Adversaries¶
Source
Daggerheart System Reference Document 2.0, PDF pages 93–158. Public Game Content under the Darrington Press Community Gaming License; see Daggerheart SRD for the notice and how to cite. Text is machine-extracted; tables lost their columns. When it matters, the PDF wins.
SRD p. 93
Adversaries And¶
Environments¶
Using Adversaries¶
Adversary Stat Blocks¶
All the information required to run an adversary is contained
in their stat block. An adversary's stat block includes their:
Name¶
Each stat block has a unique name. Abilities that affect
adversaries with a certain name include all adversaries who
use that stat block, regardless of their in-story name.
Tier¶
Each adversary is designed to oppose PCs of a certain tier. If
you confront the party with an adversary from another tier,
adjust their stats.
Type¶
The adversary's type appears alongside their tier. An
adversary's type represents the role they play in a conflict.
The adversary types are:
- Bruisers: tough; deliver powerful attacks.
- Hordes: groups of identical creatures acting together as a
single unit.
Note: The number of creatures represented by each Hit
Point in a horde's stat block is indicated by "X/HP." For
example, a 2/HP horde with 3 HP represents a group
of six.
- Leaders: command and summon other adversaries.
- Minions: easily dispatched but dangerous in numbers.
- Ranged: fragile in close encounters but deal high damage
at range.
- Skulks: maneuver and exploit opportunities to ambush
opponents.
- Socials: present challenges around conversation instead
of combat.
- Solos: present a formidable challenge to a whole party,
with or without support.
- Standards: representative of their fictional group.
- Supports: enhance their allies and disrupt their
opponents.
Description¶
Asummary of the adversary's appearance and demeanor.
Motives & Tactics¶
Suggusted impulses, actions and goals for the adversary.
Difficulty¶
The Difficulty of any roll made against the adversary, unless
otherwise noted.
Damage Thresholds, Hit Points,¶
And Stress¶
These systems function the same way they do for PCs. The
numbers listed after "Threshold" are the adversary's Major
and Severe Thresholds.
Attack Modifier¶
When you attack with the adversary, apply this bonus or
penalty to your attack roll.
Standard Attack¶
Adescription of the adversary's primary mode of inflicting
harm on the PCs. It includes the attack's name, its effective
range, and the damage it deals on a success. Using an
adversary's standard attack is a GM move.
Experience (Optional)¶
The GM can spend a Fear to add an adversary's relevant
Experience to raise their attack roll or increase the Difficulty of
a roll made against them.
Example Experiences:¶
Acrobatics Hunt from Above Navigation
Ambusher Intimidation Nobility
Bartering Intrusion Quick Reflexes
Blademaster Keen Senses Socialite
Bodyguard Magical
Knowledge
Stealth
Commander Nature's Friend Tracker
Feature(S)¶
There are three kinds of adversary features: actions,
reactions, and passives. Note: each adversaries stress
is tracked individually. If a feature requires the GM to
spend Stress to activate it, the Stress must come from the
adversary whose feature is being activate. If a feature has a
Fear requirement, it must be spent in addition to any Fear
already spent - for instance, to interrupt the PCs and put the
spotlight on the adversary.
- Actions: a special attack or other unique action that the
adversary can perform when the spotlight is on them.
- Reactions: special effects that take effect when their
trigger occurs, regardless of whether the spotlight is on
the adversary.
- Passives: special abilities that remain in effect by default
and require no resources or triggers to activate.
Fear Feature(S)¶
High-impact effects that cost a Fear to activate.
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Example Adversary Features:¶
Actions¶
Haymaker - Action: Make an attack against a target within
Very Close range. On a success, deal Xdirect physical
damage.
Shredding Strike - Action: Make an attack against a target
within Very Close range. On a success, deal Xphysical
damage and the target must mark an Armor Slot without
gaining its benefit (they can still use armor to reduce the
damage).
More Where That Came From - Action: Summon three
Jagged Knife Lackeys, who appear at Far range.
Reactions¶
Heavy Hitter - Reaction: When this adversary deals
damage with a standard attack, you can spend a Fear to
gain a +Xbonus to the damage roll.
Team-Up - Reaction: When another adversary within Very
Close range of this adversary deals Xdamage to a creature,
you can mark a Stress to make a standard attack against
that same creature. On a success, combine the damage.
Momentum - Reaction: When this adversary makes a
successful attack against a PC, you gain a Fear.
Passives¶
Horde (X) - Passive: When the Horde has marked half or
more of their HP, their standard attack deals Xdamage
instead.
Minion (X) - Passive: This adversary is defeated when they
take any damage. For every Xdamage a PC deals to this
adversary, defeat an additional Minion within range the
attack would succeed against.
Relentless (X) - Passive: This adversary can be spotlighted
up to Xtimes per GM turn. Spend Fear as usual to spotlight
them.
Slow - Passive: When you spotlight this adversary and they
don't have a token on their stat block, they can't act yet.
Place a token on their stat block and describe what they're
preparing to do. When you spotlight this adversary and
they have a token on their stat block, clear the token and
they can act.
Arcane Form - Passive: This adversary is resistant to magic
damage.
Armored Carapace - Passive: When this adversary takes
physical damage, reduce it by X.
Fear Features¶
Explosion - Action: Spend a Fear to erupt in a fiery
explosion. Make an attack against all targets within Close
range. Targets the adversary succeeds against take Xmagic
damage and are knocked back to Far range.
Pool¶
Apool is a collection of tokens shared by multiple adversaries.
Each pool has a unique name, which is typically the name
shared by the adversaries it affects. Unlike standard adversary
tokens, pool tokens are not placed on a stat block; instead,
the GM collects them in a separate location. Pools are empty
when the scene begins and cleared when the scene ends.
Evolution¶
Evolutions are features that alter an adversary when certain
trigger conditions are met. When triggered, an evolution
feature usually clears HP or Stress, alters the stats of the
adversary's standard attack, and gives the adversary access to
new features. An adversary's evolution can't be triggered more
than once in a scene.
Building Balanced¶
Encounters¶
When planning a battle, start with [(3 x the number of
PCs in combat) + 2] Battle Points and make the following
adjustments:
−1 for an easier or shorter fight
−2 if you're using 2 or more Solo adversaries
−2 if you add +1d4 (or a static +2) to all adversaries'
damage rolls
+1 if you choose an adversary from a lower tier
+1 if you don't include any Bruisers, Hordes, Leaders, or
Solos
+2 for a harder or longer fight
Then spend your Battle Points to add an adversary to the
encounter:
Spend 1 point for each group of Minions equal to the size
of the party.
Spend 1 point for each Social or Support adversary.
Spend 2 points for each Horde, Ranged, Skulk, or Standard
adversary.
Spend 3 points for each Leader adversary.
Spend 4 points for each Bruiser adversary.
Spend 5 points for each Solo adversary.
Defeated Adversaries¶
When an adversary marks their last Hit Point, they are
defeated: incapacitated, tied up, routed, killed, or anything
else the table decides makes sense.
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Adversary Stat Block Benchmarks¶
Adversary Statistic Tier 1 Tier 2 Tier 3 Tier 4
Attack Modifier +1 +2 +3 +4
Damage Dice 1d6+2 to 1d12+4 2d6+3 to 2d12+4 3d8+3 to 3d12+5 4d8+10 to 4d12+15
Difficulty 11 14 17 20
Damage Thresholds Major 7/Severe 12 Major 10/Severe 20 Major 20/Severe 32 Major 25/Severe 45
Adversaries by Tier¶
This section contains the following stat blocks:
Tier 1 (Level 1)¶
- Acid Burrower
- Ahuizotl
- Atototl
- Bear
- Bugboar
- Cave Ogre
- Common Ruffian
- Construct
- Courtier
- Darkweave Crawler
- Darkweave Queen
- Darkweave Spinner
- Darkweave Swarmlings
- Deeproot Defender
- Dire Wolf
- Elk
- Falcon
- Giant Mosquitoes
- Giant Rat
- Giant Scorpion
- Glass Snake
- Grimmling Warband
- Archer Guard
- Bladed Guard
- Head Guard
- Harpy
- Harrier
- Jagged Knife Bandit
- Jagged Knife Hexer
- Jagged Knife Kneebreaker
- Jagged Knife Lackey
- Jagged Knife Lieutenant
- Jagged Knife Shadow
- Jagged Knife Sniper
- Kelpie
- Masque Muerte
- Mechanorb
- Merchant
- Minor Chaos Elemental
- Minor Fire Elemental
- Minor Demon
- Minor Treant
- Mountain Troll
- Octopus
- Green Ooze
- Tiny Green Ooze
- Red Ooze
- Tiny Red Ooze
- Panther
- Petty Noble
- Phantom
- Pirate Captain
- Pirate Raiders
- Pirate Tough
- Poltergeist
- Rabble Mawb
- Redcap Biters
- Redcap Breaker
- Redcap Butcher
- Redcap Candlemaker
- Redcap Skinner
- Rugaru
- Sawtoothed Gillbeast
- Sellsword
- Skeleton Archer
- Skeleton Dredge
- Skeleton Knight
- Skeleton Warrior
- Soul-Shattered Mage
- Spellblade
- Spellbound Armor
- Swarm of Rats
- Sylvan Soldier
- Tangle Bramble Swarm
- Tangle Bramble
- Viper
- Waxwork Creation
- Weaponmaster
- Will-o'-the-Wisps
- Young Dryad
- Yufo
- Brawny Zombie
- Patchwork Zombie Hulk
- Rotted Zombie
- Shambling Zombie
- Zombie Pack
Tier 2 (Levels 2-4)¶
- Archer Squadron
- Apprentice Assassin
- Assassin Poisoner
- Master Assassin
- Banshee
- Basilisk
- Battle Box
- Berserker Alpha
- Berserker Initiate
- Centaur Warden
- Chaos Skull
- Chicken-Foot Hut
- Conscript
- Courtesan
- Cult Adept
- Cult Fang
- Cult Initiate
- Demonic Hound Pack
- Dire Pangolati
- Doppelhound
- Dragon Knight
- Electric Eels
- Elephant
- Elite Soldier
- Entombed Cat Beast
- Entombed Elite Guard
- Entombed Empress
- Entombed Necropriest
- Entombed Skin Beetles
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- Entombed Stonemason
- Failed Experiment
- Flock of Feather Fiends
- Fowlbear
- Fungispunj Sporeling
- Fungispunj Sporophore
- Gargoyle
- Giant Beastmaster
- Giant Brawler
- Giant Eagle
- Giant Octopus
- Giant Recruit
- Gobstalker
- Gorgon
- Guahalan Alebrujo
- Guahalan Fang Lord
- Guahalan Shifter
- Guahalan Spirit Beast
- Guahalan Spirit Singer
- Hill Titan
- Hive Walker
- Jack-o'-Lantern
- Juvenile Flickerfly
- Knight of the Realm
- Landshark
- Landshark Behemoth
- Masked Thief
- Merchant Baron
- Minotaur Wrecker
- Mortal Hunter
- Ravenous Mockery
- Royal Advisor
- Rust Eater
- Scarecrow
- Secret-Keeper
- Shark
- Siren
- Spectral Archer
- Spectral Captain
- Spectral Guardian
- Sprite
- Spy
- Stone Titan
- Stonewraith
- Triceratops
- Tyrannosaurus
- Urco
- Valdenhax
- War Wizard
Tier 3 (Levels 5-7)¶
- Adult Flickerfly
- Archmage
- Catrin
- Chimera
- Crimson Lepus
- Cryptimoth
- Cursed Merfolk
- Deep Dweller
- Demon of Avarice
- Demon of Despair
- Demon of Hubris
- Demon of Jealousy
- Demon of Wrath
- Dire Bat
- Drake
- Dryad
- Dullahan
- Elemental Spark
- Fellmounted Shadow King
- Fire Titan
- Frost Titan
- Gargantuan Sea Turtle
- Greater Earth Elemental
- Greater Water Elemental
- Huge Green Ooze
- Hydra
- Lamia
- Lamplight Beguiler
- Manticore
- Monarch
- Night Children
- Pain Priest
- Phoenix
- Plesiosaurus
- Roc
- Sandwyrm
- Shapeshifting Fiend
- Shapeshifting Fiend Revealed
- Stag Knight
- Storm Titan
- Oak Treant
- Treant Sapling
- Unicorn
- Head Vampire
- Vampire
- Vampire Bat Swarm
- Vampire Lord
- Vault Guardian Gaoler
- Vault Guardian Sentinel
- Vault Guardian Turret
- Viscera Sucker
- Whisper Wraith
- Wyvern
- Young Fire Dragon
- Young Ice Dragon
Tier 4 (Levels 8-10)¶
- Arch-Necromancer
- Cephilith Abomination
- Cephilith Hatchling
- Cephilith Novitiate
- Cephilith Priest
- Cephilith Titan
- Cipactli
- Cloud Titan
- Demon Lord Berzug
- Dragon Mother Mitera
- Fallen Shock Troop
- Fallen Sorcerer
- Fallen Warlord: Realm-Breaker
- Fallen Warlord: Undefeated
Champion - Fire Titan Warlord
- Gargantuan War Machine
- Ghastly Legion
- Griffin
- Hallowed Archer
- Hallowed Choir
- Hallowed Soldier
- Harbinger of Death
- Harbinger of Famine
- Harbinger of Pestilence
- Harbinger of War
- High Seraph
- Kraken
- Oracle of Doom
- Outer Realms Abomination
- Outer Realms Corruptor
- Outer Realms Thrall
- Owl Witch
- Ruby Dragon
- Severed Shadow
- Supreme Demiurge Adonix
- Temporal Enforcer
- Volcanic Dragon: Obsidian Predator
- Volcanic Dragon: Molten Scourge
- Volcanic Dragon: Ashen Tyrant
- Water Mother
- Wyrmfiend
- Wyrmlings
- Xero the Castle Killer
- Perfected Zombie
- Zombie Legion
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Tier 1 Adversaries (Level 1)¶
Acid Burrower¶
Tier Solo
Ahorse-sized insect with digging claws and acidic blood.
Motives & Tactics: Burrow, drag away, feed, reposition
Diffi culty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 3
ATK: +3 | Claws: Very Close | 1d12+2 phy
Experience: Tremor Sense +2
Features¶
Relentless (3) - Passive: The Burrower can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them.
Earth Eruption - Action: Mark a Stress to have the Burrower burst
out of the ground. All creatures within Very Close range must
succeed on an Agility Reaction Roll or be knocked over, making
them Vulnerable until they next act.
Spit Acid - Action: Make an attack against all targets in front of the
Burrower within Close range. Targets the Burrower succeeds
against take 2d6 physical damage and must mark an Armor Slot
without receiving its benefi ts (they can still use armor to reduce
the damage). If they can't mark an Armor Slot, they must mark
an additional HP and you gain a Fear.
Acid Bath - Reaction: When the Burrower takes Severe damage,
all creatures within Close range are bathed in their acidic blood,
taking 1d10 physical damage. This splash covers the ground
within Very Close range with blood, and all creatures other than
the Burrower who move through it take 1d6 physical damage.
Bear¶
Tier Bruiser
Alarge bear with thick fur and powerful claws.
Motives & Tactics: Climb, defend territory, pummel, track
Diffi culty: 14 | Thresholds: 9/17 | HP: 7 | Stress: 2
ATK: +1 | Claws: Melee | 1d8+3 phy
Experience: Ambusher +3, Keen Senses +2
Features¶
Overwhelming Force - Passive: Targets who mark HP from the
Bear's standard attack are knocked back to Very Close range.
Bite - Action: Mark a Stress to make an attack against a target
within Melee range. On a success, deal 3d4+10 physical
damage and the target is Restrained until they break free with a
successful Strength Roll.
Momentum - Reaction: When the Bear makes a successful attack
against a PC, you gain a Fear.
Ahuizotl¶
Tier Skulk
Adoglike ambush predator that has a clawed hand on the end of a
long prehensile tail and drags victims into rivers to drown them.
Motives & Tactics: Ambush, drown, restrain
Diffi culty: 12 | Thresholds: 5/9 | HP: 4 | Stress: 3
ATK: +2 | Bite: Melee | 1d6+2 phy
Experience: Stealth +2, Swimming +2
Features¶
Aquatic Attacker - Passive: When the Ahuizotl attacks from the
water, it has advantage on the attack and deals an extra 1d6
damage.
Tail Swat - Action: Mark a Stress to make an attack against
a target within Very Close range. On a success, deal 1d8+2
physical damage.
Drag and Bag - Action: Spend a Fear to have the Ahuizotl grab
a target within Close range with its tail, pull the target into
Melee range, and temporarily Restrain them. The Ahuizotl has
advantage on attacks against targets Restrained in this way.
Atototl¶
Tier Standard
Amajestic green water bird that has a ten-foot wingspan and is
hunted for the fortune-telling stone inside their stomach.
Motives & Tactics: Avoid, escape, misdirect
Diffi culty: 12 | Thresholds: 8/12 | HP: 5 | Stress: 3
ATK: +1 | Talons: Melee | 1d8+1 phy
Experience: Flight +3, Jungles +3
Features¶
Wind Lord - Passive: While the Atototl is fl ying, attacks against it is
made with disadvantage.
Stone of Omens - Passive: Inside the Atototl is a stone that
foretells good or ill fortune, depending on its color. A PC who
searches the Atototl's remains fi nds the stone and makes a
fate roll. On an even result, the PC gains Hope equal to half the
result, which they can distribute among the PCs however they
wish. On an odd result, you gain Fear equal to half the result.
Archer's Bane - Reaction: When a creature beyond Very Close
range would deal damage to the Atototl with a weapon attack,
you can spend a Fear to make an attack roll against them. On a
success, whirling winds refl ect the attack and deal the attacker's
damage back to them.
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Ca Ve Ogre¶
Tier Solo
Amassive humanoid who sees all sapient life as food.
Motives & Tactics: Bite off heads, feast, rip limbs, stomp,
throw enemies
Diffi culty: 13 | Thresholds: 8/15 | HP: 8 | Stress: 3
ATK: +1 | Club: Very Close | 1d10+2 phy
Experience: Throw +2
Features¶
Ramp Up - Passive: You must spend a Fear to spotlight the Ogre.
While spotlighted, they can make their standard attack against
all targets within range.
Bone Breaker - Passive: The Ogre's attacks deal direct damage.
Hail of Boulders - Action: Mark a Stress to pick up heavy objects
and throw them at all targets in front of the Ogre within Far
range. Make an attack against these targets. Targets the Ogre
succeeds against take 1d10+2 physical damage. If they succeed
against more than one target, you gain a Fear.
Rampaging Fury - Reaction: When the Ogre marks 2 or more HP,
they can rampage. Move the Ogre to a point within Close range
and deal 2d6+3 direct physical damage to all targets in their
path.
Bugboar¶
Tier Bruiser
Alarge bipedal creature that has a tusked snout and coarse fur.
Motives & Tactics: Ambush, bully, seek carnage and shiny things
Diffi culty: 13 | Thresholds: 8/15 | HP: 5 | Stress: 3
ATK: +1 | Spiked Mace: Very Close | 1d8+6 phy
Experience: Traps +3
Features¶
Surprise! - Passive: If the Bugboar makes its fi rst attack in a scene
before it's marked HP or Stress, it has advantage on the attack
and deals an extra 1d8 damage.
Brutal - Reaction: When the Bugboar makes a successful standard
attack, you can mark a Stress to deal an extra 1d6 damage.
Warheart - Reaction: When a condition would be imposed on the
Bugboar, you can spend a Fear to negate it.
Common Ruffian¶
Tier Standard
Alocal laborer or artisan pushed by circumstances to assail others.
Motives & Tactics: Do violence, seek security and survival
Diffi culty: 12 | Thresholds: 6/10 | HP: 4 | Stress: 4
ATK: +0 | Improvised Weapon: Melee | 1d8 phy
Experience: Desperate +3
Features¶
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Ruffi ans within Close range of them. The Ruffi ans
move into Melee range of the target and make one shared
attack roll. On a success, they deal 1d8 physical damage each.
Combine this damage.
Survival Instinct - Reaction: When the Ruffi an marks half their HP,
roll a d6. On a result of 4 or higher, the Ruffi an fl ees the scene.
Otherwise, you gain a Fear.
Construct¶
Tier Solo
Aroughly humanoid being of stone and steel, assembled and
animated by magic.
Motives & Tactics: Destroy environment, serve creator, smash
target, trample groups
Diffi culty: 13 | Thresholds: 7/15 | HP: 9 | Stress: 4
ATK: +4 | Fist Slam: Melee | 1d20 phy
Features¶
Relentless (2) - Passive: The Construct can be spotlighted up to
two times per GM turn. Spend Fear as usual to spotlight them.
Weak Structure - Passive: When the Construct marks HP from
physical damage, they must mark an additional HP.
Trample - Action: Mark a Stress to make an attack against all
targets in the Construct's path when they move. Targets the
Construct succeeds against take 1d8 physical damage.
Overload - Reaction: Before rolling damage for the Construct's
attack, you can mark a Stress to gain a +10 bonus to the damage
roll. The Construct can then take the spotlight again.
Death Quake - Reaction: When the Construct marks their last HP,
the magic powering them ruptures in an explosion of force. Make
an attack with advantage against all targets within Very Close
range. Targets the Construct succeeds against take 1d12+2
magic damage.
Courtier¶
Tier Social
An ambitious and ostentatiously dressed socialite.
Motives & Tactics: Discredit, gain favor, maneuver, scheme
Diffi culty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 4
ATK: −4 | Daggers: Melee | 1d4+2 phy
Experience: Socialite +3
Features¶
Mockery - Action: Mark a Stress to say something mocking and
force a target within Close range to make a Presence Reaction
Roll (14) to see if they can save face. On a failure, the target
must mark 2 Stress and is Vulnerable until the scene ends.
Scapegoat - Action: Spend a Fear and target a PC. The Courtier
convinces a crowd or prominent individual that the target is the
cause of their current confl ict or misfortune.
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Darkwea Ve Crawler¶
Tier Minion
Aspider the size of a human head, woven out of shadow-silk.
Motives & Tactics: Hide in shadow, strike the unwary, wait for an
opening
Diffi culty: 10 | Thresholds: None | HP: 1 | Stress: 1
ATK: -2 | Bite: Melee | 2 phy
Experience: Darkness +3
Features¶
Minion (3) - Passive: The Crawler is defeated when it takes any
damage. For every 3 damage a PC deals to the Crawler, the
PC defeats an additional Minion within range the attack would
succeed against.
Skin-Crawling - Action: Spend a Fear to force all PCs within Melee
range of the Crawler to mark a Stress.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Darkweave Crawlers within Close range of them.
Those Minions move into Melee range of the target and make
one shared attack roll. On a success, they deal 2 physical
damage each. Combine this damage.
Darkweave Venom - Reaction: When the Crawler makes a
successful attack, you can mark a Stress to Exhaust the target
until they succeed on a Strength Roll (9). While Exhausted, the
target must mark a Stress each time they make an action roll.
Deeproot Defender¶
Tier Bruiser
Aburly vegetable-person with grasping vines.
Motives & Tactics: Ambush, grab, protect, pummel
Diffi culty: 10 | Thresholds: 8/14 | HP: 7 | Stress: 3
ATK: +2 | Vines: Close | 1d8+3 phy
Experience: Huge +3
Features¶
Ground Slam - Action: Slam the ground, knocking all targets within
Very Close range back to Far range. Each target knocked back
this way must mark a Stress.
Grab and Drag - Action: Make an attack against a target within
Close range. On a success, spend a Fear to pull them into Melee
range, deal 1d6+2 physical damage, and Restrain them until the
Defender takes Severe damage.
Darkwea Ve Queen¶
Tier Solo
Awagon-sized spider woven from shadow-silk by a long-forgotten
god. Each of her many eyes bears the face of a diff erent victim.
Motives & Tactics: Ambush prey, climb the walls and ceiling,
misdirect, paralyze, stash bodies away for later, steal faces
Diffi culty: 14 | Thresholds: 8/15 | HP: 9 | Stress: 4
ATK: +3 | Spider Bite: Very Close | 1d12+4 phy
Experience: Giant-Sized +3, Hunter +3
Features¶
Relentless (3) - Passive: The Queen can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight her.
Terrifying - Passive: When a PC fails an attack roll against the
Queen, you gain a Fear.
Den Mother - Action: Once per scene, spend 2 Fear to summon up
to two Darkweave adversaries (other than Darkweave Queens),
who appear within Close range and immediately take the
spotlight.
Quicker Than She Looks - Action: Spend a Fear to move up to Far
range and make a standard attack with advantage.
Darkfang Envenomation - Reaction: When the Queen succeeds
on a standard attack, you can spend a Fear to make the target
Vulnerable and Restrained until they succeed on a Strength Roll
(12) or take a rest.
Darkwea Ve Spinner¶
Tier Standard
Aboar-sized arachnid woven from primordial shadow-silk.
Motives & Tactics: Bite, stick to the darkness
Diffi culty: 12 | Thresholds: 6/9 | HP: 4 | Stress: 3
ATK: +1 | Fangs: Melee | 1d8+1 phy
Experience: Holes +2, Webs +2
Features¶
Wrap in Shadow-Silk - Action: Mark a Stress to make an attack
against a target within Melee range. On a success, the target is
Vulnerable and Restrained until they succeed on a Strength
Roll (10).
Shadow Fang - Reaction: When the Spinner makes a successful
attack against a target within Melee range, you can spend a Fear
to make the target Shaky until they succeed on an Instinct Roll
(10). While Shaky, the target has disadvantage on attack rolls.
Darkwea Ve Swarmlings¶
Tier Horde (/HP)
Ateeming swarm of tiny spiders woven out of shadow-silk.
Motives & Tactics: Burst out of holes, climb up legs, crawl into
ears, scuttle under clothes
Diffi culty: 9 | Thresholds: 4/8 | HP: 8 | Stress: 4
ATK: +0 | Nibble: Melee | 1d8 phy
Experience: Climb +2
Features¶
Horde (1d4) - Passive: When the Swarmlings have marked half
or more of their HP, their standard attack deals 1d4 physical
damage instead.
"Get 'em Off , Get 'em Off !" - Reaction: When an attack from the
Swarmlings causes a target to mark HP, you can mark a Stress
to make the target temporarily Covered in Spiders. While Covered
in Spiders, the target must roll a d6 when they make an action
roll. On a result of 4 or higher, they must mark a Stress or you
gain a Fear.
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Dire Wolf¶
Tier Skulk
Alarge wolf with menacing teeth, seldom encountered alone.
Motives & Tactics: Defend territory, harry, protect pack,
surround, trail
Diffi culty: 12 | Thresholds: 5/9 | HP: 4 | Stress: 3
ATK: +2 | Claws: Melee | 1d6+2 phy
Experience: Keen Senses +3
Features¶
Pack Tactics - Passive: If the Wolf makes a successful standard
attack and another Dire Wolf is within Melee range of the target,
deal 1d6+5 physical damage instead of their standard damage
and you gain a Fear.
Hobbling Strike - Action: Mark a Stress to make an attack against
a target within Melee range. On a success, deal 3d4+10 direct
physical damage and make them Vulnerable until they clear at
least 1 HP.
Giant Mosquitoes¶
Tier Horde (/HP)
Dozens of fi st-sized mosquitoes, fl ying together for protection.
Motives & Tactics: Fly away, harass, steal blood
Diffi culty: 10 | Thresholds: 5/9 | HP: 6 | Stress: 3
ATK: −2 | Proboscis: Melee | 1d8+3 phy
Experience: Camoufl age +2
Features¶
Horde (1d4+1) - Passive: When the Mosquitoes have marked half
or more of their HP, their standard attack deals 1d4+1 physical
damage instead.
Flying - Passive: While fl ying, the Mosquitoes have a +2 bonus to
their Diffi culty.
Bloodsucker - Reaction: When the Mosquitoes' attack causes a
target to mark HP, you can mark a Stress to force the target to
mark an additional HP.
Giant Rat¶
Tier Minion
Acat-sized rodent skilled at scavenging and survival.
Motives & Tactics: Burrow, hunger, scavenge, wear down
Diffi culty: 10 | Thresholds: None | HP: 1 | Stress: 1
ATK: −4 | Claws: Melee | 1 phy
Experience: Keen Senses +3
Features¶
Minion (3) - Passive: The Rat is defeated when they take any
damage. For every 3 damage a PC deals to the Rat, defeat an
additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Giant Rats within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 1 physical damage
each. Combine this damage.
Giant Scorpion¶
Tier Bruiser
Ahuman-sized arachnid with tearing claws and a stinging tail.
Motives & Tactics: Ambush, feed, grapple, poison
Diffi culty: 13 | Thresholds: 7/13 | HP: 6 | Stress: 3
ATK: +1 | Pincers: Melee | 1d12+2 phy
Experience: Camoufl age +2
Features¶
Double Strike - Action: Mark a Stress to make a standard attack
against two targets within Melee range.
Venomous Stinger - Action: Make an attack against a target within
Very Close range. On a success, spend a Fear to deal 1d4+4
physical damage and Poison them until their next rest or they
succeed on a Knowledge Roll (16). While Poisoned, the target
must roll a d6 before they make an action roll. On a result of
4 or lower, they must mark a Stress.
Momentum - Reaction: When the Scorpion makes a successful
attack against a PC, you gain a Fear.
Elk¶
Tier Skulk
Alarge deer.
Motives & Tactics: Bound away, graze, rut, sense danger
Diffi culty: 13 | Thresholds: 4/8 | HP: 3 | Stress: 2
ATK: +0 | Antlers: Melee | 1d8+1 phy
Experience: Keen Senses +3, Run +3
Features¶
Headbutt - Passive: When the Elk moves from Close range or
farther before making a standard attack, it deals 1d12+2
physical damage instead of its standard damage.
Bolt - Reaction: When the Elk marks a HP or Stress, it must
succeed on a Reaction Roll (10) or fl ee the scene.
Falcon¶
Tier Skulk
Abird of prey that has long, pointed wings and a notched beak.
Motives & Tactics: Circle, clutch, dive, spy
Diffi culty: 12 | Thresholds: 5/8 | HP: 3 | Stress: 3
ATK: +2 | Talons: Melee | 1d6+1 phy
Experience: Keen Senses +4, Fly +3
Features¶
Nimble Flyer - Passive: While fl ying, the Falcon gains a +3 bonus to
its Diffi culty.
Dive Bomb - Action: Mark a Stress to make a standard attack
against a target from above. The Falcon gains a +2 bonus to the
attack and damage rolls.
100
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Grimmling Warband¶
Tier Horde (/HP)
Acluster of small, strange creatures wearing armor fashioned from
trash and stolen housewares.
Motives & Tactics: Ambush, celebrate a little too early, hit and
run, infi ght, sabotage, sow chaos
Diffi culty: 12 | Thresholds: 5/11 | HP: 3 | Stress: 2
ATK: +1 | Tailor's Shears: Melee | 1d8+2 phy
Experience: Traps +3
Features¶
Horde (1d4+1) - Passive: When the Warband has marked half or
more of its HP, its standard attack deals 1d4+1 physical damage
instead.
Cowardly - Reaction: When the Warband marks its last Stress or
an allied Leader is defeated, roll a d6. On a result of 2 or lower,
the Warband fl ees the scene.
Glass Snake¶
Tier Standard
Aclear serpent with a massive head that leaves behind a glass shard
trail wherever they go.
Motives & Tactics: Climb, feed, keep distance, scare
Diffi culty: 14 | Thresholds: 6/10 | HP: 5 | Stress: 3
ATK: +2 | Glass Fangs: Very Close | 1d8+2 phy
Features¶
Armor-Shredding Shards - Passive: After a successful attack
against the Snake within Melee range, the attacker must mark
an Armor Slot. If they can't mark an Armor Slot, they must mark
an HP.
Spinning Serpent - Action: Mark a Stress to make an attack
against all targets within Very Close range. Targets the Snake
succeeds against take 1d6+1 physical damage.
Spitter - Action: Spend a Fear to introduce a d6 Spitter Die. When
the Snake is in the spotlight, roll this die. On a result of 5 or
higher, all targets in front of the Snake within Far range must
succeed on an Agility Reaction Roll or take 1d4 physical damage.
The Snake can take the spotlight a second time this GM turn.
Archer Guard¶
Tier Ranged
Atall guard bearing a longbow and quiver with arrows fl etched in the
settlement's colors.
Motives & Tactics: Arrest, close gates, make it through the day,
pin down
Diffi culty: 10 | Thresholds: 4/8 | HP: 3 | Stress: 2
ATK: +1 | Longbow: Far | 1d8+3 phy
Experience: Local Knowledge +3
Features¶
Hobbling Shot - Action: Make an attack against a target within
Far range. On a success, mark a Stress to deal 1d12+3 physical
damage. If the target marks HP from this attack, they have
disadvantage on Agility Rolls until they clear at least 1 HP.
Bladed Guard¶
Tier Standard
An armored guard bearing a sword and shield painted in the
settlement's colors.
Motives & Tactics: Arrest, close gates, make it through the day,
pin down
Diffi culty: 12 | Thresholds: 5/9 | HP: 5 | Stress: 2
ATK: +1 | Longsword: Melee | 1d6+1 phy
Experience: Local Knowledge +3
Features¶
Shield Wall - Passive: Acreature who tries to move within Very
Close range of the Guard must succeed on an Agility Roll. If
additional Bladed Guards are standing in a line alongside the
fi rst, and each is within Melee range of another guard in the line,
the Diffi culty increases by the total number of guards in that line.
Detain - Action: Make an attack against a target within Very
Close range. On a success, mark a Stress to Restrain the target
until they break free with a successful attack, Finesse Roll, or
Strength Roll.
Head Guard¶
Tier Leader
Aseasoned guard with a mace, a whistle, and a bellowing voice.
Motives & Tactics: Arrest, close gates, pin down, seek glory
Diffi culty: 15 | Thresholds: 7/13 | HP: 7 | Stress: 3
ATK: +4 | Mace: Melee | 1d10+4 phy
Experience: Commander +2, Local Knowledge +2
Features¶
Rally Guards - Action: Spend 2 Fear to spotlight the Head Guard
and up to 2d4 allies within Far range.
On My Signal - Reaction: Countdown (5). When the Head Guard
is in the spotlight for the fi rst time, activate the countdown. It
ticks down when a PC makes an attack roll. When it triggers,
all Archer Guards within Far range make a standard attack with
advantage against the nearest target within their range. If any
attacks succeed on the same target, combine their damage.
Momentum - Reaction: When the Head Guard makes a successful
attack against a PC, you gain a Fear.
101
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Jagged Knife Bandit¶
Tier /one.tnum Standard
Acunning criminal in a cloak bearing one of the gang's iconic knives/period.tab
Motives & Tactics: Escape/comma.tab profi t/comma.tab steal/comma.tab throw smoke
Diffi culty: /one.tnum/two.tnum | Thresholds: /eight.tnum//one.tnum/four.tnum | HP: /five.tnum | Stress: /three.tnum
ATK: +/one.tnum | Daggers: Melee | /one.tnumd/eight.tnum+/one.tnum phy
Experience: Thief +/two.tnum
Features¶
Climber /hyphen.tab Passive: The Bandit climbs just as easily as they run/period.tab
From Above /hyphen.tab Passive: When the Bandit succeeds on a standard
attack from above a target/comma.tab they deal /one.tnumd/one.tnum/zero.tnum+/one.tnum physical damage
instead of their standard damage/period.tab
Jagged Knife Hexer¶
Tier /one.tnum Support
Astaff /hyphen.tabwielding bandit in a cloak adorned with magical
paraphernalia/comma.tab using curses to vex their foes/period.tab
Motives & Tactics: Command/comma.tab hex/comma.tab profi t
Diffi culty: /one.tnum/three.tnum | Thresholds: /five.tnum//nine.tnum | HP: /four.tnum | Stress: /four.tnum
ATK: +/two.tnum | Staff : Far | /one.tnumd/six.tnum+/two.tnum mag
Experience: Magical Knowledge +/two.tnum
Features¶
Curse /hyphen.tab Action: Choose a target within Far range and temporarily
Curse them/period.tab While the target is Cursed/comma.tab you can mark a Stress
when that target rolls with Hope to make the roll be with Fear
instead/period.tab
Chaotic Flux /hyphen.tab Action: Make an attack against up to three targets
within Very Close range/period.tab Mark a Stress to deal /two.tnumd/six.tnum+/three.tnum magic
damage to targets the Hexer succeeded against/period.tab
Jagged Knife Kneebreaker¶
Tier /one.tnum Bruiser
An imposing brawler carrying a large club/period.tab
Motives & Tactics: Grapple/comma.tab intimidate/comma.tab profi t/comma.tab steal
Diffi culty: /one.tnum/two.tnum | Thresholds: /seven.tnum//one.tnum/four.tnum | HP: /seven.tnum | Stress: /four.tnum
ATK: −/three.tnum | Club: Melee | /one.tnumd/four.tnum+/six.tnum phy
Experience: Thief +/two.tnum/comma.tab Unveiled Threats +/three.tnum
Features¶
I've Got 'Em /hyphen.tab Passive: Creatures Restrained by the Kneebreaker
take double damage from attacks by other adversaries/period.tab
Hold Them Down /hyphen.tab Action: Make an attack against a target within
Melee range/period.tab On a success/comma.tab the target takes no damage but is
Restrained and Vulnerable/period.tab The target can break free/comma.tab clearing
both conditions/comma.tab with a successful Strength Roll or is freed
automatically if the Kneebreaker takes Major or greater damage/period.tab
Jagged Knife Lackey¶
Tier /one.tnum Minion
Athief with simple clothes and small daggers/comma.tab eager to
prove themselves/period.tab
Motives & Tactics: Escape/comma.tab profi t/comma.tab throw smoke
Diffi culty: /nine.tnum | Thresholds: None | HP: /one.tnum | Stress: /one.tnum
ATK: −/two.tnum | Daggers: Melee | /two.tnum phy
Experience: Thief +/two.tnum
Features¶
Minion (/three.tnum) /hyphen.tab Passive: The Lackey is defeated when they take any
damage/period.tab For every /three.tnum damage a PC deals to the Lackey/comma.tab defeat an
additional Minion within range the attack would succeed against/period.tab
Group Attack /hyphen.tab Action: Spend a Fear to choose a target and
spotlight all Jagged Knife Lackeys within Close range of them/period.tab
Those Minions move into Melee range of the target and make
one shared attack roll/period.tab On a success/comma.tab they deal /two.tnum physical
damage each/period.tab Combine this damage/period.tab
Harpy¶
Tier /one.tnum Skulk
A fi erce and foul/hyphen.tabsmelling bird with an eight/hyphen.tabfoot wingspan and the
upper body and face of a human/period.tab
Motives & Tactics: Defend nest/comma.tab drop enemies from a great
height/comma.tab maraud from the air/comma.tab screech incessantly
Diffi culty: /one.tnum/two.tnum | Thresholds: /three.tnum//seven.tnum | HP: /three.tnum | Stress: /three.tnum
ATK: +/zero.tnum | Talons: Melee | /one.tnumd/eight.tnum+/one.tnum phy
Experience: Islands +/three.tnum
Features¶
Toxic Aura /hyphen.tab Passive: The Harpy emits a foul stench that renders all
non/hyphen.tabHarpies Vulnerable while within Very Close range/period.tab
Swooping Attack /hyphen.tab Action: Mark a Stress to have the Harpy move
in a straight line to a point within Far range and make an attack
against a target in the Harpy's path/period.tab On a success/comma.tab the Harpy
deals /three.tnumd/six.tnum physical damage/period.tab
Harrier¶
Tier /one.tnum Standard
Animble fi ghter armed with javelins/period.tab
Motives & Tactics: Flank/comma.tab harry/comma.tab kite/comma.tab profi t
Diffi culty: /one.tnum/two.tnum | Thresholds: /five.tnum//nine.tnum | HP: /three.tnum | Stress: /three.tnum
ATK: +/one.tnum | Javelin: Close | /one.tnumd/six.tnum+/two.tnum phy
Experience: Camoufl age +/two.tnum
Features¶
Maintain Distance /hyphen.tab Passive: After making a standard attack/comma.tab the
Harrier can move anywhere within Far range/period.tab
Fall Back /hyphen.tab Reaction: When a creature moves into Melee range to
make an attack/comma.tab you can mark a Stress before the attack roll to
move anywhere within Close range and make an attack against
that creature/period.tab On a success/comma.tab deal /one.tnumd/one.tnum/zero.tnum+/two.tnum physical damage/period.tab
102
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Jagged Knife Lieutenant¶
Tier Leader
Aseasoned bandit in quality leathers with a strong voice and
cunning eyes.
Motives & Tactics: Bully, command, profi t, reinforce
Diffi culty: 13 | Thresholds: 7/14 | HP: 6 | Stress: 3
ATK: +2 | Javelin: Close | 1d8+3 phy
Experience: Local Knowledge +2
Features¶
Tactician - Action: When you spotlight the Lieutenant, mark a
Stress to also spotlight two allies within Close range.
More Where That Came From - Action: Summon three Jagged Knife
Lackeys, who appear at Far range.
Coup de Grace - Action: Spend a Fear to make an attack against a
Vulnerable target within Close range. On a success, deal 2d6+12
physical damage and the target must mark a Stress.
Momentum - Reaction: When the Lieutenant makes a successful
attack against a PC, you gain a Fear.
Jagged Knife Shadow¶
Tier Skulk
Animble scoundrel bearing a wicked knife and utilizing shadow
magic to isolate targets.
Motives & Tactics: Ambush, conceal, divide, profi t
Diffi culty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 3
ATK: +1 | Daggers: Melee | 1d4+4 phy
Experience: Intrusion +3
Features¶
Backstab - Passive: When the Shadow succeeds on a standard
attack that has advantage, they deal 1d6+6 physical damage
instead of their standard damage.
Cloaked - Action: Become Hidden until after the Shadow's next
attack. Attacks made while Hidden from this feature have
advantage.
Jagged Knife Sniper¶
Tier Ranged
Alanky bandit striking from cover with a shortbow.
Motives & Tactics: Ambush, hide, profi t, reposition
Diffi culty: 13 | Thresholds: 4/7 | HP: 3 | Stress: 2
ATK: −1 | Shortbow: Far | 1d10+2 phy
Experience: Stealth +2
Features¶
Unseen Strike - Passive: If the Sniper is Hidden when they make a
successful standard attack against a target, they deal 1d10+4
physical damage instead of their standard damage.
Kelpie¶
Tier Skulk
Ariver-dwelling shapeshifter who prefers an enchanting equine form
in and out of the water.
Motives & Tactics: Adopt an attractive or useful shape, drown and
devour, entice unwary travelers
Diffi culty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 5
ATK: −2 | Hooves: Very Close | 1d8+2 phy
Experience: Entanglement +3, Mind Reader +3
Features¶
Captivating - Passive: A PC must mark a Stress to move out of the
Kelpie's Melee range.
Heart's Desire - Passive: After the Kelpie interacts with or watches
a creature for at least a hundred heartbeats, the Kelpie knows
the physical form that creature would fi nd most pleasing or
alluring.
Shapeshifter - Action: Mark a Stress to change the Kelpie's
physical form into any creature or object smaller than a wagon.
Acreature has disadvantage on rolls against the Kelpie while the
Kelpie is in a form the creature fi nds pleasing or alluring.
Enchant - Action: Spend a Fear to have the Kelpie beguile a
PC within Close range. The PC must succeed on an Instinct
Reaction Roll or become Enchanted until they take damage.
While Enchanted, the PC perceives the Kelpie as a trusted friend
or ally and will do what the Kelpie says unless it contradicts the
PC's most deeply held morals.
Masque Muerte¶
Tier Solo
The raging soul of a villainous masked wrestler.
Motives & Tactics: Call out, embarrass, energize the audience, pin
opponents to the ground
Diffi culty: 13 | Thresholds: 7/14 | HP: 8 | Stress: 4
ATK: +4 | Open-Handed Strike: Melee | 1d12+2 mag
Experience: Grappler +3, Showboat +3
Features¶
Libre - Passive: The Masque Muerte can't be Restrained.
Heel Turn - Action: Mark a Stress to make an attack against a PC
within Close range. On a success, the target must mark a Stress
and is temporarily Vulnerable as the Masque Muerte assaults
them with a string of insulting taunts.
Spectral Suplex - Action: Spend a Fear to have the Masque Muerte
suplex a Restrained PC, dealing 1d10+6 magic damage to them.
Unmasking Death - Action: Spend a Fear to have the Masque
Muerte momentarily remove their mask, revealing their
horrifying face underneath. Each PC within Close range must
succeed on a Presence Reaction Roll or mark a Stress.
Tag Team - Reaction: When the Masque Muerte deals damage to a
PC, you can spend a Fear to have a spectral wrestler appear and
Pin the target until they escape with a successful Strength Roll.
While Pinned, the target is Restrained and takes an extra 1d12
magic damage from the Masque Muerte's attacks.
103
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SRD p. 104
Mechanorb¶
Tier Standard
Afl oating clockwork sphere that has telescoping limbs and comes
from a realm of machines and metal.
Motives & Tactics: Coordinate, (dis)assemble, move orthogonally,
speak in binary
Diffi culty: 12 | Thresholds: 5/10 | HP: 4 | Stress: 3
ATK: +1 | Needle: Melee | 1d10+1 phy
Experience: Machines +2
Features¶
Hive Mind - Passive: The Mechanorb gains a +1 bonus to their
Diffi culty for each other Mechanorb within Close range.
Adaptive Tactics - Passive: Pool. When the Mechanorb fails an
attack roll, add a token to the Mechanorb Pool. All Mechanorbs
in the scene gain a bonus to attack rolls equal to the number
of tokens in the Mechanorb Pool. Clear all tokens when any
Mechanorb takes Severe damage or is defeated.
Merchant¶
Tier Social
Afi nely dressed trader with a keen eye for fi nancial gain.
Motives & Tactics: Buy low and sell high, create demand, infl ate
prices, seek profi t
Diffi culty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 3
ATK: −4 | Club: Melee | 1d4+1 phy
Experience: Shrewd Negotiator +3
Features¶
Preferential Treatment - Passive: A PC who succeeds on a
Presence Roll against the Merchant gains a discount on
purchases. A PC who fails on a Presence Roll against the
Merchant must pay more and has disadvantage on future
Presence Rolls against the Merchant.
The Runaround - Passive: When a PC rolls a 14 or lower
on a Presence Roll made against the Merchant, they
must mark a Stress.
Minor Chaos Elemental¶
Tier Solo
Acoruscating mass of uncontrollable magic.
Motives & Tactics: Confound, destabilize, transmogrify
Diffi culty: 14 | Thresholds: 7/14 | HP: 7 | Stress: 3
ATK: +3 | Warp Blast: Close | 1d12+6 mag
Features¶
Arcane Form - Passive: The Elemental is resistant to magic
damage.
Sickening Flux - Action: Mark a HP to force all targets within Close
range to mark a Stress and become Vulnerable until their next
rest or they clear a HP.
Remake Reality - Action: Spend a Fear to transform the area
within Very Close range into a diff erent biome. All targets within
this area take 2d6+3 direct magic damage.
Magical Refl ection - Reaction: When the Elemental takes damage
from an attack within Close range, deal an amount of damage to
the attacker equal to half the damage they dealt.
Momentum - Reaction: When the Elemental makes a successful
attack against a PC, you gain a Fear.
Minor Fire Elemental¶
Tier Solo
Aliving fl ame the size of a large bonfi re.
Motives & Tactics: Encircle enemies, grow in size, intimidate,
start fi res
Diffi culty: 13 | Thresholds: 7/15 | HP: 9 | Stress: 3
ATK: +3 | Elemental Blast: Far | 1d10+4 mag
Features¶
Relentless (2) - Passive: The Elemental can be spotlighted up to
two times per GM turn. Spend Fear as usual to spotlight them.
Scorched Earth - Action: Mark a Stress to choose a point within
Far range. The ground within Very Close range of that point
immediately bursts into fl ames. All creatures within this area
must make an Agility Reaction Roll. Targets who fail take 2d8
magic damage from the fl ames. Targets who succeed take half
damage.
Explosion - Action: Spend a Fear to erupt in a fi ery explosion.
Make an attack against all targets within Close range. Targets
the Elemental succeeds against take 1d8 magic damage and are
knocked back to Far range.
Consume Kindling - Reaction: Three times per scene, when
the Elemental moves onto objects that are highly fl ammable,
consume them to clear a HP or a Stress.
Momentum - Reaction: When the Elemental makes a successful
attack against a PC, you gain a Fear.
Minor Demon¶
Tier Solo
Acrimson-hued creature from the Circles Below, consumed by rage
against all mortals.
Motives & Tactics: Act erratically, corral targets, relish pain,
torment
Diffi culty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 4
ATK: +3 | Claws: Melee | 1d8+6 phy
Features¶
Relentless (2) - Passive: The Demon can be spotlighted up to
two times per GM turn. Spend Fear as usual to spotlight them.
All Must Fall - Passive: When a PC rolls a failure with Fear while
within Close range of the Demon, they lose a Hope.
Hellfi re - Action: Spend a Fear to rain down hellfi re within Far
range. All targets within the area must make an Agility Reaction
Roll. Targets who fail take 1d20+3 magic damage.
Targets who succeed take half damage.
Reaper - Reaction: Before rolling damage for the Demon's attack,
you can mark a Stress to gain a bonus to the damage roll equal
to the Demon's current number of marked HP.
Momentum - Reaction: When the Demon makes a successful
attack against a PC, you gain a Fear.
104
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Minor Treant¶
Tier Minion
An ambulatory sapling rising up to defend their forest.
Motives & Tactics: Crush, overwhelm, protect
Diffi culty: 10 | Thresholds: None | HP: 1 | Stress: 1
ATK: −2 | Clawed Branch: Melee | 4 phy
Features¶
Minion () - Passive: The Treant is defeated when they take any
damage. For every 5 damage a PC deals to the Treant, defeat an
additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Minor Treants within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 4 physical damage
each. Combine this damage.
Mountain Troll¶
Tier Solo
Ahideous giant born out of a massive rock. They wear purloined
armor and a belt of severed heads or skulls.
Motives & Tactics: Ambush, bellow, hurl large boulders, smash,
stomp
Diffi culty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 3
ATK: +2 | Skull Flail: Very Close | 1d8+1 phy
Experience: Mountains +4
Features¶
Relentless (3) - Passive: The Troll can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight them.
Stolen Armor - Passive: Countdown. When combat begins, activate
a countdown with a value equal to the number of PCs. When the
Troll takes damage, reduce the severity by one threshold, then
tick down the countdown. When it triggers, the Troll evolves (see
"Enraged Mountain Troll").
Flail Swipe - Action: Mark a Stress to make an attack against all
targets in front of the Troll within Very Close range. Targets the
Troll succeeds against take 2d8+2 physical damage.
Enraged Mountain Troll - Evolution: The Troll loses their "Stolen
Armor" and "Flail Swipe" features, then gains a +1 bonus to their
Diffi culty. Additionally, they gain the "Double Swipe" feature and
replace "Skull Flail" with the following standard attack:
Claw Swipe: Very Close | 1d10+3 phy
Double Swipe - Action: Spend a Fear to move up to Close range
and make two standard attacks against a target within Melee
range. If both attacks succeed, combine the damage, and the
target loses a Hope.
Octopus¶
Tier Skulk
An aquatic, soft-bodied mollusk that has eight sucker-bearing arms
and a hard, beaklike jaw.
Motives & Tactics: Crawl along the ocean fl oor, eat fi sh, squirt ink
to escape
Diffi culty: 12 | Thresholds: 3/None | HP: 2 | Stress: 3
ATK: −1 | Beak: Melee | 1d6 phy
Experience: Dexterity +3, Water +3
Features¶
Grapple - Action: Make an attack roll against a target within
Close range. On a success, the target becomes Restrained and
Vulnerable until they escape with a successful Strength Roll.
Squirt Ink - Action: Mark a Stress to have the Octopus squirt ink.
On land, the ink covers the ground within Very Close range.
Each creature who moves through that area must succeed on
an Agility Reaction Roll or slip and fall, becoming Vulnerable until
they exit the area. If this feature is used while the Octopus is
underwater, it instead creates a cloud of darkness that fi lls an
area within Very Close range and blocks line of sight.
Green Ooze¶
Tier Skulk
Amoving mound of translucent green slime.
Motives & Tactics: Camoufl age, consume and multiply, creep up,
envelop
Diffi culty: 8 | Thresholds: 5/10 | HP: 5 | Stress: 2
ATK: +1 | Ooze Appendage: Melee | 1d6+1 mag
Experience: Camoufl age +3
Features¶
Slow - Passive: When you spotlight the Ooze and they don't have
a token on their stat block, they can't act yet. Place a token on
their stat block and describe what they're preparing to do. When
you spotlight the Ooze and they have a token on their stat block,
clear the token and they can act.
Acidic Form - Passive: When the Ooze makes a successful attack,
the target must mark an Armor Slot without receiving its
benefi ts (they can still use armor to reduce the damage). If they
can't mark an Armor Slot, they must mark an additional HP.
Envelop - Action: Make a standard attack against a target within
Melee range. On a success, the Ooze envelops them and the
target must mark 2 Stress. The target must mark an additional
Stress when they make an action roll. If the Ooze takes Severe
damage, the target is freed.
Split - Reaction: When the Ooze has 3 or more HP marked, you
can spend a Fear to split them into two Tiny Green Oozes (with
no marked HP or Stress). Immediately spotlight both of them.
Tiny Green Ooze¶
Tier Skulk
Asmall moving mound of translucent green slime.
Motives & Tactics: Camoufl age, creep up
Diffi culty: 14 | Thresholds: 4/None | HP: 2 | Stress: 1
ATK: −1 | Ooze Appendage: Melee | 1d4+1 mag
Features¶
Acidic Form - Passive: When the Ooze makes a successful attack,
the target must mark an Armor Slot without receiving its
benefi ts (they can still use armor to reduce the damage). If they
can't mark an Armor Slot, they must mark an additional HP.
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Red Ooze¶
Tier Skulk
Amoving mound of translucent fl aming red slime.
Motives & Tactics: Camoufl age, consume and multiply, ignite,
start fi res
Diffi culty: 10 | Thresholds: 6/11 | HP: 5 | Stress: 3
ATK: +1 | Ooze Appendage: Melee | 1d8+3 mag
Experience: Camoufl age +3
Features¶
Creeping Fire - Passive: The Ooze can only move within Very Close
range as their normal movement. They light any fl ammable
object they touch on fi re.
Ignite - Action: Make an attack against a target within Very Close
range. On a success, the target takes 1d8 magic damage and is
Ignited until they're extinguished with a successful Finesse Roll
(14). While Ignited, the target takes 1d4 magic damage when
they make an action roll.
Split - Reaction: When the Ooze has 3 or more HP marked, you
can spend a Fear to split them into two Tiny Red Oozes (with no
marked HP or Stress). Immediately spotlight both of them.
Tiny Red Ooze¶
Tier Skulk
Asmall moving mound of translucent fl aming red slime
Motives & Tactics: Blaze, camoufl age
Diffi culty: 11 | Thresholds: 5/None | HP: 2 | Stress: 1
ATK: −1 | Ooze Appendage: Melee | 1d4+2 mag
Features¶
Burning - Reaction: When a creature within Melee range deals
damage to the Ooze, they take 1d6 direct magic damage.
Panther¶
Tier Skulk
Alarge feline predator that stalks its prey from the shadows.
Motives & Tactics: Climb trees, pounce, stalk
Diffi culty: 14 | Thresholds: 5/10 | HP: 4 | Stress: 3
ATK: +2 | Teeth and Claws: Melee | 1d8+1 phy
Experience: Keen Senses +3, Slink +3
Features¶
Shadow Stalker - Passive: While Hidden, the Panther gains a +2
bonus to its attack rolls.
Pouncing Strike - Action: Mark a Stress to have the Panther leap
into Melee range of a target within Far range and make an attack
against them. On a success, deal 1d12+2 physical damage.
Petty Noble¶
Tier Social
Arichly dressed and adorned aristocrat brimming with hubris.
Motives & Tactics: Abuse power, gather resources, mobilize
minions
Diffi culty: 14 | Thresholds: 6/10 | HP: 3 | Stress: 5
ATK: −3 | Rapier: Melee | 1d6+1 phy
Experience: Aristocrat +3
Features¶
My Land, My Rules - Passive: All social actions made against the
Noble on their land have disadvantage.
Guards, Seize Them! - Action: Once per scene, mark a Stress to
summon 1d4 Bladed Guards, who appear at Far range to enforce
the Noble's will.
Exile - Action: Spend a Fear and target a PC. The Noble
proclaims that the target and their allies are exiled from the
noble's territory. While exiled, the target and their allies have
disadvantage during social situations within the Noble's domain.
Phantom¶
Tier Standard
The echo of a lost soul in the form of an ectoplasmic shadow.
Motives & Tactics: Create cold spots, swoop through the air,
whisper dark tidings
Diffi culty: 11 | Thresholds: 5/None | HP: 2 | Stress: 1
ATK: −1 | Chill Touch: Melee | 1d6+2 mag
Experience: Spooky +3
Features¶
Incorporeal - Passive: The Phantom has resistance to physical
damage and can move through solid objects.
Fear Aura - Passive: A PC who takes the spotlight within Very Close
range of the Phantom must succeed on a Presence Reaction Roll
(10) or mark a Stress.
Lingering Haunt - Reaction: Countdown (1d6). When the Phantom
is defeated, you can spend a Fear to activate the countdown. It
ticks down when a PC rolls with Fear. When it triggers, clear the
Phantom's HP and immediately spotlight them.
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Pirate Captain¶
Tier Leader
Acharismatic sea dog with an impressive hat, eager to raid
and plunder.
Motives & Tactics: Command, make 'em walk the plank, plunder,
raid
Diffi culty: 14 | Thresholds: 7/14 | HP: 7 | Stress: 5
ATK: +4 | Cutlass: Melee | 1d12+2 phy
Experience: Commander +2, Sailor +3
Features¶
Swashbuckler - Passive: When the Captain marks 2 or fewer
HP from an attack within Melee range, the attacker must
mark a Stress.
Reinforcements - Action: Once per scene, mark a Stress to
summon a Pirate Raiders Horde, which appears at Far range.
No Quarter - Action: Spend a Fear to choose a target who has
three or more Pirates within Melee range of them. The Captain
leads the Pirates in hurling threats and promises of a watery
grave. The target must make a Presence Reaction Roll. On a
failure, the target marks 1d4+1 Stress. On a success, they must
mark a Stress.
Momentum - Reaction: When the Captain makes a successful
attack against a PC, you gain a Fear.
Pirate Raiders¶
Tier Horde (/HP)
Seafaring scoundrels moving in a ravaging pack.
Motives & Tactics: Gang up, plunder, raid
Diffi culty: 12 | Thresholds: 5/11 | HP: 4 | Stress: 3
ATK: +1 | Cutlass: Melee | 1d8+2 phy
Experience: Sailor +3
Features¶
Horde (1d4+1) - Passive: When the Raiders have marked half or
more of their HP, their standard attack deals 1d4+1 physical
damage instead.
Swashbuckler - Passive: When the Raiders mark 2 or fewer HP from
an attack within Melee range, the attacker must mark a Stress.
Pirate Tough¶
Tier Bruiser
Athickly muscled and tattooed pirate with melon-sized fi sts.
Motives & Tactics: Plunder, raid, smash, terrorize
Diffi culty: 13 | Thresholds: 8/15 | HP: 5 | Stress: 3
ATK: +1 | Massive Fists: Melee | 2d6 phy
Experience: Sailor +2
Features¶
Swashbuckler - Passive: When the Tough marks 2 or fewer HP from
an attack within Melee range, the attacker must mark a Stress.
Clear the Decks - Action: Make an attack against a target within
Very Close range. On a success, mark a Stress to move into
Melee range of the target, dealing 3d4 physical damage and
knocking the target back to Close range.
Pol Tergeist¶
Tier Ranged
Abaleful, translucent spirit that possesses inanimate objects.
Motives & Tactics: Flicker candles, rattle chains, shake windows,
throw people around the room
Diffi culty: 9 | Thresholds: 4/None | HP: 2 | Stress: 2
ATK: −1 | Thrown Object: Far | 1d6+3 phy
Experience: Spooky +3
Features¶
Specter - Passive: The Poltergeist has resistance to physical
damage. Mark a Stress to move up to Close range through solid
objects.
Possessor - Action: Mark a Stress to have the Poltergeist inhabit
a nonmagical object that is entirely within Close range, infusing
the object with a ghostly glow. The next time the Poltergeist
would take damage, the object is destroyed instead, and the
Poltergeist is expelled from it.
Ghost Storm - Action: Spend a Fear to have the Poltergeist pull
all unequipped nonmagical objects within Very Close range into
a violent vortex. Each target in that area must make an Agility
Reaction Roll. Targets who fail take 1d12+2 physical damage.
Targets who succeed take half damage.
Rabble Mawb¶
Tier Horde (/HP)
These cat-sized balls of hair, limbs, and teeth travel in a "mawb" of
a dozen.
Motives & Tactics: Chitter and chew, clump together, roll around
Diffi culty: 8 | Thresholds: 4/8 | HP: 4 | Stress: 2
ATK: −2 | Chomp: Melee | 1d6+3 phy
Experience: Underground +2
Features¶
Horde (1d4+1) - Passive: When the Rabble Mawb has marked
half or more of its HP, its standard attack deals 1d4+1 physical
damage instead.
Come Back Worse - Reaction: When the Rabble Mawb is defeated,
you can spend a Fear to bring it back to life, clearing all HP
and Stress. The Rabble Mawb gains a bonus to all rolls equal to
the number of times this feature has been used by this Rabble
Mawb.
Redcap Biters¶
Tier Horde (/HP)
Atroop of fi st-sized fey creatures who have needle-sharp teeth and
conical red caps sealed on their heads with candle wax.
Motives & Tactics: Bring 'em down, celebrate tiny victories, giggle
and chitter, scamper between the walls
Diffi culty: 10 | Thresholds: 6/11 | HP: 5 | Stress: 3
ATK: −1 | Gnash: Melee | 1d8+4 phy
Experience: Nooks and Crannies +3
Features¶
Horde (1d4+2) - Passive: When the Biters have marked half or
more of their HP, their standard attack deals 1d4+2 physical
damage instead.
Ankle Weights - Passive: A PC must mark a Stress to move out of
the Biters' Melee range.
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Redcap Breaker¶
Tier Bruiser
Alarge, brutish fey creature who has a conical red cap sealed on
their head with candle wax.
Motives & Tactics: Beat chest and bellow, ragdoll puny enemies,
rush forward recklessly
Diffi culty: 13 | Thresholds: 8/15 | HP: 6 | Stress: 3
ATK: +1 | Wooden Mallet: Melee | 1d12+2 phy
Experience: Bones +2
Features¶
Backbreaker - Action: Mark a Stress to make an attack against a
target within Melee range. On a success, deal 3d4+10 physical
damage. Atarget who marks HP from this attack is Restrained
until they clear a HP.
Kneecapper - Reaction: When the Breaker makes a successful
standard attack, you can spend a Fear to make the target
temporarily Vulnerable.
Redcap Butcher¶
Tier Standard
Ahalfl ing-sized fey creature who hacks their victims apart with
a variety of cutting implements. They wear a conical red hat
sealed on their head with candle wax.
Motives & Tactics: Grin disconcertingly, hack and slash, scramble
Diffi culty: 12 | Thresholds: 5/10 | HP: 4 | Stress: 3
ATK: +1 | Meat Cleaver: Melee | 1d8+1 phy
Experience: Scurry +2
Features¶
Chop Happy - Action: Mark a Stress to make a standard attack
against up to three targets. For each target who marks HP, you
gain a Fear.
Knife Thrower - Action: Mark a Stress to make a standard attack
against a target within Far range. If the Butcher is Hidden, they
make the attack with advantage.
Redcap Candlemaker¶
Tier Leader
Apale, gaunt cult leader wearing a conical red cap sealed on their
head with candle wax. They wield a long rod with a candle atop it
made from a hanged criminal's hand.
Motives & Tactics: Cast long shadows, keep out of the fray, show
them the light
Diffi culty: 13 | Thresholds: 7/13 | HP: 6 | Stress: 3
ATK: +3 | Burning Candlestick: Very Close | 1d10+2 mag
Experience: Vigilance +3
Features¶
Hand of Glory - Passive: When the Candlemaker appears, place
5 tokens on this stat block. Remove a token whenever the
Candlemaker marks a HP. While this stat block has 1 or more
tokens on it, the Candlemaker is Hidden.
Torchbearer - Passive: The light of the Candlemaker's Hand of
Glory inspires bloodlust in their allies. While this stat block has 1
or more tokens on it, each Redcap adversary within Close range
gains a +1 bonus to their damage rolls.
Dance in the Flames - Action: Spend a token from this stat block.
The Candlemaker conjures a ball of fi re on a group of PCs within
Far range. Each target must make an Agility Reaction Roll.
Targets who fail take 2d10 magic damage. Targets who succeed
take half damage.
Redcap Skinner¶
Tier Minion
Acat-sized fey creature wielding a straight razor and wearing a
conical red cap sealed on their head with candle wax.
Motives & Tactics: Flense, giggle, scrape, slice
Diffi culty: 9 | Thresholds: None | HP: 1 | Stress: 1
ATK: −1 | Razor: Melee | 2 phy
Experience: Leatherwork +3
Features¶
Minion (4) - Passive: The Skinner is defeated when they take any
damage. For every 4 damage a PC deals to the Skinner, the
PC defeats an additional Minion within range the attack would
succeed against.
Shallow Cuts - Passive: When a PC fails a roll, they take 1 physical
damage for each Skinner within Melee range of them. Combine
this damage.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Redcap Skinners within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 2 physical damage
each. Combine this damage.
Rugaru¶
Tier Solo
Awolf-headed humanoid cursed by the gods to prowl the swamps in
search of blood.
Motives & Tactics: Blaspheme, go for the throat, stalk, terrorize
Diffi culty: 14 | Thresholds: 7/14 | HP: 8 | Stress: 4
ATK: +4 | Snapping Jaws: Melee | 2d8+4 phy
Experience: Swamps +3
Features¶
Relentless (3) - Passive: The Rugaru can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight them.
Child of Night - Passive: While in moonlight, the Rugaru gains a +2
bonus to their Diffi culty.
Bloodthirsty - Passive: When a PC marks HP from the Rugaru's
standard attack, add a token to this stat block. The Rugaru gains
a bonus to attack rolls equal to the number of tokens on this stat
block. Clear all tokens when the Rugaru takes Severe damage.
Howl at the Moon - Action: Mark a Stress to force each PC within
Far range to make a Presence Reaction Roll (15). Targets who fail
lose a Hope. Gain a Fear for each Hope lost. If a PC has no Hope,
they must mark a Stress and become Vulnerable until they roll
with Hope.
Flesh Ripper - Action: Mark a Stress to make an attack against
a target within Melee range. On a success, deal 1d12+2 direct
physical damage.
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Sawtoothed Gillbeast¶
Tier Standard
Astocky fi sh creature that has rows of razor-sharp teeth.
Motives & Tactics: Clamber ashore, hit and run, peek above the
waterline
Diffi culty: 12 | Thresholds: 5/10 | HP: 4 | Stress: 2
ATK: +1 | Waterlogged Weaponry: Close | 1d8+1 phy
Experience: Aquatic +2
Features¶
Ka-Chomp - Action: Mark a Stress to attack a target within Melee
range. On a success, the target takes 1d12 physical damage and
must mark an Armor Slot without gaining its benefi t (they can
still use armor to reduce the damage).
Feeding Frenzy - Reaction: When a creature marks HP, you can
spend a Fear to spotlight all Sawtoothed Gillbeasts within Very
Close range of them. Those Gillbeasts move into Melee range of
the creature and each make a standard attack against them. If
any attacks succeed, combine their damage.
Scaly - Reaction: When the Gillbeast would mark any number of
HP, roll a d6. On a result of 6, you can mark a Stress instead.
Sellsword¶
Tier Minion
An armed mercenary testing their luck.
Motives & Tactics: Charge, lacerate, overwhelm, profi t
Diffi culty: 10 | Thresholds: None | HP: 1 | Stress: 1
ATK: +3 | Longsword: Melee | 3 phy
Features¶
Minion (4) - Passive: The Sellsword is defeated when they take
any damage. For every 4 damage a PC deals to the Sellsword,
defeat an additional Minion within range the attack would
succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Sellswords within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 3 physical damage
each. Combine this damage.
Skeleton Archer¶
Tier Ranged
Afragile skeleton with a shortbow and arrows.
Motives & Tactics: Perforate distracted targets, play dead, steal
skin
Diffi culty: 9 | Thresholds: 4/7 | HP: 3 | Stress: 2
ATK: +2 | Shortbow: Far | 1d8+1 phy
Features¶
Opportunist - Passive: When two or more adversaries are within
Very Close range of a creature, all damage the Archer deals to
that creature is doubled.
Deadly Shot - Action: Make an attack against a Vulnerable target
within Far range. On a success, mark a Stress to deal 3d4+8
physical damage.
Skeleton Dredge¶
Tier Minion
Aclattering pile of bones.
Motives & Tactics: Fall apart, overwhelm, play dead, steal skin
Diffi culty: 8 | Thresholds: None | HP: 1 | Stress: 1
ATK: −1 | Bone Claws: Melee | 1 phy
Features¶
Minion (4) - Passive: The Dredge is defeated when they take any
damage. For every 4 damage a PC deals to the Dredge, defeat an
additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Dredges within Close range of them. Those Minions
move into Melee range of the target and make one shared attack
roll. On a success, they deal 1 physical damage each. Combine
this damage.
Skeleton Knight¶
Tier Bruiser
Alarge armored skeleton with a huge blade.
Motives & Tactics: Cut down the living, steal skin, wreak havoc
Diffi culty: 13 | Thresholds: 7/13 | HP: 5 | Stress: 2
ATK: +2 | Rusty Greatsword: Melee | 1d10+2 phy
Features¶
Terrifying - Passive: When the Knight makes a successful attack,
all PCs within Close range lose a Hope and you gain a Fear.
Cut to the Bone - Action: Mark a Stress to make an attack
against all targets within Very Close range. Targets the Knight
succeeds against take 1d8+2 physical damage and must mark a
Stress.
Dig Two Graves - Reaction: When the Knight is defeated, they
make an attack against a target within Very Close range
(prioritizing the creature who killed them). On a success, the
target takes 1d4+8 physical damage and loses 1d4 Hope.
Skeleton Warrior¶
Tier Standard
Adirt-covered skeleton armed with a rusted blade.
Motives & Tactics: Feign death, gang up, steal skin
Diffi culty: 10 | Thresholds: 4/8 | HP: 3 | Stress: 2
ATK: +0 | Sword: Melee | 1d6+2 phy
Features¶
Only Bones - Passive: The Warrior is resistant to physical damage.
Won't Stay Dead - Reaction: When the Warrior is defeated, you
can spotlight them and roll a d6. On a result of 6, if there are
other adversaries on the battlefi eld, the Warrior re-forms with no
marked HP.
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Soul-Shattered Mage¶
Tier Solo
Aspellcaster with a psyche broken by knowledge best left hidden.
Motives & Tactics: Babble in an unknown language, laugh
unsettlingly, wield power beyond control
Diffi culty: 12 | Thresholds: 8/15 | HP: 6 | Stress: 5
ATK: +2 | Wormwood Staff : Far | 1d12 mag
Experience: Forbidden Knowledge +2
Features¶
Relentless (3) - Passive: The Mage can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight them.
Broken Magic - Action: Mark a Stress to roll a d6. The Mage uses
the corresponding move:
1-2: Dimension Rift. Choose a target within Far range. The
target teleports to a point you choose within Close range
of their original position and takes 2d6 direct magic
damage as their body and mind reassemble.
3-4: Time Dilation. Choose a group of PCs within Far range.
Each target is Slowed until they roll with Hope. While
Slowed, a target is Vulnerable and must mark a Stress
when they move.
5-6: Discordant Visions. Make an attack against up to three
targets within Close range. Targets the Mage succeeds
against take 2d8 direct magic damage.
Feel My Pain - Reaction: When the Mage marks HP, roll a number
of d6s equal to the number of Stress the Mage has marked. The
Mage deals direct magic damage equal to the total result to all
PCs within Very Close range.
Spellblade¶
Tier Leader
Amercenary combining swordplay and magic to deadly eff ect.
Motives & Tactics: Blast, command, endure
Diffi culty: 14 | Thresholds: 8/14 | HP: 6 | Stress: 3
ATK: +3 | Empowered Longsword: Melee | 1d8+4 phy/mag
Experience: Magical Knowledge +2
Features¶
Arcane Steel - Passive: Damage dealt by the Spellblade's standard
attack is considered both physical and magic.
Suppressing Blast - Action: Mark a Stress and target a group
within Far range. All targets must succeed on an Agility Reaction
Roll or take 1d8+2 magic damage. You gain a Fear for each target
who marked HP from this attack.
Move as a Unit - Action: Spend 2 Fear to spotlight up to fi ve allies
within Far range.
Momentum - Reaction: When the Spellblade makes a successful
attack against a PC, you gain a Fear.
Spellbound Armor¶
Tier Bruiser
An empty suit of full plate armor that glows with a faint corona of
ghostly light.
Motives & Tactics: Clank noisily, move like clockwork, watch
silently
Diffi culty: 10 | Thresholds: 9/17 | HP: 6 | Stress: None
ATK: +0 | Zweihänder: Very Close | 1d10+1 phy
Experience: Guardian +2
Features¶
Tireless - Passive: The Armor can't be forced to mark Stress. When
an eff ect would cause it to mark Stress, the Armor ignores that
part of the eff ect.
Clatter & Recombobulate - Reaction: Once per scene when the
Armor is defeated, you can spend a Fear to reactivate it. Clear 2
HP and immediately spotlight it.
Swarm of Rats¶
Tier Horde (/HP)
Askittering mass of ordinary rodents moving as one like a ravenous
wave.
Motives & Tactics: Consume, obscure, swarm
Diffi culty: 10 | Thresholds: 6/10 | HP: 6 | Stress: 2
ATK: −3 | Claws: Melee | 1d8+2 phy
Features¶
Horde (1d4+1) - Passive: When the Swarm has marked half or
more of their HP, their standard attack deals 1d4+1 physical
damage instead.
In Your Face - Passive: All targets within Melee range have
disadvantage on attacks against targets other than the Swarm.
Syl V An Soldier¶
Tier Standard
Afaerie warrior adorned in armor made of leaves and bark.
Motives & Tactics: Ambush, hide, overwhelm, protect, trail
Diffi culty: 11 | Thresholds: 6/11 | HP: 4 | Stress: 2
ATK: +0 | Scythe: Melee | 1d8+1 phy
Experience: Tracker +2
Features¶
Pack Tactics - Passive: If the Soldier makes a standard attack and
another Sylvan Soldier is within Melee range of the target, deal
1d8+5 physical damage instead of their standard damage.
Forest Control - Action: Spend a Fear to pull down a tree within
Close range. Acreature hit by the tree must succeed on an
Agility Reaction Roll (15) or take 1d10 physical damage.
Blend In - Reaction: When the Soldier makes a successful attack,
you can mark a Stress to become Hidden until the Soldier's next
attack or a PC succeeds on an Instinct Roll (14) to fi nd them.
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Tangle Bramble Swarm¶
Tier Horde (/HP)
Acluster of animate, blood-drinking tumbleweeds, each the size
of a large gourd.
Motives & Tactics: Digest, entangle, immobilize
Diffi culty: 12 | Thresholds: 6/11 | HP: 6 | Stress: 3
ATK: +0 | Thorns: Melee | 1d6+3 phy
Experience: Camoufl age +2
Features¶
Horde (1d4+2) - Passive: When the Swarm has marked half or
more of their HP, their standard attack deals 1d4+2 physical
damage instead.
Crush - Action: Mark a Stress to deal 2d6+8 direct physical
damage to a target with 3 or more bramble tokens.
Encumber - Reaction: When the Swarm succeeds on an attack,
give the target a bramble token. If a target has any bramble
tokens, they are Restrained. If a target has 3 or more bramble
tokens, they are also Vulnerable. All bramble tokens can be
removed by succeeding on a Finesse Roll (12 + the number
of bramble tokens) or dealing Major or greater damage to the
Swarm. If bramble tokens are removed from a target using a
Finesse Roll, a number of Tangle Bramble Minions spawn within
Melee range equal to the number of tokens removed.
Tangle Bramble¶
Tier Minion
An animate, blood-drinking tumbleweed.
Motives & Tactics: Combine, drain, entangle
Diffi culty: 11 | Thresholds: None | HP: 1 | Stress: 1
ATK: −1 | Thorns: Melee | 2 phy
Features¶
Minion (4) - Passive: The Bramble is defeated when they take any
damage. For every 4 damage a PC deals to the Tangle Bramble,
defeat an additional Minion within range the attack would
succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Tangle Brambles within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 2 physical damage
each. Combine this damage.
Drain and Multiply - Reaction: When an attack from the Bramble
causes a target to mark HP and there are three or more Tangle
Bramble Minions within Close range, you can combine the
Minions into a Tangle Bramble Swarm Horde. The Horde's HP is
equal to the number of Minions combined.
Viper¶
Tier Minion
Asmall serpent that envenomates its prey with hinged fangs.
Motives & Tactics: Lie in wait, slither, strike
Diffi culty: 11 | Thresholds: None | HP: 1 | Stress: 1
ATK: +3 | Bite: Melee | 1 phy
Experience: Grounded +4
Features¶
Minion (4) - Passive: The Viper is defeated when it takes any
damage. For every 4 damage a PC deals to the Viper, the PC
defeats an additional Minion within range the attack would
succeed against.
Venomous - Passive: When the Viper makes a successful standard
attack, the target becomes temporarily Envenomated. While
Envenomated, the target must mark a Stress whenever they
make an action roll.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Vipers within Close range of them. Those Minions
move into Melee range of the target and make one shared attack
roll. On a success, they deal 1 physical damage each. Combine
this damage.
Waxwork Creation¶
Tier Solo
Aten-foot-tall, semisolid (and semisentient) candle wax construct.
Motives & Tactics: Lumber menacingly, moan with the pain of
unlife, smother
Diffi culty: 13 | Thresholds: 8/15 | HP: 10 | Stress: 3
ATK: +2 | Fists: Very Close | 1d20 phy
Experience: Giant-Sized +2
Features¶
Relentless (2) - Passive: The Creation can be spotlighted up to two
times per GM turn. Spend Fear as usual to spotlight it.
No Vital Organs - Passive: The Creation doesn't take extra damage
from attacks that critically succeed against it.
Wax Ball - Action: Mark a Stress to have the Creation throw a ball
of wax at a target within Far range. Make an attack against the
target. On a success, the target takes 1d12+2 physical damage
and becomes Restrained until they succeed on a Strength
Roll (15).
Splutch! - Reaction: When a PC within Melee range of the Creation
makes a weapon attack against it, roll a d6. On a 5 or higher,
the attacker's weapon gets stuck in the Creation and can be
removed only with a successful Strength Roll (15).
Smothering Grapple - Reaction: When the Creation makes a
successful standard attack against a target within Melee range,
you can spend a Fear to Trap the target inside the Creation's wax
body. While Trapped, the target is Restrained and must mark a
Stress and move with the Creation each time it's spotlighted.
A Trapped creature is freed when the Creation takes Major or
greater damage.
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Weaponmaster¶
Tier Bruiser
Amaster-at-arms wielding a sword twice their size.
Motives & Tactics: Act fi rst, aim for the weakest, intimidate
Diffi culty: 14 | Thresholds: 8/15 | HP: 6 | Stress: 3
ATK: +2 | Claymore: Very Close | 1d12+2 phy
Features¶
Goading Strike - Action: Make a standard attack against a
target. On a success, mark a Stress to Taunt the target until
their next successful attack. The next time the Taunted target
attacks, they have disadvantage against targets other than the
Weaponmaster.
Adrenaline Burst - Action: Once per scene, spend a Fear to clear
2 HP and 2 Stress.
Momentum - Reaction: When the Weaponmaster makes a
successful attack against a PC, you gain a Fear.
Young Dry Ad¶
Tier Leader
An imperious tree-person leading their forest's defenses.
Motives & Tactics: Command, nurture, prune the unwelcome
Diffi culty: 11 | Thresholds: 6/11 | HP: 6 | Stress: 2
ATK: +0 | Scythe: Melee | 1d8+5 phy
Experience: Leadership +3
Features¶
Voice of the Forest - Action: Mark a Stress to spotlight 1d4 allies
within range of a target they can attack without moving. On a
success, their attacks deal half damage.
Thorny Cage - Action: Spend a Fear to form a cage around a target
within Very Close range and Restrain them until they're freed
with a successful Strength Roll. When a creature makes an
action roll against the cage, they must mark a Stress.
Momentum - Reaction: When the Dryad makes a successful attack
against a PC, you gain a Fear.
Will-O'-The-Wisps¶
Tier Horde (/HP)
Lazily fl oating orbs of color-shifting werelight.
Motives & Tactics: Dazzle and distract, disorient, lead astray
Diffi culty: 9 | Thresholds: 5/9 | HP: 4 | Stress: 2
ATK: −3 | Flash: Close | 1d4+2 mag
Experience: Darkness +3
Features¶
Horde (1d4−1) - Passive: When the Will-o'-the-Wisps have marked
half or more of their HP, their standard attack deals 1d4−1
magic damage instead.
Kaleidoscopic - Passive: The Will-o'-the-Wisps pulse and dance in
hypnotic, color-changing patterns that entrance any creature
who looks upon them. All targets within Very Close range of the
Will-o'-the-Wisps are Vulnerable.
Fascinating - Action: Spend a Fear to have the Will-o'-the-Wisps
trace looping light trails through the air, leaving afterimages that
beg to be deciphered. Each PC within Far range must succeed on
an Instinct Reaction Roll (13) or mark a Stress and move up to
Close range toward the Will-o'-the-Wisps.
Yufo¶
Tier Social
Alarge, interdimensional jellyfi shlike creature that fl oats in and out
of the timestream.
Motives & Tactics: Exchange information about possible
timelines, feed on heightened emotions, watch from the shadows
Diffi culty: 14 | Thresholds: 6/10 | HP: 3 | Stress: 5
ATK: −3 | Tentacle Lash: Very Close | 1d6+3 phy
Experience: Secrets +3, Floating Oddity +3
Features¶
Telepathic - Passive: The Yufo can mentally communicate with
creatures within Very Far range.
Psychic Strongbox - Passive: The Yufo is immune to abilities and
features that would aff ect or alter its thoughts or emotions.
Glitch Wave - Action: Spend a Fear and choose up to three
targets within Close range. Each target must succeed on a
Instinct Reaction Roll or become desynced from reality and have
disadvantage on Instinct Rolls until they use a downtime move to
ground their psyches in the now.
Temporal Corrosion - Reaction: When the Yufo succeeds on a
standard attack, you can mark a Stress to have the Yufo excrete
an entropic acid through its skin, giving the target a −2 penalty
to their damage thresholds until they use a downtime move to
repair their armor.
Brawny Zombie¶
Tier Bruiser
Alarge corpse, decay-bloated and angry.
Motives & Tactics: Crush, destroy, hail debris, slam
Diffi culty: 10 | Thresholds: 8/15 | HP: 7 | Stress: 4
ATK: +2 | Slam: Very Close | 1d12+3 phy
Experience: Collateral Damage +2, Throw +4
Features¶
Slow - Passive: When you spotlight the Zombie and they don't have
a token on their stat block, they can't act yet. Place a token on
their stat block and describe what they're preparing to do. When
you spotlight the Zombie and they have a token on their stat
block, clear the token and they can act.
Rend Asunder - Action: Make a standard attack with advantage
against a target the Zombie has Restrained. On a success, the
attack deals direct damage.
Rip and Tear - Reaction: When the Zombies makes a successful
standard attack, you can mark a Stress to temporarily Restrain
the target and force them to mark 2 Stress.
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Patchwork Zombie Hulk¶
Tier Solo
Atowering gestalt of corpses moving as one, with torso-sized limbs
and fi sts as large as a grown halfl ing.
Motives & Tactics: Absorb corpses, fl ail, hunger, terrify
Diffi culty: 13 | Thresholds: 8/15 | HP: 10 | Stress: 3
ATK: +4 | Too Many Arms: Very Close | 1d20 phy
Experience: Intimidation +2, Tear Things Apart +2
Features¶
Destructible - Passive: When the Zombie takes Major or greater
damage, they mark an additional HP.
Flailing Limbs - Passive: When the Zombie makes a standard
attack, they can attack all targets within Very Close range.
Another for the Pile - Action: When the Zombie is within Very
Close range of a corpse, they can incorporate it into themselves,
clearing a HP and a Stress.
Tormented Screams - Action: Mark a Stress to cause all PCs within
Far range to make a Presence Reaction Roll (13). Targets who fail
lose a Hope and you gain a Fear for each. Targets who succeed
must mark a Stress.
Rotted Zombie¶
Tier Minion
Adecaying corpse ambling toward their prey.
Motives & Tactics: Eat fl esh, hunger, maul, surround
Diffi culty: 8 | Thresholds: None | HP: 1 | Stress: 1
ATK: −3 | Bite: Melee | 2 phy
Features¶
Minion (3) - Passive: The Zombie is defeated when they take
any damage. For every 3 damage a PC deals to the Zombie,
defeat an additional Minion within range the attack would
succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Rotted Zombies within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 2 physical damage
each. Combine this damage.
Shambling Zombie¶
Tier Standard
An animated corpse that moves shakily, driven only by hunger.
Motives & Tactics: Devour, hungry, mob enemy, shred fl esh
Diffi culty: 10 | Thresholds: 4/6 | HP: 4 | Stress: 1
ATK: +0 | Bite: Melee | 1d6+1 phy
Features¶
Too Many to Handle - Passive: When the Zombie is within Melee
range of a creature and at least one other Zombie is within Close
range, all attacks against that creature have advantage.
Horrifying - Passive: Targets who mark HP from the Zombie's
attacks must also mark a Stress.
Zombie Pack¶
Tier Horde (/HP)
Agroup of shambling corpses instinctively moving together.
Motives & Tactics: Consume fl esh, hunger, maul
Diffi culty: 8 | Thresholds: 6/12 | HP: 6 | Stress: 3
ATK: −1 | Bite: Melee | 1d10+2 phy
Features¶
Horde (1d4+2) - Passive: When the Zombies have marked half or
more of their HP, their standard attack deals 1d4+2 physical
damage instead.
Overwhelm - Reaction: When the Zombies mark HP from an attack
within Melee range, you can mark a Stress to make a standard
attack against the attacker.
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Tier 2 Adversaries (Levels 2-4)¶
Archer Squadron¶
Tier Horde (/HP)
Agroup of trained archers bearing massive bows.
Motives & Tactics: Stick together, survive, volley fi re
Diffi culty: 13 | Thresholds: 8/16 | HP: 4 | Stress: 3
ATK: +0 | Longbow: Far | 2d6+3 phy
Features¶
Horde (1d+3) - Passive: When the Squadron has marked half or
more of their HP, their standard attack deals 1d6+3 physical
damage instead.
Focused Volley - Action: Spend a Fear to target a point within
Far range. Make an attack with advantage against all targets
within Close range of that point. Targets the Squadron succeeds
against take 1d10+4 physical damage.
Suppressing Fire - Action: Mark a Stress to target a point within
Far range. Until the next roll with Fear, a creature who moves
within Close range of that point must make an Agility Reaction
Roll. On a failure, they take 2d6+3 physical damage. On a
success, they take half damage.
Apprentice Assassin¶
Tier Minion
Ayoung trainee eager to prove themselves.
Motives & Tactics: Act reckless, kill, prove their worth, show off
Diffi culty: 13 | Thresholds: None | HP: 1 | Stress: 1
ATK: −1 | Thrown Dagger: Very Close | 4 phy
Experience: Intrusion +2
Features¶
Minion () - Passive: The Assassin is defeated when they take
any damage. For every 6 damage a PC deals to the Assassin,
defeat an additional Minion within range the attack would
succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Apprentice Assassins within Close range of them.
Those Minions move into Melee range of the target and make
one shared attack roll. On a success, they deal 4 physical
damage each. Combine this damage.
Assassin Poisoner¶
Tier Skulk
Acunning scoundrel skilled in both poisons and ambushing.
Motives & Tactics: Anticipate, get paid, kill, taint food and water
Diffi culty: 14 | Thresholds: 8/16 | HP: 4 | Stress: 4
ATK: +3 | Poisoned Throwing Dagger: Close | 2d8+1 phy
Experience: Intrusion +2
Features¶
Grindletooth Venom - Passive: Targets who mark HP from the
Assassin's attacks are Vulnerable until they clear a HP.
Out of Nowhere - Passive: The Assassin has advantage on attacks
if they are Hidden.
Fumigation - Action: Drop a smoke bomb that fi lls the air within
Close range with smoke, Dizzying all targets in this area. Dizzied
targets have disadvantage on their next action roll, then clear the
condition.
Master Assassin¶
Tier Leader
Aseasoned killer with a threatening voice and a deadly blade.
Motives & Tactics: Ambush, get out alive, kill, prepare
for all scenarios
Diffi culty: 15 | Thresholds: 12/25 | HP: 7 | Stress: 5
ATK: +5 | Serrated Dagger: Close | 2d10+2 phy
Experience: Command +3, Intrusion +3
Features¶
Won't See It Coming - Passive: The Assassin deals direct damage
while they're Hidden.
Strike as One - Action: Mark a Stress to spotlight a number of
other Assassins equal to the Assassin's unmarked Stress.
The Subtle Blade - Reaction: When the Assassin successfully
makes a standard attack against a Vulnerable target, you can
spend a Fear to deal Severe damage instead of their standard
damage.
Momentum - Reaction: When the Assassin makes a successful
attack against a PC, you gain a Fear.
Banshee¶
Tier Skulk
Acorrupted fey spirit that haunts the night in the form of a willowy
specter wearing a luminous gossamer gown.
Motives & Tactics: Ambush from inside solid objects, frighten to
death, mourn life and beauty lost, scream balefully
Diffi culty: 14 | Thresholds: 9/18 | HP: 5 | Stress: 3
ATK: +2 | Fingernails: Melee | 2d6+1 mag
Experience: Vain +3, Wrathful +3
Features¶
Specter - Passive: The Banshee has resistance to physical damage.
Mark a Stress to move up to Close range through solid objects.
Terrifying - Passive: When the Banshee makes a successful attack,
all PCs within Close range lose a Hope, and you gain a Fear.
Scare Tactic - Action: Up to three times per scene, spend a Fear
to have the Banshee teleport up to Very Far range and scare a
PC within Melee range. The PC marks 1d4 Stress. If this causes
them to mark HP, they also lose a Hope.
Wail of Despair - Action: Mark a Stress to have the Banshee
unleash a mournful scream of pain and anguish. Each PC within
Close range must make a Presence Reaction Roll. Targets who
succeed take 1d12+1 magic damage. Targets who fail take
double damage and are knocked back to Close range.
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Basilisk¶
Tier Standard
Asix-legged monitor lizard that has the head of a vulture, a spiked
backbone, and a petrifying gaze.
Motives & Tactics: Move slow and steady, savor petrifi ed prey,
turn everyone to stone, watch and wait
Diffi culty: 14 | Thresholds: 8/19 | HP: 4 | Stress: 4
ATK: +1 | Jaws & Claws: Melee | 2d6+4 phy
Features¶
Petrify - Action: Spend a Fear to force a PC within Far range to
make an Instinct Reaction Roll. On a success, the target marks
a Stress. On a failure, the target becomes Stiff . If the target is
already Stiff , they become Petrifi ed. While Stiff , the PC must
mark a Stress each time they act until they take a rest or the
Basilisk is defeated. While Petrifi ed, the PC can't act. The
Petrifi ed condition can be cleared only by applying Basilisk saliva
to the target.
CRONCH! - Action: Mark a Stress to have the Basilisk chomp
down on a Petrifi ed PC within Melee range. The target must
make a death move.
Battle Box¶
Tier Solo
Acube-shaped construct with a diff erent rune on each of
their six sides.
Motives & Tactics: Change tactics, trample foes, wait in disguise
Diffi culty: 15 | Thresholds: 10/20 | HP: 8 | Stress: 6
ATK: +2 | Slam: Melee | 2d6+3 phy
Experience: Camoufl age +2
Features¶
Relentless (2) - Passive: The Box can be spotlighted up to two
times per GM turn. Spend Fear as usual to spotlight them.
Randomized Tactics - Action: Mark a Stress and roll a d6.
The Box uses the corresponding move:
1. Mana Beam. The Box fi res a searing beam. Make an attack
against a target within Far range. On a success, deal 2d10+2
magic damage.
2. Fire Jets. The Box shoots into the air, spinning and releasing
jets of fl ame. Make an attack against all targets within Close
range. Targets the Box succeeds against take 2d8 physical
damage.
3. Trample. The Box rockets around erratically. Make an attack
against all PCs within Close range. Targets the Box succeeds
against take 1d6+5 physical damage and are Vulnerable until
their next roll with Hope.
4. Shocking Gas. The Box sprays out a silver gas sparking with
lightning. All targets within Close range must succeed on a
Finesse Reaction Roll or mark 3 Stress.
5. Stunning Clap. The Box leaps and their sides clap, creating a
small sonic boom. All targets within Very Close range must
succeed on a Strength Reaction Roll or become Vulnerable
until the cube is defeated.
6. Psionic Whine. The Box releases a cluster of mechanical bees
whose buzz rattles mortal minds. All targets within Close
range must succeed on a Presence Reaction Roll or take
2d4+9 direct magic damage.
Overcharge - Reaction: Before rolling damage for the Box's
attack, you can mark a Stress to add a d6 to the damage roll.
Additionally, you gain a Fear.
Death Quake - Reaction: When the Box marks their last HP, the
magic powering them ruptures in an explosion of force. All
targets within Close range must succeed on an Instinct Reaction
Roll or take 2d8+1 magic damage.
Berserker Alpha¶
Tier Leader
Aveteran commander who quaff s magic elixirs to change into a
beast and lead their packmates on a hunt.
Motives & Tactics: Embrace the change, howl at the moon, lead
the pack, run down enemies
Diffi culty: 14 | Thresholds: 13/26 | HP: 6 | Stress: 4
ATK: +3 | Tooth & Claw: Melee | 2d10+2 phy
Experience: Hunt +3, Keen Senses +2
Features¶
Pack Fury - Passive: The Alpha gains a +1 bonus to their attack
rolls for each ally within Very Close range of their attack's target.
Bark at the Moon - Action: Once per scene, spend a Fear to have
each ally within Close range of the Alpha clear a HP and a Stress.
Berserker Rage - Reaction: The fi rst time in a scene the Alpha
marks their last Stress, they gain a +6 bonus to damage rolls.
Berserker Initiate¶
Tier Standard
Araging warrior who imbibes ritualistic concoctions to enhance their
form with aspects of a predatory beast.
Motives & Tactics: Coordinate with packmates, dance around the
fi re, howl at the moon
Diffi culty: 13 | Thresholds: 9/18 | HP: 4 | Stress: 3
ATK: +1 | Tooth & Claw: Melee | 2d10 phy
Experience: Hunt +3
Features¶
Pack Fury - Passive: The Initiate gains a +1 bonus to their attack
rolls for each ally within Very Close range of their attack's target.
Berserker Rage - Reaction: The fi rst time in a scene the Initiate
marks their last Stress, they gain a +4 bonus to damage rolls.
Centaur Warden¶
Tier Ranged
Ahalf-human, half-horse guardian who patrols the borders of idyllic
lands uncorrupted by the touch of civilization.
Motives & Tactics: Live in harmony with nature, protect the
wilderness, use mobility and distance to drive off intruders
Diffi culty: 14 | Thresholds: 10/19 | HP: 5 | Stress: 3
ATK: +2 | Recurved Bow: Far | 2d8+4 phy
Experience: Nature +2, Philosophy +2
Features¶
Flanking Maneuver - Passive: When the Warden makes a standard
attack against a target within Melee range of one or more of the
Warden's allies, the Warden gains a +2 bonus to the attack roll.
Eye of the Sage - Action: Mark a Stress to make a standard attack.
The Warden has advantage on the attack roll and critically
succeeds on a roll of 19-20.
Trample - Action: Spend a Fear to have the Warden gallop up
to Far range in a straight line. Each target in their path must
make an Agility Reaction Roll. Targets who succeed take 1d6+2
physical damage. Targets who fail take double damage and must
mark a Stress.
Quick Volley - Reaction: When the Warden makes a standard
attack, you can mark any number of Stress to target an equal
number of additional creatures within range.
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Chaos Skull¶
Tier Ranged
Afl oating humanoid skull animated by scintillating magic.
Motives & Tactics: Cackle, consume magic, serve creator
Diffi culty: 15 | Thresholds: 8/16 | HP: 5 | Stress: 4
ATK: +2 | Energy Blast: Close | 2d8+3 mag
Features¶
Levitation - Passive: The Skull levitates several feet off the ground
and can't be Restrained.
Wards - Passive: The Skull is resistant to magic damage.
Magic Burst - Action: Mark a Stress to make an attack against all
targets within Close range. Targets the Skull succeeds against
take 2d6+4 magic damage.
Siphon Magic - Action: Spend a Fear to make an attack against a
PC with a Spellcast trait within Very Close range. On a success,
the target marks 1d4 Stress and the Skull clears that many
Stress. Additionally, on a success, the Skull can immediately be
spotlighted again.
Chicken-Foot Hut¶
Tier Bruiser
Atall wooden shack that moves around on giant chicken legs.
Motives & Tactics: Claw, protect master, run and jump, trample
Diffi culty: 16 | Thresholds: 14/27 | HP: 8 | Stress: 2
ATK: +2 | Clawed Feet: Very Close | 2d10+3 phy
Experience: Forests +2
Features¶
Fast - Passive: The Hut can move up to Far range when spotlighted.
Double Strike - Action: Mark a Stress to make two standard
attacks. If both attacks succeed against the same target,
combine the damage.
Pin - Reaction: When the Hut makes a successful standard attack,
you can mark a Stress to temporarily Restrain the target. The
Hut drags the Restrained target when it moves.
Conscript¶
Tier Minion
Apoorly trained civilian pressed into war.
Motives & Tactics: Follow orders, gang up, survive
Diffi culty: 12 | Thresholds: None | HP: 1 | Stress: 1
ATK: +0 | Spears: Very Close | 6 phy
Features¶
Minion () - Passive: The Conscript is defeated when they take any
damage. For every 6 damage a PC deals to the Conscript, defeat
an additional Minion within range the attack would succeed
against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Conscripts within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 6 physical damage
each. Combine this damage.
Courtesan¶
Tier Social
An accomplished manipulator and master of the social arts.
Motives & Tactics: Entice, maneuver, secure patrons
Diffi culty: 13 | Thresholds: 7/13 | HP: 3 | Stress: 4
ATK: −3 | Dagger: Melee | 1d4+3 phy
Experience: Manipulation +3, Socialite +3
Features¶
Searing Glance - Reaction: When a PC within Close range makes a
Presence Roll, you can mark a Stress to cast a gaze toward the
aftermath. On the target's failure, they must mark 2 Stress and
are Vulnerable until the scene ends or they succeed on a social
action against the Courtesan. On the target's success, they must
mark a Stress.
Cul T Adept¶
Tier Support
An experienced mage wielding shadow and fear.
Motives & Tactics: Curry favor, hinder foes, uncover knowledge
Diffi culty: 14 | Thresholds: 9/18 | HP: 4 | Stress: 6
ATK: +2 | Rune-Covered Rod: Far | 2d4+3 mag
Experience: Fallen Lore +2, Rituals +2
Features¶
Enervating Blast - Action: Spend a Fear to make a standard attack
against a target within range. On a success, the target must
mark a Stress.
Shroud of the Fallen - Action: Mark a Stress to wrap an ally within
Close range in a shroud of Protection until the Adept marks their
last HP. While Protected, the target has resistance to all damage.
Shadow Shackles - Action: Spend a Fear and choose a point
within Far range. All targets within Close range of that point
are Restrained in smoky chains until they break free with a
successful Strength or Instinct Roll. Atarget Restrained by this
feature must spend a Hope to make an action roll.
Fear Is Fuel - Reaction: Twice per scene, when a PC rolls a failure
with Fear, clear a Stress.
Cul T Fang¶
Tier Skulk
Aprofessional killer-turned-cultist.
Motives & Tactics: Capture sacrifi ces, isolate prey, rise in
the ranks
Diffi culty: 15 | Thresholds: 9/17 | HP: 4 | Stress: 4
ATK: +2 | Long Knife: Melee | 2d8+4 phy
Features¶
Shadow's Embrace - Passive: The Fang can climb and walk on
vertical surfaces. Mark a Stress to move from one shadow to
another within Far range.
Pick Off the Straggler - Action: Mark a Stress to cause a target
within Melee range to make an Instinct Reaction Roll. On a
failure, the target must mark 2 Stress and is teleported with the
Fang to a shadow within Far range, making them temporarily
Vulnerable. On a success, the target must mark a Stress.
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Cul T Initiate¶
Tier Minion
Alow-ranking cultist in simple robes, eager to gain power.
Motives & Tactics: Follow orders, gain power, seek forbidden
knowledge
Diffi culty: 13 | Thresholds: None | HP: 1 | Stress: 1
ATK: +0 | Ritual Dagger: Melee | 5 phy
Features¶
Minion () - Passive: The Initiate is defeated when they take any
damage. For every 6 damage a PC deals to the Initiate, defeat an
additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Cult Initiates within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 5 physical damage
each. Combine this damage.
Demonic Hound Pack¶
Tier Horde (/HP)
Unnatural hounds lit from within by hellfi re.
Motives & Tactics: Cause fear, consume fl esh, please masters
Diffi culty: 15 | Thresholds: 11/23 | HP: 6 | Stress: 3
ATK: +0 | Claws and Fangs: Melee | 2d8+2 phy
Experience: Scent Tracking +3
Features¶
Horde (2d4+1) - Passive: When the Pack has marked half or
more of their HP, their standard attack deals 2d4+1 physical
damage instead.
Dreadhowl - Action: Mark a Stress to make all targets within Very
Close range lose a Hope. If a target is not able to lose a Hope,
they must instead mark 2 Stress.
Momentum - Reaction: When the Pack makes a successful attack
against a PC, you gain a Fear.
Dire Pangolati¶
Tier Bruiser
Acarriage-sized pangolin-coati hybrid covered in armor plating. It
has a bladed tail it uses to fl ing razor-sharp scales.
Motives & Tactics: Escape with a meal, slice and dice, wade into
danger
Diffi culty: 14 | Thresholds: 14/28 | HP: 7 | Stress: 4
ATK: +2 | Tail Slash: Very Close | 2d12+3 phy
Experience: Climbing +3, Scent Tracking +3
Features¶
Armor Eater - Passive: When the Pangolati makes a successful
attack against a PC, that PC must mark an additional Armor Slot
to reduce the severity of the damage.
Blade Spin - Action: Spend a Fear to have the Pangolati quickly
spin in a circle. Each target within Very Close range must
succeed on an Agility Reaction Roll or take 2d8 physical damage.
Blade Fling - Action: Mark a Stress to have the Pangolati fl ick its
tail and fl ing a razor-edged armor plate. Make an attack against
a target within Far range. On a success, the attack deals 2d6+10
physical damage.
Keratin Scales - Reaction: When the Pangolati would mark HP
from an attack, you can mark a Stress to reduce the number of
HP it marks by 1.
Doppelhound¶
Tier Skulk
Avicious magical canid that has glowing eyes and two barbed,
whiplike tails. It confuses enemies by conjuring an illusory duplicate
of itself.
Motives & Tactics: Ambush prey, kill for sport, play with food,
trick and deceive
Diffi culty: 14 | Thresholds: 9/17 | HP: 4 | Stress: 5
ATK: +3 | Barbed Tail Whip: Very Close | 2d8+2 phy
Experience: Shadows +3
Features¶
Blink Beast - Passive: When combat begins, place a duplicate
within Close range of the Doppelhound. The Doppelhound
occupies both its place and its duplicate's. The duplicate
can move when the Doppelhound is spotlighted, and the
Doppelhound can target enemies with attacks as if it were
in its duplicate's place. When the Doppelhound or duplicate
is attacked, the attacker rolls a d6. On an even result, they
target the Doppelhound. On an odd result, they target the
duplicate, and the attack fails. If an attack succeeds against the
Doppelhound, the duplicate is dispelled until you spend a Fear to
conjure it again.
Double Strike - Action: Mark a Stress to make two standard
attacks. If both attacks succeed against the same target,
combine the damage.
Dragon Knight¶
Tier Bruiser
Aknight clad in dragonplate armor and a helmet in the shape of a
dragon's head.
Motives & Tactics: Exploit an opening, get some distance, knock
enemies off -balance, strike from above
Diffi culty: 15 | Thresholds: 15/30 | HP: 5 | Stress: 3
ATK: +2 | Lance: Very Close | 2d12+3 phy
Experience: Jousts +2
Features¶
High Ground - Passive: The Knight gains advantage on attacks
made against targets below them.
Leaping Strike - Action: Mark a Stress to have the Knight leap into
Melee range of a target within Far range and make a standard
attack against them. On a success, the attack deals an extra
1d12 damage, and the target must mark an Armor Slot without
receiving its benefi ts (they can still use armor to reduce the
damage).
Comeback - Reaction: When the Knight fails a standard attack, you
can spend a Fear to reroll the attack with advantage.
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Electric Eels¶
Tier Horde (/HP)
Aswarm of eels that encircle and electrocute.
Motives & Tactics: Avoid larger predators, shock prey, tear apart
Diffi culty: 14 | Thresholds: 10/20 | HP: 5 | Stress: 3
ATK: +0 | Shocking Bite: Melee | 2d6+4 phy
Features¶
Horde (2d4+1) - Passive: When the Eels have marked half or
more of their HP, their standard attack deals 2d4+1 physical
damage instead.
Paralyzing Shock - Action: Mark a Stress to make a standard
attack against all targets within Very Close range. You gain a Fear
for each target that marks HP.
Elephant¶
Tier Bruiser
Ahuge pachyderm that has large ears and a prehensile trunk.
Motives & Tactics: Eat vegetation, protect the herd, socialize
Diffi culty: 15 | Thresholds: 14/28 | HP: 6 | Stress: 3
ATK: +3 | Feet & Tusks: Very Close | 2d12 phy
Experience: Huge +2, Never Forgets +2
Features¶
Trample - Action: Mark a Stress to have the Elephant charge up to
Far range in a straight line. Each target in its path must succeed
on an Agility Reaction Roll or take 2d10+3 physical damage.
Toss - Reaction: When the Elephant makes a successful standard
attack, you can spend a Fear to have it toss the target to another
location within Close range and deal an extra 1d12 damage.
Elite Soldier¶
Tier Standard
An armored squire or experienced commoner looking to advance.
Motives & Tactics: Gain glory, keep order, make alliances
Diffi culty: 15 | Thresholds: 9/18 | HP: 4 | Stress: 3
ATK: +1 | Spear: Very Close | 2d8+4 phy
Features¶
Reinforce - Action: Mark a Stress to move into Melee range of
an ally and make a standard attack against a target within Very
Close range. On a success, deal 2d10+2 physical damage and
the ally can clear a Stress.
Vassal's Loyalty - Reaction: When the Soldier is within Very Close
range of a knight or other noble who would take damage, you
can mark a Stress to move into Melee range of them and take
the damage instead.
Entombed Cat Beast¶
Tier Solo
Alarge undead humanoid skeleton with a panther's skull for a head.
Motives & Tactics: Rush attack, shred, terrify
Diffi culty: 15 | Thresholds: 12/23 | HP: 7 | Stress: 3
ATK: +2 | Razor Claws: Very Close | 2d12+2 phy
Experience: Feral +2
Features¶
Relentless (3) - Passive: The Cat Beast can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them.
Bloody Strike - Passive: A PC who marks 3 or more HP from an
attack made by the Cat Beast must mark an additional HP.
Screeching Caterwaul - Action: Mark a Stress to force each PC
within Far range of the Cat Beast to make a Presence Reaction
Roll. Targets who fail become Rattled until they roll with Hope.
When the Cat Beast makes a successful attack against a Rattled
PC, roll damage twice and take the better result, then clear the
Rattled condition from the target.
I Alone - Reaction: When the Cat Beast fi rst appears, you
can choose to have them absorb the essence of their allies.
Immediately defeat any number of allies on the battlefi eld, and
gain a Fear for each ally defeated this way.
Vicious Reprisal - Reaction: When the Cat Beast takes damage
from an attack made by a PC within Very Close range, you can
mark a Stress to make a standard attack against that PC.
Entombed Elite Guard¶
Tier Standard
An elite undead soldier buried with their empress to defend the tomb
from theft and desecration.
Motives & Tactics: Form up, protect the empress, strike as one
Diffi culty: 15 | Thresholds: 9/18 | HP: 4 | Stress: 3
ATK: +2 | Curved Blade: Melee | 2d10+2 phy
Experience: Soldier +3
Features¶
Battle Formation - Passive: The Guard gains a +1 bonus to their
Diffi culty for each ally within Very Close range.
Javelin - Action: Make an attack against a target within Very Far
range. On a success, deal 2d6+2 physical damage.
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Entombed Empress¶
Tier Leader
The undead ruler of a forgotten realm. She's been given blasphemous
funeral rites to prevent her soul from moving on.
Motives & Tactics: Command inferiors, curse the invaders
Diffi culty: 16 | Thresholds: 12/24 | HP: 6 | Stress: 5
ATK: +2 | Swipe: Melee | 2d8+2 phy
Experience: Ruler +4, Undead +2
Features¶
Empty Husk - Passive: The Empress has resistance to physical
damage.
Missing Organs - Passive: The Empress's internal organs have
been removed and placed into six crystal containers hidden
throughout her tomb. Each time the PCs fi nd and destroy one,
the Empress marks a HP.
Grasping Chains - Action: Mark a Stress to have the Empress
target a creature within Close range and try to telekinetically
bind them with her funeral chains. Make an attack against a
target within Close range. On a success, the Empress pulls
the target into Melee range, deals 2d8 physical damage, and
temporarily Restrains them.
Deathless Obedience - Action: Up to three times per scene, you
can spend a Fear to spotlight any number of allies within Close
range. If any attacks succeed against the same target, combine
the damage.
Accursed Caress - Reaction: When the Empress makes a
successful standard attack against a PC, you can spend a Fear to
activate a Doom Countdown (1d6+1) for that PC. It ticks down
when a PC rolls with Fear. When it triggers, the PC marks all HP
and makes a death move. If the Empress is defeated or the PCs
take a rest, all Doom Countdowns end.
Final Transformation (Phase Change) - Reaction: When the
Empress marks her last HP, replace her with the Entombed Cat
Beast and immediately spotlight them.
Entombed Necropriest¶
Tier Support
Anecromancer charged with preserving the empress's life beyond
death.
Motives & Tactics: Boost allies, conquer time, hold down enemies,
serve the empress, wield death as a weapon
Diffi culty: 13 | Thresholds: 8/16 | HP: 3 | Stress: 7
ATK: +2 | Death Bolt: Far | 2d6+2 mag
Experience: Dark Magic +4, Protect +2
Features¶
Invigorate - Action: Mark a Stress to choose up to three allies
within Far range. Each one gains advantage on their next attack
roll.
Last Grasp - Action: Spend a Fear to choose a PC within Far range.
Skeletal hands burst out of the ground at the PC's feet and
Restrain them until the PC breaks free with a successful Strength
Roll. When a target Restrained in this way spends Hope, you gain
a Fear.
Chill Touch - Action: Mark a Stress to make a standard attack
against a target within Melee range. On a success, the target
takes standard damage and must mark 1d4 Stress. If the target
marks their last Stress from this attack, you gain a Fear.
Entombed Skin Beetles¶
Tier Horde (/HP)
Flesh-eating beetles that burrow beneath the skin.
Motives & Tactics: Carpet the ground, consume the living, crawl
under clothing
Diffi culty: 14 | Thresholds: 10/20 | HP: 5 | Stress: 3
ATK: +0 | Pincers: Melee | 2d8+2 phy
Experience: Tombs +3
Features¶
Horde (2d4+1) - Passive: When the Beetles have marked half or
more of their HP, their standard attack deals 2d4+1 physical
damage instead.
Momentum - Passive: When the Beetles make a successful attack
against a PC, you gain a Fear.
Omophagous - Action: Mark a HP to have 5 Beetles burrow under
the skin of a PC within Melee range, forcing them to mark a
Stress and Infecting them. While Infected, the target takes 6
direct physical damage every time they roll with Fear. This
condition is cleared when the PC clears a HP or a Stress.
Entombed Stonemason¶
Tier Minion
An unfortunate undead laborer chosen by lottery to wall up their
empress's tomb from the inside.
Motives & Tactics: Never stop working, sacrifi ce yourself for the
empress
Diffi culty: 12 | Thresholds: None | HP: 1 | Stress: 1
ATK: −1 | Hammer and Chisel: Melee | 5 phy
Experience: Builder +2
Features¶
Minion () - Passive: The Stonemason is defeated when they take
any damage. For every 5 damage a PC deals to the Stonemason,
the PC defeats an additional Minion within range their attack
would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Entombed Stonemasons within Close range of
them. Those Minions move into Melee range of the target and
make one shared attack roll. On a success, they deal 5 physical
damage each. Combine this damage.
The Work Never Ends - Reaction: When the Stonemason is
defeated by an attack that deals physical damage, you can spend
a Fear to clear the Stonemason's HP and Stress.
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Flock of Feather Fiends¶
Tier Horde (/HP)
Afl ock of undead crow corpses, eyes aglow with necroplasmic light.
Motives & Tactics: Caw incessantly, claw faces, fl utter through
the air, peck eyes
Diffi culty: 14 | Thresholds: 10/20 | HP: 5 | Stress: 3
ATK: +0 | Peck and Claw: Melee | 2d6+2 mag
Experience: Fly +2, Swarm +2
Features¶
Horde (1d+1) - Passive: When the Flock has marked half or
more of its HP, its standard attack deals 1d6+1 magic damage
instead.
Maddening Cacophony - Action: Mark a Stress to force each
PC within Very Close range to make an Instinct Reaction Roll.
Targets who fail must spend a Hope or become Vulnerable until
they deal damage to the Flock or the Flock is defeated.
Failed Experiment¶
Tier Standard
Amagical necromantic experiment gone wrong, leaving them
warped and ungainly.
Motives & Tactics: Devour, hunt, track
Diffi culty: 13 | Thresholds: 12/23 | HP: 3 | Stress: 3
ATK: +1 | Bite and Claw: Melee | 2d6+5 phy
Experience: Copycat +3
Features¶
Warped Fortitude - Passive: The Experiment is resistant to
physical damage.
Overwhelm - Passive: When a target the Experiment attacks has
other adversaries within Very Close range, the Experiment deals
double damage.
Lurching Lunge - Action: Mark a Stress to spotlight the Experiment
as an additional GM move instead of spending Fear.
Fowlbear¶
Tier Bruiser
Agrizzly bear with a feathery hide and the head of a giant goose.
Motives & Tactics: Drive prey into an ambush, fi ght to the death,
hunt in pairs
Diffi culty: 15 | Thresholds: 14/28 | HP: 7 | Stress: 4
ATK: +3 | Goose Teeth & Bear Claws: Very Close | 2d12+2 phy
Experience: Keen Senses +3, Ponds +3
Features¶
Relentless (2) - Passive: The Fowlbear can be spotlighted up to two
times per GM turn. Spend Fear as usual to spotlight it.
Double Strike - Action: Mark a Stress to make two standard
attacks. If both attacks succeed against the same target,
combine the damage.
Dread Honk - Action: Spend a Fear to have the Fowlbear unleash a
terrifying, ear-splitting goose honk. Each PC within Close range
must make a Presence Reaction Roll. Targets who fail must
mark a Stress, move away from the Fowlbear to Far range, and
become Vulnerable until the Fowlbear deals damage to them.
Targets who succeed must mark a Stress or move away from the
Fowlbear to Far range.
Fungispunj Sporeling¶
Tier Minion
Ahalfl ing-sized mushroom creature that defends itself from
attackers with tiny puff s of neurotoxic spores.
Motives & Tactics: Avoid violence, spray attackers
Diffi culty: 13 | Thresholds: None | HP: 1 | Stress: 1
ATK: −1 | Neuro Spore: Very Close | 4 mag
Experience: Darkness +3
Features¶
Minion () - Passive: The Sporeling is defeated when it takes any
damage. For every 6 damage a PC deals to the Sporeling, the
PC defeats an additional Minion within range the attack would
succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Fungispunj Sporelings within Close range of them.
Those Minions move into Melee range of the target and make
one shared attack roll. On a success, they deal 4 magic damage
each. Combine this damage.
Form Up - Action: Spend a Fear to combine three Sporelings within
a Close area and replace them with a Fungispunj Sporophore.
Fungispunj Sporophore¶
Tier Leader
Agiant mushroom creature that can command the dead.
Motives & Tactics: Awaken the fallen, defend the colony, spread
spores
Diffi culty: 16 | Thresholds: 12/24 | HP: 6 | Stress: 5
ATK: +2 | Spongy Fist: Very Close | 2d8+4 phy
Experience: Commander +5, Guardian +4
Features¶
Neurotoxic Spore Cloud - Action: Mark a Stress to have the
Sporophore spray a cloud of spores on all targets within Close
range. Each PC must succeed on a Agility Reaction Roll or
become Poisoned until they spend a Hope to clear the condition.
While Poisoned, a target must roll a d6 before they make an
action roll. On a result of 4 or lower, they must mark a Stress.
Reanimator - Action: Spend a Fear to have the Sporophore spray
a corpse within Very Close range with a cloud of psychic spores.
The corpse clears all HP and Stress, then reanimates under
the psychic control of the Sporophore. When the Sporophore is
spotlighted, you can also spotlight all corpses it controls.
Colony - Action: Mark any number of Stress to have the
Sporophore summon an equal number of Fungispunj Sporelings
within Close range.
Mind Meld - Reaction: All Fungispunj can telepathically
communicate with one another. When the Sporophore would be
forced to mark Stress from an attack, it can cause Fungispunj
allies in the scene to mark that Stress in its place, distributed
among allies as it chooses.
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Gargoyle¶
Tier Bruiser
Amagically animated statue resembling a terrifying beast or demon.
Motives & Tactics: Hide in plain sight, overwatch, swoop down
Diffi culty: 13 | Thresholds: 14/28 | HP: 8 | Stress: 2
ATK: +2 | Stone Claws: Melee | 2d10+3 phy
Experience: Camoufl age +4, Ruins +3
Features¶
Unliving - Passive: The Gargoyle has resistance to magic damage.
Swooping Strike - Action: Choose a point within Far range. The
Gargoyle moves to that point and makes a standard attack
against one target along its path.
Petrifying Slash - Reaction: When the Gargoyle deals damage,
the target must succeed on a Strength Reaction Roll or become
Vulnerable. If the target is already Vulnerable, they become
Restrained. If the target is already Vulnerable and Restrained,
they must make a death move. The PC can spend a Hope per
condition to clear it.
Giant Beastmaster¶
Tier Leader
Aleather-clad warrior bearing a whip and massive bow.
Motives & Tactics: Command, make a living, maneuver, pin down,
protect companion animals
Diffi culty: 16 | Thresholds: 12/24 | HP: 6 | Stress: 5
ATK: +2 | Longbow: Far | 2d8+4 phy
Experience: Animal Handling +3
Features¶
Two as One - Passive: When the Beastmaster is spotlighted, you
can also spotlight a Tier 1 animal adversary currently under their
control.
Pinning Strike - Action: Make a standard attack against a target.
On a success, you can mark a Stress to pin them to a nearby
surface. The pinned target is Restrained until they break free with
a successful Finesse or Strength Roll.
Deadly Companion - Action: Twice per scene, summon a
Bear, Dire Wolf, or similar Tier 1 animal adversary under the
Beastmaster's control. The adversary appears at Close range
and is immediately spotlighted.
Giant Brawler¶
Tier Bruiser
An especially muscular giant wielding a warhammer larger
than a human.
Motives & Tactics: Make a living, overwhelm, slam, topple
Diffi culty: 15 | Thresholds: 14/28 | HP: 7 | Stress: 4
ATK: +2 | Warhammer: Very Close | 2d12+3 phy
Experience: Intrusion +2
Features¶
Battering Ram - Action: Mark a Stress to have the Brawler charge
at an inanimate object within Close range they could feasibly
smash (such as a wall, cart, or market stand) and destroy it. All
targets within Very Close range of the object must succeed on
an Agility Reaction Roll or take 2d4+3 physical damage from
the shrapnel.
Bloody Reprisal - Reaction: When the Brawler marks 2 or more HP
from an attack within Very Close range, you can make a standard
attack against the attacker. On a success, the Brawler deals
2d6+15 physical damage instead of their standard damage.
Momentum - Reaction: When the Brawler makes a successful
attack against a PC, you gain a Fear.
Giant Eagle¶
Tier Skulk
Agiant bird of prey with blood-stained talons.
Motives & Tactics: Hunt prey, stay mobile, strike decisively
Diffi culty: 14 | Thresholds: 8/19 | HP: 4 | Stress: 4
ATK: +1 | Claws and Beak: Very Close | 2d6+3 phy
Features¶
Flight - Passive: While fl ying, the Eagle gains a +3 bonus to their
Diffi culty.
Deadly Dive - Action: Mark a Stress to attack a target within Far
range. On a success, deal 2d10+2 physical damage and knock
the target over, making them Vulnerable until they next act.
Take Off - Action: Make an attack against a target within Very
Close range. On a success, deal 2d4+3 physical damage and
the target must succeed on an Agility Reaction Roll or become
temporarily Restrained within the Eagle's massive talons. If the
target is Restrained, the Eagle immediately lifts into the air to
Very Far range above the battlefi eld while holding them.
Deadly Drop - Action: While fl ying, the Eagle can drop a Restrained
target they are holding. When dropped, the target is no longer
Restrained but starts falling. If their fall isn't prevented during the
PCs' next action, the target takes 2d20 physical damage when
they land.
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Giant Octopus¶
Tier Solo
Amonstrous, aquatic mollusk that has eight sucker-bearing arms
and a hard, beaklike jaw.
Motives & Tactics: Crush and bite, grapple, harry sailing vessels,
hunt prey
Diffi culty: 14 | Thresholds: 13/26 | HP: 10 | Stress: 5
ATK: +3 | Arm Whip: Close | 2d10 phy
Experience: Intelligent +3
Features¶
Relentless (3) - Passive: The Octopus can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight it.
Armed and Dangerous - Passive: When the Octopus fi rst appears,
place a d8 on this stat block with the 8 value facing up. When
the Octopus makes a successful standard attack against a PC,
you can add the die's value to the damage dealt. After you add its
value to a roll, decrease the die's value by 1.
Grapple - Action: When the Octopus succeeds on a standard
attack, you can spend a Fear to have the Octopus Grapple the
target. While Grappled, the target is Restrained and Vulnerable
until they break free with a successful Strength or Finesse Roll.
Crush - Action: Mark a Stress to deal 3d8 direct physical damage
to a target Grappled by the Octopus.
Giant Recruit¶
Tier Minion
Agiant fi ghter wearing borrowed armor.
Motives & Tactics: Batter, make a living, overwhelm, terrify
Diffi culty: 13 | Thresholds: None | HP: 1 | Stress: 2
ATK: +1 | Warhammer: Very Close | 5 phy
Features¶
Minion () - Passive: The Recruit is defeated when they take any
damage. For every 7 damage a PC deals to the Recruit, defeat an
additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Giant Recruits within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 5 physical damage
each. Combine this damage.
Gobstalker¶
Tier Solo
Afl eshy, fl oating ball of teeth that has numerous eyes and a bundle
of questing mouth tentacles that shoot magic beams.
Motives & Tactics: Ambush rivals, seek riches, shoot beams
Diffi culty: 15 | Thresholds: 10/20 | HP: 8 | Stress: 6
ATK: +2 | Mouth Tentacles: Very Close | 2d6+3 phy
Experience: Magic +3
Features¶
Relentless (3) - Passive: The Gobstalker can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them.
Anti-Mystica-Halitosis - Passive: The Gobstalker's rancid breath
creates an invisible, magic-negating miasma. An attack, an ability,
or a spell that deals magic damage or creates a magic eff ect fails
automatically if used within Close range of the Gobstalker.
Tentacle Rays - Action: Mark a Stress to attack a target within
Far range. On a success, roll a d8 for a random beam attack or
spend a Fear to choose instead:
1. Beguile. The Gobstalker Beguiles the target. While Beguiled,
the target sees the Gobstalker as a friend and can't attack it.
Additionally, when a PC rolls with Fear, a Beguiled PC must mark
a Stress or attack a target chosen by the Gobstalker. A Beguiled
PC must succeed on an Instinct Roll (16) to clear the condition.
2. Corrode. The target takes 2d8 magic damage and must mark an
Armor Slot without receiving its benefi ts (they can still use armor
to reduce the damage). If they can't, double the damage.
3. Doom. The target must mark all HP, but they can spend any
number of Hope to reduce the number of HP marked this way by
an equal amount.
4. Hypnosis. The target falls into a Deep Trance and can't act except
to try to wake up. This condition lasts until the target takes
damage or wakes up with a successful Presence Roll (16).
5. Paralyze. The target freezes in place, becoming Vulnerable and
Restrained until they mark 2 Stress.
6. Sear. The target takes 2d8 direct magic damage.
7. Scare. The target is Scared. While Scared, the target can't take
actions other than fl eeing the battle or trying to shake off their
terror. Additionally, the target must mark a Stress whenever you
spend a Fear. The target can clear the condition with a successful
Presence Roll (16).
8. Slow. The target becomes Vulnerable and must mark a Stress to
move until they spend 2 Hope.
Leech Lick - Reaction: On a successful standard attack, you can
spend a Fear to clear a number of Stress equal to the number of
HP the target marked.
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Gorgon¶
Tier Solo
Asnake-headed, scaled humanoid with a gilded bow, enraged that
their peace has been disturbed.
Motives & Tactics: Corner, hit-and-run, petrify, seek vengeance
Diffi culty: 15 | Thresholds: 13/25 | HP: 9 | Stress: 3
ATK: +4 | Sunsear Shortbow: Far | 2d20+3 mag
Experience: Stealth +3
Features¶
Relentless (2) - Passive: The Gorgon can be spotlighted up to
two times per GM turn. Spend Fear as usual to spotlight them.
Sunsear Arrows - Passive: When the Gorgon makes a successful
standard attack, the target Glows until the end of the scene and
can't become Hidden. Attack rolls made against a Glowing target
have advantage.
Crown of Serpents - Action: Make an attack roll against a target
within Melee range using the Gorgon's protective snakes. On a
success, mark a Stress to deal 2d10+4 physical damage and the
target must mark a Stress.
Petrifying Gaze - Reaction: When the Gorgon takes damage from
an attack within Close range, you can spend a Fear to force the
attacker to make an Instinct Reaction Roll. On a failure, they
begin to turn to stone, marking a HP and starting a Petrifi cation
Countdown (4). This countdown ticks down when the Gorgon is
attacked. When it triggers, the target must make a death move.
If the Gorgon is defeated, all petrifi cation countdowns end.
Momentum - Reaction: When the Gorgon makes a successful
attack against a PC, you gain a Fear.
Guahalan Alebrujo¶
Tier Solo
Ahuge, colorful, chimeric beast formed from many animals.
Motives & Tactics: Destroy, give no quarter, ravage
Diffi culty: 14 | Thresholds: 13/26 | HP: 6 | Stress: 5
ATK: +3 | Tooth & Claw: Very Close | 2d10+4 mag
Experience: Brutal +2, Quick +2
Features¶
The Beast Unleashed - Passive: The Alebrujo gains a bonus to
damage rolls equal to the number of Fear you have.
Guahalan Sacrifi ce - Action: Spend a Fear to have the Alebrujo
devour a Minion within Very Close range, then clear a HP or a
Stress.
Howl of the Guahala - Action: Mark a Stress to have the Alebrujo
emit a howl. Each PC within Far range must succeed on a
Presence Reaction Roll or become temporarily Panicked. While
Panicked, a PC must mark a Stress when they take the spotlight.
Rip & Tear - Action: Spend a Fear to make a standard attack
with advantage. On a success, you can mark a Stress to make
another standard attack against an additional target within
range. You can continue marking Stress to make additional
attacks until the Alebrujo fails an attack roll.
Brutal Spectacle - Reaction: When the Alebrujo deals Severe
damage, you can spend a Fear to force all targets within Close
range to mark a Stress.
Guahalan Fang Lord¶
Tier Leader
Ashapeshifting warlord who leads a group of warriors into battle.
Motives & Tactics: Bolster allies, lead the pack, rally the troops
Diffi culty: 16 | Thresholds: 12/24 | HP: 6 | Stress: 5
ATK: +2 | Spear: Very Close | 2d8+4 phy
Experience: Ancient Knowledge +2, Hunter +2
Features¶
Pack Alpha - Passive: Pool. When the Fang Lord makes a
successful attack, add a token to the Guahalan Pool. When
a Guahalan ally within Close range makes an attack, you can
spend a token from the Guahalan Pool to give them advantage
on the roll.
Unleash the Beast - Action: Spend a Fear to have the Fang Lord
adopt a bestial form. While in this form, they gain a bonus to
attack and damage rolls equal to the number of Stress they have
marked. Additionally, they can move up to Far range instead of
Close range before taking an action.
Call of the Guahala - Action: Spend 2 Fear to spotlight all Guahalan
Shifters within Close range. Each one makes a standard attack
against a target within range. If any attacks succeed against the
same target, combine their damage.
Feral Form (Phase Change) - Reaction: When the Fang Lord marks
their last HP, replace them with the Guahalan Alebrujo and
immediately spotlight them.
Guahalan Shifter¶
Tier Standard
Ashapeshifting masked warrior who has animalistic features.
Motives & Tactics: Escape, profi t, throw smoke
Diffi culty: 15 | Thresholds: 9/18 | HP: 4 | Stress: 3
ATK: +1 | Warclub: Melee | 2d8+4 phy
Experience: Hunter +2, Trapper +2
Features¶
Unleash the Beast - Action: Spend a Fear to have the Shifter adopt
a more bestial form. While in this form, they gain a bonus to
attack and damage rolls equal to the number of Stress they have
marked. Additionally, they can move up to Far range instead of
Close range before taking an action.
Pack Attack - Action: Mark a Stress to make a standard attack.
On a success, the attack gains a bonus to damage equal to the
number of other Shifters within Very Close range of the target.
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Guahalan Spirit Beast¶
Tier Minion
Abrightly colored spirit in the shape of an animal.
Motives & Tactics: Protect, sacrifi ce, surround
Diffi culty: 13 | Thresholds: None | HP: 1 | Stress: 2
ATK: +1 | Bite & Claw: Melee | 5 mag
Features¶
Minion () - Passive: The Spirit Beast is defeated when it takes any
damage. For every 5 damage a PC deals to the Spirit Beast, the
PC defeats an additional Minion within range the attack would
succeed against.
Ethereal Form - Passive: The Spirit Beast has resistance to
physical damage.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Guahalan Spirit Beasts within Close range of them.
Those Minions move into Melee range of the target and make
one shared attack roll. On a success, they deal 5 magic damage
each. Combine this damage.
Beast Bomb - Reaction: When the Spirit Beast is defeated, it
explodes in white fl ame and deals 5 magic damage to creatures
within Melee range.
Guahalan Spirit Singer¶
Tier Support
Ashapeshifting summoner who has animalistic features.
Motives & Tactics: Abjure, bolster, summon
Diffi culty: 14 | Thresholds: 9/18 | HP: 4 | Stress: 6
ATK: +2 | Spirit Flame: Close | 2d6+4 mag
Experience: Ritual +3, Ancient History +2
Features¶
Unleash the Beast - Action: Spend a Fear to have the Spirit Singer
adopt a more bestial form. While in this form, they gain a bonus
to attack and damage rolls equal to the number of Stress they
have marked. Additionally, they can move up to Far range
instead of Close range before taking an action.
Beast-Caller - Action: Spend a Fear to have the Spirit Singer
summon 2d4 Guahalan Spirit Beasts within Very Close range and
immediately spotlight one.
Rage of Spirits - Action: Mark a Stress to spotlight any number of
Guahalan Spirit Beasts within Very Close range and have each
one move into Melee range with the nearest PC and make a
standard attack. If any attacks succeed against the same target,
combine their damage.
Spiritual Sacrifi ce - Reaction: When the Spirit Singer would take
damage while within Very Close range of a Guahalan Spirit
Beast, you can spend a Fear to sacrifi ce the Spirit Beast and
negate the damage.
Hill Titan¶
Tier Solo
Agoliath clad in animal skins and surrounded by a swarm of insects.
Motives & Tactics: Eat, make a mess, patrol stomping grounds
Diffi culty: 14 | Thresholds: 13/26 | HP: 10 | Stress: 5
ATK: +3 | Tree Stump: Very Close | 2d10+4 phy
Experience: Survival +3, Vengeful +3
Features¶
Relentless (3) - Passive: The Titan can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight them.
Momentum - Passive: When the Titan makes a successful attack
against a PC, you gain a Fear.
Gullible - Passive: PCs have advantage on action rolls to trick or
emotionally manipulate the Titan.
Bug Swarm - Passive: PCs are Vulnerable while within Very Close
range.
Mighty Swing - Action: Spend a Fear to make a standard attack
against all targets within Very Close range.
Hive Walker¶
Tier Standard
Acorpse fi lled with and puppeted by a colony of carrion-eating bees.
Motives & Tactics: Encase prey in honey, protect the hive
Diffi culty: 12 | Thresholds: 11/24 | HP: 3 | Stress: 3
ATK: +1 | Rotting Fist: Melee | 2d6+3 phy
Experience: Meat Eater +2
Features¶
Blood Honey - Action: The Walker disgorges thick crimson honey at
all targets between it and a point within Close range. Each target
in that line must succeed on an Agility Reaction Roll or take 2d8
magic damage and become temporarily Restrained as the honey
hardens on them.
Bee-Ruption - Reaction: When the Walker marks HP, vengeful bees
erupt from its body to protect it. Each target within Very Close
range must succeed on an Instinct Reaction Roll or take 1d8
direct physical damage for each HP the Hive Walker has marked.
Restrained targets automatically fail the reaction roll.
Jack-O'-Lantern¶
Tier Minion
Afl oating pumpkin or other gourd that has a face carved into it. The
soul trapped within it emits an eerie glow.
Motives & Tactics: Bite, fl oat, laugh, tell spooky stories
Diffi culty: 14 | Thresholds: None | HP: 1 | Stress: 1
ATK: +2 | Chomp: Melee | 6 phy
Features¶
Minion (4) - Passive: The Jack-o'-Lantern is defeated when it takes
any damage. For every 4 damage a PC deals to the Jack-o'-
Lantern, the PC defeats an additional Minion within range the
attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Jack-o'-Lanterns within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 6 physical damage
each. Combine this damage.
Spine-Chilling Cackle - Reaction: When a PC within Very Close
range rolls with Fear, you can mark a Stress to gain an additional
Fear.
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Juvenile Flickerfl Y¶
Tier Solo
Ahorse-sized insect with iridescent scales and crystalline wings
moving faster than the eye can see.
Motives & Tactics: Collect shiny things, hunt, swoop
Diffi culty: 14 | Thresholds: 13/26 | HP: 10 | Stress: 5
ATK: +3 | Wing Slash: Very Close | 2d10+4 phy
Features¶
Relentless (3) - Passive: The Flickerfl y can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them.
Peerless Accuracy - Passive: Before the Flickerfl y makes an attack,
roll a d6. On a result of 4 or higher, the target's Evasion is halved
against this attack.
Mind Dance - Action: Mark a Stress to create a magically dazzling
display that grapples the minds of nearby foes. All targets within
Close range must make an Instinct Reaction Roll. For each target
who failed, you gain a Fear and the Flickerfl y learns one of the
target's fears.
Hallucinatory Breath - Reaction: Countdown (Loop 1d6).
When the Flickerfl y takes damage for the fi rst time, activate
the countdown. When it triggers, the Flickerfl y breathes
hallucinatory gas on all targets in front of them up to Far
range. Targets must succeed on an Instinct Reaction Roll or be
tormented by fearful hallucinations. Targets whose fears are
known to the Flickerfl y have disadvantage on this roll. Targets
who fail must mark a Stress and lose a Hope.
Knight of the Realm¶
Tier Leader
Adecorated soldier with heavy armor and a powerful steed.
Motives & Tactics: Run down, seek glory, show dominance
Diffi culty: 15 | Thresholds: 13/26 | HP: 6 | Stress: 4
ATK: +4 | Longsword: Melee | 2d10+4 phy
Experience: Ancient Knowledge +3, High Society +2, Tactics +2
Features¶
Chevalier - Passive: While the Knight is on a mount, they gain a +2
bonus to their Diffi culty. When they take Severe damage, they're
knocked from their mount and lose this benefi t until they're next
spotlighted.
Heavily Armored - Passive: When the Knight takes physical
damage, reduce it by 3.
Cavalry Charge - Action: If the Knight is mounted, move up to
Far range and make a standard attack against a target. On a
success, deal 2d8+4 physical damage and the target must mark
a Stress.
For the Realm! - Action: Mark a Stress to spotlight 1d4+1
allies. Attacks they make while spotlighted in this way deal
half damage.
Landshark¶
Tier Bruiser
Aquadrupedal shark that swims through the ground.
Motives & Tactics: Burrow, burst out of the ground, circle prey
Diffi culty: 14 | Thresholds: 14/25 | HP: 7 | Stress: 3
ATK: +2 | Toothy Maw: Very Close | 2d10+2 phy
Experience: Subterranean +3, Bloodthirsty +2
Features¶
Burrowing - Passive: The Landshark can move through the ground
as easily as over it. When the Landshark moves, it can choose
to burrow or surface. While underground, the Landshark has
resistance to all damage but can't attack.
Thick-Skinned - Passive: When the Landshark would be forced
to mark any number of HP, you can mark an equal number of
Stress instead.
Rending Chomp - Reaction: When the Landshark makes a
successful attack against a PC within Melee range, you can
spend a Fear to force the target to mark an Armor Slot without
receiving its benefi ts (they can still use armor to reduce the
damage).
Landshark Behemoth¶
Tier Solo
Alandshark that's lived long enough to become a large burrowing
monstrosity with steely hide and razor-sharp teeth.
Motives & Tactics: Bite, burrow, burst out of the ground
Diffi culty: 15 | Thresholds: 15/28 | HP: 10 | Stress: 4
ATK: +2 | Toothy Maw: Very Close | 2d12+6 phy
Experience: Subterranean +4, Bloodthirsty +3
Features¶
Relentless (3) - Passive: The Behemoth can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight it.
Deep Diver - Passive: The Behemoth can move through the ground
as easily as over it. When the Behemoth moves, it can choose to
burrow or surface. While underground, the Behemoth is immune
to damage but can't attack.
Steel-Skinned - Passive: All damage dealt to the Behemoth is
reduced by one threshold.
Forceful Eruption - Action: The Behemoth erupts from the ground,
forcing each PC within Very Close range to succeed on an Agility
Reaction Roll or be knocked over, becoming Vulnerable until they
make an action roll. For each PC made Vulnerable in this way,
you gain a Fear.
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Masked Thief¶
Tier Skulk
Acunning thief with acrobatic skill and a fl air for the dramatic.
Motives & Tactics: Evade, hide, pilfer, profi t
Diffi culty: 14 | Thresholds: 8/17 | HP: 4 | Stress: 5
ATK: +3 | Backsword: Melee | 2d8+3 phy
Experience: Acrobatics +3
Features¶
Quick Hands - Action: Make an attack against a target within
Melee range. On a success, deal 1d8+2 physical damage and the
Thief steals one item or consumable from the target's inventory.
Escape Plan - Action: Mark a Stress to reveal a snare trap set
anywhere on the battlefi eld by the Thief. All targets within Very
Close range of the trap must succeed on an Agility Reaction Roll
(13) or be pulled off their feet and suspended upside down. A
target is Restrained and Vulnerable until they break free, ending
both conditions, with a successful Finesse or Strength Roll (13).
Merchant Baron¶
Tier Social
An accomplished merchant with a large operation under their
command.
Motives & Tactics: Abuse power, gather resources, mobilize
minions
Diffi culty: 15 | Thresholds: 9/19 | HP: 5 | Stress: 3
ATK: −2 | Rapier: Melee | 1d6+2 phy
Experience: Nobility +2, Trade +2
Features¶
Everyone Has a Price - Action: Spend a Fear to off er a target a
dangerous bargain for something they want or need. If used on a
PC, they must make a Presence Reaction Roll (17). On a failure,
they must mark 2 Stress or take the deal.
The Best Muscle Money Can Buy - Action: Once per scene, mark a
Stress to summon 1d4+1 Tier 1 adversaries, who appear at Far
range, to enforce the Baron's will.
Minotaur Wrecker¶
Tier Bruiser
Amassive bull-headed fi rbolg with a quick temper.
Motives & Tactics: Consume, gore, navigate, overpower, pursue
Diffi culty: 16 | Thresholds: 14/27 | HP: 7 | Stress: 5
ATK: +2 | Battleaxe: Very Close | 2d8+5 phy
Experience: Navigation +2
Features¶
Ramp Up - Passive: You must spend a Fear to spotlight the
Minotaur. While spotlighted, they can make their standard attack
against all targets within range.
Charging Bull - Action: Mark a Stress to charge through a group
within Close range and make an attack against all targets in the
Minotaur's path. Targets the Minotaur succeeds against take
2d6+8 physical damage and are knocked back to Very Far range.
If a target is knocked into a solid object or another creature, they
take an extra 1d6 damage (combine the damage).
Gore - Action: Make an attack against a target within Very Close
range, moving the Minotaur into Melee range of them. On a
success, deal 2d8 direct physical damage.
Mortal Hunter¶
Tier Leader
An undead fi gure wearing a heavy leather coat, with searching eyes
and a casually cruel demeanor.
Motives & Tactics: Devour, hunt, track
Diffi culty: 16 | Thresholds: 15/27 | HP: 6 | Stress: 4
ATK: +5 | Tear at Flesh: Very Close | 2d12+1 phy
Experience: Bloodhound +3
Features¶
Terrifying - Passive: When the Hunter makes a successful attack,
all PCs within Far range lose a Hope and you gain a Fear.
Deathlock - Action: Spend a Fear to curse a target within Very
Close range with a necrotic Deathlock until the end of the scene.
Attacks made by the Hunter against a Deathlocked target deal
direct damage. The Hunter can only maintain one Deathlock at
a time.
Inevitable Death - Action: Mark a Stress to spotlight 1d4 allies.
Attacks they make while spotlighted in this way deal half damage.
Rampage - Reaction: Countdown (Loop 1d6). When the Hunter
is in the spotlight for the fi rst time, activate the countdown.
When it triggers, move the Hunter in a straight line to a point
within Far range and make an attack against all targets in their
path. Targets the Hunter succeeds against take 2d8+2 physical
damage.
Ra Venous Mockery¶
Tier Standard
Ashapeshifting predator that assumes the appearance of inanimate
objects to lure unwary prey into its threat range.
Motives & Tactics: Ambush, lie in wait, swallow without chewing,
take on an unassuming shape
Diffi culty: 14 | Thresholds: 8/19 | HP: 4 | Stress: 4
ATK: +1 | Gnashing Teeth: Melee | 2d6+4 phy
Experience: Mimicry +5, Hungry +3
Features¶
Tongue Attack - Action: Mark a Stress to attack a creature within
Close range. On a success, the target is pulled into Melee
range with the Mockery and Restrained until they escape with a
successful Strength Roll, and you can spend a Fear to activate
the Mockery's Devour feature against the target.
Devour - Action: Attack a target within Melee range. On a success,
the Mockery Swallows the target. While Swallowed, the target is
Restrained and marks a HP when the Mockery is spotlighted. The
Mockery disgorges all Swallowed creatures when it takes Major
or Severe damage.
Never Just One - Action: Spend a Fear to reveal that another object
on the battlefi eld has been a Ravenous Mockery the whole time,
then immediately spotlight it.
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Roy Al Advisor¶
Tier Social
Ahigh-ranking courtier with the ear of the local nobility.
Motives & Tactics: Curry favor, manufacture evidence, scheme
Diffi culty: 14 | Thresholds: 8/15 | HP: 3 | Stress: 3
ATK: −3 | Wand: Far | 1d4+3 phy
Experience: Administration +3, Courtier +3
Features¶
Devastating Retort - Passive: A PC who rolls less than 17 on an
action roll targeting the Advisor must mark a Stress.
Bend Ears - Action: Mark a Stress to infl uence an NPC within
Melee range with whispered words. That target's opinion on
one matter shifts toward the Advisor's preference unless it is in
direct opposition to the target's motives.
Scapegoat - Action: Spend a Fear to convince a crowd or notable
individual that one person or group is responsible for some
problem facing the target. The target becomes hostile to the
scapegoat until convinced of their innocence with a successful
Presence Roll (17).
Rust Eater¶
Tier Standard
Apony-sized cockroach coated in a corrosive chitin that turns metal
into rust.
Motives & Tactics: Avoid detection, eat rust, sniff out metal
Diffi culty: 12 | Thresholds: 10/18 | HP: 5 | Stress: 2
ATK: +1 | Bite: Melee | 2d6+4 phy
Experience: Snuffl e +3
Features¶
Stifl ing Pheromones - Passive: A PC who makes an action roll
within Very Close range of the Rust Eater must succeed on an
Instinct Reaction Roll or mark a Stress.
Rust Touch - Passive: The Rust Eater's carapace is coated in a
corrosive acid that pits and rusts metal. When a PC within Melee
range of the Rust Easter succeeds on an attack against it with
a metal weapon, reduce the weapon's damage die by one step
(for example, d8 to d6 or d6 to d4). If a weapon's damage die is
reduced below a d4, the weapon crumbles into rust. The Rust
Eater then devours the rust pile and clears a HP.
Secret-Keeper¶
Tier Leader
Aclandestine leader with a direct channel to the Fallen Gods.
Motives & Tactics: Amass great power, plot, take command
Diffi culty: 16 | Thresholds: 13/26 | HP: 7 | Stress: 4
ATK: +3 | Sigil-laden Staff : Far | 2d12 mag
Experience: Coercion +2, Fallen Lore +2
Features¶
Seize Your Moment - Action: Spend 2 Fear to spotlight 1d4 allies.
Attacks they make while spotlighted in this way deal half damage.
Our Master's Will - Reaction: When you spotlight an ally within Far
range, mark a Stress to gain a Fear.
Summoning Ritual - Reaction: Countdown (6). When the
Secret-Keeper is in the spotlight for the fi rst time, activate the
countdown. When they mark HP, tick down this countdown by
the number of HP marked. When it triggers, summon a Minor
Demon who appears at Close range.
Fallen Hounds - Reaction: Once per scene, when the Secret-
Keeper marks 2 or more HP, you can mark a Stress to summon
a Demonic Hound Pack, which appears at Close range and is
immediately spotlighted.
Scarecrow¶
Tier Standard
Abundle of straw bound into a humanoid shape, clothed in rags, and
animated by a trapped soul.
Motives & Tactics: Pull yourself together, scratch and claw
Diffi culty: 15 | Thresholds: 7/15 | HP: 4 | Stress: 3
ATK: +1 | Sickle: Melee | 2d6+1 phy
Experience: Birds +2, Fields +2
Features¶
Made of Straw - Passive: The Scarecrow has resistance to physical
damage but takes double damage from fi re.
Terror Vision - Action: Spend a Fear to have the Scarecrow lock
eyes with a PC within Very Close range, dealing 2d8 magic
damage and making them Vulnerable until they roll with Hope.
Shark¶
Tier Bruiser
Alarge aquatic predator, always on the move.
Motives & Tactics: Find the blood, isolate prey, target the weak
Diffi culty: 14 | Thresholds: 14/28 | HP: 7 | Stress: 3
ATK: +2 | Toothy Maw: Very Close | 2d12+1 phy
Experience: Sense of Smell +3
Features¶
Terrifying - Passive: When the Shark makes a successful attack, all
PCs within Far range lose a Hope and you gain a Fear.
Rending Bite - Passive: When the Shark makes a successful
attack, the target must mark an Armor Slot without receiving its
benefi ts (they can still use armor to reduce the damage). If they
can't mark an Armor Slot, they must mark an additional HP.
Blood in the Water - Reaction: When a creature within Close range
of the Shark marks HP from another creature's attack, you can
mark a Stress to immediately spotlight the Shark, moving them
into Melee range of the target and making a standard attack.
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Siren¶
Tier Skulk
Ahalf-fi sh person with shimmering scales and an irresistible voice.
Motives & Tactics: Consume, lure prey, subdue with song
Diffi culty: 14 | Thresholds: 9/18 | HP: 5 | Stress: 3
ATK: +2 | Distended Jaw Bite: Melee | 2d6+3 phy
Experience: Song Repertoire +3
Features¶
Captive Audience - Passive: If the Siren makes a standard attack
against a target Entranced by their song, the attack deals 2d10+1
damage instead of their standard damage.
Enchanting Song - Action: Spend a Fear to sing a song that aff ects
all targets within Close range. Targets must succeed on an
Instinct Reaction Roll or become Entranced until they mark 2
Stress. Other Sirens within Close range of the target can mark
a Stress to each add a +1 bonus to the Diffi culty of the reaction
roll. While Entranced, a target can't act and is Vulnerable.
Sprite¶
Tier Minion
Atiny winged warrior that attacks trespassers with poison-tipped
arrows.
Motives & Tactics: Avoid detection, let the poison do its work,
protect the wilderness
Diffi culty: 13 | Thresholds: None | HP: 1 | Stress: 1
ATK: +0 | Needle-Sharp Arrows: Close | 5 phy
Experience: Stealth +2, Vengeance +2
Features¶
Minion () - Passive: The Sprite is defeated when they take any
damage. For every 5 damage a PC deals to the Sprite, the PC
defeats an additional Minion within range the attack would
succeed against.
Art of Invisibility - Action: Spend a Fear to make the Sprite Hidden
until they attack.
Dream Petal Poison - Action: When the Sprite succeeds on a
standard attack, you can spend a Fear to make the target Sleepy
until the target takes damage. While Sleepy, the target must
make a Presence Reaction Roll before they make an action roll.
On a failure, they must mark 2 Stress or fall asleep until they
take damage.
Spectral Archer¶
Tier Ranged
Aghostly fi ghter with an ethereal bow, unable to move on while their
charge is vulnerable.
Motives & Tactics: Move through solid objects, stay out of the
fray, rehash old battles
Diffi culty: 13 | Thresholds: 6/14 | HP: 3 | Stress: 3
ATK: +3 | Longbow: Far | 2d10+2 phy
Experience: Ancient Knowledge +2
Features¶
Ghost - Passive: The Archer has resistance to physical damage.
Mark a Stress to move up to Close range through solid objects.
Pick Your Target - Action: Spend a Fear to make an attack within
Far range against a PC who is within Very Close range of at least
two other PCs. On a success, the target takes 2d8+12 physical
damage.
Spectral Captain¶
Tier Leader
Aghostly commander leading their troops beyond death.
Motives & Tactics: Move through solid objects, rally troops,
rehash old battles
Diffi culty: 16 | Thresholds: 13/26 | HP: 6 | Stress: 4
ATK: +3 | Longbow: Far | 2d10+3 phy
Experience: Ancient Knowledge +3
Features¶
Ghost - Passive: The Captain has resistance to physical damage.
Mark a Stress to move up to Close range through solid objects.
Unending Battle - Action: Spend 2 Fear to return up to 1d4+1
defeated Spectral allies to the battle at the points where they
fi rst appeared (with no marked HP or Stress).
Hold Fast - Reaction: When the Captain's Spectral allies are forced
to make a reaction roll, you can mark a Stress to give those allies
a +2 bonus to the roll.
Momentum - Reaction: When the Captain makes a successful
attack against a PC, you gain a Fear.
Spectral Guardian¶
Tier Standard
Aghostly fi ghter with spears and swords, anchored by duty.
Motives & Tactics: Move through solid objects, protect treasure,
rehash old battles
Diffi culty: 15 | Thresholds: 7/15 | HP: 4 | Stress: 3
ATK: +1 | Spear: Very Close | 2d8+1 phy
Experience: Ancient Knowledge +2
Features¶
Ghost - Passive: The Guardian has resistance to physical damage.
Mark a Stress to move up to Close range through solid objects.
Grave Blade - Action: Spend a Fear to make an attack against
a target within Very Close range. On a success, deal 2d10+6
physical damage and the target must mark a Stress.
Spy¶
Tier Social
Askilled espionage agent with a knack for being in the right place to
overhear secrets.
Motives & Tactics: Cut and run, disguise appearance, eavesdrop
Diffi culty: 15 | Thresholds: 8/17 | HP: 4 | Stress: 3
ATK: −2 | Dagger: Melee | 2d6+3 phy
Experience: Espionage +3
Features¶
Gathering Secrets - Action: Spend a Fear to describe how the Spy
knows a secret about a PC in the scene.
Fly on the Wall - Reaction: When a PC or group is discussing
something sensitive, you can mark a Stress to reveal that the
Spy is present in the scene, observing them. If the Spy escapes
the scene to report their fi ndings, you gain 1d4 Fear.
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Stone Titan¶
Tier Solo
Agray-skinned goliath who lives underground and specializes in
crafting powerful items inlaid with magical runes.
Motives & Tactics: Blend into the rocks, craft and contemplate,
pursue prophecy and solitude
Diffi culty: 17 | Thresholds: 17/32 | HP: 5 | Stress: 5
ATK: +3 | Stone Hammer: Very Close | 3d6+8 phy
Experience: Crafting +3, Runes +3
Features¶
Relentless (3) - Passive: The Titan can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight them.
Skillful Strike - Passive: Before the Titan makes an attack, you
can mark a Stress and roll a d6. On a result of 3 or higher, the
target's Evasion is halved against this attack.
Sunlight Sickness - Passive: When the Titan fi rst appears above
ground, roll a d4. Mark a number of Stress equal to the result.
The Titan gains a bonus to their attack and damage rolls equal to
the number of Stress marked.
Hammer Smash - Action: When a PC marks HP from the Titan's
standard attack, you can spend a Fear to force the target to
mark an Armor Slot without gaining its benefi ts (they can still
use armor to reduce the damage).
Stonewraith¶
Tier Skulk
Aprowling hunter, like a slinking mountain lion, with a slate-gray
stone body.
Motives & Tactics: Defend territory, isolate prey, stalk
Diffi culty: 13 | Thresholds: 11/22 | HP: 6 | Stress: 3
ATK: +3 | Bite and Claws: Melee | 2d8+6 phy
Experience: Stonesense +3
Features¶
Stonestrider - Passive: The Stonewraith can move through stone
and earth as easily as air. While within stone or earth, they are
Hidden and immune to all damage.
Rocky Ambush - Action: While Hidden, mark a Stress to leap into
Melee range with a target within Very Close range. The target
must succeed on an Agility or Instinct Reaction Roll (15) or take
2d8 physical damage and become temporarily Restrained.
Avalanche Roar - Action: Spend a Fear to roar while within a cave
and cause a cave-in. All targets within Close range must succeed
on an Agility Reaction Roll (14) or take 2d10 physical damage.
The rubble can be cleared with a Progress Countdown (8).
Momentum - Reaction: When the Stonewraith makes a successful
attack against a PC, you gain a Fear.
Triceratops¶
Tier Bruiser
Alarge dinosaur that has an armored frill and three horns.
Motives & Tactics: Eat ferns, move in herds for protection, patrol
the watering hole
Diffi culty: 15 | Thresholds: 14/28 | HP: 7 | Stress: 5
ATK: +2 | Horns: Very Close | 2d10+4 phy
Experience: Defender +3
Features¶
Leathery Hide - Passive: When the Triceratops would be forced
to mark HP, you can mark any number of Stress instead of an
equal number of HP.
Tail Swipe - Action: Mark a Stress to choose up to three targets
within Very Close range. Each target must make an Agility
Reaction Roll. Targets who fail take 5d6 physical damage.
Targets who succeed take half damage.
Bull Rush - Action: Mark a Stress to choose a target within Close
range. The Triceratops moves into Melee range with the target
and makes an attack. On a success, deal 3d10 direct physical
damage.
Tyrannosaurus¶
Tier Bruiser
Ahuge carnivorous dinosaur that walks on two legs.
Motives & Tactics: Break through the treeline, eat, stomp around
Diffi culty: 15 | Thresholds: 14/28 | HP: 7 | Stress: 5
ATK: +2 | Mighty Jaws: Very Close | 2d10+4 phy
Experience: Predator +3
Features¶
Earth-Shaking Roar - Action: Spend a Fear to force each PC within
Close range to make a Presence Reaction Roll. On a failure, they
must choose to lose a Hope or mark 1d4 Stress.
Stomp - Action: Mark a Stress to attack a target within Melee
range. On a success, the target takes 3d12 direct physical
damage.
Crushing Bite - Reaction: When the Tyrannosaurus makes a
successful standard attack, you can spend a Fear to force the
target to mark an additional HP.
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Urco¶
Tier Standard
Ablack-furred hound from beyond the veil of death that portends
death and feeds on fear.
Motives & Tactics: Feed, frighten, hunt
Diffi culty: 15 | Thresholds: 9/18 | HP: 4 | Stress: 3
ATK: +1 | Black Fang: Melee | 2d8+4 mag
Experience: Omens +3, Stealth +3
Features¶
Fearmonger - Passive: When a PC within Very Close range fails
with Hope, you gain a Fear.
Terror-Fueled - Passive: The Urco gains a bonus to attack and
damage rolls equal to the number of Fear you have.
Fear Eater - Action: Spend any number of Fear to clear the same
number of Stress. If the Urco has no marked Stress, you can
spend any number of Fear to clear the same number of HP.
Baleful Gaze - Reaction: When the Urco takes damage from an
attack, you can spend a Fear to cause the attacker's damage
thresholds to gain a −1 penalty until the end of the scene. This
eff ect can stack.
V Aldenhax¶
Tier Leader
Amalevolent forest hag who has long, mossy hair and fl ies through
the air with an oversized mortar and pestle.
Motives & Tactics: Collect souls, fl y, vex trespassers
Diffi culty: 16 | Thresholds: 12/24 | HP: 6 | Stress: 4
ATK: +2 | Giant Stone Pestle: Melee | 2d8+2 phy
Experience: Witchcraft +3
Features¶
To Me, My Pretties - Action: Once per scene, summon 2d4 Tier
2 Hordes, which appear at Far range. You gain a Fear for each
Horde summoned in this way.
Shadow Strangler - Action: Mark a Stress to attack a target within
Far range. On a success, the shadow of the Valdenhax's hand
stretches across the ground until it grasps the target's shadow
and drains their essence. The target marks 1d4 Stress, and you
gain an equal number of Fear.
Corpse Whisperer - Action: Spend a Fear to have the Valdenhax
call out to the lingering spirit of a fallen ally within Close range.
Roll a d6. On an even result, the Valdenhax resurrects the ally
with half its HP cleared. On an odd result, the Valdenhax absorbs
the dregs of its life force and clears a Stress.
Vexing Word - Reaction: After a PC makes a roll, you can mark a
Stress to force them to reroll it. This feature can't be used if the
PC critically succeeds.
War Wizard¶
Tier Ranged
Abattle-hardened mage trained in destructive magic.
Motives & Tactics: Develop new spells, seek power,
shatter formations
Diffi culty: 16 | Thresholds: 11/23 | HP: 5 | Stress: 6
ATK: +4 | Staff : Far | 2d10+4 mag
Experience: Magical Knowledge +2, Strategize +2
Features¶
Battle Teleport - Passive: Before or after making a standard attack,
you can mark a Stress to teleport to a location within Far range.
Refresh Warding Sphere - Action: Mark a Stress to refresh the
Wizard's "Warding Sphere" reaction.
Eruption - Action: Spend a Fear and choose a point within
Far range. A Very Close area around that point erupts into
impassable terrain. All targets within that area must make an
Agility Reaction Roll (14). Targets who fail take 2d10 physical
damage and are thrown out of the area. Targets who succeed
take half damage and aren't moved.
Arcane Artillery - Action: Spend a Fear to unleash a precise hail
of magical blasts. All targets in the scene must make an Agility
Reaction Roll. Targets who fail take 2d12 magic damage. Targets
who succeed take half damage.
Warding Sphere - Reaction: When the Wizard takes damage from
an attack within Close range, deal 2d6 magic damage to the
attacker. This reaction can't be used again until the Wizard
refreshes it with their "Refresh Warding Sphere" action.
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Tier 3 Adversaries (Levels 5-7)¶
Adul T Flickerfl Y¶
Tier Solo
Awinged insect the size of a large house with iridescent scales and
wings that move too fast to track.
Motives & Tactics: Collect shiny things, hunt, nest, swoop
Diffi culty: 17 | Thresholds: 20/35 | HP: 12 | Stress: 6
ATK: +3 | Wing Slash: Very Close | 3d20 phy
Features¶
Relentless (4) - Passive: The Flickerfl y can be spotlighted up to
four times per GM turn. Spend Fear as usual to spotlight them.
Never Misses - Passive: When the Flickerfl y makes an attack, the
target's Evasion is halved against the attack.
Deadly Flight - Passive: While fl ying, the Flickerfl y can move up to
Far range instead of Close range before taking an action.
Whirlwind - Action: Spend a Fear to whirl, making an attack
against all targets within Very Close range. Targets the Flickerfl y
succeeds against take 3d8 direct physical damage.
Mind Dance - Action: Mark a Stress to create a magically dazzling
display that grapples the minds of nearby foes. All targets within
Close range must make an Instinct Reaction Roll. For each target
who failed, you gain a Fear and the Flickerfl y learns one of the
target's fears.
Hallucinatory Breath - Reaction: Countdown (Loop 1d6).
When the Flickerfl y takes damage for the fi rst time, activate
the countdown. When it triggers, the Flickerfl y breathes
hallucinatory gas on all targets in front of them up to Far range.
Targets must make an Instinct Reaction Roll or be tormented
by fearful hallucinations. Targets whose fears are known to the
Flickerfl y have disadvantage on this roll. Targets who fail lose 2
Hope and take 3d8+3 direct magic damage.
Uncanny Refl exes - Reaction: When the Flickerfl y takes damage
from an attack within Close range, you can mark a Stress to take
half damage.
Archmage¶
Tier Solo
Aseeker of secret knowledge hidden away in a tome-fi lled tower.
Motives & Tactics: Corrupt, destroy, overwhelm with evil power
Diffi culty: 18 | Thresholds: 24/45 | HP: 5 | Stress: 8
ATK: +5 | Archmage's Greatstaff : Far | 3d10 mag
Experience: Esoterica +4
Features¶
Relentless (3) - Passive: The Archmage can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them.
Orbiting Aegis - Passive: When the Archmage appears, they
conjure six discs of magical energy that orbit around them. Place
a d6 Aegis Die on this stat block with the 6 value facing up.
When a PC makes a successful attack against the Archmage,
roll a d6. If the result is equal to or less than the value of the
Aegis Die, tick the Aegis Die down and ignore the damage. A PC
can make a Knowledge Roll to tick down the Aegis Die by 1 on a
success or by 2 on a success with Hope.
Force Salvo - Action: Spend any number of Fear and roll that many
d4s. The Archmage unleashes a number of magical homing force
bolts equal to the total result. For each bolt, a creature within Far
range marks a HP. The same creature can be targeted by up to
three force bolts.
Fireball - Action: Mark any number of Stress to target the same
number of PCs within Far range. Each target must succeed on an
Agility Reaction Roll or take 4d10 magic damage.
Counterspell - Reaction: When a PC succeeds on a Spellcast Roll,
you can spend a Fear to have the Archmage make a reaction roll
with a Diffi culty equal to the Spellcast Roll's result. On a success,
the PC's Spellcast Roll fails instead, and you place a token on this
stat block. Using this feature again costs additional Fear equal to
the number of tokens on this stat block. You can't Counterspell a
critical success.
Catrin¶
Tier Social
Alavishly adorned skeleton that has an endless appetite for gold.
Motives & Tactics: Dominate the conversation, seek attention,
steal everything
Diffi culty: 17 | Thresholds: 20/32 | HP: 5 | Stress: 6
ATK: +3 | Spirit Flame: Far | 3d8+5 mag
Experience: Opulence +2, Storyteller +2
Features¶
Attracted to Wealth - Passive: PCs carrying at least a bag of gold
gain advantage on Presence Rolls made to infl uence the Catrin.
The Weight of Opulence - Action: Spend a Fear to turn the Catrin's
gaze toward the PC carrying the most gold. The target must
succeed on an Instinct Reaction Roll or lose a Hope for each bag
of gold they're carrying. If the PC loses their last Hope or has no
Hope to lose, they mark Stress instead.
Expensive Failure - Reaction: When a PC within Melee range fails
an action roll, you can mark a Stress to have the Catrin brazenly
steal a handful of gold from them.
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Chimera¶
Tier Bruiser
Agiant fi re-breathing monster that has a lion's head, a goat's body,
and a serpent's tail.
Motives & Tactics: Play with food, prowl territory, slay cattle
Diffi culty: 17 | Thresholds: 22/40 | HP: 9 | Stress: 5
ATK: +5 | Claws: Melee | 3d12 phy
Experience: Predator +3
Features¶
Rending Jaws - Passive: When the Chimera makes a successful
attack against a PC, the target must mark 2 Armor Slots to
reduce the severity by one threshold.
Double Claw - Action: Mark a Stress to make two standard
attacks. If both attacks succeed against the same target,
combine the damage.
Breath of Fire - Action: Spend a Fear to target up to three PCs in
front of the Chimera within Close range. Each target must make
an Agility Reaction Roll (20). Targets who fail take 3d12 magic
damage. Targets who succeed must choose to mark either an
Armor Slot or a Stress.
Serpent Strike - Reaction: When a PC within Close range targets
the Chimera with an attack, you can mark a Stress to attack the
PC fi rst. On a success, deal 4d4+10 physical damage and Poison
them until their next rest or they succeed on a Knowledge Roll
(20). While Poisoned, the target must roll a d6 before they make
an action roll. On a result of 3 or lower, they must mark a Stress.
Crimson Lepus¶
Tier Solo
Ared-eyed rabbit that thinks only of murder.
Motives & Tactics: Be cute, go for the throat, hop around
Diffi culty: 18 | Thresholds: 20/35 | HP: 10 | Stress: 6
ATK: +3 | Leaping Bite: Very Close | 3d20 phy
Experience: Vicious +4
Features¶
Relentless (3) - Passive: The Lepus can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight it.
"Awww..." - Passive: When the Lepus fi rst appears, it is Too Cute.
T o attack a Too Cute creature, a PC must succeed on an Instinct
Reaction Roll (20). Clear the Too Cute condition if a PC deals
damage to the Lepus or if the Lepus attacks a PC.
Terrifying - Passive: When the Lepus makes a successful attack, all
PCs within Close range lose a Hope, and you gain a Fear.
Leaping Jugular Strike - Action: Spend a Fear to have the Lepus
leap into Melee range of a target within Far range and make an
attack against them. On a success, deal 3d20 direct physical
damage. If the target marks HP from this attack, they become
Vulnerable until they clear a HP.
Evasive - Reaction: When the Lepus would take damage, roll a d6.
On a 4 or higher, halve the damage. If the damage was already
halved, the Lepus takes no damage.
"Run Away!" - Reaction: When a PC with no Hope takes the
spotlight within Very Far range of the Lepus, the PC must
succeed on a Presence Reaction Roll or use their action to fl ee
the battlefi eld until they spend a Hope to return.
Cryptimoth¶
Tier Skulk
Alarge red-eyed moth creature that walks upright and portends
mysterious or evil events.
Motives & Tactics: Echolocate, fl y silently, melt into the shadows
Diffi culty: 14 | Thresholds: 16/30 | HP: 5 | Stress: 3
ATK: +2 | Claws: Melee | 3d8+5 phy
Experience: Dark Omens +3
Features¶
Terrifying - Passive: When the Cryptimoth makes a successful
attack, all PCs within Close range lose a Hope, and you gain a
Fear.
Psychic Screech - Action: Spend 2 Fear to have the Cryptimoth
unleash a burst of psychic energy that causes each PC within Far
range to suff er visions of their horrifying fate. Each target must
make an Instinct Reaction Roll (16). Targets who fail take 3d8
direct magic damage and become Vulnerable until their next rest.
Targets who succeed must mark a Stress or take half damage.
Shadow Swarm - Action: Spend a Fear to have the Cryptimoth
conjure a swarm of mothlike shadow creatures within Far range.
The swarm fi lls a Close range area and blocks line of sight.
Creatures that aren't Cryptimoths are Vulnerable while inside
that area and must mark a Stress to move through it. A PC can
dispel the swarm with a successful Spellcast Roll (12).
Paranoia Glare - Action: Spend a Fear to have the Cryptimoth
gaze into the eyes of a PC within Close range and make them
Paranoid. While Paranoid, the PC is suspicious of other PCs
and can't Help an Ally or take part in Tag Team Rolls. T o clear
this condition, the PC must succeed on an Instinct Roll (16) or
participate in the Prepare downtime move with one or more
members of their party during a rest.
Cursed Merfolk¶
Tier Standard
Ahalf-fi sh, half-human creature psychically bound to serve the Deep
Dwellers.
Motives & Tactics: Separate enemies, strike from the shadows,
use aquatic environment to advantage
Diffi culty: 16 | Thresholds: 18/35 | HP: 5 | Stress: 4
ATK: +3 | Chained Trident: Far | 3d6 phy
Experience: Aquatic +3
Features¶
Fish-Tailed - Passive: The Merfolk is Vulnerable out of the water.
Gang Up - Passive: The Merfolk gains a +2 bonus to attack rolls
against targets within Melee range of one or more allies.
"Get Over Here!" - Reaction: When the Merfolk makes a successful
standard attack against a target beyond Melee range, you can
mark a Stress to pull them into Melee range. If you do, you can
spend a Fear to make a standard attack with advantage against
the target.
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Deep Dweller¶
Tier Leader
Ahuge psychic lamprey that has pitch-black eyes and toxic tentacles.
Motives & Tactics: Abuse power, seek worship, stalk sunken ruins
Diffi culty: 17 | Thresholds: 22/42 | HP: 6 | Stress: 6
ATK: +5 | Teeth & Tentacles: Close | 3d10+4 phy
Experience: Ancient Mysteries +2, Dark Water +2
Features¶
Psychic Blast - Action: Spend a Fear to choose up to three targets
within Close range and force them to make an Instinct or
Knowledge Reaction Roll. Targets who succeed mark a Stress.
Targets who fail take 3d10+4 direct magic damage and are
Vulnerable until spotlighted.
Brain Drain - Action: Mark a Stress to choose a Vulnerable PC
within Very Close range. The target marks 1d4 Stress, and the
Deep Dweller clears an equal number of HP.
Call of the Deep - Action: Spend 2 Fear to summon 1d4 Cursed
Merfolk, who appear at Far range and immediately take the
spotlight.
Mucosal Contamination - Action: Make an attack roll against a PC
within Very Close range. On a success, the Deep Dweller uses
its tentacles to immobilize the target, sliming them with toxic
sludge. The target is Restrained until they break free or slip out
with a successful Strength or Finesse Roll. Each time the Deep
Dweller is spotlighted, all PCs Restrained in this way take 3d8
direct physical damage. The Deep Dweller releases all creatures
Restrained by it when it's defeated or takes Severe damage.
Demon of a V Arice¶
Tier Support
Aregal cloaked monstrosity with circular horns adorned
with treasure.
Motives & Tactics: Consume, fuel greed, sow dissent
Diffi culty: 17 | Thresholds: 15/29 | HP: 6 | Stress: 5
ATK: +2 | Hungry Maw: Melee | 3d6+5 mag
Experience: Manipulation +3
Features¶
Money Talks - Passive: Attacks against the Demon are made with
disadvantage unless the attacker spends a handful of gold. This
Demon starts with a number of handfuls equal to the number
of PCs. When a target marks HP from the Demon's standard
attack, they can spend a handful of gold instead of marking HP
(1 handful per HP). Add a handful of gold to the Demon for each
handful of gold spent by PCs on this feature.
Numbers Must Go Up - Passive: Add a bonus to the Demon's
attack rolls equal to the number of handfuls of gold they have.
Money Is Time - Action: Spend 3 handfuls of gold (or a Fear) to
spotlight 1d4+1 allies.
Demon of Despair¶
Tier Skulk
Acloaked demon-creature with long limbs, seeping shadows.
Motives & Tactics: Make fear contagious, stick to the shadows,
undermine resolve
Diffi culty: 17 | Thresholds: 18/35 | HP: 6 | Stress: 5
ATK: +3 | Miasma Bolt: Far | 3d6+1 mag
Experience: Manipulation +3
Features¶
Depths of Despair - Passive: The Demon deals double damage to
PCs with 0 Hope.
Your Struggle Is Pointless - Action: Spend a Fear to weigh down
the spirits of all PCs within Far range. All targets aff ected replace
their Hope Die with a d8 until they roll a success with Hope or
their next rest.
Your Friends Will Fail You - Reaction: When a PC fails with Fear,
you can mark a Stress to cause all other PCs within Close range
to lose a Hope.
Momentum - Reaction: When the Demon makes a successful
attack against a PC, you gain a Fear.
Demon of Hubris¶
Tier Leader
Aperfectly beautiful and infi nitely cruel demon with a gleaming
spear and elegant robes.
Motives & Tactics: Condescend, declare premature victory,
prove superiority
Diffi culty: 18 | Thresholds: 18/36 | HP: 7 | Stress: 5
ATK: +4 | Perfect Spear: Very Close | 3d10 phy
Experience: Manipulation +2
Features¶
Terrifying - Passive: When the Demon makes a successful attack,
all PCs within Far range must lose a Hope and you gain a Fear.
Double or Nothing - Passive: When a PC within Far range fails a
roll, they can choose to reroll their Fear Die and take the new
result. If they still fail, they mark 2 Stress and the Demon clears
a Stress.
Unparalleled Skill - Action: Mark a Stress to deal the Demon's
standard attack damage to a target within Close range.
The Root of Villainy - Action: Spend a Fear to spotlight two other
Demons within Far range.
You Pale in Comparison - Reaction: When a PC fails a roll within
Close range of the Demon, they must mark a Stress.
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Demon of Jealousy¶
Tier Ranged
Afi ckle creature of spindly limbs and insatiable desires.
Motives & Tactics: Join in on others' success, take what belongs to
others, hold grudges
Diffi culty: 17 | Thresholds: 17/30 | HP: 6 | Stress: 6
ATK: +4 | Psychic Assault: Far | 3d8+3 mag
Experience: Manipulation +3
Features¶
Unprotected Mind - Passive: The Demon's standard attack deals
direct damage.
My Turn - Reaction: When the Demon marks HP from an attack,
spend a number of Fear equal to the HP marked by the Demon
to cause the attacker to mark the same number of HP.
Rivalry - Reaction: When a creature within Close range takes
damage from a diff erent adversary, you can mark a Stress to
add a d4 to the damage roll.
What's Yours Is Mine - Reaction: When a PC takes Severe damage
within Very Close range of the Demon, you can spend a Fear to
cause the target to make a Finesse Reaction Roll. On a failure,
the Demon seizes one item or consumable of their choice from
the target's inventory.
Demon of Wrath¶
Tier Bruiser
Ahulking demon with boulder-sized fi sts, driven by endless rage.
Motives & Tactics: Fuel anger, impress rivals, wreak havoc
Diffi culty: 17 | Thresholds: 22/40 | HP: 7 | Stress: 5
ATK: +3 | Fists: Very Close | 3d8+1 mag
Experience: Intimidation +2
Features¶
Anger Unrelenting - Passive: The Demon's attacks deal direct
damage.
Battle Lust - Action: Spend a Fear to boil the blood of all PCs
within Far range. They use a d20 as their Fear Die until the end
of the scene.
Retaliation - Reaction: When the Demon takes damage from an
attack within Close range, you can mark a Stress to make a
standard attack against the attacker.
Blood and Souls - Reaction: Countdown (Loop 6). Activate the fi rst
time an attack is made within sight of the Demon. It ticks down
when a PC takes a violent action. When it triggers, summon 1d4
Minor Demons, who appear at Close range.
Drake¶
Tier Skulk
Aclawed quadruped that has a scaled, serpentine body and a
willingness to serve its cousins, the dragons.
Motives & Tactics: Coil and crush, protect master, slither around
lairs and ruins, strike fi rst
Diffi culty: 14 | Thresholds: 16/30 | HP: 5 | Stress: 3
ATK: +4 | Claws & Teeth: Melee | 3d8+5 phy
Experience: Vicious +3
Features¶
Relentless (2) - Passive: The Drake can be spotlighted up to two
times per GM turn. Spend Fear as usual to spotlight it.
Guard Dog - Reaction: When a PC would deal damage to a
creature within Close range, you can mark a Stress to have the
Drake move to intercept the attack and take the damage instead.
If the attacker is within Melee range of the Drake's new position,
you can immediately spotlight the Drake without spending Fear.
Dire Bat¶
Tier Skulk
Awide-winged pet endlessly loyal to their vampire owner.
Motives & Tactics: Dive-bomb, hide, protect leader
Diffi culty: 14 | Thresholds: 16/30 | HP: 5 | Stress: 3
ATK: +2 | Claws and Teeth: Melee | 2d6+7 phy
Experience: Bloodthirsty +3
Features¶
Flying - Passive: While fl ying, the Bat gains a +3 bonus to
their Diffi culty.
Screech - Action: Mark a Stress to send a high-pitch screech out
toward all targets in front of the Bat within Far range. Those
targets must mark 1d4 Stress.
Guardian - Reaction: When an allied Vampire marks HP, you can
mark a Stress to fl y into Melee range of the attacker and make
an attack with advantage against them. On a success, deal
2d6+2 physical damage.
Dry Ad¶
Tier Leader
Anature spirit in the form of a humanoid tree.
Motives & Tactics: Command, cultivate, drive out, preserve the
forest
Diffi culty: 16 | Thresholds: 24/38 | HP: 8 | Stress: 5
ATK: +4 | Deadfall Shortbow: Far | 3d10+1 phy
Experience: Forest Knowledge +4
Features¶
Bramble Patch - Action: Mark a Stress to target a point within
Far range. Create a patch of thorns that covers an area within
Close range of that point. All targets within that area take 2d6+2
physical damage when they act. Atarget must succeed on a
Finesse Roll or deal more than 20 damage to the Dryad with an
attack to leave the area.
Grow Saplings - Action: Spend a Fear to grow three Treant Sapling
Minions, who appear at Close range and immediately take the
spotlight.
We Are All One - Reaction: When an ally dies within Close range,
you can spend a Fear to clear 2 HP and 2 Stress as the fallen
ally's life force is returned to the forest.
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Dullahan¶
Tier Bruiser
Ahorse-mounted specter holding their own severed head in one hand
and wielding a whip fashioned from a human spine in the other.
Motives & Tactics: Doom with a glance, gallop across water, kick
with heavy hooves
Diffi culty: 17 | Thresholds: 22/40 | HP: 7 | Stress: 4
ATK: +3 | Spine Whip: Very Close | 3d10+1 mag
Experience: Nocturnal +3
Features¶
Specter - Passive: The Dullahan has resistance to physical damage.
Mark a Stress to move up to Close range through solid objects.
Spectral Mount - Passive: While atop their steed, the Dullahan
can move up to Far range instead of Close range before taking
an action. If the Dullahan is unhorsed, their mount disappears
until you mark a Stress to summon it again. The Dullahan is
Vulnerable while not on their horse.
Bone Whip Strike - Action: Mark a Stress to make an attack
against a target within Melee range. On a success, the target
takes 4d4+10 direct physical damage and is Vulnerable until they
clear a HP.
Death Glare - Action: Spend a Fear to choose a PC within Far
range. The target must make an Presence Reaction Roll (19).
On a success, they mark a Stress. On a failure, they mark a HP
and activate a Doom Countdown (4). It ticks down when the
Dullahan is spotlighted. When it triggers, the target makes a
death move. If the Dullahan is defeated or the PCs take a rest, all
Doom Countdowns end.
Elemental Spark¶
Tier Minion
Ablazing mote of elemental fi re.
Motives & Tactics: Blast, consume, gain mass
Diffi culty: 15 | Thresholds: None | HP: 1 | Stress: 1
ATK: +0 | Bursts of Fire: Close | 5 mag
Features¶
Minion () - Passive: The Elemental is defeated when they take
any damage. For every 9 damage a PC deals to the Elemental,
defeat an additional Minion within range the attack would
succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Elemental Sparks within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 5 physical damage
each. Combine this damage.
Fellmounted Shadow King¶
Tier Support
The shade of a forgotten ruler, cursed to patrol the skies atop a
winged eel in the service of an even greater evil.
Motives & Tactics: Find magic items, inspire fear, patrol skies
Diffi culty: 15 | Thresholds: 24/38 | HP: 8 | Stress: 5
ATK: +4 | Cursed Lance: Close | 3d10+6 mag
Experience: Seeker +3
Features¶
Fellmount - Passive: While the Shadow King is on his mount, he
gains a +2 bonus to his Diffi culty. When the Shadow King takes
Severe damage, he's knocked from his mount. If the Shadow
King is unmounted, his mount disappears until you mark a
Stress to summon it again.
Light and Shadow - Passive: The Shadow King has advantage on
attack rolls while in shadow or darkness and disadvantage on
attack rolls while in bright light.
Relic Hunter - Passive: The Shadow King has advantage on attack
rolls against PCs who have magic weapons or armor equipped.
Hellsong - Action: Spend 2 Fear to have the Shadow King's mount
unleash a spine-chilling screech that echoes over the battlefi eld.
Each PC within Far range must make a Presence Reaction Roll
(18). Targets who succeed must mark a Stress. Targets who fail
must mark a Stress and lose a Hope. If a PC can't lose a Hope,
you gain 2 Fear.
Air Support - Reaction: Three times per scene, you can spend a
Fear to have an ally within Far range reroll a failed attack with
advantage.
Fire Titan¶
Tier Solo
An armor-clad goliath who has ash-gray skin and fi ery hair and
wields a masterwork greatsword crafted in their own smithy.
Motives & Tactics: Act valorously, make war, think tactically
Diffi culty: 18 | Thresholds: 19/35 | HP: 10 | Stress: 5
ATK: +3 | Greatsword: Close | 3d12+4 phy
Experience: Smithing +5, Tactics +3
Features¶
Relentless (3) - Passive: The Titan can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight them.
Masterwork Armor - Passive: Countdown (3). When the Titan fi rst
appears, activate the countdown. It ticks down when the Titan
takes Major or Severe damage. Until the countdown triggers,
reduce incoming damage by 1d12. When it triggers, the Titan
gains a +1 bonus to their Diffi culty and attack rolls.
Momentum - Passive: When the Titan makes a successful attack
against a PC, you gain a Fear.
Hurl Rock - Action: Mark a Stress to choose a point within Far
range, then make an attack against all targets between the Titan
and that point. Targets the Titan succeeds against take 3d12
physical damage.
Skull Splitter - Action: Mark a Stress to place a token on this stat
block. The next time the Titan is spotlighted, you must spend
the token from this stat block and make an attack against a PC
within Close range. On a success, deal 3d20+5 direct physical
damage. On a failure, the target marks a Stress.
Blazing Heart - Reaction: When the Titan marks half or more of
their HP, you can spend a Fear and mark any number of Stress
to clear a number of HP equal to the number of Stress marked.
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Frost Titan¶
Tier Bruiser
Ablue-skinned goliath who has rimed hair and wears trophies of past
battles.
Motives & Tactics: Claim trophies, raid and pillage, test mettle
Diffi culty: 17 | Thresholds: 22/40 | HP: 10 | Stress: 4
ATK: +7 | Dual Axes: Very Close | 3d10+2 phy
Experience: Cold +3, War +3
Features¶
Relentless (2) - Passive: The Titan can be spotlighted up to two
times per GM turn. Spend Fear as usual to spotlight them.
War Horn - Action: Mark a Stress to force each PC within Far
range to succeed on a Presence Reaction Roll or mark a Stress
and become Vulnerable until after the next attack against them.
Bull Rush - Action: Mark a Stress to move up to Close range and
make an attack roll against a target within Melee range. On a
success, deal 4d10+2 physical damage and knock the target
back to Close range.
Cleaving Strike - Reaction: When a PC marks HP from the Titan's
standard attack, you can mark a Stress to force another PC
within Very Close range who the attack would have succeeded
against to mark the same number of HP.
Trophy Hunter - Reaction: When the Titan defeats a PC, the Titan
takes the PC's most valuable possession as a trophy.
Gargantuan Sea Turtle¶
Tier Solo
Amonstrous sea turtle that has an adamantine shell and beak.
Motives & Tactics: Acquire riches, capsize trading vessels, lie in
wait, use the waves as cover
Diffi culty: 18 | Thresholds: 21/41 | HP: 10 | Stress: 6
ATK: +7 | Crushing Jaws: Very Close | 3d12+7 phy
Experience: Open Sea +5
Features¶
Relentless (3) - Passive: The Turtle can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight it.
Piercing Bite - Passive: When the Turtle makes a successful
standard attack against a PC, the PC must either mark an Armor
Slot without receiving its benefi t or take double damage.
Tail Bash - Action: Mark a Stress to make a standard attack
against all PCs behind the Turtle within Very Close range. On a
success, a target takes an extra 1d12 physical damage and is
pushed away from the Turtle to Close range.
Gigaton Splash - Action: Spend a Fear to have the Turtle use its
weight to unleash an unstoppable wall of water that targets
all creatures within Far range. Each PC must make a Strength
Reaction Roll to navigate the tide. Targets who fail are pushed
away from the Turtle to Close range, take 4d8 physical damage,
and become temporarily Vulnerable. Targets who succeed must
mark a Stress. For each target who failed, you gain a Fear.
Steam Breath - Action: Spend 2 Fear to have the Turtle release
a blast of superheated steam targeting all PCs in front of it
within Close range. Each target must make an Agility Reaction
Roll. Targets who fail take 4d8 magic damage and become
temporarily Vulnerable. Targets who succeed must choose to
either mark a Stress or take half damage.
Greater Earth Elemental¶
Tier Bruiser
Aliving landslide of boulders and dust, as large as a house.
Motives & Tactics: Avalanche, knock over, pummel
Diffi culty: 17 | Thresholds: 22/40 | HP: 10 | Stress: 4
ATK: +7 | Boulder Fist: Very Close | 3d10+1 phy
Features¶
Slow - Passive: When you spotlight the Elemental and they don't
have a token on their stat block, they can't act yet. Place a token
on their stat block and describe what they're preparing to do.
When you spotlight the Elemental and they have a token on their
stat block, clear the token and they can act.
Crushing Blows - Passive: When the Elemental makes a successful
attack, the target must mark an Armor Slot without receiving its
benefi ts (they can still use armor to reduce the damage). If they
can't mark an Armor Slot, they must mark an additional HP.
Immovable Object - Passive: An attack that would move the
Elemental moves them two fewer ranges (for example, Far
becomes Very Close). When the Elemental takes physical
damage, reduce it by 7.
Rockslide - Action: Mark a Stress to create a rockslide that buries
the land in front of Elemental within Close range with rockfall.
All targets in this area must make an Agility Reaction Roll (19).
Targets who fail take 2d12+5 physical damage and become
Vulnerable until their next roll with Hope. Targets who succeed
take half damage.
Momentum - Reaction: When the Elemental makes a successful
attack against a PC, you gain a Fear.
Greater Water Elemental¶
Tier Support
Ahuge living wave that crashes down upon enemies.
Motives & Tactics: Deluge, disperse, drown
Diffi culty: 17 | Thresholds: 17/34 | HP: 5 | Stress: 5
ATK: +3 | Crashing Wave: Very Close | 3d4+1 mag
Features¶
Water Jet - Action: Mark a Stress to attack a target within Very
Close range. On a success, deal 2d4+7 physical damage and the
target's next action has disadvantage. On a failure, the target
must mark a Stress.
Drowning Embrace - Action: Spend a Fear to make an attack
against all targets within Very Close range. Targets the Elemental
succeeds against become Restrained and Vulnerable as they
begin drowning. Atarget can break free, ending both conditions,
with a successful Strength or Instinct Roll.
High Tide - Reaction: When the Elemental makes a successful
standard attack, you can mark a Stress to knock the target back
to Close range.
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Huge Green Ooze¶
Tier Skulk
Atranslucent green mound of acid taller than most humans.
Motives & Tactics: Camoufl age, creep up, envelop, multiply
Diffi culty: 15 | Thresholds: 15/30 | HP: 7 | Stress: 4
ATK: +3 | Ooze Appendage: Melee | 3d8+1 mag
Experience: Blend In +3
Features¶
Slow - Passive: When you spotlight the Ooze and they don't have
a token on their stat block, they can't act yet. Place a token on
their stat block and describe what they're preparing to do. When
you spotlight the Ooze and they have a token on their stat block,
clear the token and they can act.
Acidic Form - Passive: When the Ooze makes a successful attack,
the target must mark an Armor Slot without receiving its
benefi ts (they can still use armor to reduce the damage). If
they can't mark an Armor Slot, they must mark an additional HP.
Envelop - Action: Make an attack against a target within Melee
range. On a success, the Ooze Envelops them and the target
must mark 2 Stress. While Enveloped, the target must mark an
additional Stress every time they make an action roll. When the
Ooze takes Severe damage, all Enveloped targets are freed and
the condition is cleared.
Split - Reaction: When the Ooze has 4 or more HP marked, you
can spend a Fear to split them into two Green Oozes (with no
marked HP or Stress). Immediately spotlight both of them.
Hydra¶
Tier Solo
Aquadrupedal scaled beast with multiple long-necked heads, each
fi lled with menacing fangs.
Motives & Tactics: Devour, regenerate, terrify
Diffi culty: 18 | Thresholds: 19/35 | HP: 10 | Stress: 5
ATK: +3 | Bite: Close | 2d12+2 phy
Features¶
Many-Headed Menace - Passive: The Hydra begins with three
heads and can have up to fi ve. When the Hydra takes Major or
greater damage, they lose a head.
Relentless (X) - Passive: The Hydra can be spotlighted Xtimes per
GM turn, where Xis the Hydra's number of heads. Spend Fear as
usual to spotlight them.
Regeneration - Action: If the Hydra has any marked HP, spend a
Fear to clear a HP and grow two heads.
Terrifying Chorus - Action: All PCs within Far range lose 2 Hope.
Magical Weakness - Reaction: When the Hydra takes magic
damage, they become Dazed until the next roll with Fear. While
Dazed, they can't use their Regeneration action but are immune
to magic damage.
Lamia¶
Tier Skulk
Asnake-tailed humanoid monster who stalks the night to absorb the
life energy of sleeping people.
Motives & Tactics: Attack the unaware, avoid sunlight, leech life
force, put to sleep, slither through tall grass
Diffi culty: 17 | Thresholds: 18/35 | HP: 6 | Stress: 5
ATK: +3 | Curved Dagger: Melee | 3d8+4 phy
Experience: Snaky +3
Features¶
Constriction - Action: Mark a Stress to have the Lamia wrap their
tail around a PC within Melee range and squeeze. The target
must succeed on a Finesse Reaction Roll or become Constricted
until the Lamia moves or takes Major or greater damage. While
Constricted, the target is Restrained and must mark a Stress
when the Lamia takes the spotlight.
Life Leech - Action: Mark a Stress to force a Vulnerable or
Restrained target within Melee range to mark 1d4−1 HP. The
Lamia then clears an equal number of HP.
Sleep Toxin - Reaction: When the Lamia makes a successful
standard attack against a PC, you can spend a Fear to make
them Vulnerable until they succeed on a Instinct Roll (19).
Lamplight Beguiler¶
Tier Skulk
Ahuge aquatic creature that lures unwary prey into eating range
with its dangling, shapeshifting head stalk.
Motives & Tactics: Entice with secret knowledge, snap the trap
shut, speak through a shapeshifted head stalk
Diffi culty: 16 | Thresholds: 16/32 | HP: 6 | Stress: 5
ATK: +3 | Jaws: Melee | 3d8+2 phy
Experience: Charm +3, Secrets +3
Features¶
Doppel-Dangler - Action: The membranous cluster at the end of
the Beguiler's head stalk can shapeshift into any humanoid form.
Mark a Stress to choose a PC within Close range. Their player
must tell you who their PC would fi nd most trustworthy. The
Beguiler's head stalk transforms into that person and gains the
ability to speak in their voice.
Entice - Action: Spend a Fear to have the Beguiler make an alluring
overture to a PC within Close range. The PC must succeed on a
Presence Reaction Roll (18) or move into Melee range with the
Beguiler. If the Beguiler's head stalk is transformed into a person
the PC would fi nd trustworthy, they have disadvantage on the
reaction roll.
Gulp - Reaction: When a PC moves within Melee range, you
can spend a Fear to make an attack roll against them. On a
successful attack, the target takes 3d6 physical damage and is
Swallowed. While Swallowed, the target is Restrained and takes
3d6 physical damage when the Beguiler takes the spotlight. The
Beguiler disgorges all Swallowed creatures when it takes Major
or Severe damage.
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Manticore¶
Tier Solo
Alegendary beast that has a human's face, lion's body, scorpion's
tail, and dragon's wings.
Motives & Tactics: Bite, claw, pounce, riddle, swipe, swoop, trick
Diffi culty: 17 | Thresholds: 20/35 | HP: 12 | Stress: 6
ATK: +6 | Teeth & Claws: Very Close | 3d12+6 phy
Experience: Overgrowth +3, Riddles +3
Features¶
Relentless (3) - Passive: The Manticore can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them.
Riddle Me This - Passive: The Manticore is obsessed with puzzles
and can be distracted by brain teasers, word games, or other
semi-intellectual diversions.
Winged - Passive: While airborne, the Manticore gains a +2 bonus
to their Diffi culty and attack rolls.
Pouncing Attack - Action: Spend a Fear to have the Manticore
pounce into Melee range of a target within Far range and make
an attack against them. On a success, deal 3d20+6 physical
damage, and the target becomes Shaky until they spend a Hope.
While Shaky, the target makes attack rolls with disadvantage.
Paralyzing Tail Spike - Action: Mark a Stress to make an attack
roll against a target within Close range. On a success, the target
takes 3d8 physical damage and becomes Restrained until they
overcome the toxin with a successful Strength Roll.
Locking Jaws - Reaction: When the Manticore succeeds on
a standard attack against a target within Melee range, you
can mark a Stress to lock their jaws onto the target, making
the target Restrained and Vulnerable until they escape with a
successful Strength Roll (19).
Monarch¶
Tier Social
The sovereign ruler of a nation, wreathed in the privilege of tradition
and wielding unmatched power in their domain.
Motives & Tactics: Control vassals, destroy rivals, forge a legacy
Diffi culty: 16 | Thresholds: 16/32 | HP: 6 | Stress: 5
ATK: +0 | Warhammer: Melee | 3d6+3 phy
Experience: History +3, Nobility +3
Features¶
Execute Them! - Action: Spend a Fear per PC in the party to have
the group condemned for crimes real or imagined. A PC who
succeeds on a Presence Roll can demand trial by combat or
another special form of trial.
Crownsguard - Action: Once per scene, mark a Stress to summon
six Tier 3 Minions, who appear at Close range to enforce the
Monarch's will.
Casus Belli - Reaction: Long-Term Countdown (8). Spend a Fear
to activate after the Monarch's desire for war is fi rst revealed.
When it triggers, the Monarch has a reason to rally the nation to
war and the support to act on that reason. You gain 1d4 Fear.
Night Children¶
Tier Horde (/HP)
Ateeming assortment of nocturnal fi ends under the thrall of an
ancient evil.
Motives & Tactics: Carry victims back to master, overrun
settlements, slither through shadow
Diffi culty: 16 | Thresholds: 17/32 | HP: 7 | Stress: 4
ATK: +1 | Fangs & Claws: Melee | 3d6+8 phy
Experience: Terrorize +3
Features¶
Horde (2d+2) - Passive: When the Night Children have marked
half or more of their HP, their standard attack deals 2d6+2
physical damage instead.
Swell Ranks - Action: Once per scene, mark any number of Stress
to have the Night Children open a portal that spews forth
reinforcements, refi lling the Horde's ranks. Clear a number of HP
equal to the number of Stress marked.
Overwhelm - Reaction: When the Night Children mark HP from
an attack within Melee range, you can mark a Stress to make a
standard attack against the attacker.
Pain Priest¶
Tier Social
Amember of an other-dimensional religious order devoted to
exploring the boundaries of mortal suff ering and ecstasy.
Motives & Tactics: Feed on emotions, locate the innocent or
curious, tempt them with their deepest desires
Diffi culty: 16 | Thresholds: 16/32 | HP: 6 | Stress: 5
ATK: +0 | Torture Implements: Melee | 3d6+4 phy
Experience: Experimentation +4
Features¶
Walk Between Worlds - Action: Mark a Stress to place the Priest
anywhere within Very Far range and immediately spotlight them
again.
Pleasure and Pain - Reaction: When a PC within Close range of the
Priest gains a Hope or marks HP, roll a d8. On a result of 8, the
Priest opens a portal to their original dimension and fl ees there
with the closest party member. You gain 1d6 Fear. The portal
remains open until the Priest is defeated or spotlighted again.
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Phoenix¶
Tier Ranged
Ahuge eagle that's made of magical fl ame, impossible to kill, and
hunted for its healing plumage.
Motives & Tactics: Flee pursuers, live brilliantly, soar through the
heavens, wield light and fl ame
Diffi culty: 18 | Thresholds: 19/30 | HP: 6 | Stress: 6
ATK: +4 | Fire Bolt: Very Far | 3d10+3 mag
Experience: Bright +4, Legendary +3
Features¶
Purifying Aura - Passive: Any PC who takes an action within the
Phoenix's Melee range can spend a Hope to purify themself in its
healing warmth, clearing a HP or a Stress and all conditions.
Fireseed - Reaction: The Phoenix bleeds magic fi re. When the
Phoenix marks a HP, summon one Minor Fire Elemental within
Very Close range.
Resurrection - Evolution: When the Phoenix is defeated, it
becomes a cloud of ash that blows away to reveal a Smoldering
Egg. The Egg is immune to all damage and has a heat aura that
deals 3d4 direct magic damage to anyone who touches it. The
Egg hatches into a new Phoenix, with all HP and Stress cleared,
in 7 days.
Plesiosaurus¶
Tier Standard
Acanoe-length marine lizard that has a long neck and four fl ippers.
Motives & Tactics: Dive deeper, eat fi sh, swim peacefully
Diffi culty: 16 | Thresholds: 18/35 | HP: 7 | Stress: 5
ATK: +2 | Bite: Very Close | 3d8+5 phy
Experience: Lochs +3
Features¶
Only a Rumor - Passive: While deep underwater, the Plesiosaurus
can't be located or targeted.
Wall of Water - Action: Mark a Stress to have the Plesiosaurus
breach and crash, sending a wall of water from one side of its
body. Each PC within Far range on that side of the Plesiosaurus
must succeed on an Agility Reaction Roll (18) or take 3d10
physical damage and be pushed back to Far range.
Roc¶
Tier Solo
Agiant falcon that nests in the mountains and unleashes storms.
Motives & Tactics: Breathe lightning and speak thunder, protect
eggs, rake with talons, spy from afar
Diffi culty: 18 | Thresholds: 20/35 | HP: 12 | Stress: 6
ATK: +3 | Beak & Talons: Very Close | 3d12+8 phy
Experience: Craggy Peaks +3
Features¶
Relentless (3) - Passive: The Roc can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight it.
Bird of Prey - Passive: Once per GM turn, the Roc can move up to
Very Far range before or after it takes an action.
Here Comes the Boom - Action: Spend a Fear to have the Roc
unleash a storm of lightning and thunder. Make an attack
roll against 1d4+1 targets within Far range. Targets the Roc
succeeds against take 3d12 magic damage. Then each target
within Far range of the Roc must make an Agility Reaction Roll
(20). Targets who fail take 3d8 physical damage and are pushed
back to Close range. Targets who succeed must mark a Stress.
Crushing Grasp - Reaction: When the Roc makes a successful
standard attack, you can mark a Stress to have the Roc crush
the target with its talons, forcing them to mark 1d4 Stress and
Restraining them until they succeed on a Strength Roll (20).
Nest Warden - Evolution: When the Roc's eggs are threatened, it
gains the following features:
Wrathful - Passive: The Roc gains a +2 bonus to its Diffi culty and
a bonus to damage rolls equal to the number of Stress it has
marked.
Electrifying Aura - Passive: The Roc has resistance to magic
damage. PCs who fail a roll within Very Close range must
spend a Hope or mark 1d4 Stress.
Sandwyrm¶
Tier Bruiser
Agargantuan burrowing worm that has armor plating and gnashing
jaws. This intelligent and opportunistic hunter can swim through
sand as quickly as a cheetah runs on land.
Motives & Tactics: Ambush from below, eat and leave, tunnel and
erupt, use both ends
Diffi culty: 17 | Thresholds: 21/40 | HP: 6 | Stress: 3
ATK: +1 | Bite: Very Close | 3d8+4 phy
Experience: Tremor Sense +4
Features¶
Venomous Tail Stinger - Action: Mark a Stress to attack a target
within Close range. On a success, the target takes 3d10+2
physical damage and must succeed on a Strength Reaction Roll
or become Restrained and Vulnerable until they roll with Hope.
Devour - Action: Make an attack against a target within Melee
range. On a success, the Sandwyrm Swallows the target. While
Swallowed, the target is Restrained and marks a HP when
the Sandwyrm is spotlighted. The Sandwyrm disgorges all
Swallowed creatures when it takes Major or greater damage.
Hungry, Not Stupid - Reaction: When the Sandwyrm marks half
its HP or Swallows a creature, roll a d6. On a result of 3 or lower,
the Sandwyrm retreats to safety.
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Shapeshifting Fiend¶
Tier Social
An evil entity who impersonates a trusted fi gure.
Motives & Tactics: Impersonate, sow discord, tempt betrayal
Diffi culty: 17 | Thresholds: 20/32 | HP: 4 | Stress: 8
ATK: +3 | Hidden Blade: Melee | 3d8+3 phy
Experience: Manipulate +3, Mimic +2
Features¶
Fiendish Nature - Passive: The Fiend has resistance to magic
damage and can't be fooled by magic illusions.
Impersonate - Action: Spend a Fear to have the Fiend magically
transform into a humanoid they have previously interacted with.
A PC who targets the Fiend while they're in the form of a person
the PC cares for must succeed on an Instinct Reaction Roll or the
attack fails and the PC must mark a Stress.
Turn Invisible - Action: Mark a Stress to make the Fiend Hidden
until they make an action roll or take damage.
Backhanded Guidance - Reaction: When a PC makes an action roll
while the Fiend is in the scene, you can mark a Stress to add 1d6
to the result of their Fear Die.
Exposed! (Phase Change) - Reaction: When the Fiend is defeated
or the PCs discover its true identity, replace the Fiend with
Shapeshifting Fiend Revealed and immediately spotlight them.
Shapeshifting Fiend Revealed¶
Tier Solo
Atowering humanoid who has an insectile head and multiple sets of
glowing red eyes.
Motives & Tactics: Claim souls, confuse and misdirect, escape to
the Circles Below, teleport
Diffi culty: 17 | Thresholds: 20/32 | HP: 10 | Stress: 8
ATK: +3 | Mantis Claws: Very Close | 3d12+5 phy
Experience: Hellbound +3, Immortal +2
Features¶
Relentless (3) - Passive: The Fiend can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight them.
Fiendish Resistance - Passive: The Fiend has resistance to magic
damage and can't be fooled by magic illusions.
Demonic Rage - Action: Spend a Fear to make a standard attack
with a bonus to the attack roll equal the amount of Stress the
Fiend has marked. On a success, the attack deals direct damage.
Hall of Mirrors - Action: Mark 2 Stress to have the Fiend summon
four illusory duplicates and activate a Duplicate Countdown (4).
When the Fiend is targeted by an attack, they gain a bonus to
their Diffi culty equal to the countdown die's current value. The
countdown ticks down when a PC fails an attack against the
Fiend. When it triggers, the duplicates vanish.
Flash Claw - Action: Spend a Fear to have the Fiend unleash an arc
of magical energy. Make an attack roll against all targets within
Close range. Targets the attack succeeds against take 3d20
magic damage.
Mind Games - Reaction: When an attack targeting the Fiend from
beyond Very Close range succeeds with Fear, you can mark a
Stress to have the Fiend instantly switch places with a PC within
Very Close range. The PC takes the damage instead.
Storm Titan¶
Tier Solo
An ancient, wise, and temperamental goliath who has hair made of
mist and electricity crackling across their skin.
Motives & Tactics: Erupt violently, wait, watch
Diffi culty: 20 | Thresholds: 35/70 | HP: 11 | Stress: 8
ATK: +7 | Lightning Bolt: Far | 3d20+10 mag
Experience: Power of the Storm +3
Features¶
Relentless (3) - Passive: The Titan can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight them.
Momentum - Passive: When the Titan makes a successful attack
against a PC, you gain a Fear.
Ball Lightning - Action: Spend a Fear to have the Titan conjure 1d4
spheres of electrical energy within Close range. When the Titan
is spotlighted, they can move each sphere up to Close range.
When a sphere moves within Very Close range of a PC, the PC
takes 4d6 magic damage, and the sphere disappears. Each
sphere has the same Diffi culty as the Titan and disappears if a
creature deals magic damage to it.
Storm Bringer - Action: Mark a Stress to have the Titan conjure
a raging storm. Each PC within Close range of the Titan must
make a Strength Reaction Roll. Targets who fail take 3d12 magic
damage and are Vulnerable until they are spotlighted. Targets
who succeed take half damage.
Thunderclap - Action: Spend a Fear to target up to three PCs in
front of the Titan within Close range. Each target marks a Stress
and becomes Vulnerable until they roll with Hope.
Stag Knight¶
Tier Standard
Aknight with huge, majestic antlers wearing armor made of
dangerous thorns.
Motives & Tactics: Isolate, maneuver, protect the forest, weed
the unwelcome
Diffi culty: 17 | Thresholds: 19/36 | HP: 7 | Stress: 5
ATK: +3 | Bramble Sword: Melee | 3d8+3 phy
Experience: Forest Knowledge +3
Features¶
From Above - Passive: When the Knight succeeds on a standard
attack from above a target, they deal 3d12+3 physical damage
instead of their standard damage.
Blade of the Forest - Action: Spend a Fear to make an attack
against all targets within Very Close range. Targets the Knight
succeeds against take physical damage equal to 3d4 + the
target's Major threshold.
Thorny Armor - Reaction: When the Knight takes damage from
an attack within Melee range, you can mark a Stress to deal
1d10+5 physical damage to the attacker.
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Oak Treant¶
Tier Bruiser
Asturdy animate old-growth tree.
Motives & Tactics: Hide in plain sight, preserve the forest, root
down, swing branches
Diffi culty: 17 | Thresholds: 22/40 | HP: 7 | Stress: 4
ATK: +2 | Branch: Very Close | 3d8+2 phy
Experience: Forest Knowledge +3
Features¶
Just a Tree - Passive: Before they make their fi rst attack in a fi ght
or after they become Hidden, the Treant is indistinguishable from
other trees until they next act or a PC succeeds on an Instinct
Roll to identify them.
Seed Barrage - Action: Mark a Stress and make an attack against
up to three targets within Close range, pummeling them with
giant acorns. Targets the Treant succeeds against take 2d10+5
physical damage.
Take Root - Action: Mark a Stress to Root the Treant in place. The
Treant is Restrained while Rooted, and can end this eff ect instead
of moving while they are spotlighted. While Rooted, the Treant
has resistance to physical damage.
Treant Sapling¶
Tier Minion
Asmall, sentient tree sapling.
Motives & Tactics: Blend in, preserve the forest, pummel,
surround
Diffi culty: 14 | Thresholds: None | HP: 1 | Stress: 1
ATK: +0 | Branches: Melee | 8 phy
Features¶
Minion () - Passive: The Sapling is defeated when they take any
damage. For every 6 damage a PC deals to the Sapling, defeat an
additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Treant Saplings within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 8 physical damage
each. Combine this damage.
Unicorn¶
Tier Standard
Acelestial avatar of goodness in the form of a preternaturally
beautiful horse with a long, spiraled horn emerging from its head.
Motives & Tactics: Keep evil at bay, protect the sacred, sense
emotions and intent
Diffi culty: 17 | Thresholds: 19/36 | HP: 7 | Stress: 5
ATK: +3 | Hoof & Horn: Melee | 3d10+3 mag
Experience: Magic +3, Nature +3
Features¶
Celestial Lance - Passive: The Unicorn's standard attack deals
double damage to a creature that has dealt damage to it.
Healing Touch - Action: The Unicorn touches its horn to an ally
within Melee range and channels healing energy into them. Mark
any number of Stress to clear an equal number of the ally's HP.
Protective Aura - Action: Mark a Stress to have the Unicorn
conjure a sparkling magical aura. While the aura is in eff ect,
attack rolls made against the Unicorn or an ally within Very Close
range are made with disadvantage. This eff ect lasts until the
Unicorn takes damage.
Teleport - Action: Mark a Stress to have the Unicorn teleport up
to Very Far range. The Unicorn can bring up to three allies within
Very Close range with it.
Head V Ampire¶
Tier Leader
Acaptivating undead dressed in aristocratic fi nery.
Motives & Tactics: Create thralls, charm, command, fl y, intimidate
Diffi culty: 17 | Thresholds: 22/42 | HP: 6 | Stress: 6
ATK: +5 | Rapier: Melee | 2d20+4 phy
Experience: Aristocrat +3
Features¶
Terrifying - Passive: When the Vampire makes a successful attack,
all PCs within Far range lose a Hope and you gain a Fear.
Look into My Eyes - Passive: Acreature who moves into Melee
range of the Vampire must make an Instinct Reaction Roll. On a
failure, you gain 1d4 Fear.
Feed on Followers - Action: When the Vampire is within Melee
range of an ally, they can cause the ally to mark a HP. The
Vampire then clears a HP.
The Hunt Is On - Action: Spend 2 Fear to summon 1d4 Vampires,
who appear at Far range and immediately take the spotlight.
Lifesuck - Reaction: When the Vampire is spotlighted, roll a d8.
On a result of 6 or higher, all targets within Very Close range
must mark a HP.
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V Ampire Bat Swarm¶
Tier Horde (/HP)
Acloud of blood-sucking bats.
Motives & Tactics: Blot out the moon, murmur, spread disease
Diffi culty: 15 | Thresholds: 16/30 | HP: 8 | Stress: 3
ATK: +1 | Fangs: Melee | 3d6+6 phy
Experience: Blood +3
Features¶
Horde (2d) - Passive: When the Swarm has marked half or more
of its HP, its standard attack deals 2d6 physical damage instead.
Blinding Multitude - Passive: The Swarm is so thick it blocks the
vision of anyone it interacts with. Creatures within Melee range
have disadvantage on attacks made against adversaries other
than the Swarm.
Bloodsuckers - Reaction: When the Swarm deals damage to a
target, you can mark a Stress to have the Swarm feed. The
target marks an additional HP, and the Swarm clears a HP.
V Ampire¶
Tier Standard
An intelligent undead with blood-stained lips and a predator's smile.
Motives & Tactics: Bite, charm, deceive, feed, intimidate
Diffi culty: 16 | Thresholds: 18/35 | HP: 5 | Stress: 4
ATK: +3 | Rapier: Melee | 3d8 phy
Experience: Nocturnal Hunter +3
Features¶
Draining Bite - Action: Make an attack against a target within
Melee range. On a success, deal 5d4 physical damage. Atarget
who marks HP from this attack loses a Hope and must mark a
Stress. The Vampire then clears a HP.
Mistform - Reaction: When the Vampire takes physical damage,
you can spend a Fear to take half damage.
V Ampire Lord¶
Tier Solo
Acruel vampire lord from a long-lost age, cursed with immortality.
Motives & Tactics: Corrupt, destroy, overwhelm with evil power
Diffi culty: 18 | Thresholds: 24/45 | HP: 7 | Stress: 7
ATK: +5 | Claws: Melee | 3d10+2 phy
Experience: Evil +3, Noble +3
Features¶
Relentless (3) - Passive: The Vampire Lord can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them.
Midnight Heart - Passive: Long-Term Countdown (6). The Vampire
Lord keeps their heart hidden in a safe place. If it's destroyed,
the Vampire Lord dies. Otherwise, when the Vampire Lord is
defeated, activate the countdown. It ticks down each time the
PCs fi nish a long rest. When it triggers, the Vampire Lord revives
within Close range of the heart with all HP and Stress cleared.
Terrifying - Passive: When the Vampire Lord makes a successful
attack roll, all PCs within Close range lose a Hope, and you gain
a Fear.
Unleash Hellfi re - Action: Mark a Stress to have the Vampire Lord
momentarily conjure 1d4 bursts of hellfi re within Far range. Each
burst deals 3d6 magic damage to each target within Very Close
range. If a target takes damage from multiple bursts, combine
the damage.
Resurgence - Reaction: When a PC within Very Close range rolls
with Hope, you can spend a Fear to clear a HP or a Stress.
Melt into Shadow - Reaction: When a PC would deal damage to
the Vampire Lord, you can spend a Fear to roll a d6. On a result
of 5 or higher, negate the damage, then teleport the Vampire
Lord to a point within Far range.
Hellwing - Evolution: When the Vampire Lord marks half their
HP, they transform into the Hellwing: a towering, demonic bat
creature. They gain the "On Crimson Wings" and "Bloodbath"
features and replace their standard attack with the following
standard attack:
Claws: Close | 3d12+6 phy
On Crimson Wings - Passive: While fl ying, the Hellwing gains a
+1 bonus to their Diffi culty.
Bloodbath - Reaction: When the Hellwing takes Major or greater
damage, the ground within Very Close range is covered with
blood, dealing 3d10 magic damage to all other creatures in the
area. When the Hellwing takes the spotlight on subsequent GM
turns, all other creatures in that area take 3d6 magic damage.
V Aul T Guardian Gaoler¶
Tier Support
Aboxy, dust-covered construct with thick metallic swinging doors on
their torso.
Motives & Tactics: Carry away, entrap, protect, pummel
Diffi culty: 16 | Thresholds: 19/33 | HP: 5 | Stress: 3
ATK: +2 | Body Bash: Very Close | 3d6+2 phy
Features¶
Blocking Shield - Passive: Creatures within Melee range of the
Gaoler have disadvantage on attack rolls against them. Creatures
trapped inside the Gaoler are immune to this feature.
Lock Up - Action: Mark a Stress to make an attack against a target
within Very Close range. On a success, the target is Restrained
within the Gaoler until freed with a successful Strength Roll (18).
While Restrained, the target can only attack the Gaoler.
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V Aul T Guardian Sentinel¶
Tier Bruiser
Adust-covered golden construct with boxy limbs and a huge mace
for a hand.
Motives & Tactics: Destroy at any cost, expunge, protect
Diffi culty: 17 | Thresholds: 21/40 | HP: 6 | Stress: 3
ATK: +3 | Charged Mace: Very Close | 2d12+1 phy
Features¶
Kinetic Slam - Passive: Targets who take damage from the
Sentinel's standard attack are knocked back to Very Close range.
Box In - Action: Mark a Stress to choose a target within Very
Close range to focus on. That target has disadvantage on attack
rolls when they're within Very Close range of the Sentinel. The
Sentinel can only focus on one target at a time.
Mana Bolt - Action: Spend a Fear to lob explosive magic at a point
within Far range. All targets within Very Close range of that point
must make an Agility Reaction Roll. Targets who fail take 2d8+20
magic damage and are knocked back to Close range. Targets
who succeed take half damage and aren't knocked back.
Momentum - Reaction: When the Sentinel makes a successful
attack against a PC, you gain a Fear.
V Aul T Guardian Turret¶
Tier Ranged
Amassive living turret with reinforced armor and twelve piston-
driven mechanical legs.
Motives & Tactics: Concentrate fi re, lock down, mark, protect
Diffi culty: 16 | Thresholds: 20/32 | HP: 5 | Stress: 4
ATK: +3 | Magitech Cannon: Far | 3d10+3 mag
Features¶
Slow Firing - Passive: When you spotlight the Turret and they don't
have a token on their stat block, they can't make a standard
attack. Place a token on their stat block and describe what
they're preparing to do. When you spotlight the Turret and they
have a token on their stat block, clear the token and they can
attack.
Mark Target - Action: Spend a Fear to Mark a target within Far
range until the Turret is destroyed or the Marked target becomes
Hidden. While the target is Marked, their Evasion is halved.
Concentrate Fire - Reaction: When another adversary deals
damage to a target within Far range of the Turret, you can mark
a Stress to add the Turret's standard attack damage to the
damage roll.
Detonation - Reaction: When the Turret is destroyed, they explode.
All targets within Close range must make an Agility Reaction
Roll. Targets who fail take 3d20 physical damage. Targets who
succeed take half damage.
Viscera Sucker¶
Tier Skulk
Avampiric demon whose upper body detaches at sundown to fl y
through nearby villages in search of victims. It has a winged upper
body with hanging entrails.
Motives & Tactics: Clamp onto prey, suck blood, tear in half
Diffi culty: 14 | Thresholds: 16/30 | HP: 5 | Stress: 3
ATK: +2 | Long Nails: Melee | 2d6+7 phy
Experience: Flying +3
Features¶
Join or Die - Passive: The Viscera Sucker dies if it hasn't
reconnected its upper and lower halves by dawn.
Entangling Entrails - Action: Spend a Fear to have the Viscera
Sucker latch onto a target within Very Close range, Restraining
them until they escape with a successful Strength Roll (16).
Lifesuck - Action: Mark a Stress to have the Viscera Sucker drink
blood from a Restrained target within Melee range. The target
marks a HP, and the Viscera Sucker clears a HP.
Whisper Wraith¶
Tier Skulk
The echoes of broken promises and dreams unfulfi lled, manifesting
as a fl oating, translucent shroud of tattered black velvet in a vaguely
humanoid shape.
Motives & Tactics: Bind limbs, drop from a great height, lift off
the ground, swirl through the air, wrap around heads
Diffi culty: 16 | Thresholds: 20/32 | HP: 6 | Stress: 6
ATK: +4 | Shadow Touch: Melee | 3d8+4 mag
Experience: Dreams +4
Features¶
Greater Specter - Passive: The Wraith has resistance to physical
damage and can move through solid objects.
Spooky - Passive: When the Wraith makes a successful attack, all
PCs within Close range must mark a Stress, and you gain a Fear.
Nightmare Shroud - Action: Spend a Fear to have the Wraith wrap
itself around a PC within Melee range, Shrouding the target
until they succeed on a Strength Roll to dislodge the Wraith or
the Wraith takes Major or greater damage. While Shrouded, the
target has disadvantage on attack rolls and marks a Stress when
they roll with Fear. Additionally, damage that would be dealt to
the Wraith is split evenly between the Wraith and the Shrouded
target.
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Wyvern¶
Tier Standard
Atwo-legged dragon that fl ies from its mountaintop aerie to devour
livestock.
Motives & Tactics: Cast a long shadow, snatch and grab, wheel
through the air
Diffi culty: 16 | Thresholds: 18/35 | HP: 7 | Stress: 5
ATK: +2 | Teeth & Claws: Very Close | 3d8+5 phy
Experience: Death from Above +4
Features¶
Double Strike - Action: Mark a Stress to have the Wyvern make
two standard attacks. If both attacks succeed against the same
target, combine the damage.
Terrifying Shriek - Action: Spend a Fear to have the Wyvern let
out a spine-chilling screech. All PCs within Far range are Terrifi ed
until they succeed on a Presence Roll (18) to clear the condition
or the Wyvern is defeated. While Terrifi ed, a PC doesn't gain a
Hope when they roll with Hope.
Clutch - Reaction: When the Wyvern makes a successful attack
against a PC, you can spend a Fear to have the Wyvern Restrain
the target in its claws until the PC succeeds on a Strength
Roll (18) or the Wyvern takes Major or greater damage. While
Restrained in this way, the PC has disadvantage on attack rolls.
Young Fire Dragon¶
Tier Solo
Acrimson dragon with four powerful limbs and smoldering wings.
Motives & Tactics: Burn, defend lair, erupt, fl y, shred, take
Diffi culty: 18 | Thresholds: 21/34 | HP: 10 | Stress: 6
ATK: +7 | Bite & Claws: Close | 4d10 phy
Experience: Burning Rage +3
Features¶
Relentless (3) - Passive: The Dragon can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight it.
Intimidating - Passive: When you spend a Fear to spotlight the
Dragon, all PCs within Close range must mark a Stress or lose a
Hope.
Flame Breath - Action: Spend a Fear to have the Dragon unleash a
blast of fl ame against all targets in front of it within Close range.
Each target must make an Agility Reaction Roll. Targets who fail
take 4d8+3 magic damage. Targets who succeed must mark a
Stress or take half damage. Atarget who marks HP from this
attack also becomes Vulnerable until they clear a HP.
Eruption - Action: Spend a Fear to have the Dragon crack the earth
open with its tail, unleashing an explosion of lava. Choose a point
within Far range. Each PC on the line between the Dragon and
the chosen point must succeed on an Agility Reaction Roll or get
burned, becoming Vulnerable until their next rest. You gain a Fear
for each PC who fails.
Blazing Scales - Reaction: When a creature within Very Close
range attacks the Dragon, the attacker must mark a Stress.
Slash and Burn - Reaction: When the Dragon makes a successful
standard attack, you gain a Fear and can mark a Stress to have
the attack deal an extra 10 magic damage.
Young Ice Dragon¶
Tier Solo
Aglacier-blue dragon with four powerful limbs and frost-tinged
wings.
Motives & Tactics: Avalanche, defend lair, fl y, freeze, defend what
is mine, maul
Diffi culty: 18 | Thresholds: 21/41 | HP: 10 | Stress: 6
ATK: +7 | Bite and Claws: Close | 4d10 phy
Experience: Protect What Is Mine +3
Features¶
Relentless (3) - Passive: The Dragon can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them.
Rend and Crush - Passive: If a target damaged by the Dragon
doesn't mark an Armor Slot to reduce the damage, they must
mark a Stress.
No Hope - Passive: When a PC rolls with Fear while within Far
range of the Dragon, they lose a Hope.
Blizzard Breath - Action: Spend 2 Fear to release an icy whorl in
front of the Dragon within Close range. All targets in this area
must make an Agility Reaction Roll. Targets who fail take 4d6+5
magic damage and are Restrained by ice until they break free
with a successful Strength Roll. Targets who succeed must mark
2 Stress or take half damage.
Avalanche - Action: Spend a Fear to have the Dragon unleash
a huge downfall of snow and ice, covering all other creatures
within Far range. All targets within this area must succeed on an
Instinct Reaction Roll or be buried in snow and rocks, becoming
Vulnerable until they dig themselves out from the debris. For
each PC that fails the reaction roll, you gain a Fear.
Frozen Scales - Reaction: When a creature makes a successful
attack against the Dragon from within Very Close range,
they must mark a Stress and become Chilled until their next
rest or they clear a Stress. While they are Chilled, they have
disadvantage on attack rolls.
Momentum - Reaction: When the Dragon makes a successful
attack against a PC, you gain a Fear.
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Tier 4 Adversaries (Levels 8-10)¶
Arch-Necromancer¶
Tier Leader
Adecaying mage adorned in dark, tattered robes.
Motives & Tactics: Corrupt, decay, fl ee to fi ght another day,
resurrect
Diffi culty: 21 | Thresholds: 33/66 | HP: 9 | Stress: 8
ATK: +6 | Necrotic Blast: Far | 4d12+8 mag
Experience: Forbidden Knowledge +3, Wisdom of Centuries +3
Features¶
Dance of Death - Action: Mark a Stress to spotlight 1d4 allies.
Attacks they make while spotlighted in this way deal half
damage, or full damage if you spend a Fear.
Beam of Decay - Action: Mark 2 Stress to cause all targets within
Far range to make a Strength Reaction Roll. Targets who fail
take 2d20+12 magic damage and you gain a Fear. Targets who
succeed take half damage. Atarget who marks 2 or more HP
must also mark 2 Stress and becomes Vulnerable until they roll
with Hope.
Open the Gates of Death - Action: Spend a Fear to summon a
Zombie Legion, which appears at Close range and immediately
takes the spotlight.
Not Today, My Dears - Reaction: When the Necromancer has
marked 7 or more of their HP, you can spend a Fear to have
them teleport away to a safe location to recover. A PC who
succeeds on an Instinct Roll can trace the teleportation magic to
their destination.
Your Life Is Mine - Reaction: Countdown (Loop 2d6). When the
Necromancer has marked 6 or more of their HP, activate the
countdown. When it triggers, deal 2d10+6 direct magic damage
to a target within Close range. The Necromancer then clears a
number of Stress or HP equal to the number of HP marked by
the target from this attack.
Cephilith Abomination¶
Tier Bruiser
Alumbering, bog-grown frog beast that has tadpolelike leeches
visibly wriggling underneath their translucent skin.
Motives & Tactics: Do the heavy lifting, leap menacingly, move
surprisingly fast, smash and grab
Diffi culty: 19 | Thresholds: 35/70 | HP: 7 | Stress: 5
ATK: +4 | Meaty Fists: Melee | 4d10+10 phy
Experience: Brute +3
Features¶
Toxic Skin - Passive: A PC who comes into physical contact with
the Abomination must roll a d6. On a result of 3 or lower, the PC
must mark an Armor Slot or 2 HP.
Bear Hug - Action: Mark a Stress to make a standard attack
against a target within Melee range. On a success, the target
takes standard damage and is Grappled until they escape with a
successful Strength Roll. While Grappled, the target is Vulnerable
and Restrained.
Crunch! - Action: Spend a Fear to deal 4d12 direct physical
damage to a creature Grappled by the Abomination.
Tongue Attack - Action: Spend a Fear to have the Abomination pull
a target within Far range into Melee range, then immediately
spotlight the Abomination again.
Burrowing Leechpoles - Reaction: When the Abomination takes
Major or greater damage, their skin erupts in an explosion of
subcutaneous wrigglers. Each PC within Close range must make
an Agility Reaction Roll. Targets who fail are covered in 2d4
leechpoles, which burrow under their skin. Until the leechpoles
are dug out with a successful Finesse Roll (21), any damage the
target takes gains a +1 bonus for each leechpole under their skin.
Cephilith Hatchling¶
Tier Minion
Asquidlike parasite that latches onto their prey's skull, bathing the
victim's brain in extradimensional neurotoxins.
Motives & Tactics: Climb, feed, hatch, numb, scuttle
Diffi culty: 18 | Thresholds: None | HP: 1 | Stress: 1
ATK: +3 | Barbed Suckers: Melee | 9 phy
Experience: Psychic +2
Features¶
Minion (12) - Passive: The Hatchling is defeated when they take
any damage. For every 12 damage a PC deals to the Hatchling,
the PC defeats an additional Minion within range the attack
would succeed against.
Comatize - Action: Spend a Fear to have the Hatchling latch onto
the head of a PC within Melee range. The PC must mark a Stress
as the Hatchling injects the PC's brain with psycho-chemicals,
and they must mark an additional Stress each time any PC fails
a roll with Fear. The PC can remove the Hatchling by spending
a number of Hope equal to the number of Stress they have
marked. If a PC marks their last Stress while the Hatchling is
latched on, the PC must make a death move. If the PC dies, you
can spend a Fear to resurrect them as a Cephilith Novitiate.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Cephilith Hatchlings within Close range of them.
Those Minions move into Melee range of the target and make
one shared attack roll. On a success, they deal 9 physical
damage each. Combine this damage.
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Cephilith Novitiate¶
Tier Minion
Aluminary of the Mortal Realm who has given their mind to
extradimensional entities in exchange for eldritch abilities.
Motives & Tactics: Help others see the Truth, make way for It,
seek forbidden knowledge
Diffi culty: 16 | Thresholds: None | HP: 1 | Stress: 1
ATK: +2 | Eldritch Might: Melee | 12 phy
Experience: Visions +2
Features¶
Minion (12) - Passive: The Novitiate is defeated when they take
any damage. For every 12 damage a PC deals to the Novitiate,
the PC defeats an additional Minion within range the attack
would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Cephilith Novitiates within Close range of them.
Those Minions move into Melee range of the target and make
one shared attack roll. On a success, they deal 12 physical
damage each. Combine this damage.
Sacrifi ce Self - Action: Spend a Fear to have the Novitiate charge
at a target within Far range and melt into them. Deal 12 direct
magic damage to the target and defeat the Novitiate.
Cephilith Priest¶
Tier Leader
Aperpetually moist, faceless humanoid from the Outer Realms who
has elongated fi ngers and translucent skin, under which one can see
wriggling worms.
Motives & Tactics: Break the unbelievers' minds, prepare this
world for the Cephilith Titan's arrival, sing its praises
Diffi culty: 20 | Thresholds: 37/70 | HP: 7 | Stress: 5
ATK: +8 | Psychic Strike: Far | 4d10+10 mag
Experience: Outer Realms +4
Features¶
Psychic Blast - Action: Spend a Fear to choose up to three PCs
within Close range and force them to make a Knowledge
Reaction Roll. Targets who succeed take 2d10+5 direct magic
damage. Targets who fail take 4d10+10 direct magic damage
and are Vulnerable until spotlighted.
Cerebral Incursion - Action: Spend a Fear to choose a Vulnerable
target within Melee range. The Priest grabs the target and
inserts their elongated fi ngers into the target's ears, nose, and
mouth. The target must succeed on a Strength Reaction Roll
or mark 1d6 Stress, and the Priest clears an equal number of
Stress.
Telekinetic Grasp - Reaction: When the Priest makes a successful
standard attack against a PC, you can mark a Stress to Restrain
the target until they spend a Hope.
Cephilith Titan¶
Tier Solo
Atransdimensional entity in the form of an impossibly large, winged
humanoid with an octopus-shaped head and rows of glowing eyes.
Motives & Tactics: Call and consume followers, corrupt reality,
invade the Mortal Realm, spew forth chaos
Diffi culty: 20 | Thresholds: 38/68 | HP: 10 | Stress: 10
ATK: +8 | Pseudoclaw: Close | 4d8+10 mag
Experience: Chaos +5, Psychic +5
Features¶
Relentless (X) - Passive: The Titan can be spotlighted up to Xtimes
per GM turn, where Xequals the number of PCs in the scene.
Spend Fear as usual to spotlight them.
Terrifying - Passive: When the Titan makes a successful attack, all
PCs within Close range lose a Hope, and you gain a Fear.
Merely a Projection - Passive: The Titan appears in the Mortal
Realm as a psychic projection approximating their true form.
They have immunity to physical damage and resistance to magic
damage.
Psychic Scream - Action: Spend a Fear to have the Titan unleash
a mind-shattering onslaught of nightmarish visions from the
Outer Realms. Each PC within Far range must make an Instinct
Reaction Roll (22). Targets who fail take 4d12 direct magic
damage. Targets who succeed must mark a Stress.
Summon Worshippers - Action: Spend a Fear to summon 1d4
Cephilith Abominations, which appear within Far range, then
choose one to immediately spotlight.
"It's Here…" - Evolution: When the Titan has marked half their HP,
they manifest in their full form, clearing all HP and losing the
"Merely a Projection" feature. While the Titan is in this form, a
creature who marks HP from the Titan's standard attack must
mark an additional HP.
Cipactli¶
Tier Solo
Agargantuan crocodile that has a body covered in a patchwork of
fi sh scales, toad skin, and dozens of hungry mouths.
Motives & Tactics: Consume, reshape the land, trample
Diffi culty: 20 | Thresholds: 35/60 | HP: 8 | Stress: 5
ATK: +8 | Bite: Close | 4d8+12 phy
Experience: Hungry +3, Primordial +3
Features¶
Relentless (3) - Passive: The Cipactli can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight it.
Many Mouths - Action: Mark a Stress to make a standard attack
against all targets within Very Close range. Targets the Cipactli
succeeds against must also mark a Stress.
Frenzied Feeding - Action: Spend a Fear to force all PCs within
Close range to succeed on an Instinct Reaction Roll or take
4d6 direct physical damage. The Cipactli clears a HP for each
creature who took Severe damage from this attack.
Quaking Footfalls - Action: Mark a Stress to force each PC within
Far range to make an Agility Reaction Roll. Targets who fail must
mark 2 Stress and are Vulnerable until they take damage. Targets
who succeed must mark a Stress.
Lifeblooded - Reaction: When the Cipactli takes Severe damage, its
blood splashes to the ground and instantly erupts into a jungle.
All creatures within Close range are temporarily Restrained.
Verdant Explosion - Reaction: When the Cipactli marks its last
HP, its body erupts into dense vegetation that overtakes the
landscape.
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Cloud Titan¶
Tier Social
Adevastatingly attractive, blue-skinned goliath dressed in the fi nest
silks and dripping with jewelry. They luxuriate in the fi ner things and
dwell in a sky palace fi lled with treasure.
Motives & Tactics: Acquire rare and valuable things, celebrate
beauty, never pass up an interesting wager
Diffi culty: 18 | Thresholds: 26/42 | HP: 6 | Stress: 5
ATK: +3 | Bejeweled Blade: Very Close | 4d6+8 phy
Experience: Luxury +3, Nobility +3
Features¶
Lightning Strike - Action: Mark a Stress to make an attack against
a target within Far range. On a success, deal 4d10+14 magic
damage and roll a d6. On a result of 4 or higher, the lightning
bounces, and the Titan makes this attack against a diff erent
target within Very Close range of the previous target. Each time
the lightning bounces, decrease the damage it deals by 1d10.
Mist Weaver - Action: Spend a Fear and choose a point within Far
range. The Titan conjures a thick fog over the area within Close
range of that point. The Titan is Hidden to enemies within and on
the other side of the fog and has advantage on attacks against
creatures inside it. The fog lasts until the Titan marks HP.
Nebulous Transformation - Action: Mark a Stress to have the
Titan transform into a misty cloud that fi lls a Very Close area.
While in this form, the Titan takes double magic damage and
has immunity to physical damage. This form lasts until the Titan
chooses to drop out of it or takes Severe damage.
Unleash the Menagerie - Action: Once per scene, mark any
number of Stress to summon an equal number of Griffi ns, which
appear at Close range.
Wind Worker - Action: Spend a Fear to have the Titan blast wind
at a target within Close range. The target takes 4d6+8 physical
damage and is pushed back to Far range from their current
position.
Double or Nothing - Reaction: When you would gain a Fear from an
attack against the Titan, you can roll a d6. On an odd result, you
don't gain the Fear. On an even result, you gain 2 Fear instead
of 1.
Demon Lord Berzug¶
Tier Solo
The ruler of a deep circle in the Circles Below and a huge hybrid
beast with a serpent's tail, a lizard's hind legs, a crab's claw arms,
and a two-faced wolf's head.
Motives & Tactics: Destroy goodness, sow chaos, unseat rivals
Diffi culty: 20 | Thresholds: 35/70 | HP: 12 | Stress: 8
ATK: +8 | Abyssal Claws: Close | 4d12+10 phy
Experience: Infernal Knowledge +3
Features¶
Relentless (3) - Passive: Berzug can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight them.
Chaos Lash - Action: Mark a Stress to have Berzug lash at up to
three PCs within Close range and force each target to make
an Agility Reaction Roll. Targets who fail take 4d20 physical
damage. Targets who succeed take half damage.
Gaze into the Abyss - Action: Spend a Fear to have Berzug lock
eyes with a PC within Far range. The target must succeed on a
Presence Reaction Roll or gain one of the following conditions
(roll a d6 and use the corresponding result):
1-2: Mesmerized. The target immediately moves into Melee
range of Berzug and is Vulnerable and Restrained until they
clear the condition with a successful Instinct Roll.
3-4: Confused. The target must mark a Stress each time they
make an action roll until they clear the condition with a
successful Knowledge Roll.
5-6: Enthralled. Until the PC makes a successful Presence Roll
to clear the condition, you can spotlight them during a GM
turn as if they were an adversary. When you do so, choose
a target within Close range of the Enthralled PC. The
Enthralled PC moves into Melee range of the target and
makes a weapon attack against them using a d20 instead
of Duality Dice.
Crushing Strike - Reaction: When a PC marks HP from Berzug's
standard attack, you can mark a Stress to force them to mark a
number of Stress equal to the number of HP they marked. You
gain a Fear.
Horrifying - Reaction: When a PC fails an attack against Berzug,
you gain a Fear.
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Dragon Mother Mitera¶
Tier Solo
Agargantuan seven-headed dragon with dazzling diamond scales
that shine with every color of the rainbow.
Motives & Tactics: Birth destruction, control the battlefi eld, fl y,
repel invaders, use all available options
Diffi culty: 16 | Thresholds: 35/65 | HP: 12 | Stress: 10
ATK: +8 | Bite & Slash: Close | 4d10+10 phy
Experience: Ancient +5
Features¶
Relentless (3) - Passive: Mitera can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight her.
Diamond Hide - Passive: Countdown (7). When Mitera fi rst
appears, activate the countdown. Mitera gains a bonus to
her Diffi culty equal to the countdown die's current value. It
ticks down from Mitera's "Seven-Headed" feature. When the
countdown triggers, Mitera becomes Vulnerable and gains a +2
bonus to attack rolls.
Elemental Breath - Action: Mark a Stress to have Mitera unleash
elemental energy from one head of your choice:
1. Fire. Deal 4d12 magic damage to 1d4+1 targets within Close
range. Targets who take damage must mark an Armor Slot or
2 additional HP.
2. Lightning. Deal 4d12 magic damage to 1d6 targets within Far
range, so long as each target beyond the fi rst is within Close
range of the previous target.
3. Acid. Each PC in front of Mitera within Close range must
make an Agility Reaction Roll. Targets who fail must mark 2
Armor Slots and 2 HP. Targets who succeed must mark an
Armor Slot and a HP.
4. Poison. Amiasma of toxic swamp gas Sickens all targets
within Close range of Mitera. While Sickened, a target has
disadvantage on action rolls until they mark 1d4 Stress to
clear the condition.
5. Ice. Each target in front of Mitera within Close range takes
4d8+8 magic damage and is Restrained by ice until they break
free with a successful Strength Roll. Additionally, this area
freezes over and a PC must succeed on an Agility Reaction
Roll to move through it.
6. Darkness. Acloud of magical shadow fi lls an area within
Close range. Creatures inside the cloud except for Mitera are
Vulnerable and have disadvantage on action rolls that rely on
sight. The cloud dissipates when this Elemental Breath option
is removed by Mitera's "Seven-Headed" feature.
7. Light. Abeam of pure light energy deals 28 direct magic
damage to each creature in a line within Very Far range.
Tail Swipe - Action: Spend a Fear to attack all targets within
Close range. Targets this attack succeeds against take 2d20+10
physical damage and are knocked back to Far range. Targets who
mark HP from this attack become Vulnerable until they clear a
HP. Targets this attack failed against must mark a Stress.
Fearsome - Reaction: When Mitera makes a successful attack roll
against a PC or a PC fails a roll within Far range, you gain a Fear.
Seven-Headed - Reaction: When Mitera takes damage, roll
a d8. Permanently remove the "Elemental Breath" option
that corresponds to the result. On a result of 8, or if the
corresponding option has already been removed, tick down the
Diamond Hide countdown (see "Diamond Hide").
Fallen Shock Troop¶
Tier Minion
Acursed soul bound to the Fallen's will.
Motives & Tactics: Crush, dominate, earn relief, punish
Diffi culty: 18 | Thresholds: None | HP: 1 | Stress: 1
ATK: +2 | Cursed Axe: Very Close | 12 phy
Features¶
Minion (12) - Passive: The Shock Troop is defeated when they
take any damage. For every 12 damage a PC deals to the Shock
Troop, defeat an additional Minion within range the attack would
succeed against.
Aura of Doom - Passive: When a PC marks HP from an attack by
the Shock Troop, they lose a Hope.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Fallen Shock Troops within Close range of them.
Those Minions move into Melee range of the target and make
one shared attack roll. On a success, they deal 12 physical
damage each. Combine this damage.
Fallen Sorcerer¶
Tier Support
Apowerful mage bound by the bargains they made in life.
Motives & Tactics: Acquire, dishearten, dominate, torment
Diffi culty: 19 | Thresholds: 26/42 | HP: 6 | Stress: 5
ATK: +4 | Corrupted Staff : Far | 4d6+10 mag
Experience: Ancient Knowledge +2
Features¶
Confl agration - Action: Spend a Fear to unleash an all-consuming
fi restorm and make an attack against all targets within Close
range. Targets the Sorcerer succeeds against take 2d10+6 direct
magic damage.
Nightmare Tableau - Action: Mark a Stress to trap a target within
Far range in a powerful illusion of their worst fears. While
trapped, the target is Restrained and Vulnerable until they break
free, ending both conditions, with a successful Instinct Roll.
Slippery - Reaction: When the Sorcerer takes damage from an
attack, they can teleport up to Far range.
Shackles of Guilt - Reaction: Countdown (Loop 2d6). When
the Sorcerer is in the spotlight for the fi rst time, activate the
countdown. When it triggers, all targets within Far range
become Vulnerable and must mark a Stress as they relive their
greatest regrets. Atarget can break free from their regret with a
successful Presence or Strength Roll. When a PC fails to break
free, they lose a Hope.
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Fallen Warlord:¶
Realm-Breaker¶
Tier Solo
A Fallen God, wreathed in rage and resentment, bearing millennia of
experience in breaking heroes' spirits.
Motives & Tactics: Corrupt, dominate, punish, break the weak
Diffi culty: 20 | Thresholds: 36/66 | HP: 8 | Stress: 5
ATK: +7 | Barbed Whip: Close | 4d8+7 phy
Experience: Conquest +3, History +2, Intimidation +3
Features¶
Relentless (2) - Passive: The Realm-Breaker can be spotlighted up
to two times per GM turn. Spend Fear as usual to spotlight them.
Firespite Plate Armor - Passive: When the Realm-Breaker takes
damage, reduce it by 2d10.
Tormenting Lash - Action: Mark a Stress to make a standard
attack against all targets within Very Close range. When a target
uses armor to reduce damage from this attack, they must mark
2 Armor Slots.
All-Consuming Rage - Reaction: Countdown (Decreasing 8). When
the Realm-Breaker is in the spotlight for the fi rst time, activate
the countdown. When it triggers, create a torrent of incarnate
rage that rends fl esh from bone. All targets within Far range
must make a Presence Reaction Roll. Targets who fail take
2d6+10 direct magic damage. Targets who succeed take half
damage. For each HP marked from this damage, summon a
Fallen Shock Troop within Very Close range of the target who
marked that HP. If the countdown ever decreases its maximum
value to 0, the Realm-Breaker marks their remaining HP and all
targets within Far range must mark all remaining HP and make a
death move.
Doombringer - Reaction: When a target marks HP from an attack
by the Realm-Breaker, all PCs within Far range of the target must
lose a Hope.
I Have Never Known Defeat (Phase Change) - Reaction: When
the Realm-Breaker marks their last HP, replace them with the
Undefeated Champion and immediately spotlight them.
Fallen Warlord:¶
Undefeated Champion¶
Tier Solo
That which only the most feared have a chance to fear.
Motives & Tactics: Dispatch merciless death, punish the defi ant,
secure victory at any cost
Diffi culty: 18 | Thresholds: 35/58 | HP: 11 | Stress: 5
ATK: +8 | Heart-Shattering Sword: Very Close | 4d12+13 phy
Experience: Conquest +3, History +2, Intimidation +3
Features¶
Relentless (3) - Passive: The Undefeated Champion can be
spotlighted up to three times per GM turn. Spend Fear as usual
to spotlight them.
Faltering Armor - Passive: When the Undefeated Champion takes
damage, reduce it by 1d10.
Shattering Strike - Action: Mark a Stress to make a standard
attack against all targets within Very Close range. PCs the
Champion succeeds against lose a number of Hope equal to the
HP they marked from this attack.
Endless Legions - Action: Spend a Fear to summon a number of
Fallen Shock Troops equal to twice the number of PCs. The
Shock Troops appear at Far range.
Circle of Defi lement - Reaction: Countdown (1d8). When the
Undefeated Champion is in the spotlight for the fi rst time,
activate the countdown. When it triggers, activate a magical
circle covering an area within Far range of the Champion. A
target within that area is Vulnerable until they leave the circle.
The circle can be removed by dealing Severe damage to the
Undefeated Champion.
Momentum - Reaction: When the Undefeated Champion makes a
successful attack against a PC, you gain a Fear.
Doombringer - Reaction: When a target marks HP from an attack
by the Undefeated Champion, all PCs within Far range of the
target lose a Hope.
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Fire Titan Warlord¶
Tier Leader
Asmoldering, battle-obsessed goliath wearing bespoke armor and
wielding a massive maul.
Motives & Tactics: Compete against rivals, conquer the weak,
craft colossal war machines
Diffi culty: 21 | Thresholds: 33/66 | HP: 9 | Stress: 8
ATK: +6 | Maul: Very Close | 4d10+10 phy
Experience: Tactics +4
Features¶
Relentless (2) - Passive: The Warlord can be spotlighted up to two
times per GM turn. Spend Fear as usual to spotlight them.
Colossus Crafter - Passive: Countdown (). When the Warlord
enters the scene, activate the countdown. It ticks down when
the Warlord is spotlighted. When it triggers, summon the
Gargantuan War Machine, which appears at the edge of the
battlefi eld and immediately takes the spotlight.
Release the Hounds - Action: Spend a Fear to have the Warlord
summon two Demonic Hound Packs, which appear at Close
range and immediately take the spotlight.
Spinning Strike - Action: Mark a Stress to make a standard attack
against all targets within Very Close range and gain a Fear.
Ground-Breaking - Action: Spend a Fear to have the Warlord crack
the earth with a downward swing of their maul and make an
attack against a group within Close range. Targets the attack
succeeds against take 4d10+10 direct damage. The area
becomes rough terrain, and a PC must succeed on an Agility
Reaction Roll (16) to move through it.
Gargantuan War Machine¶
Tier Solo
A 100-foot-tall adamantine construct that has gemstone eyes,
powered by a chest crucible of elemental fl ame.
Motives & Tactics: Crush, destroy
Diffi culty: 20 | Thresholds: 48/88 | HP: 10 | Stress: 6
ATK: +7 | Fists of Iron: Close | 4d12+10 phy
Experience: Unbreakable +3
Features¶
Relentless (3) - Passive: The Machine can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight it.
Awesome Size - Passive: When the Machine enters the battlefi eld,
each PC must either lose a Hope or mark 1d4 Stress.
Rocket Punch - Action: Mark a Stress to make an attack against a
PC within Close range. On a success, the target takes 4d12+10
direct physical damage and marks 2 Armor Slots without gaining
their benefi ts.
Ground-Breaking Stomp - Action: Spend a Fear to choose a point
within Close range and make an attack roll against all enemies
within Close range of that point. Targets the attack succeeds
against take 4d12 direct physical damage and are Vulnerable
until they are spotlighted. Additionally, the entire area becomes
rubble, and a PC must succeed on an Agility Reaction Roll (16) to
move through it.
Supercharged - Reaction: Countdown (Loop 2d6). When the
Machine is spotlighted for the fi rst time, activate the countdown.
It ticks down each time the Machine is spotlighted. When it
triggers, place a token on this stat block as the Machine's chest
crucible fl ares with magical fl ame. For each token on this stat
block, the Machine gains a +1 bonus to Diffi culty and attack rolls,
and its standard attack deals an extra 1d12 damage. Remove a
token when the Machine takes Severe damage.
Ghastl Y Legion¶
Tier Horde (/HP)
Ateeming army of ghosts roused from dreamless slumber to fulfi ll
their ancient oath.
Motives & Tactics: Overwhelm, serve, swarm
Diffi culty: 17 | Thresholds: 25/45 | HP: 8 | Stress: 5
ATK: +2 | Spectral Armaments: Close | 4d6+10 mag
Experience: Tactics +2
Features¶
Horde (2d+) - Passive: When the Legion has marked half or
more of its HP, its standard attack deals 2d6+5 magic damage
instead.
Necroplasmic - Passive: The Legion is immune to physical damage
and takes double magic damage.
Final Act - Reaction: When the Legion is defeated, it makes a
standard attack against all targets within Close range before
being dispelled.
Griffin¶
Tier Standard
Alarge leonine creature that has the head, talons, and wings of an
eagle.
Motives & Tactics: Hunt, look for an opening, swoop
Diffi culty: 18 | Thresholds: 30/45 | HP: 6 | Stress: 4
ATK: +4 | Beak & Talons: Very Close | 4d8+4 phy
Experience: Riches +5, Keen Senses +3
Features¶
Treasure Hoarder - Passive: When a PC would mark any number of
HP from the Griffi n's attack, the PC can choose instead to give
the Griffi n an equal number of bags of gold.
Swooping Slash - Action: Move up to Far range and make a
standard attack against a target along the way.
Hallowed Archer¶
Tier Ranged
Spirit soldiers with sanctifi ed bows.
Motives & Tactics: Focus fi re, obey, reposition, volley
Diffi culty: 19 | Thresholds: 25/45 | HP: 3 | Stress: 2
ATK: +4 | Sanctifi ed Longbow: Far | 4d8+8 phy
Features¶
Punish the Guilty - Passive: The Archer deals double damage to
targets marked Guilty by a High Seraph.
Divine Volley - Action: Mark a Stress to make a standard attack
against up to three targets.
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Hallowed Choir¶
Tier Horde (/HP)
Aheavenly host of winged humanoids whose song calls forth tears of
religious awe.
Motives & Tactics: Drown out disbelief, raise voices
Diffi culty: 17 | Thresholds: 24/48 | HP: 7 | Stress: 6
ATK: +2 | Choral Blast: Far | 4d10 mag
Experience: Music +2
Features¶
Horde (2d1) - Passive: When the Choir has marked half or more
of its HP, its standard attack deals 2d10 magic damage instead.
Celestial Coda - Passive: Countdown (Loop 3). The Choir's divine
song builds on itself with each refrain. When the Choir fi rst
appears, activate the countdown. It ticks down when a PC gains
a Hope. When it triggers, place a token on this stat block. The
Choir gains a bonus to its damage rolls equal to the number of
tokens on this stat block.
Aural Assault - Action: The Choir unleashes its built-up divine
energy in a single burst, clearing all tokens from this stat block.
Deal 1d12 direct magic damage to each enemy within Close
range for each token cleared.
Hallowed Soldier¶
Tier Minion
Souls of the faithful, lifted up with divine weaponry.
Motives & Tactics: Obey, outmaneuver, punish, swarm
Diffi culty: 18 | Thresholds: None | HP: 1 | Stress: 2
ATK: +2 | Sword and Shield: Melee | 10 phy
Features¶
Minion (13) - Passive: The Soldier is defeated when they take
any damage. For every 13 damage a PC deals to the Soldier,
defeat an additional Minion within range the attack would
succeed against.
Divine Flight - Passive: While the Soldier is fl ying, spend a Fear
to move up to Far range instead of Close range before taking
an action.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Hallowed Soldiers within Close range of them.
Those Minions move into Melee range of the target and make
one shared attack roll. On a success, they deal 10 physical
damage each. Combine this damage.
Harbinger of Death¶
Tier Skulk
Adesiccated corpse riding atop a skeletal horse. Their eyes are sewn
shut and their body is wrapped in a burial shroud of dust and ash.
Motives & Tactics: Bring judgment, cut them down, move swiftly,
seek relentlessly, take souls
Diffi culty: 18 | Thresholds: 28/52 | HP: 6 | Stress: 6
ATK: +8 | Great Scythe: Close | 4d10+10 phy
Experience: Judgment +3
Features¶
Relentless (3) - Passive: The Harbinger can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them.
Mount - Passive: While the Harbinger is on their mount, they gain
a +2 bonus to their Diffi culty. When the Harbinger takes Severe
damage, they're knocked from their mount. If the Harbinger is
unhorsed, their mount disappears until you mark a Stress to
summon it again.
Fear the Reaper - Passive: When a creature is defeated within Far
range of the Harbinger, you gain a Fear.
Decapitate - Action: Spend 2 Fear to have the Harbinger make an
attack roll against a PC within Melee range. On a success, roll
a d6. On a result of 6, the target marks all HP and must make a
death move.
Wake the Fallen - Action: Spend a Fear and mark any number of
Stress to have the Harbinger resurrect a defeated ally within Far
range. The resurrected ally clears a number of HP equal to the
number of Stress marked. Immediately spotlight the ally.
Ashes to Ashes, Dust to Dust - Reaction: When the Harbinger
would mark HP, you can mark a Stress to have an ally within Far
range mark the HP instead.
Harbinger of Famine¶
Tier Support
Adried-out husk of a body riding atop a withered white horse. They
are covered in mouths and surrounded by swarming fl ies.
Motives & Tactics: Drain, impoverish, weaken, wither
Diffi culty: 18 | Thresholds: 26/42 | HP: 6 | Stress: 5
ATK: +4 | Barbed Lash: Close | 4d8+10 phy
Experience: Hunger +2, Thirst +2
Features¶
Relentless (2) - Passive: The Harbinger can be spotlighted up to
two times per GM turn. Spend Fear as usual to spotlight them.
Mount - Passive: While the Harbinger is on their mount, they gain
a +2 bonus to their Diffi culty. When the Harbinger takes Severe
damage, they're knocked from their mount. If the Harbinger is
unhorsed, their mount disappears until you mark a Stress to
summon it again.
Hunger Pangs - Passive: Countdown (Decreasing 6). When the
Harbinger appears, activate the countdown. It ticks down when
the Harbinger is spotlighted. When it triggers, all PCs within Far
range mark a Stress and become Ravenous. While Ravenous,
a PC can't spend Hope until they clear the condition with a
successful Instinct Roll.
Drain Essence - Action: Spend a Fear to choose up to three PCs.
Each target takes 4d6 magic damage.
Too Many Mouths - Action: Mark a Stress to attack a PC within
Melee range. On a success, the Harbinger grabs the target and
bites them, dealing 4d6 physical damage and Restraining the
target until they break free with a successful Strength Roll.
Withering Touch - Action: Spend a Fear to have the Harbinger
caress the face of a Restrained PC within Melee range. The target
marks 2 Stress and either loses a Hope or marks 1d4 HP.
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Harbinger of Pestilence¶
Tier Leader
Abloated and rotting agglomeration of wriggling insects and slugs
formed into a single humanoid mass riding a worm-eaten horse.
Motives & Tactics: Corrupt the pure, infect the weak, summon
plague and disease
Diffi culty: 18 | Thresholds: 37/70 | HP: 7 | Stress: 8
ATK: +8 | Touch of Corruption: Melee | 4d10+10 mag
Experience: Rot +3
Features¶
Halo of Contagion - Passive: The Harbinger is Contagious. When
a PC within Very Close range of a Contagious creature takes
an action, the PC rolls a d6. On a result of 1, the PC becomes
Contagious. While Contagious, a PC has disadvantage on action
rolls until they spend 3 Hope to clear the condition. Contagious
adversaries are unaff ected by the condition.
Mount - Passive: While the Harbinger is on their mount, they gain
a +2 bonus to their Diffi culty. When the Harbinger takes Severe
damage, they're knocked from their mount. If the Harbinger is
unhorsed, their mount disappears until you mark a Stress to
summon it again.
Locust Swarm - Action: Spend 2 Fear to have the Harbinger
conjure a swarm of locusts at a point within Very Far range. Each
PC within Close range of that point must either mark an Armor
Slot or take 4d10 direct physical damage and roll a d6. On a
result of 1-2, the PC becomes Contagious.
Frog Spawn - Action: Spend a Fear to have the Harbinger conjure
a clutch of diseased frogs inside the mouths of up to three
PCs within Close range. Each PC must succeed on a Presence
Reaction Roll or take 4d12 magic damage and roll a d6. On a
result of 1-3, the PC becomes Contagious.
Plague Bringer - Action: Mark any number of Stress up to the
number of PCs in the scene. For each Stress you mark, the
Harbinger summons 1d4 Contagious Zombie Legions within Far
range and immediately spotlights one of them.
Harbinger of War¶
Tier Bruiser
Awarrior clad in black armor and a horned helmet and bearing a
bloody banner.
Motives & Tactics: Destroy utterly, fi ght honorably, relish combat,
shield-bash, strike powerfully
Diffi culty: 21 | Thresholds: 40/70 | HP: 9 | Stress: 4
ATK: +5 | Battle Axe: Very Close | 4d20 phy
Experience: Heavy Armor +3
Features¶
Relentless (2) - Passive: The Harbinger can be spotlighted up to
two times per GM turn. Spend Fear as usual to spotlight them.
Mount - Passive: While the Harbinger is on their mount, they gain
a +2 bonus to their Diffi culty. When the Harbinger takes Severe
damage, they're knocked from their mount. If the Harbinger is
unhorsed, their mount disappears until you mark a Stress to
summon it again.
Iron Dice - Action: Mark a Stress to have the Harbinger attempt a
risky all-out attack. Make a standard attack with advantage. On
a success, the target marks an additional HP. On a failure, the
Harbinger becomes Vulnerable until they take or deal damage.
Supreme Commander - Action: Once per scene, spend a Fear
to summon 1d6 Hallowed Soldiers within Close range and
immediately spotlight one of them.
Battering Ram - Reaction: When a PC fails an action roll within
Close range, you can spend a Fear to move into Melee range
with the PC and make a standard attack with advantage against
them. On a success, the PC takes standard damage and is
Vulnerable until they are spotlighted.
High Seraph¶
Tier Leader
Adivine champion, head of a hallowed host of warriors who enforce
their god's will.
Motives & Tactics: Enforce dogma, fl y, pronounce judgment, smite
Diffi culty: 20 | Thresholds: 37/70 | HP: 7 | Stress: 5
ATK: +8 | Holy Sword: Very Close | 4d10+10 phy
Experience: Divine Knowledge +3
Features¶
Relentless (3) - Passive: The Seraph can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them.
Divine Flight - Passive: While the Seraph is fl ying, spend a Fear
to move up to Far range instead of Close range before taking an
action.
Judgment - Action: Spend a Fear to make a target Guilty in the
eyes of the Seraph's god until the Seraph is defeated. While
Guilty, the target doesn't gain Hope on a result with Hope. When
the Seraph succeeds on a standard attack against a Guilty target,
they deal Severe damage instead of their standard damage. The
Seraph can only mark one target at a time.
God Rays - Action: Mark a Stress to refl ect a sliver of divinity as a
searing beam of light that hits up to twenty targets within Very
Far range. Targets must make a Presence Reaction Roll, with
disadvantage if they are marked Guilty. Targets who fail take
4d6+12 magic damage. Targets who succeed take half damage.
We Are One - Action: Once per scene, spend a Fear to spotlight
all other adversaries within Far range. Attacks they make while
spotlighted in this way deal half damage.
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Kraken¶
Tier Solo
Alegendary beast of the sea, bigger than the largest galleon, with
sucker-laden tentacles and a terrifying maw.
Motives & Tactics: Consume, crush, drown, grapple
Diffi culty: 20 | Thresholds: 35/70 | HP: 11 | Stress: 8
ATK: +7 | Tentacles: Close | 4d12+10 phy
Experience: Swimming +3
Features¶
Relentless (3) - Passive: The Kraken can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them.
Many Tentacles - Passive: While the Kraken has 7 or fewer marked
HP, they can make their standard attack against two targets
within range.
Grapple and Drown - Action: Make an attack roll against a
target within Close range. On a success, mark a Stress to grab
them with a tentacle and drag them beneath the water. The
target is Restrained and Vulnerable until they break free with a
successful Strength Roll or the Kraken takes Major or greater
damage. While Restrained and Vulnerable in this way, a target
must mark a Stress when they make an action roll.
Boiling Blast - Action: Spend a Fear to spew a line of boiling water
at any number of targets in a line up to Far range. All targets
must succeed on an Agility Reaction Roll or take 4d6+9 physical
damage. If a target marks an Armor Slot to reduce the damage,
they must also mark a Stress.
Momentum - Reaction: When the Kraken makes a successful
attack against a PC, you gain a Fear.
Oracle of Doom¶
Tier Solo
Atowering immortal and incarnation of fate, cursed to only see bad
outcomes.
Motives & Tactics: Change environment, condemn, dishearten,
toss aside
Diffi culty: 20 | Thresholds: 38/68 | HP: 11 | Stress: 10
ATK: +8 | Psychic Attack: Far | 4d8+9 mag
Experience: Boundless Knowledge +4
Features¶
Terrifying - Passive: When the Oracle makes a successful attack,
all PCs within Far range lose a Hope and you gain a Fear.
Walls Closing In - Passive: When a creature rolls a failure while
within Very Far range of the Oracle, they must mark a Stress.
Pronounce Fate - Action: Spend a Fear to present a target within
Far range with a vision of their personal nightmare. The target
must make a Knowledge Reaction Roll. On a failure, they lose all
Hope and take 2d20+4 direct magic damage. On a success, they
take half damage and lose a Hope.
Summon Tormentors - Action: Once per day, spend 2 Fear to
summon 2d4 Tier 2 or below Minions relevant to one of the
PC's personal nightmares. They appear at Close range relative
to that PC.
Ominous Knowledge - Reaction: When the Oracle sees a mortal
creature, they instantly know one of their personal nightmares.
Vengeful Fate - Reaction: When the Oracle marks HP from
an attack within Very Close range, you can mark a Stress
to knock the attacker back to Far range and deal 2d10+4
physical damage.
Outer Realms Abomination¶
Tier Bruiser
Achaotic mockery of life, constantly in fl ux.
Motives & Tactics: Demolish, devour, undermine
Diffi culty: 19 | Thresholds: 35/71 | HP: 7 | Stress: 5
ATK: +2d4 | Massive Pseudopod: Very Close | 4d6+13 mag
Features¶
Chaotic Form - Passive: When the Abomination attacks, roll 2d4
and use the result as their attack modifi er.
Disorienting Presence - Passive: When a target takes damage from
the Abomination, they must make an Instinct Reaction Roll. On
a failure, they gain disadvantage on their next action roll and you
gain a Fear.
Reality Quake - Action: Spend a Fear to rattle the edges of reality
within Far range of the Abomination. All targets within that area
must succeed on a Knowledge Reaction Roll or become Unstuck
from reality until the end of the scene. When an Unstuck target
spends Hope or marks Armor Slots, HP, or Stress, they must
double the amount spent or marked.
Unreal Form - Reaction: When the Abomination takes damage,
reduce it by 1d20. If the Abomination marks 1 or fewer Hit
Points from a successful attack against them, you gain a Fear.
Outer Realms Corrupter¶
Tier Support
Ashifting, formless mass seemingly made of chromatic light.
Motives & Tactics: Confuse, distract, overwhelm
Diffi culty: 19 | Thresholds: 27/47 | HP: 4 | Stress: 3
ATK: +7 | Corroding Pseudopod: Very Close | 4d8+5 mag
Features¶
Will-Shattering Touch - Passive: When a PC takes damage from
the Corrupter, they lose a Hope.
Disgorge Reality Flotsam - Action: Mark a Stress to spew partially
digested portions of consumed realities at all targets within
Close range. Targets must succeed on a Knowledge Reaction Roll
or mark 2 Stress.
Outer Realms Thrall¶
Tier Minion
Avaguely humanoid form stripped of memory and identity.
Motives & Tactics: Destroy, disgust, disorient, intimidate
Diffi culty: 17 | Thresholds: None | HP: 1 | Stress: 1
ATK: +3 | Claws and Teeth: Very Close | 11 phy
Features¶
Minion (13) - Passive: The Thrall is defeated when they take any
damage. For every 13 damage a PC deals to the Thrall, defeat an
additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Outer Realm Thralls within Close range of them.
Those Minions move into Melee range of the target and make
one shared attack roll. On a success, they deal 11 physical
damage each. Combine this damage.
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Owl Witch¶
Tier Support
Agiant, vengeful barn owl that has a 15-foot wingspan and a
human face.
Motives & Tactics: Consume essence, curse, predict death
Diffi culty: 19 | Thresholds: 27/47 | HP: 4 | Stress: 3
ATK: +7 | Razor Talons: Very Close | 4d8+5 phy
Experience: Magic +2, Night Stalker +2
Features¶
Ill Omen - Passive: When a PC within Close range makes an action
roll, their Fear Die gains a bonus equal to the amount of Fear you
have.
Witch Barrier - Passive: The Owl Witch has resistance to magic
damage.
Voice Mimicry - Action: Spend a Fear to have the Owl Witch
beckon with the voice of a beloved fi gure to a creature within
earshot. The target must succeed on an Instinct Reaction Roll or
move up to Far range toward the Owl Witch.
Nightmare Stare - Action: Spend a Fear to have the Owl Witch
Affl ict a PC within Far range with waking nightmares unless the
target succeeds on a Knowledge Reaction Roll. While Affl icted,
the target can't clear HP or Stress. The condition is cleared
when another PC uses a downtime move to comfort the Affl icted
creature.
Visions of a Violent End - Reaction: When the Owl Witch is
targeted by an attack, you can spend a Fear to force the attacker
to make a Presence Reaction Roll. On a failure, they must mark
1d4 Stress as their mind is fl ooded with harrowing imagery.
Ruby Dragon¶
Tier Standard
Ahuge winged dragon that has visible fl ames beneath its glittering,
gem-encrusted scales. Its body heat melts stone.
Motives & Tactics: Crack the earth, melt, protect treasure
Diffi culty: 19 | Thresholds: 30/50 | HP: 6 | Stress: 4
ATK: +6 | Tooth & Claw: Close | 4d10+8 phy
Experience: Mountains +4
Features¶
Relentless (3) - Passive: The Dragon can be spotlighted up to three
times per GM turn. Spend Fear as usual to spotlight it.
Fearsome - Passive: When the Dragon succeeds on an attack
against a PC or a PC within Far range fails an action roll, you gain
a Fear.
Melting Breath - Action: Mark a Stress to have the Dragon unleash
a blast of fi re on all PCs in front of it within Close range. Each
target must succeed on an Agility Reaction Roll or take 4d12+10
magic damage and mark an Armor Slot without gaining its
benefi ts (they can still use armor to reduce the damage).
Volcanic Fissure - Action: Spend a Fear to have the Dragon snap
its tail against the ground, opening a lava rift that fl ows over the
area within Close range. Each PC within that area must make an
Agility Reaction Roll. Targets who succeed immediately move out
of the area. Targets who fail take 4d8+5 magic damage. Until the
Dragon is defeated, a creature who enters the area takes 4d8+5
magic damage.
Hot-Blooded - Reaction: When a creature makes a successful
attack against the Dragon within Very Close range, the Dragon's
blood erupts from the wound and burns the attacker, forcing
them to mark an Armor Slot. If they can't mark an Armor Slot,
they mark 1d4 HP.
Severed Shadow¶
Tier Minion
Atwo-dimensional living shadow bound to fl at planes and surfaces.
Motives & Tactics: Curse the light, slip between the cracks, split
and reform
Diffi culty: 19 | Thresholds: None | HP: 1 | Stress: 2
ATK: +3 | Strangle: Close | 10 mag
Features¶
Minion (12) - Passive: The Shadow is defeated when it takes any
damage. For every 12 damage a PC deals to the Shadow, the PC
defeats an additional Minion within range that the attack would
succeed against.
Shadow Grapple - Action: Mark a Stress to make an attack against
a target within Close range. On a success, the target becomes
Vulnerable and must mark a Stress when they take an action until
the Shadow is defeated.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Severed Shadows within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 10 magic damage
each. Combine this damage.
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Supreme Demiurge Adonix¶
Tier Solo
The four-faced angel from the Hallows Above who manifests in the
Mortal Realm as a fl oating tetrahedron with numerous eyes and
multiple sets of metallic feathered wings.
Motives & Tactics: Establish dominion, exile from reality, fl oat
above it all, speak into being
Diffi culty: 20 | Thresholds: 35/70 | HP: 12 | Stress: 10
ATK: +8 | Wing Strike: Close | 4d12+10 phy
Experience: Omnipotence +10, Be Not Afraid +5
Features¶
Relentless (4) - Passive: Adonix can be spotlighted up to four times
per GM turn. Spend Fear as usual to spotlight them.
Elemental Archon - Action: Mark a Stress to roll a d4. Adonix
activates the corresponding eff ect:
1. Fire Beam. Adonix manifests a beam of elemental fi re with a
Very Close width from themself to the edge of the battlefi eld.
Each target in the beam's path must make an Agility Reaction
Roll. Targets who fail take Severe damage. Targets who
succeed take Minor damage.
2. Thunderclap. All creatures within Far range must mark a
Stress and become Vulnerable until they succeed on an attack
roll or the Demiurge is defeated.
3. Lightning Bolt. Make an attack against a target within Very
Far range, dealing 4d8 magic damage on a success. If all
results are even, make the same attack against a diff erent
target, repeating the cycle until you roll an odd result or run
out of targets.
4. Ice Storm. Each PC within Close range must succeed on
a Strength Reaction Roll or mark 1d4 Stress and become
Restrained until they spend a Hope to escape.
Alpha to Omega - Evolution: When Adonix is defeated, they
resurrect in Omega form with all HP and Stress cleared. Each PC
within Very Far range must succeed on a Presence Reaction Roll
or lose a Hope. You gain a Fear for each Hope lost in this way.
Adonix gains the following features in this form:
Forsaken - Action: Spend a Fear to choose a PC and activate
a Forsaken Countdown (1d8) for them. It ticks down when
Adonix is spotlighted. When it triggers, the PC must mark all
their HP. The countdown ends if Adonix takes Severe damage.
You can have only one Forsaken Countdown active at a time.
Armageddon - Reaction: When Adonix is defeated again,
they unleash a reality storm that shakes the realms to their
foundations. Roll a d6. On a result of 5-6, each PC must make
a death move.
Temporal Enforcer¶
Tier Bruiser
Agiant mechanical being from a dimension outside time, built by the
Time Keepers to preserve the Holy Continuum.
Motives & Tactics: Repair the timeline, seek out temporal
heretics, serve the Lords of Continuity
Diffi culty: 20 | Thresholds: 42/68 | HP: 8 | Stress: 5
ATK: +4 | Adamantine Hammer: Very Close | 40 direct phy
Experience: Temporal Anomalies +3
Features¶
Relentless (2) - Passive: The Enforcer can be spotlighted up to two
times per GM turn. Spend Fear as usual to spotlight them.
Time Looper - Passive: Countdown (Loop 2d6). When the Enforcer
fi rst appears, activate the countdown. It ticks down when the
Enforcer is spotlighted. When it triggers, the Enforcer clears
all HP, Stress, and conditions. Reroll the countdown when the
Enforcer takes Severe damage.
Move Between Moments - Action: Mark a Stress to have the
Enforcer teleport to a point within Very Far range, then spotlight
them again.
Instant Rewind - Reaction: When the Enforcer fails an attack, you
can spend a Fear to reroll the die.
Invert Polarity - Reaction: Up to three times per scene, you can
spend a Fear to fl ip any die rolled onto its obverse result. This
eff ect can't be used to alter a critical success.
Volcanic Dragon:¶
Obsidian Predator¶
Tier Solo
Amassive winged creature with obsidian scales and impossibly
sharp claws.
Motives & Tactics: Defend lair, dive-bomb, fl y, hunt, intimidate
Diffi culty: 19 | Thresholds: 33/65 | HP: 6 | Stress: 5
ATK: +8 | Obsidian Claws: Close | 4d10+4 phy
Experience: Hunt from Above +5
Features¶
Relentless (2) - Passive: The Obsidian Predator can be spotlighted
up to two times per GM turn. Spend Fear as usual to
spotlight them.
Flying - Passive: While fl ying, the Obsidian Predator gains a +3
bonus to their Diffi culty.
Obsidian Scales - Passive: The Obsidian Predator is resistant to
physical damage.
Avalanche Tail - Action: Mark a Stress to make an attack against
all targets within Close range. Targets the Obsidian Predator
succeeds against take 4d6+4 physical damage and are knocked
back to Far range and Vulnerable until their next roll with Hope.
Dive-Bomb - Action: If the Obsidian Predator is fl ying, mark a
Stress to choose a point within Far range. Move to that point
and make an attack against all targets within Very Close range.
Targets the Obsidian Predator succeeds against take 2d10+6
physical damage and must mark a Stress and lose a Hope.
Erupting Rage (Phase Change) - Reaction: When the Obsidian
Predator marks their last HP, replace them with the Molten
Scourge and immediately spotlight them.
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Volcanic Dragon:¶
Mol Ten Scourge¶
Tier Solo
Enraged by their wounds, the dragon bursts into molten lava.
Motives & Tactics: Douse with lava, incinerate, repel Invaders,
reposition
Diffi culty: 20 | Thresholds: 30/58 | HP: 7 | Stress: 5
ATK: +9 | Lava-Coated Claws: Close | 4d12+4 phy
Experience: Hunt from Above +5
Features¶
Relentless (3) - Passive: The Molten Scourge can be spotlighted
up to three times per GM turn. Spend Fear as usual to spotlight
them.
Cracked Scales - Passive: When the Molten Scourge takes damage,
roll a number of d6s equal to HP marked. For each result of 4 or
higher, you gain a Fear.
Shattering Might - Action: Mark a Stress to make an attack
against a target within Very Close range. On a success, the target
takes 4d8+1 physical damage, loses a Hope, and is knocked back
to Close range. The Molten Scourge clears a Stress.
Eruption - Action: Spend a Fear to erupt lava from beneath the
Molten Scourge's scales, fi lling the area within Very Close range
with molten lava. All targets in that area must succeed on an
Agility Reaction Roll or take 4d6+6 physical damage and be
knocked back to Close range. This area remains lava. When a
creature other than the Molten Scourge enters that area or acts
while inside of it, they must mark 6 HP.
Volcanic Breath - Reaction: When the Molten Scourge takes
Major damage, roll a d10. On a result of 8 or higher, the Molten
Scourge breathes a fl ow of lava in front of them within Far
range. All targets in that area must make an Agility Reaction Roll.
Targets who fail take 2d10+4 physical damage, mark 1d4 Stress,
and are Vulnerable until they clear a Stress. Targets who succeed
take half damage and must mark a Stress.
Lava Splash - Reaction: When the Molten Scourge takes Severe
damage from an attack within Very Close range, molten blood
gushes from the wound and deals 2d10+4 direct physical
damage to the attacker.
Ashen Vengeance (Phase Change) - Reaction: When the Molten
Scourge marks their last HP, replace them with the Ashen Tyrant
and immediately spotlight them.
Volcanic Dragon:¶
Ashen Tyrant¶
Tier Solo
No enemy has ever had the insolence to wound the dragon so. As the
lava settles, it's ground to ash like the dragon's past foes.
Motives & Tactics: Choke, fl y, intimidate, kill or be killed
Diffi culty: 18 | Thresholds: 29/55 | HP: 8 | Stress: 5
ATK: +10 | Claws and Teeth: Close | 4d12+15 phy
Experience: Hunt from Above +5
Features¶
Relentless (4) - Passive: The Ashen Tyrant can be spotlighted up to
four times per GM turn. Spend Fear as usual to spotlight them.
Cornered - Passive: Mark a Stress instead of spending a Fear to
spotlight the Ashen Tyrant.
Injured Wings - Passive: While fl ying, the Ashen Tyrant gains a +1
bonus to their Diffi culty.
Ashes to Ashes - Passive: When a PC rolls a failure while within
Close range of the Ashen Tyrant, they lose a Hope and you gain a
Fear. If the PC can't lose a Hope, they must mark a HP.
Desperate Rampage - Action: Mark a Stress to make an attack
against all targets within Close range. Targets the Ashen Tyrant
succeeds against take 2d20+2 physical damage, are knocked
back to Close range of where they were, and must mark a Stress.
Ashen Cloud - Action: Spend a Fear to smash the ground and kick
up ash within Far range. While within the ash cloud, a target has
disadvantage on action rolls. The ash cloud clears the next time
an adversary is spotlighted.
Apocalyptic Thrashing - Action: Countdown (1d12). Spend
a Fear to activate. It ticks down when a PC rolls with Fear.
When it triggers, the Ashen Tyrant thrashes about, causing
environmental damage (such as an earthquake, avalanche,
or collapsing walls). All targets within Far range must make a
Strength Reaction Roll. Targets who fail take 2d10+10 physical
damage and are Restrained by the rubble until they break free
with a successful Strength Roll. Targets who succeed take half
damage. If the Ashen Tyrant is defeated while this countdown
is active, trigger the countdown immediately as the destruction
caused by their death throes.
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Water Mother¶
Tier Solo
Acolossal fur-covered snake that hunts in large bodies of water.
Motives & Tactics: Constrict the world, control the battlefi eld,
draw enemies into the water
Diffi culty: 20 | Thresholds: 40/70 | HP: 12 | Stress: 8
ATK: +8 | Bite: Very Close | 4d10+5 phy
Experience: Rivers +4
Features¶
Segmented - Passive: The Water Mother's body is divided into
three segments: Head, Center, and Tail. The Water Mother
always moves from the Head fi rst, pulling the Center and then
Tail behind it. Acreature can target the Water Mother with an
attack as long as at least one of her segments is within range,
but the Water Mother can make a standard attack only against a
target within range of her Head. If an attack deals damage to the
Water Mother and her Head is within range, the attack deals an
extra 1d10 damage.
Eat the World - Action: Spend a Fear to have the Water Mother
inhale sharply. Each PC within Close range of her Head must
succeed on a Strength Reaction Roll or mark a Stress and be
pulled within Melee range of the Head. The Water Mother then
makes a standard attack against all targets within Melee range
of her Head.
Constrict - Action: Mark a Stress to make an attack against all
targets within Melee range of the Center segment. Targets the
attack succeeds against take 4d8+8 physical damage and are
temporarily Restrained. At the beginning of each GM turn, you
can mark a Stress to force all targets Restrained by the Water
Mother to mark a HP.
Venom Surge - Reaction: When the Water Mother makes a
successful standard attack, you can spend a Fear to make the
target Vulnerable until the end of the scene.
Wyrmfiend¶
Tier Minion
Areptilian biped created by mysterious and ancient dragon magic.
Wyrmfi ends exist more as extensions of their draconic master's will
than as individual beings.
Motives & Tactics: Hold the line, sacrifi ce, serve, swarm
Diffi culty: 17 | Thresholds: None | HP: 1 | Stress: 1
ATK: +3 | Weapons from the Hoard: Melee | 11 phy
Experience: Dragon Bond +2
Features¶
Minion (13) - Passive: The Wyrmfi end is defeated when it takes
any damage. For every 13 damage a PC deals to the Wyrmfi end,
the PC defeats an additional Minion within range the attack
would succeed against.
Venomous Bite - Action: Spend a Fear to make an attack against
a PC within Melee range. On a success, deal 4d4+4 physical
damage and Poison the target until they succeed on a Strength
Roll (20). While Poisoned, the target must roll a d6 before they
make an action roll. On a result of 4 or lower, the target must
mark a Stress.
Group Attack - Action: Spend a Fear to choose a target and
spotlight all Wyrmfi ends within Close range of them. Those
Minions move into Melee range of the target and make one
shared attack roll. On a success, they deal 11 physical damage
each. Combine this damage.
Wyrmlings¶
Tier Horde (/HP)
Aclutch of newly hatched dragons. As newborns, they're furious,
hungry, and stupid.
Motives & Tactics: Consume, shred, swarm
Diffi culty: 17 | Thresholds: 25/45 | HP: 8 | Stress: 5
ATK: +2 | Tiny Jaws & Claws: Melee | 4d6+10 phy
Experience: Dragon Bond +2
Features¶
Horde (2d+) - Passive: When the Wyrmlings have marked half
or more of their HP, their standard attack deals 2d6+5 physical
damage instead.
Ravenous - Reaction: Once per GM turn when a PC marks a HP
from an attack made by the Wyrmlings, you can spend a Fear to
spotlight the Wyrmlings again.
Overwhelm - Reaction: When the Wyrmlings take Minor damage
from an attack within Melee range, you can mark a Stress to
make a standard attack with advantage against the attacker.
Xero the Castle Killer¶
Tier Solo
Acastle-sized, bipedal reptile.
Motives & Tactics: Leave a wake of destruction, level buildings,
stomp through settlements
Diffi culty: 20 | Thresholds: 35/70 | HP: 12 | Stress: 10
ATK: +8 | Tail Swipe: Close | 4d12+6 phy
Experience: Destruction +5
Features¶
Relentless (X) - Passive: Xero can be spotlighted up to Xtimes per
GM turn, where Xis the number of PCs in the scene. Spend Fear
as usual to spotlight it.
Collateral Damage - Passive: Xero's movement can't be hindered,
impeded, or aff ected by anything other than natural terrain. All
destructible terrain or obstacles in Xero's path are destroyed
when Xero moves through them.
Gigaton Stomp - Action: Spend a Fear to have Xero bring its foot
down hard, creating a localized earthquake. Each PC within
Melee range takes 4d12 physical damage and is Restrained until
they wriggle out with a successful Finesse Roll. Each creature
beyond Melee range but within Close range must succeed on an
Instinct Reaction Roll or be knocked back to Far range. If a target
is knocked back, they must either mark an Armor Slot or take
4d12 physical damage as they land.
Power Slide - Action: Mark a Stress to move up to Close range.
Each PC Xero moves through must succeed on a Strength
Reaction Roll or choose to either mark 2 Armor Slots or take
Severe damage.
Radioactive Breath - Action: Spend a Fear to have Xero charge
up a nuclear beam. Place a token on this stat block. The next
time Xero is spotlighted, you can spend this token and unleash
a beam to Very Far range. The beam has a width of Close range.
Each PC in this area must make an Agility Reaction Roll. Targets
who fail take 4d12+12 direct magic damage. Targets who
succeed take half damage. Xero can't use this feature again until
it takes Severe damage.
Regeneration - Action: Up to three times per scene, spend any
number of Fear to clear an equal number of HP.
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Using Environments¶
Environments represent everything in a scene beyond the PCs and adversaries, such as the physical space, background NPCs, and
natural forces.
Environment Stat Block¶
Each environment's stat block presents their necessary
mechanical statistics:
Name¶
The unique name of the environment stat block.
Tier¶
The PC tier the environment is designed to challenge.
Type¶
The type of scene it most easily supports:
- Explorations - wondrous locations with mysteries and
marvels to discover
- Socials - locations that primarily present interpersonal
challenges
- Traversals - dangerous locations where movement
through and around the space itself is a challenge
- Events - special activities or occurrences (rather than
physical spaces)
Description¶
An evocative one-line summary of the environment.
Impulses¶
The manner or mode with which the environment pushs and
pulls the people within them.
Difficulty¶
The standard Difficulty for action rolls made to overcome,
oppose, or resist the environment or its elements.
Potential Adversaries¶
Suggested adversaries that might appear in scenes within the
environment.
Features¶
Features provide inspiration for GM moves you can use that
represent the dynamic landscape or situation.
Feature Questions¶
Prompts for plot hooks, narrative engines, and connections to
other story elements.
Perfected Zombie¶
Tier Bruiser
Atowering, muscular zombie with magically infused strength
and skill.
Motives & Tactics: Consume, hound, maim, terrify
Diffi culty: 20 | Thresholds: 40/70 | HP: 9 | Stress: 4
ATK: +4 | Greataxe: Very Close | 4d12+15 phy
Features¶
Terrifying - Passive: When the Zombie makes a successful attack,
all PCs within Far range lose a Hope and you gain a Fear.
Fearsome Presence - Passive: PCs can't spend Hope to use
features against the Zombie.
Perfect Strike - Action: Mark a Stress to make a standard attack
against all targets within Very Close range. Targets the Zombie
succeeds against are Vulnerable until their next rest.
Skilled Opportunist - Reaction: When another adversary deals
damage to a target within Very Close range of the Zombie, you
can spend a Fear to add the Zombie's standard attack damage to
the damage roll.
Zombie Legion¶
Tier Horde (/HP)
Alarge pack of undead, still powerful despite their rotting fl esh.
Motives & Tactics: Consume brain, shred fl esh, surround
Diffi culty: 17 | Thresholds: 25/45 | HP: 8 | Stress: 5
ATK: +2 | Undead Hands: Close | 4d6+10 phy
Features¶
Horde (2d+) - Passive: When the Legion has marked half or
more of their HP, their standard attack deals 2d6+5 physical
damage instead.
Unyielding - Passive: The Legion has resistance to physical damage.
Relentless (2) - Passive: The Legion can be spotlighted up to
two times per GM turn. Spend Fear as usual to spotlight them.
Overwhelm - Reaction: When the Legion takes Minor damage from
an attack within Melee range, you can mark a Stress to make a
standard attack with advantage against the attacker.
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