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The forest offers dangerous creatures—whether they walk on four legs or two—a place to hide. Dim light, low brush, and fallen leaves conspire to hide their trails. Given these poor conditions, an unskilled eye might spot a sign or two of a creature's passing, but only a skilled tracker can identify several such signs and discern their relationship to each other, connecting one to the next until they form a trail of prints, scat, fur, feathers, and blood that leads to the quarry's lair.

Recall Knowledge - Humanoid (Society): DC 18

Elite | Normal | Weak
Proficiency without Level

TrackerCreature 3

Source Gamemastery Guide pg. 219
Perception +13
Languages Common
Skills Forest Lore +5, Nature +11, Stealth +9, Survival +13
Str +2, Dex +4, Con +2, Int +0, Wis +4, Cha +0
Forager While using Survival to Subsist, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 16 additional creatures that eat about as much as a human, or 32 creatures on a critical success.
Master Tracker The tracker can Track while moving at full speed.
Items composite longbow (60 arrows), leather armor, staff
AC 20; Fort +9, Ref +11, Will +9
HP 45
Speed 25 feet
Melee Single ActionSingle Action staff +9 [+4/-1] (two-hand d8), Damage 1d4+4 bludgeoningRanged Single ActionSingle Action composite longbow +11 [+6/+1] (deadly 1d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+3 piercingHunt Prey Single ActionSingle Action (concentrate) The tracker designates a single creature they can see and hear, or one they're Tracking, as their prey. The tracker gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the tracker hits the designated prey in a round, they deal an additional 1d8 precision damage. The tracker also ignores the penalty for making ranged attacks within their second range increment. These effects last until the tracker uses Hunt Prey again.

All Monsters in "Foresters"



Source Gamemastery Guide pg. 218
From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there.

Sidebar - Locations Famed Forests

The Verduran Forest is the largest woodland on the continent of Avistan; the druids and rangers of the Wildwood Lodge earned the forest great autonomy through a thousand-year treaty. The Forest of Spirits stretches over a thousand miles of Tian Xia and is the primeval birthplace of the nature spirits known as kami. The Fangwood in Nirmathas and the Gravelands is home to a secret village of druids, named Crystalhurst, and to one of the most powerful green dragons in the world. The terrible Darkblight devastated the 7,000-year-old fey court that once guarded the wood. The Fierani Forest covers the majority of the elven nation of Kyonin and borders Tanglebriar, home to the Fierani rangers' great nemesis, the demon Treerazer.