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Home Explore TOKEN TERRORS Tome of Terrors Minions Manual

TOKEN TERRORS Tome of Terrors Minions Manual

Published by John DeCampos, 2021-04-06 22:37:08

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Token Terrors - your new favorite minion. When creating the Token Terrors miniatures, we here at Terrible Games wanted to offer gamers a plentiful mini-monster that can take a beating and come out swinging in lots of gaming settings. We have had our fair share of RPG adventures where space marines (or some other random miniature) stood in for a war party of goblins or an impending horde of zombies. Now, with your own army of Token Terrors, you can flood your next TTRPG encounter with a deluge of on-theme minions! This Tome of Terrors Minions Manual contains an assortment of classic TTRPG creatures featured in the introductory season of Token Terrors. Each entry in this manual features original art, stat blocks, and supplemental texts all their own, and each familiar faction features a special Token Terrors twist making them markedly different from their more-traditional counterparts. The included 5E-compatible stat blocks and texts are intended for Game Masters who already have a cursory knowledge of the 5E system. Explanations of these stats and texts (i.e. Skills, Armor Class, Hit Points, etc.) and how they pertain to 5E, can be found in 5E source materials. 1

Elves STR DEX CON 9 (-1) 18 (+4) 14 (+2) Medium, humanoid (Elf), chaotic good INT WIS CHA ARMOR CLASS 16 (Studded Leather) 10 (+0) 15 (+2) 13 (+1) HIT POINTS 65 (10d8 + 20) SPEED 35 ft. SKILLS Acrobatics +6 , Perception +4, Survival +4 SENSES Darkvision 60ft., passive Perception 14 LANGUAGES Common, Elven CHALLENGE 3 (700 XP) SEASONED ARCHER: The elf’s ranged REACTIONS attacks ignore half and three-quarter cover and attacking at long range does not impose TEAMWORK: When a hostile creature the elf disadvantage on the elf’s attacks. can see attempts to make an attack against an AT HOME IN NATURE: The elf can treat allied creature, the elf can use it’s reaction to difficult terrain caused by natural phenomena warn it’s ally. The allied creature can immediately as normal terrain. Additionally, the elf has move up to half its movement speed without advantage on stealth checks made to hide in imposing opportunity attacks. If this movement nature. would put the ally out of the attack’s reach, the attack automatically misses. ACTIONS MULTIATTACK: The elf makes three longbow attacks or two shortsword attacks. SHORTSWORD: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) slashing damage. LONGBOW: Ranged Weapon Attack: +6 to hit, ranged 150/600ft., one target. Hit: (1d8+4) piercing damage.

Elves are long-lived, ruthless guardians of the forest. They prefer ranged combat and are efficient and deadly with their hunting bows. Often victims of their arrows were unaware they were even in danger in the first place. They are intelligent and can be reasoned within the right circumstance. TEAMWORK: Due to their long lifespan, MULTIATTACK: Elves can fire off arrows Elves have adapted to a very organic and in short succession so fast that it will flexible bond with others in their hunting seem to their enemies that there are more party. Decades of cooperation in the war of them than there actually are. between themselves have made them SHORTSWORD: All Elves carry a short uniquely mobile and reactive in a combat sword to dispatch wounded prey. It is situation. seen as unseemly and gauche for an Elf SEASONED ARCHER: “Elven aim” is an to have to resort to using it in combat, the often-used colloquial shorthand for when implication being that an Elf has failed something is a certainty; rare is it when with their longbow. an Elven arrow misses its mark. LONGBOW: An Elven bow is crafted AT HOME IN NATURE: Thanks to and shaped individually to its user by their lithe, muscled physiology, Elves Elven bowsmiths. They are a treasured can traverse their natural habitat as possession to the Elves who learn its masterfully as a jungle cat. They are as every curve and flex point to ensure the at home moving amongst the branches as smoothest, swiftest flight for their arrows. they are running over the tangled roots of the forest floor. 3

Flying Machines STR DEX CON 6 (-2) 18 (+4) 13 (+1) Tiny construct, lawful neutral INT WIS CHA ARMOR CLASS 14 1 (-5) 16 (+3) 1 (-5) HIT POINTS 28 (8d4 + 8) SPEED 10 ft. fly 50ft. SKILLS Perception +5 DAMAGE RESISTANCES Bludgeoning, Piercing, Slashing CONDITION IMMUNITIES Charmed Exhausted, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned. SENSES Darkvision 60ft., passive Perception 16 LANGUAGES -- CHALLENGE 1 (200 XP) IMMUTABLE FORM: The swarm is immune to any spell or effect that would alter its form. UNDEAD TRACKER: The swarm is aware of all SWARMING ATTACKERS: While any number of undead creatures within 120 ft of it. It can tell flying machines are within 5 feet of each other, their direction and distance but nothing more. they can choose to move and act on the same The swarm cannot be surprised by the undead. initiative in combat, using the highest initiative rolled, so long as they stay within 5 feet of each MECHANICAL FLIGHT: The flying machine other and attack the same target. produces a loud buzzing noise when it flies, giving it disadvantage on any stealth checks it ACTIONS makes. Additionally creatures have advantage on any Wisdom (perception) checks based on ZAP: Melee Weapon Attack: +5 to hit, reach 5 ft., hearing to locate the flying machines while one target. Hit: 11 (3d6) lightning damage. they are in flight. 4

The Flying Machines was the first attempt by the Soldiers to make autonomous mechanical weapons. While some are still used by Soldiers, a great many more have begun to operate as an independent force. While one on its own is a negligible threat, their capacity for cooperation and hive-minded mayhem makes them exceedingly dangerous. IMMUTABLE FORM: Due to their SWARMING ATTACKERS: Flying Machines mechanical nature and the components are able to synchronize their flight contained within, Flying Machines are patterns with other Flying Machines to immune to magical transmogrification. perform and execute sophisticated flight They are endlessly upgradable and maneuvers. This programming is meant modular, however. to replicate in the air what Soldiers do on UNDEAD TRACKER: Flying Machines the ground. were designed to help Soldiers find and ZAP: Flying Machines are able to attack eliminate Zombies, and therefore are with an electrical jolt. This is generated by adept at finding all potential undead foes. crystals housed in their engines affected MECHANICAL FLIGHT: Flying Machines by motorized friction. The crystals also fly...albeit noisily. They can hover in act as a perpetual fuel source for the place and ascend vertically, which Flying Machines and grant them some has its uses in the right setting. oddly unplaceable sentience. 5

Goblins STR DEX CON 10 (+0) 14 (+2) 9 (-1) Small humanoid (goblinoid), neutral evil ARMOR CLASS 13 (natural armor) INT WIS CHA HIT POINTS 15 (6d6 -6) 7 (-2) 9 (-1) 12 (+1) SPEED 30 ft. SKILLS Intimidation +3 SENSES Darkvision 60 ft., passive Perception 9 LANGUAGES Common, Goblin CHALLENGE 1/2 (100 XP) CORPSE SPAWN: Unless its body is destroyed, a goblin corpse will spawning 1d4 new goblins after 24 hours, then crumble to dust. EASILY INCITED: A Goblin has advantage on attack rolls if it has 2 or more hostile creatures within 5ft of it. ACTIONS MULTIATTACK: The Goblin makes one weapon attack and then uses its Enable Allies feature. SPEAR: Melee Weapon Attack: +4 to hit, reach 5 ft., or range (30/120), one target. Hit: (1d6 + 2) piercing damage. ENABLE ALLIES: The Goblin beseeches one of its allies to act. Another Goblin of its choice within 30ft of it may use its reaction to make a single weapon attack with disadvantage, or move up to half its movement speed without triggering attacks of opportunity.

Goblins are a barely organized tribal race that lives in the mountains. They are warlike and savage. While not the most refined or precise fighters, they are still ferocious and dangerous... more so when there is more than one. They are wanton and indiscriminate with the violence they visit upon others. MULTIATTACK: Engaging in battle CORPSE SPAWN: When a Goblin falls in with a single Goblin is often a foolhardy battle, the tissue rots at an accelerated undertaking. Goblins almost exclusively pace to feed tadpole-like Goblin spawn travel in war parties, so an encounter laying dormant in its humped back. Win with one often entails bringing every or lose, most battles will yield another Goblin within earshot to the fray. host of Goblins rather quickly. SPEAR: Goblins’ primary weapon of EASILY INCITED: Whereas other beings choice is the spear: a pointed stick. would respond with fear and apprehension, Easily sharpened, easily replaced. It’s odds that find a Goblin out of favor tend said a successful Goblin will go through to enervate and excite these fiendish hundreds of spears in a lifetime. creatures. The adrenaline pumping into their little bodies makes them capable of ENABLE ALLIES: What many onlookers fearsome feats. brush off as grunts and growls are actually calls to other surrounding Goblins, 7 goading them to attack and encouraging more malevolence and violence.

Soldiers STR DEX CON 16 (+3) 11 (+0) 13 (+3) Medium humanoid (Human), lawful good INT WIS CHA ARMOR CLASS 18 (Chain mail and shield) 15 (+2) 11 (+0) 10 (+0) HIT POINTS 44 (8d8 + 8) SPEED 30 ft. SAVING THROW WIS +2 SKILLS Insight +3, Religion +4 SENSES passive Perception 11 LANGUAGES Common CHALLENGE 2 (450 XP) PHALANX FORMATION: While the soldier is REACTIONS within 5 ft. of an ally, both are considered to have half cover. KEEP YOUR BRETHERN CLOSE: When a INGENUITIVE BUILDERS: Soldiers have creature makes a weapon attack against an advantage on any checks made to understand ally within 15 ft. of the soldier, if there is room, or construct new machines. the soldier may use its reaction to move to an DIVINE ADJACENCY: When a soldier makes adjacent space within 5 ft. of the ally, granting a weapon attack while within 5 ft. of an ally, it the benefits of the soldier’s Phalanx Formation the attacks deal an additional 4 (1d8) radiant feature before the attack hits or misses. damage, as shown in the attack description. ACTIONS LONGSWORD: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus an additional 4 (1d8) radiant damage if Divine Adjacency is active. 8

Human Soldiers are a living testament to the maxim “greater than the sum of its parts.” Human ingenuity in the hands of the Soldiers has made them a force to be reckoned with. What they lack in natural advantages compared to other races, such as Elves and Goblins, they have made up with a devotion to war strategy and tactics that borders on religion. LONGSWORD: Every Soldier’s sword DIVINE ADJACENCY: Soldiers all believe is constructed of the finest steel AND to in the Adjacency, their religion that the specifications of the unit with which rewards and encourages brotherhood and they serve to maximize its efficiency and the power of the collective. Especially purpose within the group. when encouraged by their teammates, INGENUITIVE BUILDERS: Humans, by Soldiers will tap into this faith to power nature, are curious and intuitive learners & and deliver devastating attacks in times tinkerers. Basic training entails introductory of trial. studies of machining and engineering so PHALANX FORMATION: Soldiers have they can repair and rebuild Flying Machines studied and refined battle formations to in the field. give them the best odds of survival, no KEEP YOUR BRETHREN CLOSE: A matter what type of foe they face. Before central tenet of the Adjacency is, an attack ever taking the field, Soldiers have trained on one soldier is an attack on all. As such, exhaustively to know how to move in Soldiers display uncanny and unparalleled (and out of) various formations for every selflessness in battle. imaginable scenario of war. 9

Swamplins STR DEX CON 10 (+0) 14 (+2) 10 (+0) Small humanoid (goblinoid), neutral evil ARMOR CLASS 12 (natural armor) INT WIS CHA HIT POINTS 21 (6d6) 7 (-2) 13 (+1) 9 (-1) SPEED 30 ft. swim 30 ft. SKILLS Survival +3 SENSES Darkvision 60 ft., passive Perception 13 LANGUAGES Common, Goblin CHALLENGE 1/2 (100 XP) BOG WALKER: The Swamplin ignores difficult terrain created by bogs, marshes, swamps, or similar natural environments. Additionally, while traveling in such terrain, it gains the following features: • The Swamplin can dash as a bonus action. • The reach and range of the Swamplin’s javelin attacks each increases by 5 ft. CORPSE SPAWN: If a swamplin corpse is left submerged in water for 24 hours, it will spawn 1d4 new swamplins then crumble to mud. HOLD BREATH: The Swamplin can hold its breath for up to 1 hour at a time. ACTIONS JAVELIN: Melee Weapon Attack: +4 to hit, MURKY REJUVENATION: A swamplin can reach 5 ft., or range (30/120), one target. Hit: 5 submerge itself or an allied swamplin in water. (1d6 + 2) piercing damage. The creature regains 1 (1d4 - 1) hit points and can 10 immediately use its reaction to move up to half its movement speed and make a single weapon attack with advantage. Once a creature benefits from this trait, it cannot benefit from it again for 24 hours.

The elusive Swamplins are a cutthroat cadre that swarms the southern swamps. Their savage ways contradict their efficiency in battle, often appearing from beneath some overlooked pool of muck and violently striking their prey. Most doubt the Swamplins’ very existence as they’re rarely sighted outside their home. The Swamplins use this to their bloody advantage whenever they strike out beyond the slimy swamplands, striking fear in those who have never seen a “green goblin.” BOG WALKER: Swamplins are most JAVELIN: Initially used in the Swamplin deadly when met in the swamps, bogs, fishing parties as a device for skewering and marshlands where they dwell. Caches and cooking mudfish, the Swamplins of spare spears stashed for quick use, and quickly transitioned to flinging these handy every oozing inch of the lands committed implements when anyone invades their to memory, the Swamplins maneuver with domain...and sometimes because they just ease, landing surprisingly fast blows before feel like it. diving back into the muck from whence MURKY REJUVENATION: When they came. Swamplins need a bit of an edge in battle, HOLD BREATH: What frightens they will seek out invigorating mineral adventurers most about facing off against deposits in the muddy floor of the swamp Swamplins in the bog is that when they depths. Now kickstarted by the mineral vanish in a silent splash, they can remain bath’s healing properties, the Swamplins submerged for very long. Lording their emerge slightly more deadly than before. unknown whereabouts over their target, a Swamplin waits until the opportunity 11 strikes to reappear and finish the job.

W y verns STR DEX CON 16 (+3) 17 (+3) 14 (-3) Medium monstrosity, Unaligned ARMOR CLASS 13 INT WIS CHA HIT POINTS 109 (14d8 + 28) 5 (-3) 15 (+2) 11 (+0) SPEED 20 ft., fly 60 ft. SAVING THROWS DEX +6 , WIS +4 SKILLS Perception +4 SENSES passive Perception 14 LANGUAGES -- CHALLENGE 4 (1,100 XP) TAKE FLIGHT. If the wyvern starts its turn on the ground and begins to fly, it can dash or disengage as a bonus action. RUSH. If the wyvern moves at least 20 feet in a straight line towards a target, then hits it with a talon attack on the same turn, the target takes an additional 9 (2d8) slashing damage. ACTIONS MULTIATTACK: The wyvern makes three attacks, two with its talons and one with its beak. BEAK: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. TALONS. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Wyverns are deadly and graceful repto-avians. They live in colonies on cliff faces and typically travel alone to hunt before returning to their nests when done. Their claws are razor sharp and disembowel prey as they carry it aloft. TAKE FLIGHT: Wyverns are able to take BEAK: A Wyvern’s beak is able to gouge flight with ease from a standing jump. stone as though it were wood. They can use Often enemies are unaware if a Wyvern is it to snap a sword blade with ease and are leaping to escape or pounce. able to pierce even the strongest armor. RUSH: Wyverns will circle their prey and TALONS: A Wyvern’s talons are sharp and then dive on it from above. They will go wickedly curved. Their feet have thousands into a deadfall, reaching terminal velocity of nerve endings so they can feel the pulse and impacting their enemy with their full of their prey once they have grasped onto weight before beginning to rend it with it, allowing the talons to sever veins and beak and claws. arteries with surgical precision. MULTIATTACK: A cornered Wyvern will 13 attack and lash out viciously with its beak and claws, making an approach from any angle perilous and foolhardy.

ZOMBIES STR DEX CON 12 (+1) 7 (-2) 17 (+3) Medium Undead, neutral evil INT WIS CHA ARMOR CLASS 8 3 (-4) 5 (-3) 3 (-4) HIT POINTS 30 (4d8 + 12) SPEED 20 ft. DAMAGE IMMUNITIES Poison CONDITION IMMUNITIES Charmed, Frightened, Poisoned SENSES Darkvision 60ft., passive Perception 7 LANGUAGES -- CHALLENGE 1 (200 XP) UNDEAD FORTITUDE. If damage reduces the zombie to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. ACTIONS MULTIATTACK. The Zombie makes one claw attack and one bite attack if able. BITE. Melee Weapon Attack: +3 to hit, reach CLAW. Melee Weapon Attack: +3 to hit, reach 5 ft., one grappled target. Hit: 3 (1d4 + 1) 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning piercing damage. If the target is a creature damage and the target is grappled, (escape other than a construct or undead, it must DC11). succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. If the target drops to 0 hit points while poisoned in this way, it’s body reanimates as a Zombie immediately. 14

Zombies are the failed result of some misguided foray into necromancy. Some powerful (but yet unknown) aggressor created an undead blight that swiftly got out of control. In addition to becoming another foe for the Soldiers, the Zombies have played a role in alienating the Soldiers from most, if not all, of their allies. Zombies are relentless, fearless, and difficult to “kill” completely. UNDEAD FORTITUDE. Zombies can BITE. The most frightening quality of the withstand fatal blows that would kill a living Zombies is the chance that a bite from one creature. Missing limbs, wounds to vital will infect and turn the victim into a Zombie organs, and even halved and quartered – themselves. Zombie hoards are frequently Zombies will still continue to press forward made up of the very creatures that were in the quest for living flesh. sent to put them down in the first place. MULTIATTACK. Zombies will bite and claw CLAW. Oftentimes what is mistaken for at random, there is no reason or forethought a Zombie’s “claws” are actually the tips to the violence they inflict on others. of the fingers that have worn off and the sharpened bone splinters underneath jutting through the skin. 15

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Credits MONSTER STATS Shiah IrgangLaden ADDITIONAL TEXT Lucas Gerace & John de Campos LAYOUT Shannon Light Hadley ARTWORK John de Campos EDITING Amiel Nuchovich 20




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