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:
Type | HP |
---|---|
Reduction | 2 |
Resistance | 2 |
Immunity | 3 |
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)
Level | Solo Enemy Level | Highest in Group of Enemies | Avg Enemy Level | Max Total HP per session |
---|---|---|---|---|
1-3 | High | Medium | Low | (# in party * 10) + 5 |
4-5 | Epic | Medium | Low | (# in party * 10) + 10 |
6-7 | Solo | High | Medium | (# in party * 15) |
8-10 | Legendary | High | Medium | (# in party * 15) + 5 |
11-13 | Legendary | Epic | High | (# in party * 15) + 10 |
14-16 | Demi-god | Epic | High | (# in party * 20) |
16-19 | Demi-god | Solo | Epic | (# in party * 20) + 5 |
20 | God | Solo | Epic | (# in party * 20) + 10 |
Converting a Traditional Statblock
- Divide HP by 10, round up
- AC = CR / 3, round up
- If 0 make it equal to 1
- If result >= 7, subtract 1
- If result >= 9, subtract 2
- Physical AL = AVG(STR, DEX, CON) / 4
- If result > 5, make it 5
- Mental AL = AVG(INT, WIS, CHA) / 4
- If result > 5, make it 5
- Convert Damage Resistances
- Make half Damage Resistances into Damage Reductions
- Make the other half Damage Resistances into Damage Resistances
- Convert Damage Immunities
- Self explainatory: Damage Immunity
- Ledendary Resistance
- This can only be used once per session
- 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
- 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
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 |
- | - | Hit | Hit |
- | Hit | Hit | Hit |
Hit | Hit | Hit | Hit |
- | Hit | Hit | Hit |
- | - | Hit | Hit |
- | - | - | 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 |
- | - | - | - | Hit | Hit |
- | - | - | Hit | Hit | Hit |
- | - | Hit | Hit | Hit | Hit |
- | Hit | Hit | Hit | Hit | Hit |
Hit | Hit | Hit | Hit | Hit | Hit |
- | Hit | Hit | Hit | Hit | Hit |
- | - | Hit | Hit | Hit | Hit |
- | - | - | Hit | Hit | Hit |
- | - | - | - | Hit | Hit |
- | - | - | - | - | 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
-
How to Play
-
Resources
-
Optional Rules