 per tier damage to it 
  (champion: +1d8 per tier; epic: +1d10 per tier). Quirk: Challenges others to improvised 
  contests. 
  Inimical 
  (Any weapon) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  When you hit with this weapon, you can deal +1d10 damage to that enemy (champion: +2d10; 
  epic: +4d10). If you do, you also take that extra damage. Quirk: Bites nails, or a similar 
  darker habit. 
  Liberation 
  (Melee weapon – quick action – recharge 6+) 
  If you have attacked with this weapon this turn, allow an ally to roll a save against an ongoing 
  save ends effect as a free action. Quirk: Drones on about how healing grace will save all the 
  worlds. 
  Mauling 
  (Two-handed melee weapon – move action) 
  You gain a +1 attack bonus to your next attack you make this turn. Quirk: Yells battle cries 
  during battle. 
  Mighty Swing 
  (Two-handed melee weapon – move action) 
  You deal +1d8 damage with your next melee attack with this weapon that hits this turn 
  (champion: +2d8; epic: +4d8). If you miss, you take that damage instead. Quirk: Tends to 
  break things. 
  No Mercy 
  (Ranged weapon) 
  If your target is attempting to flee from the battle, a natural even hit against it is a critical 
  hit instead. Quirk: Develops a surprising lip-curl sneer that shows up a bit too often. 
  Protection 
  (Melee weapon – recharge 6+) 
  When you make a basic attack with this weapon, gain a +4 bonus to all defenses until the end 
  of your next turn (champion: +5; epic: +6). Quirk: Has urges to watch over the helpless or 
  innocent. 
  Puissance 
  (Melee weapon – recharge 16+) 
  When you make a basic attack with this weapon, make a recharge roll for one power. Quirk: 
  Tremendous appetite for meat. 
  Steady 
  (Ranged weapon – recharge 11+) 
  Before rolling a ranged attack with this weapon, choose 10 as the natural roll for that attack. 
  Quirk: Talks too much about the weather. 
  Unstinting Virtue 
  (Melee weapon – recharge 11+) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  When you make a basic attack with this weapon, roll a save against a save ends effect. Quirk: 
  Insists that all weakness is an illusion. 
  Vanity 
  (Melee weapon) 
  When you hit with this weapon, deal +1d6 damage to that enemy if you are the only one 
  engaged with it (champion: +2d6; epic: +4d6). Quirk: Tells their name (their real one) to 
  everyone. 
  Vengeance 
  (Melee weapon) 
  When you hit with this weapon while you are staggered, deal +1d6 damage to that enemy. 
  Quirk: Quick to take offense. 
  Champion 
  Longbow of Fallen Grace 
  (+3 longbow – recharge 16+) 
  If your elven grace racial ability roll failed this turn, use the natural result of this bow’s 
  attack roll as another elven grace roll, after you see the roll. Quirk: Complains too often that 
  the glorious centuries of old are gone forever. 
  Mighty Stunning 
  (One-handed blunt 1d6 melee weapon – recharge 16+) 
  When you roll a natural even hit with this weapon and have more hit points than the target, 
  that creature is also stunned until the end of its next turn. Quirk: Warns of impending doom. 
  Reckless 
  (Melee weapon – recharge 6+) 
  Reroll one of your attack rolls with a +4 bonus. In addition, until the end of the battle, 
  enemies attacking you add the escalation die to their attack roll (no effect if the enemy 
  already adds it for some reason). Quirk: Low impulse control, particularly when it comes to 
  impulsive movements through doors, onto railings, or over tables. 
  Epic 
  Greatsword of Utter Night 
  (+3 greatsword – recharge 6+) 
  When you hit with this weapon, you spirit away that enemy and yourself to an empty void 
  beyond time where only the two of you face each other for a short time. Neither you nor your 
  foe can move, but you can sure fight. Your enemy acts first, then you, and then you are both 
  spirited back to the real world exactly where you were when the power triggered. Bystanders 
  only see a flash of black. Quirk: Has disturbing dreams that can’t be remembered, or at the 
  very least must not be. 
  Incomparable Axe of Wyrm Chopping 
  (+3 axe) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Whenever you attack a dragon with the axe, you deal +40 damage, hit or miss. The GM 
  determines just how broadly the term “dragon” applies. Quirk: Speaks in Draconic, first just 
  curses, but then more and more elements of speech. 
  Wondrous Items 
  You can attune multiple wondrous items. They don’t fill up a chakra. 
  Default Bonus 
  None. 
  Lore Bottle 
  A bottle of translucent glass, sealed with lead, with a ghastly face that peers out at you. 
  When you ask it questions, it answers in the form of vague hunches. For tough questions, the 
  face might fade out for a while, apparently searching somewhere for an answer. Owning the 
  bottle gives you +2 bonus to Intelligence-based skill checks, if you have the time (and privacy) 
  to consult the lore bottle. Chances are, your particular lore bottle has some sort of specialty 
  or bias, which you will discover only through use. Unlike most magic items, lore bottles can 
  often be found for sale, but you probably don’t want those. Quirk: The connection formed 
  with the face in the bottle can be compelling and unsettling, as the spirit literally “gets in 
  your head.” Each bottle has a different effect on its owner. 
  Dwarven Mug 
  One in four mugs of ale you drink from this mug will be magically transformed into the very 
  finest non-magical dwarven ale. If your relationship with the mug is good, the variety might 
  even suit your current mood and the odds of getting a good brew might improve in your favor. 
  But really, who’s going to complain about putting down a second, or even third, mug for the 
  chance to get a taste of the best stuff? When that excellent ale does show up, you can share a 
  sip or two with a friend, but other attempts to capitalize on this mug’s magic will just shut it 
  down until it can find a more suitable owner. Quirk: Speaks in dwarven, especially while 
  drunk, even if ordinarily unable to speak dwarven. 
  Rope of Entangling 
  Fifty feet of fine, spidersilk rope, woven so closely that it seems like a solid, flexible cable. 
  Once you attune the rope during a full heal-up, you can make it entangle things with standard 
  action commands. In combat, it’s not that useful, because it’s slow compared to a living 
  thing. If the target is stationary, however, the rope excels at reaching, climbing, snaking, 
  coiling, and entangling. You might be able to get the rope to bind a ferocious monster, but 
  the rope is likely to get destroyed in the process. Quirk: Speaks in sentences for which 
  “convoluted” is the only proper term. 
  Chuul Symbiote Magic Items 
  Quirks: Chuul-derived items are symbiotic, weaving their flesh with the flesh of their 
  wielder. Instead of affecting the personality of the wielder, their quirk is that they warp the 
  wielder’s body in minor yet often disturbing ways. Over-attuning causes obviously monstrous 
  mutations that are hard to hide. 
  Chuulish Recharge: Chuulish items draw life energy and vital essences directly from their 
  hosts. Any chuul-derived item that has a recharge has the following chuulish recharge rule. 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  The item has a recharge roll like normal magic items, but it’s easier to recharge it if the user 
  is willing to use their own life force to help. These items recharge normally on 16+, or on 11+ 
  for a cumulative –1 penalty to all saves until the next full heal-up, or on 6+ for a cumulative –
  2 penalty to all saves until the next full heal-up, or recharge without a roll for a cumulative –
  3 penalty to all saves until the next full heal-up. 
  Chitin Claw 
  (ring) 
  This fleshy multi-eyed loop sheaths a finger in sharp carapace. Always: When you pick a lock, 
  disarm a trap, or otherwise perform a task that having a tiny shape-changing blade and tiny 
  eyes attached to your finger would be aided by, you gain a +2 bonus to the roll. Quirk: 
  Gnarled over-long fingers on that hand. 
  Chuul Helm 
  (helm) 
  This insectile segmented helm is lined with ganglia that link with your brain. Always: +1 MD 
  (adventurer); +2 MD (champion); +MD (epic). Chuulish recharge: You gain resist psychic 12+ 
  until the end of the battle (champion: resist psychic 16+; epic: resist psychic 18+). Quirk: 
  Bone-ridged holes in skull. 
  Chuulish Cuirass 
  (heavy armor) 
  The many eyes and symbiotic nervous system in this torso armor give you warning of danger. 
  Always: +1 AC (adventurer); +2 AC (champion); +3 AC (epic). Chuulish recharge: You gain a +4 
  bonus to all defenses against ranged attacks until the end of the battle. Quirk: Over-large 
  protruding ribs. 
  Clawed Tentacles 
  (gloves) 
  These claw-covered tentacles normally reside under the skin of the forearm, completely 
  concealed. Chuulish recharge: Choose an enemy engaged with you. Until the end of the 
  battle, whenever that enemy tries to disengage from you or pop free from you, it must first 
  succeed at an easy save (champion: normal save; epic: hard save). Quirk: Tentacles writhe in 
  and out of the skin unexpectedly. 
  Death Claw 
  (gloves) 
  A lobster-clawed gauntlet that fits over your forearm. The eyes at the fleshy joints blink 
  unnervingly. Chuulish recharge: Reroll a missed melee attack with a +1 attack bonus 
  (champion: +2; epic: +3). Quirk: The claw flexes and snaps reflexively when wearer is 
  excited. 
  Evil Eyes 
  (gloves) 
  This gauntlet has eyes on the knuckles, aiding archers and spellcasters. Always: Bonus to 
  attacks and damage with ranged attacks: +1 (adventurer); +2 (champion); +3 (epic). The 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  bonus doesn’t stack with bonuses from magic weapons or implements. Chuulish recharge: 
  Until the end of the battle or for five minutes, you can see the unseen. Invisible creatures are 
  visible to you, and you spot illusions for what they are. Quirk: Bone ridges and oddly 
  patterned callouses on the arms. 
  Glandular Parasite 
  (cloak/mantle 
  The parasite sits along your spine, feeding off your life force but also dampening your 
  reactions to extreme stimuli and pain. Always: +1 PD (adventurer); +2 PD (champion); +3 PD 
  (epic). Chuulish recharge: You are immune to fear effects until the end of the battle or for 
  five minutes. Quirk: Strangely pronounced spine. 
  Implanted Aventail 
  (light armor) 
  The symbiote is normally hidden. When commanded, a wave of small crab-like creatures 
  pours out of concealed gill-like openings in your skin, providing you with scale-like armor. 
  Always: +1 AC (adventurer); +2 AC (champion); +3 AC (epic). Unleashing the armor is a quick 
  action, and you retain the AC bonuses as long as it is in place. When the insects are retracted 
  as a move action, you don’t appear to be (or count as) wearing armor. Quirk: Gill-like slits 
  cover body even when the armor is not up. 
  Neural Blade 
  (any bladed weapon) 
  A boney blade with a spine and brain. Always: Bonus to attacks and damage: +1 (adventurer); 
  +2 (champion); +3 (epic); and the weapon deals psychic damage. Chuulish recharge: Choose a 
  nearby enemy. That enemy is now vulnerable to psychic damage until the end of the battle. 
  Quirk: Large sphincters on arm where the ganglia-tentacles from the blade’s hilt insert 
  themselves. 
  Neural Whip 
  (light one-handed melee weapon) 
  A tentacle snakes one end around your arm, inserting filaments beneath the skin. The whip 
  stretches and flexes at your mental command, the tip studded with hardened pulsing nerves. 
  Always: Bonus to attacks and damage: +1 (adventurer); +2 (champion); +3 (epic). 2/battle: 
  You can use a reach trick with the whip (13th Age core book, page 44), and the attack deals 
  psychic damage. Quirk: Grows eyes in unusual places. 
  Rachis Girdle 
  (belt) 
  The pulsating band of chuul-flesh inside a bony cage sits on your lower back, exchanging 
  blood and injecting substances into your organs. Always: Increase your maximum hp by +4 
  (champion: +10 hp; epic: +25 hp). Whenever you take ongoing damage, reduce that damage 
  by your level. Quirk: Odd gait from reconfigured pelvis. 
  Rasping Greaves 
  (boots) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  A carapace covers each of your legs and has an unblinking armored eye on the knee. 
  Unfolding blade-like appendages whip out at those engaged with you. Always: When you make 
  an opportunity attack, the target takes +1d6 extra damage on a hit (champion: +2d8; epic: 
  +4d10). Quirk: A billow-like lung inside each greave makes a breathing sound. 
  Strider Symbiote 
  (cloak/mantle – champion tier item) 
  This living “backpack” clings to you with tentacles and inserts mouthparts into the top of your 
  spine. The segmented limbs of the strider usually lie flat against your body but may be 
  commanded to spring out and carry you like a long-legged spider. Always: +2 PD (champion); 
  +3 PD (epic). Chuulish recharge: Until the end of the battle or for five minutes, you can move 
  on walls or ceilings as easily as you do across the ground. (epic: chuulish recharge starts at 
  11+) Quirk: Twitching antenna. 
  Xenoteros 
  (cloak/mantle) 
  Insectile wings hide in slits under the always itching skin of your back. Always: +1 PD 
  (adventurer); +2 PD (champion); +3 PD (epic). Chuulish recharge: As a standard action, you 
  can fly clumsily for one round (champion: 1d3 + 1 rounds; epic: 2d4 rounds). Quirk: Insectile 
  mouthparts grow at the back of the throat and squiggle out when wearer talks excitedly. 
  Cursed Magic Items 
  Cursed items can be useful, though all of them have significant drawbacks. 
  Shadow Dragons 
  Players will often find cursed items such as these when approaching a Shadow Dragon lair. 
  However, detecting the curse on any of these cursed items requires a DC 35 Intelligence 
  check: 
  30 or less: Nothing seems to be wrong. 
  31–34: Something isn’t right about the item. It could be cursed, or just has a bad quirk. 
  35+ or natural 20: The item is cursed! 
  Natural roll is 1–5: The creature attempting to discern the item’s magic accidentally attunes 
  to the cursed item! 
  General 
  Dancing Shoes 
  (boots) 
  Shiny red shoes with golden wings. Always: The shoes force you to dance whenever you hear 
  music (even off-key whistling will work). The shoes magically re-appear on your feet if taken 
  off for more than 10 minutes. Recharge 6+: You gain a +3 bonus to disengage checks until the 
  end of the battle (or five minutes). 
  Deck of Many Cards 
  (wondrous item) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  A divination deck. Always: The deck of cards continually grows, and you find your pockets and 
  pouches filling with cards that spill out leaving a trail for anyone to follow. Occasionally, the 
  cards spill out in a prophetic pattern that might have meaning to the owner or an ally. 
  Disappointment Hat 
  (hat) 
  Green conical hat. Always: Each time you cast a spell outside of combat or a spell is cast near 
  you, it has some side effect (GM’s choice) that inconveniences you. Recharge 6+: As a move 
  action you pull out an item from the hat. Roll a d6 to see what you get: 1–2: You get a useless 
  or disgusting item. 3–6: You pull a useful non-magical item that grants a +d6 bonus to your 
  next skill check until the end of your next turn. 
  Girdle of Gender Switching 
  (belt) 
  Wide leather belt with acorn designs. Always: Increase your total recoveries by one, but your 
  gender is switched. Removing the belt reverses the effect but it teleports back onto you if 
  removed for more than 10 minutes. In addition, minor shifts in weight distribution throw your 
  balance off, and you take a –1 penalty with melee attacks during your first battle each day. 
  Tome of Misfortune 
  (implement) 
  Book with an embossed face inside its cover. 1/day: Regain one expended daily spell that you 
  have cast. When you cast the recovered spell, roll a d6. 1–3: The book chooses the targets for 
  the spell and can consider you and your allies as enemies, or your enemies as allies. 4–6: You 
  choose targets normally. 
  Treasured Chest 
  (wondrous item) 
  It follows you on little feet, obeys you, and is much larger on the inside (able to hold the 
  same amount of stuff as a large closet). Always: You can’t move faster than the chest, and 
  the chest is slow. You travel at half speed everywhere and can’t use actions to move twice 
  during a turn in battle. 
   
  Adventurer 
  Acrobat’s Stick 
  (staff) 
  A glowing rod that expands into a longer pole. Always: Bonus to attacks and damage: +2 
  (adventurer). In addition, if you are a rogue with the swashbuckle ability, you gain an extra 
  use of that ability, but whenever you roll a natural 1 or 2 with any d20 roll, the staff flings 
  you into danger (you take 2d6 damage and possibly provoke opportunity attacks in battle). 
  Anger Armor 
  (heavy armor) 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  Platemail or similar with leering faces on the pauldrons. Always: +2 AC (adventurer). In 
  addition, when you miss with an attack and the escalation die is odd, roll a save; on a failure, 
  you are enraged until the start of your next turn and take a –4 penalty to all defenses. 
  Backbiter Bow 
  (bow) 
  Gold bow with no string. It creates a glowing string and “energy arrows.” Always: Bonus to 
  attacks and damage: +2 (adventurer). In addition, when you miss with an attack and the 
  escalation die is odd, roll a save; on a failure, you instead hit yourself with the attack. 
  Blade of Unerring Panache 
  (+2 weapon) 
  When you attack with this weapon and miss, you lose 4 hp (champion: 10 hp; epic: 25 hp). 
  Quirk: Tells the same stories over and over. 
  Sword of Relentless Glory 
  (+2 weapon) 
  If you don’t make a melee attack with this weapon during your turn, it shuts down and its 
  default bonus becomes +0 until the end of the battle. Quirk: Spouts furious curses in battle. 
  Wand of the Bloodless Mage 
  (+2 implement) 
  When you attack using this wand, you lose 1 hp (champion: 3 hp; epic: 6 hp). Quirk: Laughs 
  turn hollow or spectral. 
  Champion 
   
  Any adventurer cursed item bumped up, or… 
  Axe of Bloody Vengeance 
  (+3 weapon) 
  You cannot rally during a battle. Quirk: Carves patterns into own skin with fingernails. 
  Bait Breastplate 
  (any armor) 
  Thick metal plate cuirass that attracts ranged attacks and spells even as it deflects melee 
  attacks. Always: +3 AC (champion) against melee attacks, but –1 AC against ranged attacks. 
  Brazen Armor 
  (+3 armor) 
  When an attack against your AC crits you, the armor “goes quiet” and its default bonus 
  becomes +0 until the end of the battle. Quirk: Becomes unreliable with forgettable tasks. 
  Cudgel of Heedlessness 
  (heavy two-handed melee weapon) 
  A strangely glowing crude wooden club. Always: Bonus to attacks and damage: +3 (champion). 
  In addition, when you roll a natural 1 with a melee attack using this weapon, you hit a 
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
  random nearby ally with that attack and deal maximum damage. If you try to use a different 
  weapon, the cudgel will teleport into your hand. 
  Ring of Delusion 
  (ring) 
  Ring made out of complex interlocking wooden pieces. Always: Whenever there are two 
  possible explanations and one is obviously ridiculous, that is what you believe provided there 
  is no obvious and direct proof that contradicts your delusion. In addition, you gain +3 bonus to 
  checks to find traps and see through illusions. 
  Epic 
  Any lower item bumped up, or…  
  Chicken Shield 
  (shield) 
  A fancy cavalier’s shield. Always: +35 hp (epic). In addition, when you miss with an attack 
  and the escalation die is odd, roll a save; on a failure, you run away from that enemy as far as 
  you can go (no disengage check, take opportunity attacks). 
  Danger Bracers 
  (light armor) 
  Chains welded into forearm armor. Always: +4 AC (epic). In addition, you can’t disengage 
  from enemies. 
  Procrastination Tome 
  (implement) 
  This book contains instructions for being a better spellcaster. Always: Bonus to spell attacks 
  and damage: +5 (epic). In addition, during the first round of each battle you must spend all 
  your actions either moving or “limbering up.” This means not using any abilities, you’re just 
  jogging and stretching. 
  Great Low Sickle 
  (+5 weapon) 
  You deal +5 damage with missed attacks, but all of your defenses take a –3 penalty. 
  Staff of Dark Karma 
  (3/day) 
  When you hit with a spell attack, deal extra damage to one target. If the spell targets one 
  enemy, deal +4d10 damage. Otherwise, deal +2d10 damage. In addition, the first time you 
  take damage each battle, you lose 20 hp. 
   
   
  
  13th Age Archmage Engine, version 3.0. 
  Copyright © 2013-2016 Fire Opal Media. All Rights Reserved. Licensed under the Open Game License. 
   
  
SOURCE: textdata/thevault/13th Age/Core/13th Age - System Reference Document.pdf