Dice Pool Tactics Entity Encyclopedia

BASIC-RP Source Reference Document

This site is under construction and the SRD is being updated regularly. All text content on this page except the Dice Pool Tacticics name are CC-BY 4.0.

The dice Pool Tactics Logo is not CC-BY and is also not CC-BY-SA.

This pages Entity art is under CC-BY-SA 4.0. by oozejar see license page for details.

BASIC-RP by Michael Maloney is licensed under CC BY 4.0


Enitity Statisitic Table Example

Name Discription
Difficulty HP Mod Damage DP Reach RD MD
See DT Standards Delta to DT HP Attack DP Length of Reach RD DP MD DP
Move Base Actions Quick Actions Space Required Notes
Number of spaces it can move in an action # of Actions # of QAs empty space Required to attack Other Info
Image Size Magic / Powers Techne / Skills
Link The entities Size List of Magic and powers List of Techne and skills
Combat Discribe how this entity fights.

Change Size or combat range depending of entity type. Update +/- RD/damage DP each level of difficulty differnt. You may also add / subtract new techne / magic in the same skill trees

All skills or abiilitys are assumed to use stamina same as a player characters. Entity stamina is assumed to match its HP unless otherwise noted.


Pregenerated Enitity Statisitic Tables

Air Elemental Looks like a mini tornado but at its core if you look carefully it has a small object generating the magic.
Difficulty HP Mod Damage DP Reach RD MD
Easy N/A 2 See Combat N/A N/A
Move Base Actions Quick Actions Space Required Notes
35 1 3 0 DT 2 to detect it with hearing out of sight 10 spaces away.
Image Size Magic / Powers Techne / Skills
Link Medium Air / Wind Echolocation Passive 5, Active QA 40
Combat An Attack is a tornado like spin affecting up 2x its size. Attacks are QA only. Has +3 DT for melee and ranged physical attcks defense. Weak to Temperature disruption -2 DT.


Blink Hound A magical hound that can usse short range line of sight teleportation magic. It tends to live and hunt in a pack. Some variations may have additional abilities.
Difficulty HP Mod Damage DP Reach RD MD
Normal N/A 3 1 3 2
Move Base Actions Quick Actions Space Required Notes
30 2 2 N/A DT 3 to tell its a magical hound from a distance
Image Size Magic / Powers Techne / Skills
Link Medium Teleportation Tactical Training, bite
Combat The blink hound perfers ambush attacks and hit and run tactics while working with others in its pack. They will use flanking and ganging up on entities they are hunting. Teleportation is a quick action. It has a boone when doing perception tests. May teleport as far as can normally move only limited by line of sight.


Bore A bore is not a natural preditor but a grazer of sseeds, nuts, roots, plants and small injured entities / eggs. They generaly run away if they since danger. They are a popular entity to hunt for meat. They will scavage food from human bloodlines settlements if food is scarce.
Difficulty HP Mod Damage DP Reach RD MD
Easy N/A 2 2 N/A N/A
Move Base Actions Quick Actions Space Required Notes
40 2 1 N/A 0-250 meters will commonly try to run away. 300-600meters will stand walk. 600+ will rest on the ground. If successfully hunted they will provide 200-450 lbs of meat.
Image Size Availible Magic Techne / Skills
Link Medium   Bull Rush, Bite, Kick
Combat This entity is not slow and will charge in with out using tactics but attacks what it precives to be the nearest entity. This entity does not normally attack unless it preceives another entity as a threat. If you stay away they will generally ignore you unless hunted. If cornered they will attack. A successful bull rush does an extra 1 priecing damage and perfect success does 2 extra


Dungeon Locust Dungeon Locust are typically found in a small swarm. They roam caves, dungeons and ruins looking for fungi and living entities for nurishment. They tend to blend into the rock and stone with natrual camouflage.
Difficulty HP Mod Damage DP Reach RD MD
Minion See Notes 1 per entity 1 3 N/A
Move Base Actions Quick Actions Space Required Notes
1 1 4 0 X is incremented starting at 1 for each discriptive difficulty on the DT Standards table. Default swarm is 3. For each additional number in the swarm add 1 HP
Image Size Magic / Powers Techne / Skills
Link Micro / Swarm Lesser Drain Life[X], Flight Bite
Combat This swarm is highly teritorial. On Perfect success attack bite lesser Drain Life is activated. Can only attack with quick actions and can not perry. Has +1 DT for hiding on stone or rock.


Werespider A werespider is an entity transformed from a magical parasite; a werespider has to transfer an egg into a new hoast to transform it into a new werespider. It has an inate ability to weild a illusion and charm (telepathy) magic along with other spider like abilities. It retains the knowldege of the host though the parasite is fully in control and the host is considered dead after the transformation. It looks Like a Gaint Spider sharing the size of host.
Difficulty HP Mod Damage DP Reach RD MD
Normal N/A 2 1 2 4
Move Base Actions Quick Actions Space Required Notes
25 2 1 1 These entities tend to live alone as they are territorial but may hide near groups of other Gaint Spiders
Image Size Magic / Powers Techne / Skills
Link Medium Telepathy, walk on walls, Thermal Vision 20, Web, parasitic Breeding bite, Venom
Combat This entity prefers to ambush its prey with with a spider web or magical attack then uses venom to finish them off.


Wolf Wolves tend to live apart from human bloodlines unless food is scarce. They do not typically engage in a fight unless the odds are in their favor. They tend to live and hunt in a pack. They are excellant trackers.
Difficulty HP Mod Damage DP Reach RD MD
Easy N/A 2 1 2 1
Move Base Actions Quick Actions Space Required Notes
40 2 1 N/A  
Image Size Magic / Powers Techne / Skills
Link Medium   Tactical Training, bite
Combat The wolf perfers ambush attacks and hit and run tactics while working with others in its pack. They will use flanking and ganging up on entities they are hunting. It has a boone when doing perception tests.


Zombie Elk A magical symbiote uses a dying entities body as its offsprings host. These entities have regenerative powers but they can only maintain the state of the entity at the state of the merging. Entities look near death but are fully functional. They have a thrist for blood and to stay alive must drain life of living entities. The host remains in control but has a thirst for draining life.
Difficulty HP Mod Damage DP Reach RD MD
Hard N/A 3 1 2 N/A
Move Base Actions Quick Actions Space Required Notes
50 2 1 N/A Bite: Success = lessor drain life, perfect success = Drain life
Image Size Availible Magic Techne / Skills
Link Large Regeneration 2, Symbiotic Breeding Bull Rush, Bite, Kick
Combat This entity is not slow and will charge in with a rabid hunger to absorb life. It does not use tactics but attacks what it precives to be the weakest entity. On Sucessfull / perfect success bite attacks it heals the amount of damage delt. It may spend life to add dice to it pool in a desperate attack.