Seedling Game Open Game Content
All content on this page covered by the license here.
This means you're free to use these in your home games - you're also free to use these in published content, wherever Open Game Content is allowed. Make sure you understand how the Open Gaming License works, though, because while I personally don't care, I wouldn't want you to fall afoul of any other parties listed in the license.
Also, if you let me know if you use any of these in a published adventure, it would make me very happy!
I also have stat blocks for Cairn here
See the 13th age section for 13th age specific license information.
Click on the bar to expand or collapse stat blocks.
Hatzegopteryx (Huge beast, CR 5)
An enormous flying prehistoric creature. First appeared in "In The Land of the Dead God."
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Armor Class | 15 (Natural armor) |
Hit Points | 300 HP (see below) |
Speed | 0 ft, Fly 60 ft (hover) |
STR 18 (+4) | DEX 3 (-4) | CON 16 (+3) |
INT 2 (-4) | WIS 10 (+0) | CHA 6 (-2) |
Skills | Perception +3 |
Senses | passive Perception 13 |
Languages | None |
Challenge | 5 (1,800 XP) |
Attributes
Opportunistic predator: When it has fallen to 150 HP, it must spend its turn trying to move as far away from any enemies as possible, provoking opportunity attacks if needed.
Actions – when flying
Landing: Each creature within 15 feet and not behind full cover must succeed on a DC 15 Dexterity saving throw or take 2d6+2 bludgeoning damage and be knocked prone. It loses its fly speed of 60ft and gains a walking speed of 20 ft.
Actions – on the ground
Grasping beak: Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 2d8 +4 bludgeoning damage. If the target is a Medium creature or smaller, it must make a DC 14 Dexterity saving throw or be grappled. It remains up to 10’ away from the hatzegopteryx.Shake: Attack: When the hatzegopteryx has at least 10’ of space on all sides and is grappling a creature, it shakes that creature, which must succeed on a DC 15 Constitution saving throw or take 3d8 +4 bludgeoning damage.
Utahraptor, wild (Medium beast, CR 2)
Like the velociraptors in Jurrasic Park. Although in real life velociraptors were very small and this raptor was more of a threat. First appeared in "In The Land of the Dead God."
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Armor Class | 15 (Natural armor) |
Hit Points | 51 HP |
Speed | Speed 40 ft, Fly 10 ft (glide) |
STR 14 (+2) | DEX 16 (+3) | CON 14 (+2) |
INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) |
Skills | Perception +3, stealth +5 |
Senses | Passive Perception 13 |
Languages | None |
Challenge | 2 (450 XP) |
Attributes
Keen Hearing and Smell: The utahraptor has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Kick: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4), or 13 (1d6 + 1d10 + 4) on a prone target.
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 +4). If an ally is within 5 feet of the target, the target must make a DC 13 Strength saving throw or fall prone.
Utahraptor, domestic (Medium beast, CR 1/2)
Could you tame and then ride a medium-sized raptor? Probably not, but you also can't cast Fireball in real life. First appeared in "In The Land of the Dead God."
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Armor Class | 11 (Natural armor) |
Hit Points | 19 HP |
Speed | Speed 60 ft, Fly 10 ft (glide) |
STR 18 (+4) | DEX 12 (-1) | CON 13 (+1) |
INT 2 (-4) | WIS 12 (+1) | CHA 7 (-2) |
Senses | Passive Perception 11 |
Languages | None |
Challenge | 1/2 (100 XP) |
Attributes
Compact body: A Medium sized creature can ride a domestic utahraptor.
Actions
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Mercenary Cavalry (Small or medium humanoid, CR 1/2)
For when you need a humanoid enemy or NPC ally for a chase scene. First appeared in "In The Land of the Dead God."
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Armor Class | 13 (hide armor) |
Hit Points | 15 |
Speed | Speed 30 ft. |
STR 16 (+3) | DEX 12 (+1) | CON 16 (+3) |
INT 10 (+0) | WIS 8 (-1) | CHA 10 (+0) |
Skills | Persuasion +2, Intimidate +2 |
Senses | Passive Perception 10 |
Languages | Common, others as appropriate |
Challenge | 1/2 (100 XP) |
Actions
Sabre: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 9 (1d8 +5) on horseback.
Wasteland Skirmisher (Small or medium humanoid, CR 2)
A general-purpose NPC (allied or enemy) for a setting where mounted combat is common. First appeared in "In The Land of the Dead God."
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Armor Class | 15 (studded leather armor) |
Hit Points | 65 |
Speed | Speed 30 ft. |
STR 15 (+2) | DEX 16 (+3) | CON 14 (+2) |
INT 10 (+0) | WIS 14 (+2) | CHA 14 (+2) |
Skills | Athletics +4, Deception +4 |
Senses | Passive Perception 12 |
Languages | Common, others as appropriate |
Challenge | 2 (450 XP) |
Attributes
Skilled rider: As part of an attack action, the skirmisher can also direct their mount to make an attack.
Actions
Lance: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage, or 11 (1d12 + 5) piercing damage if mounted.
Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 8 (1d6 +3) if mounted.
Dragonborn Scout (Medium humanoid, CR 1/2)
A general-purpose NPC (allied or enemy) who also has a breath weapon attack. First appeared in "A gathering storm"."
Armor Class | 13 ( leather armor) |
Hit Points | 16 |
Speed | Speed 30 ft. |
STR 11 (+0) | DEX 14 (+2) | CON 12 (+1) |
INT 11 (+0) | WIS 14 (+2) | CHA 11 (+0) |
Damage Resistances: | acid |
Senses | Passive Perception 15 |
Languages | Common, Draconic |
Challenge | 1/2 (100 XP) |
Actions
Multiattack: The scout makes two melee attacks or two ranged attacks.
Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 +2) piercing damage.
Longbow: Ranged Weapon Attack: +4 to hit, ranged 150/600 ft, one target. Hit: 6 (1d8 +2) piercing damage.
Breath Weapon: The dragonborn scout exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one
Dragonborn Berserker (Medium humanoid, CR 1)
A slightly tougher general-purpose NPC (allied or enemy) who also has a breath weapon attack. Good for a tougher fighter leading a group. First appeared in "A gathering storm"."
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Armor Class | 13 (leather armor) |
Hit Points | 65 |
Speed | Speed 30 ft. |
STR 14 (+2) | DEX 12 (+1) | CON 14 (+2) |
INT 10 (+0) | WIS 10 (+0) | CHA 12 (+1) |
Damage Resistances: | acid |
Senses | Passive Perception 10 |
Languages | Common, Draconic |
Challenge | 1 (200 XP) |
Attributes
Reckless: At the start of their turn, the dragonborn berserker can gain advantage on all melee attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Greatclub: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d8 +2) bludgeoning damage
Breath Weapon (Once per encounter): The dragonborn scout exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
Dragonborn Warlock (Medium humanoid, CR 2)
A warlock type with a fey theme. Also is a dragonborn, arbitrarily. But you could just drop the breath weapon. First appeared in "A gathering storm".
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Armor Class | 12 (leather armor) |
Hit Points | 49 |
Speed | Speed 30 ft. |
STR 14 (+2) | DEX 12 (+1) | CON 12 (+1) |
INT 10 (+0) | WIS 10 (+0) | CHA 14 (+2) |
Damage Resistances: | acid |
Senses | Passive Perception 10 |
Languages | Common, Draconic |
Challenge | 2 (450 XP) |
Attributes
Spellcasting: The warlock is a 3rd level spellcaster. Their spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks.) They have the following warlocks spells prepared:
Cantrips (at will) | Eldritch blast, poison spray |
1st level: | Expeditious retreat, faerie fire, hellish rebuke |
2nd level (2 spell slots – cast spells at level 2) | Invisibility |
Actions
Magic Staff: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d8 +2) poison damage
Breath Weapon (Once per encounter): The dragonborn scout exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
Giant Sundew (Medium plant, CR 1/2)
A sundew is a carnivorous plant that lives in bogs with sticky leaves. When insects get stuck, the leaves wrap around the insect, trapping it further and slowly digesting it.
Note that this enemy can't move and thus should occupy a location the players need to pass through. Additionally, there should be other threats that force the players to deal with it quickly and to make the threat of being grappled significant. If they can snipe at it from a distance at their leisure, and have already discovered it, I recommend skipping the combat, because the conclusion is inevitable and the combat is thus tedious.
First appeared in "Don't get bogged down!"
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Armor Class | 13 (natural armor) |
Hit Points | 24 |
Speed | Speed 10 ft. |
STR 16 (+3) | DEX 16 (+3) | CON 12 (+1) |
INT 1 (-5) | WIS 10 (+0) | CHA 6 (-2) |
Skills | Stealth +5, Athletics +5 |
Senses | Passive Perception 10 |
Languages | None |
Challenge | 1/2 (100 XP) |
Actions
Multiattack: The sundew makes two attacks: either two tendril strikes, or a tendril strike and wrap.
Tendril strike: +5 to hit, reach 10 ft, 3 acid damage and the target is grappled. The sundew has advantage against grappled creatures.
Wrap: +5 to hit vs one grappled crature. Deal 3 acid damage. The target is restrained (DC 13 to break free or for another character to free the target). The target remains restrained if the sundew is incapacitated or killed.
Bog Corpse (Medium undead, CR 1)
The bog corpse remembers less of its life than even the zombie; it remembers nothing but drowning.
It lies in wait in the swamp, sleeping for centuries, until someone walks by, then ambushes them and tries to drag them under the water.
This would make a very swingy battle, especially as a solo monster against level 1 players. The intended effect is that after one tense battle, the players are cautious about wading into the bog, and perhaps take precautions when getting too close to the edge.
First appeared in "Don't get bogged down!"
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Armor Class | 12 (no armour) |
Hit Points | 27 (6d8+6) |
Condition immunities | poisoned |
Damage immunities | poison, acid |
Speed | Speed 30 ft. swim, 20 ft land |
STR 14 (+2) | DEX 14 (+2) | CON 12 (+1) |
INT 4 (-5) | WIS 12 (+1) | CHA 6 (-2) |
Skills | Stealth +5, Athletics +5 |
Senses | Tremorsense 30 ft, Passive Perception 11 |
Languages | None |
Challenge | 1 (200 XP) |
No longer breathing: As long as the bog corpse is in opaque bog water and fully submerged, it is invisible. If it moves or takes any actions, its location can be determined as though it is leaving tracks.
Actions
Multiattack: Make two crushing grip attacks.
Crushing grip: +5 to hit, 4 (1d4 + 2) bludgeoning damage and the target is grappled.
Drown: DC 13 con saving throw on a target who is grappled and adjacent to water at least three feet deep. 14 (4d6) acid damage, and the bog corpse can move downwards up to 5 feet, fully submersing itself in water.
Awakened tree, bog (Large plant, CR 1)
Pretty similar to your standard awakened tree, but bog trees are smaller. Swap the acid resistance for bludgeoning resistance for an awakened tree that just happens to be a bit smaller (and a bit tougher).
First appeared in "Don't get bogged down!"
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Armor Class | 13 (natural armor) |
Hit Points | 45 (6d10+12) |
Resistances | piercing, acid |
Vulnerabilities | fire |
Speed | Speed 20 ft |
STR 16 (+3) | DEX 6 (-2) | CON 14 (+2) |
INT 10 (+0) | WIS 10 (+0) | CHA 7 (-2) |
Senses | Passive Perception 10 |
Languages | one language known by its creator |
Challenge | 1 (200 XP) |
False appearance: While the tree remains motionless, it is indistinguishable from a normal tree.
Actions
Slam:Melee weapon attack: +5 to hit, 10 (2d6 + 3) bludgeoning damage.
Ancient bog-beast (Huge undead, CR 3)
The bog-beast is even older than the bog-corpse: some ancient long-dead animal from before humans walked the earth.
Like the bog-corpse, it lies sleeping beneath the moss, but when it awakens it simply tramples and gores like it did in life.
This is basically a scaled-down, undead elephant.
First appeared in "Don't get bogged down!"
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Armor Class | 12 (natural armour) |
Hit Points | 57 (6d12+18) |
Condition immunities | poisoned |
Damage immunities | poison, acid |
Speed | Speed 30 ft |
STR 18 (+4) | DEX 8 (-1) | CON 16 (+3) |
INT 3 (-4) | WIS 10 (+0) | CHA 6 (-2) |
Senses | Tremorsense 30 ft, Passive Perception 10 |
Languages | None |
Challenge | 3 (700 XP) |
Actions
Multiattack:The bog-beast makes two gore attacks or one gore attack and one trample attack.
Gore: +6 vs AC, 7 (1d6 +4) piercing damage. If two attacks hit one target, the target must succeed on a DC 14 saving throw or be knocked prone.
Trample: +6 vs AC, one prone target, 20 (3d10 + 4) bludgeoning damage.
The following content is exercpted from several products published under the 13th Age Roleplaying Game Compatibility License.
Compatibile with the 13th Age Roleplaying Game requires the 13th Age Roleplaying Game from Fire Opal Media Inc. and Pelgrane Press Ltd. See 13thAge.com for more information on the 13th Age Roleplaying Game. Fire Opal Media Inc. does not guarantee compatibility, and does not endorse this product.
13th Age is a registered trademark of Fire Opal Media Inc., and the 13th Age Roleplaying Game and the 13th Age Roleplaying Game Compatibility Logo are trademarks of Fire Opal Media Inc. under exclusive license to Pelgrane Press Ltd., and are used under the 13th Age Roleplaying Game Compatibility License. See 13thAge.com for more information on the compatibility license.
Hatzegopteryx: huge level 3 troop [beast]
An enormous flying prehistoric creature. First appeared in "In The Land of the Dead God."
Initiative +0
AC | 14 | PD | 12 | MD | 14 | HP | 289 |
C: Wind buffet +5 vs PD (1d3 nearby enemies) 10 damage each and the hatzegopteryx pops free from all enemies
Enormous jaws +7 vs AC 15 damage Natural even hit: The creature is grabbed
Shake +7 vs PD (one grabbed enemy) 15 damage Natural even hit: The target is dazed Miss: 7 damage
Just wants dinner: Once it reaches 100 HP it will automatically flee, using only wind buffet.
Utahraptor, wild: level 2 troop [beast]
Like the velociraptors in Jurrasic Park. Although in real life velociraptors were very small and this raptor was more of a threat. First appeared in "In The Land of the Dead God."
Initiative +6
AC | 18 | PD | 15 | MD | 12 | HP | 36 |
Bite +7 vs AC 5 damage Critical hit: ongoing 5 damage
Pack Hunter: Pack hunter: Its crit range expands by 2 if another ally is adjacent to the enemy.
Utahraptor, domesticated: level 1 troop [beast]
Could you tame and then ride a medium-sized raptor? Probably not, but you also can't cast Fireball in real life. First appeared in "In The Land of the Dead God."
Initiative +3
AC | 14 | PD | 10 | MD | 12 | HP | 36 |
Bite +7 vs AC 5 damage
Mercenary Cavalry: 2nd level mook [humanoid]
A vaguely cavalry-themed mook. First appeared in "In The Land of the Dead God."
Initiative +3
AC | 18 | PD | 16 | MD | 12 | HP | 9 |
R: Javelin +7 vs AC 3 damage
Sabre +7 vs AC 5 damage
Wasteland Skirmisher: 2nd level leader [humanoid]
A tougher cavalry-themed warrior, suitable for leading some mooks. Works best if mounted. First appeared in "In The Land of the Dead God."
Initiative +5
AC | 18 | PD | 16 | MD | 12 | HP | 36 |
R: Javelin +7 vs AC 6 damage Natural even hit: One enemy adjacent to the target can disengage
Lance +7 vs AC 6 damage Natural even hit or miss: If mounted, the mount can also make an attack.
Awakened vines: 1st level mook [plant]
Some pretty fragile and easy to avoid plants to fill out your wilderness encounter. First appeared in "A Gathering Storm."
Initiative +2
AC | 16 | PD | 11 | MD | 15 | HP | 7 |
Lashing vines +6 vs AC 4 damage Natural even hit: The target is grabbed. If the vines use Lashing Vines again, the target is released.
Poisonous thorns +6 vs PD (one grabbed enemy) 8 poison damage.
Sabre +7 vs AC 5 damage
Slow: The vines can easily be outrun by leaving the area.
Dragonic Scout: 1st level archer [humanoid]
A ranger type with a breath weapon. First appeared in "A gathering storm".
Initiative +7
AC | 16 | PD | 14 | MD | 11 | HP | 27 |
C: Breath weapon +5 vs PD (one nearby enemy, quick action) 3 acid damage Limited use: Once per battle
R: Shorbow +7 vs AC 6 damage
Dagger +6 vs AC 4 damage
Dragonic Berserker: 1st level troop [humanoid]
A more melee oriented dragonic warrior. First appeared in "A gathering storm".
Initiative +4
AC | 15 | PD | 13 | MD | 10 | HP | 33 |
C: Breath weapon +5 vs PD (one nearby enemy, quick action) 3 acid damage Limited use: Once per battle
Greatclub +8 vs AC 5 damage Natural odd miss: If the berserker is staggered, 2 damage
Dragonic evil mage: Double-strength level 2 caster [humanoid]
A warlock type, associated with an evil icon. Also is dragonic, arbitrarily. But you could just drop the breath weapon. First appeared in "A gathering storm".
Initiative +3 Vulnerability: holy
AC | 22 | PD | 12 | MD | 16 | HP | 72 |
C: Breath weapon +5 vs PD (one nearby enemy, quick action) 3 acid damage Limited use: Once per battle
Staff +6 vs AC 8 damage Natural even hit: 3 negative energy danamage and the mage pops free.
Icon actions: pick one as appropriat
C: Hell's Unholy Word +7 vas MD (1 nearby enemy) 8 psychic damage Natural even hit: the target is confused until the end of their next turn.
C: The Grave's Withering Curse +7 vs PD (one nearby enemy) 8 negative energy damage Natural even hit: ongoing negative energy damage equal to 4 + the escalation die.
Giant Sundew: Level 2 spoiler [plant]
A sundew is a carnivorous plant that lives in bogs with sticky leaves. First appeared in "Don't get bogged down!"
Initiative +4
AC | 18 | PD | 16 | MD | 12 | HP | 36 |
C: Sticky leaves + 7 vs AC 3 ongoing acid damage and the target is stuck (save ends both). If already stuck, the target is dazed as well; if already dazed, the target is stunned. These conditions also end if the Giant Sundew dies.
Stationary:The Giant Sundew doesn’t move. It takes a hard check to notice it’s not a normal plant. They basically are like traps.
Awakened bog-tree: Level 2 mook [plant]
Basically an awakened tree but smaller. First appeared in "Don't get bogged down!"
Initiative +2
AC | 18 | PD | 16 | MD | 12 | HP | 36 |
Lashing branches: +7 vs AC 5 damage
Hardwood Resistance: This creature has resist damage 12+ to all damage except fire damage and melee weapon damage, which damages it normally.
Ancient bog-corpse: Level 2 spoiler [undead]
An ancient corpse, mummified by the bog, come back to life to drag the living under. First appeared in "Don't get bogged down!"
Initiative +5
AC | 18 | PD | 16 | MD | 12 | HP | 9 |
Grasping claws +9 vs AC 5 damage Natural even hit: the target is grabbed
Drown +7 vs PD (one enemy it's grabbing adjacent to water) 10 damage and the target is dazed
Ancient Bog Beast: Huge level 2 troop [undead]
A mummified mammonth. Rampages around hitting everything in its path. First appeared in "Don't get bogged down!"
Initiative +4
AC | 15 | PD | 13 | MD | 10 | HP | 108 |
C: Tusks +10 vs AC (up to 3 nearby enemies in a group) 5 damage Natural even hit: 5 additional damage and pops free