AX&X: Bestiary

The source of truth for monsters in AX&X.

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The Bestiary

Every creature here is one line of numbers and one of rules. The numbers are the floor; the rules are what make it worth fighting, or worth running from. The stat blocks on the following pages are generated from bestiary.csv, so adding a row to that file adds a monster to the book.

The conventions match the core rules. A monster has about 5 HP per Hit Die, attacks at + its HD, and forces saves at 10 + HD or higher. Armor Class is ascending. To bring a creature from 1st Edition, set its AC to 19 minus the old number and keep its HD.

Encounters as Puzzles

A monster is a problem to solve, not just a sack of HP. Every fight offers four answers: Fight, Flee, Talk, or Exploit a weakness. The job of a stat block is to arm that choice before it is made.

Reading a Stat Block

Number appearing and treasure are the GM’s call, guided by the core Stocking and Treasure tables. Morale is the core rule: when a group first loses one and again at half strength, roll 1d6, and on 1 to 3 the rest break.

Monster Abilities

The full list of monster keywords, and the source of truth for them. The core picks up the few its starter foes need and summarizes them; every tag and its rule lives here.

Making New Monsters

Reskin a line with a new name and one ability, or build from scratch: HP 5 per HD, Atk + HD, AC 10 to 18, saves at 10 + HD. One strong trick is plenty. See the core Improvise rule.

1d12 Rare Encounters

Not an everyday fight, a legend crossed. Roll or pick one when a long journey or a deep delve has earned a wonder or a terror, then stat it from the lines that follow.
  1. Dragon: Aloft on the high wind, or coiled on a hoard that could ransom a kingdom.
  2. Lich: A dead archmage at its work, wardens around it and its phylactery near.
  3. Treant: An old wood that moves, and will not forgive the axe.
  4. Roc: A shadow the size of a field, and the herds gone silent.
  5. Sphinx: A riddle cut into the only pass, and the bones of wrong answers below.
  6. Pegasus: A wild winged horse at a high spring, watching, poised to bolt.
  7. Will-o’-Wisp: A kindly light bobbing over the bog, where no road runs.
  8. Unicorn: A white glimmer in a hidden glade that heals, and judges.
  9. Medusa: A garden of statues caught mid-step, and a veiled figure among them.
  10. Basilisk: A lair of stone beasts, frozen where the gaze found them.
  11. Chimera: Three-headed death quartering the crags, fire on its breath.
  12. Manticore: A ridge strewn with spent tail-spikes, and more on the wing.

The Beasts

Generated from bestiary.csv. Each block is one creature.

Humanoids

Beasts

Undead

Oozes

Lycanthropes

Fey

Constructs

Monsters

Giants

Dragons

Elementals

1d8 Lairs and Haunts

Dungeon dressing. Roll or pick the shape of the place a thing has made its own.
  1. Ruined Keep: Collapse-prone stone, moldering tapestries, echoing footfalls.
  2. Sunken Crypt: Knee-deep water, damp granite, the smell of rot.
  3. Fungal Caverns: Glowing spores, slick floors, choking haze.
  4. Defiled Temple: Shattered altars, blood-stained pillars, a low hum.
  5. Obsidian Dungeon: Razor-edged black stone, sulfur vents, sigils that glow when touched.
  6. Labyrinth: Shifting corridors, minotaur runes, dust-covered bones.
  7. Flooded Mine: Rotten timbers, tunnels ending in black water, the tap of digging.
  8. Giant’s Barrow: Doors too tall to reach, grave goods sized for titans, a cold that does not lift.