Foes

When creating a Foe you follow the Character Creation steps, but below are some guidelines on how to make a Foe/Enemy for a certain level of Players. We also provide a section from converting tradition foe stat blocks to a LittleP6 format.

Creating a Foe

A foe consists of 5 primary attributes

  • Hit Points (HP)
  • Armor Class (AC)
  • Physical Attribute Level (PHY)
  • Mental Attribute Level (MEN)
  • Traits & Abilities

Hit Points

HP is of course how many times a Foe can be hit before dying

Armor Class

This how hard the Foe is to hit. This is what PCs have to at least roll to make a hit against this opponent.

Physical Attribute

This sets up the dice pool this enemy will use to make Physical Test like attacking with a sword during combat.

This also sets their Stamina Pool at PHY

Mental Attribute

This sets up the dice pool for Awareness Tests and Magical Abilities

This also sets their Mana Pool at MEN

Traits & Abilities

Most foes will at least have one trait or ability just like a hero will, but these may not come from the same Traits list. The GM should be creative with the Foes abilities.

If a foe's trait gives the foe damage Reduction, Resistance, or Immunity, you should reduce the foe's HP by the following table:

TypeHP
Reduction2
Resistance2
Immunity3

Guidelines

Follow the guidelines below for creating foes. Though these guidelines are helpful if they don't make sense with the story, modify your creature to the story. The Story always comes first!

Fodder

  • HP: <= 2-4
  • AC: 1
  • Traits/Abilities: 0 total

MEN and PHY should both be 1

Low

  • HP: between 4-6
  • AC: 2
  • Traits/Abilities: <= 1 total

Place either MEN or PHY at 2 and the other at 1

Medium

  • HP: between 6-10
  • AC: 3
  • Traits/Abilities: <= 2 total

Place both MEN and PHY at 2 or Place either MEN or PHY at 3 and the other at 1

High

  • HP: between 10-15
  • AC: 4
  • Traits/Abilities: <= 3 total

Place either MEN or PHY at 3 and the other at 2

Epic

  • HP: between 15-18
  • AC: 5
  • Traits/Abilities: <= 4 total

Place both MEN and PHY at 3

Solo

  • HP: between 18-25
  • AC: 6
  • Traits/Abilities: <= 5 total

Place both MEN and PHY at 3 or Place either MEN or PHY at 4 and the other at 2

Legendary

  • HP: between 20-30
  • AC: 6
  • Traits/Abilities: <= 7 total

Place either MEN or PHY at 4 and the other at 3

NOTE the next two should only be used when player characters are level 14 or above

Demi-god

  • HP: between 25-35
  • AC: 7
  • Traits/Abilities: <= 7 total

Place both MEN and PHY at 4 or Place either MEN or PHY at 5 and the other at 3

God

  • HP: between 30-40
  • AC: >= 7
  • Traits/Abilities: <= 10 total

Place either MEN or PHY at 5 and the other at 4

Guidelines

NOTE: The below suggestions are without any traps. For each trap involved remove ~(# in party) from the Max Total HP per session NOTE: If the party is facing their Solo Enemy Level reduce the Max Total HP per session by ~(# Total HP in the party)/(# in party)

LevelSolo Enemy LevelHighest in Group of EnemiesAvg Enemy LevelMax Total HP per session
1-3HighMediumLow(# in party * 10) + 5
4-5EpicMediumLow(# in party * 10) + 10
6-7SoloHighMedium(# in party * 15)
8-10LegendaryHighMedium(# in party * 15) + 5
11-13LegendaryEpicHigh(# in party * 15) + 10
14-16Demi-godEpicHigh(# in party * 20)
16-19Demi-godSoloEpic(# in party * 20) + 5
20GodSoloEpic(# in party * 20) + 10

Converting a Traditional Statblock

  1. Divide HP by 10, round up
  2. AC = CR / 3, round up
    • If 0 make it equal to 1
    • If result >= 7, subtract 1
    • If result >= 9, subtract 2
  3. Physical AL = AVG(STR, DEX, CON) / 4
    • If result > 5, make it 5
  4. Mental AL = AVG(INT, WIS, CHA) / 4
    • If result > 5, make it 5
  5. Convert Damage Resistances
  6. Convert Damage Immunities
  7. Ledendary Resistance
    • This can only be used once per session
  8. Convert Equipment
    • Light Weapons deal 1 damage
    • Light Magic Weapons deal 2 damage
      • The +1 damage can be any type of damage
      • Pick the damage most related to the stat block weapon
    • Heavy Weapons deal 2 damage
    • Heavy Magic Weapons deal 3 damage
      • The +1 damage can be any type of damage
      • Pick the damage most related to the stat block weapon
    • Armor doesn't add any AC, but if it has abilities add them to the foe
  9. Convert Actions into Traits and Abilities
    • If they have more then their max number of Traits and Abilities in the above guidelines. Limit it to its max and disregard some of the foes lesser abilities

See Example Conversions

Convert Actions into Traits and Abilities

Multiattack

Allow the foe to make 1 extra attack at the cost of 1 SP per turn

Spells & Spellcasting

Make the spell equal to the creatures Mental AL following the magic#Spellcrafting section

Traits

Create traits from things like Venca's Unusual Nature. ie Doesn't require air, food, drink or sleep.

Examples

Warg

Type: Medium

HP: 10

AC: 3

PHY: 3

MEN: 1

Traits

Bite

All successful attacks do 2 damage

Abilities

Frenzy

Spend 1 SP and gain an extra Action this round

Red Dragon

Type: Legendary

HP: 25

AC: 6

PHY: 4

MEN: 3

Traits

True-sight

See through all illusions

Fire Reduction

All fire base attacks do -1 damage

Fly

Can enter a fly move that allows ground characters not to be able to attack the dragon without a ranged weapon

Fierce

You deal 2 damage instead of 1

Abilities

Breath Fire

Level: 3

Cast DL: 2

MP: 3 MP

Save DL: 3

Save Test: Physical

Damage: 4 Fire Damage

Hit Table
---Hit
--HitHit
-HitHitHit
HitHitHitHit
-HitHitHit
--HitHit
---Hit

Send a cone of fire, with the hit table above, burning all in its path for 4 Fire Damage.

Tail Sweep

Spend 1 SP and sweep your tail. Each enemy within your near range must make a Save Test against your Physical AL, if they fail you deal 2 melee damage

Example Conversions

Vecna the Archlich

Converted from: https://www.aidedd.org/dnd/monstres.php?vo=vecna-the-archlich

Type: God

HP: 27

AC: 7

PHY: 4

MEN: 5

Damage Reductions

All cold damage is reduced by -1 damage

All lightning damage is reduced by -1 damage

Damage Resistances

All necrotic damage is cut in half rounded up. Will always at least do 1 damage

Damage Immunities

  • Poison
  • Bludgeoning from nonmagical attacks
  • Piercing from nonmagical attacks
  • Slashing from nonmagical attacks

Condition Immune

Cannot be effected by Special Effects

Traits

True-sight

See through all illusions

Unusual Nature

Doesn't require air, food, drink or sleep.

Legendary Resistance

Once per session, if Vecna fails a save test, he can choose to succeed instead.

Abilities

Raise Dead

Lightning Bolt

Fly

Flight of the Damned

Level: 5

Cast DL: 5

MP: 4

Save DL: 5

Save Test: Prime

Damage: 4 necrotic damage

Special Effect: Frightened of Vecna until the start of Vecna's next turn

Hit Table
-----Hit
----HitHit
---HitHitHit
--HitHitHitHit
-HitHitHitHitHit
HitHitHitHitHitHit
-HitHitHitHitHit
--HitHitHitHit
---HitHitHit
----HitHit
-----Hit

Vecna conjures a torrent of flying, spectral entities that fill a cone and pass through all creatures in that area before dissipating. On a failed save throw, targets becomes Frightened of Vecna until the start of Vecna's next turn and takes 4 necrotic damage, on successful save test they still take 2 necrotic damage

Rotten Fate

Level: 5

Cast DL: 5

MP: 3

Save DL: 4

Save Test: Prime

Damage: 10 necrotic damage

Special Effect: A Humanoid killed by this magic rises as a zombie at the start of Vecna's next turn and acts immediately after Vecna in the initiative order. The zombie is under Vecna's control

Vecna causes necrotic magic to engulf one creature he can see within his far range. On a successful save throw, the target gets 5 damage instead of 10.

Vile Teleport

Level: 3

Cast DL: 3

MP: 1

Save DL: 3

Save Test: Prime

Damage: 5 psychic damage

Vecna teleports, along with any equipment he is wearing or carrying, within his near range to an unoccupied space he can see. He can choose 1 creature within 10ft/2 squares of his destination space to take 5 psychic damage. If this creature fails his Save Test, Vecna regains 4 hit points.

Dread Counterspell

Level: 3

DL: Caster's Spell Test

MP: 1

Damage: 5 psychic damage

Once per round, Vecna can Spend 1 MP, and roll a Mental Test against a spell casters Spell Test or DL, if no test is needed. If successful the spell is interrupted. If the spell fails, the caster of the spell takes 5 psychic damage

Fell Rebuke

Level: 3

DL: 3

MP: 1

Damage: 5 necrotic damage

Once per round, if vecna is hit by an attack, Vecna utters a fell word, dealing 5 necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, within 25ft/5 spaces to an unoccupied space he can see.

Equipment

Afterthought

Type: Dagger

Damage: 1 Physical + 1 necrotic damage

Special Effects:

  • If hit by this dagger, the target must make a Prime Save Test against 3 DL or takes an extra +1 necrotic damage, until a successful save test is made that target loses 1 necrotic damage at the begining of their turn
  • At the end of the weilders turn they may spend 1 SP and make a second attack with this dagger
  • Once per turn if a target is hit by this dagger the wielder regains 1 SP

Table of Contents

  1. How to Play

  2. Creating A Character

  3. Resources

  4. Optional Rules