About Folk Feats

Bestiary

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CF 0
CatTiny Beast, CF 0
Cat Minion
CF 0
Tiny Beast XP 0
Armor Class 10 (Natural, Soft Pelt)
Hit Points 2 (1d4 + 0)
Speed Walk 40 ft., Climb 30 ft.
STR DEX CON INT WIS CHA
5 16 11 3 14 7
-3 +3 +0 -4 +2 -2
Saving Throws Dex (+3)
Senses Darkvision 60 ft., Passive Perception 12
Skills Perception (+3), Stealth (+4), Survival (+3)Proficiency Bonus +1
Abilities
Keen Hearing The cat has advantage on Perception checks that rely on hearing.
Graceful Fall The cat ignores fall damage from the first 20 feet of falling and has advantage on Acrobatics checks made against falling prone from a fall.
Light-footed The cat has advantage on Stealth checks made to avoid being heard.
Actions
Multiattack The cat attacks once with its claws. If it succeeds, it may attack the same creature again with its bite.
Claws Melee Weapon Attack: +0 to hit, reach 5 ft, one target. On Hit: 1 Slashing damage
Bite Melee Weapon Attack: +0 to hit, reach 5 ft, one target. On Hit: 1 Piercing damage
Description
A common household pet or barn animal, easy to keep due to their self-sufficiency. Useful for pest control, and very soft and comforting to keep in the house.
FishMinute Beast, CF 0
Fish Minion
CF 0
Minute Beast XP 0
Armor Class 10
Hit Points 1 (1d4 - 2)
Speed Swim 30 ft.
STR DEX CON INT WIS CHA
1 13 11 3 12 7
-5 +1 +0 -4 +1 -2
Senses Passive Perception 10Proficiency Bonus +0
Abilities
Gills The fish can only breath water.
Description
Fish come in many shapes, sizes and kinds, but are most commonly very small compared to other creatures. Some are prized for their exotic appearance, while others are fished or farmed for food.
SnakeTiny Beast, CF 0
Snake Minion
CF 0
Tiny Beast XP 0
Armor Class 10 (Scaled)
Hit Points 3 (1d4 + 1)
Speed Walk 25 ft., Climb 5 ft.
STR DEX CON INT WIS CHA
3 16 12 3 3 10
-4 +3 +1 -4 -4 +0
Saving Throws Dex (+3)
Senses Darkvision 60 ft., Passive Perception 12
Skills Intimidation (+1), Stealth (+4)Proficiency Bonus +1
Abilities
Slither Squeeze The snake’s movement is the same when squeezing through tight spaces
Coil Up The snake has advantage on Stealth checks if it coils up as an action. It cannot move while coiled up, and must uncoil as an action before it can do so.
Actions
Bite Melee Weapon Attack: +1 to hit, reach 5 ft, one target. On Hit: 1 Piercing damage. Target must make a DC 10 Constitution saving throw or take 1d4 poison damage
Description
Snakes occupy the role of pet for some, and nuisance for others. While they can be territorial (and even a bit fearsome to those who don't know how to handle them) they can also be very docile in nature when cared for by a person with a little snake knowledge.

CF 1/8
DogSmall Beast, CF 1/8
Dog Minion
CF 1/8
Small Beast XP 25
Armor Class 10
Hit Points 3 (1d6 + 0)
Speed Walk 40 ft.
STR DEX CON INT WIS CHA
7 10 11 3 12 9
-2 +0 +0 -4 +1 -9
Senses Darkvision 30 ft., Passive Perception 11
Skills Insight (+2), Intimidation (+0), Perception (+2)Proficiency Bonus +1
Abilities
Keen Smell The dog has advantage on Perception checks that rely on smell.
Actions
Bite Melee Weapon Attack: +0 to hit, reach 5 ft, one target. On Hit: 1 Piercing damage

If the dog successfully bites a creature of medium size or smaller, that creature must make a DC10 Strength saving throw or be grappled by the dog.
Reactions
Protect If a creature friendly to the dog is attacked within the dog's sight, the dog will spend its reaction to immediately move up to its speed towards the attacking creature and make a bite attack. The dog will always do this unless there is something which physically prevents it from doing so.
Description
Commonly kept as household pets, dogs are sociable and easy to train. They will faithfully serve any purpose from hunting partner to guard animal to emotional support.

CF 1/4
GremlinSmall Beast, CF 1/4
Gremlin Minion
CF 1/4
Small Beast XP 50
Armor Class 13 (Worn, Deerhide Cloak)
Hit Points 7 (2d6 + 0)
Speed Walk 30 ft.
STR DEX CON INT WIS CHA
8 14 10 6 8 7
-1 +2 +0 -2 -1 -2
Senses Darkvision 60 ft., Passive Perception 9
Skills Stealth (+4)Proficiency Bonus +2
Actions
Shank Melee Weapon Attack: +4 to hit, reach 5 ft, one target. On Hit: 4 (1d4 + 2) Piercing damage
Javelin Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft or range 30/120 ft, one target. On Hit: 2 (1d6 - 1) Piercing damage in melee; or 2 (1d6 - 1) Piercing damage at range
Jump On The Gremlin leaps at a creature of Medium size or larger within 5 feet of it and makes a grapple attempt against that creature. If the Gremlin succeeds, it climbs upon the target, occupying the same space as and moving with the target, as well as gaining a +2 on attack rolls when using its Shank. A successful attempt by the target to break a grapple leaves the Gremlin prone in the nearest unoccupied space of the the target's choosing.
Description
Gremlins are small, bipedal, hairless creatures resembling a gnarled sort of primate with splotchy gray skin. They are smart enough to make very crude tools and form small tribe-like bands, and are typically mischievous and rowdy, having been known to steal livestock and grain from farms.
Skeleton GruntMedium Undead, CF 1/4
Skeleton Grunt Minion
CF 1/4
Medium Undead XP 50
Armor Class 12 (Worn, Leather Scraps)
Hit Points 11 (3d6 + 1)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 12 12 6 8 10
+0 +1 +1 -2 -1 +0
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Bleed, Hemorrage, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands any it spoke in life, but cannot speakProficiency Bonus +2
Actions
Rusty Cutlass Melee Weapon Attack: +3 to hit, reach 5 ft, one target. On Hit: 3 (1d6 + 2) Slashing damage
Unsettling Laughter The skeleton grunt laughs, its etched smile and disregard for its own life unsettling those around it. Hostile creatures within 10 feet of the skeleton grunt must make a DC10 Wisdom saving throw. On a failure, they are Unsettled until the end of the skeleton grunt's next turn. Once a creature has passed this save or the effect ends, they are immune to this ability for 24 hours.
Description
Lowly skeleton grunts are feeble fighters; a single one is hardly a threat at all. However, for a powerful necromancer, they are almost trivial to raise. The most powerful necromancers were said to be able raise entire fallen armies from the old battlegrounds... and when the city walls are beset by thousands of cackling undead, their individual strength hardly seems to matter anymore.

CF 1/2
Skeleton Soldier (Crossbowman)Medium Undead, CF 1/2
Skeleton Soldier (Crossbowman) Minion
CF 1/2
Medium Undead XP 100
Armor Class 12 (Worn, Tattered Gambeson)
Hit Points 22 (4d8 + 4)
Speed Walk 30 ft.
STR DEX CON INT WIS CHA
10 14 12 7 8 10
+0 +2 +1 -2 -1 +0
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Bleed, Hemorrage, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands any it spoke in life, but cannot speakProficiency Bonus +2
Actions
Worn Crossbow Ranged Weapon Attack: +4 to hit, range 50/150 ft, one target. On Hit: 5 (1d6 + 2) Piercing damage
Rusted Dagger Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft, one target. On Hit: 4 (1d4 +2) Piercing damage in melee; or 4 (1d4 +2) Piercing damage at range
Uneartly Glare The skeleton soldier's hollow eye sockets emit an unnatural, frightening glow. The skeleton soldier picks 1 creature it can see within 30 feet. That creature must make a DC12 Wisdom save. On a failure, that creature is Unsettled until the start of the skeleton soldier's next turn. A creature which cannot see the skeleton is immune to this effect. Once this effect fails or ends, the targetted creature is immune to this ability for the next 24 hours.
Actions
Just as in life, more experienced skeletons become better at what they do. With a bit of training - or battlefield experience - a skeleton may become a competent soldier for its master in short order.
Skeleton Soldier (Pikeman)Medium Undead, CF 1/2
Skeleton Soldier (Pikeman) Minion
CF 1/2
Medium Undead XP 100
Armor Class 12 (Worn, Tattered Gambeson + Rotting Shield)
Hit Points 22 (4d8 + 4)
Speed Walk 30 ft.
STR DEX CON INT WIS CHA
14 10 12 7 8 10
+2 +0 +1 -2 -1 +0
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Bleed, Hemorrage, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands any it spoke in life, but cannot speakProficiency Bonus +2
Actions
Rusty Spear Melee Weapon Attack: +4 to hit, reach 5 ft., one target. On Hit: 5 (1d6 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage if used with two hands to make melee attack.
Rusted Dagger Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft, one target. On Hit: 4 (1d4 +2) Piercing damage in melee; or 4 (1d4 +2) Piercing damage at range
Uneartly Glare The skeleton soldier's hollow eye sockets emit an unnatural, frightening glow. The skeleton soldier picks 1 creature it can see within 30 feet. That creature must make a DC12 Wisdom save. On a failure, that creature is Unsettled until the start of the skeleton soldier's next turn. A creature which cannot see the skeleton is immune to this effect. Once this effect fails or ends, the targetted creature is immune to this ability for the next 24 hours.
Description
Just as in life, more experienced skeletons become better at what they do. With a bit of training - or battlefield experience - a skeleton may become a competent soldier for its master in short order.

CF 1
Conscript SoldierMedium Sublunarian, CF 1
Conscript Soldier Minion
CF 1
Medium Sublunarian XP 200
Armor Class 13 (Worn, Chainmail Shirt)
Hit Points 26 (4d8 + 8)
Speed Walk 30 ft.
STR DEX CON INT WIS CHA
14 13 14 9 11 10
+2 +1 +2 -1 +0 +0
Saving Throws Str (+4)
Senses Passive Perception 10
Skills Athletics (+4), Intimidation (+2)Proficiency Bonus +2
Actions
Formation Attack The conscript soldier makes one spear attack. Upon making this attack, one other conscript soldier within reach of the same target may also make a spear attack as a reaction.
Spear Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 15/30/45 ft., one target. On Hit: 5 (1d6 + 2) Piercing damage in melee; or 5 (1d6 +2) Piercing damage at range; or 6 (1d8 + 2) Piercing damage if used with two hands to make a melee attack.
Spike Dagger Melee Weapon Attack: +3 to hit, one target. On Hit: 3 (1d4 +1) Piercing damage
Reactions
Defensive Teamwork When an allied conscript soldier within 10 feet of the conscript soldier that must make a saving throw, the conscript soldier may move up to 5 feet towards their partner. If they are on an adjacent tile to their ally at the end of this movement, that ally has advantage on their saving throw.
Description
Rank-and-file soldiers form the bulk of an army. With some basic training and decent equipment, the common person is transformed into a machine of war.

CF 2
Grizzly BearLarge Beast, CF 2
Grizzly Bear Solo
CF 2
Large Beast XP 450
Armor Class 13 (Natural, Thick hide)
Hit Points 34 (4d10 + 12)
Speed Walk 40 ft., Swim 30 ft., Climb 30 ft.
STR DEX CON INT WIS CHA
19 10 16 4 13 7
+4 +0 +3 -3 +1 -2
Senses Passive Perception 13
Skills Athletics (+6)Proficiency Bonus +2
Abilities
Keen Smell The grizzly bear has advantage on Perception checks that rely on smell.
Desperate Fury If the grizzly bear has less than half its hit points it gains a +2 to its attack rolls and any Strength-based checks and saving throws.
Actions
Multiattack The grizzly bear makes two attacks; one with its claws and one with its bite.
Claws Melee Weapon Attack: +7 to hit, reach 5 ft., one target. On Hit: 12 (2d6 + 5) Piercing damage
Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. On Hit: 9 (1d8 + 5) Piercing damage
Tackle The grizzly bear lunges up to 10 feet towards a single target. The target must make a Strength or Dexterity saving throw against an Athletics check from the grizzly bear. On a failed save, the target takes 7 (1d4 + 5) bludgeoning damage and is knocked prone.
Actions
Grizzly bears are a large lupine animal native to colder, wooded areas. Though they usually go out of their way to avoid confrontations, they are still quite fearsome, and it is never a good idea to startle or anger one. Their knife-sized claws and surprising speed make them particularly dangerous to the unprepared. This, combined with their impressive visage, makes them popular tests of skill for dangerous game hunters; having a stuffed grizzly bear head mounted above the mantle makes for an impressive brag.

CF 3
KnightMedium Sublunarian, CF 3
Knight Leader | Minion
CF 3    |    CF 2
Medium Sublunarian XP 700 | XP 450
Armor Class 18 (Worn, Full Plate)
Hit Points 52 (8d8 + 16)
Speed Walk 30 ft.
STR DEX CON INT WIS CHA
16 11 14 11 14 13
+3 +0 +2 +0 +2 +1
Saving Throws Str (+5), Wis (+4)
Senses Passive Perception 10
Skills Athletics (+5)Proficiency Bonus +2
Abilities
Courageous The knight has advantage on saving throws against being frightened.
Actions
Multiattack As an action, the Knight makes two melee attacks.
Greatsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. On Hit: 10 (2d6 + 5) Slashing damage
Heavy Crossbow Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. On Hit: 5 (1d10) Piercing damage
Reactions
Parry When targeted by a melee attack, the Knight adds +2 to its AC against that attack.
Leader Actions/Abilities
War Cry (1/day) As an action, the Knight bellows out in a thunderous war cry. Each ally within 30 feet that can hear the Knight gains 1d4 + 2 (Charisma mod.) temporary hit points, and may immediately make a single melee attack.
Battlefield Tactics As a reaction, when a friendly creature within 30 feet that can hear and understand the Knight makes an attack or saving throw, the Knight can call out to them, allowing that creature add a d4 to its roll.
Improved Parry If the Knight parries an attack that would otherwise have hit them, the Knight may make a Grapple or Shove attempt against the creature which attacked them.
Description
Knights are low-ranking nobles, serving as battlefield leaders and guardsmen for higher-ranking nobility. Most are veteran soldiers trained daily in combat from childhood; often, for the knight, war is their lifestyle, and fighting their way of expression.

CF 4
GargoyleMedium Devil, CF 4
Gargoyle Solo | Minion
CF 4    |    CF 3
Medium Devil XP 1100 | XP 700
Armor Class 14 (Natural, Stony Skin)
Hit Points 54 (9d8 + 14) | 27 (Minion)
Speed Walk 30 ft., Fly 20 ft.
STR DEX CON INT WIS CHA
13 15 14 11 13 16
+1 +2 +2 +0 +1 +3
Saving Throws Dex (+4), Cha (+5)
Damage Resistance Fire
Senses Darkvision 60 ft., Passive Perception 11
Skills Athletics (+3), Insight (+3), Intimidation (+5), Religion (+3)Proficiency Bonus +2
Languages (TBD).
Abilities
Bird Feet The gargoyle can hold and manipulate objects with its feet. While doing so, it cannot walk, and has disadvantage on any Athletics or Acrobatics checks made while standing on the ground.
Grotesque The gargoyle has disadvantage on persuasion checks and advantage on intimidation checks.
Pact Maker The gargoyle may make truly binding pacts with other creatures. To make a pact, the gargoyle and the other creature must lock hands and each must state what they will do to uphold their end of the pact. This process takes one minute.

If either party breaks the pact at any point in time, they instantly take 8d10 necrotic damage. This damage ignores all resistances and immunities. The gargoyle - and only the gargoyle - decides what constitutes a break in the pact, despite its seemingly mutual nature.
Actions
Multiattack The gargoyle makes one pitchfork and one talon attack. If both succeed against the same creature, the Gargoyle may immediately make a grapple attempt against that creature.
Pitchfork Melee or Thrown Weapon Attack: +4 to hit, reach 5 ft., range 15/30/45 ft., one target. On Hit: 6 (1d8 + 2) Piercing damage, or 7 (1d10 + 2) Piercing Damage if the gargoyle is using 2 hands.
Talon Natural Melee Attack: +4 to hit, reach 5 ft., one target. On Hit: 6 (1d8 + 2) Slashing damage
Fire Finger (Recharge 5/6) The gargoyle flicks a small ball of flame from its finger to a point which it can see within 60ft. All creatures within a 15 ft. radius must make a DC 13 Dexterity saving throw. A target takes 18 (4d8) fire damage on a failed save, or half as much on a successful save.

When charged, the gargoyle snaps its fingers, spinning a small fiery ball on its index finger.
Stone Meld The gargoyle spends its action and all available movement and merges with nearby stone measuring at least 5 cubic feet, gaining the Petrified condition but retaining all of its senses and consciousness. Additionally, it gains a +5 bonus and Advantage on any stealth checks, and investigation becomes the skill required to contest any stealth checks made by the gargoyle, rather than perception.

The Gargoyle may voluntarily leave this state by spending a bonus action on its turn.
Solo Actions/Abilities
Hideous Howl (Recharge 6/6) The gargoyle howls fearsomely as a bonus action. All creatures within 10ft. of the gargoyle must make a DC 13 Wisdom saving throw or be Unsettled for one minute. A creature may repeat this save at the end of its turn, ending the effect early on a successful save. A creature who has been affected is immune to this effect for the next 24 hours. Creatures of a higher CF and characters level 7 or higher are also immune to this effect.

When charged, the gargoyle grins and laughs, baring its sharp fangs.
Weapon Bind As a reaction upon being attacked with a melee weapon, the gargoyle makes a contested attack roll, attempting to bind its foe's weapon in the tines of its pitchfork. If the gargoyle's attack roll is higher than the incoming attack, the attacking creature may not make another attack roll with the weapon it used for the rest of its turn.

Additionally, if Firefinger is currently charged and its contested attack roll succeeds, the gargoyle may blast the attacking creature with flames. The attacking creature must make a DC 13 Constitution saving throw. All other creatures in a 10ft cone must make a DC 13 Dexterity saving throw. Upon a failed save, a creature takes 18 (4d8) fire damage, or half as much on a successul save.
Description
Gargoyles are grotesque, bat-winged devils with shriveled features and a hunched appearance. They are of lower-moderate standing in the Ring of Hell, serving as sergeants in armies or as bodyguards to more powerful devils. They are not to be underestimated, however; gargoyles are cunning, and have been known to coerce weaker creatures into pacts unwillingly with their powerful skills of intimidation.

CF 5
Brass GolemLarge Construct, CF 5
Brass Golem Solo | Minion
CF 5    |    CF 3
Large Construct XP 1800 | XP 700
Armor Class 17 (Natural, Brass Plating)
Hit Points 54 (8d8 + 18)
Speed Walk 30 ft., Climb 20 ft.
STR DEX CON INT WIS CHA
14 17 14 7 17 8
+2 +3 +2 -2 +3 -1
Saving Throws Str (+5), Dex (+6)
Damage Resistance Fire, Necrotic
Damage Immunities Poison
Damage Vulnerabilities Electric
Condition Immunities Bleed, Hemorrhage, Poisoned
Senses Darkvision 120 ft., Passive Perception 13
Skills Athletics (+5), Acrobatics (+7)Proficiency Bonus +2
Languages Understand the languages of its creator(s), but cannot speak.
Abilities
Jump Jets The brass golem can jump to 30 ft in any direction, including straight upwards, without a running start Additionally, it does not take damage or fall prone if it falls from a height of 30 ft or lower, provided it made that fall willingly.
Soulless The brass golem is immune to anything which would affect its mind or its effective Intelligence, Wisdom, or Charisma scores and any related checks, including attempts to read its mind. If fully destroyed or killed outright, the brass golem cannot be magically revived, since there is no soul to return to its body.
Inorganic Motivation The brass golem does not require food, water, or sleep. Once a week, it must be lubricated with oil in order to stay running. Each day past this that it goes without lubrication, its maximum hit points are reduced by 15 (plus another 15 for each additional day) and it gains a point of exhaustion.
Thermal Vision The brass golem can see any creature within 30ft that is not in full cover, even if they are heavily obscured. Undead are immune to this ability.
Actions
Multiattack The brass golem makes two attacks with its hammer hand or its repeater crossarm, or one attack with each.
Hammer Hand Melee Weapon Attack: +5 to hit, reach 5 ft., one target. On Hit: 11 (2d8 + 2) Bludgeoning damage, or 7 (2d4 + 2) Piercing Damage
Repeating Crossarm Ranged Weapon Attack: +6 to hit, range 30/60/90 ft., one target. On Hit: 10 (2d6 + 3) Piercing damage
Head Cannon (Recharge 6/6) All creatures in a 120 ft. line must make a DC 14 Dexterity saving throw, taking 12 (3d8) Bludgeoning damage and 12 (3d8) Piercing damage on a failed save as the brass golem blasts them with a powerful cannon.

When charged, a new shell is seen being chambered into the cannon with a loud clank.
Solo Actions/Abilities
Breaker If two hammer hand attacks succeed against the same creature during a multiattack, the target must make a Constitution saving throw or gain a fracture. If they already have a fracture, the fracture becomes a break.
Steam Cloud Countermeasure (5/6) As a reaction, at the end of another creature's turn, or immediately upon gaining the surprised condition, the brass golem releases a cloud of steam (as per the fog cloud spell) centered upon itself.
Booster Rocket Disengage When taking the Disengage action, the brass golem can immediately move up to its speed, instead of only 5 ft.
Threat Detainment System (2/day) As an action, the brass golem attempts to wrap a single Large or smaller creature in a wire net from range. A single creature within 30 ft. of the brass golem must succeed a DC 14 Dexterity saving throw or be Restrained. The creature may end this effect early by succeeding a DC 14 Strength saving throw at the end of their turn, or another creature may spend their action freeing them.
Description
Brass Golems are bipedal automatons manufactured for use as supplements to a police force, personal guards, or even as soldiers for rent. Their complexity to manufacture - and thus cost - relegates them to use only by those who have ample money to spare, but nonetheless, they are commonly seen in wealthy areas of cities or outside the gates of aristocrat households... it would seem that many consider them well worth the cost.

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