Compact Steel is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, LLC.
See the base Compact Steel Rules for a discussion of how to read compact monster abilities.
Monsters
Ajax the Invincible
Tactical Stance
At the start of each round, Ajax chooses a new stance from one of the following options and gains its benefits:
- Insurgent: Ajax automatically treats his initial power roll as a 17. He can still roll to determine if he scores a critical hit.
- Mastermind: Before he uses an ability, Ajax can either shift up to 2 squares, or can cause one creature within line of effect to slide
up to 2 squares, ignoring stability.
- Vanguard: Ajax has damage immunity 5. Additionally, any enemy who makes a power roll that includes Ajax as a target has a double bane
on the roll.
Ajax’s Malice
At the start of Ajax’s turn, you can spend Malice to activate one of the following features.
- «2» Reason: Ajax attempts to instill doubt into a creature within line of effect through logic and reason. The creature and Ajax make
an opposed Reason test. If Ajax wins, he chooses to either deal 11 extra damage to one target on his next strike or to gain
an additional triggered action during the current round. Ajax can’t use this feature against the same creature during the
same encounter.
- «5» Nexus Jewel: Until the end of the round, Ajax chooses one of the following environments he has previously visited and overlays that environment
on top of the encounter map, temporarily merging multiple realities.
- Incredibly High Above the Ground: The winds whip and bluster. Any creature who can’t fly takes a −3 penalty to stability,
and forced movement effects gain a +3 bonus to their distance against such creatures.
- Swamp: The ground is difficult terrain for enemies. Any creature who starts and ends their turn in the same space is restrained
(save ends).
- Volcanic Canyon: The air is stiflingly hot. Each enemy takes 5 fire damage for each square they enter.
- «5» Solo Action: Ajax takes an additional main action on his turn. He can use this feature even if he is dazed.
- «10» Draw Steel: Main Action. Area four 3 cubes within 10 (Magic, Ranged, Weapon), each enemy and object in the area. Each target makes a test using their highest characteristic.
- ≤11: 26 damage; bleeding and slowed (save ends)
- 12-16: 22 damage; bleeding (save ends)
- 17+: 16 damage
Ajax then raises his Blade of the Gol King above his head as four giant blades emerge from the ground to fill the area. Each
target is pushed into an unoccupied space adjacent to the area after the power roll is resolved. Each blade blocks line of
effect and can be dismissed by Ajax at will (no action required).
Ajax the Invincible (Level 11 Solo)
Size 1L, Human, Humanoid (EV 156)
M +5; A +4; R +5; I +5; P +4
Speed 7 (fly, hover); Stability 2
Stamina 700
- Ajax: Ajax takes up to three turns each round. He can’t take turns consecutively. Additionally, he can use three triggered actions
in a round while he isn’t dazed.
- End Effect: At the end of each of his turns, Ajax can take 20 damage to end up to two effects on him that can be ended by a saving throw.
This damage can’t be reduced in any way.
- Free Strike: M1/R5 (Magic, Weapon); 11 damage
- Blade of the Gol King (Sig.): Melee 1 (Charge, Magic, Strike, Weapon), two creatures or objects.
Roll + 5; {16/22/26} damage; M < {4/5/6} the target loses 1d3 Recoveries {roll 17+} and falls prone.
Effect: Ajax shifts up to 2 squares between striking each target.
Spend «1+»: Ajax can strike one additional target for each Malice spent.
- Decree by the Jade Hand: Area 3 cube within 10 (Magic, Ranged), each enemy and object in the area.
Roll + 5; {11/17/21} holy damage; slide {2/5/8}; P < {4/5/6}, the target is hexed (save ends).
Effect: A hexed target glows green, and each of their heroic abilities has its cost increased by 2.
Spend «3»: The potency increases by 1. Additionally, the ground beneath the area drops 3 squares and is difficult terrain. Each flying
target who has M < 5 is knocked prone.
- Divine Vine: Maneuver. Ranged 5 (Magic, Weapon).
Roll + 5; {roll 12+} the target is grabbed {roll 17+} and takes 11 damage.
Effect: If the target is grabbed, Ajax can choose to keep the vine extended, pull the target adjacent to him, or pull himself adjacent
to the target. The vine stays attached to a grabbed target until it takes damage from a strike, the target escapes the grab,
or Ajax causes the vine to release the target (no action required).
Special: This ability can be replaced with the features of a different treasure Ajax has acquired.
- «2» Bead of Hell: Maneuver. Area 5 cube within 20 (Magic, Ranged), special. Ajax throws a glowing bead to a square within distance, which ignites at the start of Ajax’s next turn and creates an area
around it that lasts until the start of Ajax’s following turn. Each enemy in the area when the bead ignites takes 20 fire
damage, and if they have A < 5, they are dazed (save ends). Any enemy who starts their turn in the area takes 10 fire damage.
- I’m Not Done Yet. Ajax dies only when his Stamina reaches −350. While his Stamina is below 0, Ajax is bleeding, he can choose any two options
from his Tactical Stance trait each round, and the Director gains 2 additional Malice per round.
- Is This What They Taught You? Triggered (a creature within distance marks Ajax).
Ranged 10, the triggering creature. The target is marked while Ajax is marked. While the target is marked this way, Ajax gains an edge on power rolls against
them, and whenever the target uses a triggered action involving their mark on Ajax, he can make a free strike against them.
- Shieldbreaker Talisman: Triggered (an enemy within distance uses an ability to reduce damage).
Melee 5 (Magic), the triggering creature. Ajax makes a free strike against the target, dealing extra damage equal to twice the amount that was reduced. This extra damage
can’t be reduced in any way.
- Who’s Hesitating? Triggered (a creature uses the Hesitation is Weakness ability).
Self. Ajax shifts up to his speed and can make a free strike. If the target has R < 4, this free strike also makes them weakened
until the end of their next turn.
- Your Obsession With Me Betrays You: Triggered (ajax causes a creature within distance to gain ferocity or wrath).
Ranged 10 (Magic), the triggering creature. If the target has I < 4, they use a signature ability against a target of Ajax’s choice.
- «2» You Would Flounder Your Assault? Triggered (a creature within 10 squares regains Stamina).
Self (Magic). Ajax regains the same amount of Stamina.
- «VA-1» Phoenix Wing King: Area 5 burst (Magic, Weapon).
Roll + 5; {11/17/21} fire damage; A < {4/5/6}, weakened (save ends).
Effect: Ajax flies at high speed to cut through each target, then appears in an unoccupied space within distance.
- «VA-2» I’ve Learned Their Tricks: Area 3 burst. Ajax uses the shadow elf eclipse’s technique to reduce each target’s surges to 0. Additionally, until the end of the round,
Ajax ignores edges and double edges on any target’s abilities, and ignores any nondamaging effects of any target’s damage-dealing
abilities.
Special: This villain action can be replaced with a villain action from a creature any target has previously encountered.
- «VA-3» Awe of the Iron Crown: Area 7 burst (Magic). Each target who has I < 5 is knocked prone and can’t stand until Ajax deals damage to them. For each target not knocked prone,
Ajax can move up to his speed toward that target and use Blade of the Gol King against them.
Angulotls
Wet: Angulotls make use of a unique effect called “wet.” While wet, an angulotl doesn’t provoke opportunity attacks by moving.
At the same time, any non-angulotl who is wet and ends their turn with none of their movement remaining slips and falls prone.
Several angulotl abilities can impose this effect, but a creature in an encounter featuring angulotls can also become wet
by entering water, as the Director determines.
Angulotl Malice
At the start of any angulotl’s turn, you can spend Malice to activate one of the following features.
- «3» Leapfrog: Until the end of the round, when an angulotl moves through an inactive angulotl’s space, the inactive angulotl can use a free
triggered action to jump 3 squares.
- «5» Resonating Croak: Each angulotl in the encounter puffs out their throat and starts loudly droning. Any non-angulotl adjacent to an angulotl
makes an Intuition test.
- ≤11: 5 sonic damage; slowed (EoT)
- 12-16: 4 sonic damage
- 17+: No effect.
- «7» Rainfall: An angulotl calls clouds to cover the encounter map and unleash rain until the end of the round. Any creature or object that
is exposed to the sky is wet until the end of the encounter.
Angulotl Cleaver (Level 1 Minion Ambusher)
Size 1S, Angulotl, Humanoid (EV 3 for 4 minions)
M 0; A +2; R 0; I +1; P 0
Speed 6 (climb, swim)
Immunity: poison 2
With Captain: +1 damage bonus to strikes
Stamina 4
- Free Strike: M1/R5 (Weapon); 2 damage
- Hop and Chop (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
Effect: The cleaver jumps up to 4 squares before or after making this strike.
- Toxiferous: Whenever an adjacent enemy grabs the cleaver or uses a melee ability against them, that enemy takes 1 poison damage.
Angulotl Dart (Level 1 Minion Artillery)
Size 1S, Angulotl, Humanoid (EV 3 for 4 minions)
M 0; A +2; R +1; I 0; P 0
Speed 5 (climb, swim)
Immunity: poison 2
With Captain: +4 bonus to ranged distance
Stamina 3
- Free Strike: M1/R8 (Weapon); 2 poison
- Poison Dart (Sig.): Ranged 8 (Strike, Weapon), creature only.
Roll + 2; {2/4/5} poison damage.
Effect: The dart gains an edge on this ability against any target who has less than full Stamina.
- Toxiferous: Whenever an adjacent enemy grabs the dart or uses a melee ability against them, that enemy takes 1 poison damage.
Angulotl Pollywog (Level 1 Minion Harrier)
Size 1S, Angulotl (EV 3 for 4 minions)
M 0; A +2; R –2; I –2; P 0
Speed 6 (climb, swim)
Immunity: poison 2
With Captain: +2 bonus to speed
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 poison
- Nip (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + 2; {1/2/3} poison damage; the pollywog can shift {X/1/3} square(s).
- Quick Snack: Any angulotl who can target the pollywog with a melee free strike can eat them as a maneuver. The angulotl regains 4 Stamina
and is wet until the end of their next turn.
Clawfish (Level 1 Minion Brute)
Size 1S, Angulotl, Animal (EV 3 for 4 minions)
M 0; A +2; R –3; I –2; P +1
Speed 5 (climb, swim)
Immunity: lightning 3, poison 2
With Captain: Gain an edge on strikes
Stamina 5
- Free Strike: M1/R5 (Weapon); 2 damage
- Hookclaw (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {2/4/5} damage; {roll 17+} grabbed.
Effect: Any target grabbed this way takes 2 lightning damage at the start of each of their turns.
- Shocking: At the start of each of their turns, the clawfish deals 2 lightning damage to each wet enemy within 2 squares.
Angulotl Needler (Level 1 Horde Artillery)
Size 1S, Angulotl, Humanoid (EV 3)
M 0; A +2; R +1; I 0; P –1
Speed 5 (climb, swim)
Immunity: poison 2
Stamina 10
- Free Strike: M1/R15 (Weapon); 2 poison
- Blowgun (Sig.): Ranged 15 (Strike, Weapon), creature only.
Roll + 2; {4/6/7} poison damage.
Spend «2»: A target who has M < 2 is weakened (save ends). A target weakened this way takes 2 poison damage at the start of each of their
turns.
- Toxiferous: Whenever an adjacent enemy grabs the needler or uses a melee ability against them, that enemy takes 2 poison damage.
Angulotl Slink (Level 1 Horde Ambusher)
Size 1S, Angulotl, Humanoid (EV 3)
M +1; A +2; R 0; I 0; P 0
Speed 5 (climb, swim)
Immunity: poison 2
Stamina 15
- Free Strike: M6/R5 (Weapon); 2 damage
- Tonguelash (Sig.): Melee 6 (Strike, Weapon).
Roll + 2; {4/6/7} damage; pull {2/4/6}.
Effect: The target is wet (save ends). Any ally targeted by this ability ignores the damage, is wet until the end of the encounter,
and is pulled up to 6 squares, ignoring stability.
- «2» Hop To It: Free Maneuver. Self. The slink jumps up to 3 squares. If they have cover or concealment when they land, they can attempt to hide.
- Adhesive: The slink excretes a sticky residue into their square at the end of each of their turns. Any non-angulotl who enters or leaves
the square is stuck, and must use a maneuver to break free or be restrained until the end of their turn. Objects are likewise
affected, and a creature must use a maneuver to remove an object from the square.
- Toxiferous: Whenever an adjacent enemy grabs the slink or uses a melee ability against them, that enemy takes 2 poison damage.
Angulotl Wave (Level 1 Horde Controller)
Size 1S, Angulotl, Humanoid (EV 3)
M 0; A 0; R 0; I +2; P +2
Speed 5 (climb, swim)
Immunity: poison 2
Stamina 10
- Free Strike: M1/R8 (Magic); 1 holy
- Refulgent Beams (Sig.): Ranged 8 (Magic, Strike), two creatures or objects.
Roll + 2; {3/4/5} holy damage; R < {X/1/2}, the target is illuminated (save ends).
Effect: An illuminated creature or object can’t hide or become invisible, and any strike made against an illuminated target gains
an edge.
- «2» Noxious Bubble: Main Action. Area 2 cube of unoccupied space within 10 (Magic, Ranged), special. A bubble of toxic gas fills the area, ready to pop. If any creature or object touches the bubble or if the bubble takes damage,
it bursts. Each angulotl adjacent to the bubble is wet until the end of the encounter, and each enemy adjacent to the bubble
makes a Might test.
- ≤11: 3 poison damage; the target is wet and weakened (save ends)
- 12-16: 2 poison damage; the target is wet (save ends)
- 17+: 1 poison damage; the target is wet (EoT)
- Toxiferous: Whenever an adjacent enemy grabs the wave or uses a melee ability against them, that enemy takes 2 poison damage.
Angulotl Daybringer (Level 1 Leader)
Size 1M, Angulotl, Humanoid (EV 12)
M +3; A +2; R 0; I +2; P 0
Speed 5 (climb, swim); Stability 1
Immunity: poison 3
Stamina 80
- Free Strike: M1/R5 (Weapon); 4 acid
- Acid Grasp (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 3; {7/10/13} acid damage; A < {1/2/3}, dazed (save ends).
Effect: The next time the target makes a strike against the daybringer, the target takes 4 acid damage after the strike is resolved.
Spend «1»: The daybringer jumps up to 3 squares before or after using this ability.
- Sun Lamp: Maneuver. Self. The daybringer expands their throat to make it resemble the sun until the start of their next turn. During that time, each
angulotl who starts their turn within 10 squares of the daybringer regains 5 Stamina and gains a +3 bonus to speed until the
end of their turn.
- Tongue Slap: Triggered (the target makes a strike against the daybringer or an ally that isn’t a critical hit).
Melee 5, creature only. The outcome of the strike’s power roll is reduced by one tier.
Spend «2»: The target is pulled up to 4 squares after the strike resolves.
- Moisturizing End Effect: At the end of each of the daybringer’s turns, they can either take 5 damage or end the wet effect on an adjacent creature
in order to end one effect on them that can be ended by a saving throw. This damage can’t be reduced in any way.
- «VA-1» New Dawn: Ranged 10, special. Four angulotl pollywogs erupt from the daybringer’s back and waddle into unoccupied spaces within distance.
- «VA-2» Plague of Frogs: Area 8 burst, self and each ally in the area. Each target can jump up to 4 squares. Each non-minion target can make a free strike at the end of the jump.
- «VA-3» It Is Day: Special. The encounter map dries up and each enemy and object on it is illuminated until the end of the encounter. An illuminated creature
or object can’t hide or become invisible, and any strike made against an illuminated target gains an edge. Additionally, each
enemy in the encounter who is wet has that effect end and takes 6 acid damage. Each angulotl in the encounter has a double
edge on their next strike.
- Toxiferous: Whenever an adjacent enemy grabs the daybringer or uses a melee ability against them, that enemy takes 3 poison damage.
Animals
Animal Traits
Mobility Traits
- [2] Burrowing: The animal can burrow.
- +1 Point: The animal can burrow through stone, creating a tunnel of their size in each square of stone they move through.
- [1] Climbing: The animal can automatically climb at full speed while moving.
- [2] Flight: The animal can fly, and their stability decreases by 2 (to a minimum of 0).
- +1 Point: The animal can also hover.
- [2] Leaping: On their turn, the animal can high jump or long jump up to half their speed. This jump can allow the animal to move more squares
than their speed.
- [1] Slinking: The animal can use a move action to shift up to 3 squares, even while prone.
- [1] Swiftness: The animal has a +2 bonus to speed, and they ignore difficult terrain. (This trait can be selected twice.)
- [1] Swimming: The animal can automatically swim at full speed while moving.
Defensive Traits
- [1] Camouflage: The animal can attempt to hide even while observed. While no enemy has line of effect to the animal, they can automatically
hide at the end of their turn.
- [2] Fearsome: As a maneuver, the animal makes an imposing display. Each enemy within 2 squares of the animal who has I < 1 must shift 3
squares in a straight line away from the animal.
- [1] Pack: While adjacent to an ally, the animal can’t be flanked or be made frightened.
- [1] Plated: The animal has a +2 bonus to stability, and melee strikes against them take a bane.
- [1] Spiny: Whenever an adjacent enemy grabs the animal or uses a melee ability against them, that enemy takes 3 damage.
- [2] Stench: At the start of the animal’s turn, each enemy adjacent to the animal who has M < 1 must shift 1 square away from the animal.
- [1] Thick Hide: The animal starts any combat encounter with 10 temporary Stamina. (This trait can be selected twice.)
- [2] Unrelenting: Once per combat, when the animal is reduced to 0 Stamina, they can choose to either remain alive with 1 Stamina or immediately
move up to their speed and make a free strike before dying.
- [1] Wiggly: The animal ignores opportunity attacks and gains an edge on the Escape Grab maneuver.
- [2] Withdraw: Whenever the animal takes damage, they can use a triggered action to halve that damage and all other damage they take until
the start of their next turn.
Offensive Traits
- [1] Charger: The animal’s signature ability has the Charge keyword, and they gain an edge on that ability if it is used as part of the
Charge main action.
- [1] Frenzy: The animal gains an edge on strikes against creatures who are bleeding or winded.
- [1] Grappler: If the target of the animal’s signature ability has A < 1, they are grabbed by the animal.
- +1 Point: An enemy grabbed by the animal takes a bane on the Escape Grab maneuver.
- [1] Hunter: The animal ignores concealment.
- [2] Multilimb: The animal can target one additional creature or object whenever they make a free strike, use the Grab maneuver, or use the
Knockback maneuver. (This trait can be selected twice.)
- [1] Pouncer: As a maneuver, the animal jumps up to 3 squares. If they land on an enemy their size or smaller, that enemy is knocked prone
and the animal can make a free strike against them.
- [1] Power: Whenever the animal force moves a target, they have a +2 bonus to the forced movement distance.
- [2] Projectile: The animal’s signature ability gains the Ranged keyword and adds Ranged 10 to its distance.
- Optional: The animal’s signature ability can deal acid or cold damage.
- [1] Reach: The animal’s signature ability gains a +2 bonus to distance. (This trait can be selected twice.)
- Optional: The animal’s signature ability can deal fire or sonic damage.
- [1] Venom: The animal’s signature ability deals an extra 2 poison damage, and if the target has M < 1, they are weakened (save ends).
- [2] Web: Maneuver. Area 3 cube within 1 (Weapon), each creature in the area.
Roll + B; A < {0/1/2} restrained (save ends)
Effect: The area is difficult terrain for enemies until the end of the encounter.
Supernatural Traits
- [10] Death Fumes: Whenever the animal takes damage, each creature adjacent to the animal who has M < 1 takes damage equal to half the creature’s
current Stamina.
- [2] Elemental: The animal has an affinity for one of the following damage types: acid, cold, corruption, fire, lightning, poison. The animal
has damage immunity 3 to the chosen damage type, and their strikes deal the chosen damage type instead of their original damage
type.
- [2] Gelatinous: The animal can move through spaces as if they were size 1T. Whenever the animal takes damage, they can use a triggered action
to separate into two animals. Each new animal has the same statistics as the original but has half the original’s current
Stamina.
- [2] Hypnosis: As a maneuver, the animal targets one enemy within 5 squares with their gaze, movements, or vocalizations. If the enemy has
R < 1, they are dazed (save ends).
- [2] Imposer: The animal’s size increases by 1 (to a minimum of size 2), and they gain a +2 bonus to stability. Additionally, the animal
gains a +3 damage bonus to strikes.
- [2] Pass Through: The animal can move through solid matter, and strikes made against them take a bane. If the animal ends their turn inside
solid matter, they are shunted out into the space from which they entered it.
- [2] Translation: The animal can teleport.
- +1 Point: The animal can also hover.
Animal (Level 1 Elite Harrier)
Size 1M, Animal (EV 12)
M 0; A +2; R –2; I +1; P –2
Speed 6
Stamina 60
- Free Strike: M1/R5 (Weapon); 4 damage
- Natural Weapon (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {6/9/12} damage.
Effect: The animal shifts up to 2 squares between strikes.
- Rush: Maneuver. Self. The animal moves up to their speed.
- Nature’s Spirit: While outdoors or in a natural environment, the animal can negate a bane on their abilities or turn a double bane into a bane.
Animal Swarm (Level 1 Elite Hexer)
Size 2, Animal, Swarm (EV 12)
M –2; A +1; R –3; I +2; P –3
Speed 5; Stability 1
Stamina 40
- Free Strike: M1/R5 (Weapon); 4 damage
- Flurry (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {6/9/12}; pull {X/1/2}.
Effect: If the target is pulled into the animal swarm, that forced movement deals damage only at the Director’s determination.
- Swarm: The animal swarm can move through spaces as if they were a size 1M creature, and can occupy other creatures’ spaces. At the
start of each of the animal swarm’s turns, they can make a free strike against each creature whose space they share.
- Impede: Maneuver. Area 1 aura, special. The area is difficult terrain for enemies until the start of the animal swarm’s next turn.
- Nature’s Spirit: While outdoors or in a natural environment, the animal swarm can negate a bane on their abilities or turn a double bane into
a bane.
Big Animal A (Level 1 Elite Mount)
Size 2, Animal (EV 12)
M +1; A +2; R –2; I +1; P –2
Speed 6; Stability 1
Stamina 60
- Free Strike: M1/R5 (Weapon); 4 damage
- Natural Weapon (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {6/9/12} A < {X/1/2}, 3 damage.
- Toss: Maneuver. Melee 1. The target must be the animal’s size or smaller.
Effect: The target vertical slides up to 3 squares. If the target is an ally, they can make a free strike at the end of the forced
movement, then fall without taking damage.
- Juke: Triggered (the animal is targeted by an area ability).
Self. The animal shifts up to 2 squares before the ability resolves.
- Nature’s Spirit: While outdoors or in a natural environment, the animal can negate a bane on their abilities or turn a double bane into a bane.
Big Animal B (Level 2 Elite Mount)
Size 3, Animal (EV 16)
M +2; A +1; R –1; I +1; P 0
Speed 6; Stability 3
Stamina 80
- Free Strike: M2/R5 (Weapon); 5 damage
- Natural Weapon (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/10/13} damage; push {X/1/2}.
- Trundle: Maneuver. Self. The animal moves up to their speed. They can make a free strike against each creature who makes an opportunity attack against
them during this movement.
- Animal Rally: Triggered (an ally within distance is knocked prone).
Ranged 20, one ally. The animal moves up to their speed. If they end their turn adjacent to the target, they can use the Stand Up maneuver to let
the target stand, then get on to ride them.
- Beast of Burden: While riding the animal, two size 1 allies can occupy the same space.
- Nature’s Spirit: While outdoors or in a natural environment, the animal can negate a bane on their abilities or turn a double bane into a bane.
Predator A (Level 1 Elite Brute)
Size 2, Animal (EV 12)
M +1; A +2; R –2; I +1; P +1
Speed 5
Stamina 80
- Free Strike: M1/R5 (Weapon); 5 damage
- Natural Weapon (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/10/13} damage; M < {X/1/1}, prone.
- Ready to Strike: Maneuver. Self. The predator assesses their environment or lets loose a threatening roar and gains an edge on their next strike.
- Quick Strike: Triggered (a creature or object comes within distance).
Melee 1 (Strike, Weapon), the triggering creature or object. The predator makes a free strike against the target. If the predator was hidden from the target, the strike deals an extra
3 damage.
- Nature’s Spirit: While outdoors or in a natural environment, the predator can negate a bane on their abilities or turn a double bane into a
bane.
Predator B (Level 3 Elite Brute)
Size 3, Animal (EV 16)
M +2; A +1; R –1; I +1; P 0
Speed 5; Stability 2
Stamina 100
- Free Strike: M2/R5 (Weapon); 5 damage
- Natural Weapon (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14} damage; push {X/1/2}; M < {X/1/1}, prone.
- Wild Swing: Area 1 burst (Weapon), each enemy or object in the area.
Roll + 2; {3/6/8} damage; {roll 17+} A < 2, bleeding (save ends).
- Swat: Triggered (a creature or object within distance deals damage to the predator).
Melee 1, the triggering creature or object. The target is pushed up to 5 squares.
- Trample: The predator can move through enemies’ and objects’ spaces at their usual speed. Any mundane size 2 or smaller object whose
space they move through is destroyed. When the predator enters a creature’s space for the first time on a turn, that creature
takes 3 damage.
- Nature’s Spirit: While outdoors or in a natural environment, the predator can negate a bane on their abilities or turn a double bane into a
bane.
Arixx
Arixx Malice
At the start of an arixx’s turn, you can spend Malice to activate one of the following features.
- «3» Burning Maw: The arixx dribbles acid over their mandibles, causing the next strike they make to gain an edge and deal an extra 3 acid damage.
- «5» Geyser: The arixx’s underground tunnels swell with pressure, causing a sudden influx of hot gas to burst from a 3-square-by-3-square
area anywhere on the surface. Each enemy in the area makes an Agility test.
- ≤11: 4 damage; vertical push 5
- 12-16: 4 damage; vertical push 3
- 17+: The target shifts to the nearest unoccupied space outside the area.
- «5» Solo Action: The arixx takes an additional main action on their turn. They can use this feature even if they are dazed.
- «7» Earth Sink: The encounter map suddenly quakes, then begins to sink. Each creature on the ground who has A < 1 is knocked prone. Until
the end of the encounter, each creature who starts their turn on the ground and can’t burrow must spend 1 additional square
of movement to leave their starting position, or 2 squares if they start their turn prone or underground. A creature who starts
and ends their turn in the same space on the ground and can’t burrow sinks 1 square into the ground.
Arixx (Level 1 Solo)
Size 2, Arixx, Beast (EV 36)
M +3; A +1; R –3; I +1; P –4
Speed 5 (burrow); Stability 2
Stamina 200
- Solo Monster:
- End Effect: At the end of each of their turns, the arixx can take 5 damage to end one effect on them that can be ended by a saving throw.
This damage can’t be reduced in any way.
- Solo Turns: The arixx can take two turns each round. They can’t take turns consecutively.
- Earthwalk: Difficult terrain composed of earth or loose rock doesn’t cost the arixx extra movement.
- Soft Underbelly: A prone creature making a melee strike against the arixx has a double edge on the strike instead of taking a bane.
- Free Strike: M2/R5 (Weapon); 5 damage
- Bite (Sig.): Melee 2 (Strike, Weapon).
Roll + 3; {9/13/16} damage; grabbed.
Effect: A size 1 target grabbed this way takes 3 acid damage at the start of each of their turns.
- Claw Swing: Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 3; {5/8/11} damage; A < {1/2/3}, grabbed.
Effect: The arixx can vertically slide each grabbed target up to 3 squares.
- Spitfire: Ranged 10 (Strike, Weapon), two creatures or objects.
Roll + 3; {4/6/7} acid damage; {roll 17+} prone.
Effect: The ground beneath each target is covered in burning acid until the end of the encounter. Any enemy who enters an affected
space for the first time in a round or starts their turn there takes 2 acid damage.
- «3» Dirt Devil: Area 3 burst.
Roll + 3; {4/6/7} damage; push {X/2/4}.
Effect: The arixx flings rocks and debris to fill the area, and has a double edge on the power roll if they started their turn underground.
The area is difficult terrain.
- Dust Cloud: Maneuver. Area 1 burst, special. The arixx kicks up dust to fill the area until the start of their next turn, then moves up to their speed. Any enemy in the
area or who targets a creature in the area takes a bane on power rolls.
- Skitter: Triggered (the arixx takes damage).
Self. The arixx halves the damage and shifts up to 3 squares after the triggering effect resolves.
- «VA-1» Acid Spew: Area 10 x 2 line within 1 (Weapon), each creature and object in the area.
Roll + 3; {5/8/11} acid damage.
Effect: The ground in the area is covered in a puddle of acid until the end of the encounter. Any enemy who enters the area for the
first time in a round or starts their turn there takes 2 acid damage.
- «VA-2» Sinkhole: Self. The arixx shifts up to their speed. If they end this shift above ground and within 2 squares of a creature, they use Bite
against the creature and can then use the Dig maneuver.
- «VA-3» Acid and Claws: Area 2 burst (Weapon), each creature in the area.
Roll + 3; {5/8/11} acid damage; M < {1/2/3}, weakened (save ends).
Ashen Hoarder
Ashen Hoarder Malice
At the start of an ashen hoarder’s turn, you can spend Malice to activate one of the following features.
- «3» Relentless Strikes: The ashen hoarder moves up to their speed and can make a free strike against two targets.
- «5» Blade Wall: The ashen hoarder summons a 10 wall of bones and blades into unoccupied squares within 5 squares of them. Each square of the
wall has 5 Stamina. An enemy who comes adjacent to the wall for the first time in a round or starts their turn there takes
3 damage.
- «5» Solo Action: The ashen hoarder takes an additional main action on their turn. They can use this feature even if they are dazed.
- «7» Bone Storm: The ashen hoarder launches bone lances into the air, raining them down on enemies and impaling those unlucky enough to be
on the receiving end. Each enemy within 20 squares of the ashen hoarder makes an Agility test.
- ≤11: 14 damage; restrained and bleeding (save ends)
- 12-16: 11 damage; bleeding (EoT)
- 17+: 6 damage
Ashen Hoarder (Level 4 Solo)
Size 3, Construct, Undead (EV 72)
M +4; A –1; R –2; I 0; P –5
Speed 8 (burrow); Stability 3
Weakness: holy 5
Stamina 350
- Solo Monster:
- End Effect: At the end of each of their turns, the ashen hoarder can take 10 damage to end one effect on them that can be ended by a
saving throw. This damage can’t be reduced in any way.
- Solo Turns: The ashen hoarder can take two turns each round. They can’t take turns consecutively.
- Free Strike: M2/R5 (Weapon); 6 damage
- Claw and Blade (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 4; {10/15/18} damage; if one target has M < {2/3/4}, they are bleeding (save ends); if the other target has A < {2/3/4}, they
are grabbed; {roll 17+} both potency effects apply to both targets.
Effect: The ashen hoarder can have up to two size 1 creatures grabbed at a time. | |
- Corpse Bomb: Area 4 cube within 20 (Magic, Ranged).
Roll + 4; {4/8/11} damage; A < {2/3/4}, weakened (save ends).
Spend «2»: Any enemy weakened this way is instead slowed and weakened (save ends).
Spend «3»: The ashen hoarder targets a second 4 cube within distance.
- «3» Impale: Area 4 x 1 line within 1 (Weapon), each creature in the area.
Roll + 4; {6/11/14} corruption damage; M < {2/3/4}, the target is impaled (save ends).
Effect: An impaled creature is restrained and bleeding, and moves with the ashen hoarder. The ashen hoarder can have three creatures
impaled with this ability at a time.
- Bone Dozer: Maneuver. Self. The ashen hoarder moves up to twice their speed in a straight line. Each creature or object in the path of this movement is
either pushed into the nearest unoccupied space outside the path, or if they have M < 3 is pushed forward until the movement
ends. Any creature who is force moved forward into an obstacle is dazed (save ends).
- «2» Armor of Corpses: Triggered (the ashen hoarder takes damage).
Self. The ashen hoarder halves the damage. If the ashen hoarder has one or more creatures impaled, the Malice cost of this feature
is reduced by 1 and one impaled creature takes the other half of the damage.
- Bladed Body: An adjacent enemy who grabs the ashen hoarder or uses a melee ability against them takes 3 damage.
- Soul Singularity: When the ashen hoarder is reduced to 0 Stamina, they explode in a swirling singularity of bone shards and soul energy. Each
creature within 5 squares of the ashen hoarder who has M < 3 takes 11 corruption damage. A creature killed by this damage
has their soul sucked into the vortex and lost somewhere in the Abyssal Wasteland, and can’t be brought back to life until
their soul is recovered.
- «VA-1» Skeletal Eruption: Area 8 x 3 line within 1 (Weapon), each creature and object in the area.
Roll + 4; {6/11/14} damage, vertical push {2/2/3}.
Effect: Each target is force moved straight up, then falls. A target who would normally land prone after falling is instead restrained
(save ends).
- «VA-2» Mobile Mine Field: Area 10 cube within 20 (Ranged), special. The ashen hoarder sprays out six size 1M zombie mines that appear in unoccupied squares within distance. Any enemy who moves
adjacent to a zombie mine for the first time in a round or starts their turn there causes the mine to explode, dealing 4 corruption
damage to each creature adjacent to the mine. Any other zombie mines adjacent to the exploding mine also explode. At the start
of each of the ashen hoarder’s turns, each unexploded zombie mine can be moved up to 2 squares.
- «VA-3» Ossuary Assault: Self (Melee, Strike, Weapon). The ashen hoarder moves up to their speed and uses Claw and Blade with a double edge against one target. On a tier 3 outcome,
the ashen hoarder can use Impale without spending Malice.
Basilisks
Restorative Salve: After a basilisk dies, a character can make a Reason test to claim oil from the basilisk’s mouth, which can be used to create
a special salve. One dose of salve can be applied to a petrified creature as a main action, and 1 minute after the salve is
applied, that creature is no longer petrified.
- ≤11: 1 The character must complete the Find a Cure downtime project to create one dose of salve.
- 12-16: 2 The character creates one dose of salve and can create two more doses by completing the Find a Cure downtime project.
- 17+: 3 The character creates three doses of salve.
Basilisk Malice
At the start of any basilisk’s turn, you can spend Malice to activate one of the following features.
- «3+» Stone Swim: A basilisk acting this turn can burrow until the start of their next turn, and moves up to their speed. They have damage immunity
2 while underground. The basilisk can burrow through stone, but can’t drag other creatures underground when they do so. At
the start of each of the basilisk’s turns, the Director can spend 1 Malice to let the basilisk continue burrowing.
- «5» Upchuck: Area 3 cube within 10 (Weapon). The basilisk spits up a chunk of partly digested stone.
Roll + 2; 4 damage; A < {X/1/2}, prone {roll 17+} and can’t stand (save ends).
- «7» Walleye: A basilisk spews reflective spittle across an adjacent vertical surface in a 3-square-by-3-square area. The basilisk can use
their Petrifying Eye Beams ability to target a square in the area, causing the area and distance of that ability to become
a 20 x 3 line within 1 square of the wall.
Basilisk (Level 1 Elite Brute)
Size 2, Basilisk, Beast (EV 12)
M +2; A 0; R –3; I –1; P –1
Speed 8; Stability 2
Immunity: poison 4
Stamina 80
- Free Strike: M1/R5 (Weapon); 5 poison
- Noxious Bite (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/10/13} poison damage.
Effect: This ability gains an edge against targets the basilisk has previously dealt poison damage to.
- Petrifying Eye Beams: Maneuver. Area 5 x 2 line within 1 (Magic), special. The area extends from both the basilisk’s eyes, and this ability targets the first creature without cover on either side of
the area.
Roll + 2; M < {0/1/2}, restrained (save ends); {roll 17+} if not restrained then slowed (save ends).
Effect: If a target is already slowed, the potency increases by 1 for that target. A target restrained this way magically begins to
turn to stone, and a target who ends two consecutive turns restrained this way is petrified. A target restrained this way
or a creature adjacent to them can use a main action to cut encroaching stone from the target’s body, dealing 8 damage to
the target that can’t be reduced in any way and ending this effect.
- «5» Poison Fumes: Area 3 cube within 1 (Magic).
Roll + 2; {4/6/9} poison damage; M < {0/1/2}, weakened {roll 12+: and slowed} (save ends).
- Lash Out: Triggered (the basilisk takes damage from a melee ability).
Area 1 burst. Each target takes 5 damage. Any target who has A < 2 is also bleeding (save ends).
- Calcifying Presence: The area within 3 squares of the basilisk is difficult terrain for enemies.
Basilisk Tonguesnapper (Level 1 Elite Hexer)
Size 2, Basilisk, Beast (EV 12)
M +1; A +2; R –3; I –1; P –1
Speed 8; Stability 2
Immunity: acid 2, poison 2
Stamina 40
- Free Strike: M3/R5 (Weapon); 4 acid
- Prehensile Tongue (Sig.): Melee 3 (Strike, Weapon).
Roll + 2; {8/10/14} acid damage; pull {1/2/3}.
Effect: This ability can pull targets restrained by Petrifying Eye Beams, and ignores stability if it does so.
Spend «3»: The tonguesnapper targets two additional creatures or objects.
- Petrifying Eye Beams: Maneuver. Area 5 x 2 line within 1 (Magic), special. The area extends from both the tonguesnapper’s eyes, and this ability targets the first creature without cover on either side
of the area.
Roll + 2; A < {0/1/2}, restrained (save ends); {roll 17+} if not restrained then slowed (save ends).
Effect: If a target is already slowed, the potency increases by 1 for that target. A target restrained this way magically begins to
turn to stone, and a target who ends two consecutive turns restrained this way is petrified. A target restrained this way
or a creature adjacent to them can use a main action to cut encroaching stone from the target’s body, dealing 8 damage to
the target that can’t be reduced in any way and ending this effect.
- «2» Wink: Melee 1 or Ranged 10 (Magic, Strike), creature only.
Roll + 2; {8/10/14} corruption damage; R < {0/1/2}, dazed {roll 17+: and slowed} (save ends).
Effect: A creature dazed this way can’t benefit from edges or double edges and can’t gain or use surges.
- Neurotoxin Splash: Triggered (the tonguesnapper takes damage from a melee ability).
Area 2 burst. Each target takes 4 acid damage. Any target who has M < 2 is also slowed (save ends).
- Petrifying Fumes: Any creature who starts their turn adjacent to the tonguesnapper and has M < 1 is slowed (save ends).
Bredbeddle
Bredbeddle Malice
At the start of a bredbeddle’s turn, you can spend Malice to activate one of the following features.
- «3» Engreen: The bredbeddle’s axe lengthens and turns a ghastly green, granting a +1 bonus to the distance of the bredbeddle’s melee strikes
and the dimensions of their burst area abilities until the end of their turn.
- «5» Shadow Stockade: A ghostly size 1L stockade seeps out from under the bredbeddle’s feet to fill an unoccupied square within 10 squares. When
a size 1L or smaller enemy enters the stockade’s square, they are restrained (save ends). When a restrained creature is no
longer restrained, the stockade fades away. At the start of each of the bredbeddle’s turns, they can slide an active stockade
and any creature in it up to 5 squares.
- «5» Solo Action: The bredbeddle takes an additional main action on their turn. They can use this feature even if they are dazed.
- «7» Green Phantom: A phantom second bredbeddle phases into view, appearing in an unoccupied space anywhere on the encounter map, then vanishing
at the end of the round. The phantom bredbeddle shares the original bredbeddle’s statistics but has 24 Stamina, corruption
immunity 10, and can fly. The phantom bredbeddle can take one turn and use any of the bredbeddle’s abilities except for villain
actions. Only one phantom bredbeddle can be active at a time.
Bredbeddle (Level 3 Solo)
Size 2, Bredbeddle, Giant (EV 60)
M +3; A 0; R –3; I +2; P +2
Speed 5; Stability 4
Stamina 300
- Solo Monster:
- End Effect: At the end of each of their turns, the bredbeddle can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The bredbeddle can take two turns each round. They can’t take turns consecutively.
- Heady or Not: While headless, the bredbeddle can move into a space containing a severed head and attach it to their neck as a main action.
Doing so physically transforms the bredbeddle, who takes on the appearance, size, weight, and stability of the head’s original
owner. If the bredbeddle takes the form of a creature of size 1L or smaller, the distance of their melee and burst area abilities
decreases by 1. These effects last until the bredbeddle is killed or beheaded, or until the head falls off after 24 hours.
A head that falls off this way can no longer be attached to this bredbeddle.
A creature must succeed on a hard Might test made as a maneuver to rip a head off the bredbeddle. If they fail, the bredbeddle
can make a free strike against them.
- Resilient Form: The bredbeddle can’t be physically transformed in any way except by their Heady or Not trait.
- Free Strike: M1/R5 (Weapon); 6 damage
- Executioner’s Swing (Sig.): Area 2 burst (Weapon).
Roll + 3; {2/4/5} damage; A < {1/2/3}, bleeding (save ends); {roll 17+} M < 2, dazed (save ends).
Spend «3»: The bredbeddle shifts up to 2 squares, and can target additional enemies who come within distance of this ability during the
shift.
- «3» Lop: Melee 2 (Magic, Strike, Weapon), creature only.
Roll + 3; {9/13/16} damage; bleeding (save ends); or if the target has M < {1/2/3}, they are beheaded.
Effect: A beheaded target has their head fall into an unoccupied square adjacent to the bredbeddle, but they remain alive. While beheaded
this way, the target is bleeding and has line of effect only to adjacent squares. The beheaded target can survive without
their head for 24 hours, and can reattach their head as a maneuver by entering its square. A target who remains beheaded for
24 hours dies.
- Scramble: Maneuver. Self. While the bredbeddle is headless, they shift up to their speed. Each time a creature comes adjacent to the bredbeddle during
the shift, the bredbeddle can push that creature 1 square. Each square the bredbeddle exits during the shift is difficult
terrain.
- «5» Headway: Maneuver. Ranged 20 (Strike, Weapon). The bredbeddle must have a head in their possession (attached to them or not), which they throw at the target. If the head
was attached, the bredbeddle is left headless.
Roll + 3; {9/13/16} damage; {roll 12+: prone}; M < {1/2/3}, dazed (save ends).
- «2» Envious Imitation: Triggered (a creature targets the bredbeddle with a ranged strike).
Self (Magic). The bredbeddle uses the same ability against the triggering creature after the triggering strike is resolved, using that creature’s
bonus to any power rolls they make.
- «VA-1» Turn Green: Area 3 burst (Magic).
Roll + 3; P < {1/2/3}, the target turns green (save ends).
- 17+: The effect instead lasts until the end of the encounter.
Effect: Green shadows crawl out from under the bredbeddle’s feet and turn each target green. The bredbeddle has a double edge on power
rolls against any target turned green this way.
- «VA-2» Challenge: Ranged 5, one enemy. The bredbeddle points at the target and issues them a challenge. If the target refuses, they turn green until the end of the
encounter (see Turn Green). If the target accepts the challenge, the bredbeddle shifts adjacent to the target, who makes a
Might test with no additional modifiers.
- ≤11: The target is beheaded (see Lop).
- 12-16: The target makes the test again.
- 17+: The target can choose to deal 40 damage to the bredbeddle or remove the bredbeddle’s head.
- «VA-3» Headlam Rampage: Melee 2 (Strike, Weapon), four creatures.
Roll + 3; {6/7/8} damage; bleeding (save ends); or if the target has A < {1/2/3}, they are beheaded (see Lop).
Bugbears
Bugbear Malice
At the start of any bugbear’s turn, you can spend Malice to activate one of the following features.
- «3-7» Goblin Malice Features: The bugbear activates a Malice Feature available to goblins.
- «3+» Grab Iron Ball: For every 3 Malice spent, one non-minion bugbear acting this turn grabs an iron ball and can use a maneuver to throw it at
a creature within 5 squares of them. The creature takes damage equal to 8 - the number of squares the iron ball was thrown,
and if they have M < 1, they are slowed (save ends).
- «5+» Grab Javelin: For every 5 Malice spent, one non-minion bugbear acting this turn grabs a javelin and can use a maneuver to throw it at a
creature within 5 squares of them. The creature takes damage equal to 12 - the number of squares the javelin was thrown, and
if they have M < 1, they are bleeding (save ends). While a creature is bleeding this way, any ally of the bugbear within 2
squares of them can use a free maneuver to pull the bleeding creature up to 2 squares.
- «10» Show Them the Great Fear: A bugbear infuses the encounter map with bu’gathic magic. Until the end of the encounter, all bugbears and allies have their
speed doubled and can automatically climb at full speed while moving. Additionally, if the target of any bugbear or ally’s
strike has I < 1, the target is also frightened (save ends) and must move their speed in a straight line away from the creature
who made the strike.
Bugbear Channeler (Level 2 Elite Controller)
Size 1L, Bugbear, Fey, Goblin, Humanoid (EV 16)
M +1; A +1; R +2; I +2; P +2
Speed 5
Stamina 60
- Free Strike: M1/R8 (Magic); 5 damage
- Shadow Drag (Sig.): Ranged 8 (Magic, Strike), two creatures or objects.
Roll + 2; {7/10/13} damage; pull {2/3/4}.
Effect: Each target must be on the ground, and each square a target is pulled through is difficult terrain for enemies.
- Blistering Element: Area 3 burst (Magic). The channeler chooses one of the following damage types: acid, cold, corruption, fire, or poison.
Roll + 2; {2/3/4} damage; M < {0/1/2}, bleeding (save ends).
- «5» Twist Shape: Ranged 5 (Magic, Strike), creature only.
Roll + 2; {5/8/11} corruption damage; P < {0/1/2} slowed (save ends) or {roll 12+} the target is shapechanged (save ends).
Effect: A shapechanged creature is slowed and has fire weakness 10 as their limbs stretch and their skin becomes paper thin.
- Throw: Maneuver. Melee 1 (Strike). The target must be grabbed by the channeler.
Effect: The target is vertical pushed up to 3 squares. An ally doesn’t take damage from being force moved this way.
- Catcher: Free Triggered (a size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance).
Melee 1, the triggering creature or object. The target is grabbed by the channeler.
- Shadow Veil: Triggered (an ally within distance takes damage).
Ranged 5 (Magic), the triggering ally. The target is wrapped in shadow and halves the damage. The target can’t be targeted by strikes until the start of their next
turn.
Bugbear Commander (Level 2 Elite Support)
Size 1L, Bugbear, Fey, Goblin, Humanoid (EV 16)
M +2; A +1; R +2; I 0; P 0
Speed 5
Stamina 80
- Free Strike: M1/R5 (Weapon); 5 damage
- Inspiring Swordplay (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/10/13} damage; {roll 17+} one target is grabbed.
Effect: One ally within 5 squares of the commander gains an edge on their next strike until the start of the commander’s next turn.
- You Next! Main Action. Ranged 8, one ally. The target moves up to their speed and uses a signature ability.
- «5» Fall Back! Main Action. Area 5 burst, each ally in the area. Each target shifts up to their speed, then can use the Throw maneuver.
- Throw: Maneuver. Melee 1 (Strike). The target must be grabbed by the commander.
Effect: The target is vertical pushed up to 4 squares. An ally doesn’t take damage from being force moved this way.
- Catcher: Free Triggered (a size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance).
Melee 1, the triggering creature or object. The target is grabbed by the commander.
- The Commander’s Watching: Any ally who has line of effect to the commander can end one condition on themself at the start of each of their turns.
Bugbear Roughneck (Level 2 Elite Brute)
Size 1L, Bugbear, Fey, Goblin, Humanoid (EV 16)
M +2; A +2; R 0; I 0; P 0
Speed 6
Stamina 109
- Free Strike: M1/R5 (Weapon); 5 damage
- Haymaker (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14} damage; {roll 12+} one target is grabbed;
- 12-16: One target is pushed up to 2 squares.
- 17+: One target is vertical pushed up to 3 squares.
Spend «5»: The ability takes the Area keyword and loses the Strike keyword, its distance becomes a 1 burst, and it targets each enemy
in the area.
- Leaping Fury: Melee 1 (Strike, Weapon).
Roll + 2; {8/13/16} damage; M < {1/2/3}, prone.
Effect: The roughneck can jump up to 5 squares to an unoccupied space within distance of the target before making this strike.
- «3» Drag Through Hell: Maneuver. Melee 1. The target must be grabbed by the roughneck.
Effect: The roughneck moves up to their speed across the ground, dragging the target with them. The target takes 2 damage for each
square they were dragged through. When this movement ends, the target is no longer grabbed and falls prone. Each square the
target was dragged through is difficult terrain for enemies.
- Throw: Maneuver. Melee 1 (Strike). The target must be grabbed by the roughneck.
Effect: The target is vertical pushed up to 5 squares. An ally doesn’t take damage from being force moved this way.
- Catcher: Free Triggered (a size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance).
Melee 1, the triggering creature or object. The target is grabbed by the roughneck.
- Flying Sawblade: Triggered (the roughneck is vertical force moved by another creature).
Self (Melee). The roughneck uses Haymaker against a creature or object at any point during the forced movement, or after falling as a result
of it.
Bugbear Sneak (Level 2 Elite Ambusher)
Size 1L, Bugbear, Fey, Goblin, Humanoid (EV 16)
M +2; A +2; R 0; I 0; P 0
Speed 7
Stamina 80
- Free Strike: M1/R5 (Weapon); 5 damage
- Sucker Punch (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {8/13/16} damage; A < {1/2/*}, grabbed.
Effect: The target can’t use triggered actions until the start of the next round. Additionally, if the sneak started their turn hidden
from the target, this ability deals an extra 4 damage.
- «3» Shadow Cloak: Area 2 burst.
Roll + 2; {2/3/4} damage; I < {0/1/2}, the sneak has concealment from the target (save ends).
Effect: The sneak shifts up to their speed and can attempt to hide.
- Carving Dagger: Ranged 8 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14} damage; M < {0/1/2}, bleeding (save ends).
Effect: While bleeding this way, the target can’t hide from the sneak or their allies.
- Throw: Maneuver. Melee 1 (Strike). The target must be grabbed by the sneak.
Effect: The target is vertical pushed up to 4 squares. An ally doesn’t take damage from being force moved this way.
- Catcher: Free Triggered (a size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance).
Melee 1, the triggering creature or object. The target is grabbed by the sneak.
- «1» Clever Trick: Triggered (the sneak is targeted by a strike).
Special, one enemy. The sneak chooses one enemy within distance of the strike to become the target of the strike.
Bugbear Knightmare (Level 8 Minion Hexer)
Size 1L, Bugbear, Fey, Goblin, Humanoid (EV 10 for 4 minions)
M +4; A +3; R +1; I +1; P +4
Speed 5; Stability 2
With Captain: Gain an edge on strikes
Stamina 12
- Free Strike: M1/R5 (Magic, Weapon); 3 corruption
- Corrosive Blade (Sig.): Melee 1 (Magic, Strike, Weapon).
Roll + 4; {3/6/8} corruption damage; {roll 17+: grabbed}; P < {X/3/4}, bleeding (save ends).
Effect: A target grabbed this way or already grabbed by the knightmare can be vertical pushed up to 5 squares.
- Bu’gathic Inspiration: Any ally has a +1 bonus to power rolls, saving throws, or damage rolled as a d6 or a d3 for each knightmare adjacent to them.
- Magic Terror: Each enemy has a −1 penalty to power rolls, saving throws, or damage rolled as a d6 or a d3 for each knightmare adjacent to
them.
Bugbear Mob (Level 5 Minion Brute)
Size 3, Bugbear, Fey, Goblin, Humanoid (EV 7 for 4 minions)
M +3; A –1; R 0; I +1; P 0
Speed 6; Stability 2
With Captain: +2 damage bonus to strikes
Stamina 10
- Free Strike: M1/R5 (Weapon); 3 damage
- Mug and Tear (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {3/6/7} damage; pull {2/3/4}; {roll 17+} grabbed.
Effect: If the target is pulled into the mob, that forced movement deals damage only at the Director’s determination.
- Swarm: The mob can move through spaces as if they were a size 1L creature, and can occupy other creatures’ spaces. At the start of
each of the mob’s turns, they can make a free strike against each creature whose space they share.
Bugbear Snare (Level 5 Minion Ambusher)
Size 1L, Bugbear, Fey, Goblin, Humanoid (EV 7 for 4 minions)
M +2; A +3; R 0; I 0; P +1
Speed 6; Stability 2
With Captain: +3 bonus to speed
Stamina 9
- Free Strike: M1/R5 (Weapon); 3 damage
- Cut ’Em Low! (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 3; {3/6/7}; {roll 17+} A < 3, slowed (save ends).
Effect: If the snare started their turn hidden from the target, the target is automatically grabbed. A target grabbed this way or
already grabbed by the snare can be vertical pushed up to 4 squares.
Chimera
Chimera Malice
At the start of a chimera’s turn, you can spend Malice to activate one of the following features.
- «3» Defensive Snapping: The chimera takes up a defensive stance. Until the start of their next turn, the chimera can make a free strike against each
enemy who comes within 2 squares of them.
- «5» Solo Action: The chimera takes an additional main action on their turn. They can use this feature even if they are dazed.
- «5» Unstable Terrain: The chimera shakes the ground, causing an eruption of loose rocks and debris that creates three size 2 stone objects anywhere
on the encounter map. Each creature adjacent to one or more objects when they appear who has A < 2 takes 5 damage.
- «7» Ashen Clouds: Until the start of the chimera’s next turn, all areas of the encounter map are shrouded in a thick cloud of ash. All creatures
and objects on the map have concealment that the chimera ignores. Additionally, each enemy in the cloud who has I < 1 has
line of effect only within 3 squares. The potency of this feature increases by 1 each time it’s used.
Chimera (Level 3 Solo)
Size 2, Beast, Chimera (EV 60)
M +3; A +2; R –2; I +1; P 0
Speed 10 (fly); Stability 1
Immunity: fire 6
Stamina 300
- Solo Monster:
- End Effect: At the end of each of their turns, the chimera can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The chimera can take two turns each round. They can’t take turns consecutively.
- Volant: When the chimera makes a creature winded or reduces them to 0 Stamina, they can move their speed toward an enemy.
- Free Strike: M2/R5 (Weapon); 6 damage
- Bite (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 3; {9/13/16} damage.
Effect: This strike deals an extra 3 damage if it gains an edge or has a double edge.
- «5» Dragon’s Eruption: Area 3 cube within 10 (Magic, Ranged).
Roll + 3; {3/5/7} fire damage; A < {1/2/3}, {3/5/7} fire damage.
- «5» Roar: Area 5 burst (Magic).
Roll + 3; {4/8/10} psychic damage; I < {X/2/3}, frightened (save ends).
- Lion’s Toss: Maneuver. Melee 2 (Weapon).
Roll + 3; vertical push {2/3/5}.
- Ram’s Defiance: Triggered (a creature makes a strike against the chimera and obtains a tier 1 outcome).
Melee 2 (Strike, Weapon), the triggering creature. The chimera shifts up to 5 squares. If they end this shift within distance of the target, make a power roll.
Roll + 3; {6/8/10} damage; {roll 12+: prone}; M < {1/2/3}, slowed (save ends).
- «VA-1» Overture of Destruction: Area 1 burst. The chimera can use Bite and Lion’s Toss against each target.
- «VA-2» Fire Solo: Self. The chimera uses Dragon’s Eruption and Roar without spending Malice.
- «VA-3» Chorus of Destruction: Self. The chimera uses Roar, then shifts up to their speed and can make a free strike against each enemy who comes adjacent to them
during the shift. When the chimera ends this shift, they use Dragon’s Eruption. The use of these abilities as part of this
villain action costs no Malice.
Demons
Demon Malice
At the start of any demon’s turn, you can spend Malice to activate one of the following features.
- «3» Soulburn: Each demon acting this turn has a double edge on abilities.
- «7» Abyssal Evolution: A demon minion of your choice transforms into a non-minion horde demon of the same level.
- «7» Abyssal Rift: Two size 2 rifts to the Abyssal Wasteland appear at locations of your choice. Any demon can use an abyssal rift as a portal
to another abyssal rift in the encounter, moving into any space in one rift and appearing immediately in any unoccupied space
in the other rift. A non-demon who enters a rift for the first time in a round or starts their turn there takes corruption
damage equal to the level of the highest-level demon on the encounter map. An abyssal rift is an immovable object that has
25 Stamina, damage immunity 2, and holy weakness 5. The rift closes when there are no demons remaining on the encounter map.
Additionally, a creature who has the Magic or Psionics skill can make a Reason test or Intuition test as a maneuver while
adjacent to a rift to destabilize and close it.
- ≤11: The rift remains open and regains 5 Stamina.
- 12-16: The rift remains open.
- 17+: The rift closes.
At the start of any level 4 or higher demon’s turn, you can spend Malice to activate one of the following features.
- «3» Abyssal Jaunt: One demon acting this turn folds space around them, temporarily slipping in and out of the Abyssal Wasteland. Until the start
of the demon’s next turn, they ignore difficult terrain, can move through solid matter, and don’t provoke opportunity attacks
by moving. If the demon ends their turn inside solid matter, they are shunted out into the space from which they entered it.
At the start of any level 7 or higher demon’s turn, you can spend Malice to activate one of the following features.
- «5» Seeping Blight: One demon acting this turn expels blight—digested soul juice—onto the ground around them in a 3 burst that lingers until the
start of their next turn. Any enemy who enters the area or starts their turn there takes 6 corruption damage, and has a double
bane on power rolls until the start of their next turn.
At the start of any level 10 or higher demon’s turn, you can spend Malice to activate one of the following features.
- «7» Soul Flense: One demon acting this turn unleashes their pent-up agony and pain on every non-demon in a 5 burst. Each target makes a Presence
test.
- ≤11: 10 corruption damage; the target is soul flensed
- 12-16: The target is soul flensed
- 17+: No effect.
The demon removes all conditions and effects on themself that can be ended by a saving throw, and transfers all those effects
to each creature soul flensed this way.
Ensnarer (Level 1 Minion Brute)
Size 1M, Abyssal, Demon (EV 3 for 4 minions)
M +2; A 0; R –1; I –1; P –1
Speed 5
Weakness: holy 3
With Captain: +2 bonus to melee distance
Stamina 5
- Free Strike: M3/R5 (Weapon); 2 damage
- Barbed Tongues (Sig.): Melee 3 (Strike, Weapon).
Roll + 2; {2/4/5} damage; pull {1/2/3}.
Effect: If the target is pulled adjacent to the ensnarer, the ensnarer can make a free strike against them.
- Soulsight: Any creature within 2 squares of the ensnarer can’t be hidden from them.
Frenzied (Level 1 Minion Harrier)
Size 1M, Abyssal, Demon (EV 3 for 4 minions)
M 0; A +2; R –1; I –1; P –1
Speed 6
Weakness: holy 3
With Captain: +2 bonus to speed
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 damage
- Rip and Tear (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 2; {1/2/3} damage.
- Soulsight: Any creature within 2 squares of the frenzied can’t be hidden from them.
Pitling (Level 1 Minion Artillery)
Size 1T, Abyssal, Demon (EV 3 for 4 minions)
M –2; A +2; R –2; I –2; P –2
Speed 5 (fly)
Weakness: holy 3
With Captain: +2 bonus to speed
Stamina 3
- Free Strike: M1/R10 (Weapon); 2 poison
- Spit (Sig.): Ranged 10 (Strike, Weapon), creature only.
Roll + 2; {2/4/5} poison damage.
- Horrid Stench: Any enemy who has three or more pitlings within 2 squares of them can’t regain Stamina.
- Soulsight: Any creature within 2 squares of the pitling can’t be hidden from them.
Bendrak (Level 2 Horde Hexer)
Size 1L, Abyssal, Demon (EV 4)
M 0; A +1; R 0; I 0; P +2
Speed 5
Weakness: holy 3
Stamina 15
- Free Strike: M1/R10 (Magic); 2 psychic
- Warp Perceptions (Sig.): Ranged 10 (Magic, Strike), creature only.
Roll + 2; {4/5/7} psychic damage; P < {X/1/2}, weakened (save ends).
Effect: If the target makes a strike while weakened this way, the bendrak can choose a second target within distance for the strike.
The first target takes half of any damage from the strike and the second target takes any remaining damage.
- «1» Vanish: Maneuver. Ranged 10 (Magic), self or one ally. The target is invisible until the start of their next turn. They can then move up to 3 squares and attempt to hide.
- Lethe: While the bendrak is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the bendrak can’t be hidden from them.
Muceron (Level 3 Horde Brute)
Size 1M, Abyssal, Demon (EV 5)
M +2; A +2; R 0; I 0; P +1
Speed 5
Weakness: holy 3
Stamina 30
- Free Strike: M2/R5 (Weapon); 3 damage
- Barbed Tongues (Sig.): Melee 2 (Strike, Weapon).
Roll + 2; {5/7/8} damage; pull {2/3/4}.
Effect: If the target is pulled adjacent to the muceron, the muceron can either make a free strike or use the Grab maneuver against
them.
- «2» Tongue Pull: Maneuver. Ranged 5 (Strike, Weapon), three creatures or objects. The muceron pulls each target up to 5 squares.
- Lethe: While the muceron is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the muceron can’t be hidden from them.
Remasch (Level 2 Horde Ambusher)
Size 1S, Abyssal, Demon (EV 4)
M 0; A +2; R 0; I 0; P +2
Speed 5 (teleport)
Weakness: holy 3
Stamina 20
- Free Strike: M1/R5 (Magic, Weapon); 3 damage
- Abyssal Strike (Sig.): Melee 1 (Magic, Strike, Weapon).
Roll + 2; {5/6/8} damage; the remasch can teleport up to {2/3/5} squares.
Spend «5»: The remasch takes an adjacent creature with them when they teleport. The creature appears in an unoccupied space adjacent
to the remasch’s destination.
- «3» Grasping Shadow: Maneuver. Self (Magic). The remasch can teleport up to 2 squares and uses Abyssal Strike.
- Lethe: While the remasch is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the remasch can’t be hidden from them.
Ruinant (Level 1 Horde Harrier)
Size 1M, Abyssal, Demon (EV 3)
M 0; A +2; R 0; I 0; P +1
Speed 6
Weakness: holy 3
Stamina 15
- Free Strike: M1/R5 (Weapon); 1 damage
- Bloodletting Claws (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {3/4/5} damage; {roll 17+} M < 2, bleeding (save ends).
- «3» Salt Wounds: Maneuver. Ranged 10 (Magic, Strike), three creatures. Each target must be at less than full Stamina.
Roll + 2; {1/2/3} corruption damage.
- Lethe: While the ruinant is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the ruinant can’t be hidden from them.
Torlas (Level 1 Horde Controller)
Size 1S, Abyssal, Demon (EV 3)
M 0; A +1; R 0; I 0; P +2
Speed 5
Weakness: holy 3
Stamina 10
- Free Strike: M1/R5 (Magic); 1 damage
- Floor to Flesh (Sig.): Area 3 cube within 10 (Magic, Ranged).
Roll + 2; slide {3/4/5}.
Effect: The ground in the area turns into a morass of spongy flesh before the targets are force moved. Until the start of the torlas’s
next turn, the area is difficult terrain, and each creature who moves in the area takes 1 damage for each square moved.
- Grasping Tendons: Maneuver. Ranged 10 (Magic), three creatures. The torlas pulls each target up to 3 squares.
- Lethe: While the torlas is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the torlas can’t be hidden from them.
Chorogaunt (Level 3 Leader)
Size 1L, Abyssal, Demon (EV 20)
M +2; A +2; R +2; I +2; P +3
Speed 5; Stability 2
Weakness: holy 5
Stamina 120
- Free Strike: M1/R5 (Weapon); 5 psychic
- Agonizing Harmony (Sig.): Area 5 burst (Weapon).
Roll + 3; {4/7/10} psychic damage; I < {1/2/3}, slowed (save ends).
Effect: One ally within 10 squares of the chorogaunt shifts up to their speed.
- Chaotic Entrancing Harmony: Maneuver. Area 10 burst. The chorogaunt slides each target up to 3 squares, ignoring stability.
- «3» I Thrive on Pain: Triggered (the chorogaunt is targeted by a strike).
Self (Magic). Any damage from the strike is halved, and the chorogaunt’s abilities deal an extra 3 damage until the end of their next turn.
- End Effect: At the end of each of their turns, the chorogaunt can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Lethe: While the chorogaunt is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the chorogaunt can’t be hidden from them.
- «VA-1» Frightening Tones: Ranged 10, three enemies. Each target must choose between taking 5 psychic damage, or being frightened (save ends).
- «VA-2» Bully the Weak: Ranged 10 (Magic), one ally. The chorogaunt kills the target, and each other ally in the encounter deals an extra 3 damage with strikes until the end of
the round. The Director gains Malice equal to the number of heroes in the encounter.
- «VA-3» Running Cacophony: Self (Magic). The chorogaunt shifts up to their speed, uses Agonizing Harmony, shifts up to their speed, and then uses Agonizing Harmony
again.
Grulqin (Level 4 Minion Brute)
Size 1L, Abyssal, Demon (EV 6 for 4 minions)
M +3; A +2; R –1; I –1; P –1
Speed 8; Stability 1
Weakness: holy 5
With Captain: +2 damage bonus to strikes
Stamina 9
- Free Strike: M1/R5 (Weapon); 3 damage
- Spinning Bone Blade (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 3; {3/5/7} damage.
Effect: The grulqin gains an edge on this ability if they previously moved 3 or more squares in a straight line on their turn.
- Soulsight: Any creature within 2 squares of the grulqin can’t be hidden from them.
Orliq (Level 4 Minion Harrier)
Size 1T, Abyssal, Demon (EV 6 for 4 minions)
M –1; A +3; R +1; I 0; P –1
Speed 6 (fly)
Weakness: holy 5
With Captain: +2 bonus to speed
Stamina 8
- Free Strike: M1/R5 (Magic, Weapon); 2 corruption
- Soul Prism (Sig.): Melee 1 (Magic, Strike, Weapon).
Roll + 3; {2/4/6} corruption damage; slide 2 or {roll 12+} vertical slide 2.
- Imposing Energy: Any enemy who starts their turn with two or more orliq adjacent to them is slowed (EoT).
- Soulsight: Any creature within 2 squares of the orliq can’t be hidden from them.
Wobalas (Level 4 Minion Artillery)
Size 1M, Abyssal, Demon (EV 6 for 4 minions)
M +1; A +3; R +1; I +2; P +1
Speed 6
Weakness: holy 5
With Captain: +2 damage bonus to strikes
Stamina 7
- Free Strike: M1/R20 (Magic, Weapon); 3 psychic
- Despair Bolt (Sig.): Ranged 20 (Magic, Strike, Weapon), creature only.
Roll + 2; {3/5/7} psychic damage.
Effect: The target takes a bane on their next strike. If the target is winded, they have a double bane on their next strike instead.
Bale Eye (Level 5 Horde Hexer)
Size 4, Abyssal, Demon (EV 7)
M 0; A 0; R +3; I +3; P +3
Speed 6 (fly); Stability 2
Weakness: holy 5
Stamina 30
- Free Strike: M1/R15 (Magic); 3 psychic
- Wilting Visions (Sig.): Ranged 15 (Magic, Strike), creature only.
Roll + 3; {6/8/9} psychic damage.
Effect: The target has corruption weakness 5 (EoT).
Spend «2»: If the target has I < 2, they have corruption weakness 5 (save ends).
- «5» Demonwarp Tears: Area 4 cube within 5 (Magic, Ranged). The bale eye must create the cube beneath themself.
Roll + 3; {3/5/6} psychic damage; A < {1/2/3}, the target is warped (save ends).
Effect: While warped, a creature has a double bane on power rolls using any characteristic higher than 0, and has a double edge on
power rolls using any characteristic lower than 0.
- Lethe: While the bale eye is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 5 squares of the bale eye can’t be hidden from them.
Fangling (Level 4 Horde Harrier)
Size 1L, Abyssal, Demon (EV 6)
M +3; A +2; R 0; I 0; P 0
Speed 8
Weakness: holy 5
Stamina 30
- Free Strike: M1/R5 (Weapon); 2 damage
- Tooth! Tusk! Claw! (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {5/7/9} damage.
Effect: Each enemy adjacent to the fangling takes 2 damage.
- «2» Tumbling Gore: Maneuver. Area 8 x 3 line within 1 (Weapon).
Roll + 2; {2/3/4} damage; pull 1; A < {1/2/3}, bleeding (save ends).
- Made of Teeth: Whenever an adjacent enemy grabs the fangling or uses a melee ability against the fangling, they take 2 damage.
- Lethe: While the fangling is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the fangling can’t be hidden from them.
Fiktin (Level 5 Horde Ambusher)
Size 1M, Abyssal, Demon (EV 7)
M +2; A +2; R +2; I +1; P +3
Speed 6
Weakness: holy 5
Stamina 35
- Free Strike: M1/R5 (Magic); 3 corruption
- Violent Transformation (Sig.): Area 2 burst (Magic).
Roll + 3; {3/6/7} corruption damage; {roll 17+} I < 3, dazed (save ends).
Effect: The fiktin violently changes shape, dealing an extra 6 damage to any target they were hidden from with their Aggressive Mimicry
ability.
- «1» Aggressive Mimicry: Maneuver. Self (Magic). The fiktin transforms into a mundane object of their size or smaller and is automatically hidden. They can revert to their
true form as a free maneuver.
- Lethe: While the fiktin is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the fiktin can’t be hidden from them.
Gunge (Level 4 Horde Controller)
Size 3, Abyssal, Demon (EV 6)
M +3; A +2; R +1; I +2; P –1
Speed 6
Weakness: holy 5
Stamina 25
- Free Strike: M1/R5 (Weapon); 2 acid
- Bilious Expulsion (Sig.): Area 1 burst, or 3 cube within 5 (Ranged, Weapon), one creature or object in the area.
Roll + 3; {5/7/9} acid damage; M < {1/2/3} slowed (save ends) or {roll 17+} restrained (save ends).
Effect: The ground and any surfaces in the area pool with slime. The slime is difficult terrain for enemies, and any enemy is bleeding
while in the area.
- «1» Spew Slide: Free Triggered (the gunge takes damage from a melee strike).
Self. The gunge vomits with great force, letting them shift up to their speed and ignore any additional effects from the strike.
The space the gunge occupied before the shift is covered in slime that is difficult terrain for enemies. Additionally, any
enemy is bleeding while in the slime.
- Lethe: While the gunge is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the gunge can’t be hidden from them.
Tormenauk (Level 6 Horde Brute)
Size 2, Abyssal, Demon (EV 8)
M +3; A 0; R +2; I +1; P +2
Speed 6; Stability 2
Weakness: holy 5
Stamina 45
- Free Strike: M1/R5 (Weapon); 4 damage
- Many Maws (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {7/9/11} damage; {roll 17+} grabbed, and the target takes a bane on the Escape Grab maneuver.
Effect: Any target grabbed this way takes 4 psychic damage at the start of each of the tormenauk’s turns.
- «5» Agony Wail: Maneuver. Area 3 burst (Magic).
Roll + 3; {4/6/8} psychic damage; I < {1/2/3}, dazed (save ends).
Effect: The potency increases by 1 if the target is grabbed by the tormenauk.
- Lethe: While the tormenauk is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the tormenauk can’t be hidden from them.
Lumbering Egress (Level 6 Leader)
Size 3, Abyssal, Demon (EV 32)
M +4; A –1; R +1; I +2; P +2
Speed 6; Stability 3
Weakness: holy 5
Stamina 180
- Free Strike: M1/R10 (Magic); 7 corruption
- Ensnarer Cannon (Sig.): Ranged 10 (Magic, Strike), two creatures or objects.
Roll + 4; {11/16/19} corruption damage; A < {2/3/4}, restrained (save ends).
Spend «2»: Two ensnarers appear in unoccupied spaces adjacent to each target. On a tier 3 outcome, four ensnarers appear.
- «2» Demonic Egress: Maneuver. Area 3 burst, special. Four level 1 demon minions (most commonly ensnarers, frenzieds, and pitlings) burst forth from the egress and appear in unoccupied
spaces in the area.
Spend «2»: Four level 4 demon minions (most commonly orliq, grulqins, and wobalas) appear instead.
- «2» Abyssal Protectors: Triggered (the last ally minion on the encounter map dies, or the egress is reduced below 25 Stamina).
Area 5 burst (Magic), special. Eight ensnarers appear anywhere in the area.
- End Effect: At the end of each of their turns, the egress can take 10 damage to end one effect on them that can be ended by a saving throw.
This damage can’t be reduced in any way.
- «VA-1» Frenzied Deluge: Ranged 10, three enemies.
Roll + 4; {7/12/15} corruption damage; {roll 17+} two frenzieds appear in unoccupied spaces adjacent to each target.
- «VA-2» Fold Space: Ranged 20, self. The egress folds into their own portal and teleports to an unoccupied space within distance. Four level 4 demon minions (most
commonly orliq, grulqins, and wobalas) appear in squares in the egress’s former space.
- «VA-3» Blood of the Abyss: Area 10 x 3 line within 1 (Magic), each enemy and object in the area.
Roll + 4; {6/11/14} corruption damage; R < {2/3/4}, weakened (save ends).
Effect: The egress recalls and instantly destroys any minion allies on the encounter map. A torrent of churned-up minion bodies, blood,
and ichor erupts from the egress, dealing an extra 1 damage for each minion destroyed this way.
Soulraker Scout (Level 7 Minion Harrier)
Size 1M, Abyssal, Demon, Soulraker (EV 9 for 4 minions)
M +2; A +4; R +1; I 0; P –1
Speed 7 (fly)
Weakness: holy 5
With Captain: Gain an edge on strikes
Stamina 12
- Free Strike: M1/R5 (Weapon); 3 poison
- Soul Stinger (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + 4; {3/6/7} poison damage; the scout can shift {X/1/3} square(s).
- Abyssal Buzzing: Any enemy who starts their turn with two or more soulraker minions adjacent to them takes 3 sonic damage.
Soulraker Soldier (Level 7 Minion Brute)
Size 2, Abyssal, Demon, Soulraker (EV 9 for 4 minions)
M +4; A +2; R –1; I –1; P –1
Speed 6; Stability 2
Weakness: holy 5
With Captain: Gain an edge on strikes
Stamina 13
- Free Strike: M1/R5 (Weapon); 4 damage
- Chitin Bash (Sig.): Melee 1 (Strike, Weapon).
Roll + 4; {4/7/8} damage; push {2/2/4}.
- Abyssal Buzzing: Any enemy who starts their turn with two or more soulraker minions adjacent to them takes 3 sonic damage.
Soulraker Stinger (Level 7 Minion Artillery)
Size 1M, Abyssal, Demon, Soulraker (EV 9 for 4 minions)
M 0; A –1; R +4; I +4; P 0
Speed 6 (climb)
Weakness: holy 5
With Captain: Gain an edge on strikes
Stamina 10
- Free Strike: M1/R20 (Magic, Weapon); 4 poison
- Barb Launch (Sig.): Ranged 20 (Magic, Strike, Weapon), creature only.
Roll + 4; {4/7/8} poison damage.
Effect: All soulraker demons have concealment from the target until the start of the stinger’s next turn.
- Abyssal Buzzing: Any enemy who starts their turn with two or more soulraker minions adjacent to them takes 3 sonic damage.
Blight Phage (Level 7 Horde Controller)
Size 3, Abyssal, Demon (EV 9)
M 0; A 0; R +4; I +2; P +4
Speed 6
Weakness: holy 5
Stamina 40
- Free Strike: M1/R10 (Magic); 3 corruption
- Blight Pus (Sig.): Ranged 10 (Magic, Strike).
Roll + 4; {7/10/11} corruption damage.
Effect: A puddle of blight—digested soul juice—covers the ground in the target’s square, which is affected as if by Seeping Blight
(see the Level 7+ Demon Malice feature).
- «3» Blight Rain: Maneuver. Area 5 cube within 1 (Magic). The blight phage must create the cube beneath themself.
Effect: The blight phage spins and sheds corruptive blight to fill the area, which is treated as if affected by Seeping Blight.
Spend «2»: The blight phage chooses three 2 cube areas within 10 squares of the phage. Each area is covered with blight and treated as
if affected by Seeping Blight.
- Lethe: While the blight phage is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the blight phage can’t be hidden from them.
Chimeron (Level 9 Horde Brute)
Size 3, Abyssal, Demon (EV 9)
M +4; A 0; R +2; I +1; P +2
Speed 6; Stability 2
Weakness: holy 5
Stamina 90
- Free Strike: M2/R5 (Weapon); 5 cold, fire, or sonic
- Flux Gnash (Sig.): Melee 2 (Strike, Weapon).
Roll + 4; {9/11/13} cold, fire, or sonic damage; {roll 17+} M < 4, bleeding, dazed, or slowed (save ends).
Special: After making the power roll, the chimeron decides what damage type the ability deals and which condition it imposes.
- «1» Pain Absorption: Triggered (the chimeron is targeted by a damage-dealing strike).
Self. The chimeron halves the damage.
- Lethe: While the chimeron is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the chimeron can’t be hidden from them.
Styrich (Level 8 Horde Hexer)
Size 1L, Abyssal, Demon (EV 10)
M +2; A +4; R 0; I +2; P 0
Speed 6; Stability 1
Weakness: holy 5
Stamina 45
- Free Strike: M4/R5 (Weapon); 3 damage
- Hair Whip (Sig.): Melee 4 (Strike, Weapon).
Roll + 4; {7/10/12} damage; pull {1/2/3}; {roll 12+} grabbed.
Effect: Any target restrained by the styrich’s Tangled Nest ability can be pulled the distance determined by the power roll.
- «5» Tangled Nest: Maneuver. Area 4 burst.
Roll + 4;
- ≤11: A < 2, slowed (save ends).
- 12-16: Slowed (EoT) or A < 3, 3 damage and restrained (EoT).
- 17+: Restrained (EoT) or A < 4, 3 damage and restrained (save ends).
- Lethe: While the styrich is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the styrich can’t be hidden from them.
Soulraker Praetorian (Level 7 Horde Harrier)
Size 1L, Abyssal, Demon, Soulraker (EV 9)
M +2; A +4; R 0; I +2; P 0
Speed 8
Weakness: holy 5
Stamina 45
- Free Strike: M2/R5 (Weapon); 3 poison
- Barbed Stinger (Sig.): Melee 2 (Strike, Weapon), creature only.
Roll + 4; {7/10/11} poison damage; push {2/2/4}; {roll 17+} A < 4, grabbed.
Effect: The praetorian can shift into each square the target leaves.
- «2» Stinging Departure: Triggered (a creature ends the praetorian’s grab).
Self, the triggering creature. The praetorian makes a free strike against the target, breaks off part of their stinger in the target, and shifts up to half
their speed. The target is bleeding until they remove the stinger fragment as a free maneuver, taking 6 damage in the process.
- Lethe: While the praetorian is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Praetorian Buzzing: Any creature who starts their turn with two or more praetorians adjacent to them takes 6 sonic damage.
Soulraker Handmaiden (Level 8 Horde Ambusher)
Size 1M, Abyssal, Demon, Soulraker (EV 10)
M +3; A 0; R +2; I +2; P +4
Speed 0
Weakness: holy 5
Stamina 50
- Implanted Parasite: A host creature implanted by a soulraker hivequeen’s Stinging Ovipositor has no physical or mental signs of the handmaiden
gestating inside the host’s body.
After 1d3 + 1 weeks of gestation, the handmaiden fully forms inside the host. The handmaiden always moves with and occupies
the same space as the host and can’t be separated from them. While totally within the creature, the handmaiden doesn’t have
line of effect to the host or targets outside the host and vice versa. As a maneuver, the handmaiden can emerge from the host
as a horrifying tower of flesh and bone that remains attached to the host’s insides. While emerged, the handmaiden can use
a move action to make the host move up to their speed and has access to the host’s signature abilities, using the host’s modifiers
for any power rolls. The handmaiden has the same Stability as the host. If the handmaiden or host is force moved, the other
moves with them. While emerged, the handmaiden can be targeted independently of the host. The handmaiden can retreat totally
within the host’s body as a maneuver. If the handmaiden dies, their remains separate from the host.
The Find a Cure downtime project can be used to find a cure that removes a handmaiden from a host. The cure kills the handmaiden
when consumed.
- Free Strike: M2/R5 (Weapon); 4 corruption
- Emergent Horrors (Sig.): Melee 2 (Strike, Weapon).
Roll + 4; {8/11/13} corruption damage; {roll 17+} M < 4, frightened (save ends).
Effect: If the handmaiden was totally within their host’s body at the start of this turn, the ability deals an extra 8 damage.
- Lethe: While the handmaiden is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulraker Hivequeen (Level 9 Leader)
Size 5, Abyssal, Demon, Soulraker (EV 44)
M +5; A –1; R +3; I +3; P +2
Speed 6 (fly); Stability 2
Weakness: holy 5
Stamina 240
- Free Strike: M1/R10 (Magic); 9 poison
- Stinging Ovipositor (Sig.): Melee 1 or Ranged 10 (Magic, Strike), two creatures.
Roll + 5; {14/19/23} poison damage; M < {3/4/5} bleeding (save ends) or {roll 17+} the target is implanted.
Effect: An implanted target has a soulraker handmaiden parasite gestating in them (see the handmaiden’s Implanted Parasite trait).
- «3» Forced Gestation: Maneuver. Area 10 burst, each implanted handmaiden parasite in the area. The hivequeen lets loose a subsonic call to each target, forcing them to immediately emerge from their host’s body as a mature
soulraker handmaiden and make a free strike.
- «2» For the Queen! Triggered (the hivequeen is targeted by a strike for the second time on an attacker’s turn, whether by the attacker or another creature
acting on the attacker’s turn).
Area 5 burst, special. Two soulraker minions appear within distance.
Spend «2»: A soulraker praetorian also appears within distance.
- Cannibal Queen: At the end of their turn, the hivequeen can consume an adjacent soulraker demon to end one effect on them that can be ended
by a saving throw (no action required).
- Hive Soulsight: Any creature within 2 squares of a soulraker demon within 100 miles of the hivequeen can’t be hidden from the hivequeen. The
hivequeen has line of effect to such creatures.
- «VA-1» Kicking the Nest: Area 10 burst, each soulraker minion in the area. Each target can move their speed and make a free strike. If no minions are present, four soulraker minions are summoned into
unoccupied spaces within distance before the hivequeen uses this villain action.
- «VA-2» Buzz Off! Area 5 burst.
Roll + 5; {X/X/11} sonic damage; push 3; I < {3/4/5}, dazed (save ends).
Effect: The hivequeen shifts up to her speed.
- «VA-3» Bomber Wasp Warfare: Area four 2 cubes within 10 (Magic, Ranged).
Roll + 4; {7/11/14} poison damage; M < {3/4/5}, bleeding (save ends).
Optacus (Level 10 Minion Artillery)
Size 1S, Abyssal, Demon (EV 12 for 4 minions)
M +1; A +3; R +1; I +5; P +1
Speed 6 (climb)
Weakness: holy 5
With Captain: +4 bonus to speed
Stamina 14
- Free Strike: M1/R20 (Magic, Weapon); 5 fire
- Optical Flare (Sig.): Ranged 20 (Magic, Strike, Weapon).
Roll + 5; {5/8/10} fire damage; {roll 17+} this damage ignores immunity.
Effect: This ability ignores concealment. A winded target takes an extra 5 damage.
Tyburaki (Level 10 Minion Harrier)
Size 2, Abyssal, Demon (EV 12 for 4 minions)
M +2; A +5; R 0; I +3; P –1
Speed 8 (swim)
Weakness: holy 5
With Captain: +4 damage bonus to strikes
Stamina 15
- Free Strike: M3/R5 (Weapon); 4 damage
- Tail Bite (Sig.): Melee 3 (Strike, Weapon).
Roll + 5; {4/7/9} damage.
Effect: The tyburaki can make a free strike against each enemy adjacent to the target.
- Breacher: While swimming, the tyburaki can jump 5 squares as part of their movement.
- Soulsight: Any creature within 2 squares of the tyburaki can’t be hidden from them.
Unguloid (Level 10 Minion Brute)
Size 2, Abyssal, Demon (EV 12 for 4 minions)
M +5; A +5; R –1; I –1; P –1
Speed 8; Stability 3
Weakness: holy 5
With Captain: Have a double edge on strikes
Stamina 17
- Free Strike: M1/R5 (Weapon); 5 damage
- Gore Horn (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 5; {5/8/10} damage; push {2/4/6}.
Effect: If this ability is used as part of a charge for which the unguloid moves 2 squares or more, it deals an extra 10 damage.
- Soulsight: Any creature within 2 squares of the unguloid can’t be hidden from them.
Izyak (Level 10 Horde Controller)
Size 2, Abyssal, Demon (EV 12)
M 0; A 0; R +5; I +2; P +4
Speed 6 (teleport)
Weakness: holy 5
Stamina 55
- Free Strike: M1/R10 (Psionic); 4 psychic
- Nostalgic Wanderlust (Sig.): Ranged 10 (Psionic, Strike), creature only.
Roll + 5; {9/12/14} psychic damage; R < {3/4/5}, restrained (save ends).
Effect: The izyak can slide any target restrained this way up to 3 squares.
Spend «3»: The izyak can vertical slide any target restrained this way up to 6 squares instead. A target left in midair doesn’t fall
until the restrained condition ends.
- «3» Ruinous Temptation: Area 4 cube within 10 (Psionic, Ranged).
Roll + 5; {4/7/9} psychic damage; I < {3/4/5}, dazed (save ends).
Effect: Any target dazed this way must use a move action to move their speed toward the izyak on their next turn.
Spend «2»: The area increases to a 6 cube.
- Lethe: While the izyak is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the izyak can’t be hidden from them.
Vicisitator (Level 10 Horde Harrier)
Size 1M, Abyssal, Demon (EV 12)
M +4; A +5; R –1; I –2; P –3
Speed 9
Weakness: holy 5
Stamina 60
- Free Strike: M1/R10 (Magic, Weapon); 4 damage
- Warp Touch (Sig.): Melee 1 or Ranged 10 (Magic, Strike, Weapon).
Roll + 5; {9/12/14} damage; {roll 17+} I < 5, the target is slowed and weakened (save ends).
Special: The effects of being slowed and weakened this way can’t be ignored.
- «5» Soul Flay: Maneuver. Area 6 x 3 line within 1.
Roll + 5; {4/7/9} psychic damage; P < {3/4/5}, bleeding (save ends).
Effect: Any creature who is bleeding from this ability loses 2d6 Stamina instead of 1d6.
- Lethe: While the vicisitator is winded, they gain an edge on strikes, and any strike made against them gains an edge.
- Soulsight: Any creature within 2 squares of the vicisitator can’t be hidden from them.
Aurumvas (Level 10 Leader)
Size 3, Abyssal, Demon (EV 48)
M +5; A +2; R +5; I +3; P +5
Speed 8 (fly); Stability 2
Weakness: holy 5
Stamina 260
- Absorb Soul: Whenever any demon is reduced to 0 Stamina within 10 squares of Aurumvas, the Director gains 1 Malice. Aurumvas loses this
trait while he is dazed.
- Free Strike: M2/R5 (Magic); 10 corruption
- Greedy Hands (Sig.): Melee 2 (Magic, Strike), two creatures or objects.
Roll + 5; {15/20/24} corruption damage; R < {4/5/6}, weakened (save ends).
Spend «2»: Aurumvas regains Stamina equal to the damage dealt.
- «3» Covetous Bolts: Ranged 20 (Magic, Strike), two creatures.
Roll + 5; {15/20/24} psychic damage; P < {4/5/6}, dazed (save ends).
Spend «2»: While dazed this way, a target can’t gain Heroic Resources.
- «2» Greed Is Good: Maneuver. Ranged 10, special. Aurumvas chooses a supernatural treasure or an item made of gold and teleports to an unoccupied space adjacent to that object,
then ends one effect on him that can be ended by a saving throw.
- More… More… While Aurumvas is winded, he has a double edge on strikes.
- Soulsight: Any creature within 5 squares of Aurumvas can’t be hidden from him.
- «VA-1» Time Is Money: Area 20 burst (Magic), self and each ally in the area. Aurumvas warps time with his abyssal avarice. Each target can teleport up to their speed and make a free strike.
- «VA-2» Hostile Acquisition: Ranged 10, special. Aurumvas chooses up to three treasures within distance that he has line of effect to and that aren’t artifacts. Until the
end of the encounter, ethereal golden snakes swirl around the target treasures. While an affected treasure is worn or held
by a hero, each time that hero gains any amount of their Heroic Resource, the Director gains 1 Malice.
- «VA-3» No Matter the Cost: Area four 3 cubes within 10 (Magic, Ranged), each creature in the area. Aurumvas summons treasures from his vaults into the area, then causes them to explode.
Roll + 5; {10/15/19} fire damage; push {1/2/3}.
Devils
Devil Malice
At the start of any devil’s turn, you can spend Malice to activate one of the following features.
- «3» Bureaucratic Tape: One devil acting this turn uses a signature ability against an adjacent creature. On a tier 3 outcome, the target of the ability
has a double bane on strikes (save ends).
- «5+» Underhanded Tactics: One or two devils can teleport to a space adjacent to one or more creatures who aren’t hidden and make a free strike. For
each 2 additional Malice spent on this feature, one additional devil can teleport.
- «7» Read the Small Print: Each enemy in the encounter is subject to a bad deal proposed by the devils. An enemy must choose between having damage weakness
5 or taking a bane on power rolls. The bad deal lasts until the end of the encounter.
Devil Clerk (Level 5 Minion Brute)
Size 1M, Devil, Infernal (EV 7 for 4 minions)
M +3; A 0; R +1; I +1; P +2
Speed 6
Immunity: fire 5
With Captain: +2 damage bonus to strikes
Stamina 10
- Free Strike: M1/R5 (Weapon); 3 damage
- Quill Pushing (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {3/6/7} damage; push {1/2/3}.
Effect: Any target adjacent to two or more clerks is taunted until the end of their next turn.
- True Name: If a creature within 10 squares speaks the clerk’s true name, the clerk loses their fire immunity and any nondamaging effects
of their signature ability until the end of the encounter.
Devil Notary (Level 5 Minion Hexer)
Size 1M, Devil, Infernal (EV 7 for 4 minions)
M 0; A +1; R +3; I +1; P +2
Speed 6
Immunity: fire 5
With Captain: +5 bonus to ranged distance
Stamina 8
- Free Strike: M1/R5 (Magic); 3 fire
- Importunity (Sig.): Ranged 5 (Magic, Strike).
Roll + 3; {3/5/6} fire damage; R < {X/2/3}, the target takes a bane on their next strike.
Effect: One non-minion devil within 5 squares of the notary gains an edge on their next strike.
- True Name: If a creature within 10 squares speaks the notary’s true name, the notary loses their fire immunity and any nondamaging effects
of their signature ability until the end of the encounter.
Devil Scrivener (Level 5 Minion Harrier)
Size 1M, Devil, Infernal (EV 7 for 4 minions)
M 0; A +3; R +1; I +1; P +2
Speed 6 (fly)
Immunity: fire 5
With Captain: +3 bonus to speed
Stamina 9
- Free Strike: M1/R5 (Magic); 3 corruption
- Litigation (Sig.): Melee 1 (Charge, Magic, Strike).
Roll + 3; {3/5/6} corruption damage; {roll 12+} slowed (EoT).
Effect: The scrivener can shift 1 square.
- True Name: If a creature within 10 squares speaks the scrivener’s true name, the scrivener loses their fire immunity and any nondamaging
effects of their signature ability until the end of the encounter.
Devil Adjudicator (Level 6 Elite Controller)
Size 1M, Devil, Infernal (EV 32)
M 0; A +1; R +2; I +1; P +3
Speed 6 (fly); Stability 1
Immunity: fire 5
Stamina 140
- Free Strike: M1/R10 (Magic); 7 fire
- Infernal Injunction (Sig.): Ranged 10 (Magic, Strike), two creatures or objects.
Roll + 3; {10/15/18} fire damage; I < 1, frightened (save ends).
Effect: The adjudicator can slide a target frightened by this ability up to 2 squares.
- Adjudicator’s Interdiction: Main Action. Ranged 10 (Magic), creature only. The target makes a Presence test.
- ≤11: The target is slowed, takes a bane on power rolls, and can’t regain Stamina (save ends).
- 12-16: The target is slowed and takes a bane on power rolls (save ends).
- 17+: Slowed (save ends)
- Quid Pro Quo: Maneuver. Ranged 10 (Magic), one ally or frightened creature. The adjudicator and the target teleport to switch places.
- «2» Devilish Charm: Triggered (a creature targets the adjudicator with a strike).
Ranged 5 (Magic), the triggering creature. The target makes a Presence test.
- ≤11: The adjudicator chooses a new target for the strike.
- 12-16: The adjudicator halves the triggering damage.
- 17+: The target takes a bane on the strike.
- Vexatious Litigation: Any creature within 10 squares of the adjudicator who has P < 3 takes a −2 penalty to saving throws.
- True Name: If a creature within 10 squares speaks the adjudicator’s true name, the adjudicator loses their damage immunities, any nondamaging
effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
Devil Jurist (Level 5 Elite Artillery)
Size 1M, Devil, Infernal (EV 28)
M 0; A +2; R +1; I +1; P +3
Speed 6 (fly)
Immunity: fire 5
Stamina 120
- Hellfire: Fire damage dealt by the jurist ignores damage immunity.
- Free Strike: M1/R12 (Magic); 7 fire
- Fire and Brimstone (Sig.): Ranged 12 (Magic, Strike), two creatures or objects.
Roll + 3; {10/15/18} fire damage; A < {X/2/3}, burning (save ends).
Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the
end of each round.
Spend «1+»: The jurist can target one additional creature or object for each Malice spent.
- Dismissal with Prejudice: Area 2 burst (Magic).
Roll + 3; {6/10/12} damage; slide {1/3/5}.
Effect: If the target has M < 2, the forced distance movement gains a +3 bonus.
- Ashes to Ashes: Maneuver. Ranged 12 (Magic), creature only. If the target is burning (see Fire and Brimstone), they take 6 fire damage.
- «2» Devilish Charm: Triggered (a creature targets the jurist with a strike).
Ranged 5 (Magic), the triggering creature. The target makes a Presence test.
- ≤11: The jurist chooses a new target for the strike.
- 12-16: The jurist halves the triggering damage.
- 17+: The target takes a bane on the strike.
- True Name: If a creature within 10 squares speaks the jurist’s true name, the jurist loses their fire immunity, any nondamaging effects
of their signature ability, and their Devilish Charm ability until the end of the encounter.
Devil Legate (Level 5 Elite Defender)
Size 1M, Devil, Infernal (EV 28)
M +3; A +1; R 0; I +1; P +2
Speed 6; Stability 2
Immunity: fire 5
Stamina 160
- Free Strike: M2/R5 (Weapon); 6 damage
- Infernal Pike (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 3; {9/14/17} damage; A < {X/2/3}, slowed (save ends).
Effect: If the targets are adjacent to each other, this ability deals an extra 3 damage.
- Writ of Execution: Melee 2 (Charge, Strike, Weapon), two creatures or objects.
Roll + 3; {6/11/14} damage; M < {1/2/3}, prone {roll 12+} and can’t stand (save ends).
Effect: If this ability is used as part of the Charge main action, the legate ignores difficult terrain during the charge. Each creature
and object whose space the legate moves through takes the damage from this ability, but not its additional effects.
- Law and Order: Maneuver. Melee 1, creature only. The target is taunted by the legate (save ends). The legate can have only one creature taunted at a time.
- «2» Devilish Charm: Triggered (a creature targets the legate with a strike).
Ranged 5 (Magic), the triggering creature. The target makes a Presence test.
- ≤11: The legate chooses a new target for the strike.
- 12-16: The legate halves the triggering damage.
- 17+: The target takes a bane on the strike.
- Hellish Bailiff: The legate has damage immunity 3 while in one of the Seven Cities of Hell or within 10 squares of a non-minion devil who is
of a higher level than them.
- True Name: If a creature within 10 squares speaks the legate’s true name, the legate loses their damage immunities, any nondamaging effects
of their signature ability, and their Devilish Charm ability until the end of the encounter.
Devil Magistrate (Level 6 Elite Harrier)
Size 1M, Devil, Infernal (EV 32)
M +1; A +3; R 0; I +1; P +2
Speed 7
Immunity: fire 5
Stamina 160
- Free Strike: M1/R5 (Weapon); 7 fire
- Edge of the Law (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 3; {10/15/18} {roll 17+: fire} damage; {roll 17+} R < 3, dazed (save ends).
Effect: The magistrate shifts up to 3 squares before or after using this ability, or between each strike.
- Verdict: Melee 1 (Strike, Weapon), creature only.
Roll + 3; {11/17/21} damage.
Effect: This ability has a double edge if the magistrate was hidden from the target, and deals an extra 5 damage if the target is
dazed.
- Justice Turns Its Gaze: Maneuver. Self. The magistrate turns invisible until the start of their next turn, and can attempt to hide as a free maneuver before the end
of the current turn.
- «2» Devilish Charm: Triggered (a creature targets the magistrate with a strike).
Ranged 5 (Magic), the triggering creature. The target makes a Presence test.
- ≤11: The magistrate chooses a new target for the strike.
- 12-16: The magistrate halves the triggering damage.
- 17+: The target takes a bane on the strike.
- Leading: Whenever the magistrate moves away from an enemy who is adjacent to one of the magistrate’s allies, they can shift instead.
- True Name: If a creature within 10 squares speaks the magistrate’s true name, the magistrate loses their damage immunities, any nondamaging
effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
Devil High Judge (Level 6 Leader)
Size 1M, Devil, Infernal (EV 32)
M +1; A +3; R 0; I +1; P +2
Speed 7 (fly); Stability 2
Immunity: fire 5
Stamina 181
- Free Strike: M1/R12 (Magic); 6 damage
- Infernal Decree (Sig.): Ranged 12 (Magic, Strike), three creatures or objects.
Roll + 4; {10/15/19} damage; P < {2/3/4}, the target can’t hide (save ends).
Spend «2»: While a target is unable to hide this way, any strike against them made by a devil gains an edge.
- Compel the Jury: Maneuver. Ranged 12 (Magic, Strike), two creatures.
Roll + 4; I < {2/3/4}, the target is charmed (save ends).
Effect: While charmed this way, a creature treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to
make that creature move up to 3 squares.
- «2» Devilish Suggestion: Triggered (a creature targets the high judge with a strike).
Ranged 5 (Magic), the triggering creature. The target makes a Presence test.
- ≤11: The target is charmed (save ends).
- 12-16: The high judge chooses a new target for the strike.
- 17+: The target takes a bane on the strike.
While charmed this way, a creature treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to
make that creature move up to 3 squares.
- End Effect: At the end of each of their turns, the high judge can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- True Name: If a creature within 10 squares speaks the high judge’s true name, the high judge loses their damage immunities, any nondamaging
effects of their signature ability, and their Devilish Suggestion triggered action until the end of the encounter.
- «VA-1» All Rise: Area 3 burst (Magic). The target makes a Presence test.
- ≤11: 15 psychic damage; the target is charmed (save ends)
- 12-16: 12 psychic damage; the target is charmed (save ends)
- 17+: 7 psychic damage
While charmed this way, a creature treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to
make that creature move up to 3 squares.
- «VA-2» Heed My Decree: Area 5 burst, self and each ally in the area. Each target shifts up to their speed. The high judge can make each creature charmed by All Rise, Compel the Jury, or Devilish
Suggestion move up to half that creature’s speed.
- «VA-3» Deceptive Stratagem: Ranged 12 (Magic), creature only. If the target is an ally or a creature charmed by All Rise, Compel the Jury, or Devilish Suggestion, the high judge and the
target teleport to swap places. Each ally within 12 squares of the high judge can then make a free strike against a target
of the high judge’s choice. Each creature charmed by All Rise, Compel the Jury, or Devilish Suggestion makes a free strike
against a target of the high judge’s choice.
Draconians
Draconian Malice
At the start of any draconian’s turn, you can spend Malice to activate one of the following features.
- «3» Guarding Gale: A draconian acting this turn flaps their wings and creates a mighty gale. Each creature adjacent to the draconian is pushed
up to 4 squares, and if they have M < 2, they are knocked prone.
- «5» Breath Weapon: Area 4 x 2 line within 1 (Magic). The damage dealt by this ability matches a damage type the draconian has immunity to.
Roll + 3; {6/10/13} damage.
- «7» Scaleshatter Burst: Free Maneuver. Area 2 burst (Magic).
Roll + 3; {7/13/16} damage.
Effect: The draconian’s scales shatter from battle damage. The draconian has damage weakness 5 but can take two turns per round until
the end of the encounter.
Aeolyxria the Uncanny (Level 6 Elite Controller)
Size 1M, Draconian, Dragon, Humanoid (EV 32)
M –1; A +2; R +2; I +3; P +1
Speed 5 (fly); Stability 2
Immunity: poison 6
Stamina 140
- Free Strike: M1/R10 (Weapon); 7 poison
- Spittlesplash (Sig.): Ranged 10 (Strike, Weapon), two enemies.
Roll + 3; {10/15/18} poison damage; M < {1/2/3}, slowed (save ends).
- Experimental Treasure: Ranged 10 (Magic, Strike), two creatures or objects.
Roll + 3;
- ≤11: The targets regains 10 Stamina.
- 12-16: 12 corruption damage; A < 2, weakened (save ends).
- 17+: 12 lightning damage; A < 2, bleeding (save ends).
Effect: The first time in an encounter that Aeolyxria makes a power roll for this ability, she can subsequently use the outcome of
that roll instead of rolling whenever she uses this ability until the end of the encounter.
Spend «2+»: The ability targets one additional target for each 2 Malice spent.
- «2» Elevate: Maneuver. Area 1 cube within 5 (Ranged), special. The ground in the area rises 5 squares, creating a pillar of dirt. Any creature in the area moves with the ground to its new
elevation.
Spend «1+»: Aeolyxria creates an additional pillar for each Malice spent.
- Blood For Blood: Triggered (an ally is made bleeding by a creature within distance).
Ranged 5 (Weapon), creature only.
Roll + 3; {7/12/15} poison damage; A < {2/3/*}, bleeding (save ends).
- That’s Our Opening! The Director gains 1 Malice whenever Aeolyxria imposes a condition on an enemy.
Locratix the Morningstar (Level 6 Elite Harrier)
Size 1M, Draconian, Dragon, Humanoid (EV 32)
M +1; A +3; R +1; I +2; P +2
Speed 8 (fly); Stability 2
Immunity: acid 6
Stamina 160
- Free Strike: M1/R5 (Weapon); 7 damage
- Skewer (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 3; {10/15/18} damage; M < {X/1/2}, slowed (save ends).
Effect: Locratix deals 6 damage to each creature or object in a 2 x 1 line behind the target.
- «2» Acidic Stun: Area 3 x 1 line within 1 (Magic).
Roll + 3; {7/12/15} acid damage; M < {1/2/3}, dazed (save ends).
Effect: While dazed this way, a target takes an extra 6 damage from Locratix’s abilities.
- Takeoff: Maneuver. Self. Locratix flies up to her speed. Any creature adjacent to the space on the ground she took off from who has A < 2 is knocked
prone.
- Stay Back! Triggered (a creature within distance moves or is forced moved).
Melee 2, the triggering creature.
Roll + 3; {7/12/15} acid damage; A < {1/2/3}, the target’s speed is 0 (EoT).
- Flighty: When Locratix deals rolled damage to an enemy, that enemy can’t use Locratix as the trigger for any of their triggered actions
until the start of Locratix’s next turn.
- Absorbing Scales: When Locratix takes damage of any type for which she has damage immunity, she has damage immunity 6 against the next strike
made against her.
Lydixavus the Deadeye (Level 6 Elite Artillery)
Size 1M, Draconian, Dragon, Humanoid (EV 32)
M –1; A +3; R +3; I +3; P +1
Speed 5 (fly); Stability 2
Immunity: cold 6
Stamina 140
- Free Strike: M1/R15 (Weapon); 7 cold
- Breathsnipe (Sig.): Ranged 15 (Strike, Weapon), one enemy.
Roll + 3; {10/16/19} cold damage; {roll 12+} the target takes a {X/bane/double bane} on their next strike.
- Ice Lob: Area 2 cube within 10 (Magic, Ranged), each enemy and object in the area.
Roll + 3; {7/12/15} cold damage; M < {1/2/3}, dazed (save ends).
- Parting Gift: Maneuver. Self. Lydixavus flies up to their speed, leaving a size 1S ice mine in the space they took off from. The ice mine explodes when
an enemy enters its space, using the power roll for the Ice Lob ability, and targeting the triggering creature and each creature
and object adjacent to the ice mine.
- Wasn’t Aiming For You: Triggered (lydixavus obtains a tier 1 outcome on their signature ability).
Self. Lydixavus uses their signature ability again, targeting a creature within 5 squares of the original target.
- Scorekeeping Scales: Lydixavus knows the location of every creature who has ever dealt damage to them. If any of those creatures are within 20
squares of Lydixavus, Lydixavus always has line of effect to them as long as a size 1 opening exists between Lydixavus and
the target.
Myxovidan the Sintaker (Level 6 Elite Hexer)
Size 1M, Draconian, Dragon, Humanoid (EV 32)
M –1; A +3; R +2; I +2; P +1
Speed 5 (fly); Stability 2
Immunity: corruption 6
Stamina 140
- Free Strike: M1/R5 (Weapon); 7 corruption
- Breaking Palm (Sig.): Melee 1 (Strike, Weapon), two enemies.
Roll + 3; {10/15/18} {roll 17+: corruption} damage; M < {1/2/3}, weakened (save ends).
Spend «2»: Myxovidan regains Stamina equal to half the damage dealt.
- Expunging Exhalation: Area 2 burst (Magic).
Roll + 3; {7/12/15} corruption damage; M < {1/2/3}, the target has corruption weakness 3 (save ends).
- Step and Swap: Maneuver. Ranged 3, one ally. Myxovidan and the target shift to swap places.
- «2» Anyone Can Do That: Triggered (an adjacent creature damages Myxovidan with a melee ability).
Self. Myxovidan recreates the ability to use it against the triggering creature. If the ability has a power roll, Myxovidan uses
his highest characteristic score for the roll. If Myxovidan gets a higher tier outcome than the triggering creature, the Director
gains 2 Malice.
- Stench of Death: Whenever an enemy regains Stamina while within 5 squares of Myxovidan, they regain 3 less Stamina.
Phrrygalax the Subduer (Level 6 Elite Brute)
Size 1L, Draconian, Dragon, Humanoid (EV 32)
M +3; A +2; R 0; I 0; P +3
Speed 5 (fly); Stability 3
Immunity: fire 6
Stamina 180
- Free Strike: M1/R5 (Weapon); 7 damage
- Baneful Blade (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 3; {10/16/19 damage; M < {X/1/2}, bleeding (save ends) {roll 17+} and 3 more damage.
- «2» Spinning Spit: Area 1 burst (Magic).
Roll + 3; {7/13/16} fire damage.
- Heavy Landing: Maneuver. Area self. Phrrygalax flies up to his speed and lands in an unoccupied space on the ground. Each creature adjacent to where he lands
who has A < 2 is knocked prone.
- «2» Armor of the Ancients: Triggered (phrrygalax takes acid, cold, corruption, fire, lightning, or poison damage).
Self. Phrrygalax takes no damage and instead regains the same amount of Stamina. He then swaps his current damage immunity with
the triggering damage type.
- Still Your Tongue! Free Triggered (phrrygalax hears a creature within 5 squares reciting the oath of Good King Omund’s Dragon Phalanx).
Self. Phrrygalax shifts up to his speed and uses Baneful Blade against the triggering creature. That ability deals an extra 7 damage.
- Oathbreaker’s Vengeance: Whenever Phrrygalax fails a saving throw, he deals an additional 7 damage on his next strike.
Dorzinuuth the Base (Level 6 Leader)
Size 2, Draconian, Dragon, Humanoid (EV 32)
M +4; A +1; R +1; I +2; P +3
Speed 5 (fly, hover); Stability 3
Immunity: lightning 6
Stamina 180
- Free Strike: M1/R5 (Weapon); 7 damage
- Punishing Flail (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 4; {11/16/19} damage; M < {2/3/4}, prone.
Spend «2»: If the target has M < 4, they are also bleeding (save ends).
- I’ll Cut A Path: Maneuver. Area 5 x 2 line within 1 (Weapon). Before the power roll is made, Dorzinuuth shifts to an unoccupied space adjacent to the end of the line.
Roll + 4; {7/13/15} damage; M < {X/3/4}, prone.
- Watch Your Six! Triggered (an ally within distance takes damage while Dorzinuuth isn’t flying).
Melee 1, one ally. Dorzinuuth shields the triggering ally with his wings, halving the damage.
- End Effect: At the end of each of his turns, Dorzinuuth can take 10 damage to end one effect on him that can be ended by a saving throw.
This damage can’t be reduced in any way.
- Remember Your Oath: If Dorzinuuth hears a creature recite the Dragon Phalanx oath, he takes a bane on strikes made against that character until
the end of the encounter.
- Sheltering Wings: While Dorzinuuth isn’t flying, strikes made against him take a bane.
- «VA-1» Roaring Gambit: Area 5 burst. Dorzinuuth lets loose a powerful roar. Each target makes a Reason test.
- ≤11: Frightened (save ends)
- 12-16: Frightened (EoT)
- 17+: No effect.
Effect: Each ally in the area gains an edge on their next strike.
- «VA-2» Wings of Second Wind: Area 10 burst, self and each ally in the area. Each target shifts or flies up to their speed and regains 10 Stamina.
- «VA-3» Snap, Crackle, Pop: Area 5 burst (Magic), each ally in the area. Dorzinuuth covers the targets in an electrifying mesh. Whenever a target takes damage from a melee ability, the attacker takes
6 lightning damage.
Dragons
Thorn Dragon (Level 2 Solo)
Size 3, Dragon, Elemental (EV 48)
M +2; A +3; R –1; I +1; P +2
Speed 8 (fly); Stability 6
Immunity: poison 5
Stamina 250
- Solo Monster:
- End Effect: At the end of each of their turns, the dragon can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The dragon can take two turns each round. They can’t take turns consecutively.
- Withering Wyrmscale Aura: The dragon’s scales create a 2 aura of withering green magic around them. Any creature other than the dragon who regains Stamina
in the area regains only half the expected amount. Any winded creature who enters the area for the first time in a round or
starts their turn there takes 1d3 corruption damage.
- Free Strike: M1/R5 (Magic); 5 damage
- Virulent Breath (Sig.): Main Action. Area 10 x 1 line within 1 (Magic), each enemy and object in the area. Each target makes a Might test.
- ≤11: 12 poison damage; the target is dragonsealed (save ends)
- 12-16: 9 poison damage; the target is dragonsealed (save ends)
- 17+: 5 poison damage
A dragonsealed creature has their wounds bound by nettles and thorns, causing them to take an extra 1d3 damage whenever they
take damage rolled as a d6 or a d3.
- Spinous Tail Swing: Melee 2 (Charge, Strike, Weapon), two enemies or objects.
Roll + 3; {8/12/15} damage; push {2/4/8}.
Spend «2»: Each target takes an extra 1d3 damage, and if they have A < 2, they are bleeding (save ends).
- Provoking Nettles: Once per turn, the dragon shifts up to 5 squares and can move through enemies’ spaces at their usual speed. The first time
the dragon moves through an enemy’s space during this movement, the enemy takes 3 damage.
- «5» Investiture of Verdure: Maneuver. Area 10 burst. Each target must be dragonsealed. Each target is pulled up to 5 squares toward the dragon, who gains 5 temporary Stamina for
each target pulled.
- Prickly Situation: Free Triggered (a dragonsealed creature within distance ends the dragonsealed effect).
Ranged 10 (Magic), the triggering creature. The target is pulled up to 5 squares toward the dragon, and if they have A < 2, they are restrained until the end of their
next turn.
- «1» Thorny Scales: Free Triggered (a creature within distance deals damage to the dragon with a melee strike).
Melee 1, the triggering creature. The dragon makes a free strike against the target, and if the target has M < 2, they are bleeding until the end of their next
turn.
- «VA-1» Briar Bindings: Area 4 burst (Magic).
Roll + 3; {5/9/12} damage; A < {1/2/3}, restrained (save ends).
- «VA-2» Thorned Armor: Self. The thorns upon the dragon’s scales grow longer and sharper. Until the end of the encounter, any adjacent creature who targets
the dragon with a melee strike takes 3 damage. The dragon then uses their Provoking Nettles ability.
- «VA-3» Malign Thicket: Special. Poisonous overgrowth and seeking vines cover all surfaces on the encounter map. The dragon uses their Bramble Barricade Malice
feature twice at no cost. Until the end of the encounter, any creature force moved by the dragon takes 1d3 poison damage,
and if they have M < 2, they are weakened (save ends).
Special: If the Thorn Dragon’s Domain trait is in effect, any creature other than the dragon who starts their turn on the encounter
map takes 1d3 poison damage.
Thorn Dragon Malice
At the start of a thorn dragon’s turn, you can spend Malice to activate one of the following features.
- «3» Cage of Thorns: A cage of thorns grows around one dragonsealed enemy on the encounter map, making that enemy restrained until the end of their
next turn.
- «5» Bramble Barricade: The dragon grows a 10 wall of briars in unoccupied spaces on the encounter map. The wall blocks line of effect for all creatures
except the dragon. Each square of the wall has 5 Stamina and fire weakness 5. The area can be moved through but is difficult
terrain. Any creature who is force moved into or within the area takes 1 damage for each square of the area entered and is
bleeding until the end of their next turn.
- «5» Solo Action: The dragon takes an additional main action on their turn. They can use this feature even if they are dazed.
- «7» Afflictive Overgrowth: The dragon summons poisonous, biting thorns around their foes. Each enemy on the encounter map makes an Agility test.
- ≤11: 12 poison damage; restrained (save ends)
- 12-16: 9 poison damage; bleeding (save ends)
- 17+: 5 poison damage; bleeding (EoT)
Gloom Dragon (Level 4 Solo)
Size 4, Dragon, Elemental (EV 72)
M +2; A +4; R +1; I +3; P +4
Speed 8 (fly, hover); Stability 2
Immunity: psychic 5
Stamina 350
- Solo Monster:
- End Effect: At the end of each of their turns, the dragon can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The dragon can take two turns each round. They can’t take turns consecutively.
- Gloaming Wyrmscale Aura: The dragon’s scales create a 3 aura of dark supernatural fog around them that feeds on their victims’ fears and provides concealment
to the dragon only. Each enemy who starts their turn in the area takes 2 psychic damage. Additionally, whenever one or more
enemies is in the area, the dragon’s abilities deal an extra 3 psychic damage.
- Free Strike: M1/R5 (Magic); 6 damage
- Breath of Brume (Sig.): Main Action. Area 4 cube within 10 (Magic, Ranged), each enemy and object in the area. Each target makes an Agility test.
- ≤11: 14 cold damage; the target is dragonsealed (save ends)
- 12-16: 11 cold damage; the target is dragonsealed (save ends)
- 17+: 6 cold damage
A dragonsealed creature has psychic weakness 3 and cold weakness 3. Additionally, the area is filled with magical darkness.
The dragon ignores concealment created by this darkness.
- Phantom Tail Swing: Melee 3 (Charge, Magic, Strike), two creatures or objects.
Roll + 4; {10/15/18} psychic damage; pull {2/4/6}.
Spend «3»: The pull becomes a vertical slide.
- Shadow Skulk: Once per turn, the dragon can shift up to their speed, leaving behind a 4 cube area of magical darkness in their starting
space that lasts until the end of the encounter. The dragon ignores concealment created by this darkness. Any enemy who ends
their turn in the area and has I < 3 is frightened of the dragon until the end of their next turn.
- «5» Visions in the Dark: Maneuver. Area 10 burst (Magic). Each target must be dragonsealed. Each target takes 3 psychic damage, and if they have I < 3 they immediately make a free
strike against one ally of the dragon’s choice.
- «1» Encroaching Darkness: Free Triggered (a creature within 10 squares moves).
Self. The dragon moves two existing cubes of magical darkness they created up to 10 squares each.
- «VA-1» Enveloping Umbrage: Area 5 burst (Magic).
Roll + 4; pull {2/4/6}; I < {2/3/4}, frightened {(EoT)/(save ends)/(save ends)}.
- «VA-2» Pall of Nightmares: Area 10 burst (Magic).
Roll + 4; {6/11/14} psychic damage.
Effect: Each target must be dragonsealed. Any target who has I < 3 is also dazed (save ends).
- «VA-3» Absence of All Light: Special. The dragon disappears from the encounter map. The dragon and three hallucinatory illusions of themself then immediately reappear
in unoccupied spaces on the encounter map, and the dragon and each illusion uses Breath of Brume. Each illusion is indistinguishable
from the dragon except by supernatural means, has 1 Stamina, and has the dragon’s speed. An illusion acts on the dragon’s
turns but can take only move actions. Once per round before or after using an ability, the dragon can trade places with any
duplicate.
Gloom Dragon Malice
At the start of a gloom dragon’s turn, you can spend Malice to activate one of the following features.
- «3» Dread and Terror: The dragon thickens the fog of their Gloaming Wyrmscale Aura trait and the horrors within it. Each creature in the area takes
a bane on strikes made against the dragon until the start of the dragon’s next turn.
- «5» Doleful Visions: The dragon manifests four 2 cubes of nightmarish apparitions anywhere on the encounter map. Each creature in the area when
it appears makes an Intuition test.
- ≤11: 14 damage; dazed (save ends)
- 12-16: 11 damage; dazed (EoT)
- 17+: 6 damage
- «5» Solo Action: The dragon takes an additional main action on their turn. They can use this feature even if they are dazed.
- «7» Phantasmagoria! The dragon summons macabre, disquieting phantasms in a 10 cube within 1 square that lasts until the end of the encounter.
Any enemy who enters the area for the first time in a round or starts their turn there takes 6 psychic damage, or 8 psychic
damage if they are dragonsealed by the gloom dragon. Additionally, the enemy’s Intuition score is treated as 1 lower for the
purpose of resisting potencies until the end of the encounter.
Crucible Dragon (Level 6 Solo)
Size 4, Dragon, Elemental (EV 96)
M +4; A –1; R +3; I +3; P +2
Speed 8; Stability 6
Immunity: fire 6
Stamina 450
- Solo Monster:
- End Effect: At the end of each of their turns, the dragon can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The dragon can take two turns each round. They can’t take turns consecutively.
- Magnetized Wyrmscale Aura: The dragon’s scales create a 3 aura of magnetism around them that affects large masses of metal. Any creature who enters the
area for the first time in a round or starts their turn there while wearing metal or while slagged (see Slag Spew) is pulled
up to 2 squares toward the dragon. A creature pulled this way who has M < 3 is unable to willingly move away from the dragon.
- Free Strike: M1/R5 (Magic); 7 damage
- Slag Spew (Sig.): Main Action. Area 10 x 2 line within 1 (Magic), each creature and object in the area. Each target makes an Agility test.
- ≤11: 13 fire damage; the target is slagged (save ends)
- 12-16: 10 fire damage; the target is slagged (save ends)
- 17+: 6 fire damage
A slagged target is coated in molten metal and takes 2d6 fire damage at the start of each of their turns. If a slagged target
has M < 3 they are restrained (save ends) whenever they take cold damage.
- Forge Hammer Tail Slam: Melee 3 (Strike, Weapon), two creatures or objects.
Roll + 4; {11/17/20} damage; M < {2/3/4}, prone.
Effect: The dragon can make a free strike against each slagged target knocked prone this way.
Spend «1»: The strike deals 1d6 cold damage.
- Heat Buffer: Once per round while the dragon is flying using their Thermodynamic Flight ability, they give off a blast of steam to extend
the duration of their flight until the end of the next round. Each creature in a 4 cube within 1 underneath the dragon when
they use this ability takes 7 fire damage.
- «1» Thermodynamic Flight: Maneuver. Area 2 burst. The dragon expels blistering steam, dealing 7 fire damage to each target in the area. The dragon then shifts up to their speed
vertically and can fly until the end of the round.
- «1» Hammer and Anvil: Free Triggered (while flying, the dragon starts their turn or moves).
Self. The dragon drops to the ground and uses Forge Hammer Tail Slam, which deals an extra 4 damage for each square they descended.
- «1» Polarize Aura: Triggered (the dragon is targeted by two melee strikes in the current turn).
Area 3 burst (Magic), each creature and object in the area. The target must be size 2 or smaller.
Roll + 4; push {5/7/10}, {roll 17+} ignoring stability.
- «VA-1» Heart of the Forge: Area 6 burst (Magic).
Roll + 4; {4/6/8} fire damage; I < {2/3/4}, frightened (save ends).
- «VA-2» Subdermal Shielding: Self. Shields embedded under the dragon’s scales emerge, and the dragon gains damage immunity 6 at the start of each round until
the end of the encounter. If the dragon takes any damage, they lose this immunity until the end of the current round.
- «VA-3» Polarity Chaos: 10 burst, each creature and object in the area. Each target makes a Might test.
- ≤11: 16 damage; pull 10 or push 10
- 12-16: 13 damage; pull 8 or push 8
- 17+: 7 damage; pull 5 or push 5.
Crucible Dragon Malice
At the start of a crucible dragon’s turn, you can spend Malice to activate one of the following features.
- «3» Swordfall: While the dragon is flying, they shape themself into a blade and fall. Each creature and object in the dragon’s space when
they hit the ground and in a 6 x 4 line within 1 square of the dragon takes 7 damage. A creature who takes this damage and
has A < 4 takes 4 extra damage per square the dragon fell and is restrained (save ends). A creature not restrained this way
can move into the nearest unoccupied space.
- «5» Shower of Blades: The dragon shakes loose a cloud of shattered weapons in a 6 x 4 line within 1 square of them. Each creature and object in
the area makes an Agility test.
- ≤11: 16 damage; bleeding (save ends)
- 12-16: 13 damage; bleeding (EoT)
- 17+: 7 damage
- «5» Solo Action: The dragon takes an additional main action on their turn. They can use this feature even if they are dazed.
- «7» Meltdown: The dragon superheats the ground across the encounter map until the end of the round. Any enemy who starts their turn on the
ground is slagged as if affected by the dragon’s Slag Spew ability.
Omen Dragon (Level 8 Solo)
Size 5, Dragon, Elemental (EV 120)
M +3; A +4; R +2; I +3; P +5
Speed 10 (fly); Stability 6
Immunity: corruption 6
Stamina 550
- Solo Monster:
- End Effect: At the end of each of their turns, the dragon can take 15 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The dragon can take two turns each round. They can’t take turns consecutively.
- Deathcount: Several of the dragon’s abilities impose a Deathcount on a target. At the end of every turn, a creature with a Deathcount
who is within the area of the dragon’s Stagnant Wyrmscale Aura has that Deathcount reduced by 1. When a creature’s Deathcount
hits 0, they die. If multiple Deathcounts are imposed on a creature, they don’t stack. Only the lowest Deathcount takes effect.
All Deathcounts are lost when the dragon is reduced to 0 Stamina.
- Stagnant Wyrmscale Aura: The dragon’s scales create a 4 aura of supernatural stagnancy around them. The area is difficult terrain for enemies, and
no creature except the omen dragon can regain Stamina while in the area. Any creature dragonsealed by the omen dragon who
starts their turn in the dragon’s aura and doesn’t have a Deathcount gains a Deathcount of 12.
- Free Strike: M1/R5 (Magic); 9 damage
- Corroding Breath (Sig.): Main Action. Area 5 cube within 10 (Magic, Ranged), each creature and object in the area. Each target makes an Agility test.
- ≤11: 18 corruption damage; the target is dragonsealed (save ends)
- 12-16: 14 corruption damage; the target is dragonsealed (save ends)
- 17+: 9 corruption damage
Only creatures with souls can be dragonsealed by the omen dragon. A dragonsealed creature appears ghastly and pale, their
Presence score is treated as 1 lower for the purpose of resisting potencies, and they can’t treat other creatures as allies.
- Barbed Tail Swing: Melee 4 (Charge, Strike, Weapon), two creatures or objects.
Roll + 5; {14/19/23} damage; M < {3/4/5}, bleeding (save ends).
Spend «3»: The potency increases by 2, and each target is also pulled up to 5 squares.
- Death or Victory: Once per turn, the dragon chooses one creature with a Deathcount within line of effect. That creature can choose to take 1d6
damage and lose a recovery to increase their Deathcount by 5.
- «5» Detonation: Maneuver. Area 10 burst. Each target must be dragonsealed. Each target takes 9 corruption damage, and the omen dragon regains Stamina equal to half
the total damage dealt. The target then loses their dragonseal.
- «1» Don’t Turn Away: Free Triggered (a creature leaves the area of the dragon’s Stagnant Wyrmscale Aura trait).
Self. The dragon shifts up to their speed, and the Deathcount of each dragonsealed creature who comes adjacent to the dragon during
this shift is reduced by 1.
- «2» Repent! Free Triggered (a dragonsealed creature within distance deals damage to the dragon).
Ranged 5, the triggering creature. The target must choose between making a free strike against themself or gaining a Deathcount of 5.
- «VA-1» What You Deserve: Area 5 burst (Magic).
Roll + 5; pull {1/2/3}; the target has a Deathcount of {10/8/6}.
Effect: Each target receives a premonition of their imminent death.
- «VA-2» Souls of the Broken: Ranged 10 (Magic, Strike), five creatures. The dragon spits fragments of souls to attempt to possess the targets, making a separate power roll for each target.
Roll + 5;
- ≤11: P < 5, frightened (save ends).
- 12-16: P < 5, the target moves up to their speed toward the dragon.
- 17+: P < 5, the target makes a free strike against the nearest ally.
- «VA-3» So Long and Goodnight: Area 6 burst (Magic), each creature in the area. Each target must be dragonsealed. The dragon’s eyes glow with unequalled malevolence, and any target who has a Deathcount
has that Deathcount reduced to 1.
Omen Dragon Malice
At the start of an omen dragon’s turn, you can spend Malice to activate one of the following features.
- «3» Black Skies: The dragon expands their wings to create a shroud of shadow. Until the start of the dragon’s next turn, any strike made against
them takes a bane.
- «5» Rise and Fall: The dragon flies up to 10 squares and carries fated souls with them. Each creature in the area of the dragon’s Stagnant Wyrmscale
Aura trait makes a Presence test.
- ≤11: Vertical pull 10
- 12-16: Vertical pull 6
- 17+: Vertical pull 4
- «5» Solo Action: The dragon takes an additional main action on their turn. They can use this feature even if they are dazed.
- «10» Burn It Right Down: Each edge of the encounter map burns with intangible purple flames until the end of the encounter. The flames expand by 1
square at the end of every turn. Any enemy takes 5 corruption damage for each square of flames they enter.
Meteor Dragon (Level 10 Solo)
Size 3, Dragon, Elemental (EV 144)
M +5; A +5; R +3; I +3; P +5
Speed 15 (fly); Stability 6
Stamina 650
- Solo Monster:
- End Effect: At the end of each of their turns, the dragon can take 20 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The dragon can take two turns each round. They can’t take turns consecutively.
- Voidshroud Wyrmscale Aura: The dragon’s scales create a 1 aura of void space around them. Any enemy who starts their turn in the area takes 10 cold damage
and is suffocating. Each time the dragon takes damage, the area of the aura increases by 1 (to a maximum of 5), and they deal
an extra 5 damage the next time they use an ability that deals rolled damage.
- Free Strike: M1/R5 (Magic); 10 damage
- Gravity Well (Sig.): Main Action. Area 4 cube within 10 (Magic, Ranged), each creature and object in the area. Each target makes a Might test.
- ≤11: 20 sonic damage; the target is dragonsealed (save ends)
- 12-16: 16 sonic damage; the target is dragonsealed (save ends)
- 17+: 10 sonic damage
A dragonsealed target emits a golden aura, and takes 2 damage per square moved when falling or when force moved into an obstacle.
- Cosmic Tail Ray: Melee 2 or Ranged 15 (Magic, Strike), two creatures or objects.
Roll + 5; {15/21/25} holy damage; A < {4/5/6}, weakened (save ends).
Effect: If a target made weakened this way is already weakened, they are instead dazed until the end of their next turn.
- Crescent Claws: Once per turn, the dragon chooses a target within 3 squares. The dragon can make a free strike against the target, and ignores
banes when using abilities against the target until the start of their next turn.
- «5» Investiture of Gravity: Maneuver. Area 15 burst (Magic). Each target must be dragonsealed. The dragon chooses a direction and vertical slides each target 10 squares in that direction,
ignoring stability. A target who strikes an obstacle takes damage as if they had fallen the forced movement distance.
- Field Collapse: Free Triggered (the dragon takes damage from an ability while the area of their Voidshroud Wyrmscale Aura is 2 or more).
Self. The dragon halves the damage. Each enemy and object in the area of the dragon’s Voidshroud Wyrmscale Aura trait takes 5 sonic
damage and is pulled up to 5 squares toward the dragon. The area of the wyrmscale aura then resets to 1.
- «2» A Hero Faces the Void: Free Triggered (a creature within distance spends their Heroic Resource to use an ability).
Ranged 5 (Magic), the triggering creature.
Roll + 5; {10/16/20} psychic damage; P < {4/5/6}, frightened (save ends).
Effect: While frightened this way, the target can’t use the triggering ability.
- «VA-1» Impactful Arrival: Area 1-mile burst (Magic), each creature and object in the area. Each target takes 30 fire damage, and if they have M < 5, they are knocked prone.
Special: The dragon can use this ability before the encounter begins.
- «VA-2» Burning Aurora: Self. Until the end of the encounter, each enemy who is dragonsealed and weakened and who the dragon has line of effect to loses
1 of their Heroic Resource at the start of each of their turns (to a minimum of 0). The dragon then uses their Cosmic Tail
Ray ability with a double edge, targeting four creatures or objects.
- «VA-3» Voidlight Breath: Area ∞ x 3 line within 1 (Magic), each enemy and object in the area. Each target makes an Agility test.
- ≤11: 25 damage; I < 6 the target is annihilated
- 12-16: 21 damage; I < 5 the target is annihilated
- 17+: 15 damage; I < 4 the target is annihilated
An annihilated target must make the test again, decreasing the potency for themself by 2 each time they are annihilated. A
creature reduced to 0 Stamina by this dies and their soul is destroyed.
Meteor Dragon Malice
At the start of a meteor dragon’s turn, you can spend Malice to activate one of the following features.
- «3» Liftoff: The next time the dragon uses their Crescent Claws ability, they can also slide the target up to 5 squares. If the target
is dragonsealed, the dragon can vertical slide them instead.
- «5» Solo Action: The dragon takes an additional main action on their turn. They can use this feature even if they are dazed.
- «5» Starfall: The dragon drops stars into five 2 cubes anywhere on the encounter map. The area is difficult terrain, and each creature and
object in the area when it appears makes an Agility test.
- ≤11: 20 holy damage; slowed (save ends), prone
- 12-16: 16 holy damage; slowed (save ends)
- 17+: 10 holy damage
- «10» Event Horizon: A black hole manifests as a 1 cube within 20 squares of the dragon in an unoccupied space. Each creature who has M < 5 and
each object of size 3 or smaller is vertical pulled 2 squares toward the area at the start of each round, ignoring stability.
Any creature who starts their turn in the area or any object in the area at the end of the round suffers the effect of the
dragon’s Voidlight Breath ability, and the black hole disappears.
Dwarves
Dwarf Malice
At the start of any dwarf’s turn, you can spend Malice to activate one of the following features.
- «3» Breaching Charge: A dwarf can destroy one adjacent object or square of wall for each 3 Malice spent. Each enemy adjacent to the destroyed object
or square takes the object’s Stamina in damage (3 for wood, 6 for stone, or 9 for metal).
- «5» Rappelling Barrage: Each dwarf acting this turn can automatically climb at full speed while moving. At any point during this movement, they can
make a free strike.
- «7» Snaring Line: Main Action. Area 10 x 1 line within 10 (Magic, Ranged). Each target makes an Agility test.
- ≤11: 8 damage; restrained (EoT)
- 12-16: 6 damage; slowed (EoT)
- 17+: No effect.
The snaring line remains until the end of the encounter. Any enemy who moves into the area for the first time in a round or
starts their turn there must make the test.
Special: This ability can’t be used by a minion.
Dwarf Axethrower (Level 1 Minion Defender)
Size 1M, Dwarf, Humanoid (EV 3 for 4 minions)
M +1; A 0; R 0; I +2; P 0
Speed 5; Stability 2
With Captain: +2 bonus to Stamina
Stamina 7
- Free Strike: M1/R5 (Weapon); 1 damage
- Whistling Axes (Sig.): Melee 1 or Ranged 5 (Strike, Weapon).
Roll + 2; {1/2/3} damage; {roll 17+} one ally adjacent to the target can make a free strike.
Effect: The target can’t use triggered actions until the start of the next round.
Dwarf Catchpole (Level 1 Minion Brute)
Size 1M, Dwarf, Humanoid (EV 3 for 4 minions)
M +2; A 0; R 0; I 0; P 0
Speed 5; Stability 2
With Captain: +2 bonus to Stamina
Stamina 7
- Free Strike: M1/R5 (Weapon); 2 damage
- Maul (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 2; {2/4/5} damage; {roll 17+} grabbed or prone.
Effect: If the target is restrained, they take an extra 2 damage.
Dwarf Driver (Level 1 Minion Harrier)
Size 1M, Dwarf, Humanoid (EV 3 for 4 minions)
M +2; A +1; R 0; I 0; P 0
Speed 7; Stability 1
With Captain: +2 bonus to Stamina
Stamina 6
- Free Strike: M1/R5 (Weapon); 1 damage
- Handaxes (Sig.): Melee 1 or Ranged 5 (Charge, Strike, Weapon).
Roll + 2; {1/2/3} damage; push {1/2/4}.
Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn’t end the restrained condition
unless the Director determines otherwise.
Dwarf Hunter (Level 1 Minion Support)
Size 1M, Dwarf, Humanoid (EV 3 for 4 minions)
M +1; A +2; R 0; I 0; P 0
Speed 5; Stability 1
With Captain: +2 bonus to Stamina
Stamina 6
- Free Strike: M1/R5 (Weapon); 1 damage
- Snaring Javelin (Sig.): Ranged 5 (Strike, Weapon).
Roll + 2; {1/2/3} damage; pull {1/2/4}.
Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn’t end the restrained condition
unless the Director determines otherwise.
Dwarf Gunner (Level 1 Platoon Artillery)
Size 1M, Dwarf, Humanoid (EV 6)
M 0; A +2; R 0; I +1; P 0
Speed 5; Stability 1
Stamina 26
- Free Strike: M1/R10 (Weapon); 4 damage
- Portable Ballista (Sig.): Ranged 10 (Strike, Weapon).
Roll + 2; {6/9/12} damage; push {1/3/5}.
Effect: If the target is adjacent to an object or a wall after the power roll is resolved, they are restrained until the end of their
next turn. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn’t end the restrained
condition unless the Director determines otherwise.
Spend «5»: If the target is pushed into another creature, the target and the creature are each restrained until the end of their next
turn.
- «5» Ensnaring Chains: Maneuver. Ranged 10 (Weapon), one prone, restrained, or slowed creature. The gunner makes a free strike against the target, and the prone, restrained, and slowed conditions on the target end. The
target is then restrained (save ends).
- Split Shot: Whenever the gunner deals rolled damage to a target, one creature or object adjacent to the target takes 3 damage.
Dwarf Launcher (Level 1 Platoon Hexer)
Size 1M, Dwarf, Humanoid (EV 8)
M +1; A 0; R 0; I +2; P 0
Speed 5; Stability 3
Stamina 39
- Free Strike: M1/R5 (Weapon); 4 damage
- Concussive Grenade (Sig.): Area 3 cube within 5 (Ranged, Weapon).
Roll + 2; {3/6/8} damage; push {1/3/3}; M < {X/1/2}, slowed (save ends).
Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn’t end the restrained condition
unless the Director determines otherwise.
- «3» Sleep Grenade: 3 cube within 5 (Ranged, Weapon), each enemy in the area.
Roll + 2; {3/6/8} poison damage; I < {0/1/2}, dazed (save ends).
Effect: A target dazed this way treats their characteristic scores as 1 lower for the purpose of resisting potencies.
- Indirect Fire: The launcher ignores concealment and cover, and doesn’t need line of effect to use their abilities as long as a size 1 opening
exists between the dwarf and the target.
Dwarf Reel Winch (Level 1 Platoon Support)
Size 1M, Dwarf, Humanoid (EV 6)
M 0; A +2; R 0; I +1; P 0
Speed 5; Stability 2
Stamina 36
- Free Strike: M1/R10 (Weapon); 3 damage
- Snaring Crossbow (Sig.): Ranged 10 (Strike, Weapon).
Roll + 2; {5/7/9} damage; M < {0/1/2}, slowed (save ends).
Effect: The target is pulled up to 5 squares. A target restrained by a dwarf can be force moved by this ability. This forced movement
doesn’t end the restrained condition unless the Director determines otherwise.
- «3» Reel Them In: Maneuver. Ranged 10 (Weapon), three creatures. The target is pulled up to 8 squares. A restrained or slowed target can be pulled an additional 2 squares. A target restrained
by a dwarf can be force moved by this ability. This forced movement doesn’t end the restrained condition unless the Director
determines otherwise.
- We Have a Quota! If a target made slowed by the reel winch is already grabbed or slowed, the grabbed and slowed conditions end and the target
is restrained (save ends).
Dwarf Shieldwall (Level 3 Platoon Defender)
Size 1M, Dwarf, Humanoid (EV 10)
M +2; A 0; R 0; I 0; P +1
Speed 5; Stability 4
Stamina 72
- Free Strike: M1/R5 (Weapon); 5 damage
- Wide Axe (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {7/10/13} damage; slide 1.
Effect: The shieldwall can shift 1 square to remain adjacent to the target. A target restrained by a dwarf can be force moved by this
ability. This forced movement doesn’t end the restrained condition unless the Director determines otherwise.
Spend «3»: This ability targets one additional target.
- «1» Intercepting Shield: Triggered (a creature makes a strike against an ally adjacent to the shieldwall).
Self. The shieldwall becomes the target of the triggering strike and halves the damage.
- Call to the Wall: Whenever a creature deals damage to or takes damage from the shieldwall, the shieldwall can make that creature taunted until
the end of the creature’s next turn.
Dwarf Stone Whisperer (Level 3 Platoon Controller)
Size 1M, Dwarf, Humanoid (EV 10)
M +1; A 0; R +2; I +2; P 0
Speed 5 (burrow); Stability 2
Stamina 52
- Free Strike: M1/R5 (Magic); 5 damage
- Tile Slide (Sig.): Area 2 cube within 1 (Magic), each creature and object in the area.
Roll + 2; {5/8/11} damage; slide {1/3/5}; M < {0/1/2}, {slowed/slowed/restrained} (save ends).
Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn’t end the restrained condition
unless the Director determines otherwise.
- «3» Stone Wave: Maneuver. Area 3 cube within 10 (Magic, Ranged).
Roll + 2; {4/6/9} damage; push {2/3/3}; R < {1/2/3}, slowed (save ends).
Effect: The area is difficult terrain for enemies. A target restrained by a dwarf can be force moved by this ability. This forced
movement doesn’t end the restrained condition unless the Director determines otherwise.
- Stone Walker: Whenever the stone whisperer willingly moves, they can phase through up to 2 squares of stone as part of that movement. If
they end their movement inside stone, they are shunted out into the space from which they entered it.
Dwarf Trapper (Level 1 Platoon Harrier)
Size 1M, Dwarf, Humanoid (EV 6)
M 0; A +2; R 0; I +1; P 0
Speed 7; Stability 2
Stamina 36
- Free Strike: M1/R10 (Weapon); 3 damage
- Concussive Bolts (Sig.): Melee 1 or Ranged 10 (Charge, Strike, Weapon).
Roll + 2; {5/7/9} damage; push {2/4/6}.
Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn’t end the restrained condition
unless the Director determines otherwise.
- «3» Steam-Powered Snare: Maneuver. Area 3 cube within 5 (Ranged, Weapon). Each target makes a Might test.
- ≤11: 7 damage; restrained (EoT)
- 12-16: 5 damage; slowed (EoT)
- 17+: No effect.
The snare remains until the end of the encounter. Any enemy who moves into the area for the first time in a round or starts
their turn there must make the test.
Dwarf Warden (Level 2 Platoon Brute)
Size 1M, Dwarf, Humanoid (EV 8)
M +2; A 0; R 0; I +1; P 0
Speed 5; Stability 3
Stamina 59
- Free Strike: M1/R5 (Weapon); 5 damage
- Concussive Maul (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {7/10/13} damage; push {1/3/5}; {roll 17+} M < 2, restrained (save ends).
Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn’t end the restrained condition
unless the Director determines otherwise.
- «5» Concussive Shockwave: Area 3 cube within 1 (Weapon).
Roll + 2; {5/8/11} damage; push 2; A < {0/1/2}, slowed (save ends).
Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn’t end the restrained condition
unless the Director determines otherwise.
- Escort the Prisoners: Whenever the warden moves, they can carry an adjacent restrained enemy as if the enemy were grabbed by them.
Dwarf Marauder (Level 3 Leader)
Size 1M, Dwarf, Humanoid (EV 20)
M +3; A 0; R +2; I +1; P 0
Speed 5; Stability 4
Stamina 132
- Free Strike: M1/R10 (Psionic, Weapon); 5 damage
- Levitating Axes (Sig.): Melee 1 or Ranged 10 (Psionic, Strike, Weapon), two creatures or objects.
Roll + 3; {8/12/15} damage; slide {1/3/5}.
Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn’t end the restrained condition
unless the Director determines otherwise.
Spend «3»: A target force moved adjacent to an ally of the marauder lord is restrained until the end of their next turn.
- Magnetomancy: Maneuver. Ranged 10 (Psionic). The target vertical slides up to 5 squares. A target restrained by a dwarf can be force moved by this ability. This forced
movement doesn’t end the restrained condition unless the Director determines otherwise.
Spend «5»: This ability takes the Area keyword and loses the Ranged keyword, its distance becomes a 10 burst, and it targets each restrained
creature in the area.
- Your Weapon Is Useless: Triggered (a creature makes a melee strike against you or an ally within distance).
Ranged 10 (Psionic), self or one ally. The target halves any damage from the strike and the triggering creature takes 4 damage.
- End Effect: At the end of each of their turns, the marauder lord can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- «VA-1» Ajax Will Pay Well for These Specimens: Area 5 cube within 10 (Psionic, Ranged, Weapon). The marauder lord uses Levitating Axes against each target, making one power roll against all targets.
- «VA-2» Don’t Let Them Escape! Area 5 burst, each ally in the area. Each target shifts up to their speed. The marauder lord then uses Levitating Axes.
- «VA-3» Test Your Metal! Ranged 10 (Psionic), special. The marauder lord creates three size 2 metal objects in unoccupied spaces within distance. Whenever the marauder lord uses
Magnetomancy, they can additionally target one of these objects.
Servitor War Walker (Level 1 Elite Mount)
Size 3, Dwarf, Humanoid (EV 12)
M +2; A 0; R –2; I 0; P –2
Speed 8 (climb); Stability 2
Stamina 60
- Free Strike: M2/R5 (Weapon); 4 damage
- Grasping Claws (Sig.): Melee 2 (Charge, Strike, Weapon), two creatures or objects.
Roll + 2; {6/9/12} damage; {roll 17+} M < 2, restrained (save ends).
Effect: A target already restrained or restrained by this ability is pulled up to 3 squares. A target restrained by a dwarf can be
force moved by this ability. This forced movement doesn’t end the restrained condition unless the Director determines otherwise.
- «3» Stunning Blast: Maneuver. Area 3 burst (Weapon).
Roll + 2; {3/6/7} lightning damage; A < {0/1/2}, slowed (save ends).
- Cupola: While riding the war walker, three size 1 allies can occupy the same space. Creatures riding the war walker have cover.
- Mobile Prison Harness: Any restrained or slowed creature who comes adjacent to the war walker is automatically restrained (save ends) and takes a
bane on power rolls. A creature restrained this way moves with the war walker.
Elementals
Elemental Malice
At the start of any elemental’s turn, you can spend Malice to activate one of the following features.
- «3» Elemental Swap: Two elementals on the encounter map teleport to swap places, and each has damage immunity 2 until the end of the round.
- «5» Split: An elemental acting this turn cleaves themself into two separate elementals. Each elemental has the same statistics as the
original, except that each has half the original’s current Stamina and is one size smaller. Both elementals can then shift
up to their speed.
- «7» Convocation of Chaos: Maneuver. Ranged 8 (Magic), self or one elemental. Until the end of the encounter, the target has a +5 bonus to speed and a +5 damage bonus to strikes. Additionally, whenever
an elemental within the target’s line of effect uses an ability with “Convocation” in the name, the target also gains the
effects of that ability.
Crux of Fire (Level 3 Elite Artillery)
Size 1T, Elemental (EV 20)
M –1; A +2; R 0; I +1; P +2
Speed 6
Immunity: fire 5
Stamina 80
- Free Strike: M1/R12 (Magic); 6 fire
- Spitfire (Sig.): Ranged 12 (Magic, Strike), two creatures or objects.
Roll + 2; {8/12/15} fire damage; A < {X/1/2}, the target is burning (save ends).
Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the
end of each round.
- Convocation of Flames: Maneuver. Ranged 5 (Magic), self or one elemental. Until the start of the crux’s next turn, the target has fire immunity 5.
Spend «3»: Until the end of the encounter, the ground within 3 squares of the target is wreathed in fire. Any enemy who enters that area
for the first time in a round or starts their turn there takes 3 fire damage.
- «1» Flame Jet: Triggered (the crux takes damage).
Self (Magic). The crux ignores any effects associated with the damage and can fly up to their speed. If the crux doesn’t end this movement
on solid ground, they fall.
- Fickle and Free: The crux can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Essence of Storms (Level 3 Elite Harrier)
Size 1S, Elemental (EV 20)
M +1; A +2; R –1; I 0; P +2
Speed 8 (fly)
Immunity: lightning 5
Stamina 100
- Free Strike: M1/R5 (Magic); 5 lightning
- Bluster (Sig.): Area 1 burst (Magic).
Roll + 2; 5 damage, {X/4/7} lightning damage; push {X/1/3}.
Effect: The essence shifts up to 3 squares before or after using this ability.
- Convocation of Squalls: Maneuver. Ranged 5 (Magic), self or one elemental. Until the start of the essence’s next turn, the target has lightning immunity 5.
Spend «3»: Until the end of the encounter, a vortex surrounds the target in a 3 aura. The area is difficult terrain for enemies. Additionally,
at the end of each of the target’s turns, they can push one creature in the area up to 5 squares.
- «1» Thunderclap: Triggered (a creature within distance deals damage to the essence).
Ranged 5 (Magic), the triggering creature. The target takes 5 lightning damage.
- Fickle and Free: The essence can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Essence of Tides (Level 3 Elite Controller)
Size 1M, Elemental (EV 20)
M +2; A 0; R +1; I –1; P +2
Speed 7 (swim); Stability 1
Immunity: cold 5
Stamina 80
- Free Strike: M1/R5 (Magic); 5 damage
- Water Wing (Sig.): Melee 1 (Magic, Strike), two creatures or objects.
Roll + 2; {7/11/14} damage; slide {1/2/3}.
Effect: If a target has P < 2, their stability is reduced to 0 and they move 2 additional squares whenever they are force moved (save
ends).
- Convocation of Waves: Maneuver. Ranged 5 (Magic), self or one elemental. Until the start of the essence’s next turn, the target has cold immunity 5.
Spend «3»: Until the end of the encounter, the ground within 1 square of the target is a pool of water that is difficult terrain. This
water extends out behind the target as they move, creating a stream that lasts until the end of the encounter. Any enemy who
ends their turn in the stream and has M < 2 is slowed (save ends).
- «1» Sea-Salted Wounds: Triggered (an ally deals rolled damage to the target).
Melee 1, one enemy. The essence makes a free strike against the target.
- Fickle and Free: The essence can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.
- Water Glide: Whenever the essence starts their turn in a space containing water, they can fly until the end of their turn. While flying,
the essence doesn’t provoke opportunity attacks.
Field of Growth (Level 3 Elite Controller)
Size 3, Elemental (EV 28)
M +2; A 0; R 0; I +2; P +2
Speed 8 (climb); Stability 2
Immunity: poison 5
Stamina 120
- Free Strike: M1/R8 (Magic); 6 damage
- Hampering Roots (Sig.): Ranged 8 (Magic, Strike), two creatures or objects.
Roll + 2; {8/13/16} damage; R < {X/1/2}, prone and can’t stand (save ends).
Effect: If a target made prone this way is already prone, they are instead restrained (save ends). If the target was also unable to
stand, that effect ends when they are no longer restrained this way.
- Convocation of Verdure: Maneuver. Ranged 5 (Magic), self or one elemental. The target gains 15 temporary Stamina that lasts until the start of the field’s next turn.
Spend «3»: Until the end of the encounter, the ground within 1 square of the target is overgrown with underbrush and vines. Whenever
any enemy makes a strike against the target while within line of effect of that area, the enemy is pulled 5 squares toward
the area after the strike is resolved. Any enemy who enters the area for the first time in a round or starts their turn there
is knocked prone.
- «1» Rose Thorn Lash: Triggered (a creature or object within distance deals damage to the field).
Melee 3 (Magic), the triggering creature or object. The target takes 6 damage, and if they have A < 2, they are bleeding (save ends).
- Fickle and Free: The field can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.
- Roots Run Deep: The field can target any creature touching the ground with their abilities, even if they don’t have line of effect to that
creature.
Force of Earth (Level 3 Elite Brute)
Size 2, Elemental (EV 20)
M +2; A –1; R 0; I +1; P +2
Speed 5 (burrow); Stability 2
Stamina 132
- Free Strike: M2/R5 (Weapon); 6 damage
- Slam Into Dirt (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 2; {8/12/15} damage; M < {X/1/2}, restrained (save ends).
Effect: The target’s space is difficult terrain.
- Convocation of Quartz: Maneuver. Ranged 5 (Magic), self or one elemental. Until the start of the force’s next turn, any melee strike made against the target takes a bane if it doesn’t already have
a bane or double bane.
Spend «3»: Until the end of the encounter, the target grows a carapace of stone. They have a +3 bonus to stability and gain 15 temporary
Stamina.
- «1» Break Armor: Triggered (the force takes damage).
Self. The force halves the damage, and has damage weakness 3 and a +3 bonus to speed until the end of the encounter. This damage
weakness increases by 3 each time the force uses this ability in the same encounter.
- Fickle and Free: The force can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.
- Primordial Strength: The force’s strikes gain a +6 damage bonus against objects.
- Stone Swim: The force can burrow through stone, but can’t drag other creatures underground when they do so.
Elves, High
High Elf Malice
At the start of any high elf’s turn, you can spend Malice to activate one of the following features.
- «3» Chaincast: Until the end of the round, whenever a high elf uses a magic ability, they can use it as if they were occupying the square
of another high elf on the encounter map to whom they have line of effect.
- «5» Gift From an Accursed Tome: Area 5 x 1 line within 1 (Magic). The high elf chooses a damage type and condition from one of the following combinations: cold damage and slowed, poison damage
and weakened, or corruption damage and frightened.
Roll + 2; {5/9/12} damage; R < {1/2/3}, chosen condition (save ends).
Special: This ability can’t be used by a minion.
- «7» In Defiance of Time: Until the end of the round, each high elf in the encounter gains a +4 bonus to speed, and whenever a high elf uses an ability
against an enemy, each high elf adjacent to that enemy can make a free strike against them.
Elemental Mote (Level 1 Minion Hexer)
Size 1T, Elemental, High Elf, Soulless (EV 3 for 4 minions)
M 0; A 0; R 0; I 0; P +2
Speed 5 (fly)
With Captain: +2 bonus to speed
Stamina 3
- Free Strike: M2/R5 (Magic); 1 damage
- Dweomer Plume (Sig.): Melee 2 (Magic, Strike).
Roll + 2; {1/2/3} damage; R < {X/1/2}, damage weakness 3 (save ends).
- Spark of Life: On their turn, the mote can leave the encounter in a flash of light to revive one adjacent dead soot crow, brambleguard, or
ceramic horse. The revived creature returns with 3 Stamina.
High Elf Dawn Mage (Level 1 Minion Controller)
Size 1M, Fey, High Elf, Humanoid (EV 3 for 4 minions)
M 0; A 0; R +2; I –1; P +1
Speed 5
With Captain: +5 bonus to ranged distance
Stamina 3
- Free Strike: M1/R5 (Magic); 1 holy
- Bright Bolt (Sig.): Ranged 5 (Magic, Strike).
Roll + 2; {1/2/3} holy damage.
Effect: Until the start of the dawn mage’s next turn, the target can’t hide.
- Otherworldly Grace: At the start of each of their turns, the dawn mage can choose one effect on them that can be ended by a saving throw. That
effect instead ends at the end of their turn.
High Elf Quiver (Level 1 Minion Artillery)
Size 1M, Fey, High Elf, Humanoid (EV 3 for 4 minions)
M 0; A +2; R +1; I 0; P 0
Speed 5
With Captain: +5 bonus to ranged distance
Stamina 3
- Free Strike: M1/R10 (Weapon); 2 damage
- Heavy Arrow (Sig.): Ranged 10 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
Effect: Each ally adjacent to the target shifts up to 2 squares.
- Otherworldly Grace: At the start of each of their turns, the quiver can choose one effect on them that can be ended by a saving throw. That effect
instead ends at the end of their turn.
Soot Crow (Level 1 Minion Harrier)
Size 1T, Elemental, High Elf (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P +1
Speed 7 (fly)
With Captain: Gain an edge on strikes
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 damage
- Heckle (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {1/2/3} damage; {roll 17+} taunted (EoT).
Effect: Until the end of their turn, the soot crow ignores opportunity attacks from the target.
Brambleguard (Level 2 Platoon Defender)
Size 2, Elemental, High Elf (EV 8)
M +2; A 0; R 0; I 0; P +2
Speed 4; Stability 3
Stamina 59
- Free Strike: M1/R5 (Magic); 4 damage
- Wall of Roses (Sig.): Main Action. Area special (Magic), self. Until the start of the brambleguard’s next turn, their speed is 0 and they extend themself into a 5 wall. Each ally who starts
their turn adjacent to the brambleguard regains 5 Stamina and can apply the Magic keyword to their weapon abilities until
the end of their turn.
- Whip Frenzy: Area 2 burst (Weapon).
Roll + 2; {4/7/10} damage; push {X/3/3}; {roll 17+} A < 2, bleeding (save ends).
- Thicket and Thorns: The brambleguard blocks line of effect for enemies. Each enemy who starts their turn adjacent to a brambleguard takes 4 damage.
High Elf Bloodletter (Level 1 Platoon Ambusher)
Size 1M, Fey, High Elf, Humanoid (EV 6)
M 0; A +2; R 0; I +1; P 0
Speed 7
Stamina 30
- Free Strike: M1/R5 (Weapon); 4 damage
- Razor’s Edge (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {6/9/12} damage; {roll 17+} R < 2, bleeding (save ends).
Effect: The bloodletter and each of their allies has a double edge on abilities targeting a creature bleeding this way.
- «2» Blood Haze: Maneuver. Area 1 burst (Magic), special. Until the end of the next round, a cloud of blood vapor fills the area. The cloud blocks line of effect for enemies, and any
enemy has damage weakness 3 while in the area. The bloodletter can then shift up to their speed, and can attempt to hide if
they end that shift with concealment.
- Otherworldly Grace: At the start of each of their turns, the bloodletter can choose one effect on them that can be ended by a saving throw. That
effect instead ends at the end of their turn.
High Elf Deathtouch (Level 2 Platoon Artillery)
Size 1M, Fey, High Elf, Humanoid (EV 8)
M +2; A 0; R +1; I 0; P +1
Speed 5
Stamina 30
- Free Strike: M1/R15 (Weapon); 5 damage
- Heartpiercer (Sig.): Ranged 15 (Strike, Weapon), creature only.
Roll + 2; {7/10/13} damage; {roll 17+} R < 1, bleeding (save ends); I < 1, frightened (save ends); P < 1, restrained (save ends).
Spend «5»: The ability takes the Area keyword and loses the Strike keyword, its distance becomes a 3 cube within 10, and it targets each
enemy in the area.
- Kiss of Death: Maneuver. Melee 1 (Magic), one willing ally. The target has a +5 bonus to speed and automatically obtains a tier 3 outcome on power rolls. They can still roll to determine
if they score a critical hit. At the end of their next turn, the target immediately dies.
- Otherworldly Grace: At the start of each of their turns, the deathtouch can choose one effect on them that can be ended by a saving throw. That
effect instead ends at the end of their turn.
High Elf Orbweaver (Level 3 Platoon Hexer)
Size 1M, Fey, High Elf, Humanoid (EV 10)
M 0; A 0; R +2; I +2; P +2
Speed 5
Stamina 40
- Free Strike: M1/R5 (Magic); 5 cold
- Awash (Sig.): Area 3 cube within 1 (Magic), each creature in the area.
Roll + 2; {4/6/9} cold damage; M < {0/1/2}, {push 3/push 3/slide 5} {roll 12+} or prone.
- Aetherweb: Ranged 8 (Magic, Strike), two enemies or objects.
Roll + 2; {5/8/11} damage; R < {0/1/2}, {slowed/slowed/restrained} (save ends).
Effect: Each enemy within 3 squares of a target suffers the same potency effect as the target unless they are already adjacent to
them, or if they immediately shift into an unoccupied space adjacent to the target (no action required).
- Otherworldly Grace: At the start of each of their turns, the orbweaver can choose one effect on them that can be ended by a saving throw. That
effect instead ends at the end of their turn.
High Elf Palinode (Level 1 Platoon Support)
Size 1M, Fey, High Elf, Humanoid (EV 6)
M 0; A 0; R 0; I +2; P +1
Speed 5
Immunity: psychic 5
Stamina 30
- Free Strike: M1/R8 (Magic); 3 psychic
- Instill Regret (Sig.): Ranged 8 (Magic, Strike), creature only.
Roll + 2; {5/7/9} psychic damage; I < {X/1/2}, weakened (save ends).
Spend «2»: The potency increases by 1. If the target is weakened this way at the end of the encounter, they can’t take a respite activity
during their next respite.
- Recall: Maneuver. Ranged 5 (Magic), two allies. Each target can teleport to an unoccupied space adjacent to the palinode. The palinode and each target then gain 5 temporary
Stamina.
- Otherworldly Grace: At the start of each of their turns, the palinode can choose one effect on them that can be ended by a saving throw. That
effect instead ends at the end of their turn.
High Elf Wyrd (Level 3 Platoon Controller)
Size 1M, Fey, High Elf, Humanoid (EV 10)
M 0; A +1; R +2; I –1; P +2
Speed 5
Immunity: psychic 5
Stamina 40
- Free Strike: M1/R5 (Magic); 5 damage
- Twystrd (Sig.): Area 1 cube within 5 (Magic).
Roll + 2; vertical push {3/5/6}.
Effect: For each elemental mote adjacent to the wyrd, the size of the cube increases by 1.
- «2» Summon Elemental: Maneuver. Ranged 5, special. The wyrd summons two elemental motes or two soot crows into unoccupied spaces within distance.
- «2» Wyrd Warp: Maneuver. Area 8 wall within 8 (Magic), special. The wyrd shapes the land in the area as if it were loose clay, either raising the ground or pushing it down to create a trench.
Any creature in the area moves with the terrain to its new higher elevation, or falls if the ground is lowered beneath them.
- Otherworldly Grace: At the start of each of their turns, the wyrd can choose one effect on them that can be ended by a saving throw. That effect
instead ends at the end of their turn.
High Elf Zephyr (Level 1 Platoon Harrier)
Size 1M, Fey, High Elf, Humanoid (EV 6)
M 0; A +2; R 0; I 0; P +1
Speed 7
Stamina 30
- Free Strike: M2/R5 (Weapon); 3 damage
- Sweeping Blade (Sig.): Melee 2 (Strike, Weapon).
Roll + 2; {5/7/9} damage.
Effect: On a tier 3 outcome, the zephyr can make a free strike against a creature adjacent to the target. If they do so and that creature
and the target both have A < 2, the creature and the target are both prone. On any tier outcome, the zephyr can then shift
up to 2 squares.
- Windwalk: Maneuver. Self. The zephyr flies up to their speed. If they don’t end this movment on solid ground, they are prone.
- Like the Wind: The zephyr doesn’t provoke opportunity attacks by moving.
- Otherworldly Grace: At the start of each of their turns, the zephyr can choose one effect on them that can be ended by a saving throw. That effect
instead ends at the end of their turn.
High Elf Ordinator (Level 3 Leader)
Size 1M, Fey, High Elf, Humanoid (EV 20)
M 0; A +2; R +3; I +2; P +3
Speed 5 (fly)
Stamina 120
- Free Strike: M1/R10 (Magic); 5 lightning
- Lightning Rod (Sig.): Ranged 10 (Magic, Strike).
Roll + 3; {9/14/17} lightning damage; R < {1/2/3}, dazed (save ends).
Effect: Until the start of the ordinator’s next turn, each ally high elf in the encounter gains an edge on ability rolls against the
target.
- Elemental Uproar: Maneuver. Area 10 burst (Magic), each elemental ally in the area. Each target can move up to their speed or make a free strike. Elemental mote targets can, instead, use their Spark of Life
trait.
- «2» Summon Elemental: Maneuver. Ranged 10, special. The ordinator summons four elemental motes or four soot crows into unoccupied space within distance.
Spend «3»: The ordinator instead summons one ceramic horse or one winded brambleguard into an unoccupied space within distance.
- Enough! Triggered (an enemy within distance uses an ability against the ordinator or any ally within distance).
Ranged 10, the triggering enemy. The ordinator uses Lightning Rod against the target after the ability is resolved.
- Otherworldly Blessing: At the start of each of their turns, the ordinator can choose one or more effects on them that can be ended by a saving throw.
The effects instead end at the end of the ordinator’s turn.
- «VA-1» Fountains Roar, Now Free From the Earth: Area 10 burst (Magic), each ally in the area. Each target glows briefly, and can end one effect on themself then move up to their speed.
- «VA-2» And the Sun Forsook Her Children: Area 5 cube within 10 (Magic, Ranged). Each target makes a Presence test.
- ≤11: 12 corruption damage; pull 5 toward the center of the cube
- 12-16: 9 corruption damage; pull 3 toward the center of the cube
- 17+: Pull 1 toward the center of the cube
Effect: The area turns dark and distorted, and is difficult terrain for enemies.
- «VA-3» But We Will Change Her Mind: Area 10 burst (Magic), self and each ally in the area. Each target’s free strike now has the Magic keyword and can target two creatures or objects. Additionally, each target glows
with magic.
Ceramic Horse (Level 1 Platoon Mount)
Size 2, Elemental, High Elf (EV 6)
M +2; A +2; R 0; I 0; P +1
Speed 10; Stability 2
Stamina 30
- Free Strike: M1/R5 (Weapon); 3 fire or lightning or
- Elemental Charge (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 2; {5/7/9} {normal/fire/lightning} damage; {roll 17+} M < 2, prone.
- Stomp: Area 1 burst (Weapon).
Roll + 2; {3/5/7} damage.
Effect: Any target who is prone takes an extra 2 damage.
- «2» Buck: Maneuver. Self, the horse’s rider. The horse vertical slides the target up to 3 squares, ignoring stability. The target can use a ranged ability at any point
during this forced movement, and takes no damage if they then fall.
- Shared Otherworldly Grace: If the ceramic horse’s rider has the Otherworldly Grace trait, the ceramic horse also has that trait.
Elves, Shadow
Shadow Elf Malice
At the start of any shadow elf’s turn, you can spend Malice to activate one of the following features.
- «3» Watch Me Disappear: Each shadow elf acting this turn can attempt to hide as a free maneuver if they have concealment.
- «5» Extra Dimension: When any shadow elf acting this turn makes a strike against a target who has I < 2 in addition to the strike’s regular effects,
the target is bleeding (save ends) or slowed (save ends).
- «10» Home Is Where the Hurt Is: The shadow elves synthesize a concentrated pocket manifold reminiscent of Equinox and graft it onto the encounter map. Until
the end of the encounter, all creatures can see shadow elves in full color, and shadow elves no longer benefit from their
Of the Umbra trait. Additionally, the potency of all shadow elf abilities increases by 2, and any enemy making a saving throw
against an effect imposed by a shadow elf ability must roll an 8 or higher as they feel the effect across two worlds.
Shadow Elf Cloak (Level 4 Minion Harrier)
Size 1M, Fey, Humanoid, Shadow Elf (EV 6 for 4 minions)
M +3; A +1; R 0; I 0; P 0
Speed 8 (climb)
With Captain: +2 bonus to speed
Stamina 8
- Free Strike: M1/R5 (Weapon); 2 damage
- Stick and Poke (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {2/4/6} damage.
Effect: The cloak shifts up to 2 squares.
- Of the Umbra: The cloak ignores concealment created by darkness. While the cloak is in direct sunlight, they have damage weakness 3. While
the cloak has concealment, they have damage immunity 3.
Shadow Elf Dusk Mage (Level 4 Minion Hexer)
Size 1M, Fey, Humanoid, Shadow Elf (EV 6 for 4 minions)
M 0; A +3; R +2; I 0; P 0
Speed 5 (climb)
With Captain: Gain an edge on strikes
Stamina 7
- Free Strike: M1/R5 (Magic); 2 damage
- Gloom Bolt (Sig.): Ranged 5 (Magic, Strike).
Roll + 3; {2/4/6} damage; A < {X/2/3}, slowed (save ends).
- Of the Umbra: The dusk mage ignores concealment created by darkness. While the dusk mage is in direct sunlight, they have damage weakness
3. While the dusk mage has concealment, they have damage immunity 3.
Shadow Elf Sniper (Level 4 Minion Artillery)
Size 1M, Fey, Humanoid, Shadow Elf (EV 6 for 4 minions)
M +1; A +3; R 0; I 0; P 0
Speed 5 (climb)
With Captain: +2 damage bonus to strikes
Stamina 7
- Free Strike: M1/R7 (Weapon); 3 damage
- Lumina Arrow (Sig.): Ranged 7 (Strike, Weapon).
Roll + 3; {3/5/7} damage.
Effect: The next strike made against the target gains an edge.
- Of the Umbra: The sniper ignores concealment created by darkness. While the sniper is in direct sunlight, they have damage weakness 3. While
the sniper has concealment, they have damage immunity 3.
Shadow Elf Nightstrike (Level 4 Minion Ambusher)
Size 1M, Fey, Humanoid, Shadow Elf (EV 6 for 4 minions)
M +1; A +3; R 0; I +1; P 0
Speed 5 (climb)
With Captain: Gain an edge on strikes
Stamina 8
- Free Strike: M2/R5 (Weapon); 3 damage
- Vault (Sig.): Melee 2 (Strike, Weapon).
Roll + 3; {3/5/7} damage.
Effect: The nightstrike shifts to leap over the target and into an unoccupied space adjacent to the target, opposite from the nightstrike’s
original space.
- Of the Umbra: The nightstrike ignores concealment created by darkness. While the nightstrike is in direct sunlight, they have damage weakness
3. While the nightstrike has concealment, they have damage immunity 3.
Shadow Elf Assassin (Level 6 Platoon Artillery)
Size 1M, Fey, Humanoid, Shadow Elf (EV 16)
M 0; A +3; R +2; I +1; P +1
Speed 5 (climb)
Stamina 70
- Free Strike: M1/R15 (Weapon); 7 damage
- Lumina Assault (Sig.): Ranged 15 (Strike, Weapon).
Roll + 3; {10/15/18} damage.
Effect: The next ability used against the target has a double edge.
Spend «5»: Each non-minion ally within 3 squares of the target can make a free strike against them.
- «2» Splitbow: Area 4 x 1 line within 10 (Ranged, Weapon).
Roll + 3; {5/10/12} damage; I < {1/2/3}, bleeding (save ends).
Effect: Each target is pushed up to 4 squares.
- Of the Umbra: The assassin ignores concealment created by darkness. While the assassin is in direct sunlight, they have damage weakness
3. While the assassin has concealment, they have damage immunity 3.
Shadow Elf Duskcaller (Level 5 Platoon Controller)
Size 1M, Fey, Humanoid, Shadow Elf (EV 14)
M 0; A +3; R +3; I +2; P +1
Speed 5 (climb)
Stamina 60
- Free Strike: M1/R5 (Weapon); 6 damage
- Night Knife (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {9/13/16} damage.
Effect: If the duskcaller has concealment, they can target one additional creature or object.
- The Lay of Cor’thoroth: Maneuver. Area 2 cube within 3 (Magic, Ranged), special. Until the start of the duskcaller’s next turn, the area is filled with darkness.
Spend «2»: The size of the cube increases by 3.
- Of the Umbra: The duskcaller ignores concealment created by darkness. While the duskcaller is in direct sunlight, they have damage weakness
3. While the duskcaller has concealment, they have damage immunity 3.
Shadow Elf Knightfell (Level 4 Platoon Defender)
Size 1M, Fey, Humanoid, Shadow Elf (EV 12)
M 0; A +2; R 0; I +3; P +2
Speed 5 (climb)
Stamina 70
- Free Strike: M1/R3 (Magic); 5 corruption
- Suffusing Strike (Sig.): Ranged 3 (Magic, Strike).
Roll + 3; {8/12/15} corruption damage; R < {X/2/3}, taunted (EoT).
- Trick of the Eye: Triggered (an enemy within distance makes a strike against an ally within distance).
Melee 2 (Magic), one ally. The target takes half the damage and the knightfell takes the other half.
- Of the Umbra: The knightfell ignores concealment created by darkness. While the knightfell is in direct sunlight, they have damage weakness
3. While the knightfell has concealment, they have damage immunity 3.
Shadow Elf Luminator (Level 4 Platoon Support)
Size 1M, Fey, Humanoid, Shadow Elf (EV 12)
M 0; A +1; R +1; I +3; P +2
Speed 5 (climb)
Stamina 60
- Free Strike: M1/R3 (Magic); 5 lightning
- Lumina Mark (Sig.): Ranged 3 (Magic, Strike).
Roll + 3; {8/12/15} lightning damage.
Effect: The next strike made against the target deals an extra 5 damage.
- «3» Mourning Till Dusk: Area 2 burst (Magic), each ally in the area.
Roll + 3; the target regains {6/9/12} Stamina {roll 17+} and the Director gains 3 Malice.
Effect: Each target gains an edge on their next strike.
- Of the Umbra: The luminator ignores concealment created by darkness. While the luminator is in direct sunlight, they have damage weakness
3. While the luminator has concealment, they have damage immunity 3.
Shadow Elf Moondancer (Level 5 Platoon Harrier)
Size 1M, Fey, Humanoid, Shadow Elf (EV 14)
M +1; A +3; R +1; I +2; P 0
Speed 7 (climb)
Stamina 70
- Free Strike: M1/R5 (Weapon); 6 damage
- Crescent Sweep (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 3; {9/13/16} damage.
Effect: Until the end of the current turn, the moondancer ignores opportunity attacks from the target.
- Dissolve: Triggered (the moondancer takes damage from a strike).
Self (Magic). The moondancer can teleport up to 10 squares to a space with concealment created by darkness.
- Of the Umbra: The moondancer ignores concealment created by darkness. While the moondancer is in direct sunlight, they have damage weakness
3. While the moondancer has concealment, they have damage immunity 3.
Shadow Elf Mournblade (Level 6 Platoon Ambusher)
Size 1M, Fey, Humanoid, Shadow Elf (EV 16)
M +2; A +3; R +1; I +2; P 0
Speed 5 (climb)
Stamina 80
- Free Strike: M1/R5 (Weapon); 7 damage
- Knife in the Dark (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {10/15/18} damage.
Effect: The mournblade is invisible to the target until the start of the mournblade’s next turn.
- Shadow Step: Maneuver. Self (Magic). If the mournblade has concealment, they can teleport up to 10 squares to a space with concealment created by darkness.
- Of the Umbra: The mournblade ignores concealment created by darkness. While the mournblade is in direct sunlight, they have damage weakness
3. While the mournblade has concealment, they have damage immunity 3.
Shadow Elf Noctis Mage (Level 6 Platoon Hexer)
Size 1M, Fey, Humanoid, Shadow Elf (EV 16)
M 0; A +2; R +3; I +1; P +1
Speed 5 (climb)
Stamina 70
- Free Strike: M1/R5 (Magic); 6 damage
- Blotting Bolt (Sig.): Ranged 5 (Magic, Strike).
Roll + 3; {9/14/17} damage.
Effect: The target takes a bane on their next strike.
Spend «3»: The target instead has a double bane on the next ability they use.
- «3» Enemies in the Dark: Ranged 5 (Magic, Strike), two enemies.
Roll + 3; {8/10/13} damage; R < {1/2/3}, the target makes a free strike {roll 17+: or uses a signature ability} against one enemy of
the noctis mage’s choice.
- Of the Umbra: The noctis mage ignores concealment created by darkness. While the noctis mage is in direct sunlight, they have damage weakness
3. While the noctis mage has concealment, they have damage immunity 3.
Shadow Elf Panther (Level 4 Platoon Brute)
Size 1M, Fey, Humanoid, Shadow Elf (EV 12)
M +3; A +2; R –1; I +1; P +1
Speed 5 (climb)
Stamina 70
- Free Strike: M1/R5 (Weapon); 6 damage
- Dusk Cleave (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {9/13/16} damage; {roll 17+} I < 3, bleeding (save ends).
Effect: The panther can make a free strike against a creature or object adjacent to the target.
- «3» Bladestorm: Area 2 burst (Weapon).
Roll + 3; {5/8/10} corruption damage; I < {X/2/3}, dazed (save ends).
Effect: The panther has a double edge on strikes against targets dazed this way.
- Of the Umbra: The panther ignores concealment created by darkness. While the panther is in direct sunlight, they have damage weakness 3.
While the panther has concealment, they have damage immunity 3.
Shadow Elf Eclipse (Level 6 Leader)
Size 1M, Fey, Humanoid, Shadow Elf (EV 32)
M +4; A +3; R +2; I +1; P +2
Speed 6 (climb); Stability 1
Stamina 180
- Free Strike: M1/R5 (Weapon); 7 damage
- Manifold Blade (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 4; {11/16/19} damage; I < {2/3/4}, bleeding (save ends).
Spend «2»: The potency increases by 1.
- Grasping Shadow: Maneuver. Ranged 5 (Magic), three creatures or objects casting a shadow.
Roll + 4; pull {5/7/10}; I < {2/3/4}, slowed (save ends).
- Put It Out! Triggered (an enemy within distance uses an ability that emits light, including abilities that deal fire or lightning damage).
Ranged 10, the triggering enemy. The target has a double bane on the ability.
- End Effect: At the end of each of their turns, the eclipse can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Of the Umbra: The eclipse ignores concealment created by darkness. While the eclipse is in direct sunlight, they have damage weakness 3.
While the eclipse has concealment, they have damage immunity 3.
- «VA-1» From the Shadows: Ranged 5, special. The eclipse calls forth one brush stalker into an unoccupied space within distance. Each ally within distance can then shift
up to their speed and make a free strike.
- «VA-2» Cast Away All Hope: Area 3 burst (Magic). Each target loses all their surges. Additionally, until the end of the round, allies ignore edges and double edges on any
targets’ abilities, and ignore any nondamaging effects of any target’s damage-dealing abilities.
- «VA-3» Umbral Hunger: Area 3 cube within 5 (Magic).
Roll + 4; {7/12/15} corruption damage; R < {2/3/4}, the target has speed 0 (save ends).
Effect: The area is shrouded in darkness that creates concealment until the end of the encounter. Any enemy who starts their turn
in the area takes 5 corruption damage.
Brush Stalker (Level 4 Platoon Mount)
Size 2, Animal, Fey, Shadow Elf (EV 12)
M +3; A +2; R –1; I +1; P +1
Speed 8; Stability 3
Stamina 60
- Free Strike: M2/R5 (Weapon); 5 damage
- Gore (Sig.): Melee 2 (Charge, Strike, Weapon), two creatures or objects.
Roll + 3; {7/10/13} damage.
- «2» Reclamation: Area 2 burst (Magic).
Roll + 3; {4/7/10} corruption damage; M < {1/2/3}, weakened (save ends).
- Suneater: The area within 2 squares of the brush stalker is devoid of light and provides concealment.
- Wyrd Dyr: While they have line of effect to the brush stalker, any animal except another brush stalker is frightened.
Elves, Wode
Wode Elf Malice
At the start of any wode elf’s turn, you can spend Malice to activate one of the following features.
- «3» Forest Network: Each wode elf who ends this turn hidden can shift up to their speed while remaining hidden.
- «5» Punishing Regrowth: Until the end of the round, each wode elf gains an edge on abilities, and their strikes can slide a target up to 2 squares
in addition to their usual effects. If a strike already imposes forced movement, this slide happens after that forced movement.
A creature force moved by a wode elf’s strike who ends this forced movement in difficult terrain is restrained until the end
of their next turn.
- «7» Vines Everywhere: Vines rapidly grow across the entire encounter map. Each enemy in the encounter makes an Agility test.
- ≤11: 8 damage; restrained (save ends)
- 12-16: Restrained (EoT)
- 17+: No effect.
Wode Elf Lookout (Level 1 Minion Support)
Size 1M, Fey, Humanoid, Wode Elf (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P +1
Speed 7 (climb)
With Captain: +2 bonus to speed
Stamina 4
- Free Strike: M1/R8 (Weapon); 1 damage
- Longbow (Sig.): Ranged 8 (Strike, Weapon).
Roll + 2; {1/2/3} damage.
- There! Any wode elf within 5 squares of the lookout can make ranged strikes as if occupying the lookout’s space.
- Masking Glamor: Abilities targeting the lookout that would take a bane from cover or concealment have a double bane instead.
Wode Elf Runner (Level 1 Minion Harrier)
Size 1M, Fey, Humanoid, Wode Elf (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P +1
Speed 7
With Captain: Gain an edge on strikes
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 damage
- Spear (Sig.): Melee 1 or Ranged 5 (Charge, Strike, Weapon).
Roll + 2; {1/2/3} damage.
Effect: If this ability is used as part of the Charge main action, the runner shifts up to 2 squares first.
- Masking Glamor: Abilities targeting the runner that would take a bane from cover or concealment have a double bane instead.
Wode Elf Scout (Level 1 Minion Ambusher)
Size 1M, Fey, Humanoid, Wode Elf (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P +1
Speed 10
With Captain: Gain an edge on strikes
Stamina 4
- Free Strike: M1/R5 (Weapon); 2 damage
- Daggers (Sig.): Melee 1 or Ranged 5 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
- Into the Green: The scout can attempt to hide at the end of each of their turns.
- Masking Glamor: Abilities targeting the scout that would take a bane from cover or concealment have a double bane instead.
Wode Elf Yeoman (Level 1 Minion Artillery)
Size 1M, Fey, Humanoid, Wode Elf (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P +1
Speed 7
With Captain: +1 damage bonus to strikes
Stamina 3
- Free Strike: M1/R12 (Weapon); 2 damage
- Heavy Longbow (Sig.): Ranged 12 (Strike, Weapon).
Roll + 2; {2/4/5} damage; push {1/2/3}.
- Masking Glamor: Abilities targeting the yeoman that would take a bane from cover or concealment have a double bane instead.
Wode Elf Chirurgeon (Level 2 Platoon Harrier)
Size 1M, Fey, Humanoid, Wode Elf (EV 8)
M +1; A +2; R 0; I 0; P +1
Speed 7 (climb)
Stamina 40
- Free Strike: M1/R5 (Weapon); 4 damage
- Wild Ax (Sig.): Melee 1 or Ranged 5 (Charge, Strike, Weapon).
Roll + 2; {6/9/12} damage; push {1/3/5}.
Effect: The chirurgeon can make a ranged free strike before using this ability.
Spend «5»: The chirurgeon uses this ability again.
- «3» The Wode Protects Us: Maneuver. Ranged 5 (Magic), self and three allies. Each target can teleport up to 10 squares to a space that has cover or concealment.
- Masking Glamor: Abilities targeting the chirurgeon that would take a bane from cover or concealment have a double bane instead.
Wode Elf Druid (Level 2 Platoon Controller)
Size 1M, Fey, Humanoid, Wode Elf (EV 8)
M 0; A +1; R 0; I 0; P +2
Speed 7 (climb)
Stamina 30
- Free Strike: M1/R5 (Magic); 3 damage
- Entangling Vines (Sig.): Area 3 cube within 10 (Magic, Ranged).
Roll + 2; {5/8/10} damage; pull {1/3/5}; M < {X/1/2}, slowed (save ends).
Effect: While slowed this way, a target can’t search for hidden creatures.
Spend «3»: The size of the cube and the potency both increase by 1.
- «3» The Wode Protects Us: Maneuver. Ranged 5 (Magic), self and three allies. Each target can teleport up to 10 squares to a space that has cover or concealment.
- Masking Glamor: Abilities targeting the druid that would take a bane from cover or concealment have a double bane instead.
Wode Elf Green Seer (Level 1 Platoon Hexer)
Size 1M, Fey, Humanoid, Wode Elf (EV 6)
M 0; A +1; R 0; I +2; P +1
Speed 7
Stamina 20
- Free Strike: M1/R10 (Magic); 3 damage
- The Forest’s Embrace (Sig.): Ranged 10 (Magic, Strike).
Roll + 2; {5/7/9} damage; I < {X/1/2}, restrained (save ends).
Effect: While restrained this way, a target can’t search for hidden creatures.
- «3» The Natural Cycle: Maneuver. Ranged 10 (Magic, Strike), two creatures.
Roll + 2; {2/4/6} damage;
- 12-16: P < 1, weakened (save ends).
- 17+: P < 1, bleeding (save ends); the target has a double bane on strikes (save ends).
Effect: While bleeding or weakened this way, a target is covered in lichen.
- Foreseen Punishment: Free Triggered (a creature uses a triggered action targeting the green seer or an ally within distance).
Ranged 5, the triggering creature. The green seer makes a free strike against the target after the target’s triggered action is resolved.
- Masking Glamor: Abilities targeting the green seer that would take a bane from cover or concealment have a double bane instead.
Wode Elf Greenskeeper (Level 1 Platoon Defender)
Size 1M, Fey, Humanoid, Wode Elf (EV 6)
M 0; A +2; R 0; I 0; P +1
Speed 7
Stamina 40
- Free Strike: M1/R5 (Weapon); 3 damage
- Growing Longsword (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {5/7/9} damage.
Effect: The target is taunted until the end of their next turn, and the greenskeeper shifts up to 3 squares.
Spend «2»: The distance increases to Melee 5.
- «3» Overgrowth: Maneuver. Area 3 cube within 10 (Ranged), special. The area is overgrown with heavy brush and brambles until the end of the encounter, providing cover and concealment for the
greenskeeper and their allies. The area is difficult terrain for enemies and any enemy who starts their turn in the area takes
3 damage.
- Masking Glamor: Abilities targeting the greenskeeper that would take a bane from cover or concealment have a double bane instead.
Wode Elf Guerrilla (Level 3 Platoon Ambusher)
Size 1M, Fey, Humanoid, Wode Elf (EV 10)
M 0; A +2; R 0; I 0; P +1
Speed 7 (teleport)
Stamina 50
- Free Strike: M1/R5 (Magic, Weapon); 5 damage
- Splinter Dagger (Sig.): Melee 1 or Ranged 5 (Magic, Strike, Weapon).
Roll + 2; {7/11/14} damage; {roll 17+} M < 2, bleeding (save ends).
Effect: The guerrilla can teleport up to 3 squares.
Spend «3»: This ability targets one additional target, and deals an additional 3 damage if both targets are adjacent to each other.
- «3» Do Not Hesitate in the Wode: Free Triggered (an ally ends their turn while the guerrilla hasn’t acted this round).
Ranged 20, self and each ally. The guerrilla must be acting as a captain.
Effect: The targets take their turn immediately. Each target gains an edge on abilities until the end of their turn.
- Into the Green: The guerrilla can attempt to hide at the end of each of their turns.
- Masking Glamor: Abilities targeting the guerrilla that would take a bane from cover or concealment have a double bane instead.
Wode Elf Gweiadur (Level 3 Platoon Artillery)
Size 1M, Fey, Humanoid, Wode Elf (EV 10)
M 0; A +2; R 0; I +1; P 0
Speed 7 (climb)
Stamina 40
- Free Strike: M1/R15 (Weapon); 5 damage
- Snare Bow (Sig.): Ranged 15 (Strike, Weapon).
Roll + 2; {7/11/14} damage; {roll 17+} A < 2, restrained (save ends).
Effect: The gweiadur shifts up to 3 squares.
Spend «3»: If this ability restrains the target, one enemy adjacent to the target is also restrained (save ends).
- «3» You Activated My Trap! Maneuver. Area 3 cube within 10 (Magic, Ranged).
Roll + 2; {4/6/9} damage; R < {0/1/2}, {roll 12+: slowed and} the target is marked (save ends).
Effect: Allies gain an edge on abilities against a target marked by any wode elf.
- Masking Glamor: Abilities targeting the gweiadur that would take a bane from cover or concealment have a double bane instead.
Wode Elf Sentry (Level 1 Platoon Support)
Size 1M, Fey, Humanoid, Wode Elf (EV 6)
M 0; A +2; R 0; I 0; P +1
Speed 7
Stamina 30
- Free Strike: M1/R10 (Weapon); 3 damage
- Tracer Longbow (Sig.): Ranged 10 (Strike, Weapon).
Roll + 2; {5/7/9} damage; {roll 17+} the target is marked (save ends).
Effect: Allies gain an edge on abilities against a target marked by any wode elf.
Spend «3»: The sentry targets two additional creatures or objects.
- «2» Death Blossom: Maneuver. Area 5 burst (Weapon), each marked enemy. Each target takes 3 damage.
- Masking Glamor: Abilities targeting the sentry that would take a bane from cover or concealment have a double bane instead.
Wode Elf Warleader (Level 3 Leader)
Size 1M, Fey, Humanoid, Wode Elf (EV 20)
M +2; A +3; R +2; I +2; P +2
Speed 7 (teleport); Stability 2
Stamina 120
- Free Strike: M1/R5 (Magic, Weapon); 5 damage
- Wodeblade (Sig.): Melee 1 (Magic, Strike, Weapon), two creatures or objects.
Roll + 3; {8/12/15} damage; M < {1/2/3}, restrained (save ends).
Effect: The warleader can teleport up to 3 squares between each strike.
Spend «2»: A target restrained by this ability takes an extra 3 damage.
- «5» Fairness Is a Human Concept: Maneuver. Area 10 burst, each ally in the area. Each non-minion target can make a free strike, then each target shifts up to 3 squares. A target who has cover or concealment
at the end of this shift can attempt to hide at the end of the warleader’s turn.
- Wode Sickness: Triggered (an ally ends their turn).
Ranged 10, one enemy. The target must not have taken their turn this round. The target takes their turn immediately, and if they have P < 2 they
are bleeding and take a bane on strikes until the end of their turn.
- End Effect: At the end of each of their turns, the warleader can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Into the Green: The warleader can attempt to hide at the end of each of their turns.
- Masking Glamor: Abilities targeting the warleader that would take a bane from cover or concealment have a double bane instead.
- «VA-1» You Will All Witness my Blade: Area 5 burst. The warleader uses Wodeblade against each target and gains an edge on the power roll.
- «VA-2» Suppressing Volley: Area 5 burst, each ally in the area. The warleader can use Wodeblade. Each target can then make a free strike.
- «VA-3» Is It Now or Is It Then? Area 5 burst, self and each ally in the area. Each target is invisible until the start of the next round. The warleader then uses Wodeblade.
Wodenelg (Level 1 Platoon Mount)
Size 2, Plant, Wode Elf (EV 6)
M +2; A +1; R –1; I 0; P –1
Speed 10; Stability 1
Stamina 30
- Free Strike: M1/R5 (Weapon); 3 damage
- Gore (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 2; {5/7/9} damage.
Effect: The wodenelg’s rider can make a free strike at any point during the charge.
- Sure-Footed: The wodenelg ignores difficult terrain and doesn’t provoke oppotunity attacks by moving.
- «3» Where I End the Woods Begin: Maneuver. Self. The wodenelg and their rider become invisible until the start of the wodenelg’s next turn.
- Mounted Stability: The wodenelg’s rider has damage immunity 2.
- Shared Glamor: If the wodenelg’s rider has the Masking Glamor trait, the wodenelg also has that trait.
Fossil Cryptic
Fossil Cryptic Malice
At the start of a fossil cryptic’s turn, you can spend Malice to activate one of the following features.
- «3» Floor Mosaic: The fossil cryptic slides one creature on the ground up to 5 squares. If the creature is prone, this forced movement ignores
stability.
- «5» Solo Action: The fossil cryptic takes an additional main action on their turn. They can use this feature even if they are dazed.
- «5» Stone Pillars: Two pillars of stone 1 square wide either thrust up out of the ground or jut down from the ceiling anywhere on the encounter
map, to a height of up to 5 squares. A creature in the area of a pillar before it appears is knocked prone on its surface.
If the creature comes into contact with the ceiling above or the floor beneath the pillar and has M < 2 they are restrained
(save ends).
- «10» Choking Dust: The air across the encounter map is thick with dust until the end of the encounter. Each enemy in the dust is suffocating.
Additionally, at the end of each round, each enemy in the dust makes a Might test.
- ≤11: Until the end of the enemy’s next turn, their stability is reduced to 0, and any forced movement effects targeting them
gain a +2 bonus to the distance moved.
- 12-16: The enemy’s stability is halved (EoT).
- 17+: No effect.
Fossil Cryptic (Level 2 Solo)
Size 1L, Elemental (EV 48)
M +3; A +2; R +1; I +1; P 0
Speed 8 (burrow); Stability 3
Stamina 250
- Solo Monster:
- End Effect: At the end of each of their turns, the cryptic can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The cryptic can take two turns each round. They can’t take turns consecutively.
- Churning Trunk: The cryptic is constantly surrounded by a 1 aura of swirling debris that obscures their form. Ranged abilities that target
the cryptic take a bane. Additionally, any enemy who enters the aura for the first time in a round or starts their turn there
takes 5 damage.
- Seismic Step: The cryptic ignores difficult terrain. Additionally, they have line of effect to any creature with concealment if that creature
is touching the ground.
- Free Strike: M2/R5 (Weapon); 5 damage
- Sand Slam (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 3; {8/12/15} damage; A < {1/2/3}, slide {2/2/3}, {roll 12+} prone and {roll 17+} can’t stand (EoT).
Effect: If a target made prone this way is already prone, they are instead restrained (EoT).
- Stone Bone Storm: Area 6 x 1 line within 1.
Roll + 3; {4/7/10} damage; M < {1/2/3}, {push 2/prone/prone}.
Effect: The cryptic reforms their body and appears in an unoccupied space in the area.
- Stoneshift: Maneuver. Ranged 5, one creature or object on the ground. The cryptic slides the target up to 3 squares.
Spend «2»: The ability targets one additional target.
- «1» Dissipate: Triggered (the cryptic takes damage).
Self. The cryptic halves the damage, ignores any nondamaging effects associated with it, and shifts up to 3 squares.
- «5» Shatterstone: Triggered (the cryptic uses the Dig maneuver to resurface).
Area 2 burst. Before using the Dig maneuver, the cryptic moves up to their speed. They then create the burst when they breach the surface.
Roll + 3; {4/7/10} damage; push {2/3/4}, {roll 12+} prone.
- «VA-1» First Warning Quake: Area 10 burst. A target must be on the ground.
Effect: Each target makes a Might test.
- ≤11: Prone and can’t stand (EoT)
- 12-16: Prone
- 17+: No effect
- «VA-2» Final Warning Fissure: Area 5 burst. A target must be on the ground.
Effect: The area drops 2 squares and is difficult terrain. Each target enemy falls, while each target ally drops safely. Additionally,
each target enemy makes an Agility test.
- ≤11: 9 damage; prone
- 12-16: 5 damage
- 17+: The target moves to the nearest unoccupied space outside the area.
- «VA-3» No Escape: Ranged 10, two creatures or objects. The cryptic makes an initial power roll that calls down stone pillars from the ceiling.
Roll + 3; {5/9/12} damage; prone; M < {1/2/3}, restrained (save ends)
Effect: The cryptic then makes a second power roll that raises stone pillars from the floor against two creatures or objects on the
ground within 10.
Roll + 3; {2/3/4} damage; vertical slide {2/4/6}; {roll 17+} if this movement brings the target into contact with the ceiling, they
are restrained (save ends)
Giants
Giant Malice
At the start of any giant’s turn, you can spend Malice to activate one of the following features.
- «3» Hurl Landscape: Main Action. Area 4 cube within 10 (Ranged, Weapon). A giant unearths a structure, hazard, or chunk of the encounter map and launches it to fill the area. Each target makes an
Agility test.
- ≤11: 18 damage; prone and can’t stand (save ends)
- 12-16: 14 damage; prone
- 17+: 9 damage
- «5» Bellow: Each giant in the encounter takes a deep breath and yells, pushing each creature within 3 squares of them up to 10 squares.
A creature who can be pushed by more than one giant is pushed by one giant of your choice.
- «7» Titanic Tear: A giant creates a fissure along the ground, either in a 15 x 2 line within 1 or a 10 x 3 line within 2, and that opens up
to a depth of 6 squares. Each giant in the area can shift into the nearest unoccupied space outside the fissure. Each non-giant
in the area makes an Agility test.
- ≤11: 10 damage; the target falls into the fissure, and is prone and can’t stand (EoT)
- 12-16: 10 damage; the target is prone and hanging onto the edge of the fissure
- 17+: The target can shift into the nearest unoccupied space outside the fissure.
Fire Giant Fireballer (Level 9 Minion Harrier)
Size 4, Fire Giant, Giant (EV 11 for 4 minions)
M +4; A +2; R 0; I +2; P +1
Speed 7; Stability 5
Immunity: fire 9
With Captain: +3 bonus to speed
Stamina 13
- Free Strike: M1/R5 (Weapon); 3 fire
- Blazing Leap (Sig.): Area 1 burst (Weapon), each enemy and object in the area.
Roll + 4; {2/5/6} fire damage; push {X/1/2}.
Effect: The fireballer can jump up to 4 squares before using this ability.
- Searing Skin: Whenever an adjacent enemy grabs the fireballer or uses a melee ability against them, that enemy takes 5 fire damage.
Frost Giant Snowblaster (Level 8 Minion Artillery)
Size 4, Frost Giant, Giant (EV 10 for 4 minions)
M +3; A –1; R –1; I +4; P +2
Speed 7; Stability 5
Immunity: cold 8
With Captain: +3 damage bonus to strikes
Stamina 12
- Free Strike: M1/R12 (Magic); 4 cold
- Slushfall (Sig.): Ranged 12 (Magic, Strike).
Roll + 4; {4/7/9} cold damage; {roll 17+} prone.
- Kingdom of Isolation: The snowblaster is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the snowblaster can’t shift.
Hill Giant Mosstooth (Level 7 Minion Brute)
Size 4, Giant, Hill Giant (EV 9 for 4 minions)
M +4; A –1; R –1; I –1; P –1
Speed 6 (climb); Stability 5
Immunity: damage 3
With Captain: +3 damage bonus to strikes
Stamina 13
- Free Strike: M3/R5 (Weapon); 4 damage
- Swing (Sig.): Melee 3 (Strike, Weapon).
Roll + 4; {4/7/8} damage; {roll 17+} grabbed.
Effect: The mosstooth can use a creature or object they have grabbed as a weapon for this ability, dealing an extra 5 damage to that
creature or object and the target. They then end the grab and leave the creature or object prone in an unoccupied space adjacent
to the target.
- Distracted: Whenever the mosstooth targets a creature or object with an ability, any enemy within distance of the ability can use a free
triggered action to distract the mosstooth. The mosstooth targets that enemy instead.
Sand Stone Giant (Level 8 Minion Controller)
Size 4, Giant, Stone Giant (EV 10 for 4 minions)
M +4; A +2; R 0; I +3; P 0
Speed 7 (burrow); Stability 10
With Captain: +6 bonus to Stamina
Stamina 14
- Free Strike: M3/R5 (Magic); 3 damage
- Buried in Sand (Sig.): Melee 3 (Magic, Strike).
Roll + 4; {3/6/8} damage; slide {2/3/4}; A < {X/3/4}, restrained (save ends).
- Stonebreaker Flesh: Whenever an enemy obtains a tier 1 outcome on a melee ability used against the sand stone giant, they take a bane on that
ability until the end of the encounter.
- Stone Steps: The sand stone giant ignores difficult terrain.
- Stone Swim: The sand stone giant can burrow through stone, but can’t drag other creatures underground when they do so.
Basalt Stone Giant (Level 8 Elite Controller)
Size 4, Giant, Stone Giant (EV 40)
M +4; A +2; R +1; I +2; P +1
Speed 7 (burrow); Stability 10
Stamina 207
- Free Strike: M3/R5 (Magic, Weapon); 8 damage
- Rune-Signed Blade (Sig.): Melee 3 (Magic, Strike, Weapon), two creatures or objects.
Roll + 4; {12/17/21} damage; M < {2/3/4}, slowed (save ends).
Effect: If a target was already slowed, that condition continues but their speed is 0 until the end of their next turn.
- «3» Forked Knife: Melee 3 or Ranged 12 (Strike, Weapon).
Roll + 4; {10/16/20} damage; {roll 17+: prone}; A < {2/3/4}, restrained (save ends).
Effect: The knife lands in the target’s square, and has 30 Stamina and damage immunity 5. Whenever the knife takes damage, it deals
4 sonic damage to each enemy within 3 squares. The knife lasts until the end of the encounter, and can’t be picked up or manipulated.
- Cobblestone Shape: Maneuver. Self. The basalt stone giant moves up to their speed. Each square that they leave during this move is difficult terrain for enemies.
Giants ignore this difficult terrain.
- Resonate Rune: Triggered (the basalt stone giant takes damage).
Area 2 burst (Magic). The target is pushed up to 3 squares, or if they have A < 3, they are pushed up to 6 squares and knocked prone.
- Stonebreaker Flesh: Whenever an enemy obtains a tier 1 outcome on a melee ability used against the basalt stone giant, they take a bane on that
ability until the end of the encounter.
- Stone Steps: The basalt stone giant ignores difficult terrain.
- Stone Swim: The basalt stone giant can burrow through stone, but can’t drag other creatures underground when they do so.
Fire Giant Lightbearer (Level 9 Elite Support)
Size 4, Fire Giant, Giant (EV 44)
M +4; A +2; R 0; I +4; P +1
Speed 8; Stability 5
Immunity: fire 9
Stamina 200
- Free Strike: M6/R5 (Magic); 9 fire
- Flamelash (Sig.): Melee 6 (Magic, Strike), two creatures or objects.
Roll + 4; {13/17/22} fire damage; slide {2/4/6}.
- «3» Living Blaze: Ranged 6 (Magic, Strike), two creatures or objects.
Roll + 4; {15/21/26} fire damage.
Effect: The blaze ricochets, targeting one additional target within 4 squares of an original target and taking a bane against that
target, or targeting two additional targets within 2 squares of an original target and having a double bane against those
targets. The lightbearer makes one power roll against all targets.
- Travel By Fire: Maneuver. Ranged 5 (Magic), two creatures or objects. The lightbearer can target themself with this ability. Each target takes 1d6 fire damage and teleports in a plume of smoke
to swap places with the other target.
- Emergency Beacon: Triggered (the lightbearer takes damage).
Self. The lightbearer emits a beacon of light until the start of their next turn. Each fire giant who has line of effect to the
lightbearer has a double edge on abilities.
- Healing Heat: Any fire giant targeted by the lightbearer’s damage-dealing abilities ignores the damage and instead regains Stamina equal
to the damage that would have been dealt. If the lightbearer moves a fire giant using an ability, they can choose to ignore
stability.
- Searing Skin: Whenever an adjacent enemy grabs the lightbearer or uses a melee ability against them, that enemy takes 5 fire damage.
Fire Giant Red Fist (Level 9 Elite Brute)
Size 4, Fire Giant, Giant (EV 44)
M +4; A +2; R 0; I +2; P +1
Speed 8; Stability 5
Immunity: fire 9
Stamina 240
- Free Strike: M3/R5 (Weapon); 10 fire
- Flaming Punch (Sig.): Melee 3 (Strike, Weapon), two creatures or objects.
Roll + 4; {14/19/23} fire damage; push {2/4/6}; A < {X/3/4}, burning (save ends).
Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the
end of each round.
- «5» Caldera: Area special, each enemy and object in the area.
Roll + 4; the distance is a {2/3/4} burst; {8/12/15} fire damage; M < {2/3/4}, pull {2/4/6}.
Effect: The outermost squares of the area become a 1-square-tall wall of stone. The rest of the area is on fire until the end of the
encounter. A creature who enters the area for the first time in a round or starts their turn there takes 3 fire damage.
- Blazing Leap: Maneuver. Self. The red fist jumps up to 5 squares. Each creature adjacent to them when they land takes 5 fire damage.
- Heat and Pressure: Free Triggered (a creature within distance willingly moves or shifts away from the red fist).
Melee 3, the triggering creature. The target makes a Might test. A target with fire immunity automatically obtains a tier 3 outcome.
- ≤11: Weakened and slowed (save ends)
- 12-16: Weakened (EoT)
- 17+: No effect
- Guardian Block: Triggered (an ally within distance is targeted by an enemy’s ability).
Melee 3, self. The red fist becomes the target of the triggering ability, then can make a free strike against the enemy after the ability
resolves.
- Searing Skin: Whenever an adjacent enemy grabs the red fist or uses a melee ability against them, that enemy takes 5 fire damage.
Frost Giant Storm Hurler (Level 8 Elite Artillery)
Size 4, Frost Giant, Giant (EV 40)
M +4; A –1; R 0; I 0; P 0
Speed 7; Stability 5
Immunity: cold 8
Stamina 180
- Free Strike: M1/R15 (Magic); 9 cold
- Ice Javelins (Sig.): Ranged 15 (Magic, Strike), two creatures or objects.
Roll + 4; {13/18/22} cold damage; M < {X/3/4}, bleeding (save ends).
Effect: Whenever a creature bleeding this way takes damage from that condition, their speed decreases by 1 (to a minimum of 0) until
that condition ends.
- «3» Flower of Frost: Main Action. Ranged 15 (Magic), special. The storm hurler throws three size 1L ice javelins into unoccupied squares within distance. Each javelin has 30 Stamina and
fire weakness 5. At the start of the storm hurler’s next turn, all javelins not destroyed explode in a shower of icicles.
Each enemy and object within 3 squares of an exploding javelin makes an Agility test.
- ≤11: 14 cold damage; push 4; bleeding (save ends)
- 12-16: 11 cold damage; push 2; slowed (save ends)
- 17+: 7 cold damage
- Ice Dance: Maneuver. Melee 1, one giant ally. The storm hurler and the target each shift up to 6 squares while staying adjacent to each other. The target can then jump
up to 5 squares and make a free strike.
- Frozen Retribution: Triggered (the storm hurler is targeted by a ranged strike).
Self. The triggering strike has a double bane. If the strike obtains a tier 1 outcome, the storm hurler uses Ice Javelins against
the creature who made it.
- Kingdom of Isolation: The storm hurler is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the storm hurler can’t
shift.
Frost Giant Wind Sprinter (Level 8 Elite Harrier)
Size 4, Frost Giant, Giant (EV 40)
M +4; A +4; R –1; I 0; P 0
Speed 10; Stability 5
Immunity: cold 8
Stamina 200
- Free Strike: M3/R5 (Weapon); 8 damage
- Cold Axe (Sig.): Melee 3 (Charge, Strike, Weapon), two creatures or objects.
Roll + 4; {12/17/21} damage; A < {X/3/4}, bleeding (save ends).
Effect: A target who is already bleeding takes an extra 1d6 cold damage.
- «5» Blizzard Surge: Main Action. Self. The wind sprinter shifts up to their speed and uses Cold Axe against each enemy who comes within 2 squares of them during
the move. The wind sprinter makes one power roll against all targets.
- Ice Dance: Maneuver. Melee 1, one giant ally. The wind sprinter and the target each shift up to 6 squares while staying adjacent to each other. The target can then jump
up to 5 squares and make a free strike.
- Begone, Smallfolk! Triggered (the wind sprinter takes damage).
Self. The wind sprinter moves up to their speed and uses Cold Axe against one target.
- Crush Underfoot: The wind sprinter can move through enemies’ spaces at their usual speed. The first time on a turn that a wind sprinter enters
a creature’s space, that creature can choose to fall prone or to take 8 damage.
- Kingdom of Isolation: The wind sprinter is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the wind sprinter can’t
shift.
Granite Stone Giant (Level 8 Elite Defender)
Size 4, Giant, Stone Giant (EV 40)
M +4; A +1; R +1; I +2; P +1
Speed 7 (burrow); Stability 10
Stamina 247
- Free Strike: M3/R5 (Weapon); 8 damage
- Jagged Stone Club (Sig.): Melee 3 (Strike, Weapon), two creatures or objects.
Roll + 4; {12/17/21} damage; R < {X/3/4}, weakened (save ends).
Effect: If the target is already weakened, they are also bleeding (save ends).
- «3» Crag Burst: Area 2 burst, each enemy and object in the area.
Roll + 4; {6/10/14} damage; {push 2/push 4/vertical push 4}.
Effect: The area is difficult terrain. Whenever a creature enters square in the area, they take 3 damage.
- Castle Stone Shape: Maneuver. Self. The granite stone giant moves up to their speed and creates a 14 wall of stone in squares adjacent to the path of their movement.
- Pillar: Triggered (a creature or object within distance moves or shifts away from the granite stone giant).
Melee 3, the triggering creature or object. A 1-square pillar of stone rises 5 squares out of the ground beneath the target, who moves with the ground to its new elevation,
then is vertical pushed 5 squares.
- Stonebreaker Flesh: Whenever an enemy obtains a tier 1 outcome on a melee ability used against the granite stone giant, they take a bane on that
ability until the end of the encounter.
- Stone Steps: The granite stone giant ignores difficult terrain.
- Stone Swim: The granite stone giant can burrow through stone, but can’t drag other creatures underground when they do so.
Hill Giant Clobberer (Level 7 Elite Brute)
Size 4, Giant, Hill Giant (EV 36)
M +4; A –1; R –1; I –1; P –1
Speed 6 (climb); Stability 5
Immunity: damage 3
Stamina 200
- Free Strike: M3/R5 (Weapon); 8 damage
- Clobberin’ Club (Sig.): Melee 3 (Charge, Strike, Weapon), two creatures or objects.
Roll + 4; {12/17/21} damage; {roll 12+} prone.
Effect: A target who is already prone takes an extra 12 damage.
- «3» Stomp: Melee 1 (Strike, Weapon).
Roll + 4; {14/20/25} damage; prone; M < {X/3/4}, can’t stand (save ends).
Effect: In suitably soft ground, the target is entrenched in a 2-square deep hole.
- Hill Quake: Maneuver. Area 3 burst. Each target must make either a Might test or an Agility test.
- ≤11: 6 damage; vertical push 3
- 12-16: 2 damage; vertical push 2
- 17+: Push 2
Effect: The clobberer can choose to fall prone in order to double the forced movement distance.
- You Ain’t Getting Away: Triggered (a creature within distance moves or shifts away from the clobberer).
Melee 3, the triggering creature. The target makes an Agility test.
- ≤11: Grabbed, and the target takes a bane on the Escape Grab maneuver
- 12-16: Grabbed
- 17+: No effect
Spend «2»: A target who would be grabbed by this ability is instead either vertical pushed up to 5 squares; or they take 5 damage, are
knocked prone, and can’t stand until the end of their next turn.
- Destructive Path: The clobberer automatically destroys any mundane size 1 objects in their path when they move or are forced moved. They can
break through any mundane wall made of wood, stone, or a similarly sturdy material this way as long as the wall is 2 squares
thick or less.
- Distracted: Whenever the clobberer targets a creature or object with an ability, any enemy within distance of the ability can use a free
triggered action to distract the clobberer. The clobberer targets that enemy instead.
Marble Stone Giant (Level 8 Elite Hexer)
Size 4, Giant, Stone Giant (EV 40)
M +4; A +3; R 0; I +3; P 0
Speed 6 (burrow); Stability 10
Stamina 207
- Free Strike: M1/R5 (Weapon); 8 damage
- Marble From a Great Sling (Sig.): Area 3 cube within 15 (Ranged, Weapon), each enemy and object in the area.
Roll + 4; {6/10/14} damage; I < {2/3/4}, dazed (save ends).
Effect: If the target has any effect on them that can be ended by a saving throw or that ends at the end of their turn, they are also
knocked prone.
- «3» Far Flung: Melee 1 (Weapon).
Roll + 4; vertical push {7/10/12}.
Effect: Against a target who is prone or grabbed, this ability has a double edge.
- Polish Stone Shape: Maneuver. Area 10 x 2 line within 1, special. The ground in the area becomes slick and glossy. Any non-giant who starts or ends their turn in the area is knocked prone
and slides 2 squares.
- «1» Break Armor: Triggered (the marble stone giant takes damage).
Self. The marble stone giant halves the damage, and has damage weakness 3 and a +3 bonus to speed until the end of the encounter.
The damage weakness increases by 3 each time the marble stone giant uses this ability in the same encounter.
- Stonebreaker Flesh: Whenever an enemy obtains a tier 1 outcome on a melee ability used against the marble stone giant, they take a bane on that
ability until the end of the encounter.
- Stone Steps: The marble stone giant ignores difficult terrain.
- Stone Swim: The marble stone giant can burrow through stone, but can’t drag other creatures underground when they do so.
Fire Giant Chief (Level 9 Leader)
Size 5, Fire Giant, Giant (EV 44)
M +5; A +3; R 0; I +2; P +3
Speed 10; Stability 10
Immunity: fire 10
Stamina 240
- Free Strike: M1/R5 (Weapon); 9 damage
- Roiling Fist (Sig.): Main Action. Area 3 cube within 4 (Ranged, Weapon), each enemy and object in the area. Each target makes either an Agility test or an Intuition test.
- ≤11: 18 fire damage; prone; weakened (save ends)
- 12-16: 14 fire damage; prone
- 17+: 9 fire damage
- Burning Kick: Melee 4 (Charge, Strike, Weapon), two creatures or objects.
Roll + 5; {14/19/23} damage; push {5/10/15}; A < {3/4/5}, 9 fire damage.
- «3» Lava Pillar: Maneuver. Area 3 cube within 10 (Ranged), each enemy and object in the area.
Roll + 5; {5/7/9} fire damage; M < {3/4/5}, vertical push {3/4/5}.
- «1» Fuel the Fire: Triggered (a fire giant ally within distance makes a strike).
Ranged 12, the triggering ally. The strike has a double edge and deals an extra 10 fire damage.
- «VA-1» Forward! Area 10 burst, self and each ally in the area. Each target shifts up to their speed and can make a free strike. Any enemy who takes damage from a free strike this way and
who has A < 4 is burning (save ends). A burning enemy takes 1d6 fire damage at the start of each of their turns.
- «VA-2» Burning Legion: Ranged 15, special. The chief shifts up to 10 squares. Five fire giant fireballer then arrive in unoccupied spaces within distance.
- «VA-3» All to Cinders: Area 10 burst, self and each fire giant ally in the area. Each target unleashes a wave of fire, and each enemy within 2 squares of any target makes an Agility test. An enemy affected
by two targets takes a bane on the test, while an enemy affected by three or more targets has a double bane.
- ≤11: 18 fire damage
- 12-16: 14 fire damage
- 17+: 9 fire damage
- Scorching Skin: Whenever an adjacent enemy grabs the chief or uses a melee ability against them, that enemy takes 9 fire damage, and if they
have M < 4 they are weakened (save ends)
Gnolls
Gnoll Malice
At the start of any gnoll’s turn, you can spend Malice to activate one of the following features.
- «3» Iron Jaws: Maneuver. Area 1 cube within 3 (Ranged, Weapon), special. A gnoll acting this turn drops an iron-jawed snare into the area. The first time any enemy moves into the area, they make
an Agility test. If they were unaware of the snare, the test takes a bane.
- ≤11: 6 damage; bleeding (save ends)
- 12-16: 4 damage; bleeding (EoT)
- 17+: No effect.
Effect: While an enemy is bleeding this way, each gnoll in the encounter gains an edge on strikes made against them.
- «5» Bloodpool: One gnoll minion suddenly explodes into a pool of blood, splattering the area within 3 squares of them. Any gnoll who starts
their turn in this area deals an extra 5 damage on their next strike before the end of their turn. Once per round, an abyssal
hyena who starts their turn in the area turns into a gnoll marauder, keeping their current Stamina.
- «7» Echoes of Laughter: Until the end of the encounter, the encounter map is encased in a soundscape of laughter and howling. Each enemy takes a bane
on the first power roll they make each round. Whenever a gnoll is killed, this effect is suppressed until the start of the
next round.
Abyssal Hyena (Level 2 Minion Brute)
Size 1M, Abyssal, Animal, Gnoll (EV 4 for 4 minions)
M +2; A +1; R –3; I 0; P –2
Speed 8; Stability 1
With Captain: +2 bonus to speed
Stamina 7
- Free Strike: M1/R5 (Weapon); 3 damage
- Snapjaw (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {3/4/6} damage; {roll 17+} grabbed.
- Death Snap: When the abyssal hyena is reduced to 0 Stamina, they can make a melee free strike before dying.
Gnoll Chainflail (Level 2 Minion Artillery)
Size 1M, Abyssal, Gnoll (EV 4 for 4 minions)
M +2; A 0; R +1; I 0; P –2
Speed 5; Stability 1
With Captain: +1 damage bonus to strikes
Stamina 4
- Free Strike: M1/R8 (Weapon); 3 damage
- Chain Shotput (Sig.): Ranged 8 (Strike, Weapon).
Roll + 2; {3/4/6} damage; push {X/1/3}.
- Death Circle: Whenever a non-minion ally within 5 squares of the chainflail is reduced to 0 Stamina, the chainflail can move up to their
speed.
Gnoll Mage Mauler (Level 2 Minion Hexer)
Size 1M, Abyssal, Gnoll (EV 4 for 4 minions)
M +2; A +1; R –1; I 0; P 0
Speed 5; Stability 1
With Captain: +2 bonus to melee distance
Stamina 4
- Free Strike: M1/R5 (Magic); 2 acid, cold, or lightning
- Wizard Ripper (Sig.): Melee 1 (Magic, Strike).
Roll + 2; {2/3/5} {acid/cold/lightning} damage; {roll 17+} the target can’t use magic abilities (EoT).
Effect: The target takes a bane on their next power roll.
- Death Circle: Whenever a non-minion ally within 5 squares of the mage mauler is reduced to 0 Stamina, the mage mauler can move up to their
speed.
Gnoll Wildling (Level 2 Minion Harrier)
Size 1M, Abyssal, Gnoll (EV 4 for 4 minions)
M +1; A +2; R 0; I 0; P –2
Speed 7; Stability 1
With Captain: Gain an edge on strikes
Stamina 5
- Free Strike: M1/R5 (Weapon); 2 damage
- Flail (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {2/3/5} damage; {roll 17+} the wildling can make a free strike against a creature adjacent to the target.
- Death Circle: Whenever a non-minion ally within 7 squares of the wildling is reduced to 0 Stamina, the wildling can move up to their speed.
Gnoll Abyssal Archer (Level 2 Horde Artillery)
Size 1M, Abyssal, Gnoll (EV 4)
M 0; A +2; R +1; I 0; P –1
Speed 5; Stability 1
Stamina 15
- Free Strike: M1/R10 (Weapon); 3 corruption
- Dark Longbow (Sig.): Ranged 10 (Strike, Weapon).
Roll + 2; {5/6/8} corruption damage; {roll 17+} M < 2, slowed (save ends).
Effect: This ability gains an edge against any target not at full Stamina.
- «2» Archer’s Cackletongue: Maneuver. Area 2 burst, self and each ally in the area. Until the end of their next turn, each target gains an edge on their next strike. If any target hasn’t used their own Cackletongue
maneuver on this turn, they can use it immediately at no cost.
- Distant Death Frenzy: Whenever a non-minion ally within 5 squares of the abyssal archer is reduced to 0 Stamina, the abyssal archer can make a ranged
free strike.
- Bloodscent: The abyssal archer doesn’t need line of effect to use their abilities against any creature who isn’t at full Stamina, as long
as a size 1 opening exists between the archer and the target.
Gnoll Abyssal Summoner (Level 2 Horde Support)
Size 1M, Abyssal, Gnoll (EV 4)
M +1; A 0; R 0; I +2; P +2
Speed 5; Stability 1
Stamina 20
- Free Strike: M1/R5 (Magic); 2 fire
- Flame Wad (Sig.): Ranged 5 (Magic, Strike).
Roll + 2; {4/5/7} fire damage; {roll 17+} I < 2, the target is burning (save ends).
Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the
end of each round.
- «3» Call Abyssal Hyenas: Maneuver. Ranged 5, special. Two abyssal hyenas claw up from the ground in unoccupied spaces within distance.
- «4» Summoner’s Cackletongue: Maneuver. Area 2 burst, each ally in the area. One abyssal hyena target turns into a gnoll marauder, keeping their current Stamina. If any target hasn’t used their own Cackletongue
maneuver on this turn, they can use it immediately at no cost.
- Death Frenzy: Whenever a non-minion ally within 5 squares of the abyssal summoner is reduced to 0 Stamina, the abyssal summoner moves up
to their speed and can make a melee free strike.
Gnoll Bonesplitter (Level 2 Horde Brute)
Size 1L, Abyssal, Gnoll (EV 4)
M +2; A +1; R 0; I 0; P +1
Speed 5; Stability 1
Stamina 25
- Free Strike: M1/R5 (Weapon); 3 damage
- Three-Tail Flail (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {5/6/8} damage; push 2 or {roll 17+} grabbed; M < 2, the target takes a bane on the Escape Grab maneuver.
Effect: While the bonesplitter has a target grabbed, they can’t use Three-Tail Flail against another target.
- «4» Bonesplitter’s Cackletongue: Maneuver. Area 2 burst, self and each ally in the area. Up to three targets can make a free strike. If any target hasn’t used their own Cackletongue maneuver on this turn, they can
use it immediately at no cost.
- Death Frenzy: Whenever a non-minion ally within 5 squares of the bonesplitter is reduced to 0 Stamina, the bonesplitter moves up to their
speed and can make a melee free strike.
Gnoll Cackler (Level 2 Horde Hexer)
Size 1S, Abyssal, Gnoll (EV 4)
M 0; A 0; R +2; I +2; P +2
Speed 5; Stability 1
Stamina 15
- Free Strike: M1/R8 (Magic); 2 psychic
- Moment of Brutality (Sig.): Ranged 8 (Magic, Strike), creature only.
Roll + 2; {4/5/7} psychic damage; I < {0/1/2}, the target makes a free strike or {roll 17+} uses a signature ability against a creature
of the cackler’s choice.
Effect: An ally targeted by this ability ignores the damage and can make a free strike.
- «4» Cackler’s Cackletongue: Maneuver. Area 2 burst (Magic), each creature in the area. Each enemy target makes an Intuition test. If any target hasn’t used their own Cackletongue maneuver on this turn, they can
use it immediately at no cost.
- ≤11: Frightened (save ends)
- 12-16: Frightened (EoT)
- 17+: No effect
- Death Frenzy: Whenever a non-minion ally within 5 squares of the cackler is reduced to 0 Stamina, the cackler moves up to their speed and
can make a melee free strike.
Gnoll Marauder (Level 2 Horde Harrier)
Size 1M, Abyssal, Gnoll (EV 4)
M +1; A +1; R 0; I 0; P +1
Speed 7; Stability 1
Stamina 20
- Free Strike: M1/R5 (Weapon); 2 damage
- Fury Flail (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {4/5/7} damage; prone; {roll 17+} A < 2, bleeding (save ends).
Spend «2+»: This ability targets one additional target for each 2 Malice spent.
- «3» Marauder’s Cackletongue: Maneuver. Area 2 burst, self and each ally in the area. Each target shifts up to their speed. If any target hasn’t used their own Cackletongue maneuver on this turn, they can use
it immediately at no cost.
- Death Frenzy: Whenever a non-minion ally within 7 squares of the marauder is reduced to 0 Stamina, the marauder moves up to their speed
and can make a melee free strike.
Tusker Demon (Level 2 Elite Brute)
Size 3, Abyssal, Demon, Gnoll (EV 16)
M +2; A –1; R –3; I 0; P –1
Speed 7; Stability 3
Stamina 100
- Free Strike: M2/R5 (Weapon); 5 damage
- Gore (Sig.): Melee 2 (Charge, Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14} damage; push {1/2/3}, {roll 17+} prone.
Effect: If this ability is used as part of the Charge main action, it deals an extra 4 damage.
- Vengeful Tusker: Triggered (an enemy within distance deals damage to the tusker).
Ranged 7, the triggering enemy. The tusker demon uses the Charge main action and Gore against the target.
- Trample: The tusker demon can move through enemies’ spaces at their usual speed. When the tusker enters a creature’s space for the
first time on a turn, that creature takes 5 damage. The tusker demon can end their turn in a prone size 1 creature’s space,
preventing the creature from standing up.
- Lethe: While the tusker demon is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Gnoll Carnage (Level 2 Leader)
Size 1M, Abyssal, Gnoll (EV 16)
M +3; A +3; R 0; I 0; P +3
Speed 5; Stability 1
Stamina 100
- Free Strike: M2/R5 (Weapon); 5 damage
- Shrapnel Whip (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 3; {8/11/14} damage; A < {1/2/3}, bleeding {roll 17+: and dazed} (save ends).
Effect: An ally targeted by this ability ignores the damage and can make a free strike.
- «4» Carnage’s Cackletongue: Maneuver. Area 5 burst, self and each ally in the area. Each target deals an extra 3 damage with their next strike until the start of the carnage’s next turn. If any target hasn’t
used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.
- Death Rampage: Whenever a non-minion ally within 5 squares of the carnage is reduced to 0 Stamina, the carnage can move up to their speed,
then can either make a melee free strike against two creatures or use Shrapnel Whip against one creature.
- End Effect: At the end of each of their turns, the carnage can take 5 damage to end one effect on them that can be ended by a saving throw.
This damage can’t be reduced in any way.
- Endless Hunger: If the carnage is reduced to 0 Stamina while there are still gnolls on the encounter map, one gnoll on the map is transformed
into a gnoll carnage, keeping their current Stamina.
- «VA-1» Call Up From the Abyss: Ranged 10 (Magic), special. The carnage summons four abyssal hyenas into unoccupied spaces within distance.
- «VA-2» Edacity: Area 10 burst, self and three allies. Each target moves up to their speed and can make a free strike. Any creature damaged by one of these free strikes who has
M < 2 is knocked prone.
- «VA-3» Deepest Wounds: Area 5 burst (Magic), each winded enemy in the area. The carnage’s eyes and all exposed blood within distance glow bright red. Each target makes a Presence test.
- ≤11: The target can’t regain Stamina until the end of the encounter.
- 12-16: The target can’t regain Stamina (save ends).
- 17+: No effect
Effect: Until the end of the encounter, all gnolls have a double edge on power rolls that target a winded enemy.
Goblins
Goblin Malice
At the start of any goblin’s turn, you can spend Malice to activate one of the following features.
- «3» Goblin Mode: Each goblin in the encounter gains a +2 bonus to speed until the end of the round.
- «5» Tiny Stabs: Each enemy in the encounter takes 1 damage for each goblin adjacent to them.
- «7» Swamp Stink: The encounter map is covered in a green mist that lasts until the end of the round, and which can’t be dispersed by wind.
All areas of the map are difficult terrain for non-goblins, and each non-goblin on the map makes a Might test.
- ≤11: 5 poison damage; the creature is weakened until the mist disappears.
- 12-16: The creature is weakened until the mist disappears.
- 17+: No effect.
Goblin Runner (Level 1 Minion Harrier)
Size 1S, Goblin, Humanoid (EV 3 for 4 minions)
M –2; A +2; R 0; I 0; P –1
Speed 6 (climb)
With Captain: Gain an edge on strikes
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 damage
- Club Charge (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 2; {1/2/3} damage.
- Crafty: The runner doesn’t provoke opportunity attacks by moving.
Goblin Sniper (Level 1 Minion Artillery)
Size 1S, Goblin, Humanoid (EV 3 for 4 minions)
M –2; A +2; R 0; I 0; P –1
Speed 5 (climb)
With Captain: +5 bonus to ranged distance
Stamina 3
- Free Strike: M1/R10 (Weapon); 2 damage
- Bow (Sig.): Ranged 10 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
Effect: If the sniper doesn’t use a move action this turn, this ability gains an edge.
- Crafty: The sniper doesn’t provoke opportunity attacks by moving.
Goblin Spinecleaver (Level 1 Minion Brute)
Size 1S, Goblin, Humanoid (EV 3 for 4 minions)
M +2; A 0; R 0; I 0; P –1
Speed 5 (climb)
With Captain: +1 damage bonus to strikes
Stamina 5
- Free Strike: M1/R5 (Weapon); 2 damage
- Axe (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {2/4/5} damage; push {1/3/4}.
- Crafty: The spinecleaver doesn’t provoke opportunity attacks by moving.
Skitterling (Level 1 Minion Hexer)
Size 1T, Animal, Goblin (EV 3 for 4 minions)
M –5; A +2; R –4; I 0; P –2
Speed 5 (fly)
With Captain: +3 bonus to speed
Stamina 3
- Free Strike: M1/R5 (Weapon); 1 poison
- Claws (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + 2; {1/2/3} poison damage.
Effect: The target takes a bane on their next strike.
Goblin Assassin (Level 1 Horde Ambusher)
Size 1S, Goblin, Humanoid (EV 3)
M –2; A +2; R 0; I 0; P –2
Speed 6 (climb)
Stamina 15
- Free Strike: M1/R5 (Weapon); 2 damage
- Sword Stab (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {4/6/7} damage.
Effect: If this ability gains an edge or has a double edge, it deals an extra 2 damage.
- «3» Shadow Chains: Ranged 10 (Magic, Strike), three creatures.
Roll + 2; {2/4/5} corruption damage; A < {0/1/2}, restrained (save ends).
- Crafty: The assassin doesn’t provoke opportunity attacks by moving.
- Slip Away: The assassin can attempt to hide even while observed.
Goblin Cursespitter (Level 1 Horde Hexer)
Size 1S, Goblin, Humanoid (EV 3)
M –2; A +1; R 0; I +2; P 0
Speed 5 (climb)
Stamina 10
- Free Strike: M1/R15 (Magic); 1 corruption
- Eye of Surlach (Sig.): Ranged 15 (Magic, Strike), creature only.
Roll + 2; {3/4/5} corruption damage; I < {0/1/2}, weakened (save ends).
- «1» Dizzying Hex: Maneuver. Ranged 10 (Magic, Strike), creature only.
Roll + 2;
- ≤11: I < 0, prone.
- 12_16: I < 1, prone and can’t stand (EoT).
- 17+: Prone; I < 2, can’t stand (save ends).
- Crafty: The cursespitter doesn’t provoke opportunity attacks by moving.
Goblin Stinker (Level 1 Horde Controller)
Size 1S, Goblin, Humanoid (EV 3)
M –2; A +1; R 0; I 0; P +2
Speed 5 (climb)
Stamina 10
- Free Strike: M1/R5 (Magic); 1 poison
- Toxic Winds (Sig.): Area 3 cube within 15 (Magic, Ranged).
Roll + 2; {1/2/3} poison damage; slide {1/2/3}.
Spend «1+»: For each Malice spent, one target can be force moved 1 additional square.
- Swamp Gas: Maneuver. Area 3 cube within 10 (Magic, Ranged), special. The area is filled with a green haze that lasts until the start of the stinker’s next turn or until the stinker is reduced
to 0 Stamina, and which can’t be dispersed by wind. The area is difficult terrain for non-goblins, and each non-goblin who
moves in the area takes 2 poison damage for each square moved.
- Crafty: The stinker doesn’t provoke opportunity attacks by moving.
Goblin Underboss (Level 1 Horde Support)
Size 1S, Goblin, Humanoid (EV 3)
M –1; A +2; R 0; I 0; P +1
Speed 5 (climb)
Stamina 15
- Free Strike: M1/R5 (Weapon); 1 damage
- Swordplay (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {3/4/5} damage.
Effect: One ally adjacent to the target can make a free strike against them.
- Get Reckless! Maneuver. Area 5 burst, each ally in the area. Until the start of the underboss’s next turn, each target gains an edge on strikes, and any strike made against a target gains
an edge.
Spend «2»: Strikes made against targets no longer gain an edge.
- Crafty: The underboss doesn’t provoke opportunity attacks by moving.
Goblin Warrior (Level 1 Horde Harrier)
Size 1S, Goblin, Humanoid (EV 3)
M –2; A +2; R 0; I 0; P –1
Speed 6 (climb)
Stamina 15
- Free Strike: M1/R5 (Weapon); 1 damage
- Spear Charge (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 2; {3/4/5} damage.
- «2» Bury the Point: Melee 1 (Strike, Weapon), creature only.
Roll + 2; {5/6/7} damage; M < {0/1/2}, bleeding (save ends).
- Crafty: The warrior doesn’t provoke opportunity attacks by moving.
Goblin Monarch (Level 1 Leader)
Size 1S, Goblin, Humanoid (EV 12)
M 0; A +3; R +1; I 0; P +3
Speed 6 (climb); Stability 1
Stamina 80
- Free Strike: M1/R5 (Weapon); 4 damage
- Handaxe (Sig.): Melee 1 or Ranged 5 (Strike, Weapon), two creatures or objects.
Roll + 3; {7/10/13} damage.
Effect: One ally within 10 squares of the monarch can make a free strike.
- «1» Get in Here! Maneuver. Ranged 20, special. Two goblin runners appear in unoccupied spaces within distance.
- Meat Shield: Triggered (a creature targets the monarch with a strike).
Melee 1, one ally. The ally is the target of the triggering strike instead.
- Crafty: The monarch doesn’t provoke opportunity attacks by moving.
- End Effect: At the end of each of their turns, the monarch can take 5 damage to end one effect on them that can be ended by a saving throw.
This damage can’t be reduced in any way.
- «VA-1» What Are You Waiting For? Area 10 burst, each ally in the area. Each target can move up to their speed or make a free strike.
- «VA-2» Focus Fire: Ranged 10, one enemy or object. Each ally within 10 squares of the target can move up to their speed toward the target.
- «VA-3» Kill! Special. Each enemy in the encounter takes 2 damage for each goblin adjacent to them.
War Spider (Level 1 Elite Mount)
Size 3, Animal, Goblin (EV 12)
M +2; A +1; R –4; I 0; P –3
Speed 7 (climb); Stability 2
Stamina 60
- Free Strike: M1/R5 (Weapon); 4 poison
- Bite (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + 2; {7/11/14} poison damage; {roll 17+} M < 2, weakened (save ends).
Spend «2»: For any tier outcome, if the target has M < 3, they are weakened (save ends).
- Leg Blade: Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {6/9/12} damage.
- «5» Trample: Main Action. Self. The spider shifts up to their speed and uses Leg Blade against each creature who comes adjacent to them during the shift.
The spider makes one power roll against all targets.
- Web: Maneuver. Area 3 cube within 1 (Weapon), each creature in the area.
Roll + 2; A < {0/1/2}, restrained (save ends).
Effect: The area is difficult terrain for enemies.
- Skitter: Triggered (the spider or any ally riding the spider takes damage).
Self. The damage is halved, and the spider shifts up to 2 squares after the triggering effect resolves.
- Ride Launcher: Any ally who leaps off the back of the spider can jump up to 6 squares without making a test, and takes no damage if they
fall during the jump. After any ally jumps, the first melee strike the make on the same turn gains an edge.
- Wide Back: While riding the spider, two size 1 allies can occupy the same space.
Worg (Level 1 Horde Mount)
Size 1L, Animal, Goblin (EV 3)
M +1; A +2; R –1; I 0; P –1
Speed 5; Stability 1
Stamina 15
- Free Strike: M1/R5 (Weapon); 1 damage
- Bite (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 2; {3/4/5} damage.
- «1» Sprint: Maneuver. Self. The worg moves up to their speed.
- Mounted Charger: If a worg used as a mount charges, their rider gains an edge on melee strikes until the end of the rider’s turn.
- Shared Craft: If the worg’s rider has the Crafty trait, the worg also has that trait.
Griffons
Griffon Malice
At the start of any griffon’s turn, you can spend Malice to activate one of the following features.
- «3» Swoop: Maneuver. Self. The griffon flies up to their speed, and can make a free strike against each creature who makes an opportunity attack against
them during this movement.
- «5» Piercing Cry: A griffon acting this turn unleashes a hideous screech at one enemy within 5 squares of them, forcing that creature to make
an Intuition test.
- ≤11: Frightened (save ends)
- 12-16: Frightened (EoT)
- 17+: No effect.
- «10» Wildwinds: Winds bluster and blow across the encounter map. Until the end of the encounter, each creature who can’t fly or isn’t mounted
on a flying creature takes a −3 penalty to stability, and any forced movement effect targeting such a creature moves them
an additional 5 squares.
Griffon (Level 2 Elite Mount)
Size 2, Beast, Griffon (EV 16)
M +2; A +2; R –1; I +1; P +2
Speed 9 (fly); Stability 2
Stamina 80
- Free Strike: M1/R5 (Weapon); 5 damage
- Claw Swipes (Sig.): Melee 1 (Charge, Strike, Weapon), two creatures or objects.
Roll + 2; {7/10/13} damage; the griffon can shift {1/2/3} square(s).
Effect: If this ability is used as part of the Charge main action, the griffon can grab one of the targets.
- Crack the Earth: Maneuver. Area 3 cube within 8 (Ranged). The griffon must be flying and must have a creature or object grabbed.
Effect: The griffon flies up to half their speed toward the ground, then sends the creature or object they’ve grabbed hurtling down.
The creature or object hits the ground to turn the area into an impact crater, and takes falling damage that can’t be reduced
in any way.
Roll + 2; {4/6/9}; A < {X/1/2}, push {X/3/4}; {roll 17+} prone.
- «3» Wing Buffet: Maneuver. Area 4 x 2 line within 1, each creature or object in the area. A target object must be size 2 or smaller.
Roll + 2; push {3/4/5}; A < {0/1/2}, the forced movement is vertical.
- «1» Zephyr Feint: Triggered (the griffon takes damage).
Self. The griffon halves the damage, ignores any nondamaging effects associated with it, and shifts up to 2 squares.
- Beast of Prey: While grabbed by the griffon, a creature has a double bane on the Escape Grab maneuver.
- Steady: Any power roll that could knock the griffon or their rider prone takes a bane.
Striped Condor Griffon (Level 2 Elite Brute)
Size 3, Beast, Griffon (EV 16)
M +2; A +2; R –1; I +2; P +1
Speed 7 (fly); Stability 3
Stamina 100
- Free Strike: M2/R5 (Weapon); 5 damage
- Violent Thrashing (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14} damage;
- ≤11: Push 1.
- 12-16: One target is pushed up to 2 squares; the other target is vertical pushed up to 2 squares.
- 17+: One target is pushed up to 2 squares and knocked prone; the other target is vertical pushed up to 3 squares.
- «5» Bound Ahead: Main Action. Self. The griffon shifts up to their speed along the ground in straight line. Each enemy who comes adjacent to the griffon during
this shift can choose to either take 5 damage or be knocked prone.
- «3» Power Wing Buffet: Maneuver. Area 5 x 3 line within 1, each creature or object in the area.
Roll + 2; push {2/4/6}; M < {0/1/2}, the forced movement is vertical.
- Circle and Strike: Triggered (the griffon flies directly above a creature within distance).
Ranged 5, the triggering creature. The griffon dives down onto the target, taking no damage from falling if they reach the ground. The target takes 3 damage
for each square the griffon dove, and if they have A < 2, they are grabbed or knocked prone.
- Beast of Prey: While grabbed by the griffon, a creature has a double bane on the Escape Grab maneuver.
- Steady: Any power roll that could knock the griffon prone takes a bane.
- Banded Predator: The griffon can attempt hide even while observed. Additionally, while no enemy has line of effect to them, the griffon can
attempt to hide at the end of their turn.
Hag
Hag Malice
At the start of a hag’s turn, you can spend Malice to activate one of the following features.
- «5» Hag Wyrd: Area 10 x 1 line within 1 (Magic).
Roll + 3; {5/8/11} fire damage; R < {1/2/3}, frightened (save ends).
Effect: After making the power roll, the hag can choose to replace the damage type and condition with lightning damage and dazed,
or cold damage and slowed.
- «5» Solo Action: The hag takes an additional main action on their turn. They can use this feature even if they are dazed.
- «10» House Call: The hag’s hut springs to life. It enters the encounter map within 10 squares of the hag if it isn’t already there and takes
its turn. The hut is size 4, has 75 Stamina and damage immunity 3, and has speed 8 from its powerful set of animal legs. This
feature can’t be used if the hut is reduced to 0 Stamina. In addition to its move action, the house can take only the following
main action.
- Kick (Sig.): Area 2 cube within 2 (Ranged, Weapon).
Roll + 3; {6/10/13} damage; push {3/4/5}; M < {1/2/3}, prone.
Wode Hag (Level 3 Solo)
Size 1L, Fey, Hag (EV 60)
M +2; A +1; R +1; I +3; P +3
Speed 5 (fly, hover); Stability 1
Stamina 300
- Solo Monster:
- End Effect: At the end of each of their turns, the hag can take 5 damage to end one effect on them that can be ended by a saving throw.
This damage can’t be reduced in any way.
- Solo Turns: The hag can take two turns each round. They can’t take turns consecutively.
- Supernatural Resistance: Magic and psionic abilities used against the hag take a bane.
- Free Strike: M1/R5 (Weapon); 6 corruption
- Corrosive Claws (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 3; {9/13/16} corruption damage; A < {1/2/3}, weakened (save ends).
- Soul Steal: Area 4 cube within 1 (Magic).
Roll + 3; {5/8/10} corruption damage; P < {1/2/3}, {4/5/6} corruption damage.
Effect: This ability gains an edge against a target who has a soul.
Spend «3»: The hag regains Stamina equal to half the damage dealt.
- Shapeshifter: Maneuver. Self (Magic). The hag alters their body to become any size 1 creature, from a house cat to a humanoid. If the hag uses this ability while
outside of any enemy’s line of effect, they can choose to be automatically hidden. The hag can return to their original form
as a free maneuver.
Spend «5»: The hag becomes a size 2 creature instead, from a bear to an ogre. While in this form, the hag’s melee abilities gain a +1
bonus to distance and deal an extra 4 damage.
- «2» Turned Upside Down: Triggered (a creature targets the hag with a melee strike).
Area 1 burst (Magic).
Roll + 3;
- ≤11: Slide 2; R < 1, the slide is vertical.
- 12-16: Slide 3; R < 2, the slide is vertical, and the target is restrained (EoT).
- 17+: Vertical slide 5; R < 3, restrained (EoT).
Effect: While restrained this way, a creature who is vertical force moved is suspended in midair. The creature falls when the condition
ends.
- «VA-1» Snackies for Sweeties: Area 5 burst (Magic), each creature in the area. The hag attaches an ornate explosive pastry to each target who has A < 2. At the end of the round, the hag makes one power
roll against each creature with a pastry attached to them.
Roll + 3; {6/10/13} poison damage.
Special: A creature wearing a pastry or adjacent to a creature wearing a pastry can attempt an Agility test to remove the pastry as
a maneuver.
- ≤11: The hag makes the power roll for all pastries.
- 12-16: The pastry is not removed.
- 17+: The pastry is removed and can no longer explode.
- «VA-2» Predator’s Alacrity: Area 1 burst (Weapon). Before using this villain action, the hag shifts up to their speed. They then use Corrosive Claws against each target, push
each target up to 2 squares, and shift up to their speed again.
- «VA-3» Open the Oven: Area 5 cube within 1 (Weapon), each creature in the area.
Roll + 3; {6/10/13} fire damage; A < {1/2/3}, weakened (save ends).
Effect: The hag turns the area into a roiling oven until the end of the encounter. Any creature in area takes an extra 5 damage from
the hag’s damage-dealing abilities.
Hobgoblins
Hobgoblin Malice
At the start of any hobgoblin’s turn, you can spend Malice to activate one of the following features.
- «3-7» Goblin Malice Features: The hobgoblin activates a Malice Feature available to goblins.
- «3» Operation Goblin Mode: Each goblin in the encounter gains a +3 bonus to speed until the end of the round.
- «5» Operation Tactical Swarm: Each hobgoblin in the encounter shifts up to their speed and can take the Defend main action.
- «7» Operation Earth Sear: Until the end of the round, the ground throughout the encounter map becomes blazing hot. Any enemy takes 1 fire damage for
each square of the ground they enter. Any enemy who ends their turn on the ground has fire weakness 2 until the start of their
next turn.
Hobgoblin Brandbearer (Level 4 Minion Hexer)
Size 1M, Goblin, Hobgoblin, Humanoid, Infernal (EV 6 for 4 minions)
M 0; A +1; R +2; I 0; P +3
Speed 5
Immunity: fire 2
With Captain: Gain an edge on strikes
Stamina 7
- Free Strike: M1/R5 (Magic); 2 fire
- Searing Grasp (Sig.): Melee 1 (Magic, Strike).
Roll + 3; {2/4/6} fire damage; M < {X/2/3}, fire weakness 5 (save ends).
- Open Furnace: Whenever an enemy takes fire damage, they take 1 extra fire damage for each brandbearer adjacent to them.
- Infernal Ichor: When the brandbearer is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the brandbearer takes 2
fire damage.
Hobgoblin Lancer (Level 4 Minion Harrier)
Size 1M, Goblin, Hobgoblin, Humanoid, Infernal (EV 6 for 4 minions)
M +1; A +3; R 0; I +2; P 0
Speed 7
Immunity: fire 2
With Captain: +2 damage bonus to strikes
Stamina 8
- Free Strike: M2/R5 (Magic, Weapon); 2 corruption
- Grim Thrust (Sig.): Melee 2 or Ranged 5 (Magic, Strike, Weapon).
Roll + 3; {2/4/6} corruption damage; push {X/1/2}.
Effect: The lancer deals an extra 2 damage if they have high ground against the target.
- Infernal Ichor: When the lancer is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the lancer takes 2 fire damage.
Hobgoblin Recruit (Level 4 Minion Brute)
Size 1M, Goblin, Hobgoblin, Humanoid, Infernal (EV 6 for 4 minions)
M +3; A +2; R 0; I 0; P +1
Speed 5
Immunity: fire 2
With Captain: +4 bonus to Stamina
Stamina 9
- Free Strike: M1/R5 (Weapon); 3 damage
- Sword Lunge (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {3/5/7} damage; {roll 17+} grabbed or prone.
- Tactical Positioning: Any non-minion ally deals 1 extra damage for each recruit adjacent to them.
- Infernal Ichor: When the recruit is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the recruit takes 2 fire damage.
Grilp (Level 4 Minion Ambusher)
Size 1T, Devil, Hobgoblin, Infernal (EV 6 for 4 minions)
M –1; A +3; R 0; I +1; P 0
Speed 7 (fly)
Immunity: fire 2
With Captain: +2 bonus to speed
Stamina 8
- Free Strike: M1/R5 (Weapon); 3 damage
- Flyby Bite (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {3/5/7}; {roll 17+} the grilp shifts up to 2 squares.
Effect: The grilp moves up to their speed and can attempt to hide.
- Bat Out Of Hell: Any enemy who makes a saving throw takes a −1 penalty to the saving throw for each grilp adjacent to them.
- Shifting Camouflage: The grilp has concealment from all creatures.
Hobgoblin Burning Witch (Level 4 Platoon Controller)
Size 1M, Goblin, Hobgoblin, Humanoid, Infernal (EV 12)
M 0; A +1; R +2; I +2; P +3
Speed 5 (teleport)
Immunity: fire 4
Stamina 50
- Free Strike: M1/R10 (Magic); 5 corruption or fire or
- Soul Burn (Sig.): Ranged 10 (Magic, Strike), two creatures or objects.
Roll + 3; {4/6/8} corruption or fire damage.
Spend «2»: Each target who has P < 2 is weakened (save ends). Any enemy who starts their turn within 3 squares of a target weakened this
way and who has P < 2 is weakened (save ends).
- «1» Burning Legion: Maneuver. Ranged 10 (Magic), three creatures. Each target can teleport up to 5 squares. Each creature adjacent to a target at their destination takes 3 fire damage.
- Infernal Ichor: When the burning witch is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the burning witch takes
3 fire damage.
Hobgoblin Death Captain (Level 4 Platoon Support)
Size 1M, Goblin, Hobgoblin, Humanoid, Infernal (EV 12)
M +3; A 0; R +1; I 0; P +2
Speed 5; Stability 2
Immunity: fire 4
Stamina 60
- Free Strike: M1/R5 (Magic, Weapon); 5 corruption
- Blightblade (Sig.): Melee 1 (Magic, Strike, Weapon).
Roll + 3; 8 damage, {X/4/7} corruption damage.
Effect: The next strike made against the target has a double edge.
Spend «3»: One ally adjacent to the target can use their signature ability.
- On My Mark! Maneuver. Ranged 5, one ally. The target moves up to their speed and can make a free strike.
- Battle Ready: Any hidden creature who makes a strike against the death captain or any ally within 2 squares of the death captain takes a
bane on the strike.
- Infernal Ichor: When the death captain is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the death captain takes
3 fire damage.
Hobgoblin Firerunner (Level 5 Platoon Harrier)
Size 1M, Goblin, Hobgoblin, Humanoid, Infernal (EV 14)
M +2; A +3; R +1; I +1; P 0
Speed 8
Immunity: fire 5
Stamina 70
- Free Strike: M1/R5 (Magic); 6 fire
- Flaming Kick (Sig.): Melee 1 (Charge, Magic, Strike).
Roll + 3; {9/13/16} fire damage; {roll 17+} A < 3, dazed (EoT).
- Blazing Trail: Maneuver. Self (Magic). The firerunner moves up to their speed and creates an 8 wall of fire along the path of their movement. Creatures can enter
and pass through the wall. Any enemy who enters the wall for the first time in a round or starts their turn there takes 5
fire damage.
- Hot to Go: Whenever the firerunner takes fire damage for the first time in round, their speed and the size of the wall they can create
with Blazing Trail increases by 4 until the end of their next turn.
- Kindlestep: The firerunner ignores difficult terrain.
- Infernal Ichor: When the firerunner is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the firerunner takes 3 fire
damage.
Hobgoblin Grandguard (Level 6 Platoon Defender)
Size 2, Goblin, Hobgoblin, Humanoid, Infernal (EV 16)
M +3; A +2; R +3; I 0; P +2
Speed 4; Stability 4
Immunity: fire 6
Stamina 111
- Free Strike: M2/R5 (Weapon); 6 damage
- Tower Shield Smash (Sig.): Melee 2 (Strike, Weapon).
Roll + 3; {9/14/17} damage; {roll 17+} prone.
Spend «3»: Each ally adjacent to a prone target can make a free strike against that target.
- «3» Thunder Rush: Area 1 x 2 line within 1 (Charge, Weapon), each enemy or object in the area.
Roll + 3; {6/11/14} damage.
Effect: Each target is pushed up to 10 squares in the same direction, and the grandguard shifts into the area left behind by the targets.
- Wide Guard: Any strike made against an ally within 2 squares of the grandguard takes a bane.
- Infernal Ichor: When the grandguard is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the grandguard takes 3 fire
damage.
Hobgoblin Hell Trooper (Level 4 Platoon Brute)
Size 1M, Goblin, Hobgoblin, Humanoid, Infernal (EV 12)
M +3; A +2; R 0; I 0; P +1
Speed 5; Stability 2
Immunity: fire 4
Stamina 70
- Free Strike: M2/R5 (Weapon); 6 fire
- Fire Flail (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 3; {7/10/13} fire damage.
Effect: Until the end of their turn, the trooper doesn’t provoke opportunity attacks from any target.
- Fight Me, Coward! Maneuver. Ranged 5 (Magic), creature only. If the target has P < 2, they are taunted (EoT). While taunted this way, the target takes 1d6 fire damage whenever they use
an ability or strike that doesn’t target the trooper.
- Infernal Ichor: When the trooper is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the trooper takes 3 fire damage.
Hobgoblin Incendiarist (Level 5 Platoon Artillery)
Size 1M, Goblin, Hobgoblin, Humanoid, Infernal (EV 14)
M +1; A +3; R 0; I +2; P +1
Speed 5
Immunity: fire 5
Stamina 60
- Free Strike: M1/R10 (Weapon); 6 fire
- Fire Crossbow (Sig.): Ranged 10 (Strike, Weapon).
Roll + 3; {9/14/17} fire damage; {roll 17+} A < 3, burning (save ends).
Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the
end of each round.
- «3» Fireball Volley: Area 4 cube within 10 (Magic, Ranged), each enemy or object in the area.
Roll + 3; {5/9/11} fire damage; {roll 17+: prone}; A < {1/2/3}, burning (save ends).
Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the
end of each round.
- Raining Cinders: The ranged free strike of each ally within 3 squares of the incendiarist has a distance of 10 and deals fire damage.
- Infernal Ichor: When the incendiarist is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the incendiarist takes
3 fire damage.
Hobgoblin Redglare (Level 6 Platoon Hexer)
Size 1L, Goblin, Hobgoblin, Humanoid, Infernal (EV 16)
M 0; A +2; R +2; I +3; P +3
Speed 5 (teleport); Stability 4
Immunity: fire 6
Stamina 70
- Free Strike: M1/R10 (Magic); 6 corruption
- Eye Flash (Sig.): Ranged 10 (Magic, Strike).
Roll + 3; {9/14/17} corruption damage; P < {1/2/3}, {slowed/restrained/restrained} (save ends)}.
- «5» Glare of the Old Judgments: Ranged 10 (Magic, Strike), creature only.
Roll + 3;
- ≤11: 10 corruption damage.
- 12-16: 10 corruption damage, or if the target has P < 2, they are judged.
- 17+: The target is judged.
Effect: Until the end of the encounter, a judged target takes 10 corruption damage at the start of each of their turns, and regains
5 Stamina each time they use an ability or other effect that allows another creature to spend a Recovery.
- Infernal Ichor: When the redglare is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the redglare takes 3 fire damage.
Hobgoblin Smokebinder (Level 5 Platoon Ambusher)
Size 1M, Goblin, Hobgoblin, Humanoid, Infernal (EV 14)
M +1; A +3; R +2; I +1; P 0
Speed 7 (fly, hover)
Immunity: fire 5
Stamina 70
- Free Strike: M1/R5 (Magic); 6 fire
- Choking Bolt (Sig.): Ranged 5 (Magic, Strike).
Roll + 3; {9/14/17} fire damage; {roll 17+} R < 3, slowed (save ends).
Effect: If this ability gains an edge or has a double edge, the target can’t communicate with anyone until the end of their next turn.
- «3» Smoke Bomb: Maneuver. Area 3 burst (Magic). Each target makes a Might test.
- ≤11: 11 damage; the target has a double bane on their next power roll
- 12-16: 9 damage; the target takes a bane on their next power roll
- 17+: 5 damage
- Essence of Smoke: The smokebinder can move through spaces as if they were size 1T and can occupy another creature or object’s space. At the
end of their turn, the smokebinder can attempt to hide if they haven’t taken any damage since their last turn.
- Infernal Ichor: When the smokebinder is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the smokebinder takes 3
fire damage.
Hobgoblin War Mage (Level 5 Elite Controller)
Size 1M, Goblin, Hobgoblin, Humanoid, Infernal (EV 28)
M 0; A +2; R +3; I +2; P +2
Speed 5 (hover, teleport)
Immunity: fire 5
Stamina 120
- Free Strike: M1/R5 (Magic); 6 fire
- Hellfire (Sig.): Area 3 cube within 10 (Magic, Ranged).
Roll + 3; {5/9/11} fire damage; M < {1/2/3}, weakened (save ends).
Effect: Before using this ability, the war mage can teleport a creature within 10 squares of them up to 2 squares.
- Enchantments of War: Main Action. Ranged 10 (Magic), two allies. Each target gains 10 temporary Stamina and has a double edge on their next power roll. The war mage can spend any amount of
their current Stamina to increase the temporary Stamina each target gains by an equivalent amount.
- «3» Unhallowed Ground: Maneuver. Area 5 cube within 10 (Magic, Ranged), special. The war mage consecrates the area and causes it to smolder until the end of the encounter. The area is difficult terrain and
an enemy in the area has fire weakness 10.
- Magic Siphon: Triggered (a creature within distance uses a magic ability).
Ranged 10 (Magic), the triggering creature. Any damage dealt or Stamina regained from the creature’s ability is halved. The war mage regains Stamina equal to the remaining
damage dealt or Stamina regained.
- Infernal Ichor: When the war mage is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the war mage takes 3 fire damage.
- Despair, You Who Face Death: Any enemy within 2 squares of the war mage has a −2 penalty to saving throws.
Hobgoblin Bloodlord (Level 6 Leader)
Size 1M, Goblin, Hobgoblin, Humanoid, Infernal (EV 32)
M +4; A +2; R +2; I +3; P +3
Speed 6 (teleport); Stability 2
Immunity: fire 6
Stamina 180
- Free Strike: M1/R5 (Magic, Weapon); 7 corruption
- Soul Sword (Sig.): Melee 1 (Magic, Strike, Weapon), two creatures or objects.
Roll + 4; {11/16/19} corruption damage; P < {2/3/4}, bleeding (save ends).
Spend «2»: Each target is marked until the end of the encounter or until they die. The bloodlord’s allies gain an edge on strikes against
any target marked this way. The bloodlord can have up to three targets marked this way. If they mark a new target who would
exceed the limit, the oldest mark ends.
- Take Point! Maneuver. Ranged 10, one ally. The target moves up to their speed and can use a signature ability.
- «3» An Army From Blood: Triggered (a non-minion hobgoblin within distance takes damage).
Ranged 10, the triggering creature. Three hobgoblin recruits manifest from the target’s blood into unoccupied spaces adjacent to the target.
- Infernal Ichor: When the bloodlord is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the bloodlord takes 3 fire
damage.
- End Effect: At the end of each of their turns, the bloodlord can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- «VA-1» Advance! Area 10 burst, self and each ally in the area. Each target gains 10 temporary Stamina and can move up to their speed. Then each non-minion target can make a free strike.
- «VA-2» Skulls Abound: Area 3 aura (Magic), self. Until the end of the encounter, the bloodlord surrounds themself with a storm of flying skulls. Any enemy who enters the area
for the first time in a round or starts their turn there takes 8 corruption damage and takes a bane on their next power roll
until the start of their next turn.
- «VA-3» I Am Fire! I Am Death! Area 5 burst (Magic).
Roll + 4; 5 fire damage; P < {2/3/4}, {2/7/10} fire damage, push {2/3/5}, prone.
Effect: Until the end of the encounter, the bloodlord is wreathed in black flames. Whenever any adjacent enemy grabs the bloodlord
or uses a melee ability against them, that enemy takes 5 corruption damage.
Slaughter Demon (Level 4 Elite Brute)
Size 3, Abyssal, Demon, Hobgoblin (EV 24)
M +3; A 0; R –1; I +1; P 0
Speed 7 (burrow); Stability 3
Immunity: fire 5
Stamina 140
- Free Strike: M3/R5 (Weapon); 6 damage
- Steely Skewer (Sig.): Melee 3 (Strike, Weapon), two creatures or objects.
Roll + 3; {9/14/17} damage; A < {X/2/3}, bleeding {roll 17+: and restrained} (save ends).
Effect: A creature restrained this way moves with the slaughter demon. The slaughter demon can have up to six creatures or objects
restrained at once.
- «3» Tail Stinger: Melee 5 (Strike, Weapon).
Roll + 3; {10/16/20} poison damage; M < {1/2/3}, weakened (save ends).
Effect: A target weakened this way also has damage weakness 3.
- Drag Below: The slaughter demon can make a free strike as part of using the Dig maneuver. If the target of the free strike has M < 2,
they are grabbed and take a bane on the Escape Grab maneuver.
- Devour Soul: Triggered (a creature within distance who has a soul dies).
Area 5 burst (Magic), the triggering creature. The target can’t be brought back to life. Until the end of the encounter, the slaughter demon gains an edge on power rolls.
- Soulsight: Any creature within 2 squares of the slaughter demon can’t be hidden from them.
- Lethe: While the slaughter demon is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Humans
Human Malice
At the start of any human’s turn, you can spend Malice to activate one of the following features.
- «3» Alchemical Device: Maneuver. Area 3 cube within 10 (Magic, Ranged), each enemy and object in the area.
Roll + 2; {4/6/9} corruption damage; A < {0/1/2}, {slowed/slowed/restrained} (save ends).
Special: This ability can’t be used by a minion.
- «5» Exploit Opening: Each human acting this turn gains an edge on abilities until the end of their turn, or has a double edge on any ability that
targets an enemy affected by a condition.
- «7» Staying Power: Each non-minion human in the encounter regains Stamina equal to 5 times their level.
Human Apprentice Mage (Level 2 Minion Controller)
Size 1M, Human, Humanoid (EV 4 for 4 minions)
M 0; A +1; R 0; I 0; P +2
Speed 5
Immunity: corruption 2, psychic 2
With Captain: +5 bonus to ranged distance
Stamina 4
- Free Strike: M1/R10 (Magic); 2 lightning
- Lightning Strike (Sig.): Ranged 10 (Magic, Strike).
Roll + 2; {2/3/5} lightning damage.
Effect: If the apprentice mage doesn’t use a maneuver or a move action this turn, the target is also slowed (EoT).
- Supernatural Insight: The apprentice mage ignores concealment if it’s granted by a supernatural effect.
Human Archer (Level 1 Minion Artillery)
Size 1M, Human, Humanoid (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P 0
Speed 5
Immunity: corruption 1, psychic 1
With Captain: +5 bonus to ranged distance
Stamina 3
- Free Strike: M1/R10 (Weapon); 2 damage
- Crossbow (Sig.): Ranged 10 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
- Supernatural Insight: The archer ignores concealment if it’s granted by a supernatural effect.
Human Death Acolyte (Level 1 Minion Hexer)
Size 1M, Human, Humanoid (EV 3 for 4 minions)
M 0; A +1; R 0; I 0; P +2
Speed 5
Immunity: corruption 1, psychic 1
With Captain: +5 bonus to ranged distance
Stamina 3
- Free Strike: M1/R10 (Weapon); 1 corruption
- Necrotic Bolt (Sig.): Ranged 10 (Strike, Weapon).
Roll + 2; {1/2/3} corruption damage.
Effect: One creature within 5 squares regains 1 Stamina.
- Supernatural Insight: The death acolyte ignores concealment if it’s granted by a supernatural effect.
Human Guard (Level 1 Minion Brute)
Size 1M, Human, Humanoid (EV 3 for 4 minions)
M +2; A 0; R 0; I 0; P 0
Speed 5
Immunity: corruption 1, psychic 1
With Captain: +2 bonus to speed
Stamina 5
- Free Strike: M2/R5 (Weapon); 2 damage
- Halberd (Sig.): Melee 2 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
Effect: If the guard is flanked, they can make a free strike against a different target adjacent to them.
- Supernatural Insight: The guard ignores concealment if it’s granted by a supernatural effect.
Human Raider (Level 1 Minion Harrier)
Size 1M, Human, Humanoid (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P 0
Speed 7
Immunity: corruption 1, psychic 1
With Captain: Gain an edge on strikes
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 damage
- Handaxes (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 2; {1/2/3} damage.
Effect: If this ability is used as part of a charge, the raider can make a ranged free strike before using the ability.
- Supernatural Insight: The raider ignores concealment if it’s granted by a supernatural effect.
Human Rogue (Level 1 Minion Ambusher)
Size 1M, Human, Humanoid (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P +1
Speed 7
Immunity: corruption 1, psychic 1
With Captain: Gain an edge on strikes
Stamina 4
- Free Strike: M1/R5 (Weapon); 2 damage
- Concealed Dagger (Sig.): Melee 1 or Ranged 5 (Strike, Weapon).
Roll + 2; {1/2/3} damage.
Effect: If the rogue is disguised or hidden when they use this ability, it deals an extra 3 damage.
- Supernatural Insight: The rogue ignores concealment if it’s granted by a supernatural effect.
Human Brawler (Level 1 Platoon Brute)
Size 1M, Human, Humanoid (EV 6)
M +2; A +1; R 0; I 0; P 0
Speed 5
Immunity: corruption 1, psychic 1
Stamina 40
- Free Strike: M1/R5 (Weapon); 4 damage
- Haymaker (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {6/9/12} damage; {roll 17+} M < 2, grabbed and the target takes a bane on the Escape Grab maneuver.
Effect: A target who is already grabbed takes an extra 2 damage.
- «1» Throw: Maneuver. Melee 1, one creature grabbed by the brawler. The brawler pushes the target up to 5 squares.
- Shoot the Hostage: The brawler halves the damage from any strike if they have a creature or object grabbed of size 1S or larger. The grabbed
creature or object takes the remaining damage.
- Supernatural Insight: The brawler ignores concealment if it’s granted by a supernatural effect.
Human Death Cultist (Level 2 Platoon Support)
Size 1M, Human, Humanoid (EV 8)
M 0; A +1; R 0; I 0; P +2
Speed 5
Immunity: corruption 2, psychic 2
Stamina 40
- Free Strike: M1/R10 (Magic, Weapon); 4 corruption
- Death Scythe (Sig.): Melee 1 or Ranged 10 (Magic, Strike, Weapon).
Roll + 2; {6/9/12} corruption damage; {roll 17+}, I < 2, weakened (save ends)}.
Spend «2»: The death cultist regains Stamina equal to half the damage dealt.
- «1» Rise, My Minions: Maneuver. Area 5 burst, each dead minion in the area. Each target who died during this encounter revives with full Stamina. They immediately die at the end of the encounter or
if the death cultist is killed. A target can be revived multiple times by this ability.
- Supernatural Insight: The death cultist ignores concealment if it’s granted by a supernatural effect.
Human Knave (Level 2 Platoon Defender)
Size 1M, Human, Humanoid (EV 8)
M +2; A 0; R +1; I 0; P 0
Speed 5
Immunity: corruption 2, psychic 2
Stamina 50
- Free Strike: M1/R5 (Weapon); 4 damage
- Morningstar and Javelin (Sig.): Melee 1 or Ranged 5 (Strike, Weapon).
Roll + 2; {6/9/12}; {roll 17+} M < 2, the target has a double bane on their next power roll.
Effect: The target is taunted (EoT).
- I’m Your Enemy: Whenever an adjacent creature the knave has taunted deals damage to a creature other than the knave, the knave can make a
free strike against them.
- Overwhelm: An enemy who starts their turn adjacent to the knave can’t shift.
- Supernatural Insight: The knave ignores concealment if it’s granted by a supernatural effect.
Human Scoundrel (Level 1 Platoon Ambusher)
Size 1M, Human, Humanoid (EV 6)
M 0; A +2; R 0; I 0; P +1
Speed 5
Immunity: corruption 1, psychic 1
Stamina 30
- Free Strike: M1/R5 (Weapon); 4 damage
- Rapier and Dagger (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {6/9/12} damage.
Spend «2»: If this ability gains an edge or has a double edge, it deals an extra 2 damage.
- «5» Dagger Storm: As a main action, the scoundrel uses Rapier and Dagger against up to three targets. They shift up to 2 squares before or after
each strike.
- Supernatural Insight: The scoundrel ignores concealment if it’s granted by a supernatural effect.
Human Storm Mage (Level 3 Platoon Controller)
Size 1M, Human, Humanoid (EV 10)
M 0; A 0; R +2; I 0; P +1
Speed 5
Immunity: corruption 3, psychic 3
Stamina 40
- Free Strike: M1/R15 (Magic); 5 lightning
- Lightning Bolt (Sig.): Ranged 15 (Magic, Strike).
Roll + 2; {7/10/13} lightning damage.
Spend «5»: The ability loses the Ranged and Strike keywords, takes the Area keyword, and is a 10 x 1 line within 15 that targets each
enemy and object in the area.
- «3» Gust of Wind: Maneuver. Area 5 cube within 1 (Magic), each enemy and object in the area.
Roll + 2; slide {2/4/6}; M < {0/1/2}, slowed (save ends).
Effect: The gust of wind disperses gas or vapor and extinguishes any flames, including supernatural effects.
- Arcane Shield: Any melee ability targeting the storm mage takes a bane.
Additionally, whenever the mage takes damage from an adjacent enemy, the enemy takes 2 lightning damage, and if they have
R < 1 they are pushed up to 2 squares.
- Supernatural Insight: The storm mage ignores concealment if it’s granted by a supernatural effect.
Human Trickshot (Level 1 Platoon Artillery)
Size 1M, Human, Humanoid (EV 6)
M 0; A +2; R 0; I +1; P 0
Speed 5
Immunity: corruption 1, psychic 1
Stamina 20
- Free Strike: M1/R15 (Weapon); 4 damage
- Trick Crossbow (Sig.): Melee 1 or Ranged 15 (Strike, Weapon).
Roll + 2; {6/9/12} damage.
Effect: This ability ignores cover and concealment.
Spend «3»: This ability targets one additional target.
- Supernatural Insight: The trickshot ignores concealment if it’s granted by a supernatural effect.
Human Blackguard (Level 1 Leader)
Size 1M, Human, Humanoid (EV 12)
M +3; A +2; R +2; I 0; P +2
Speed 5; Stability 2
Immunity: corruption 2, psychic 2
Stamina 80
- Free Strike: M1/R5 (Weapon); 4 damage
- Zweihander Swing (Sig.): Area 1 burst (Weapon).
Roll + 3; {3/6/8} damage; M < {1/2/3}, slowed (save ends).
Effect: One ally within 10 squares can make a free strike.
Spend «1»: One ally within 10 squares can use their signature ability instead.
- You! Maneuver. Ranged 10, one enemy. The target is marked until the start of the blackguard’s next turn. The blackguard and each of their allies gain an edge on
abilities used against targets marked by the blackguard.
- End Effect: At the end of each of their turns, the blackguard can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Supernatural Insight: The blackguard ignores concealment if it’s granted by a supernatural effect.
- Parry! Triggered (a creature makes a strike against the blackguard or an ally adjacent to them).
Melee 1, self or one ally. The damage is halved.
- «VA-1» Advance! Self. The blackguard shifts up to their speed. During or after this movement, they can use their Zweihander Swing twice.
- «VA-2» Back! Area 5 burst (Magic). The blackguard slides each target up to 5 squares.
- «VA-3» I Can Throw My Blade and So Should You! Area 3 cube within 5 (Magic, Ranged, Weapon). The blackguard uses their Zweihander Swing against each target. Each ally within 5 squares of the area can then make a free
strike against a target (one target per ally).
Human Bandit Chief (Level 3 Leader)
Size 1M, Human, Humanoid (EV 20)
M +2; A +3; R +2; I +3; P +2
Speed 5; Stability 2
Immunity: corruption 4, psychic 4
Stamina 120
- Free Strike: M2/R5 (Magic, Weapon); 5 damage
- Whip and Magic Longsword (Sig.): Melee 2 (Magic, Strike, Weapon), two enemies or objects.
Roll + 3; {8/12/15} damage; pull {1/2/3}.
Effect: Any target who is adjacent to the bandit chief after the power roll is resolved takes 3 corruption damage.
Spend «2»: This ability targets one additional target.
- Kneel, Peasant! Maneuver. Melee 1, one enemy.
Roll + 3; push {1/2/4}; M < {1/2/3}, prone.
Spend «2»: The ability takes the Area keyword, loses the Melee keyword, and is a 1 burst that targets each enemy in the area.
- Bloodstones: Triggered (the bandit chief makes a power roll).
Self (Magic). The bandit chief takes 5 corruption damage and increases the outcome of the power roll by one tier. This damage can’t be reduced
in any way.
- End Effect: At the end of each of their turns, the bandit chief can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Supernatural Insight: The bandit chief ignores concealment if it’s granted by a supernatural effect.
- «VA-1» Shoot! Area 10 burst, each artillery ally in the area. Each target makes a ranged free strike.
- «VA-2» Form Up! Area 10 burst, each ally in the area. Each target shifts up to their speed. Additionally, until the end of the encounter, while the bandit chief or any ally is
adjacent to a target, they have damage immunity 2.
- «VA-3» Lead From the Front: Self. The bandit chief shifts up to 10 squares regardless of their speed. During or after this movement, they can use their Whip
and Magic Longsword against up to four targets. Additionally, one ally adjacent to each target can make a free strike against
that target.
Giant Hawk (Level 1 Platoon Mount)
Size 2, Animal, Human (EV 6)
M +2; A +2; R –3; I +1; P –2
Speed 5 (fly)
Stamina 30
- Free Strike: M1/R5 (Weapon); 3 damage
- Talons (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {5/7/9}; {roll 17+} grabbed.
Spend «2»: If this ability gains an edge or has a double edge, it deals an extra 2 damage.
- «1» Dive: Maneuver. Self. The hawk moves up to their speed.
- Mounted Platform: Once per turn when the hawk moves, any creature riding the hawk can make a free strike during or after the movement.
Kingfissure Worm
Kingfissure Worm Malice
At the start of a kingfissure worm’s turn or when an action’s trigger occurs, you can spend Malice to activate one of the
following features.
- «3» Aftershock: Free Triggered (a creature deals damage to the kingfissure worm or one of their tongues).
Self. Each creature within 5 squares of the kingfissure worm takes 5 damage, and if they have A < 4 they are knocked prone. The
kingfissure worm can use this ability only once per round.
- «5» Solo Action: The kingfissure worm takes an additional main action on their turn. They can use this feature even if they are dazed.
- «5» Spontaneous Regeneration: The kingfissure worm loses 35 Stamina and regrows one tongue, to a maximum of three tongues. The worm is then dazed until
the end of their turn.
- «7» Megaquake: Area 5 burst (Weapon), each enemy and object in the area.
Roll + 5; {8/13/17} damage; M < {3/4/5}, slide 5.
Effect: Until the end of the next round, each target takes a −3 penalty to stability, treats all terrain as difficult terrain, and
takes 10 damage whenever they are knocked prone.
Kingfissure Worm (Level 7 Solo)
Size 5, Beast, Worm (EV 108)
M +5; A +1; R –5; I +2; P –3
Speed 10 (burrow); Stability 5
Stamina 420
- Solo Monster:
- End Effect: At the end of each of their turns, the kingfissure worm can take 10 damage to end one effect on them that can be ended by
a saving throw. This damage can’t be reduced in any way.
- Solo Turns: The kingfissure worm can take two turns each round. They can’t take turns consecutively.
- Multiple Tongues: The kingfissure worm has three tongues. Each tongue is a 5 x 1 line within 1 square of the kingfissure worm, has 35 Stamina
and psychic immunity all, and can’t be force moved. Each tongue enables the kingfissure worm to grab one size 3 or smaller
creature or object. A tongue can be targeted by abilities only while it has a target grabbed.
- Free Strike: M5/R5 (Weapon); 8 damage
- Tongue Grab (Sig.): Melee 5 (Strike, Weapon), one creature or object per tongue.
Roll + 5; {13/18/22} damage; M < {3/4/5}, grabbed {roll 17+} and the target takes a bane on the Escape Grab maneuver.
Effect: The kingfissure worm must have one or more tongues to use this ability. As a maneuver, the kingfissure worm can pull up to
two creatures grabbed this way adjacent to them.
- Maw: Melee 1 (Charge, Strike, Weapon).
Roll + 5; {15/20/25} damage;
- ≤11: push 3.
- 12-16: push 5, prone.
- 17+: the target is swallowed (see Swallowed).
Spend «2»: When the kingfissure worm uses the Charge main action, they ignore difficult terrain and automatically destroy mundane size
3 and smaller objects in the path of their charge. The first time the kingfissure worm moves through a creature’s space during
this charge, that creature takes 8 damage and is pushed up to 3 squares.
- «2» Consume: Main Action. Melee 1, one grabbed creature. The target is swallowed (see Swallowed).
- Tongue Whip: Maneuver. Melee 5 or Ranged 10 (Strike, Weapon). The kingfissure worm can use this maneuver only while they have a creature or object grabbed. The worm slams the grabbed creature
or object against the target, dealing 13 damage to both. If this ability is used at range, it deals an extra 5 damage and
the grabbed creature or object is released.
- Tearing Recoil: Triggered (a tongue takes damage that doesn’t reduce it to 0 Stamina).
Self, special. The kingfissure worm deals 5 damage to the creature or object the tongue had grabbed, releases that creature or object, then
pulls the damaged tongue back into their mouth.
- Seismic King: The kingfissure worm has line of effect only within 3 squares However, they ignore concealment for creatures touching the
ground and don’t need line of effect to use abilities against those creatures.
- Swallowed: A creature swallowed by the kingfissure worm is restrained and takes 1d6 acid damage at the start of every turn. If the worm
takes 25 or more damage in a single round from swallowed creatures, they immediately regurgitate all creatures they have swallowed,
who land prone in unoccupied spaces within 3 squares of the kingfissure worm.
- Titanic Tunneler: The kingfissure worm can burrow through stone. When the worm burrows, they create a stable size 3 tunnel in the squares they
move through.
- Unstoppable Crawler: The kingfissure worm can’t be frightened or knocked prone. While the worm is restrained or slowed, they take a −2 penalty
to speed instead of suffering those conditions’ usual effects on speed.
- «VA-1» King’s Fissure: Area 20 x 4 line within 1 (Weapon), each creature and object in the area. Each target must be on the ground.
Effect: The area becomes a 10-square-deep fissure in the earth. Each target makes an Agility test.
- ≤11: 10 damage; the target falls into the fissure, lands prone, and can’t stand (EoT)
- 12-16: 10 damage; the target is knocked prone and left hanging at the edge of the area
- 17+: The target shifts to the nearest unoccupied space outside the area.
- «VA-2» Earth Breach: Self (Weapon), special. The kingfissure worm can use this villain action only while burrowing. The worm burrows up to half their speed, then breaches
the surface and moves 5 squares straight up before dropping back to the ground. Each creature or object whose space the worm
moves through during this movement takes 10 damage, and if they have A < 4 they are knocked prone. Any creature who is made
winded by this damage is swallowed (see Swallowed).
- «VA-3» Better Out Than In: Area 5 burst (Weapon), each enemy and object in the area.
Roll + 5; {8/13/17} acid damage; P < {3/4/5}, weakened (save ends).
Effect: Each creature swallowed by the worm is regurgitated and automatically subject to the tier 3 outcome, then lands prone in an
unoccupied space within 5 squares of the kingfissure worm.
Kobolds
Kobold Malice
At the start of any kobolds’s turn, you can spend Malice to activate one of the following features.
- «3» Maniple Tactics: Up to 3 kobolds make a free strike, swaps positions with an adjacent kobold, and then that kobold makes a free strike.
- «5» Set the Initiative: Two kobolds take their turns in a row.
- «7» Shield Wall: Until the end of the round, all kobolds with Shield? Shield! impose an additional bane on incoming strikes and abilities.
Kobold Princeps (Level 1 Minion Support)
Size 1S, Humanoid, Kobold (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P 0
Speed 5
With Captain: +2 bonus to Stamina
Stamina 4
- Free Strike: M2/R5 (Weapon); 1 damage
- Hasta (Sig.): Melee 2 (Strike, Weapon).
Roll + 2; {1/2/3} damage.
Effect: One ally within 3 squares of the princeps shifts up to 2 squares.
- Shield? Shield! While adjacent to an ally who also has this trait, the princeps has stability 1, has cover, and grants cover to allies.
Kobold Sagittarion (Level 1 Minion Artillery)
Size 1S, Humanoid, Kobold (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P 0
Speed 5
With Captain: +5 bonus to ranged distance
Stamina 3
- Free Strike: M1/R10 (Weapon); 2 damage
- Composite Bow (Sig.): Ranged 10 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
Effect: While adjacent to any ally, the sagittarion gains an edge on this ability.
- Shield? Shield! While adjacent to an ally who also has this trait, the sagittarion has stability 1, has cover, and grants cover to allies.
Kobold Tiro (Level 1 Minion Defender)
Size 1S, Humanoid, Kobold (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P 0
Speed 5
With Captain: +1 bonus to speed
Stamina 5
- Free Strike: M1/R5 (Weapon); 1 damage
- Pugio (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {1/2/3} damage; the tiro can shift {X/1/2} square(s).
Effect: The target can’t shift until the start of the tiro’s next turn.
- Shield? Shield! While adjacent to an ally who also has this trait, the tiro has stability 1, has cover, and grants cover to allies.
Kobold Veles (Level 1 Minion Harrier)
Size 1S, Humanoid, Kobold (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P 0
Speed 6
With Captain: +1 bonus to speed
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 damage
- Pilium (Sig.): Melee 1 or Ranged 5 (Strike, Weapon).
Roll + 2; {1/2/3} damage.
Effect: Until the start of the veles’s next turn, the target can’t make opportunity attacks against any kobold.
- Shield? Shield! While adjacent to an ally who also has this trait, the veles has stability 1, has cover, and grants cover to allies.
Kobold Adeptus (Level 1 Horde Artillery)
Size 1S, Humanoid, Kobold (EV 3)
M 0; A +1; R +2; I 0; P 0
Speed 5
Stamina 10
- Free Strike: M1/R15 (Magic); 2 lightning
- Shocking Bolt (Sig.): Ranged 15 (Magic, Strike).
Roll + 2; {4/6/7} lightning damage.
Effect: While the target is adjacent to any enemy, the adeptus gains an edge on this ability. Each enemy adjacent to the target takes
2 lighting damage.
- «3» Arcane Telum: Maneuver. Ranged 15 (Magic, Strike), three creatures or objects.
Roll + 2; {3/5/6} damage.
Effect: This ability ignores banes, double banes, and damage immunity.
- Shield? Shield! While adjacent to an ally who also has this trait, the adeptus has stability 1, has cover, and grants cover to allies.
Kobold Artifex (Level 1 Horde Controller)
Size 1S, Humanoid, Kobold (EV 3)
M 0; A +2; R +1; I 0; P 0
Speed 5
Stamina 10
- Free Strike: M1/R5 (Weapon); 1 damage
- Chain Hook (Sig.): Ranged 5 (Strike, Weapon).
Roll + 2; {3/4/5} damage; pull {1/2/3}.
Effect: If this forced movement triggers a trap that uses a power roll, that roll has a double edge.
- Activate Trap: Maneuver. Ranged 10, one trap or other terrain object. The trap or terrain object instantly triggers.
Spend «3»: The artifex places a new trap in the encounter and can instantly trigger it. The artifex prefers working with angry beehives,
flammable oil, snare traps, and spike traps (see Dynamic Terrain).
- Shield? Shield! While adjacent to an ally who also has this trait, the artifex has stability 1, has cover, and grants cover to allies.
Kobold Legionary (Level 1 Horde Defender)
Size 1S, Humanoid, Kobold (EV 3)
M +2; A +1; R 0; I 0; P 0
Speed 5
Stamina 20
- Free Strike: M1/R5 (Weapon); 1 damage
- Gladius (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {3/4/5} damage; taunted (EoT).
Spend «3»: If the legionary is acting as a captain, they and each member of their squad shift up to 2 squares before this ability is
used.
- Shield Bash: Maneuver. Melee 1 (Strike, Weapon).
Roll + 2; {2/3/4} damage; push 1; M < {0/1/2}, prone.
- Shield? Shield! While adjacent to an ally who also has this trait, the legionary has stability 1, has cover, and grants cover to allies.
Kobold Signifer (Level 1 Horde Support)
Size 1S, Humanoid, Kobold (EV 3)
M 0; A +1; R 0; I 0; P +2
Speed 5
Stamina 15
- Free Strike: M1/R5 (Weapon); 1 damage
- Signum (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {3/4/5} damage.
Effect: One ally within 10 squares of the signifer can shift up to their speed if they end that shift adjacent to an ally.
Spend «2+»: One additional ally can shift for each 2 Malice spent.
- «5» Glory to the Legion: Maneuver. Area 5 burst, each ally in the area. Each target regains 5 Stamina.
- Shield? Shield! While adjacent to an ally who also has this trait, the signifer has stability 1, has cover, and grants cover to allies.
- Upholding High Standards: Any ally who starts their turn within 5 squares of the signifer gains a +2 bonus to speed and a +2 damage bonus to strikes
until the end of their turn. Additionally, if the signifer is killed, any kobold minion can enter their space during the same
encounter to retrieve the signum battle standard they carry (no action required) and replace their stat block with the signifer
stat block.
Kobold Venator (Level 1 Horde Ambusher)
Size 1S, Humanoid, Kobold (EV 3)
M 0; A +2; R 0; I 0; P +1
Speed 5
Stamina 15
- Free Strike: M1/R5 (Weapon); 2 damage
- Dolabra and Net (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {4/6/7}; M < {X/1/2}, restrained (save ends).
Spend «3»: The venator lights their net on fire, and a target restrained this way takes 2 fire damage at the start of each of their turns.
- Lost in the Crowd: While the venator is adjacent to any ally who is not hiding, the venator can attempt to hide as if they had concealment, even
if observed.
- Not What I Seem: The venator starts the encounter disguised as a minion. They have a double edge on their first main action of the encounter,
after which they reveal themself.
- Shield? Shield! While adjacent to an ally who also has this trait, the venator has stability 1, has cover, and grants cover to allies.
Trained Gummy Brick (Level 1 Elite Hexer)
Size 2, Kobold, Ooze, Soulless (EV 12)
M +2; A –1; R –3; I 0; P –2
Speed 5; Stability 2
Immunity: acid 3
Stamina 40
- Free Strike: M1/R5 (Weapon); 4 acid
- Engulf (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {7/10/14} acid damage; A < {0/1/2}, {dazed/dazed/restrained} (save ends).
Effect: A size 2 or smaller creature restrained this way is pulled into the brick’s space, moves with the brick, and takes 4 acid
damage at the start of each of their turns. An engulfed creature who is no longer restrained moves to the nearest unoccupied
space adjacent to the brick. The brick can have as many creatures or objects engulfed as will fit within their space.
Spend «2»: This ability targets one additional target.
- You Didn’t Pay Attention! Free Triggered (a creature moves or is force moved adjacent to the brick).
Self, one creature or object. The brick uses Engulf against the triggering creature and has a double edge.
- Translucent Brick: The brick completely occupies their space, blocking line of effect for enemies. The brick is hidden until they act.
Kobold Centurion (Level 1 Leader)
Size 1S, Kobold, Humanoid (EV 12)
M +2; A +3; R +2; I 0; P +2
Speed 5; Stability 2
Stamina 80
- Free Strike: M1/R10 (Weapon); 2 damage
- Pilum (Sig.): Melee 1 or Ranged 10 (Strike, Weapon), two creatures or objects.
Roll + 3; {7/10/13} damage; M < 1, weakened (save ends).
Effect: Each ally adjacent to a target can make a free strike against that target.
Spend «3»: While weakened this way, a target is also restrained.
- Concentrate All Fire on That Hero! Maneuver. Ranged 10, one enemy. Until the start of the centurion’s next turn, the centurion and their allies gain an edge on power rolls against the target.
- Testudo! Triggered (a creature uses an ability that targets the centurion or an ally of the centurion within distance).
Area 5 burst, each ally in the area. Each target shifts up to 2 squares before the damage is resolved. Each kobold with the Shield? Shield! trait gains damage
immunity 2 against the triggering ability.
- End Effect: At the end of each of their turns, the centurion can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- «VA-1» Firetail Pilum: Special. The centurion moves up to their speed, ignoring difficult terrain, and uses Pilum against each creature whose space they move
through. They make one power roll against all targets, and the ability deals an extra 5 damage. While weakened by that ability,
each target takes 2 fire damage at the start of each of their turns.
- «VA-2» Boom Pilum! Area 5 cube within 10 (Weapon, Ranged). The centurion uses Pilum against each target and has a double edge. Each target is then pushed up to 3 squares.
- «VA-3» Are You Not Entertained?! Area 10 burst. A target who has P < 2 is taunted (save ends). Each ally within distance can make a free strike. Additionally, until the end
of the encounter, the centurion has damage immunity 2.
- Shield? Shield! While adjacent to an ally who also has this trait, the centurion has stability 3, has cover, and grants cover to allies.
Shieldscale Drangolin (Level 1 Elite Brute)
Size 2 or 3, Kobold, Beast (EV 12)
M +2; A +1; R –3; I 0; P –2
Speed 7 (burrow)
Stamina 80
- Free Strike: M1/R5 (Weapon); 5 fire
- Fiery Claws (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/10/13} fire damage.
Special: If the drangolin is size 3, the distance becomes Melee 2.
- «5» Drangolin Plume: Main Action. Self. The drangolin shifts up to their speed and uses Fiery Claws against each creature who comes adjacent to them during the shift.
The drangolin makes one power roll against all targets.
- «3» Erupt: Area 2 burst (Weapon), each creature in the area. The drangolin uses the Dig maneuver to breach the surface before using this ability. Each target in the area where the drangolin
breaches takes an extra 2 fire damage.
Roll + 2; {6/8/11} damage; push {1/3/5}; A < 0, prone.
- Ashen Cloud: Any ally adjacent to the drangolin has concealment.
- Burrow Bond: When the drangolin burrows, each adjacent size 1S or smaller ally can move with them.
Lightbenders
Lightbender Malice
At the start of any lightbender’s turn, you can spend Malice to activate one of the following features.
- «3» Silent Prowl: Each lightbender acting this turn can teleport up to their speed as a move action and attempt to hide as a free maneuver,
all until the start of their next turn.
- «5» Duplicate: Each lightbender acting this turn can create a duplicate lightbender in an unoccupied space adjacent to them. The duplicate
is indistinguishable from the lightbender except by supernatural means, has 1 Stamina, and has the lightbender’s speed. A
duplicate acts on the lightbender’s turn but can take only move actions. Once per round before or after using an ability,
a lightbender can trade places with any lightbender duplicate.
- «7» Everything the Light Touches: Each lightbender in the encounter shines radiantly, distorting the senses of any enemy within 5 squares of them. Each affected
enemy makes a Reason test.
- ≤11: The target doesn’t have line of effect to any lightbender (save ends).
- 12-16: The target doesn’t have line of effect to any lightbender (EoT).
- 17+: No effect.
Lightbender (Level 3 Elite Ambusher)
Size 2, Beast, Lightbender (EV 20)
M +2; A +1; R –3; I +1; P –1
Speed 10; Stability 1
Stamina 100
- Free Strike: M2/R5 (Weapon); 6 damage
- Flash Swipe (Sig.): Melee 2 (Strike, Weapon).
Roll + 2; {9/14/18} damage.
Effect: If this ability gains an edge or has a double edge, it deals an extra 4 damage.
- Piercing Tails: Melee 2 (Strike, Weapon).
Roll + 2; {8/12/15}; M < {X/1/2}, bleeding (save ends).
Effect: While bleeding this way, the target takes a bane on tests to search for the lightbender while they are hidden.
- «5» Hypnotic Mane: Maneuver. Area 3 burst (Magic).
Roll + 2; I < {0/1/2}, dazed (save ends).
Effect: While dazed this way, a target has speed 0. If a target takes damage, or if someone else uses a main action to shake the target
out of their stupor, the dazed condition ends.
- Stalker’s Afterimage: Triggered (the lightbender takes damage from a strike).
Self (Magic). The lightbender halves the damage, ignores any nondamaging effects associated with it, and can teleport up to 5 squares. If
they teleport into concealment or cover, the lightbender can immediately attempt to hide as a free maneuver.
- Avoidance: Any effect on the lightbender that would be ended by a saving throw instead ends automatically at the end of their next turn.
Lightbender Pouncer (Level 3 Elite Harrier)
Size 2, Beast, Lightbender (EV 20)
M +2; A +1; R –3; I +1; P –1
Speed 10; Stability 1
Stamina 100
- Free Strike: M2/R5 (Weapon); 5 damage
- Pounce (Sig.): Melee 2 (Charge, Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14}; A < {X/1/2}, prone.
Effect: The pouncer can make a free strike against each target they knock prone.
- Sparkling Tail Whip: Area 2 burst (Magic), each enemy and object in the area.
Roll + 2; {4/7/10}; A < {X/1/2}, the target is dazzled (save ends).
Effect: A dazzled target takes a bane on strikes and has line of effect only within 1 square.
- «5» Illusory Feint: Maneuver. Area 3 cube within 10 (Magic, Ranged).
Roll + 2; I < {0/1/2}, dazed (save ends).
Effect: While dazed this way, a target has speed 0. If a target takes damage, or if someone else uses a main action to shake the target
out of their stupor, the dazed condition ends.
- Striking Afterimage: Triggered (the pouncer takes damage from a strike).
Self (Magic). The pouncer halves the damage, ignores any nondamaging effects associated with it, and can teleport up to 5 squares. If they
teleport into concealment or cover, the pouncer can immediately attempt to hide as a free maneuver.
- Avoidance: Any effect on the pouncer that would be ended by a saving throw instead ends automatically at the end of their next turn.
Lizardfolk
Lizardfolk Malice
At the start of any lizardfolk’s turn, you can spend Malice to activate one of the following features.
- «3» Net Trap: Maneuver. Area 1 cube within 3 (Ranged, Weapon), special. A lizardfolk acting this turn sets up a net trap into the area. The first time an enemy steps into a square with a net trap,
they make an Agility test. If the creature was unaware of the trap, they take a bane on the test.
- ≤11: Restrained (save ends).
- 12-16: Restrained (Eot).
- 17+: No effect.
Effect: Any creature not also restrained by a net trap who is adjacent to a creature restrained by the trap can free them as a maneuver.
- «5» Water Pit: A lizardfolk acting this turn unearths a magical size 2 pit that is 2 squares deep and filled with water. Any lizardfolk who
moves into, then exits the pit on their turn gains 10 temporary Stamina, regrows their tail if applicable, and ends one effect
on them that can be ended by a saving throw. While adjacent to the pit, any creature who can burrow or who has the Nature
skill can make a Might test or a Reason test to drain it.
- ≤11: The creature falls into the pit and is knocked prone.
- 12-16: The creature fails to empty the pit.
- 17+: The pit empties of water.
- «7» Flood the Shores: Waist-high water floods the entire encounter map. Any lizardfolk submerged in water gains an edge on abilities and doubles
their speed while swimming. If there are no open water pits on the encounter map, the water drains away at the end of the
round.
Lizardfolk Grunt (Level 1 Minion Harrier)
Size 1M, Humanoid, Lizardfolk (EV 3 for 4 minions)
M +1; A +2; R 0; I 0; P 0
Speed 6 (swim)
With Captain: +2 bonus to speed
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 damage
- Snap and Toss (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {1/2/3}; slide {X/2/2}.
- Reptilian Escape: While the grunt has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately
end that condition, then shift up to 2 squares.
Lizardfolk Shellguard (Level 1 Minion Defender)
Size 1L, Humanoid, Lizardfolk (EV 3 for 4 minions)
M +2; A +1; R 0; I 0; P 0
Speed 5 (swim); Stability 1
With Captain: +2 bonus to Stamina
Stamina 6
- Free Strike: M1/R5 (Weapon); 1 damage
- Shield Smash (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {1/2/3} damage.
Effect: The target takes a bane on their next strike.
- Reptilian Escape: While the shellguard has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately
end that condition, then shift up to 2 squares.
Lizardfolk Tonguer (Level 1 Minion Artillery)
Size 1S, Humanoid, Lizardfolk (EV 3 for 4 minions)
M 0; A +2; R 0; I +1; P 0
Speed 5 (swim)
With Captain: +1 bonus to strikes
Stamina 3
- Free Strike: M8/R5 (Weapon); 2 damage
- Tonguelash (Sig.): Melee 8 (Strike, Weapon).
Roll + 2; {2/4/5} damage; pull {1/2/3}, or the tonguer can shift {1/2/3} square(s) toward the target.
Effect: If the forced movement or the shift leaves the target adjacent to the tonguer, the target is also grabbed.
- Reptilian Escape: While the tonguer has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately
end that condition, then shift up to 2 squares.
Lizardfolk Bloodeye (Level 1 Platoon Hexer)
Size 1M, Humanoid, Lizardfolk (EV 6)
M +1; A 1; R 0; I +2; P 0
Speed 5 (swim)
Stamina 20
- Free Strike: M1/R5 (Weapon); 3 damage
- Bola Knock (Sig.): Ranged 5 (Strike, Weapon).
Roll + 2; {5/7/9} damage; A < {0/1/2}, restrained (save ends).
- «2» Bloodshot: Ranged 10 (Strike, Weapon), creature only.
Roll + 2; {5/7/9} acid damage; M < {0/1/2}, the target has line of effect only within {4/3/2} squares (save ends).
- Reptilian Escape: While the bloodeye has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately
end that condition, then shift up to 2 squares.
Lizardfolk Scaletooth (Level 1 Platoon Brute)
Size 1M, Humanoid, Lizardfolk (EV 6)
M +2; A +1; R 0; I 0; P 0
Speed 5 (swim)
Stamina 46
- Free Strike: M1/R5 (Weapon); 4 damage
- Razor Bite (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {6/9/12} damage; {roll 17+} A < 2, bleeding (save ends).
Effect: If the scaletooth has the target grabbed, the potency of this ability increases by 1.
- «2» Tail Whip: Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 2; {5/8/10} damage; slide {1/2/3}; M < {X/1/2}, grabbed if within 2 squares of the scaletooth.
- Reptilian Escape: While the scaletooth has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately
end that condition, then shift up to 2 squares.
Lizardfolk Skyterror (Level 1 Platoon Harrier)
Size 1S, Humanoid, Lizardfolk (EV 6)
M +1; A +2; R 0; I 0; P +1
Speed 7 (swim)
Stamina 30
- Free Strike: M1/R5 (Weapon); 3 damage
- Glaive Rush (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {5/7/9} damage; {roll 17+} prone.
Effect: If the skyterror is flying, they shift up to 4 squares.
- Poison Blow Dart: Ranged 5 (Strike, Weapon).
Roll + 2; {3/5/7} damage; M < {0/1/2}, weakened (save ends).
Effect: Any creature who ends their turn adjacent to a target weakened this way is weakened until the end of their next turn.
- Glider: Whenever the skyterror moves 2 or more squares along the ground or falls 2 or more squares, they can fly until the end of
their next turn.
- Reptilian Escape: While the skyterror has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately
end that condition, then shift up to 2 squares.
Lizardfolk Deathrex (Level 1 Leader)
Size 2, Humanoid, Lizardfolk (EV 12)
M +3; A +2; R 0; I +1; P +2
Speed 5 (climb, swim); Stability 2
Stamina 80
- Free Strike: M3/R5 (Weapon); 4 damage
- Ripper Spear (Sig.): Melee 3 (Strike, Weapon), two creatures or objects.
Roll + 3; {7/10/12} damage; pull {1/1/2}; A < {1/2/3}, bleeding (save ends).
Spend «1»: One target adjacent to the deathrex is grabbed in the deathrex’s mouth.
- «3» Death Roll: Melee 1 (Strike, Weapon), one grabbed creature or object.
Roll + 3; {8/12/15} damage; M < {1/2/3}, dazed (save ends).
Effect: The target is no longer grabbed by the deathrex, and the deathrex slides them up to 5 squares.
- Trundle: Maneuver. Self. The deathrex moves up to their speed. They can make a free strike against each creature who makes an opportunity attack against
them during this movement.
- Swat the Fly: Triggered (a creature or object within distance moves or shifts away from the deathrex).
Melee 1, the triggering creature or object. The deathrex slides the target up to 5 squares.
- Rex Reptilian Escape: While the deathrex has a tail, whenever they are affected by an effect that can be ended by a saving throw or that ends at
the end of their turn, they can lose their tail to immediately end that effect, then shift up to 2 squares.
- «VA-1» Snack Attack: Area 10 burst, self and each ally in the area. Each target moves up to their speed and can make a free strike. Each target gains temporary Stamina equal to the damage they
deal.
- «VA-2» Shed Some Skin: Self. The deathrex shifts up to their speed, leaving behind a shed skin duplicate in the space they started in. The duplicate acts
on the deathrex’s turn and has the deathrex’s characteristics, but has 10 Stamina and no villain actions.
- «VA-3» Thresher Thrasher: Area 10 burst, self and each ally in the area. Each target moves up to their speed. Until the end of the encounter, whenever a creature comes adjacent to a target or starts
their turn there, the target can make a free strike against them.
Manticore
Manticore Malice
At the start of any manticore’s turn, you can spend Malice to activate one of the following features.
- «3» Uncanny Mimicry: The manticore uses their mimicry in an attempt to unnerve one creature within their line of effect. If the target has R <
4, they take a bane on power rolls against the manticore (save ends). Each time this feature is used against the same target
during the encounter, its potency decreases by 2.
- «5» Solo Action: The manticore takes an additional main action on their turn. They can use this feature even if they are dazed.
- «5» Desperate Howl: The manticore lets out an unnerving cry. Each enemy within the manticore’s line of effect makes an Intuition test.
- ≤11: Frightened (save ends)
- 12-16: Frightened (EoT)
- 17+: No effect.
- «7» Barrage of Barbs: The manticore sprays tail spikes across the ground within 5 squares of them. Each enemy in that area who has A < 3 is bleeding
(save ends). Additionally, the area is difficult terrain, and any enemy takes 3 poison damage for each square of the area
they enter. An enemy who takes 9 poison damage this way on one turn is weakened until the end of the encounter.
Manticore (Level 4 Solo)
Size 2, Beast, Manticore (EV 72)
M +4; A +3; R 0; I 0; P –1
Speed 10 (fly); Stability 2
Stamina 350
- Solo Monster:
- End Effect: At the end of each of their turns, the manticore can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The manticore can take two turns each round. They can’t take turns consecutively.
- Agile Predator: Whenever the manticore deals damage to a creature, they don’t provoke opportunity attacks from that creature during that turn.
- Free Strike: M1/R5 (Weapon); 6 damage
- Carnivorous Bite (Sig.): Melee 1 (Strike, Weapon).
Roll + 4; {12/17/21} damage; A < {2/3/4}, bleeding (save ends).
Effect: If the target is frightened, this ability gains an edge.
- Tail Spike: Ranged 10 (Strike, Weapon), two creatures or objects.
Roll + 4; {6/11/14} damage; M < {2/3/4}, {4/4/8} poison damage, {roll 12+} weakened (save ends).
Spend «1»: While weakened this way, a target takes 1d6 poison damage at the start of each of their turns.
- Harrying Claws: Maneuver. Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 4; slide {1/2/4}; A < {2/3/4}, {3/5/7} damage.
- «2» Reflexive Instinct: Triggered (a creature within distance deals damage to the manticore).
Ranged 10, the triggering creature. The manticore shifts up to 5 squares into the air, then can use Tail Spike against the target.
- «VA-1» Trumpeting Howl: Area 5 burst (Magic), each creature in the area.
Roll + 4; frightened (EoT); if the target has I < {2/3/4}, they are instead {frightened/frightened/dazed} (save ends).
- «VA-2» Cornered Predator: Self. The manticore shifts up to their speed, then can use Tail Spike against each enemy within distance of that ability.
- «VA-3» Debilitating Poison: Self. The manticore sours their poison with enmity. Until the end of the encounter, the manticore has a double edge on power rolls
against weakened creatures. Additionally, any creature weakened by the manticore’s Tail Spike ability has their speed halved
and takes an extra 3 poison damage at the start of each of their turns.
Medusa
Medusa Malice
At the start of a medusa’s turn, you can spend Malice to activate one of the following features.
- «4» Weakening Glare: Ranged 10 (Magic, Strike), creature only.
Roll + 4; {6/10/12} damage;
- ≤16: weakened (EoT).
- 17+: weakened (save ends).
- «5» Solo Action: The medusa takes an additional main action on their turn. They can use this feature even if they are dazed.
- «5» Ssstop and Lisssten: Ranged 10 (Magic), three creatures.
Roll + 4; I < {2/3/4}, the target is charmed.
Effect: At a time of the medusa’s choosing, a charmed creature moves up to their speed and makes a free strike against an enemy of
the medusa’s choice as a free triggered action. The creature is then no longer charmed.
- «7» Shatter Victims: The medusa causes three stone statues within 10 squares of them to each shatter in a 2-cube explosion. Each enemy in one of
those areas makes a Might test. An enemy restrained or slowed by the medusa’s Petrify ability has a double bane on the test.
- ≤11: 12 damage; vertical push 3; bleeding (save ends)
- 12-16: 10 damage; vertical push 3
- 17+: 6 damage
Medusa (Level 5 Solo)
Size 1M, Accursed, Humanoid, Medusa (EV 84)
M +2; A +4; R 0; I 0; P 0
Speed 10; Stability 5
Stamina 420
- Solo Monster:
- End Effect: At the end of each of their turns, the medusa can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The medusa can take two turns each round. They can’t take turns consecutively.
- Free Strike: M1/R10 (Magic); 8 damage
- Snake Bites (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 4; {11/16/19} damage; M < {2/3/4}, slowed (save ends).
- Damning Gaze (Sig.): Ranged 10 (Magic, Strike), two creatures or objects.
Roll + 4; {11/16/19} damage; push {3/5/7}.
Spend «3»: The medusa targets two additional creatures or objects.
- «5» Petrify: Area 3 burst (Magic).
Roll + 4; {roll 17+: Slowed (save ends); or} M < {2/3/4} restrained (save ends).
Effect: A target with cover reduces the potency by 1, while a slowed target increases the potency by 1. A target restrained this way
magically begins to turn to stone, and a target who ends two consecutive turns restrained this way is petrified.
- Nimble Escape: Maneuver. Self. The medusa shifts up to 3 squares and can attempt to hide even if observed.
- «2» Venomous Spit: Triggered (a creature within distance deals damage to the medusa).
Melee 1, the triggering creature.
Roll + 4; {13/18/22} acid damage.
- Cunning Edge: The medusa gains an edge on power rolls against any creature who is restrained or slowed by Petrify.
- Many Peering Eyes: The medusa can’t be flanked.
- «VA-1» Mass Petrify: Ranged 50 (Magic), each enemy. The medusa can use Petrify against each target without spending Malice. A target who doesn’t have cover increases the potency
by 1.
- «VA-2» Serpent Wings: Self. The medusa temporarily manifests wings and flies up to their speed without provoking opportunity attacks. During or after
this movement, they can use Snake Bites and Damning Gaze once each.
- «VA-3» Stone Puppets: Area 10 burst (Magic), special.
Roll + 4; {8/13/17} acid damage; P < {3/4/5}, weakened (save ends).
Effect: As a free triggered action, each stone statue and creature restrained or slowed by Petrify within distance moves up to their
speed and uses a signature ability that gains an edge, targeting an enemy of the medusa’s choice. A stone statue without its
own statistics has speed 5 and uses the medusa’s free strike.
Minotaurs
Minotaur Malice
At the start of any minotaur’s turn, you can spend Malice to activate one of the following features.
- «3» Bull Rush: For each 3 Malice spent, one minotaur acting this turn gains a +4 bonus to speed and ignores difficult terrain until the start
of their next turn.
- «5» Cut the… Nonsense! One minotaur acting this turn halves any damage they take, and can use the Knockback maneuver as a free triggered action whenever
an enemy comes adjacent to them, all until the start of their next turn.
- «7» Bullseye: All minotaurs in the encounter fill the area around them with psychic impressions of feeling lost and isolated. Each enemy
within 5 squares of a minotaur is teleported up to 5 squares and makes an Intuition test.
- ≤11: The target has line of effect only within 3 squares and is frightened of all minotaurs (save ends).
- 12-16: The target has line of effect only within 3 squares (EoT).
- 17+: No effect.
Minotaur (Level 3 Elite Harrier)
Size 2, Accursed, Humanoid, Minotaur (EV 20)
M +2; A +2; R 0; I +1; P –1
Speed 8; Stability 2
Stamina 100
- Free Strike: M2/R5 (Weapon); 5 damage
- Flail and Blade (Sig.): Melee 2 (Charge, Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14} damage; push {1/2/3}.
Effect: The minotaur shifts up to 3 squares.
- «3» Primal Bay: Main Action. Self. Until the end of their next turn, the minotaur has damage immunity 2 and deals an extra 5 damage with strikes. On their next
turn, the minotaur can use one additional maneuver.
- «5» Goring Horns: Maneuver. Melee 2 (Charge, Strike, Weapon).
Roll + 2; {5/8/9} damage; I < {0/1/2}, dazed (save ends).
Effect: If this ability is used as part of the Charge main action, its potency increases by 1.
- Retaliatory Strike: Triggered (a creature within distance deals damage to the minotaur).
Ranged 8, the triggering creature. The minotaur uses the Charge main action and either Flail and Blade or Goring Horns against the target.
- Minotaur Sense: The minotaur can’t obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
Minotaur Sunderer (Level 3 Elite Brute)
Size 2, Accursed, Humanoid, Minotaur (EV 20)
M +2; A +1; R 0; I +2; P –1
Speed 6; Stability 2
Stamina 120
- Free Strike: M2/R5 (Weapon); 6 damage
- Spiked Maul (Sig.): Melee 2 (Charge, Strike, Weapon), two creatures or objects.
Roll + 2; {8/12/15} damage; pull {1/2/3}.
Effect: A target pulled adjacent to the sunderer is automatically grabbed.
- «5» Fearsome Bay: Area 3 burst.
Roll + 2; I < {0/1/2}, frightened (save ends).
Effect: Until the end of their next turn, the minotaur has damage immunity 2 and deals an extra 5 damage with strikes.
- «3» Disemboweling Horns: Maneuver. Melee 2 (Charge, Strike, Weapon), creature only. The target must be grabbed by the sunderer.
Roll + 2; {5/8/9} damage; M < {0/1/2}, bleeding (save ends).
Effect: While bleeding this way, the target takes 1d6 damage at the start of each of their turns.
- Retaliatory Strike: Triggered (a creature within distance deals damage to the sunderer).
Ranged 6, the triggering creature. The sunderer uses the Charge main action and Spiked Maul against the target.
- Minotaur Sense: The sunderer can’t obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
Minotaur Bully (Level 8 Minion Brute)
Size 2, Accursed, Humanoid, Minotaur (EV 10 for 4 minions)
M +4; A +2; R 0; I +3; P –1
Speed 6; Stability 2
With Captain: +3 damage bonus to strikes
Stamina 14
- Free Strike: M2/R5 (Weapon); 4 damage
- Javelin and Bellow (Sig.): Melee 2 or Ranged 5 (Charge, Strike, Weapon).
Roll + 4; {4/7/9} damage; {roll 17+} I < 4, taunted (EoT) or frightened of all minotaurs (save ends).
- Minotaur Sense: The bully can’t obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
Minotaur Lackey (Level 8 Minion Harrier)
Size 2, Accursed, Humanoid, Minotaur (EV 10 for 4 minions)
M +3; A +4; R 0; I +1; P –1
Speed 8; Stability 2
With Captain: +2 bonus to speed
Stamina 13
- Free Strike: M2/R5 (Weapon); 3 damage
- Horn Vault (Sig.): Melee 2 (Charge, Strike, Weapon).
Roll + 4; {3/6/8}; slide {X/1/3}.
Effect: A target who is force moved into an obstacle and has M < 3 is bleeding (save ends).
- Minotaur Sense: The lackey can’t obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
Minotaur Stampede (Level 10 Minion Defender)
Size 4, Accursed, Humanoid, Minotaur, Swarm (EV 12 for 4 minions)
M +5; A +5; R 0; I +2; P –1
Speed 8; Stability 2
With Captain: Gain an edge on strikes
Stamina 17
- Free Strike: M2/R5 (Weapon); 4 damage
- Bull Rush (Sig.): Melee 2 (Charge, Strike, Weapon).
Roll + 5; {4/7/9} damage; {roll 12+} prone; {roll 17+} M < 5, can’t stand (save ends).
Effect: If this ability is used as part of the Charge main action, each creature the stampede moves through who has M < 4 is knocked
prone.
- Swarm: The stampede can move through spaces as if they were a size 2 creature, and can occupy other creatures’ spaces. At the start
of each of the stampede’s turns, they can make a free strike against each creature whose space they share.
Ogres
Ogre Malice
At the start of any ogre’s turn, you can spend Malice to activate one of the following features.
- «3» Shockwave: One ogre acting this turn jumps and lands on their rear, causing a 3 burst shockwave. Each size 1 creature in the area makes
a Might test or Agility test.
- ≤11: 5 damage; vertical push 3
- 12-16: 4 damage; vertical push 2
- 17+: Push 1
- «5» Bully: Each ogre in the encounter shifts up to their speed and can make a free strike. If they can, they gang up on the same target
rather than picking different targets.
- «7» Rampage: Until the end of the round, each ogre has damage immunity 5 and deals an extra 5 damage with abilities, and heroic abilities
that target any ogre have their Heroic Resource cost reduced by 1 (to a minimum of 1).
Ogre Goon (Level 2 Elite Brute)
Size 2, Giant, Ogre (EV 16)
M +2; A 0; R –1; I 0; P –1
Speed 5; Stability 4
Stamina 100
- Free Strike: M2/R5 (Weapon); 5 damage
- Club Swing (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14} damage; push {2/4/6}, {roll 17+} prone.
Effect: Any target who takes damage from this forced movement takes an extra 4 damage.
- «1» Grabby Hand: Maneuver. Melee 1 (Strike, Weapon).
Roll + 2; {7/11/14} damage; {roll 12+} grabbed.
Effect: A target grabbed this way takes a bane on the Escape Grab maneuver.
- «3» People Bowling: Maneuver. Area 6 x 1 line within 1 (Weapon), each creature and object in the area. The goon must have a size 1 creature or object grabbed, which they hurl across the area, ending the grab. The hurled creature
or object is targeted by the ability, and lands in the last square of the line or the nearest unoccupied square of the goon’s
choice.
Roll + 2; {5/9/12} damage; {roll 17+} prone.
- Swat the Fly: Triggered (a creature or object within distance moves or shifts away from the goon).
Melee 1, the triggering creature or object. The goon slides the target up to 5 squares.
- Defiant Anger: While winded, the goon has damage immunity 2.
Ogre Juggernaut (Level 2 Elite Harrier)
Size 2, Giant, Ogre (EV 16)
M +2; A +1; R –1; I 0; P –1
Speed 6; Stability 2
Stamina 80
- Free Strike: M2/R5 (Weapon); 5 damage
- Pitchfork Catapult (Sig.): Melee 2 (Charge, Strike, Weapon), two creatures or objects.
Roll + 2; {7/10/13} damage;
- 12-16: A < 1, vertical push 2.
- 17+: A < 2, vertical slide 3.
Spend «1»: Each target who has M < 1 is bleeding (save ends).
- Earth-Breaking Jump: Area 3 burst (Weapon), each creature in the area. The juggernaut jumps up to 6 squares before using this ability.
Roll + 2; {4/6/9} damage; push {X/2/4}; M < {X/1/2}, prone.
- «2» Horrible Bellow: Maneuver. Area 3 burst.
Roll + 2; I < {0/1/2}, frightened (save ends).
Effect: While a target is frightened this way, any ogre gains an edge on strikes against them.
- Hrraaaaaagh! Free Triggered (the juggernaut takes damage).
Self. The juggernaut moves up to their speed and can make a free strike.
- Destructive Path: The juggernaut automatically destroys any mundane size 1 objects in their path when they move or are force moved. They can
break through any mundane wall made of wood, stone, or a similarly sturdy material this way as long as the wall is 2 squares
thick or less.
- Defiant Anger: While winded, the juggernaut has damage immunity 2.
Cyclops (Level 10 Minion Controller)
Size 3, Giant, Ogre (EV 12 for 4 minions)
M +5; A –1; R –1; I +3; P –1
Speed 6; Stability 5
With Captain: +4 bonus to speed
Stamina 14
- Free Strike: M1/R5 (Weapon); 4 damage
- Wild Slam (Sig.): Area 1 burst (Weapon), each enemy and object in the area.
Roll + 5; {3/6/7} damage;
- ≤11: A < 3, 3 damage.
- 12-16: push 3; A < 4, 4 damage.
- 17+: prone; A < 5, 5 damage and restrained (save ends).
Effect: The cyclops automatically treats their initial power roll as a 17. They can still roll to determine if they score a critical
hit.
- Limited Vision: The cyclops has line of effect only within 3 squares. Whenever the cyclops takes damage from a ranged ability, they can move
up to 3 squares toward the source of the damage.
Ogre Blue Blood (Level 7 Minion Brute)
Size 2, Giant, Ogre (EV 9 for 4 minions)
M +4; A +1; R –1; I 0; P +2
Speed 5; Stability 4
With Captain: Gain an edge on strikes
Stamina 13
- Free Strike: M2/R5 (Weapon); 4 damage
- Crush Underfoot (Sig.): Melee 2 (Strike, Weapon).
Roll + 4; {4/7/8} damage; M < {X/3/*}, prone.
Effect: A target who is already prone takes an extra 4 damage.
- In My Stead: Whenever the blue blood would make a free strike, an ally within 5 squares can make a free strike instead.
- Royal Anger: The blue blood has damage immunity 2 while their squad has three or fewer minions in it.
Ogre Tantrum (Level 7 Minion Artillery)
Size 2, Giant, Ogre (EV 9 for 4 minions)
M +4; A +2; R –1; I 0; P –1
Speed 5; Stability 2
With Captain: +5 bonus to ranged distance
Stamina 10
- Free Strike: M1/R8 (Weapon); 4 damage
- Throw Fit (Sig.): Ranged 8 (Strike, Weapon). The tantrum unearths a rock or a hunk of terrain and tosses it. If a size 1L, 1M, or 1S creature or object adjacent to the
tantrum has A < 3 the tantrum can grab them to use as the projectile for this ability.
Roll + 4; {4/7/8} damage; push {X/2/4}
Effect: A creature or object used as a projectile is vertically pushed 8 (or 13 with a captain), ignoring stability.
- Excessive Anger: The tantrum has damage immunity 3 and speed 8 while their squad has two or fewer minions in it.
Olothec
Olothec Malice
At the start of an olothec’s turn, you can spend Malice to activate one of the following features.
- «4» Solo Action: The olothec takes an additional main action on their turn. They can use this feature even if they are dazed.
- «4» Writhing Envelopment: Melee 3 (Strike, Weapon), one slimed, transformed, or devolved creature.
Roll + 4; {11/17/20} psychic damage; A < {2/3/4}, grabbed.
Effect: The olothec can pull a target grabbed this way adjacent to them. While grabbed this way, a target can’t make saving throws
to end any other effects, and the olothec has a double edge on strikes against them.
- «6» Memory of Chaos: The olothec broadcasts their memory of the universe in its primordial state—a sweeping cacophony of transcendental irrationality
and unceasing change. Until the end of the encounter, any creature who starts their turn within 3 squares of the olothec and
has R < 3 is dazed and slowed until the end of their next turn).
Olothec (Level 6 Solo)
Size 2, Horror, Olothec (EV 96)
M +4; A –1; R +4; I +2; P +3
Speed 7 (fly, swim)
Immunity: psychic 6
Stamina 450
- Solo Monster:
- End Effect: At the end of each of their turns, the olothec can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The olothec can take two turns each round. They can’t take turns consecutively.
- Gelatinosis: A creature permanently devolves into a slime servant if they spend 1 continuous minute weakened by Devolving Tentacles, they
are reduced to 0 Stamina by the psychic damage from Devolving Tentacles, or they suffer all three transformations from Oozing
Transformation.
- Free Strike: M3/R5 (Weapon); 7 damage
- Devolving Tentacles (Sig.): Melee 3 (Strike, Weapon), two creatures or objects.
Roll + 4; {11/17/20} damage; M < {2/3/4}, weakened {or/or/and} the target is slimed (save ends).
Effect: A slimed target takes 4 psychic damage whenever they make a power roll.
- Slime Spew: Area 7 x 2 line within 1 (Weapon), each creature and object in the area.
Roll + 4; {6/10/13} acid damage; A < {2/3/4}, push special {roll 17+} and prone.
Effect: Each creature pushed this way is pushed to an unoccupied space in the area as far as possible from the olothec.
Spend «1»: The area is difficult terrain. Any creature who enters the area or moves within it for the first time on a turn and has A
< 3 is knocked prone.
- «2» Oozing Transformation: Ranged 10 (Psionic, Strike), creature only.
Roll + 4; {13/20/23} psychic damage; I < {2/3/4}, the target is transformed (save ends)
Effect: Each time a target is transformed, the Director chooses one of the following transformations. When a target ends the transformed
effect, all transformations on them end.
- Head: The target’s head becomes a ball of slime. They can’t communicate and have line of effect only within 3 squares.
- Leg: The target’s legs become pillars of ooze. They are slowed while on land and can automatically swim at full speed while moving.
- Torso: The target’s arms become gelatinous. They can’t benefit from edges or double edges and can’t gain or use surges.
- Jaunt: Maneuver. Self (Psionic). The olothec teleports to an unoccupied space within 10 squares. Alternatively, they swap places with a creature or object
within 5 squares of them.
- Liquify: Triggered (an enemy within distance deals damage to the olothec).
Ranged 5 (Psionic), each enemy. The target takes 8 psychic damage and has psychic weakness 3 until the end of the olothec’s next turn.
- Primordial Mind: The olothec can’t be made frightened or taunted.
- Slime Sense: A slimed or transformed creature can’t have concealment from or be hidden from the olothec.
- «VA-1» Horrifying Form: Ranged 20 (Psionic, Strike), each enemy.
Roll + 4; {10/14/17} psychic damage; P < {2/3/4}, frightened (save ends).
Effect: While frightened this way, a target can’t make saving throws to end any other effects.
- «VA-2» Psychic Pulse: Area 10 burst (Psionic), each creature in the area. The olothec slides each target up to 5 squares. Each enemy in the burst takes 12 psychic damage, and if they have M < 3 they
are weakened and slimed (save ends). A slimed target takes 4 psychic damage whenever they make a power roll. Additionally,
until the start of their next turn, the olothec has damage immunity 4.
- «VA-3» Return to Perfection: Area 10 burst (Psionic), each creature in the area.
Roll + 4; {7/13/16} psychic damage; R < {2/3/3} the target is devolved (save ends).
Effect: A devolved creature has a −1 score for all their characteristics other than Reason.
Orcs
Orc Malice
At the start of any orc’s turn, you can spend Malice to activate one of the following features.
- «3» Overwhelming March: Each orc shifts up to their speed, moving through enemy spaces if they can. Each enemy passed through during this movement
makes a Might test.
- ≤11: 6 damage; prone
- 12-16: 4 damage; prone
- 17+: Push 2
- «5» Mohler Trench: An orc acting this turn summons 2 mohlers out of the ground, who dig a trench that is a 10 x 1 line within 10 squares when
they appear. The trench is 2 squares deep and is difficult terrain. The trench can’t be created directly underneath creatures.
- «7» Mohler Cavity: The ground shakes as a group of mohlers dig a 5 cube pit beneath an area where at least one creature is on the ground. The
area is difficult terrain. Each orc in the area can shift into the nearest unoccupied space outside the pit before it is completed.
Each nonorc in the area makes an Agility test.
- ≤11: 4 damage; the target falls; prone and can’t stand (EoT)
- 12-16: 4 damage; the target falls
- 17+: The target can shift into the nearest unoccupied space outside the pit.
Mohler (Level 1 Minion Ambusher)
Size 1S, Animal, Orc (EV 3 for 4 minions)
M 0; A +2; R –4; I +1; P –3
Speed 7 (burrow); Stability 1
With Captain: +2 bonus to speed
Stamina 4
- Free Strike: M1/R5 (Weapon); 2 damage
- Earth Bump (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
Effect: The distance increases to melee 2. If the mohler is 1 or more squares beneath the target before they use this ability, a target
who has M < 1 is also knocked prone.
- Seismic Sense: The mohler doesn’t need line of effect to use abilities against creatures or objects touching the ground.
- Ground Grinder: The mohler can use the Dig maneuver at the start of the encounter. Additionally, while the mohler burrows within 1 square
below the ground, the ground above where they burrow is difficult terrain.
Orc Blitzer (Level 1 Minion Harrier)
Size 1M, Humanoid, Orc (EV 3 for 4 minions)
M +1; A +2; R 0; I 0; P 0
Speed 7
With Captain: +2 bonus to speed
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 damage
- Lugged Spear (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {1/2/3} damage.
Effect: A target who starts their next turn adjacent to three or more blitzers takes 3 damage.
- Bloodfire Bur: If the blitzer is reduced to 0 Stamina, they can make a free strike before dying.
Orc Bloodspark (Level 1 Minion Artillery)
Size 1M, Humanoid, Orc (EV 3 for 4 minions)
M 0; A +1; R 0; I 0; P +2
Speed 6
With Captain: +2 bonus to forced movement distance
Stamina 3
- Free Strike: M1/R10 (Magic); 2 damage
- Explosive Mote (Sig.): Ranged 10 (Magic, Strike).
Roll + 2; {2/4/5} damage; push {1/2/4}, or the bloodspark shifts {1/2/4} square(s) away from the target.
- Bloodfire Bur: If the bloodspark is reduced to 0 Stamina, they can make a free strike before dying.
Orc Glorifier (Level 1 Minion Controller)
Size 1M, Humanoid, Orc (EV 3 for 4 minions)
M 0; A +1; R 0; I 0; P +2
Speed 6
With Captain: +5 bonus to ranged distance
Stamina 3
- Free Strike: M1/R5 (Magic); 1 sonic
- Call to Victory (Sig.): Melee 1 or Ranged 5 (Magic, Strike).
Roll + 2; {1/2/3} sonic damage; P < {X/1/2}, slowed (save ends).
Effect: Allies gain an edge on melee strikes against the target until the glorifier and each other glorifier in their squad are killed.
- Bloodfire Burn: If the glorifier is reduced to 0 Stamina, they can make a free strike before dying.
Orc Razor (Level 1 Minion Brute)
Size 1L, Humanoid, Orc (EV 3 for 4 minions)
M +2; A +1; R 0; I 0; P 0
Speed 6
With Captain: +1 damage bonus to strikes
Stamina 5
- Free Strike: M1/R5 (Weapon); 2 damage
- Boot and Blade (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {2/4/5} damage; {roll 12+} push 3 {roll 17+} or prone.
Effect: The razor gains an edge against any target affected by a condition.
- Bloodfire Burn: If the razor is reduced to 0 Stamina, they can make a free strike before dying.
Orc Bloodrunner (Level 3 Platoon Harrier)
Size 1M, Humanoid, Orc (EV 10)
M +2; A +2; R 0; I +1; P +1
Speed 8
Stamina 50
- Free Strike: M1/R5 (Weapon); 5 damage
- Shield Bash (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {7/10/13} damage; push special {roll 17+} or prone.
Effect: The forced movement distance is equal to the number of squares the bloodrunner moved on their turn before using this ability.
An ally targeted by this ability ignores the damage and can move up to that same distance.
Spend «2»: An ally targeted by this ability can make a free strike after the forced movement is resolved.
- Unimpeded: The bloodrunner can end their movement in a prone creature’s space. The first time on a turn that a bloodrunner enters any
creature’s space, that creature takes 3 damage.
- Relentless: If the bloodrunner is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is
reduced to 0 Stamina, the bloodrunner is reduced to 1 Stamina instead.
Orc Chainlock (Level 1 Platoon Hexer)
Size 1L, Humanoid, Orc (EV 6)
M +2; A +2; R +1; I 0; P 0
Speed 5; Stability 2
Stamina 20
- Free Strike: M3/R5 (Weapon); 3 damage
- Hook and Chain (Sig.): Melee 3 (Strike, Weapon).
Roll + 2; {5/7/9} damage; pull {1/2/3}; M < {0/1/2}, the target is hooked (save ends).
Effect: A hooked target can’t move more than 3 squares away from the chainlock’s position when this ability is used.
- «3» Heavy Crossbolt: Ranged 5 (Strike, Weapon).
Roll + 2; {5/7/9} damage; {roll 17+: prone}; {A < 0/1/2}, slowed (save ends).
- Chain Link: Whenever the chainlock is force moved by a creature’s melee ability, the creature is pulled the same distance toward the chainlock
after the forced movement is resolved.
- Relentless: If the chainlock is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced
to 0 Stamina, the chainlock is reduced to 1 Stamina instead.
Orc Eye of Grole (Level 1 Platoon Artillery)
Size 1M, Humanoid, Orc (EV 6)
M +1; A +1; R 0; I 0; P +2
Speed 6
Immunity: cold, fire, or lightning
Stamina 20
- Elemental Affinity: The eye has an affinity for one of the following damage types cold, fire, or lightning. The chosen type determines the eye’s
damage immunity and the damage dealt by their abilities.
- Free Strike: M1/R10 (Magic); 4 damage
- Elemental Discharge (Sig.): Ranged 10 (Magic, Strike).
Roll + 2; {6/9/12} damage; {push 2/slide 4/slide 6}, or the eye shifts {2/4/6} square(s) away from the target.
Effect: This ability deals cold, fire, or lightning damage.
- «3» Power Burst: Area 5 x 2 line within 1 (Magic).
Roll + 2; {3/5/8} damage; push {2/3/4}, {roll 17+} prone.
Effect: This ability deals cold, fire, or lightning damage, and any enemy targeted by the ability has damage weakness 3 to the same
damage type (save ends).
- Relentless: If the eye is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced
to 0 Stamina, the eye is reduced to 1 Stamina instead.
Orc Garotter (Level 1 Platoon Ambusher)
Size 1L, Humanoid, Orc (EV 6)
M +1; A +2; R 0; I +1; P –1
Speed 5
Stamina 30
- Free Strike: M1/R5 (Weapon); 4 damage
- Dagger Feint (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {6/9/12} damage; the garroter shifts {1/2/3} square(s).
Effect: If this ability gains an edge or has a double edge, it deals an extra 4 damage.
- Strangle: Melee 1 (Strike, Weapon), creature only.
Roll + 2; {6/9/12} damage; {roll 17+: grabbed}; I < {X/1/2}, dazed (save ends).
Effect: While grabbed this way, a target can’t communicate or use magic abilities.
- «1» Chroma Cloak: As a maneuver, the garroter turns invisible until the end of their turn. This invisibility ends early if they take damage
or use an ability.
- Relentless: If the garroter is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced
to 0 Stamina, the garroter is reduced to 1 Stamina instead.
Orc Godcaller (Level 1 Platoon Support)
Size 1M, Humanoid, Orc (EV 6)
M +1; A 0; R 0; I +1; P +2
Speed 6
Stamina 30
- Free Strike: M1/R10 (Magic); 3 sonic
- Power Chord (Sig.): Melee 1 or Ranged 10 (Magic, Strike).
Roll + 2; {5/7/9} sonic damage; {roll 17+} P < 2, weakened (save ends).
- Cadenza: Main Action. Ranged 10 (Magic), one ally. The target moves up to their speed and can use a main action.
Spend «3»: The godcaller targets a second ally.
- «2» Rallying Ostinato: Maneuver. Ranged 10 (Magic), self and three allies. Each target regains 15 Stamina and ignores difficult terrain until the end of the encounter.
- Relentless: If the godcaller is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced
to 0 Stamina, the godcaller is reduced to 1 Stamina instead.
Orc Juggernaut (Level 3 Platoon Brute)
Size 1L, Humanoid, Orc (EV 10)
M +2; A +2; R –1; I –1; P +2
Speed 6
Stamina 60
- Free Strike: M1/R5 (Weapon); 5 damage
- Haymaker Greataxe (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {7/11/14} damage; {roll 12+} prone; {roll 17+} M < 2, bleeding (save ends).
Effect: A target who is already prone takes an extra 6 damage.
- «1» Hrraaaaaagh! Free Triggered (the juggernaut takes damage).
Self. The juggernaut moves up to their speed and can make a free strike.
- Blood in the Water: Whenever the juggernaut willingly moves, they can move 3 additional squares if they end their movement closer to a prone creature.
- Relentless: If the juggernaut is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced
to 0 Stamina, the juggernaut is reduced to 1 Stamina instead.
Orc Rampart (Level 2 Platoon Defender)
Size 1L, Humanoid, Orc (EV 8)
M +2; A +2; R +2; I +2; P +2
Speed 6; Stability 2
Stamina 59
- Free Strike: M1/R5 (Weapon); 4 damage
- My Spear, My Foe (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {6/9/12} damage; {roll 12+} taunted (EoT).
Effect: This ability has a double edge against any target who dealt damage to the rampart this round.
- Castling: Maneuver. Self, one ally. The rampart moves or shifts up to their speed adjacent to the target, then can swap places with the target.
- No. Triggered (a creature targets an ally adjacent to the rampart with an ability that doesn’t also target the rampart).
Self. The rampart becomes the target of the triggering ability instead.
- Relentless: If the rampart is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced
to 0 Stamina, the rampart is reduced to 1 Stamina instead.
Orc Terranova (Level 2 Platoon Controller)
Size 1M, Humanoid, Orc (EV 8)
M +1; A +1; R 0; I +1; P +2
Speed 6 (burrow); Stability 2
Stamina 30
- Free Strike: M1/R10 (Magic); 4 damage
- Earth Pillar (Sig.): Ranged 10 (Magic, Strike), three creatures or objects.
Roll + 2; {6/9/12} damage; A < {0/1/2}, prone and can’t stand (save ends).
Effect: Each target must be on the ground, and the ground in each target’s space rises 1 square.
- «3» Sinkhole: Area 3 burst (Weapon), each enemy and object in the area.
Roll + 2; {4/7/10} damage; M < {0/1/2}, restrained (save ends).
Effect: The area is difficult terrain.
- Seismic Step: The terranova ignores difficult terrain. Additionally, they don’t need line of effect to use abilities against creatures touching
the ground.
- Relentless: If the terranova is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced
to 0 Stamina, the terranova is reduced to 1 Stamina instead.
Orc Warleader (Level 3 Leader)
Size 1M, Humanoid, Orc (EV 20)
M +3; A +2; R +1; I +2; P +2
Speed 6; Stability 2
Stamina 120
- Free Strike: M1/R10; 5 damage
- Go. (Sig.): Main Action. Ranged 10, one ally. The target moves up to their speed and can use a main action.
Spend «1»: The warleader targets two allies.
Spend «3»: The warleader targets one ally and a minion squad.
- Mace Lariat: Melee 1 (Strike, Weapon), each enemy.
Roll + 3; {7/10/13} damage; push {1/3/5}; M < {1/2/3}, dazed (save ends).
- «3» Lockdown: Maneuver. Self and Ranged 10, self and three allies. Each target moves up to their speed and can use the Grab maneuver, which gains an edge.
- Courtesy Call: Triggered (a creature within distance obtains a tier 1 outcome on one power roll).
Ranged 10, creature only. The target has a double edge on their next power roll before the end of the encounter.
- «VA-1» Close In: Area 10 burst, each ally in the area. Each target moves up to their speed. Each enemy adjacent to a target after this move makes an Intuition test.
- ≤11: Frightened of the warleader (save ends)
- 12-16: Frightened of the warleader (EoT)
- 17+: No effect
- «VA-2» Familial Reinforcements: Ranged 10, self. The warleader shifts up to their speed, and four orc blitzers appear in unoccupied spaces within distance.
- «VA-3» I’ll Do This Myself: Self. Three times in succession, the warleader shifts up to their speed and can use Mace Lariat.
- End Effect: At the end of each of their turns, the warleader can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Relentless: If the warleader is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced
to 0 Stamina, the warleader is reduced to 1 Stamina instead.
Scyza (Level 3 Elite Mount)
Size 4, Animal, Orc (EV 20)
M +2; A –1; R –4; I 0; P –1
Speed 6; Stability 3
Stamina 100
- Free Strike: M2/R5 (Weapon); 5 damage
- Clawed Kick (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14} damage; {roll 12+} prone.
Effect: The scyza roars, and if the target has I < 2, they are frightened (save ends).
- Whiptail: Melee 3 (Strike, Weapon).
Roll + 2; {8/13/16} damage;
- 12-16: prone.
- 17+: A < 2, bleeding (save ends).
Effect: Against a target on top of the scyza, this ability gains an edge, and the target is pushed into an unoccupied adjacent square
and knocked prone.
- «2» Crestfall: Area 3 cube within 2 (Ranged, Weapon).
Roll + 2; {4/7/9} damage, {1/2/3} sonic damage; R < {0/1/2}, dazed (save ends).
- «3» Sandstorm: Maneuver. Area 3 burst, special. The scyza kicks up a sandstorm, granting concealment to themself and any ally in the area until the end of the scyza’s next
turn. Each enemy in the area makes an Intuition test.
- ≤11: 10 damage; prone; slowed (EoT)
- 12-16: 7 damage; slowed (EoT)
- 17+: 4 damage
- Brace and Break: Triggered (the scyza or an ally riding the scyza is targeted by an ability).
Self. Any damage dealt by the triggering ability is halved. If the creature or object who used the ability is within 3 squares of
the scyza, the scyza can make a free strike against them.
- Terrible Beast: The scyza deals an extra 6 damage with abilities used against objects.
- War Harness: While riding the scyza, three size 1 allies can occupy the same space.
Radenwights
Radenwight Malice
At the start of any radenwight’s turn, you can spend Malice to activate one of the following features.
- «3» Trouser Cut: Melee 1 (Strike, Weapon), creature only.
Roll + 2; {7/10/13} damage; push {3/3/5}, {roll 12+} taunted (EoT).
Effect: If the target is wearing clothing covering the lower half of their body, they must use a maneuver once to pull that clothing
up before they can move.
Special: This ability can’t be used by a minion.
- «5» Rat Race: Each radenwight in the encounter shifts up to their speed. If a radenwight ends this shift adjacent to one or more radenwights,
they can make a melee free strike against each enemy adjacent to them.
- «7» Rally the Rodents: A radenwight uses music to coordinate living rats, forming a 10 wall of rats scurrying atop one another into unoccupied spaces
anywhere on the encounter map. The wall doesn’t block line of effect for radenwights and their allies, but it does for other
creatures as the rats coordinate their movements with the radenwights. Each square of the wall has 10 Stamina.
If the last radenwight in the encounter dies and the wall is still standing, the rats let out a hideous screech as they disperse.
Each enemy on the encounter map makes an Intuition test.
- ≤11: 7 sonic damage; the target can’t take a respite activity during their next respite
- 12-16: 5 sonic damage
- 17+: No effect.
Radenwight Mischiever (Level 1 Minion Ambusher)
Size 1S, Humanoid, Radenwight (EV 3 for 4 minions)
M –1; A +2; R 0; I +1; P 0
Speed 7 (climb)
With Captain: +1 damage bonus to strikes
Stamina 4
- Free Strike: M1/R5 (Weapon); 2 damage
- Dagger Dance (Sig.): Melee 1 or Ranged 5 (Strike, Weapon), creature only.
Roll + 2; {2/4/5} damage.
Effect: If the mischiever is hidden when they use this ability, they can target two creatures.
- Ready Rodent: Triggered (an ally deals damage to an adjacent creature).
Melee 1 (Weapon), creature only. The mischiever makes a free strike against the target.
Radenwight Redeye (Level 1 Minion Artillery)
Size 1S, Humanoid, Radenwight (EV 3 for 4 minions)
M +1; A +2; R –1; I 0; P 0
Speed 5 (climb)
With Captain: Gain an edge on strikes
Stamina 3
- Free Strike: M1/R10 (Weapon); 2 damage
- Eyes-On-Me-Shot (Sig.): Ranged 10 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
Effect: One ally of the redeye within 2 squares of the target shifts up to 2 squares.
- Ready Rodent: Triggered (an ally deals damage to an adjacent creature).
Melee 1 (Weapon), creature only. The redeye makes a free strike against the target.
Radenwight Scrapper (Level 1 Minion Defender)
Size 1S, Humanoid, Radenwight (EV 3 for 4 minions)
M –1; A +1; R 0; I 0; P +2
Speed 5 (climb); Stability 1
With Captain: +2 bonus to melee distance
Stamina 5
- Free Strike: M1/R5 (Weapon); 1 damage
- Buckler Bash (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 2; {1/2/3}; {roll 12+} taunted (EoT).
- Ready Rodent: Triggered (an ally deals damage to an adjacent creature).
Melee 1 (Weapon), creature only. The scrapper makes a free strike against the target.
Radenwight Swiftpaw (Level 1 Minion Harrier)
Size 1S, Humanoid, Radenwight (EV 3 for 4 minions)
M 0; A +2; R +1; I 0; P –1
Speed 7 (climb)
With Captain: Gain an edge on strikes
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 damage
- Rapier Flunge (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {1/2/3} damage; slide {1/2/3}, the swiftpaw shifts {1/2/3} square(s).
- Ready Rodent: Triggered (an ally deals damage to an adjacent creature).
Melee 1 (Weapon), creature only. The swiftpaw makes a free strike against the target.
Radenwight Bruxer (Level 1 Platoon Brute)
Size 1L, Humanoid, Radenwight (EV 6)
M +2; A +1; R –1; I 0; P +1
Speed 5 (climb); Stability 2
Stamina 40
- Free Strike: M1/R5 (Weapon); 4 damage
- Lockjaw (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {6/9/12}; {roll 17+} grabbed.
Effect: A target grabbed this way takes 2 damage at the start of each of the bruxer’s turns.
- «3» Flurry of Bites: Area 1 burst (Weapon).
Roll + 2; {3/5/8} damage; A < {0/1/2}, bleeding (save ends).
- Ready Rodent: Triggered (an ally deals damage to an adjacent creature).
Melee 1 (Weapon), creature only. The bruxer makes a free strike against the target.
- Lockdown: Any enemy who shifts adjacent to the bruxer has that shift end. Additionally, any enemy adjacent to the bruxer can’t shift.
Radenwight Piper (Level 1 Platoon Support)
Size 1S, Humanoid, Radenwight (EV 6)
M 0; A 0; R 0; I +2; P +1
Speed 5 (climb)
Stamina 30
- Free Strike: M1/R10 (Magic); 3 sonic
- Piercing Trill (Sig.): Melee 1 or Ranged 10 (Magic, Strike).
Roll + 2; {5/7/9} sonic damage; push {1/3/4}.
Effect: The piper or one ally within distance regains Stamina equal to the damage dealt.
- Vivace Vivace! Maneuver. Area 3 burst (Magic), each ally in the area. Each target who has used their Ready Rodent ability this round regains the use of their triggered action.
Spend «2»: The area increases to a 6 burst.
- Ready Rodent: Triggered (an ally deals damage to an adjacent creature).
Melee 1 (Weapon), creature only. The piper makes a free strike against the target.
- Musical Suggestion: At the end of the piper’s turn, they can slide one adjacent creature up to 2 squares, ignoring stability.
Radenwight Ratcrobat (Level 1 Platoon Harrier)
Size 1S, Humanoid, Radenwight (EV 6)
M –1; A +2; R 0; I 0; P +1
Speed 7 (climb)
Stamina 30
- Free Strike: M1/R5 (Weapon); 3 damage
- En Garde (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {4/6/8} damage.
Effect: The ratcrobat shifts up to 2 squares after striking the first target, then can shift 1 square after striking the second target.
- Over Here, Thanks: Maneuver. Melee 1, one enemy. The ratcrobat slides the target up to 3 squares, then can shift into any square the target left.
- Ready Rodent: Triggered (an ally deals damage to an adjacent creature).
Melee 1 (Weapon), creature only. The ratcrobat makes a free strike against the target.
- Gymratstics: The ratcrobat gains an edge on strikes against larger creatures.
Radenwight Maestro (Level 1 Leader)
Size 1S, Humanoid, Radenwight (EV 12)
M –2; A +2; R 0; I 0; P +3
Speed 5 (climb); Stability 1
Stamina 80
- Free Strike: M1/R5 (Magic); 4 sonic
- Cacophony (Sig.): Area 5 burst (Magic).
Roll + 3; {3/6/8} sonic damage; slide {1/3/5}, the maestro shifts {1/3/5} square(s).
Effect: Each ally within distance can use Ready Rodent as a free triggered action once before the end of the round.
- Tempo Changer: Maneuver. Ranged 10 (Magic, Strike), two enemies.
Roll + 3; P < {1/2/3}, slowed (save ends).
Spend «3»: Each ally within 3 squares of any target has a +2 bonus to speed until the end of their next turn.
- «2» Ever-Ready Rodent: Free Triggered (a creature within distance deals damage to an ally or takes damage from an ally).
Ranged 5 (Magic), the triggering creature. The maestro makes a free strike against the target.
- End Effect: At the end of each of their turns, the maestro can take 5 damage to end one effect on them that can be ended by a saving throw.
This damage can’t be reduced in any way.
- «VA-1» Overture: Area 10 burst, each ally in the area. Each target can shift up to their speed or take the Defend action.
- «VA-2» Solo Act: Ranged 15, creature only. Until the end of their next turn, the target halves any damage they take, gains a +4 damage bonus to strikes, and has their
speed doubled.
- «VA-3» Rondo of Rat: Area 10 burst, each dead ally in the area. Each target stands, makes a free strike, then falls dead again. Any ally of the targets can use Ready Rodent as a free triggered
action once in conjunction with these free strikes.
Rivals
Rival Malice
At the start of any rival’s turn, you can spend Malice to activate one of the following features.
- «3» Work as One: Until the end of the round, each rival can impose a bane on a strike made against an adjacent rival as a free triggered action.
- «3» We Just Do It Better: Until the end of the round, whenever any rival makes a power roll against the target of their Rivalry trait, they roll a d3
and add it to the power roll.
- «5» Check Out Our Loot: One rival pulls out a magic consumable and hurls it, targeting a 5 x 1 line within 1 square of them or a 3 cube within 10
squares of them. Each enemy in the area makes an Agility test. The rival chooses a damage type and a condition for the outcome
of the test from one of the following pairs: sonic damage and dazed, poison damage and weakened, or fire damage and frightened.
- ≤11: 11 damage; the condition affects the target (save ends)
- 12-16: 8 damage; the condition affects the target (EoT)
- 17+: 5 damage
- «7» Calling the Shots: Each rival regains 10 Stamina. Until the end of the round, whenever a rival uses an ability against an enemy, each other rival
adjacent to that enemy can make a free strike against them.
- «10» Coordinated Takedown: Each rival moves up to their speed and uses a main action or maneuver that doesn’t cost Malice.
Rival Conduit (Level 2 Elite Support)
Size 1M, Humanoid, Rival (EV 16)
M +1; A 0; R 0; I +2; P 0
Speed 5; Stability 1
Stamina 80
- Free Strike: M1/R10 (Magic); 5 holy
- Thunder of Heavens (Sig.): Melee 1 or Ranged 10 (Magic, Strike), two creatures or objects.
Roll + 2; {7/10/13} holy damage.
Effect: The conduit or one ally within distance regains Stamina equal to half the damage dealt.
- «2» Imbue with Might: Maneuver. Ranged 10 (Magic), self and five allies. Each target gains an edge on their next strike.
- Stalwart Guardian: Strikes made against allies adjacent to the conduit take a bane.
- Rivalry: At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature
can add a d3 roll to power rolls they make against each other.
Rival Elementalist (Level 2 Elite Controller)
Size 1M, Humanoid, Rival (EV 16)
M 0; A 0; R +2; I +1; P 0
Speed 5; Stability 1
Stamina 60
- Free Strike: M1/R10 (Magic); 5 damage
- The Writhing Green (Sig.): Ranged 10 (Green, Magic, Strike), two creatures or objects.
Roll + 2; {7/10/13} damage; slide {1/2/3}.
- «3» The Earth Devours: Area 3 cube within 10 (Green, Magic, Ranged).
Roll + 2; {3/5/8} damage; {roll 17+} restrained (EoT).
Effect: The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 2.
- Jaws of the Void: Triggered (the elementalist takes damage).
Self (Magic, Void). The elementalist can teleport up to 2 squares. Each creature adjacent to the space they leave takes 2 corruption damage.
- Rivalry: At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and
the creature can add a d3 roll to power rolls they make against each other.
Rival Fury (Level 2 Elite Brute)
Size 1M, Humanoid, Rival (EV 16)
M +2; A +1; R 0; I 0; P 0
Speed 5; Stability 3
Stamina 100
- Free Strike: M1/R5 (Weapon); 5 damage
- Brutal Impact (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14} damage; push {1/2/3}.
Spend «2»: Each target who has M < 1 is slowed (save ends).
- «2» Let’s Tussle: Melee 1 (Strike, Weapon), creature only.
Roll + 2; {8/13/16} damage; M < {0/1/2}, grabbed.
Effect: The target must be the fury’s size or smaller. While the target is grabbed this way, the fury gains an edge on strikes against
them.
- Overwhelm: Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can make a
free strike against that creature or object.
- Rivalry: At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can
add a d3 roll to power rolls they make against each other.
Rival Null (Level 2 Elite Harrier)
Size 1M, Humanoid, Rival (EV 16)
M 0; A +2; R +1; I +2; P 0
Speed 7; Stability 3
Stamina 80
- Free Strike: M1/R5 (Weapon); 5 damage
- Nimble Step (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/10/13} damage; the null shifts up to {2/3/4} squares.
- «2» Numb: Maneuver. Melee 1 (Psionic, Strike, Weapon).
Roll + 2; {7/10/13} damage; R < {0/1/2}, {slowed/slowed/dazed and slowed} (EoT).
- Inertial Shield: The first time each round that the null is targeted by a damage-dealing strike, they halve the damage.
- Rivalry: At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can
add a d3 roll to power rolls they make against each other.
Rival Shadow (Level 2 Elite Ambusher)
Size 1M, Humanoid, Rival (EV 16)
M 0; A +2; R 0; I 0; P +1
Speed 7; Stability 1
Stamina 80
- Free Strike: M1/R5 (Weapon); 5 damage
- Swift Serration (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14} damage; {roll 17+} A < 2, bleeding (save ends)}.
Spend «1»: The shadow can teleport up to 5 squares, then can attempt to hide.
- Poison the Blade: Maneuver. Self. The shadow coats their weapon with poison. They gain an edge on their next strike, and any potency for that strike increases
by 1.
- Exploit Opening: The shadow deals an extra 5 damage to any bleeding target.
- Rivalry: At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature
can add a d3 roll to power rolls they make against each other.
Rival Tactician (Level 2 Elite Artillery)
Size 1M, Humanoid, Rival (EV 16)
M +2; A 0; R +1; I 0; P 0
Speed 5; Stability 2
Stamina 60
- Free Strike: M1/R10 (Weapon); 5 damage
- Dual Targeting Shot (Sig.): Ranged 10 (Strike, Weapon), two creatures or objects.
Roll + 2; {7/11/14} damage.
Spend «2»: Two allies within distance can make a free strike against one of the targets.
- «3» I’ll Cover You! Ranged 5 (Strike, Weapon).
Roll + 2; {8/13/16} damage; M < {0/1/2}, weakened (save ends).
Effect: One ally adjacent to the target regains 5 Stamina.
- Overwatch: Triggered (an enemy within distance willingly moves).
Ranged 10, the triggering enemy. At any point during the movement, the tactician makes a free strike against the target.
- Rivalry: At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature
can add a d3 roll to power rolls they make against each other.
Rival Talent (Level 2 Elite Hexer)
Size 1M, Humanoid, Rival (EV 16)
M 0; A 0; R +2; I 0; P +1
Speed 5; Stability 2
Stamina 60
- Free Strike: M1/R10 (Psionic); 5 psychic
- Reverberating Blast (Sig.): Ranged 10 (Psionic, Strike, Telekinesis), two creatures or objects.
Roll + 2; {7/10/13} psychic damage; push {X/2/3}; M < {0/1/2}, prone.
- «2» Muddle the Mind: Maneuver. Ranged 10 (Psionic, Telepathy).
Roll + 2; R < {0 slowed (save ends)/1 dazed (save ends)/2 dazed and slowed (save ends)}.
- «1» Precognitive Shift: Triggered (a creature deals damage to the talent).
Self (Psionic). The talent halves the damage and shifts up to 2 squares.
- Rivalry: At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature
can add a d3 roll to power rolls they make against each other.
Rival Conduit (Level 5 Elite Support)
Size 1M, Humanoid, Rival (EV 28)
M +2; A 0; R 0; I +3; P +1
Speed 5; Stability 1
Stamina 140
- Free Strike: M1/R10 (Magic); 6 holy
- Raging Tempest (Sig.): Melee 1 or Ranged 10 (Magic, Strike), two creatures or objects.
Roll + 3; {9/14/17} holy damage; vertical slide {1/2/3}.
Effect: The conduit or one ally within distance regains Stamina equal to half the damage dealt.
- «3» Imbue with Power: Maneuver. Ranged 10 (Magic), self and five allies. Each target has a double edge on their next strike.
- Stalwart Guardian: Strikes made against allies adjacent to the conduit take a bane.
- Rivalry: At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature
can add a d3 roll to power rolls they make against each other.
Rival Elementalist (Level 5 Elite Controller)
Size 1M, Humanoid, Rival (EV 28)
M 0; A +2; R +3; I +2; P 0
Speed 5; Stability 1
Stamina 120
- Free Strike: M1/R10 (Magic); 6 acid
- The Thriving Wilds (Sig.): Ranged 10 (Green, Magic, Strike), two creatures or objects.
Roll + 3; {9/14/17} damage; slide {1/2/3}; M < {1/2/3}, {3/5/7} acid damage.
- «4» The Depths Hunger: Area 4 cube within 10 (Green, Magic, Ranged).
Roll + 3; {5/9/11} damage;
- 12-16: restrained (EoT).
- 17+: restrained (save ends).
Effect: The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 3.
- Fissures of Darkness: Triggered (the elementalist takes damage).
Self (Magic, Void). The elementalist can teleport up to 3 squares. Each creature adjacent to the space they leave takes 3 corruption damage.
- Rivalry: At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and
the creature can add a d3 roll to power rolls they make against each other.
Rival Fury (Level 5 Elite Brute)
Size 1M, Humanoid, Rival (EV 28)
M +3; A +2; R 0; I 0; P +1
Speed 5; Stability 3
Stamina 160
- Free Strike: M1/R5 (Weapon); 7 damage
- Thunderous Slam (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 3; {10/15/18} damage; push {2/3/4}.
Spend «2»: Each target who has M < 2 is slowed (save ends).
- «3» Roughed Up: Melee 1 (Strike, Weapon), creature only.
Roll + 3; {11/16/21} damage; M < {1/2/3}, grabbed.
Effect: The target must be the fury’s size or smaller. While the target is grabbed this way, the fury and their allies gain an edge
on strikes against them.
- Overpower: Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can use a
signature ability against that creature or object.
- Rivalry: At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can
add a d3 roll to power rolls they make against each other.
Rival Null (Level 5 Elite Harrier)
Size 1M, Humanoid, Rival (EV 28)
M 0; A +3; R +2; I +3; P 0
Speed 7; Stability 3
Stamina 140
- Free Strike: M1/R5 (Weapon); 6 damage
- Agile Stride (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 3; {9/14/17} damage; the null shifts up to {3/4/5} squares; A < {1/2/3}, {6/11/11} damage.
- «2» Deaden: Maneuver. Melee 1 (Psionic, Strike, Weapon).
Roll + 3; {9/14/17} damage;
- ≤11: R < 1, dazed (EoT).
- 12-16: R < 2, dazed (save ends).
- 17+: R < 3, dazed and restrained (save ends).
- Inertial Shield: The first time each round that the null is targeted by a damage-dealing strike, they halve the damage.
- Rivalry: At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can
add a d3 roll to power rolls they make against each other.
Rival Shadow (Level 5 Elite Ambusher)
Size 1M, Humanoid, Rival (EV 28)
M 0; A +3; R +1; I 0; P +2
Speed 7; Stability 1
Stamina 140
- Free Strike: M1/R5 (Weapon); 7 damage
- Ambuscade (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 3; {10/15/18} damage; A < {X/2/3}, bleeding (save ends).
Spend «1»: The shadow can teleport up to 6 squares, then can attempt to hide.
- Poison the Blade: Maneuver. Self. The shadow coats their weapon with poison. They gain an edge on their next strike, and any potency for that strike increases
by 1.
- Exploit Opening: The shadow deals an extra 7 damage to any bleeding target.
- Rivalry: At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature
can add a d3 roll to power rolls they make against each other.
Rival Tactician (Level 5 Elite Artillery)
Size 1M, Humanoid, Rival (EV 28)
M +3; A 0; R +2; I 0; P +1
Speed 5; Stability 2
Stamina 120
- Free Strike: M1/R10 (Weapon); 7 damage
- Mark Targets (Sig.): Ranged 10 (Strike, Weapon), two creatures or objects.
Roll + 3; {10/15/18} damage.
Spend «3»: Two allies within distance can use a signature ability against the same target.
- «3» Preserve and Protect: Ranged 5 (Strike, Weapon).
Roll + 3; {11/16/21} damage; M < {1/2/3}, weakened (save ends).
Effect: One ally adjacent to the target regains 7 Stamina.
- Take the Opening: Triggered (an enemy within distance willingly moves).
Ranged 10, the triggering enemy. At any point during the movement, the tactician and one ally within distance can each make a free strike against the target.
- Rivalry: At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature
can add a d3 roll to power rolls they make against each other.
Rival Talent (Level 5 Elite Hexer)
Size 1M, Humanoid, Rival (EV 28)
M 0; A 0; R +3; I 0; P +1
Speed 5; Stability 2
Stamina 120
- Free Strike: M1/R10 (Psionic); 6 psychic
- Overwhelming Rend (Sig.): Ranged 10 (Psionic, Strike, Telekinesis), two creatures or objects.
Roll + 3; {9/14/17} psychic damage; push {2/3/4}; M < {1/2/3}, prone.
- «2» Disarrange Thoughts: Maneuver. Ranged 10 (Psionic, Telepathy).
Roll + 3; 6 psychic damage; R < {1/2/3}, dazed {roll 17+: and slowed} (save ends).
- «1» Precognitive Shift: Triggered (a creature deals damage to the talent).
Self (Psionic). The talent halves the damage and shifts up to 2 squares.
- Rivalry: At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature
can add a d3 roll to power rolls they make against each other.
Rival Conduit (Level 8 Elite Support)
Size 1M, Humanoid, Rival (EV 40)
M +3; A 0; R +1; I +4; P +2
Speed 5; Stability 1
Stamina 200
- Free Strike: M1/R10 (Magic); 8 holy
- Celestial Furor (Sig.): Melee 1 or Ranged 10 (Magic, Strike), two creatures or objects.
Roll + 4; {12/17/21} holy damage; vertical slide {2/3/4}.
Effect: The conduit or one ally within distance regains Stamina equal to half the damage dealt.
- «3» Imbue with Power: Maneuver. Ranged 10 (Magic), self and five allies. Each target has a double edge on their next strike.
- Unwavering Defender: Damage dealt to any ally adjacent to the conduit is halved.
- Rivalry: At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature
can add a d3 roll to power rolls they make against each other.
Rival Elementalist (Level 8 Elite Controller)
Size 1M, Humanoid, Rival (EV 40)
M 0; A +2; R +4; I +3; P 0
Speed 5; Stability 1
Stamina 180
- Free Strike: M1/R10 (Magic); 8 acid
- Verdant Rains (Sig.): Ranged 10 (Green, Magic, Strike), two creatures or objects.
Roll + 4; {12/17/21} damage; slide {2/3/4}; M < {2/3/4}, {4/6/8} acid damage.
Effect: One ally within distance ends one condition on themself.
- «4» The Chasm Engulfs: Area 5 cube within 10 (Green, Magic, Ranged).
Roll + 4; {6/10/14} damage;
- 12-16: Restrained (EoT).
- 17+: Restrained (save ends).
Effect: The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 5.
- Maw of the Abyss: Triggered (the elementalist takes damage).
Self (Magic, Void). The elementalist can teleport up to 4 squares. Each creature adjacent to the space they leave or appear in takes 4 corruption
damage.
- Rivalry: At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and
the creature can add a d3 roll to power rolls they make against each other.
Rival Fury (Level 8 Elite Brute)
Size 1M, Humanoid, Rival (EV 40)
M +4; A +3; R 0; I +1; P +2
Speed 5; Stability 3
Stamina 220
- Free Strike: M1/R5 (Weapon); 9 damage
- Bonebreaker (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 4; {13/18/22} damage; push {3/4/5}.
Spend «3»: Each target who has M < 3 is bleeding and slowed (save ends).
- «3» Steelfist: Melee 1 (Strike, Weapon), creature only.
Roll + 4; {15/21/26} damage; M < {3/4/5}, grabbed.
Effect: The target must be the fury’s size or smaller. While the target is grabbed this way, the fury and their allies have a double
edge on strikes against them.
- Rout: Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can use a
signature ability that gains an edge against that creature or object.
- Rivalry: At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can
add a d3 roll to power rolls they make against each other.
Rival Null (Level 8 Elite Harrier)
Size 1M, Humanoid, Rival (EV 40)
M +2; A +4; R +3; I +4; P 0
Speed 7; Stability 3
Stamina 200
- Free Strike: M1/R5 (Weapon); 8 damage
- Inertial Flow (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 4; {12/17/21} damage; the null shifts up to {3/4/5} squares; A < {2/3/4}, {8/13/17} damage.
- «3» Stun: Maneuver. Melee 1 (Psionic, Strike, Weapon).
Roll + 4; {12/17/21} damage; R < {2/3/4}, dazed {roll 17+: and restrained} (save ends).
- Force Dampener: The first time each round that the null is targeted by a strike, it takes a bane and the null halves any damage from it.
- Rivalry: At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can
add a d3 roll to power rolls they make against each other.
Rival Shadow (Level 8 Elite Ambusher)
Size 1M, Humanoid, Rival (EV 40)
M 0; A +4; R +2; I 0; P +3
Speed 7; Stability 1
Stamina 200
- Free Strike: M1/R5 (Weapon); 9 damage
- Assail and Serrate (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 4; {13/18/22} damage; A < {2/3/4}, bleeding {roll 17+: and weakened} (save ends).
Spend «1»: The shadow can teleport up to 7 squares, then can attempt to hide.
- Poison the Blade: Maneuver. Self. The shadow coats their weapon with poison. They have a double edge on their next strike, and any potency for that strike increases
by 2.
- Exploit Weakness: The shadow deals an extra 9 damage to any target affected by a condition.
- Rivalry: At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature
can add a d3 roll to power rolls they make against each other.
Rival Tactician (Level 8 Elite Artillery)
Size 1M, Humanoid, Rival (EV 40)
M +4; A +1; R +3; I 0; P +2
Speed 5; Stability 2
Stamina 180
- Free Strike: M1/R10 (Weapon); 9 damage
- Command From the Back (Sig.): Ranged 10 (Strike, Weapon), two creatures or objects.
Roll + 4; {13/18/22} damage; A < {X/3/4}, prone.
Spend «4»: Two allies within distance move up to their speed and can use a signature ability.
- «3» Safeguard: Ranged 10 (Strike, Weapon).
Roll + 4; {15/21/26} damage; M < {2/3/4}, weakened (save ends).
Effect: Two allies adjacent to the target each regain 7 Stamina.
- Quickshot: Triggered (an enemy within distance willingly moves).
Ranged 10, the triggering enemy. At any point during the movement, the tactician uses a signature ability against the target.
- Rivalry: At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature
can add a d3 roll to power rolls they make against each other.
Rival Talent (Level 8 Elite Hexer)
Size 1M, Humanoid, Rival (EV 40)
M 0; A 0; R +4; I 0; P +1
Speed 5; Stability 2
Stamina 180
- Free Strike: M1/R10 (Psionic); 8 psychic
- Control Synapses (Sig.): Ranged 10 (Psionic, Strike, Telekinesis), two creatures or objects.
Roll + 4; {12/17/21} psychic damage.
Spend «3»: Each target shifts up to their speed and can make a free strike against one enemy of the talent’s choice. The target can’t
be moved in a way that would harm them.
- «2» Disorientate: Maneuver. Ranged 10 (Psionic, Telepathy).
Roll + 4; 8 psychic damage; R < {2/3/4}, dazed {roll 12+: and slowed} (save ends).
- «2» Mind Requital: Triggered (a creature deals damage to the talent).
Self (Psionic). The talent halves the damage and shifts up to 2 squares. The triggering creature takes psychic damage equal to half the damage
dealt.
- Rivalry: At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature
can add a d3 roll to power rolls they make against each other.
Rival Conduit (Level 10 Elite Support)
Size 1M, Humanoid, Rival (EV 48)
M +4; A +1; R +1; I +5; P +3
Speed 5; Stability 1
Stamina 240
- Free Strike: M1/R10 (Magic); 10 lightning
- Sunder the Very Skies (Sig.): Melee 1 or Ranged 10 (Magic, Strike), two creatures or objects.
Roll + 5; {15/20/24} damage; vertical slide {3/4/5}; M < {3/4/5}, {5/7/9} lightning damage.
Effect: The conduit or one ally within distance regains Stamina equal to half the damage dealt.
Spend «2»: Two additional allies within distance regain the same amount of Stamina.
- «5» Empyrean Boon: Maneuver. Ranged 10 (Magic), self and five allies. Each target has a double edge on their next strike, and that strike deals an extra 10 holy damage. Additionally, they can
vertical slide each creature targeted by the strike up to 2 squares.
- Unwavering Defender: Damage dealt to any ally adjacent to the conduit is halved.
- Rivalry: At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature
can add a d3 roll to power rolls they make against each other.
Rival Elementalist (Level 10 Elite Controller)
Size 1M, Humanoid, Rival (EV 48)
M +1; A +3; R +5; I +4; P +1
Speed 5; Stability 1
Stamina 220
- Free Strike: M1/R10 (Magic); 10 acid
- Viridescent Storm (Sig.): Ranged 10 (Green, Magic, Strike), two creatures or objects.
Roll + 5; {15/20/24} damage; slide {3/4/5}; M < {3/4/5}, {5/7/9} acid damage.
Effect: One ally within distance ends all conditions on themself.
- «5» The World Consumes: Main Action. Area 3 cube within 10 (Green, Magic, Ranged). The area becomes overgrown with caustic vines until the end of the encounter. While in the area, any enemy has acid weakness
5 and is slowed. Any enemy who ends their turn in the area and has M < 4 is restrained (save ends).
- Breach of Nihility: Triggered (the elementalist takes damage).
Self (Magic, Void). The elementalist can teleport up to 5 squares. Each creature adjacent to the space they leave or appear in takes 5 corruption
damage.
- Rivalry: At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and
the creature can add a d3 roll to power rolls they make against each other.
Rival Fury (Level 10 Elite Brute)
Size 1M, Humanoid, Rival (EV 48)
M +5; A +4; R 0; I +2; P +3
Speed 5; Stability 3
Stamina 260
- Free Strike: M1/R5 (Weapon); 10 damage
- Seismic Crush (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 5; {15/21/25} damage; push {4/5/6}.
Spend «2»: Each target who has M < 4 is bleeding and slowed (save ends).
- «4» Death Grip: Melee 1 (Strike, Weapon), creature only.
Roll + 5; {15/21/25} damage; M < {3/4/5}, grabbed.
Effect: The target must be the fury’s size or smaller. While the target is grabbed this way, the fury and their allies have a double
edge on strikes against them.
- Devastate: Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can use a
signature ability against that creature or object that has a double edge.
- Rivalry: At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can
add a d3 roll to power rolls they make against each other.
Rival Null (Level 10 Elite Harrier)
Size 1M, Humanoid, Rival (EV 48)
M +3; A +5; R +4; I +5; P 0
Speed 7; Stability 3
Stamina 240
- Free Strike: M1/R5 (Weapon); 10 damage
- Kinetic Danse (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 5; {15/20/24} damage; the null shifts up to {4/5/6} squares; A < {3/4/5}, {10/15/19} damage.
- «5» Incapacitate: Maneuver. Melee 1 (Psionic, Strike, Weapon), two creatures or objects.
Roll + 5; {13/17/20} damage; R < {3/4/5}, dazed and restrained (save ends).
- Energy Conservation: The first time each round that the null is targeted by a strike, it takes a bane and the null halves the damage from it. The
creature making the strike takes 10 damage.
- Rivalry: At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can
add a d3 roll to power rolls they make against each other.
Rival Shadow (Level 10 Elite Ambusher)
Size 1M, Humanoid, Rival (EV 48)
M 0; A +5; R +3; I +2; P +4
Speed 5; Stability 1
Stamina 240
- Free Strike: M1/R5 (Weapon); 10 damage
- A Hush of Ash (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 5; {15/21/25} damage; A < {3/4/5}, bleeding (save ends).
Spend «1»: The shadow can teleport up to 10 squares, then can attempt to hide.
- Envenomed Steel: Maneuver. Self. The shadow coats their weapon with poison. They have a double edge on their next strike, any potency for that strike increases
by 2, and if the target has M < 4, they are weakened (save ends).
- Exploit Weakness: The shadow deals an extra 10 damage to any target affected by a condition.
- Rivalry: At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature
can add a d3 roll to power rolls they make against each other.
Rival Tactician (Level 10 Elite Artillery)
Size 1M, Humanoid, Rival (EV 48)
M +5; A +2; R +4; I 0; P +3
Speed 5; Stability 2
Stamina 220
- Free Strike: M1/R10 (Weapon); 10 damage
- Forward Assault (Sig.): Ranged 10 (Strike, Weapon), two creatures or objects.
Roll + 5; {15/21/25} damage;
- 12-16: A < 4, prone and can’t stand (EoT).
- 17+: Prone; A < 5, can’t stand (EoT).
Spend «5»: Two allies within distance move up to their speed and can use a signature ability that has a double edge.
- «3» Guardian From Afar: Area 3 cube within 10 (Ranged, Weapon), one creature in the area.
Roll + 5; {10/16/20} damage; M < {3/4/5}, weakened (save ends).
Effect: Each ally in the area regains 10 Stamina.
- Battlefield Control: Triggered (an enemy within distance willingly moves).
Ranged 10, the triggering enemy. At any point during the movement, the tactician and one ally within distance can use a signature ability against the target.
- Rivalry: At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature
can add a d3 roll to power rolls they make against each other.
Rival Talent (Level 10 Elite Hexer)
Size 1M, Humanoid, Rival (EV 48)
M 0; A 0; R +5; I 0; P +1
Speed 5; Stability 2
Stamina 220
- Free Strike: M1/R10 (Psionic); 10 psychic
- Override (Sig.): Ranged 10 (Psionic, Strike, Telekinesis), two creatures or objects.
Roll + 5; {15/20/24} psychic damage.
Spend «4»: Each target moves up to their speed and can make a free strike against one enemy of the talent’s choice. The target’s movement
can provoke opportunity attacks, but they can’t otherwise be moved in a way that would harm them.
- «3» Steal Time: Maneuver. Ranged 10 (Chronopathy, Psionic).
Roll + 5; R < {3/4/5}, {slowed/restrained/restrained} (save ends).
Effect: One ally within distance can use an additional main action on their next turn.
- «2» Psionic Retribution: Triggered (a creature deals damage to the talent).
Self (Psionic). The talent halves the damage and shifts up to 2 squares. The triggering creature takes psychic damage equal to half the damage
dealt and is pushed up to 5 squares.
- Rivalry: At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature
can add a d3 roll to power rolls they make against each other.
Shambling Mound
Alchemical Ingredients: After a shambling mound dies, a creature can make a Reason test to extract toxins from the remains.
- ≤11: The creature extracts no toxins.
- 12-16: The creature extracts enough toxins to craft one vial of poison.
- 17+: The creature extracts enough toxins to craft three vials of poison.
Creating poison from the extracted toxins requires the completion of a special crafting project.
- Item Prerequisite: Shambling mound toxins
- Project Source: Texts or lore in Caelian
- Project Roll Characteristic: Reason or Intuition
- Project Goal: 45
As a maneuver, one vial of poison can be applied to a weapon. For 1 minute after the poison is applied, damage dealing abilities
using that weapon deal an extra 4 + 1d6 poison damage.
Shambling Mound Malice
At the start of a shambling mound’s turn, you can spend Malice to activate one of the following features.
- «3» Poisoned Vines: The shambling mound seeps noxious residue from their vines. The next time they use their Vine Lash ability before the end
of their next turn, they deal an extra 12 poison damage to each target.
- «5» Frenzy Lash: The shambling mound lashes out at each enemy within 10 squares of them, driving them back or into the air. Each target makes
an Agility test.
- ≤11: 7 damage; push 7 or vertical push 3; restrained (save ends)
- 12-16: 6 damage; push 5 or vertical push 2
- 17+: 3 damage
- «5» Solo Action: The shambling mound takes an additional main action on their turn. They can use this feature even if they are dazed.
- «7» Leeching Wilds: Until the end of the shambling mound’s next turn, the area within 10 squares of them is difficult terrain for enemies, and
any enemy in the area takes a bane on power rolls. Any enemy who starts their turn in the area takes 4 acid damage, and the
shambling mound regains an equal amount of Stamina.
Shambling Mound (Level 5 Solo)
Size 3, Plant, Shambling Mound (EV 84)
M +4; A –1; R 0; I +1; P 0
Speed 3; Stability 5
Stamina 400
- Solo Monster:
- End Effect: At the end of each of their turns, the shambling mound can take 10 damage to end one effect on them that can be ended by
a saving throw. This damage can’t be reduced in any way.
- Solo Turns: The shambling mound can take two turns each round. They can’t take turns consecutively.
- Engulfing Sac: The shambling mound has a vegetative sack on their body where they carry engulfed creatures. The sack has 30 Stamina, damage
immunity 5, and fire weakness 10. Destroying the sack frees creatures trapped by the shambling mound’s Engulf ability. The
shambling mound regrows a destroyed sack at the start of their next turn.
- Free Strike: M6/R5 (Weapon); 7 damage
- Vine Lash (Sig.): Melee 6 (Strike, Weapon), two creatures or objects.
Roll + 4; {11/16/19} damage; A < {3/4/*}, grabbed.
Spend «2»: The shambling mound can slide each target up to 6 squares.
Spend «3»: Each target takes 7 poison damage.
- Seismic Slam: Area 6 burst (Weapon).
Roll + 4; {4/6/7} damage; M < {2/3/4}, dazed (save ends).
- «2» Engulf: Main Action. Melee 6. The target must be size 1L or smaller. The shambling mound reaches out with writhing vines, and if the target has A < 3, they
are engulfed into the shambling mound’s sack. If the target is grabbed by the shambling mound, the potency increases by 1.
An engulfed creature is restrained, takes 3 poison damage at the start of each turn, and can’t take damage from abilities
used from outside the sack. When the shambling mound moves, the engulfed creature moves with them. If the shambling mound
dies or their sack is destroyed, each engulfed creature is freed and appears in an unoccupied space within 2 squares of the
shambling mound.
Spend «2+»: The shambling mound can engulf one additional target for each 2 Malice spent.
- Leech: Maneuver. Self. Each creature engulfed by the shambling mound takes 5 poison damage. The shambling mound gains 5 temporary Stamina for each
creature who takes damage this way.
- Tether Down: Triggered (a creature within distance willingly moves).
Melee 6, the triggering creature.
Roll + 4; {7/12/15} damage; M < {2/3/4}, restrained (EoT).
- False Appearance: While the shambling mound remains motionless, they are indistinguishable from ordinary vegetation.
- Frothing Flora: The area within 6 squares of the shambling mound is difficult terrain.
- «VA-1» Ravenous Overgrowth: Area 10 x 2 line within 1 (Weapon), each creature in the area.
Roll + 4; {7/12/15} damage, pull {3/4/6}; {roll 12+} the target has poison weakness {X/3/5} until the end of the encounter.
- «VA-2» Composting: Melee 6, each enemy. The shambling mound uses Engulf against each target without spending Malice.
- «VA-3» Exposed Crux: Self (Melee). The shambling mound rips themself apart, exposing the crux of magic holding them together. The distance of the shambling mound’s
melee abilities increases to melee 10, the creature has a double edge on power rolls, and strikes made against them gain an
edge.
Time Raiders
Time Raider Malice
At the start of any time raider’s turn, you can spend Malice to activate one of the following features.
- «3» Gravity Well: Maneuver. Area 5 cube within 3 (Psionic, Ranged, Weapon), special. A time raider acting this turn activates a gravity well in the area. The gravity well sits at the center of the cube and lasts
until the end of the encounter, or until a creature adjacent to the well uses a maneuver to deactivate it. The area is difficult
terrain for enemies. Any enemy who ends their turn in the area is pulled up to 4 squares toward the well.
- «5» Recall Module: Until the end of the round, each time raider gains a +3 bonus to speed, and can teleport up to their speed as a move action.
- «10» Psi-Cage: All time raiders in the encounter collectively create a psionic field over the encounter map, which lasts until the first
time raider with the highest Stamina maximum drops to 0 Stamina or chooses to end the field (no action required). While the
field is up, each non-time raider on the map makes a Reason test against this psionic effect at the start of each round.
- ≤11: 10 psychic damage; slowed (EoT)
- 12-16: 7 psychic damage; slowed (EoT)
- 17+: No effect.
Time Raider Archon (Level 3 Minion Harrier)
Size 1M, Humanoid, Time Raider (EV 5 for 4 minions)
M +2; A +2; R +2; I +1; P –1
Speed 7
Immunity: psychic 3
With Captain: +1 damage bonus to strikes
Stamina 7
- Free Strike: M1/R5 (Psionic, Weapon); 2 damage
- Brutal Flail (Sig.): Melee 1 (Psionic, Strike, Weapon).
Roll + 2; {2/4/5} damage; {roll 17+} one ally can make a free strike against the target.
- Foresight: The archon doesn’t take a bane on strikes against creatures with concealment.
Time Raider Myriad (Level 3 Minion Brute)
Size 1M, Humanoid, Time Raider (EV 5 for 4 minions)
M +2; A +1; R +2; I +1; P +1
Speed 5
Immunity: psychic 3
With Captain: +1 damage bonus to strikes
Stamina 8
- Free Strike: M2/R5 (Psionic, Weapon); 3 damage
- Fifth Fist (Sig.): Melee 2 (Psionic, Strike, Weapon).
Roll + 2; {3/5/6} damage; slide {1/2/3}, {roll 17+} prone.
- Foresight: The myriad doesn’t take a bane on strikes against creatures with concealment.
Time Raider Armiger (Level 3 Platoon Defender)
Size 1M, Humanoid, Time Raider (EV 10)
M 0; A +2; R +2; I +2; P 0
Speed 5
Immunity: psychic 3
Stamina 60
- Free Strike: M1/R5 (Psionic, Weapon); 5 damage
- Serrated Saber (Sig.): Melee 1 (Psionic, Strike, Weapon).
Roll + 2; {7/10/13} damage; {roll 17+} R < 2, weakened (save ends).
Spend «2»: A creature weakened this way is also bleeding.
- Shared Sickness: Triggered (a creature deals damage to any ally of the armiger who the armiger has line of effect to).
Ranged 20 (Psionic), the triggering creature.
Roll + 2; {4/6/9} psychic damage; R < {0/1/2}, 5 poison damage.
- Foresight: The armiger doesn’t take a bane on strikes against creatures with concealment.
- Kuran’zoi Heraldry: Any time raider who starts their turn with line of effect to the armiger can end one condition affecting the.
Time Raider Cannonfall (Level 3 Platoon Artillery)
Size 1L, Humanoid, Time Raider (EV 10)
M 0; A +2; R +2; I +2; P 0
Speed 5; Stability 3
Immunity: psychic 3
Stamina 40
- Free Strike: M1/R5 (Psionic, Weapon); 5 sonic
- Sunderbuss (Sig.): Area 3 cube within 10 (Psionic, Ranged, Weapon).
Roll + 2; {4/7/10} sonic damage; {roll 17+} prone; M < 2, slowed (save ends).
Effect: A layer of ground beneath the area that is 1 square deep is destroyed.
- «1» Buss Buffe: Free Triggered (a creature damages the cannonfall with a ranged or area ability).
Area 5 burst (Psionic), self and each ally in the area. The damage is halved for the cannonfall and each target also affected by the triggering ability.
- Foresight Squared: The cannonfall doesn’t take a bane on strikes against creatures with concealment or cover.
Time Raider Helix (Level 3 Platoon Controller)
Size 1M, Humanoid, Time Raider (EV 10)
M 0; A +2; R +2; I +2; P +2
Speed 5 (fly)
Immunity: psychic 3
Stamina 40
- Free Strike: M1/R10 (Psionic, Weapon); 5 corruption
- Blaster Volley (Sig.): Ranged 10 (Psionic, Strike, Weapon), two creatures or objects.
Roll + 2; {6/8/11} corruption damage; push {2/4/6}, {roll 17+} prone.
- Kinetic Lane: Maneuver. Area 4 x 2 line within 10 (Psionic, Ranged), special. The area is a psionically charged treadmill that pushes creatures and objects at high speed in one direction of the helix’s
choice. Any creature who enters the area or starts their turn there slides 3 squares toward the end of the area in the chosen
direction. Each enemy in the area when it first appears takes 3 damage before they slide.
Spend «3»: The helix creates a second kinetic lane.
- Foresight: The helix doesn’t take a bane on strikes against creatures with concealment.
Time Raider Hijack (Level 3 Platoon Ambusher)
Size 1M, Humanoid, Time Raider (EV 10)
M 0; A +2; R +2; I +2; P +1
Speed 6
Immunity: psychic 3
Stamina 50
- Free Strike: M1/R5 (Psionic, Weapon); 5 damage
- Golden Sickles (Sig.): Melee 1 (Psionic, Strike, Weapon), creature only.
Roll + 2; {7/11/14} damage; {roll 17+} A < 2, bleeding (save ends).
Effect: The hijack is hidden from any creature who is bleeding from this ability until that condition ends.
- Psi-Sickle: Maneuver. Ranged 5 (Psionic, Weapon). The hijack psychically latches their sickle onto the target and closes the distance between them. If the target is larger
than the hijack, the hijack moves adjacent to the target. Otherwise, the target is pulled up to 4 squares toward the hijack.
- Foresight: The hijack doesn’t take a bane on strikes against creatures with concealment.
Time Raider Mind Punk (Level 3 Platoon Hexer)
Size 2, Humanoid, Time Raider (EV 10)
M +2; A 0; R +2; I +2; P +1
Speed 5; Stability 2
Immunity: psychic 3
Stamina 40
- Free Strike: M1/R5 (Psionic, Weapon); 5 damage
- Repelling Psihander (Sig.): Melee 1 (Psionic, Strike, Weapon), two creatures adjacent to each other.
Roll + 2; {6/8/11} damage; M < {X/1/2} dazed (save ends).
Effect: A target who ends their next turn adjacent to the other target falls prone.
- «2» Mindpunk: Area 3 burst (Psionic).
Roll + 2; {4/6/9} psychic damage; push {X/1/2}; R < {0/1/2}, prone {roll 12+} and can’t stand (save ends).
- Foresight: The mind punk doesn’t take a bane on strikes against creatures with concealment.
Time Raider Nemesis (Level 3 Platoon Harrier)
Size 1M, Humanoid, Time Raider (EV 10)
M +1; A +2; R +2; I +1; P 0
Speed 7 (fly)
Immunity: psychic 3
Stamina 50
- Free Strike: M2/R5 (Psionic, Weapon); 5 damage
- Golden Scythe (Sig.): Melee 2 (Psionic, Strike, Weapon).
Roll + 2; {7/10/13} damage; pull {1/2/3}; {roll 17+} A < 2, restrained (save ends).
Effect: This ability can target creatures on parallel planes of existence and pull them onto the nemesis’s plane.
- «2» Kinetic Crush: Ranged 10 (Psionic, Strike), creature only.
Roll + 2; {7/10/13} psychic damage; M < {0/1/2}, slowed (save ends).
Effect: Any creature slowed this way takes 2 damage for each square they move or are force moved until that condition ends.
- Foresight: The nemesis doesn’t take a bane on strikes against creatures with concealment.
Time Raider Vertex (Level 3 Platoon Support)
Size 2, Humanoid, Time Raider (EV 10)
M +1; A +1; R +2; I +1; P 0
Speed 5 (fly, hover); Stability 2
Immunity: psychic 3
Stamina 62
- Free Strike: M2/R5 (Psionic); 5 psychic
- Psionic Slam (Sig.): Melee 2 (Psionic, Strike), creature only.
Roll + 2; {5/7/9} damage, {2/3/4} psychic damage.
Effect: Any power roll made against the target gains an edge until the start of the vertex’s next turn.
- «5» Split Space: Main Action. Area 2 cube within 10 (Psionic, Ranged), special. A portal fills the area, connecting to a location the vertex has experienced on any plane of existence, in person or otherwise.
Any creature who enters the portal for the first time in a round or starts their turn there is instantly teleported to any
unoccupied space in the portal at the chosen location. The portal lasts until the vertex uses this ability again, dismisses
the portal (no action required), or is transported by the portal.
- Invigorated March: Maneuver. Area 4 burst (Psionic), each ally in the area. Each target shifts up to half their speed.
- Foresight: The vertex doesn’t take a bane on strikes against creatures with concealment.
Time Raider Tyrannis (Level 3 Leader)
Size 2, Humanoid, Time Raider (EV 20)
M 0; A +3; R +3; I +1; P 0
Speed 10 (hover, teleport); Stability 2
Immunity: psychic 5
Stamina 120
- Free Strike: M2/R10 (Psionic, Weapon); 5 corruption
- Gatling Blaster (Sig.): Melee 2 or Ranged 10 (Psionic, Strike, Weapon), two creatures or objects.
Roll + 3; {8/12/15} corruption damage.
Effect: Each target takes a −2 penalty to speed until the start of the tyrannis’s next turn.
- «3» Air Raid! Maneuver. Ranged 10 (Psionic), three time raiders. Each target can fly up to their speed and make a free strike. If a target doesn’t land in an unoccupied space, they fall.
- Precog Reflexes: Triggered (a creature within distance makes a strike against the tyrannis).
Ranged 10 (Psionic), the triggering creature. The strike takes a bane. After the strike resolves, the tyrannis can make a free strike against the target.
Spend «2»: The strike has a double bane instead.
- End Effect: At the end of each of their turns, the tyrannis can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Foresight: The tyrannis doesn’t take a bane on strikes against creatures with concealment.
- «VA-1» We Will Won! Ranged 10 (Psionic), self and three allies. Each target gains 15 temporary Stamina, and has their speed doubled until the end of their next turn.
- «VA-2» Stick to the Plan! Area 10 burst, self and each ally in the area. Each target can end one effect on them or can move up to their speed.
- «VA-3» Armageddon: Area 5 burst, special. The tyrannis fires a sensor mine into each unoccupied square in the area, and creates a gravity well whose area contains one
or more squares of the tyrannis’s space (see Gravity Well). Whenever an enemy enters a square with a sensor mine in it, the
mine explodes, dealing 3 damage to the enemy.
Trolls
Troll Malice
At the start of any troll’s turn, you can spend Malice to activate one of the following features.
- «3» Foul Spew: One troll acting this turn spews out a half-digested meal in a 5 x 1 line within 1 square of them. Each troll in the area
regains 3 Stamina. Each enemy in the area makes a Might test.
- ≤11: 12 acid damage; dazed (EoT)
- 12-16: 10 acid damage; weakened (EoT)
- 17+: 6 acid damage
- «5» Emergency Meal: Each troll in the encounter can make a free strike against a creature adjacent to them, and regains Stamina equal to the damage
dealt.
- «7» Bloody Banquet: Each winded troll in the encounter disgorges the contents of their stomach onto the ground around them, creating a 1 burst
of foul vomitus that lasts until the end of the encounter. Each non-troll who enters this area for the first time in a round
or starts their turn there takes 5 acid damage. Each troll in the area has a double edge on power rolls.
Troll Limbjumble (Level 5 Minion Hexer)
Size 1S, Troll (EV 7 for 4 minions)
M +3; A +1; R –2; I –1; P –1
Speed 5
With Captain: Gain an edge on strikes
Stamina 8
- Free Strike: M1/R5 (Weapon); 3 damage
- Arm and a Leg (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {3/5/6} damage; A < {2/3/*}, prone.
Effect: If a target made prone this way is already prone, they are grabbed instead.
- Hyper-Regeneration: At the start of each of the limbjumble’s squad’s turns, the squad’s Stamina pool increases as if each limbjumble were at full
Stamina.
Troll Whelp (Level 5 Minion Brute)
Size 1L, Giant, Troll (EV 7 for 4 minions)
M +3; A +1; R –1; I 0; P 0
Speed 6; Stability 3
With Captain: +2 damage bonus to strikes
Stamina 10
- Free Strike: M1/R5 (Weapon); 3 damage
- Jaws and Claws (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {3/6/7} damage; slide {X/1/2}; {roll 17+} M < 2, bleeding (save ends).
- Lingering Hunger: Whenever two or more whelps are simultaneously reduced to 0 Stamina by damage that isn’t acid or fire damage, half of those
whelps become troll limbjumbles with 4 Stamina.
Troll Butcher (Level 5 Elite Hexer)
Size 2, Giant, Troll (EV 28)
M +3; A +1; R +1; I 0; P 0
Speed 8; Stability 2
Stamina 120
- Free Strike: M1/R5 (Weapon); 6 damage
- Savoring Bite (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 3; {9/14/17} damage; M < {1/2/3}, bleeding (save ends).
Spend «1»: The butcher regains Stamina equal to the damage dealt.
- Rotten Scraps: Area 3 cube within 10 (Ranged), each creature in the area.
Roll + 3; {5/9/11} poison damage; M < {1/2/3}, weakened (save ends).
Effect: Each troll in the area ignores the damage and instead regains 3 Stamina.
- «2» Gourmet Flesh: Maneuver. Self. The butcher enhances their next use of Savoring Bite, changing the damage type and condition imposed to one of the following
pairs: corruption damage and dazed, acid damage and restrained, or lightning damage and frightened.
- Acquired Taste: Triggered (a creature within distance deals damage to the butcher with an ability that gains an edge, has a double edge, or uses a surge).
Melee 1, the triggering creature. The butcher makes a free strike against the target. Until the end of their next turn, the butcher gains an edge on power rolls
and deals an extra 3 damage with strikes.
- Bloody Feast: Each ally within 5 squares of the butcher gains an edge on power rolls against any enemy affected by a condition.
- Relentless Hunger: The butcher dies only if they are reduced to 0 Stamina by acid or fire damage, if they end their turn with 0 Stamina, or if
they take acid or fire damage while at 0 Stamina.
Troll Glutton (Level 5 Elite Brute)
Size 2, Giant, Troll (EV 28)
M +3; A +1; R –1; I 0; P +1
Speed 6; Stability 4
Stamina 160
- Free Strike: M1/R5 (Weapon); 7 damage
- Voracious Mastication (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 3; {10/15/18} damage; M < {X/2/3}, slowed (save ends).
Spend «1»: The glutton regains Stamina equal to the damage dealt.
- «3» Crash Through: Main Action. Self. The glutton shifts up to their speed in a straight line, ignoring difficult terrain. The first time during this movement that
the glutton moves through the space of a creature or object their size or smaller, that creature or object takes 10 damage,
or a creature can choose to fall prone instead. If the glutton moves into a creature or object larger than them and doesn’t
knock the creature prone or destroy the object, the glutton’s movement ends and they are dazed until the end of their next
turn.
- Food Frenzy: Maneuver. Self. Until the start of their next turn, the glutton has a double edge on strikes, and strikes made against them gain an edge.
- «1» Spiteful Retort: Free Triggered (the glutton is reduced to 0 Stamina but doesn’t die).
Melee 1, the triggering creature. The glutton uses Voracious Mastication against an adjacent creature.
- Insatiable Appetite: Once per turn, the glutton can use the Charge main actionas a free maneuver if they target a winded creature.
- Relentless Hunger: The glutton dies only if they are reduced to 0 Stamina by acid or fire damage, if they end their turn with 0 Stamina, or if
they take acid or fire damage while at 0 Stamina.
Troll Crack Trooper (Level 9 Minion Brute)
Size 2, Giant, Troll (EV 11 for 4 minions)
M +4; A +1; R –1; I 0; P +2
Speed 6; Stability 4
With Captain: +3 bonus to Stamina
Stamina 15
- Free Strike: M1/R5 (Weapon); 5 damage
- Charging Chomp (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 4; {5/7/9} damage; push {2/3/4}; A < {X/3/4}, {X/3/5} damage.
Effect: The crack trooper’s squad’s Stamina pool regains Stamina equal to half the damage dealt.
- Group Appetite: The crack trooper dies only if their squad’s Stamina pool is reduced to 0 Stamina by acid or fire damage, if they end their
turn with 0 Stamina in their squad’s Stamina pool, or if they take acid or fire damage while their squad’s Stamina pool is
at 0 Stamina.
Troll Ravager (Level 9 Minion Harrier)
Size 2, Giant, Troll (EV 11 for 4 minions)
M +4; A +2; R 0; I +1; P +1
Speed 8; Stability 2
With Captain: +2 bonus to speed
Stamina 15
- Free Strike: M1/R5 (Weapon); 4 damage
- Dine and Dash (Sig.): Melee 1 (Strike, Weapon).
Roll + 4; {4/6/8} damage; the ravager shifts {1/2/3} square(s).
Effect: The ravager’s squad’s Stamina pool regains Stamina equal to half the damage dealt.
- Group Appetite: The ravager dies only if their squad’s Stamina pool is reduced to 0 Stamina by acid or fire damage, if they end their turn
with 0 Stamina in their squad’s Stamina pool, or if they take acid or fire damage while their squad’s Stamina pool is at 0
Stamina.
Undead
Undead Malice
At the start of any undead’s turn, you can spend Malice to activate one of the following features.
- «2» Ravenous Horde: At the end of this round, each hero not already adjacent to one or more undead is beset by two rotting zombies who burst up
from the ground to appear in adjacent unoccupied spaces. Each zombie is winded. This feature can’t be used two rounds in a
row.
- «3» Paranormal Fling: Up to three unattended objects on the encounter map rise to float 1 square off the ground. Each object is then pulled 5 squares
toward the nearest enemy within 3 squares of the object.
- «5» The Grasping, the Hungry: Ravenous and rotting undead arms burst forth from 9 connected squares of a vertical or horizontal surface. Any creature who
ends their turn adjacent to an affected square makes an Agility test.
- ≤11: 5 damage; restrained (save ends)
- 12-16: 5 damage; restrained (EoT)
- 17+: 5 damage
- Effect: While restrained this way, a creature takes 1d6 damage at the start of each of their turns.
- «7+» Dread March: Up to four undead in the encounter move up to their speed and can make a free strike. The number of undead affected increases
by 1 for each additional Malice spent on this feature. If an undead is reduced to 0 Stamina during this dread march, they
don’t die until the march is resolved.
At the start of any level 4 or higher undead’s turn, you can spend Malice to activate one of the following features.
- «5» Blood Hunger: One undead acting this turn uses a signature ability against a creature who is bleeding. As a free triggered action, each
undead within 5 squares of the first undead moves up to their speed and can make a free strike against the same target.
At the start of any level 7 or higher undead’s turn, you can spend Malice to activate one of the following features.
- «5» Necrotic Rupture: Until the end of the round, whenever an undead is reduced to 0 Stamina, they deal 8 corruption damage to each enemy within
3 squares of them.
At the start of any level 10 undead’s turn, you can spend Malice to activate one of the following features.
- «7» Death Tax: The undead attempts to rend the vitality of their foes. Each enemy within 5 squares of the undead makes a Might test.
- ≤11: 10 corruption damage; the target loses 2 Recoveries
- 12-16: 8 corruption damage; the target loses 1 Recovery
- 17+: 5 corruption damage
- Effect: A target who has fewer Recoveries than they would lose is also weakened (save ends).
- Special: This ability can’t be used by a minion.
Crawling Claw (Level 1 Minion Harrier)
Size 1T, Undead, Soulless (EV 3 for 4 minions)
M 0; A +2; R –5; I –1; P –1
Speed 6 (climb)
Immunity: corruption 1, poison 1
With Captain: +2 bonus to speed
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 damage
- Fingernails (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {1/2/3} damage.
Effect: The crawling claw shifts up to a number of squares equal to the damage dealt.
- Disorganized: Allies can’t flank with the crawling claw.
Decrepit Skeleton (Level 1 Minion Artillery)
Size 1M, Undead, Soulless (EV 3 for 4 minions)
M 0; A +2; R –2; I 0; P –2
Speed 5
Immunity: corruption 1, poison 1
With Captain: Gain an edge on strikes
Stamina 3
- Free Strike: M1/R10 (Weapon); 2 damage
- Bone Bow (Sig.): Ranged 10 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
Effect: The decrepit skeleton chooses one other target within distance, who takes 1 damage.
- Bonetrops: When the decrepit skeleton is reduced to 0 Stamina, their space is difficult terrain. The first time any enemy enters this
space, the take 1 damage and the effect end.
Rotting Zombie (Level 1 Minion Brute)
Size 1M, Undead, Soulless (EV 3 for 4 minions)
M +2; A –2; R –5; I –2; P –3
Speed 4
Immunity: corruption 1, poison 1
With Captain: +1 damage bonus to strikes
Stamina 5
- Free Strike: M1/R5 (Weapon); 2 damage
- Rotting Fist (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {2/4/5} damage; {roll 17+} M < 2, prone if size 1, or slowed (save ends) otherwise.
- Death Grasp: When the rotting zombie is reduced to 0 Stamina, their space is difficult terrain. The first time any enemy who has M < 2
enters this space, they are slowed (save ends) and the effect ends.
Shade (Level 1 Minion Ambusher)
Size 1M, Undead (EV 3 for 4 minions)
M –5; A +1; R 0; I 0; P +2
Speed 5 (fly, hover); Stability 1
Immunity: corruption 1, poison 1
With Captain: +2 bonus to speed
Stamina 4
- Free Strike: M1/R5 (Weapon); 2 corruption
- Life Drain (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {2/4/5} corruption damage; {roll 17+} the target must move up to their speed and can’t end that movement closer to any shade.
- Shadow Phasing: The shade can move through creatures and objects at their usual speed, but can’t end their turn inside a creature or object.
The first time in a round that the shade moves through a creature, that creature takes 1 corruption damage. The shade doesn’t
take damage from being force moved into objects.
Ghoul (Level 1 Horde Harrier)
Size 1M, Undead (EV 3)
M 0; A +2; R –2; I 0; P –1
Speed 7
Immunity: corruption 1, poison 1
Stamina 15
- Free Strike: M1/R5 (Weapon); 1 damage
- Razor Claws (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 2; {3/4/5} damage; {roll 17+} M < 2, bleeding (save ends).
- Leap: Maneuver. Self. The ghoul jumps up to 3 squares. If they land on a size 1 enemy, that enemy is knocked prone and the ghoul can make a free
strike against them.
- Arise: The first time the ghoul is reduced to 0 Stamina by damage that isn’t fire damage or holy damage and their body isn’t destroyed,
they instead have 1 Stamina and fall prone.
- Hunger: When the ghoul uses the Charge main action, they gain a +2 bonus to speed until the end of their turn.
Skeleton (Level 1 Horde Artillery)
Size 1M, Undead, Soulless (EV 3)
M 0; A +2; R +1; I 0; P –1
Speed 5
Immunity: corruption 1, poison 1
Stamina 10
- Free Strike: M1/R10 (Weapon); 2 damage
- Bone Shards (Sig.): Melee 1 or Ranged 10 (Strike, Weapon).
Roll + 2; {4/6/7} damage.
Effect: Until the start of the skeleton’s next turn, the target takes 2 damage the first time they willingly move on their turn.
- «2» Bone Spur: Maneuver. Area 1 burst (Weapon).
Roll + 2; {1/2/3} damage; M < {0/1/2}, bleeding (save ends).
Effect: Each target takes a bane on their next strike.
- Arise: The first time the skeleton is reduced to 0 Stamina by damage that isn’t fire damage or holy damage and their body isn’t destroyed,
they instead have 1 Stamina and fall prone.
Specter (Level 1 Horde Hexer)
Size 1M, Undead (EV 3)
M –5; A +1; R 0; I 0; P +2
Speed 5 (fly, hover); Stability 1
Immunity: corruption 1, poison 1
Stamina 10
- Free Strike: M1/R5 (Magic); 1 corruption
- Decaying Touch (Sig.): Melee 1 (Magic, Strike), creature only.
Roll + 2; {3/4/5} corruption damage; P < {0/1/2}, weakened (save ends).
Spend «2»: The potency increases by 1. Any living creature who dies from this damage rises at the start of the next round in the target’s
space as a specter under the Director’s control.
- Hidden Movement: Maneuver. Self. The specter turns invisible, moves up to their speed, and is visible again.
- Corruptive Phasing: The specter can move through creatures and objects at their usual speed, but can’t end their turn inside a creature or object.
The first time in a round that the specter moves through a creature, that creature takes 2 corruption damage. The specter
doesn’t take damage from being force moved into objects.
Soulwight (Level 1 Horde Hexer)
Size 1M, Undead (EV 3)
M +2; A +1; R 0; I 0; P +1
Speed 5
Immunity: corruption 1, poison 1
Stamina 10
- Free Strike: M1/R5 (Weapon); 1 corruption
- Soulstealer Longsword (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {3/4/5} corruption damage; M < {X/1/2}, slowed {roll 17+: and weakened} (save ends).
Effect: The target appears to rapidly age each time they take damage from this ability. The target regains their former appearance
when the soulwight is destroyed.
- «3» Stolen Vitality: Maneuver. Ranged 5 (Magic), one ally. The target regains 10 Stamina. The soulwight can’t use this maneuver again until after they strike a creature with their Soulstealer
Longsword.
- Arise: The first time the soulwight is reduced to 0 Stamina by damage that isn’t fire damage or holy damage and their body isn’t
destroyed, they instead have 1 Stamina and fall prone.
Umbral Stalker (Level 1 Horde Ambusher)
Size 1M, Undead (EV 3)
M 0; A +2; R 0; I 0; P +1
Speed 7 (climb); Stability 1
Immunity: corruption 1, poison 1
Stamina 15
- Free Strike: M1/R5 (Magic); 2 cold
- Chilling Grasp (Sig.): Melee 1 (Magic, Strike).
Roll + 2; {4/6/7} cold damage; the stalker shifts {X/1/2} square(s).
- «3» Freezing Dark: Area 3 cube within 1 (Magic).
Roll + 2; {2/3/4} cold damage.
Effect: Until the end of the stalker’s next turn, the area provides concealment, and blocks line of effect for enemies.
- «1» Shadow Jump: Free Maneuver. Self. The umbral stalker teleports to an unoccupied space in an area of concealment within 10 squares.
- Corruptive Phasing: The umbral stalker can move through creatures and objects at their usual speed, but can’t end their turn inside a creature
or object. The first time in a round that the umbral stalker moves through a creature, that creature takes 2 corruption damage.
The umbral stalker doesn’t take damage from being force moved into objects.
Zombie (Level 1 Horde Brute)
Size 1M, Undead, Soulless (EV 3)
M +2; A +1; R –5; I –2; P +1
Speed 5; Stability 1
Immunity: corruption 1, poison 1
Stamina 20
- Free Strike: M1/R5 (Weapon); 2 damage
- Clobber and Clutch (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {4/6/7} damage; {roll 17+} grabbed.
Effect: A target who starts their turn grabbed by the zombie takes 2 corruption damage. A creature who takes 5 or more corruption
damage this way becomes insatiably hungry for flesh, and must complete the Find a Cure downtime project to end this effect.
- «3» Zombie Dust: Maneuver. Area 2 burst. The zombie falls prone, expelling a wave of rot and dust.
Roll + 2; {2/3/4} corruption damage;
- 12-16: M < 1, weakened (save ends).
- 17+: M < 2, dazed (save ends).
- Endless Knight: The first time the zombie is reduced to 0 Stamina by damage that isn’t fire damage or holy damage and their body isn’t destroyed,
they instead have 10 Stamina and fall prone.
Ghost (Level 1 Leader)
Size 1M, Undead (EV 12)
M –2; A +2; R 0; I 0; P +3
Speed 6 (fly, hover); Stability 1
Immunity: corruption 3, poison 3
Stamina 80
- Free Strike: M1/R5 (Magic); 4 cold
- Heat Death (Sig.): Ranged 5 (Magic, Strike), two creatures.
Roll + 3; {7/10/13} cold damage; P < {1/2/3}, slowed (save ends).
Effect: The next strike made against the target gains an edge.
- Haunt: Maneuver. Ranged 8, self or one ally with a Phasing trait. The target shifts up to their speed.
Spend «2»: The ghost chooses one additional target.
- «1» Shriek: Triggered (a creature within distance targets the ghost with a strike).
Melee 1 (Magic), the triggering creature. The ghost halves the damage from the strike and the target takes 2 sonic damage.
- Phantom Flow: Each undead with a Phasing trait within 10 squares of the ghost can’t be made slowed or weakened.
- «VA-1» Paranormal Activity: Area 5 burst (Magic), each size 3 or smaller object in the area. Each target rises 1 square into the air and is vertically pulled up to 5 squares toward the nearest enemy within 3 squares
of the target.
- «VA-2» Spirited Away: Area 5 burst (Magic).
Roll + 3; P < {1/2/3}, the target is levitated (EoT) {roll 17+} or until the end of the encounter.
Effect: A levitated target floats 1 square off the ground when first affected, then rises 1 square at the end of each of their turns.
If a levitated target can’t already fly, they can fly but are slowed and weakened while flying this way.
- «VA-3» Awful Wail: Area 5 burst (Magic).
Roll + 3; {3/5/8} sonic damage.
Effect: A target who has P < 2 is reduced to 1 Stamina if they are winded after taking this damage.
- Corruptive Phasing: The ghost can move through creatures and objects at their usual speed, but can’t end their turn inside a creature or object.
The first time in a round that the ghost moves through a creature, that creature takes 2 corruption damage. The ghost doesn’t
take damage from being force moved into objects.
Fleshflayed Shambler Zombie (Level 4 Minion Brute)
Size 1M, Undead, Soulless (EV 6 for 4 minions)
M +3; A –1; R 0; I 0; P 0
Speed 5
Immunity: corruption 4, poison 4
With Captain: +2 damage bonus to strikes
Stamina 9
- Free Strike: M1/R5 (Weapon); 3 damage
- Bone Carvers (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {3/5/7} damage.
Effect: If this ability gains an edge or has a double edge, the target is bleeding (save ends).
- Fleshfused Spines: Any adjacent enemy who grabs the fleshflayed shambler or uses melee ability against them takes 2 damage.
Ghoul Craver (Level 4 Minion Harrier)
Size 1M, Undead (EV 6 for 4 minions)
M +3; A +2; R 0; I 0; P 0
Speed 7 (climb)
Immunity: corruption 4, poison 4
With Captain: +2 damage bonus to strikes
Stamina 8
- Free Strike: M1/R5 (Weapon); 2 damage
- Taste (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 3; {2/4/6} damage.
Effect: This ability has a double edge against a bleeding target.
- Ever So Hungry: Any enemy adjacent to three or more ghoul cravers can’t shift.
- Hunger: When the ghoul craver uses the Charge main action, they gain a +2 bonus to speed until the end of their turn.
Hollowbone Launcher (Level 4 Minion Artillery)
Size 1M, Undead, Soulless (EV 6 for 4 minions)
M –2; A +3; R 0; I 0; P 0
Speed 5
Immunity: corruption 4, poison 4
With Captain: +5 bonus to ranged distance
Stamina 7
- Free Strike: M1/R10 (Weapon); 3 damage
- Hollowbone Slug (Sig.): Ranged 10 (Strike, Weapon).
Roll + 3; {3/5/7} damage; {roll 17+} M < 3, bleeding (save ends).
Effect: Each creature adjacent to the target takes 2 damage.
- Brittle Revenge: The hollowbone launcher explodes when they are reduced to 0 Stamina, dealing 2 damage to each adjacent creature.
Flesh Mournling (Level 4 Horde Defender)
Size 2, Undead (EV 6)
M +3; A +1; R 0; I +2; P –1
Speed 6; Stability 2
Immunity: corruption 4, poison 4
Stamina 35
- Free Strike: M2/R5 (Weapon); 2 damage
- Multiarm Strike (Sig.): Melee 2 (Strike, Weapon).
Roll + 3; {5/7/9} damage.
Effect: The target can’t shift until the end of their next turn.
Spend «1»: This ability targets one additional target.
- Horrid Wail: Area 5 burst (Magic).
Roll + 3; {2/3/4} psychic damage; I < {X/2/3}, frightened (save ends).
Effect: A target who is still frightened this way at the end of the encounter can’t take a respite activity during their next respite.
- Arise: The first time the mournling is reduced to 0 Stamina by damage that isn’t fire damage or holy damage and their body isn’t
destroyed, they instead have 10 Stamina and fall prone.
- Immutable Form: The mournling’s shape can’t be changed by any external effect.
Giant Zombie (Level 4 Elite Brute)
Size 3, Undead, Soulless (EV 24)
M +3; A –1; R –2; I +1; P +2
Speed 6; Stability 2
Immunity: corruption 4, poison 4
Stamina 140
- Free Strike: M3/R5 (Weapon); 6 damage
- Rotten Smash (Sig.): Melee 3 (Strike, Weapon), two creatures or objects.
Roll + 3; {9/14/17} damage; A < {X/2/3}, grabbed.
- «1» Knocking Heads: Triggered (the giant zombie grabs two creatures or objects, or starts their turn with two creatures or objects grabbed).
Self, special. The creatures or objects are smashed together using Rotten Smash, which has a double edge.
- Endless Knight: The first time the giant zombie is reduced to 0 Stamina by damage that isn’t fire damage or holy damage and their body isn’t
destroyed, they instead have 50 Stamina and fall prone.
- Negative Nerves: When the giant zombie is targeted by an ability that deals rolled damage, they halve the damage from a tier 1 outcome.
Mummy (Level 4 Horde Brute)
Size 1M, Mummy, Undead (EV 6)
M +3; A –1; R +1; I +3; P 0
Speed 5; Stability 2
Immunity: corruption 4, poison 4; Weakness: fire 5
Stamina 50
- Free Strike: M3/R5 (Weapon); 3 corruption
- Accursed Bindings (Sig.): Melee 3 (Strike, Weapon).
Roll + 3; {6/8/10} corruption damage; pull {1/2/2}; {roll 17+} M < 3, restrained (save ends).
Effect: The next ability the mummy uses against the target has any potency increased by 1 for the target.
- «3» Eldritch Curse: Ranged 10 (Magic), creature only.
Roll + 3; {3/5/7} corruption damage; I < {1/2/3}, the target is cursed (save ends).
Effect: A cursed target is bleeding and weakened, and allies gain an edge on strikes made against them.
- «1» Blast of Mummy Dust: Triggered (the mummy comes within distance of a restrained creature or starts their turn within distance of one).
Area 1 burst, the triggering creature. The target takes 8 poison damage.
Vampire Spawn (Level 4 Horde Harrier)
Size 1M, Undead, Vampire (EV 6)
M +2; A +3; R –1; I +1; P +2
Speed 5 (climb)
Immunity: corruption 4, poison 4
Stamina 30
- Free Strike: M1/R5 (Weapon); 2 corruption
- Exsanguinating Bite (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {5/7/9} {roll 12+: corruption} damage; M < {X/2/3} bleeding (save ends).
Effect: The vampire spawn regains Stamina equal to any corruption damage dealt.
Spend «1»: The target takes an additional 3 corruption damage.
- Vampiric Celerity: Maneuver. Self. The vampire spawn can shift 1 square, then move up to their speed. The next ability the vampire uses before the start of their
next turn gains an edge.
- Unslakable Bloodthirst: The vampire spawn has speed 10 while any creature within 10 squares of them is bleeding. The vampire spawn must use Exsanguinating
Bite against a bleeding creature on their turn if they are able to.
Wraith (Level 4 Horde Hexer)
Size 1M, Undead (EV 6)
M –2; A +2; R +1; I +1; P +3
Speed 8 (fly, hover); Stability 1
Immunity: corruption 4, poison 4
Stamina 25
- Free Strike: M1/R5 (Magic, Weapon); 2 cold
- Chilling Gravetouch (Sig.): Melee 1 (Magic, Strike, Weapon).
Roll + 3; {5/7/9} cold damage; P < {1/2/3}, slowed (save ends).
Effect: Any living creature who dies from this damage rises at the start of the next round as a ghoul craver under the Director’s
control.
- Hidden Movement: Maneuver. Self. The wraith turns invisible, moves up to their speed, and is visible again.
- «1» Stolen Vitality: Free Triggered (an enemy within distance regains Stamina).
Ranged 5 (Magic), the triggering creature. The target regains only half the Stamina, and the wraith regains the remaining Stamina.
- Agonizing Phasing: The wraith can move through creatures and objects at their usual speed, but can’t end their turn inside a creature or object.
The first time in a round that the wraith moves through a creature, that creature takes 5 corruption damage and takes a bane
on their next strike. The wraith doesn’t take damage from being force moved into objects.
Mummy Lord (Level 4 Leader)
Size 1M, Mummy, Undead (EV 24)
M +4; A 0; R +2; I +4; P +2
Speed 6; Stability 4
Immunity: corruption 6, poison 6; Weakness: fire 5
Stamina 155
- Free Strike: M1/R5 (Weapon); 6 corruption
- Accursed Slam (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 4; {10/14/17} corruption damage; I < {2/3/4}, bleeding (save ends).
Effect: While the target is bleeding this way, the potency of any ability used against them increases by 1 for the target.
- «1» Binding Curse: Ranged 20 (Magic), creature only.
Roll + 4; {7/12/16} corruption damage; I < {2/3/4}, frightened (save ends).
Effect: While frightened this way, a target takes 4 psychic damage whenever they use a move action.
Spend «2+»: This ability targets one additional target for each 2 Malice spent.
- «2» Summon My Guard: Triggered (the mummy lord is made winded for the first time in the encounter).
Ranged 10, special. One mummy or four ghoul cravers appear within distance.
- Cursed Transference: At the end of each of their turns, the mummy lord can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
Spend «5»: The effect that is ended is transferred to another creature within 10 squares.
- «VA-1» Plague of Flies: Area 5 burst (Magic).
Roll + 4; {5/8/10} poison damage.
Effect: Each target takes a bane on their next strike.
- «VA-2» Land’s Guardian: Self. The mummy lord gains a +2 bonus to speed and can automatically burrow at full speed while moving. They can then use the Dig
maneuver. The next time the mummy lord breaches the surface, each enemy within 2 squares of the mummy lord makes an Agility
test.
- ≤11: Prone and can’t stand (EoT)
- 12-16: Prone
- 17+: No effect
- «VA-3» Unbound Horrors: Area 5 burst (Magic).
Roll + 4; {5/8/10} corruption damage; I < {2/3/4}, frightened {roll 17+: and restrained} (save ends).
Blood-Starved Vampire (Level 7 Minion Harrier)
Size 1M, Undead, Vampire (EV 9 for 4 minions)
M +4; A +1; R –3; I +1; P –3
Speed 6 (climb)
Immunity: corruption 7, poison 7
With Captain: +3 bonus to speed
Stamina 12
- Free Strike: M1/R5 (Weapon); 3 damage
- Feeding Frenzy (Sig.): Melee 1 (Strike, Weapon).
Roll + 4; {3/6/7} damage; {roll 17+} M < 4, bleeding (EoT).
Effect: If a target made bleeding this way is already bleeding, they are instead knocked prone and can’t stand until the end of their
next turn.
- Unslakable Bloodthirst: The blood-starved vampire has speed 10 while any creature within 10 squares of them is bleeding. The vampire must use Feeding
Frenzy against a bleeding creature on their turn if they are able to.
Faded Echo Spirit (Level 7 Minion Hexer)
Size 1M, Undead (EV 9 for 4 minions)
M –3; A +4; R –5; I +1; P –3
Speed 5 (fly, hover); Stability 1
Immunity: corruption 7, poison 7
With Captain: Gain an edge on strikes
Stamina 10
- Free Strike: M1/R5 (Weapon); 3 corruption
- Hollow Grasp (Sig.): Melee 1 (Strike, Weapon).
Roll + 4; {3/6/7} corruption damage; P < {X/3/4}, weakened.
Effect: This weakened condition ends if an affected target ends their turn with no spirit within 5 squares of them.
- Corruptive Phasing: The spirit can move through creatures and objects at their usual speed, but can’t end their turn inside a creature or object.
The first time in a round that the spirit moves through a creature, that creature takes 4 corruption damage. The spirit doesn’t
take damage from being force moved into objects.
Mummy Rotwrap (Level 7 Minion Brute)
Size 1M, Mummy, Undead (EV 9 for 4 minions)
M +4; A –2; R –2; I +1; P –2
Speed 5; Stability 1
Immunity: corruption 7, poison 7; Weakness: fire 5
With Captain: +3 bonus to melee distance
Stamina 15
- Free Strike: M2/R5 (Weapon); 4 damage
- Fetid Wrappings (Sig.): Melee 2 (Strike, Weapon).
Roll + 4; {4/7/8} damage; pull {X/1/3}.
Effect: Each ally gains an edge on strikes made against the target until the end of the round.
Dirt Mournling (Level 7 Horde Controller)
Size 3, Undead (EV 9)
M +4; A +1; R –2; I +1; P –3
Speed 6 (burrow, climb); Stability 3
Immunity: corruption 7, poison 7
Stamina 64
- Free Strike: M2/R5 (Weapon); 3 damage
- Mudslide (Sig.): Melee 2 (Strike, Weapon).
Roll + 4; {7/10/11} damage; M < {3/4/*}, grabbed.
Effect: A 3-cube area of ground centered on the target is difficult terrain for enemies.
- «3» Mourning Cry: Area 3 burst (Magic).
Roll + 4; {3/6/7} corruption damage; I < {2/3/4}, frightened (save ends).
Effect: A target frightened this way is frightened of all undead. This effect ends early if the mournling is destroyed.
- Arise: The first time the mournling is reduced to 0 Stamina by damage that isn’t fire damage or holy damage and their body isn’t
destroyed, they instead have 15 Stamina and fall prone.
- Immutable Form: The mournling’s shape can’t be changed by any external effect.
- Rupture: Whenever the mournling uses the Dig maneuver to breach the surface, they make a free strike against each adjacent enemy.
Haunt (Level 7 Horde Controller)
Size 2, Undead (EV 9)
M –2; A +4; R –1; I 0; P 0
Speed 6 (fly, hover); Stability 1
Immunity: corruption 7, poison 7
Stamina 40
- Free Strike: M3/R5 (Weapon); 3 damage
- Lash Out (Sig.): Melee 3 (Strike, Weapon).
Roll + 4; {7/10/11} damage; slide {2/3/5}.
Effect: If the target is force moved into another creature’s space, that creature takes an additional 4 damage and the haunt slides
them up to 2 squares.
- «3» Crushing Despair: Area 3 burst (Magic).
Roll + 4; {3/6/7} damage; I < {2/3/4}, prone.
Effect: A target knocked prone this way can’t use the Stand Up maneuver on themself while any haunt is within 20 squares of them.
- Invisible Horror: The haunt can move through creatures and objects at their usual speed, but can’t end their turn inside a creature or object.
They are invisible while moving using a move action. The haunt doesn’t take damage from being force moved into objects.
Koptourok (Level 7 Horde Hexer)
Size 1M, Undead (EV 9)
M +4; A +2; R 0; I +1; P –1
Speed 5; Stability 1
Immunity: corruption 7, poison 7
Stamina 40
- Free Strike: M5/R5 (Weapon); 3 damage
- Choking Grasp (Sig.): Melee 5 (Strike, Weapon).
Roll + 4; {7/10/11} damage; M < {2/3/4}, grabbed.
Effect: A creature grabbed this way is suffocating. The koptourok can have up to two creatures grabbed at once.
- «3» Inhale: Area 5 burst (Magic).
Roll + 4; pull {3/5/7}; M < {2/3/4}, 5 corruption damage.
Effect: This ability gains an edge against any target grabbed by the koptourok. If one or more targets are pulled adjacent to the
koptourok, the koptourok can fly until the end of the encounter.
- Exhale: The first time the koptourok is made winded by damage that isn’t fire damage or holy damage, each enemy within 3 squares of
them takes 8 corruption damage. Any enemy who takes this damage and has M < 3 is also weakened (save ends)
Waxen (Level 7 Horde Artillery)
Size 1M, Undead, Soulless (EV 9)
M +4; A –2; R –4; I +1; P –2
Speed 4; Stability 2
Immunity: corruption 7, poison 7
Stamina 40
- Free Strike: M1/R15 (Weapon); 4 damage
- Wax Fling (Sig.): Ranged 15 (Strike, Weapon).
Roll + 4; {8/11/12} damage; {roll 17+} A < 4, slowed (save ends).
Effect: If a target made slowed this way is already slowed, they are instead restrained (save ends).
- «3» Erupt: Main Action. Area 2 burst (Magic). If the waxen is ignited (see Burn Bright), they shift up to their speed before using this ability. Each target makes an Agility
test.
- ≤11: 10 damage
- 12-16: 8 damage
- 17+: 5 damage
The waxen is then destroyed and the area is difficult terrain for enemies.
- Burn Bright: If the waxen takes fire damage, they ignite. While ignited, the waxen takes 4 fire damage at the start of each of their turns
and their strikes deal an extra 4 fire damage.
Vampire (Level 7 Horde Hexer)
Size 1M, Undead, Vampire (EV 9)
M +4; A +2; R +1; I +1; P +1
Speed 6 (climb); Stability 3
Immunity: corruption 7, poison 7
Stamina 40
- Free Strike: M1/R5 (Weapon); 3 corruption
- Exsanguinating Bite (Sig.): Melee 1 (Strike, Weapon).
Roll + 4; {7/10/11} {roll 12+: corruption} damage; M < {2/3/4}, {X/5/11} corruption damage and bleeding (save ends).
Effect: The vampire regains Stamina equal to any corruption damage dealt.
- «3» Vicious Pursuit: Melee 1 (Strike, Weapon).
Roll + 4; {7/10/11} damage; A < {2/3/4}, slowed (save ends).
Effect: If the target is bleeding, the vampire shifts up to their speed before using this ability.
- «2» Reactive Charm: Triggered (a creature makes a strike against the vampire).
Ranged 5 (Magic), one enemy. The target becomes the new target of the strike.
- Unslakable Bloodthirst: The vampire has speed 10 while any creature within 10 squares of them is bleeding. The vampire must make a strike against
a bleeding creature on their turn if they are able to.
Vampire Lord (Level 7 Leader)
Size 1M, Undead, Vampire (EV 36)
M +2; A +5; R +1; I +1; P +2
Speed 12 (climb, hover, teleport); Stability 3
Immunity: corruption 9, poison 9
Stamina 200
- Free Strike: M1/R5 (Weapon); 7 corruption
- Crimson Embrace (Sig.): Melee 1 (Strike, Weapon), creature only.
Roll + 5; {13/21/24} corruption damage; M < {3/4/5}, bleeding (save ends).
Effect: The vampire regains Stamina equal to half the damage dealt, and can end one effect on them that can be ended by a saving throw.
Spend «2+»: The vampire shifts 3 after striking the last target, and can target one additional creature for every 2 malice spent.
- «2» Arise, My Children: Maneuver. Ranged 10, special. Two blood-starved vampires appear in unoccupied spaces within distance.
- «3» Redirected Charm: Free Triggered (a creature makes a strike against the vampire).
Ranged 5 (Magic), one enemy. The target becomes the new target of the strike.
- Lord’s Bloodthirst: The vampire has speed 15 and an edge on power rolls while any creature within 20 squares of them is bleeding. Any bleeding
creature within 5 squares of the vampire can’t hide.
- «VA-1» Let Us Feast! 20 burst (Ranged), each enemy in the area. Each target who has P < 4 is now bleeding (save ends).
- «VA-2» Red Mist Rising: Area 5 burst (Magic).
Roll + 5; {2/7/10} damage; M < {3/4/5}, 6 corruption damage.
Effect: The vampire turns to mist, filling the area. Until the end of the round, the vampire can’t move or be targeted by abilities,
but they can use Crimson Embrace against a target in the area. The vampire reforms in an unoccupied space in the area at the
end of the round.
- «VA-3» Sacrifice: Ranged 20 (Magic), each chosen ally. Each target is marked for sacrifice. At the end of the round, each target who isn’t dead or destroyed takes 50 corruption
damage. The vampire then uses the following ability.
- Wave of Blood: Area 20 burst (Magic). Each target makes a Might test. This ability deals an extra 5 damage for each creature killed by the Sacrifice villain action
- ≤11: 11 corruption damage
- 12-16: 8 corruption damage
- 17+: 2 corruption damage
Giant Shambler Zombie (Level 10 Minion Brute)
Size 3, Undead, Soulless (EV 12 for 4 minions)
M +5; A –3; R –3; I +1; P –2
Speed 4; Stability 5
Immunity: corruption 10, poison 10
With Captain: +4 damage bonus to strikes
Stamina 17
- Free Strike: M2/R5 (Weapon); 5 damage
- Rotten Kick (Sig.): Melee 2 (Strike, Weapon).
Roll + 5; {5/8/10} damage; push {2/4/6}.
- Meat Shield: Each ally adjacent to the shambler has damage immunity 3.
Skeleton Knight (Level 10 Minion Defender)
Size 1L, Undead, Soulless (EV 12 for 4 minions)
M +3; A +5; R –2; I +4; P –2
Speed 5; Stability 2
Immunity: corruption 10, poison 10
With Captain: Gain an edge on strikes
Stamina 17
- Free Strike: M1/R5 (Weapon); 4 damage
- Four Swords Swing (Sig.): Melee 1 (Strike, Weapon).
Roll + 5; {4/7/9} damage; {roll 17+} the target can’t shift (EoT).
- Bitter Bones: If the knight is reduced to 0 Stamina, their bones collapse to fill their space with an impassable barrier. Any enemy who
comes adjacent to the barrier for the first time in a round or starts their turn there takes 5 damage.
- More Swings: Whenever the knight makes a free strike, they can make two free strikes instead.
Wraith Skulker (Level 10 Minion Harrier)
Size 1M, Undead (EV 12 for 4 minions)
M –2; A +3; R +1; I +1; P +5
Speed 7 (fly, hover); Stability 1
Immunity: corruption 10, poison 10
With Captain: +3 bonus to speed
Stamina 15
- Free Strike: M1/R5 (Weapon); 4 cold
- Draining Rake (Sig.): Melee 1 (Strike, Weapon).
Roll + 5; {4/7/9} cold damage; {roll 17+} P < 5, slowed (save ends).
Effect: The wraith shifts {1/2/3} square(s) and turns invisible until the start of their next turn.
- Corruptive Phasing: The wraith can move through creatures and objects at their usual speed, but can’t end their turn inside a creature or object.
The first time in a round that the wraith moves through a creature, that creature takes 5 corruption damage. The wraith doesn’t
take damage from being force moved into objects.
Bonecage (Level 10 Horde Controller)
Size 3, Undead, Soulless (EV 12)
M +5; A –2; R –2; I +3; P –1
Speed 6 (climb); Stability 5
Immunity: corruption 10, poison 10
Stamina 55
- Free Strike: M2/R5 (Weapon); 4 damage
- Ribcage Chomp (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 5; {9/12/14} damage; {M < 4/5/*}, grabbed.
Effect: The bonecage can have up to four size 1 targets grabbed at once. Any creature grabbed by the bonecage takes a bane on the
Escape Grab maneuver, and the bonecage has damage immunity 5 against that creature’s abilities. When the bonecage is force
moved, any creature or object they have grabbed moves with them.
Spend «3»: While grabbed this way, a target can’t teleport or be teleported.
- «5» Labyrinth of Bone: Main Action. Area four 10 x 1 lines within 3 (Magic, Ranged). The bonecage can put up to two 90-degree bends in each of the lines. Each target makes an Agility test.
- ≤11: 9 damage
- 12-16: 7 damage
- 17+: 4 damage
Effect: The area is difficult terrain for enemies. The effect ends at the end of the encounter or when the bonecage uses this ability
again.
Lithgekh (Level 10 Horde Hexer)
Size 1M, Undead, Soulless (EV 12)
M 0; A +1; R +5; I +3; P –1
Speed 6 (fly, hover); Stability 1
Immunity: corruption 10, poison 10
Stamina 55
- Free Strike: M1/R15 (Magic); 5 corruption
- Heartstopper (Sig.): Ranged 15 (Magic, Strike).
Roll + 5; {9/12/14} corruption damage; I < {3/4/5}, frightened (save ends).
Effect: A creature frightened this way takes a bane on any ability that targets undead.
- «1» Mystic Battery: Free Triggered (a creature within distance uses a magic ability).
Ranged 20 (Magic), the triggering creature. Any damage dealt by or Stamina regained from the ability is halved. The lithgekh regains Stamina equal to the remaining damage
dealt or Stamina gained.
- Devour Magic: Each ally within 10 squares of the lithgekh gains an edge on magic abilities.
Count Rhodar Von Glauer
Rhodar’s Malice
At the start of Rhodar’s turn, you can spend Malice to activate one of the following features.
- «3» Slip: During this turn, Rhodar can move through creatures and objects at his usual speed, but can’t end his turn inside a creature
or object. Additionally, he doesn’t take damage from being force moved.
- «5» Solo Action: Rhodar takes an additional main action on his turn. He can use this feature even if he is dazed.
- «5» Suffocating Dark: Rhodar throws one of his spears into an unoccupied space within 10 squares, or chooses one of his spears that he has already
thrown. Until that spear returns to him or he uses this feature again, the spear emanates magical darkness in a 5 aura. Rhodar
can see through this darkness, and any enemy is suffocating while in the darkness.
- «7» The Mirror Lies: Rhodar chooses two creatures or objects within 20 squares of him. The targets immediately teleport to swap places. Any enemy
teleported by this feature who has I < 5 is dazed until the end of their next turn.
Count Rhodar von Glauer (Level 10 Solo)
Size 1M, Undead, Vampire (EV 144)
M +3; A +5; R +2; I +2; P +3
Speed 12 (fly, hover, teleport); Stability 3
Immunity: corruption 10, poison 10
Stamina 650
- Solo Monster:
- End Effect: At the end of each of his turns, Rhodar can take 20 damage to end one effect on him that can be ended by a saving throw.
This damage can’t be reduced in any way.
- Solo Turns: Rhodar can take two turns each round. He can’t take turns consecutively.
- Grave Ward: Rhodar has damage immunity 5. If he takes holy damage, he loses this immunity until the end of the round.
- Thin the Blood: Each enemy within 10 squares of Rhodar takes a -2 penalty to saving throws.
- Free Strike: M2/R15 (Magic, Weapon); 10 damage
- Spear of the Damned (Sig.): Melee 2 or Ranged 15 (Magic, Strike, Weapon), three creatures or objects.
Roll + 5; {13/18/21} damage; A < {4/5/6}, restrained (save ends).
Effect: A target restrained this way is impaled by a spear. Rhodar has four spears, each of which can be used to impale a target.
At the start of each of his turns, Rhodar can summon any of his spears back to himself, ending the restrained condition on
an impaled target.
- Disarming Glare: Main Action. Area 5 burst (Magic). Each target makes an Intuition test.
- ≤11: 16 corruption damage; frightened (save ends)
- 12-16: 13 corruption damage; frightened (EoT)
- 17+: 8 corruption damage
While a target is frightened this way, Rhodar ignores banes and double banes on abilities used against them.
- «3» Vermilion Fangs: Melee 1 (Weapon, Strike), creature only.
Roll + 5; {17/24/30} corruption damage;
- ≤11: M < 4, bleeding (save ends) and prone.
- 12-16: Prone; M < 5, bleeding (save ends).
- 17+: Prone; M < 6, the target is bleeding until the end of the encounter.
Effect: Rhodar regains Stamina equal to half the damage dealt.
- «5» Sanguineous Flourish: Area 2 burst (Weapon).
Roll + 5; 6 damage, {2/7/10} corruption damage; push {2/5/7}; M < {4/5/6}, bleeding (save ends).
Effect: Rhodar shifts up to his speed before or after using this ability. He regains Stamina equal to half the total corruption damage
dealt.
- «2» Vengeance of Rhöl: Maneuver. Area two 3 cubes within 5 (Magic, Ranged), special. Each area is saturated with vengeful spirits until the end of the round. Any enemy who enters the area for the first time
in a round or starts their turn there takes 5 corruption damage. At the end of the round, the spirits violently disperse.
Each enemy within 2 squares of an area and has P < 5 is weakened (save ends).
- «2» Reactive Rebuke: Triggered (a creature within distance makes a strike against Rhodar).
Ranged 10 (Magic), the triggering creature. A target who has I < 5 is frightened. This effect ends if the target is 11 or more squares from Rhodar.
- Lord’s Bloodthirst: Rhodar has speed 15 and an edge on power rolls while any creature within 20 squares of him is bleeding. Any bleeding creature
within 10 squares of Rhodar can’t hide.
- «VA-1» Red Tide: Area 8 cube within 15 (Magic, Ranged).
Roll + 5; {8/13/16} corruption damage; A < {4/5/6}, the target is blood soaked (save ends) {roll 17+} or until the end of the encounter.
Effect: While a creature is blood soaked, Rhodar has a double edge on abilities used against them.
- «VA-2» Sanguine Mist: Area 5 burst (Magic). Each target makes a Presence test.
- ≤11: 16 corruption damage; the target is bleeding until the end of the encounter
- 12-16: 13 corruption damage; bleeding (save ends)
- 17+: 8 corruption damage
Effect: Rhodar teleports to an unoccupied space in the area. If he has lost the damage immunity from his Grave Ward trait, he regains
it.
- «VA-3» Fires of Dracul: Area 15 x 3 line within 1 (Magic).
Roll + 5; {10/16/20} fire damage; R < {4/5/6}, weakened (save ends).
Effect: Rhodar teleports to an unoccupied space adjacent to one target after the ability resolve.
Lich
Lich Malice
At the start of a lich’s turn, you can spend Malice to activate one of the following features.
- «3» Soul Sip: The lich makes a free strike against one enemy within 20 squares. They then gain an edge on their next power roll.
- «5» Solo Action: The lich takes an additional main action on their turn. They can use this feature even if they are dazed.
- «5» Spirit Shell: The lich summons a swirling cloud of angry spirits to surround them until the start of the next round. Any creature who deals
damage to the lich with a melee strike while the spirit shell is active makes a Presence test.
- ≤11: 16 psychic damage, dazed (save ends)
- 12-16: Dazed (save ends)
- 17+: No effect.
- «7» Cloud of Deceit: The lich summons a mind-altering mist, turns invisible until the start of their next turn, and moves up to half their speed.
Each enemy within 20 squares of the lich’s starting point who has I < 4 is deceived. While deceived, a creature perceives
all allies and enemies as the lich, and perceives the environment as an unfamiliar wasteland corrupted by necrotic blight.
If other creatures attempt to communicate with a deceived creature, that creature interprets their words as ghastly taunts
in the lich’s voice.
This effect lasts until an affected creature takes damage or an ally uses a main action to shake them out of it. Each time
this feature is used during an encounter, the distance of the effect decreases by 5 squares (to a minimum of 5 squares) and
the potency increases by 1.
Lich (Level 10 Solo)
Size 1M, Undead (EV 144)
M +2; A +3; R +5; I +5; P +5
Speed 10 (fly, hover); Stability 1
Immunity: corruption 10, poison 10; Weakness: holy 5
Stamina 650
- Solo Monster:
- End Effect: At the end of each of their turns, the lich can take 20 damage to end one effect on them that can be ended by a saving throw.
This damage can’t be reduced in any way.
- Solo Turns: The lich can take two turns each round. They can’t take turns consecutively.
- Free Strike: M1/R20 (Magic); 10 fire
- Conflagration (Sig.): Ranged 20 (Magic, Strike), two creatures or objects.
Roll + 5; {15/21/25} fire damage; A < {4/5/6}, the target is immolated (save ends).
Effect: An immolated creature takes 10 fire damage whenever they use a main action and a maneuver on their turn. This damage can’t
be reduced in any way.
- Hopeless Place: Area 10 burst (Magic).
Roll + 5; {8/13/16} corruption damage; P < {4/5/6}, the target is hopeless (save ends).
Effect: A hopeless creature can’t benefit from edges or double edges, can’t gain or use surges, and can’t gain temporary Stamina.
Spend «3»: The distance of this ability increases to a 20 burst and its potency increases by 1.
- «2» Pain Unending: Ranged 20 (Magic, Strike).
Roll + 5; {17/24/29} psychic damage.
Effect: A target who has M < 4 is wracked with pain (save ends). A creature wracked with pain has a double bane on abilities.
Spend «3»: The lich chooses one additional target.
Spend «2+»: Each creature wracked with pain gains one of the following conditions of the lich’s choice for each 2 Malice spent: bleeding,
slowed, or prone and can’t stand. These conditions end when a creature is no longer wracked with pain.
- Necrotic Form: Maneuver. Self. The lich becomes spectral, moves up to their speed, and becomes corporeal again. While spectral, the lich automatically ends
the grabbed or restrained conditions, has damage immunity 5, can move through solid matter, and ignores difficult terrain.
If the lich ends this movement inside solid matter, they are shunted out into the space from which they entered it.
- «2» Baleful Swap: Triggered (the lich is targeted using an ability by a creature other than the target).
Ranged 10, one enemy. If the target has P < 4, they swap places with the lich to become the new target of the triggering ability.
- Herald of Oblivion: In the lich’s presence, death’s call is stronger. Any winded creature within 5 squares of the lich is bleeding and can’t use
the Catch Breath maneuver.
- Glare of Undeath: At the start of each round, the lich chooses a creature within 10 squares. If that creature has R < 4, they are restrained
until the end of the lich’s next turn. The lich can’t choose the same creature two rounds in a row.
- Rejuvenation: The lich has a soulstone, which has 50 Stamina and damage immunity all except to sonic damage and holy damage. If the lich
is destroyed while their soulstone is intact, their soul retreats into the soulstone. Any creature who has P < 5 and who moves
within 5 squares of an inhabited soulstone for the first time in a round or starts their turn there is compelled (save ends).
A compelled creature must do everything in their power to move toward and touch the soulstone.
A creature who touches an inhabited soulstone makes a Might test that takes a bane.
- ≤11: The creature is reduced to 0 Stamina and the lich manifests adjacent to the soulstone with full Stamina.
- 12-16: The creature is reduced to 0 Stamina and the lich manifests adjacent to the soulstone with 300 Stamina.
- 17+: The creature has their Stamina reduced to their winded value unless it is already lower, and the lich manifests adjacent
to the soulstone with 100 Stamina.
- «VA-1» Cages of Wasting: Area two 3 cubes within 10 (Magic, Ranged), each creature in the area. Each target makes an Agility test.
- ≤11: 10 corruption damage; restrained (save ends)
- 12-16: 16 corruption damage; restrained (EoT)
- 17+: 20 corruption damage
Effect: The lich deals an additional 10 corruption damage to each creature restrained this way.
- «VA-2» My Power Alone: Area 12 burst (Magic). A target can’t use heroic abilities until the start of the lich’s next turn.
- «VA-3» Arms of Necrosis: Area 6 burst (Magic), each creature in the area.
Roll + 5; {8/13/16} corruption damage; A < {4/5/6}, frightened (save ends).
Effect: At the end of each of the lich’s turns, they regain 10 Stamina for each creature frightened this way.
Valok
Valok Malice
At the start of any valok’s turn, you can spend Malice to activate one of the following features.
- «3» Repeater: One valok acting this turn takes an additional main action.
- «5» I Was Not Commanded to Wait: At the end of each turn until the end of the round, one valok can either shift up to 2 squares or make a free strike.
- «7» Rapid Logic Overdrive: Each valok in the encounter can end one effect on them that can be ended by a saving throw, and can move up to their speed
(making use of the bonus below). Additionally, until the end of the encounter, all valok deal an extra 5 damage on strikes
and gain a +5 bonus to speed. This feature can be activated multiples times, stacking the effects.
Multivok Bodyguard (Level 9 Elite Defender)
Size 2, Construct, Multivok, Soulless, Valok (EV 44)
M +4; A 0; R –2; I +1; P –4
Speed 5; Stability 5
Stamina 240
- Free Strike: M1/R10 (Weapon); 9 damage
- Gatling Bolt Gun (Sig.): Ranged 10 (Strike, Weapon), two creatures or objects.
Roll + 4; {13/18/22} damage; {roll 17+} A < 4, bleeding (save ends).
- «3» Valiar Axe: Melee 2 (Strike, Weapon).
Roll + 4; {15/21/26} damage; {roll 17+: prone}; M < {2/3/4} weakened (save ends).
Effect: The bodyguard has a double edge on this ability if it was previously used against the same target in this encounter.
- Magnetic Pull: Maneuver. Area 10 burst, each enemy and object in the area. This ability targets only metal-clad enemies and metal objects of size 3 or smaller.
Effect: Each target is pulled up to 8 squares, or if they have M < 3, they are pulled up to 15 squares. The bodyguard can make a free
strike against each target who ends this forced movement adjacent to them.
- Valiar Cloak: Triggered (one ally within distance is targeted by an enemy’s ability; the bodyguard can use this ability after seeing the outcome of
the power roll).
Melee 2, self. The bodyguard becomes the triggering ability’s target instead.
- Multivok Maintenance: At the start of the bodyguard’s turn, each servok within 2 squares of them regains 15 Stamina.
- Crafted to Perfection: The bodyguard’s shape can’t be changed by any external effect.
- Valiar Might: While the bodyguard isn’t bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome.
A critical hit still grants its additional main action.
Multivok Chief (Level 9 Elite Support)
Size 1L, Construct, Multivok, Soulless, Valok (EV 44)
M +4; A +1; R –2; I +1; P –3
Speed 5; Stability 3
Stamina 220
- Free Strike: M2/R5 (Weapon); 9 damage
- Pneumatic Punch (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 4; {13/18/22} damage; push {3/5/8}.
- «3» Targeting Beam: Ranged 10 (Strike, Weapon).
Roll + 4; {15/21/26} damage; A < {2/3/4}, slowed (save ends).
Effect: This damage can’t be reduced in any way. While a target is slowed this way, any strike against them has a double edge.
- Chief’s Command: Maneuver. Ranged 5, one ally. The target shifts up to their speed and can use a main action.
- Quick Shield: Triggered (the chief or an ally within distance is subject to an effect that can be ended by a saving throw or that ends at the end of
their turn).
Ranged 10, the triggering creature. The target gains 15 temporary Stamina. Each time this triggered action is used, the amount of temporary Stamina received decreases
by 3 (to a minimum of 0).
- Multivok Maintenance: At the start of the chief’s turn, each servok within 2 squares of them regains 15 Stamina.
- Crafted to Perfection: The chief’s shape can’t be changed by any external effect.
- Valiar Might: While the chief isn’t bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A
critical hit still grants its additional main action.
Servok Builder (Level 9 Elite Brute)
Size 3, Construct, Servok, Soulless, Valok (EV 44)
M +4; A –2; R –4; I –1; P –5
Speed 5; Stability 8
Stamina 240
- Free Strike: M1/R5 (Weapon); 10 damage
- Wrecking Ball (Sig.): Main Action. Area 3 cube within 5 (Ranged, Weapon), each enemy and object in the area. Each target must make either an Agility test or an Intuition test.
- ≤11: 15 damage; push 5, prone
- 12-16: 12 damage; push 3
- 17+: 8 damage
- Construction Arm: Melee 3 (Strike, Weapon).
Roll + 4; {16/23/28} damage; {roll 12+} grabbed; {roll 17+} M < 4, vertical push 5.
- «3» Lay the Foundation: Main Action. Area 6 x 3 line within 1, special. The area is covered in wet concrete and is difficult terrain. An enemy who starts their turn in the concrete makes a Might
test.
- ≤11: Restrained (EoT)
- 12-16: Slowed (EoT)
- 17+: No effect
- Build Wall: Maneuver. Area 6 wall within 3 (Ranged), special. The builder creates a concrete wall. They can also remove any unoccupied squares of wet concrete within 3 squares of them,
creating two additional squares of wall for each square of concrete removed.
- «1» Sputter: Free Triggered (a creature or object within distance deals damage to the builder).
Melee 3, the triggering creature or object.
Roll + 4; A < {2/3/4}, restrained (save ends).
Effect: While a creature is restrained this way, or if the target is an object, the target and their space are encased in wet concrete.
A creature no longer restrained leaves squares of wet concrete behind.
- Servok Siege Machine: The builder ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
- Crafted to Perfection: The builder’s shape can’t be changed by any external effect.
- Valiar Might: While the builder isn’t bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome.
A critical hit still grants its additional main action.
Servok Miner (Level 9 Elite Controller)
Size 2, Construct, Servok, Soulless, Valok (EV 44)
M +4; A –2; R –4; I –1; P –5
Speed 5 (burrow, climb); Stability 6
Stamina 200
- Free Strike: M2/R5 (Weapon); 9 damage
- Drill Press (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 4; {13/18/22} damage;
- ≤11: M < 2, restrained (save ends) and prone.
- 12-16: M < 3, restrained (save ends) and prone.
- 17+: Prone; M < 4, restrained (save ends).
Effect: In suitably soft ground, a target restrained this way is etrenched in a 1-square-deep hole.
- «3» Unload Rocks: Main Action. Area 4 cube within 1, each enemy and object in the area. Each target makes an Agility test.
- ≤11: 14 damage; slide 4; the miner’s allies have concealment from the target (save ends)
- 12-16: 11 damage; slide 2
- 17+: 7 damage
The area is difficult terrain.
- «5» Break Ground: Maneuver. Area 20 x 1 line within 1, each enemy and object in the area. A 5-square-deep fissure opens along the ground in the area. Each ally in the area can shift into the nearest unoccupied space
outside the fissure. Each target makes an Agility test.
- ≤11: 14 damage; the target falls into the fissure, and is prone and can’t stand (EoT)
- 12-16: 11 damage; the target is prone and hanging onto the edge of the fissure
- 17+: 7 damage; the target can shift into the nearest unoccupied space outside the fissure
- «2» Miner Inconvenience: Triggered (the miner is targeted by a strike).
Area self. Until the end of the round, dust and dirt billow in a 2 burst around the miner’s initial space. While the miner is in the
area, they ignore the nondamaging effects of any strike made against them, including the triggering strike.
- Valiar Tunneler: The miner can burrow through stone and metal. When the miner burrows, they create a stable size 2 tunnel in their wake.
- Servok Siege Machine: The miner ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
- Crafted to Perfection: The miner’s shape can’t be changed by any external effect.
- Valiar Might: While the miner isn’t bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A
critical hit still grants its additional main action.
Servok War Engine (Level 10 Elite Brute)
Size 3, Construct, Servok, Soulless, Valok (EV 48)
M +5; A –2; R –4; I –1; P –5
Speed 5; Stability 8
Stamina 260
- Free Strike: M3/R5 (Weapon); 10 damage
- Blade Rake (Sig.): Melee 3 (Strike, Weapon), two creatures or objects.
Roll + 5; {15/21/25} damage; pull {X/3/6}.
- Prismacore Cannon: Ranged 20 (Strike, Weapon).
Roll + 5; {22/29/34} damage; I < {X/4/5}, dazed (save ends).
Effect: This damage can’t be reduced in any way. This ability can’t be used again until the start of the next round.
- Destructive Rollout: Maneuver. Self. The war engine moves up to their speed in a straight line, automatically destroying mundane size 1 objects or walls in their
path. The first time the war engine moves through a creature’s space during this movement, that creature can choose to either
fall prone or take 10 damage.
- «3» Burning Oil: Maneuver. Area 20 x 1 line within 1, each enemy and object in the area. Each target makes an Agility test.
- ≤11: 16 fire damage; the target is burning (save ends)
- 12-16: 12 fire damage; the target is burning (EoT)
- 17+: 8 fire damage
A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the
end of each round. Additionally, the area is burning until the end of the encounter. While the area is burning, it is difficult
terrain and any enemy takes 3 fire damage for each square of the area they enter.
- «1» Quick Blast: Free Triggered (the target deals damage to the war engine).
Ranged 20 (Strike, Weapon).
Roll + 5; {8/12/16} damage; push {2/5/8}.
Effect: This damage can’t be reduced in any way.
- Servok Siege Machine: The war engine ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
- Crafted to Perfection: The war engine’s shape can’t be changed by any external effect.
- Valiar Might: While the war engine isn’t bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome.
A critical hit still grants its additional main action.
Voiceless Talkers
Voiceless Talker Malice
At the start of any voiceless talker’s turn, you can spend Malice to activate one of the following features.
- «3» Guise: One non-minion voiceless talker projects a psionic screen over their body, preventing other creatures from treating them as
an enemy until the end of the voiceless talker’s next turn.
- «5» Memory Thief: Maneuver. Ranged 5 (Psionic), creature only.
Roll + 3; {6/10/13} psychic damage;
- ≤11: R < 1, the target can’t treat their allies as allies (save ends).
- 12-16: R < 2, the target perceives their allies as enemies (save ends).
- 17+: R < 3, the target perceives their allies as enemies (save ends).
Special: This ability can’t be used by a minion.
- «10» Evolutionary Circuit: All voiceless talkers link their minds, creating a circuit that empowers them while two or more voiceless talkers remain in
the encounter. While this circuit is active, any psionic strike made by a voiceless talker deals an extra 5 damage. Additionally,
when a non-minion voiceless talker takes damage, they can use a free triggered action to swap places with any voiceless talker
minion on the encounter map. The minion takes the damage instead.
Mindkiller Whelp (Level 6 Minion Hexer)
Size 1S, Horror, Voiceless Talker (EV 8 for 4 minions)
M –1; A +3; R +1; I +1; P 0
Speed 4 (fly, hover)
Immunity: psychic 6
With Captain: +2 damage bonus to strikes
Stamina 9
- Free Strike: M1/R5 (Weapon); 3 damage
- Eager Claws (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {3/5/7} damage; {roll 12+} the target takes a bane on their next strike.
- Feast: Triggered (the whelp reduces a non-minion creature to 0 Stamina).
Self (Psionic). The whelp transforms into a mindkiller whose Stamina equals their squad’s Stamina pool before transforming. The Stamina pool
then loses the whelp’s Stamina.
- Psionic Conductor: Whenever a non-minion voiceless talker within 5 squares of the whelp uses a psionic ability, they can do so as if they were
in the whelp’s space.
Voiceless Talker Graywarper (Level 6 Minion Controller)
Size 1M, Horror, Voiceless Talker (EV 8 for 4 minions)
M –1; A 0; R +3; I +1; P +1
Speed 5
With Captain: +2 bonus to Stamina
Stamina 9
- Free Strike: M1/R8 (Psionic); 3 psychic
- Phase Chant (Sig.): Ranged 8 (Psionic, Strike).
Roll + 3; {3/5/7} psychic damage; slide {X/2/4}.
- Psionic Conductor: Whenever a non-minion voiceless talker within 5 squares of the graywarper uses a psionic ability, they can do so as if they
were in the graywarper’s space.
Hulking Brain (Level 6 Elite Brute)
Size 1L, Horror, Voiceless Talker (EV 32)
M +3; A +1; R –2; I –2; P 0
Speed 5; Stability 4
Stamina 180
- Free Strike: M1/R5 (Weapon); 7 damage
- Four-Way Grasp (Sig.): Melee 1 (Strike, Weapon), four creatures or objects.
Roll + 3; {7/10/11} damage; A < {X/2/3}, grabbed.
Special: The hulking brain can have up to four size 1 creatures grabbed.
Spend «2»: The potency increases by 1.
- Cerebral Suplex: Melee 1 (Strike), each enemy. A target must be grabbed by the hulking brain, and is no longer grabbed after the power roll is resolved.
Roll + 3; {7/10/13} damage; M < {1/2/3}, {3/3/6} damage.
- Lumber: Maneuver. Self. The hulking brain shifts up to 4 squares, ignoring difficu terrain.
- «1» Brawny Buffe: Free Triggered (an ally voiceless talker within 5 squares takes damage from an enemy ability).
Self. The hulking brain shifts adjacent to the ally and becomes the new target of the ability.
Spend «2»: The enemy is knocked prone.
- Biceps to Spare: The hulking brain can carry up to four size 1 creatures they have grabbed, and takes no penalty to their speed while doing
so.
- Psionic Conductor: Whenever a non-minion voiceless talker within 5 squares of the hulking brain uses a psionic ability, they can do so as if
they were in the hulking brain’s space.
Mindkiller (Level 6 Elite Hexer)
Size 1S, Horror, Voiceless Talker (EV 32)
M –1; A +3; R +3; I +2; P 0
Speed 6 (fly, hover); Stability 2
Immunity: psychic 6
Stamina 140
- Brain Latch: The mindkiller can grab creatures who are size 4 or smaller, using their Reason score in place of Might. A creature grabbed
by the mindkiller takes a bane on ability rolls made to escape the grab.
- Free Strike: M1/R5 (Weapon); 7 damage
- Killer Claws (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {11/17/21} damage; A < {X/2/3}, grabbed.
- «2» Concealing Strike: Ranged 5 (Psionic, Strike), two creatures.
Roll + 3; {10/15/18} damage; R < {1/2/3}, the mindkiller is invisible to the target (save ends).
- Mindwipe: Maneuver. Melee 1 (Psionic, Strike), creature only. The target must be grabbed by the mindkiller. If the target has R < 2, they take a −1 penalty to their Reason, Intuition,
or Presence score and the mindkiller has a +1 bonus to the same score, all until the end of the encounter.
- Meat Shield: Triggered (the mindkiller takes damage).
Self. The mindkiller halves the damage. If the mindkiller has a creature grabbed, that creature takes the other half of the damage.
Spend «3»: A grabbed creature takes the damage instead of the mindkiller.
- Psionic Conductor: Whenever a non-minion voiceless talker within 5 squares of the mindkiller uses a psionic ability, they can do so as if they
were in the mindkiller’s space.
- Nimble: The mindkiller can move through enemies’ spaces at their usual speed.
Voiceless Talker Artillerist (Level 6 Elite Artillery)
Size 1M, Horror, Voiceless Talker (EV 32)
M 0; A +3; R +3; I +2; P +1
Speed 5 (hover, teleport); Stability 2
Immunity: psychic 6
Stamina 140
- Free Strike: M1/R10 (Psionic, Weapon); 7 damage
- Psionic Rifle Burst (Sig.): Ranged 10 (Psionic, Strike, Weapon).
Roll + 3; {11/19/22} damage; the strike spreads {X/1/2} square(s).
Effect: The strike’s spread is the distance it expands from a target to nearby enemies. Each enemy within that distance takes 3 damage.
Spend «2»: Each enemy within the strike spread takes an extra 3 damage.
- Mind Jolt: Area 10 x 1 line within 10 (Psionic).
Roll + 3; {6/10/13} lightning damage; I < {X/2/3}, slowed (save ends).
- In Our Sights: Maneuver. Ranged 10, creature only. Until the start of the artillerist’s next turn, the next psionic ability used against the target automatically treats its
initial power roll as a 17. The creature using the ability can still roll to determine if they score a critical hit.
- «1» Tactical Reposition: Triggered (the artillerist takes damage).
Self. The artillerist can teleport up to 5 squares and ignores any effects associated with the damage.
- Psionic Conductor: Whenever a non-minion voiceless talker within 5 squares of the artillerist uses a psionic ability, they can do so as if they
were in the artillerist’s space.
- Locked On: The artillerist ignores invisibility, cover, and concealment. A creature can’t hide from the artillerist while the artillerist
has line of effect to the.
Voiceless Talker Invader (Level 6 Elite Controller)
Size 1M, Horror, Voiceless Talker (EV 32)
M –1; A +1; R +3; I +2; P +2
Speed 5 (hover, teleport); Stability 2
Immunity: psychic 6
Stamina 140
- Free Strike: M2/R5 (Weapon); 7 damage
- Tentacle (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 3; {10/15/18} damage; M < {X/2/3}, grabbed.
- «3» Psionic Boom: Area 3 burst (Psionic).
Roll + 3; {6/10/12} psychic damage; R < {1/2/3}, push {2/3/4} {roll 17+} and prone.
Spend «2»: The size of the burst increases to 5.
- Tentacle Toss: Maneuver. Melee 1 (Psionic), creature only. The target must be grabbed by the invader.
Roll + 3; {6/10/12} damage; vertical slide {2/2/3}.
- Brain Drain: Triggered (a creature grabbed by the invader resists an ability’s potency).
Special (Melee, Psionic), the triggering creature. The potency increases by 2.
- Psionic Amplifier: Whenever a non-minion voiceless talker within 5 squares of the invader uses a psionic ability, they can do so as if they were
in the invader’s space, and the ability has a double edge.
Voiceless Talker Evolutionist (Level 6 Leader)
Size 1M, Horror, Voiceless Talker (EV 32)
M 0; A +3; R +4; I +1; P +2
Speed 5 (hover, teleport); Stability 2
Immunity: psychic 8
Stamina 180
- Free Strike: M1/R5 (Psionic); 7 psychic
- Psionic Intrusion (Sig.): Melee 1 or Ranged 5 (Psionic, Strike), two creatures or objects.
Roll + 4; {11/16/19} psychic damage; R < {2/3/4}, slowed (save ends).
- Carpe Quadratum: Maneuver. Ranged 5 (Psionic), creature only. The evolutionist teleports to swap places with the target.
- Adaptability: Triggered (the evolutionist takes damage that has a damage type).
Self (Psionic). Until the start of their next turn, the evolutionist has damage immunity 5 to the triggering damage type.
- End Effect: At the end of each of their turns, the evolutionist can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Witness Evolutionary Superiority: The evolutionist has any trait of the Director’s choice from any ally minion in the encounter.
- «VA-1» Show Me Who You Are: Area 5 burst (Psionic). Each target makes an Intuition test.
- ≤11: The target uses a signature ability against the nearest enemy within distance.
- 12-16: The target makes a free strike against the nearest enemy within distance.
- 17+: Frightened (save ends)
- «VA-2» Release the Thralls: Ranged 5 (Psionic), special. The evolutionist teleports eight minions of level 4 or lower into unoccupied spaces within distance. All eight minions can
be of any monster type but must share the same name.
- «VA-3» Brainstorm: Area 3 burst (Psionic).
Roll + 4; {7/12/15} lightning damage.
Effect: Until the end of the encounter, the evolutionist is surrounded by a psionic electrical storm that is a 5 aura. The area is
difficult terrain for enemies, and any enemy who enters the area for the first time in a round or starts their turn there
takes 8 lightning damage.
Lord Syuul
Lord Syuul’s Malice
At the start of Lord Syuul’s turn, you can spend Malice to activate one of the following features.
- «3» Guise: Lord Syuul projects a psionic screen over his body, preventing other creatures from treating him as an enemy until the end
of his next turn.
- «5» Do It for Me: Lord Syuul psionically plunders the minds of each creature within 2 squares of him. Each such creature makes a Reason test.
- ≤11: 13 psychic damage; the target uses a signature ability against a creature of Lord Syuul’s choice
- 12-16: 10 psychic damage; the target makes a free strike against a creature of Lord Syuul’s choice
- 17+: No effect.
- «5» Solo Action: Lord Syuul takes an additional main action on his turn. He can use this feature even if he is dazed.
- «7» Overpower: Lord Syuul sends out a psionic burst to completely overpower his greatest threats. He makes a Reason test (2d10 + 4).
- ≤11: Lord Syuul has damage weakness 5.
- 12-16: Lord Syuul has damage immunity 2.
- 17+: Lord Syuul has damage immunity 5.
Once per round as a maneuver, Lord Syuul can repeat this test, replacing the previous Overpower effect.
Whenever an Overpower effect is active, any hero who has one or more psionic abilities can use a maneuver to push back by
making a Reason test, replacing the previous Overpower effect.
- ≤11: Lord Syuul has damage immunity 5.
- 12-16: Lord Syuul has damage immunity 2.
- 17+: Lord Syuul has damage weakness 5.
The Overpower effect lasts until the end of the encounter.
Lord Syuul (Level 6 Solo)
Size 1M, Horror, Voiceless Talker (EV 96)
M +1; A +3; R +4; I +4; P +3
Speed 7 (hover, teleport); Stability 3
Immunity: psychic 10
Stamina 450
- Solo Monster:
- End Effect: At the end of each of his turns, Lord Syuul can take 10 damage to end one effect on him that can be ended by a saving throw.
This damage can’t be reduced in any way.
- Solo Turns: Lord Syuul can take two turns each round. He can’t take turns consecutively.
- Free Strike: M2/R5 (Weapon); 7 damage
- Tentacle Grab (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 4; {11/17/20} damage; A < {2/3/4}, grabbed.
Spend «2»: The distance of this ability increases to melee 10. Each target grabbed by Lord Syuul is pulled up to 10 squares.
- Dampening Grenade: Area 2 cube within 5 (Psionic, Ranged).
Roll + 4; {6/10/13} damage;
- 11: The effect ends after 2 turns.
- 12-16: The effect ends at the end of Lord Syuul’s next turn.
- 17+: The effect lasts until the end of the encounter.
Effect: Any supernatural ability used by a creature in the area has a double bane. All reactive tests made against magic or psionic
effects in the area have a double edge.
- «7» Mind Blown: Melee 1 (Psionic, Strike), one grabbed enemy.
Roll + 4; {12/20/24} damage.
Effect: If this action reduces the target to 0 Stamina and they have a brain, their brain explodes, instantly killing them.
- You Come With Me: Maneuver. Self (Psionic). Lord Syuul can teleport up to 5 squares along with each creature and object he has grabbed. He can release grabbed creatures
and objects before or after teleporting.
- Adaptability: Triggered (lord Syuul takes damage that has a damage type).
Self (Psionic). Until the start of his next turn, Lord Syuul gains immunity 5 to the triggering damage type.
- Mind Over Manners: Whenever Lord Syuul uses a psionic ability, he can do so as if he were in the space of any creature within his line of effect
who he has observed using a psionic ability.
- «VA-1» See Only Me: Area 10 burst (Psionic). Each target makes an Intuition test.
- ≤11: 16 psychic damage; the target has no line of effect to any creature except Lord Syuul, and takes a bane on strikes targeting
Lord Syuul (save ends)
- 12-16: 13 psychic damage; the target has no line of effect to any creature except Lord Syuul (save ends)
- 17+: 7 psychic damage
- «VA-2» Phantom Pain: Self (Psionic). Lord Syuul becomes invisible, can teleport up to 10 squares, and projects an illusory double within 10 squares. The double
can’t move or act, but Lord Syuul can use psionic abilities as if he were in its square. Whenever a creature touches or damages
the double with a melee strike, they take 10 psychic damage. If Lord Syuul takes damage, his invisibility ends and the double
disappears.
- «VA-3» Mindshatter: Area 5 burst (Psionic), each creature in the area.
Roll + 4; {7/13/16} psychic damage.
Effect: Until the end of the encounter, each target has damage weakness 3.
War Dogs
War Dog Malice
At the start of any war dog’s turn, you can spend Malice to activate one of the following features.
- «3» Reconstitute: One war dog acting this turn tears apart a nearby corpse of a humanoid and incorporates its body parts into their own. The
war dog regains Stamina equal to 5 times their level.
- «5» Fire for Effect: Maneuver. Area 4 cube within 10 (Magic, Ranged), each creature in the area. Each target makes an Agility test. The same condition is imposed on each affected target.
- ≤11: 5 fire damage; slowed or weakened (save ends)
- 12-16: 5 fire damage; slowed or weakened (EoT)
- 17+: 5 fire damage
- «7» Fodder Run: Each war dog minion in the encounter shifts up to their speed and can make a free strike. A minion who does so is then reduced
to 0 Stamina.
At the start of any level 4 or higher war dog’s turn, you can spend Malice to activate one of the following features.
- «5» Loyalty Unto Death: Maneuver. Ranged 10 (Magic), two war dogs. Each target who has a loyalty collar shifts up to their speed, then is reduced to 0 Stamina. After each target’s Loyalty Collar
trait is resolved, each enemy adjacent to either target makes a Presence test.
- ≤11: Push 4; the enemy is frightened of the nearest non-minion war dog (save ends)
- 12-16: Push 2; the enemy is frightened of the nearest non-minion war dog (EoT)
- 17+: Push 2
At the start of any level 7 or higher war dog’s turn, you can spend Malice to activate one of the following features.
- «7» Alchemical Cloud: A bank of choking chemicals sweeps across the area of the encounter map. Each enemy in the encounter makes a Might test.
- ≤11: 8 poison damage; dazed (EoT)
- 12-16: 7 poison damage; weakened (EoT)
- 17+: 4 poison damage
At the start of any level 10 or higher war dog’s turn, you can spend Malice to activate one of the following features.
- «7» Cry Havoc: Maneuver. Area 3 burst (Magic).
Roll + 5; {7/11/14} psychic damage; P < {X/4/5}, frightened (save ends).
Effect: Each war dog within distance deals an extra 15 damage with strikes until the end of their next turn. Additionally, they end
any effect on them that can be ended by a saving throw or that ends at the end of their turn, then shift up to their speed
and can make a free strike.
Special: This ability can’t be used by a minion.
War Dog Commando (Level 1 Minion Ambusher)
Size 1M, Humanoid, Soulless, War Dog (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P 0
Speed 5
With Captain: +1 damage bonus to strikes
Stamina 4
- Free Strike: M1/R5 (Weapon); 2 damage
- Daggers (Sig.): Melee 1 or Ranged 5 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
Effect: After using this ability, the commando can attempt to hide even if observed.
- Loyalty Collar: When the commando is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
War Dog Conscript (Level 1 Minion Harrier)
Size 1M, Humanoid, Soulless, War Dog (EV 3 for 4 minions)
M +2; A 0; R 0; I 0; P 0
Speed 7
With Captain: +1 damage bonus to strikes
Stamina 4
- Free Strike: M1/R5 (Weapon); 1 damage
- Blade (Sig.): Melee 1 or Ranged 5 (Charge, Strike, Weapon).
Roll + 2; {1/2/3} damage.
Effect: If used with the Charge main action, this ability gains an edge.
- Loyalty Collar: When the conscript is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
War Dog Sharpshooter (Level 1 Minion Artillery)
Size 1M, Humanoid, Soulless, War Dog (EV 3 for 4 minions)
M 0; A +2; R 0; I 0; P 0
Speed 7
With Captain: +5 bonus to ranged distance
Stamina 3
- Free Strike: M1/R5 (Weapon); 2 damage
- Bolt Launcher (Sig.): Ranged 5 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
Effect: This ability ignores cover and concealment.
- Loyalty Collar: When the sharpshooter is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and
object.
War Dog Tetherite (Level 1 Minion Brute)
Size 1M, Humanoid, Soulless, War Dog (EV 3 for 4 minions)
M +2; A 0; R 0; I 0; P 0
Speed 5; Stability 1
With Captain: Gain an edge on strikes
Stamina 5
- Free Strike: M2/R5 (Weapon); 2 damage
- Banded Dagger (Sig.): Melee 2 (Strike, Weapon).
Roll + 2; {2/4/5} damage.
- Tethered: A captain attached to a tetherite squad has their stability increased by the number of tetherites within 2 squares of them.
- Loyalty Collar: When the tetherite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
War Dog Amalgamite (Level 2 Horde Brute)
Size 2, Humanoid, Soulless, War Dog (EV 4)
M +2; A 0; R 0; I 0; P 0
Speed 5; Stability 2
Stamina 25
- Free Strike: M2/R5 (Weapon); 3 damage
- Several Arms (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 2; {4/5/6} damage; A < {X/1/2}, grabbed.
Effect: The amalgamite can have up to four targets grabbed at once.
Spend «3»: The amalgamite deals 3 damage to each creature grabbed this way or who they already have grabbed, and regains Stamina equal
to the damage dealt.
- Posthumous Promotion: Maneuver. Ranged 10 (Magic), one war dog. If the target has a loyalty collar, they are reduced to 0 Stamina.
- Loyalty Collar: When the amalgamite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and
object.
War Dog Crucibite (Level 1 Horde Artillery)
Size 1M, Humanoid, Soulless, War Dog (EV 3)
M 0; A +2; R 0; I 0; P 0
Speed 5
Immunity: fire 2
Stamina 10
- Free Strike: M1/R5 (Weapon); 2 fire
- Flamebelcher (Sig.): Area 5 x 1 line within 1 (Weapon), each creature and object in the area.
Roll + 2; {2/4/5} fire damage.
Effect: The area is covered in sticky fire until the start of the crucibite’s next turn. Any creature who enters the area for the
first time in a round or starts their turn there takes 2 fire damage.
Spend «3»: The area becomes a 10 x 1 line, and if any ally of the crucibite is in the area when it is created, the ability deals an extra
2 damage to each target.
- Posthumous Promotion: Maneuver. Ranged 10 (Magic), one war dog. If the target has a loyalty collar, they are reduced to 0 Stamina.
- Loyalty Collar: When the crucibite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Eviscerite (Level 1 Horde Harrier)
Size 1M, Humanoid, Soulless, War Dog (EV 3)
M +1; A +2; R 0; I 0; P 0
Speed 7
Stamina 15
- Free Strike: M3/R5 (Weapon); 1 damage
- Chainsaw Whip (Sig.): Melee 3 (Strike, Weapon).
Roll + 2; {3/4/5} damage; pull {X/1/2}.
Effect: The eviscerite can automatically grab a target pulled adjacent to them this way.
- Posthumous Promotion: Maneuver. Ranged 10 (Magic), one war dog. If the target has a loyalty collar, they are reduced to 0 Stamina.
- Loyalty Collar: When the eviscerite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and
object.
War Dog Neuronite (Level 1 Horde Defender)
Size 1M, Humanoid, Soulless, War Dog (EV 3)
M 0; A +1; R 0; I 0; P +2
Speed 5 (fly)
Immunity: psychic 2
Stamina 20
- Free Strike: M1/R5 (Psionic); 1 psychic
- Synlirii Grafts (Sig.): Area 1 burst (Psionic).
Roll + 2; {1/2/3} psychic damage; vertical slide {1/2/3}.
- Posthumous Promotion: Maneuver. Ranged 10 (Magic), one war dog. If the target has a loyalty collar, they are reduced to 0 Stamina.
- «1» The Voice: Maneuver. Area 5 burst (Psionic). The neuronite chooses one ally within 10 squares. Each target is either taunted by the ally, or the ally has damage immunity
3 whenever any target makes a strike against them (the neuronite’s choice). Either effect lasts until the start of the neuronite’s
next turn.
- Loyalty Collar: When the neuronite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Pestilite (Level 3 Horde Controller)
Size 1M, Humanoid, Soulless, War Dog (EV 5)
M 0; A +1; R 0; I 0; P +2
Speed 5
Immunity: poison 3
Stamina 20
- Free Strike: M1/R5 (Magic); 2 poison
- Plaguecaster (Sig.): Area 3 cube within 10 (Magic, Ranged), each creature in the area.
Roll + 2; {2/4/5} poison damage; I < {0/1/2}, frightened (save ends).
Effect: The area is filled with a cloud of pestilence that lasts until the start of the pestilite’s next turn. Any creature who enters
the area for the first time in a round or starts their turn there takes 2 poison damage.
- Posthumous Promotion: Maneuver. Ranged 10 (Magic), one war dog. If the target has a loyalty collar, they are reduced to 0 Stamina.
- Loyalty Collar: When the pestilite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Phosphorite (Level 2 Horde Hexer)
Size 1M, Humanoid, Soulless, War Dog (EV 4)
M 0; A +2; R 0; I 0; P 0
Speed 5
Immunity: acid 2
Stamina 15
- Free Strike: M1/R10 (Magic); 2 acid
- Caustic Detonator (Sig.): Ranged 10 (Magic). A detonator attaches to the target. At the end of each round, roll a die. On an odd result, the detonator explodes, triggering
the following power roll.
Roll + 2; {4/6/10} acid damage; M < {0/1/2}, bleeding (save ends).
Special: A creature adjacent to the target can attempt an Agility test as a maneuver to remove the detonator.
- ≤11: No effect.
- 12-16: The detonator is disarmed and destroyed.
- 17+: The creature can attach the detonator to another creature or object within 5 squares of them.
- Posthumous Promotion: Maneuver. Ranged 10 (Magic), one war dog. If the target has a loyalty collar, they are reduced to 0 Stamina.
- Loyalty Collar: When the phosphorite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and
object.
War Dog Subcommander (Level 2 Horde Support)
Size 1M, Humanoid, Soulless, War Dog (EV 4)
M +2; A 0; R 0; I 0; P +1
Speed 5
Stamina 20
- Free Strike: M1/R5 (Weapon); 2 damage
- Command Saber (Sig.): Melee 1 (Strike, Weapon).
Roll + 2; {4/5/7} damage.
Effect: One ally within 5 squares of the subcommander can make a free strike against the target.
- Posthumous Promotion: Maneuver. Ranged 10 (Magic), one war dog. If the target has a loyalty collar, they are reduced to 0 Stamina.
- The Iron Saint Does Not Recognize Retreat: Each ally within 5 squares of the subcommander gains a +3 bonus to stability.
- Loyalty Collar: When the subcommander is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and
object.
War Dog Teletalite (Level 1 Horde Ambusher)
Size 1M, Humanoid, Soulless, War Dog (EV 3)
M 0; A +2; R 0; I 0; P 0
Speed 5 (teleport)
Stamina 15
- Free Strike: M1/R10 (Weapon); 2 damage
- Corrupted Ash Daggers (Sig.): Melee 1 or Ranged 10 (Strike, Weapon).
Roll + 2; {4/6/7} damage; slide {1/2/3}.
Effect: The teletalite gains an edge on this ability if any ally is adjacent to the target.
Spend «1»: The teletalite teleports the target 3 squares before sliding them.
- Posthumous Promotion: Maneuver. Ranged 10 (Magic), one war dog. If the target has a loyalty collar, they are reduced to 0 Stamina.
- «1» Corrupted Ash Teleport: Maneuver. Self (Magic). The teletalite can teleport up to 5 squares and gains an edge on strikes until the end of their turn.
- Loyalty Collar: When the teletalite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and
object.
War Dog Ground Commander (Level 3 Leader)
Size 1M, Humanoid, Soulless, War Dog (EV 20)
M +3; A +2; R +3; I +2; P +2
Speed 5; Stability 2
Stamina 120
- Free Strike: M1/R5 (Psionic); 5 damage
- Conditioning Spear (Sig.): Melee 1 or Ranged 5 (Psionic, Strike), two creatures or objects.
Roll + 3; {8/12/15} damage; pull {1/2/3}.
Effect: One ally within 10 squares of the ground commander can make a free strike.
Spend «1»: A target who has I < 2 and who is adjacent to the ground commander after this ability is resolved is grabbed (save ends).
This grab can’t be escaped using the Escape Grab maneuver. The ground commander can grab up to two creatures at a time.
- Highest Posthumous Promotion: Maneuver. Area 10 burst (Magic), each war dog in the area. Any target who has a loyalty collar is reduced to 0 Stamina.
- Final Orders: Triggered (an ally within distance takes damage, is force moved, or is reduced to 0 Stamina).
Ranged 10 (Magic), one ally. Even if reduced to 0 Stamina, the target moves up to their speed and can make a free strike after the triggering effect is
resolved. The target then immediately dies.
- End Effect: At the end of each of their turns, the ground commander can take 5 damage to end one effect on them that can be ended by a
saving throw. This damage can’t be reduced in any way.
- Loyalty Collar: When the ground commander is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy
and object.
- «VA-1» Combined Arms: Area 10 burst, each ally in the area. Each target can make a ranged free strike, then immediately use the Charge main action.
- «VA-2» Make an Example of Them: Ranged 10 (Magic), one enemy. Each ally within 5 squares of the target moves up to their speed and can make a free strike against the target. If the target
has I < 2, they are frightened of the ground commander (save ends).
- «VA-3» Claim Them for the Body Banks: Area 10 burst (Magic), each creature in the area. Each target ally shifts up to 2 squares and can use the Grab maneuver. Until the end of the encounter, each target enemy takes
a bane on the Escape Grab maneuver.
War Dog Sparkslinger (Level 4 Minion Artillery)
Size 1M, Humanoid, Soulless, War Dog (EV 6 for 4 minions)
M 0; A 0; R +3; I 0; P +2
Speed 5
Immunity: lightning 4
With Captain: Lightning spread increases by 1 square
Stamina 7
- Free Strike: M1/R7 (Magic); 3 lightning
- Galvanic Arc (Sig.): Ranged 7 (Magic, Strike).
Roll + 3; {3/5/7} lightning damage; the lightning spreads {X/1/2} square(s).
Effect: The lightning’s spread is the distance it arcs from a target to nearby enemies. Each enemy within that distance takes 2 lightning
damage.
- Loyalty Collar: When the sparkslinger is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and
object.
War Dog Sweeper (Level 4 Minion Harrier)
Size 1M, Humanoid, Soulless, War Dog (EV 6 for 4 minions)
M 0; A +3; R 0; I +2; P 0
Speed 6
With Captain: Gain an edge on strikes
Stamina 8
- Free Strike: M1/R3 (Weapon); 2 damage
- Shrikegun Shot (Sig.): Melee 1 or Ranged 3 (Strike, Weapon).
Roll + 3; {2/4/6} damage; push {X/1/3}.
Effect: Any target within 2 squares of the sweeper takes an extra 3 damage.
- Shrapnel-Laced Loyalty Collar: When the sweeper is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each enemy and object within
2 squares of them.
War Dog War Frog (Level 4 Minion Ambusher)
Size 1S, Humanoid, Soulless, War Dog (EV 6 for 4 minions)
M –1; A +3; R 0; I +2; P 0
Speed 5 (climb, swim)
Immunity: poison 4
With Captain: +2 bonus to speed
Stamina 8
- Free Strike: M1/R4 (Weapon); 3 poison
- Poisoned Dagger (Sig.): Melee 1 or Ranged 4 (Strike, Weapon), creature only.
Roll + 3; {3/5/7} poison damage.
Effect: The war frog can jump 3 squares before or after making the strike. If they end this jump in cover or concealment, they can
attempt to hide.
- Loyalty Collar: When the war frog is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.
War Dog Arachnite (Level 6 Horde Artillery)
Size 1L, Humanoid, Soulless, War Dog (EV 8)
M 0; A +3; R +2; I +2; P +1
Speed 5 (climb)
Immunity: psychic 6
Stamina 35
- Free Strike: M1/R15 (Weapon); 4 damage
- Longarm Shrikegun (Sig.): Ranged 15 (Strike, Weapon).
Roll + 3; {7/9/11} damage; {roll 17+} A < 3, bleeding (save ends).
Effect: This ability ignores cover and concealment. The arachnite chooses one of the following damage types when making the strike:
acid, cold, fire, lightning, poison, psychic, or sonic.
Spend «2»: The arachnite can use this ability as if they were in the space of any ally within distance.
- Web Vial: Maneuver. Area 2 cube within 10 (Ranged), special. The area is difficult terrain until the end of the encounter.
- Eight-Eyed Sight: At the start of each of their turns, the arachnite automatically knows the location of each hidden creature within 10 squares
of them.
- Loyalty Collar: When the arachnite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Doomthief (Level 5 Horde Defender)
Size 1L, Humanoid, Soulless, War Dog (EV 7)
M +3; A –1; R 0; I +3; P +1
Speed 5; Stability 2
Stamina 40
- Free Strike: M1/R5 (Weapon); 3 damage
- Ripper Shrikegun (Sig.): Area 10 x 3 line within 1 (Weapon).
Roll + 3; {3/5/6} damage; push {1/3/5}; {roll 17+} A < 3, slowed (save ends).
Effect: The doomthief can’t willingly move on the same turn they use this ability.
- Doom Magnet: The doomthief emits a 3 aura of warped fate that blocks line of effect for any enemy ability that doesn’t include them as
a target.
- «4» Expanding Doom: Maneuver. Self. The doomthief has damage immunity 4 and the size of the aura from their Doom Magnet trait increases by 3, both until the start
of their next turn.
- Loyalty Collar: When the doomthief is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Equivite (Level 4 Horde Brute)
Size 2, Soulless, War Dog (EV 6)
M +3; A +3; R –1; I –2; P 0
Speed 8; Stability 2
Stamina 53
- Free Strike: M2/R5 (Weapon); 3 damage
- Fuse-Iron Lance (Sig.): Melee 2 (Charge, Strike, Weapon).
Roll + 3; {6/8/10} damage; {roll 17+} I < 3, frightened (save ends).
Effect: This ability gains an edge while charging.
Spend «2»: The ability deals an extra 3 fire damage to the target and each enemy adjacent to the target.
- Blazing Charge: Maneuver. Special (Melee, Weapon). The equivite moves up to their speed and ignores difficult terrain. Any mundane size 1 object whose space they move through
is destroyed. The equivite makes one power roll against each enemy whose space they move through for the first time.
Roll + 3; {2/4/5} damage; push {1/2/3}; {roll 17+} M < 3, prone.
- Loyalty Collar: When the equivite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Hypokrite (Level 4 Horde Ambusher)
Size 1M, Humanoid, Soulless, War Dog (EV 6)
M +1; A +3; R 0; I 0; P +2
Speed 8
Stamina 30
- Free Strike: M1/R5 (Weapon); 3 damage
- Needle-Knife (Sig.): Melee 1 (Strike, Weapon).
Roll + 3; {6/8/10} damage; A < {X/2/3} bleeding {roll 17+: and weakened} (save ends).
Effect: This ability deals an extra 6 damage if the hypokrite is hidden or disguised.
- «2» Feign Death: Triggered (the hypokrite takes damage).
Ranged 20, special. The hypokrite detonates their loyalty collar to deal 2d6 damage to each adjacent enemy, but teleports to an unoccupied space
adjacent to an ally within distance and remains alive.
- Face in the Crowd: The hypokrite is invisible while adjacent to any ally who isn’t hidden, and they can attempt to hide even while observed.
Whenever they use the Hide maneuver, the hypokrite can disguise themself as another creature within line of effect.
- Loyalty Collar: When the hypokrite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Mischievite (Level 5 Horde Harrier)
Size 1M, Humanoid, Soulless, War Dog (EV 7)
M +1; A +3; R 0; I +2; P 0
Speed 6
Stamina 35
- Free Strike: M1/R5 (Weapon); 3 damage
- Fuse-Iron Knives (Sig.): Melee 1 or Ranged 5 (Strike, Weapon), two creatures.
Roll + 3; {5/7/8} damage; {roll 17+} R < 3, the target is dazzled (save ends).
Effect: A dazzled target takes a bane on strikes and has line of effect only within 1 square.
- Misdirection: Maneuver. Ranged 3, one ally or dazzled creature. The mischievite swaps positions with the target. An ally targeted by this ability can make a free strike before or after being
swapped.
Spend «2»: The mischievite can use this ability as a triggered action when they are targeted by an ability. If they do, the swapped target
becomes the new target of the triggering ability.
- Crafty: The mischievite doesn’t provoke opportunity attacks by moving.
- Loyalty Collar: When the mischievite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and
object.
War Dog Thanatite (Level 6 Horde Controller)
Size 1M, Humanoid, Soulless, War Dog (EV 8)
M +1; A +1; R +2; I +3; P +1
Speed 5
Stamina 35
- Free Strike: M1/R10 (Magic); 3 corruption
- Snaking Entrails (Sig.): Ranged 10 (Magic), one ally. The target dies and the thanatite makes one power roll against each enemy within 2 squares of the target.
Roll + 3; {3/5/7} corruption damage; A < {1/2/3}, {slowed/slowed/restrained} (save ends).
Spend «3»: If an affected enemy is adjacent to any corpse, they are frightened of the thanatite (save ends).
- Wall of Flesh: Maneuver. Area 10 wall within 10 (Magic, Ranged), one corpse. The target spawns a wall of bloody muscle and pulsing viscera that must share one or more squares with the target. Each enemy
in the area when the wall is created vertically slides up to 2 squares and is knocked prone. Each square of the wall has 3
Stamina.
- Loyalty Collar: When the thanatite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Tormentite (Level 5 Horde Hexer)
Size 1M, Humanoid, Soulless, War Dog (EV 7)
M 0; A 0; R +2; I +3; P 0
Speed 5
Stamina 30
- Free Strike: M1/R10 (Magic); 3 corruption
- Mark of Agony (Sig.): Ranged 10 (Magic, Strike).
Roll + 3; {6/8/9} corruption damage; {roll 12+} the target is marked (save ends).
Effect: Strikes made against a target marked this way gain an edge. Additionally, whenever the tormentite takes damage, each target
marked by them takes 3 damage.
- «3» Vortex of Pain: Area 4 cube within 10 (Magic, Ranged).
Roll + 3; {2/4/5} corruption damage; {roll 17+} one ally in the area can end one effect on them that can be ended by a saving throw,
and can give that effect to one target.
Effect: The tormentite regains 2 Stamina for each creature targeted by this ability.
- Persistent Pain: From the start of the encounter, the tormentite takes 1 damage at the start of each of their turns.
- Loyalty Collar: When the tormentite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and
object.
War Dog War Doc (Level 5 Horde Support)
Size 1L, Humanoid, Soulless, War Dog (EV 7)
M 0; A +1; R +3; I +2; P 0
Speed 5; Stability 1
Stamina 35
- Free Strike: M1/R10 (Weapon); 3 poison
- Syringe Crossbow (Sig.): Ranged 10 (Strike, Weapon), creature only.
Roll + 3; {6/8/9} poison damage; {roll 17+} M < 3, weakened (save ends).
Effect: A target enemy is subject to this ability’s power roll. A target ally instead gains 5 temporary Stamina and can make a free
strike.
- Posthumous Promotion: Maneuver. Ranged 10 (Magic), one war dog. If the target has a loyalty collar, they are reduced to 0 Stamina.
- «1» Sanguine Stimulants: Triggered (one ally within distance dies).
Ranged 15 (Magic), special. Each ally adjacent to the dead ally deals an extra 6 damage on their next strike.
- Body Bank Branch Manager: If the war doc uses the Reconstitute war dog Malice feature, it costs 1 Malice less. Additionally, allies can treat the living
war doc as a corpse when using the Reconstitute feature (see Reconstitute).
War Dog Tetrarch (Level 6 Leader)
Size 1M, Humanoid, Soulless, War Dog (EV 32)
M +4; A +3; R +2; I +3; P +4
Speed 7; Stability 2
Stamina 180
- Free Strike: M1/R3 (Weapon); 7 damage
- Houndblade (Sig.): Melee 1 or Ranged 3 (Charge, Strike, Weapon), two creatures or objects.
Roll + 4; {11/16/19} damage; {roll 12+} taunted (EoT).
Effect: A creature taunted this way takes a bane on strikes.
Spend «3»: Each target loses 1d3 Recoveries.
- «1+» Get Them, You Dolts! Maneuver. Ranged 10, three creatures. This ability costs «1» per target, up to three. Each target shifts up to their speed and can make a free strike. If the free
strike targets an enemy taunted by the tetrarch, it deals an extra 4 damage.
- Sneering Disregard: Triggered (a creature within distance who is not taunted by the tetrarch targets the tetrarch with a power roll).
Ranged 10, the triggering creature. The power roll has a double bane. If the target obtains a tier 1 outcome, the tetrarch ignores any of the power roll’s effects
other than damage and the target is frightened of the tetrarch (save ends).
- End Effect: At the end of each of their turns, the tetrarch can take 10 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- «VA-1» Enter the Fray: Area 2 burst. The tetrarch can jump up to 7 squares before using this ability.
Roll + 4; push {2/4/5}; I < {2/3/4}, frightened (save ends).
- «VA-2» Lay Waste: Area five 2 cubes within 20 (Ranged, Weapon), each creature and object in the area.
Roll + 4; {7/13/16} fire damage; A < {2/3/4}, slowed (EoT) {roll 12+} or (save ends).
Effect: The area is set ablaze until the end of the encounter. While ablaze, the area is difficult terrain, and any creature takes
2 fire damage for each square in the area they enter for the first time in a round.
- «VA-3» You Would Dare?! Self. Until the end of the encounter, the tetrarch has damage immunity 2, and their Houndblade ability targets three creatures or
objects.
War Dog Draconite (Level 7 Minion Brute)
Size 2, Humanoid, Soulless, War Dog (EV 9 for 4 minions)
M +4; A +1; R –2; I –1; P +2
Speed 5; Stability 2
With Captain: +3 damage bonus to strikes
Stamina 13
- Free Strike: M2/R5 (Weapon); 4 psychic
- Greatsword and Roar (Sig.): Melee 2 (Charge, Strike, Weapon).
Roll + 4; 4 damage, {X/3/4} psychic damage; {roll 17+} the target must move their speed in a straight line away from the draconite.
Effect: If this damage leaves the target winded, they are frightened of the draconite until the end of the target’s next turn.
- Loyalty Collar: When the draconite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Saboteur (Level 7 Minion Ambusher)
Size 1S, Humanoid, Soulless, War Dog (EV 9 for 4 minions)
M –1; A +2; R +4; I +3; P +1
Speed 6
With Captain: +5 bonus to ranged distance
Stamina 12
- Free Strike: M1/R5 (Weapon); 4 fire
- Fuse-Iron Bomb (Sig.): Ranged 5 (Weapon).
Roll + 4; {4/7/8} fire damage; push {X/1/3}.
Effect: The space the target occupies fills with dark smoke and blocks line of effect until the start of the saboteur’s next turn.
- Loyalty Collar: When the saboteur is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
War Dog Shriketroop (Level 7 Minion Artillery)
Size 1M, Humanoid, Soulless, War Dog (EV 9 for 4 minions)
M +1; A +4; R +3; I +1; P +1
Speed 5
With Captain: Gain an edge on strikes
Stamina 10
- Free Strike: M1/R10 (Weapon); 4 damage
- Canis Shrikegun (Sig.): Ranged 10 (Strike, Weapon).
Roll + 4; {4/7/8} damage; {roll 17+} I < 3, the target is frightened of all shriketroops (EoT).
Effect: The target must move their speed in a straight line away from the shriketroop.
- Loyalty Collar: When the shriketroop is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and
object.
War Dog Aerocite (Level 8 Horde Harrier)
Size 1M, Humanoid, Soulless, War Dog (EV 10)
M 0; A +4; R +1; I +3; P +1
Speed 8 (fly)
Stamina 50
- Free Strike: M1/R5 (Weapon); 3 damage
- Dive Bomb (Sig.): Melee 1 (Strike, Weapon).
Roll + 4; {7/10/12}; vertical slide {X/2/3}.
Spend «1»: An enemy force moved by this ability is grabbed instead.
- «2» Caustic Paste Bomb: Maneuver. Area 3 cube within 5 (Magic, Ranged), each creature or object in the area.
Roll + 4; {2/4/6} acid damage; M < {2/3/4}, slowed (save ends).
Effect: The area is difficult terrain.
- Jetwing Agility: If the aerocite moves 5 or more squares on their turn, strikes made against them take a bane until the start of their next
turn.
- Loyalty Collar: When the aerocite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
War Dog Ballistite (Level 8 Horde Artillery)
Size 1L, Soulless, War Dog (EV 10)
M +4; A –2; R +2; I +3; P +2
Speed 0; Stability 5
Stamina 72
- Free Strike: M1/R15 (Weapon); 4 damage
- Biokinetic Ballista (Sig.): Ranged 15 (Strike, Weapon), two creatures or objects.
Roll + 4; {7/10/11} damage; push {1/3/5}.
Effect: Any target pushed into an obstacle is knocked prone, and if they have M < 3 they are restrained (save ends).
- «3» Kill Zone: Maneuver. Area 3 cube within 12 (Magic, Ranged), special. Until the start of the ballistite’s next turn, the area is difficult terrain, and any ranged ability targeting an enemy in
the area deals an extra 8 damage.
- Set Up and Tear Down: At the start of each of the ballistite’s turns, they can gain a +4 bonus to speed until the end of their turn. While their
speed is greater than 0 by any means, they can’t use main actions or maneuvers.
- Loyalty Collar: When the ballistite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and
object.
War Dog Blackcap (Level 7 Horde Ambusher)
Size 1M, Humanoid, Soulless, War Dog (EV 9)
M +1; A +4; R +4; I +2; P 0
Speed 6 (teleport)
Stamina 45
- Free Strike: M1/R5 (Magic, Weapon); 4 damage
- Flesh-Eater Knife (Sig.): Melee 1 or Ranged 5 (Magic, Strike, Weapon).
Roll + 4; {8/11/12} damage; {roll 17+} M < 4, bleeding and weakened (save ends).
Effect: The blackcap can teleport up to their speed before using this ability, creating an ash clone (see below) in their original
square.
- Ashes to Ashes: Maneuver. Ranged 20, up to three ash clones. Each target makes a free strike.
- Ash Clones: An ash clone created by the blackcap has the blackcap’s statistics but has 1 Stamina. Ash clones don’t take turns in combat,
but they can act when the blackcap allows them to and can move when the blackcap willingly moves.
- Duplicating Loyalty Collar: When the blackcap or any of their ash clones is reduced to 0 Stamina, that creature’s loyalty collar explodes, dealing 3d6
poison damage to each adjacent enemy and object. If any adjacent enemy has A < 3 they are also weakened (save ends)
War Dog Breaker (Level 7 Elite Brute)
Size 2, Humanoid, Soulless, War Dog (EV 36)
M +4; A +2; R +1; I +1; P +3
Speed 5; Stability 4
Stamina 200
- Free Strike: M1/R5 (Weapon); 7 damage
- Pile Bunker Gauntlet (Sig.): Melee 1 (Charge, Strike, Weapon), two creatures or objects.
Roll + 4; {12/17/21} damage; {push/slide/slide} 4;
- ≤11: Prone.
- 12-16: Prone or M < 3, dazed (save ends).
- 17+: Prone; M < 3, dazed (save ends).
- Surging Power: Maneuver. Self. Until the start of their next turn, the breaker has a double edge on abilities and is automatically affected by all potency
effect.
- Breaking Point: When the breaker would be reduced to 0 Stamina, they delay that effect as they end any conditions affecting them and immediately
take a turn, regardless of whether they have already taken a turn this round. The breaker’s abilities deal an extra 5 damage
during this turn, at the end of which they are reduced to 0 Stamina.
- Loyalty Collar: When the breaker is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
War Dog Firestarter (Level 8 Horde Hexer)
Size 1M, Humanoid, Soulless, War Dog (EV 10)
M 0; A +2; R +3; I +4; P +1
Speed 5
Immunity: fire 8
Stamina 45
- Free Strike: M1/R5 (Weapon); 3 fire
- Twin Flamebelchers (Sig.): Area 10 x 1 line within 1 (Weapon), each creature and object in the area.
Roll + 4; {3/6/8} fire damage; A < {2/3/4}, the target is seared (save ends).
Effect: A seared creature takes a bane on strikes and has damage weakness 5. If this ability obtains a tier 3 outcome against one
or more creatures who are already seared, the firestarter can use Enflame as a free triggered action.
- Enflame: Maneuver. Ranged 10 (Magic), special. This ability targets each enemy within 2 squares of any seared creature within distance.
Roll + 4; {2/4/6} fire damage; A < {X/3/4}, the target is seared (save ends)}.
- Loyalty Collar: When the firestarter is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and
object.
War Dog Geomancer (Level 8 Horde Controller)
Size 1M, Humanoid, Soulless, War Dog (EV 10)
M +2; A +1; R +4; I +4; P +2
Speed 5 (burrow); Stability 3
Stamina 45
- Free Strike: M1/R5 (Magic); 3 damage
- Earthwave (Sig.): Area 7 x 2 line within 10 (Magic, Ranged), each creature in the area.
Roll + 4; {3/6/8} damage; M < {2/3/4}, push (see effect), {roll 17+} prone.
Effect: This ability ignores stability. The geomancer declares a direction for the area, and any creature pushed by this ability is
pushed to the last space in the area in the chosen direction.
Spend «2»: The ground beneath the area becomes a 2-square-deep trench after the power roll is resolved.
- Siegeworks: Maneuver. Area 5 wall within 10 (Magic, Ranged), special. The geomancer raises a wall of stone set with viewing gaps. Creatures have line of effect through the wall while adjacent
to it.
- Dust Cloud: The geomancer is always surrounded by a 2 aura of swirling dust and earthen debris. The geomancer and any ally in the area
have concealment.
- Loyalty Collar: When the geomancer is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
War Dog Iron Priest (Level 8 Horde Support)
Size 1M, Humanoid, Soulless, War Dog (EV 10)
M +2; A +1; R +1; I +4; P +4
Speed 5
Stamina 50
- Free Strike: M1/R5 (Weapon); 3 damage
- Houndcannon (Sig.): Area 7 x 1 line within 1 (Weapon).
Roll + 4; {3/6/8} damage; P < {X/3/4}, bleeding (save ends) {roll 17+} and the target loses 1 Recovery.
Effect: Any ally within 2 squares of the iron priest gains an edge on their next strike. If any target lost a Recovery, any affected
ally has a double edge instead.
- «2+» Iron Banner: Maneuver. Area 4 aura (Magic), each war dog in the area. For every 2 Malice spent, each target gains one of the following effects until the start of the iron priest’s next turn.
- The target has damage immunity 2.
- The target’s strikes deal an extra 3 holy damage.
- The target has a +3 bonus to speed.
- Chosen of the Iron Saint: The Director gains 1 Malice whenever an ally within 3 squares of the iron priest obtains a tier 3 outcome on a power roll.
War Dog Prismite (Level 8 Horde Defender)
Size 2, Soulless, War Dog (EV 10)
M +4; A 0; R +4; I +2; P +3
Speed 5 (fly, hover); Stability 2
Stamina 82
- Free Strike: M1/R5 (Psionic, Weapon); 3 psychic
- Grasping Tonguetacles (Sig.): Area 2 burst (Psionic, Weapon).
Roll + 4; {3/6/8} psychic damage; R < {X/3/4}, pull 2, grabbed {roll 17+} and the target takes a bane on the Escape Grab maneuver.
- Hard Light Field: Maneuver. Area 4 cube within 10 (Psionic, Ranged), each ally in the area. Until the start of the prismite’s next turn, each target has cover and gains a +2 bonus to stability.
- «1» Tractor Beam: Triggered (an enemy within distance uses a melee ability against an ally).
Ranged 10 (Psionic), the triggering enemy. The target is pulled up to 5 squares toward the prismite and any damage from the triggering ability is halved.
- Prismacore Detonation: When the prismite is reduced to 0 Stamina, they explode, dealing 3d6 psychic damage to each enemy within 2 squares of them.
War Dog Taxiarch (Level 9 Leader)
Size 1M, Humanoid, Soulless, War Dog (EV 44)
M +1; A +3; R +5; I +4; P +3
Speed 7 (teleport); Stability 1
Stamina 240
- Free Strike: M1/R10 (Magic); 9 lightning
- Stunning Surge (Sig.): Ranged 10 (Magic, Strike), two creatures or objects.
Roll + 5; {14/19/23} lightning damage; the lightning spreads {1/2/3} square(s); I < {3/4/5}, dazed (save ends).
Effect: The spread is the distance the charge arcs from a target to nearby enemies. Each enemy within spread takes 5 lightning damage.
Spend «2»: The lighting spread increases by 2 squares. Additionally, any creature who takes lightning damage from this ability and who
has M < 4 is slowed until the end of their next turn.
- «2» Overcharge: Maneuver. Area 4 cube within 10 (Magic, Ranged), each war dog in the area. Each target shifts up to their speed and can make a free strike that deals an extra 5 lightning damage.
- Thunderstruck: Triggered (an enemy within distance deals damage to the taxiarch).
Melee 1 (Magic), the triggering enemy. After the ability is resolved, the target is teleported up to 5 squares and is thunderstruck (save ends). A thunderstruck
creature has lightning weakness 5, and the taxiarch gains an edge on power rolls against them.
- End Effect: At the end of each of their turns, the taxiarch can take 15 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- «VA-1» Magnetic Trickery: Area 10 burst (Magic). Slide 5, and if the the target has M < 4, they fall prone.
- «VA-2» Conductor of Combat: Area 5 burst (Magic), each war dog in the area. Each target shifts up to their speed, then can make a free strike or use a maneuver.
- «VA-3» Unlimited Power! Area 3 burst (Magic), each creature in the area. Each target makes an Agility test.
- ≤11: 18 lightning damage; the target is thunderstruck (save ends)
- 12-16: 14 lightning damage; the target is thunderstruck (EoT)
- 17+: 9 lightning damage
See Thunderstruck. Additionally, until the end of the encounter, any enemy who moves within 3 squares of the taxiarch for
the first time in a round or starts their turn there takes 3 lightning damage.
War Dog Blood Jumper (Level 10 Minion Harrier)
Size 1M, Humanoid, Soulless, War Dog (EV 12 for 4 minions)
M +5; A +4; R +2; I +3; P +2
Speed 7 (fly); Stability 2
With Captain: +3 bonus to speed
Stamina 15
- Free Strike: M1/R5 (Weapon); 4 damage
- Jumplance (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 5; {4/7/9} damage; A < 4, bleeding (save ends).
- Drop Troop: If the jumper doesn’t end their turn on the ground, they fall prone.
- Loyalty Collar: When the jumper is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
War Dog Hunter-Killer (Level 10 Minion Artillery)
Size 1M, Humanoid, Soulless, War Dog (EV 12 for 4 minions)
M +1; A +5; R +3; I +5; P +2
Speed 5
With Captain: +4 damage bonus to strikes
Stamina 14
- Free Strike: M1/R10 (Weapon); 5 damage
- Fuse-Iron Rocket (Sig.): Ranged 10 (Strike, Weapon).
Roll + 5; {5/8/10} damage; push {2/3/4}.
Effect: Each enemy adjacent to the target before the forced movement takes 5 fire damage.
- Loyalty Collar: When the hunter-killer is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and
object.
War Dog Socialite (Level 10 Minion Hexer)
Size 1M, Humanoid, Soulless, War Dog (EV 12 for 4 minions)
M +2; A +2; R +4; I +3; P +5
Speed 5
Immunity: psychic 10
With Captain: Gain an edge on strikes
Stamina 14
- Free Strike: M1/R5 (Psionic); 4 damage
- Call to Self-Sabotage (Sig.): Ranged 5 (Psionic, Strike), creature only.
Roll + 5; the target makes a free strike (tier {1/2/3} result) against themself.
Effect: The target takes an extra 5 damage for each surge they have.
- Loyalty Collar: When the socialite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.
Castellan Hoplon (Level 10 Elite Defender)
Size 1M, Humanoid, Soulless, War Dog (EV 48)
M +5; A +2; R +4; I +3; P +4
Speed 5; Stability 3
Immunity: damage 3
Stamina 260
- Free Strike: M1/R5 (Weapon); 10 damage
- Inspiring Strike (Sig.): Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 5; {15/20/24} damage; push {X/3/5}.
Effect: Two allies within 10 squares of Hoplon each shift up to their speed, then can take the Defend main action or make a free strike.
- «5» Summon the Onyx Tower: Maneuver. Ranged 15, special. A 10-square-tall tower made of black stone shimmers into being in an unoccupied space that is 5 squares on a side. The tower
has three floors, an entrance in the middle of each side on the ground floor, and a crenelated rooftop. Any war dog inside
or adjacent to the tower has damage immunity 2 and regains 5 Stamina at the start of each of their turns, and war dogs inside
the tower can observe through and have line of effect through its walls. This ability can be used only once per encounter.
- «2» Shield Warden: Maneuver. Area 3 burst.
Roll + 5; R < {3/4/5}, taunted (EoT).
Effect: Until the start of Hoplon’s next turn, any enemy ability that includes him as a target takes a bane.
- Timely Intervention: Triggered (an enemy within 10 squares targets an ally with an ability).
Self (Magic). Hoplon teleports to an unoccupied space adjacent to the enemy and becomes the new target of the ability. He can then make
a free strike against the enemy, and if that enemy has R < 4 they are taunted until the end of their next turn.
- Hold the Line: Each ally within 3 squares of Hoplon has cover and damage immunity 2.
- Last Stand: The first time in an encounter that Hoplon is reduced to 0 Stamina, he instead has 1 Stamina and gains damage immunity 10
until the end of his next turn. When Hoplon is reduced to 0 Stamina again, each ally within 5 squares of him gains damage
immunity 3 and deals an extra 5 damage on strikes, all until the end of the encounter.
Iron Champion Doru (Level 10 Elite Brute)
Size 1L, Humanoid, Soulless, War Dog (EV 48)
M +5; A +4; R +1; I +4; P +2
Speed 5; Stability 2
Stamina 260
- Free Strike: M2/R5 (Weapon); 10 damage
- Houndaxe (Sig.): Melee 2 (Strike, Weapon), two creatures or objects.
Roll + 5; {15/21/25} damage;
- 12-16: Doru gains an edge on his next power roll; M < 4, slide 3.
- 17+: Doru has a double edge on his next power roll; M < 5, slide 5.
Effect: The damage from this ability can’t be reduced in any way.
Spend «3»: This ability targets one additional target.
- «2» Bloody Whirlwind: Area 3 burst (Weapon), each creature and object in the area.
Roll + 5; {5/11/15} damage; A < {3/4/5}, bleeding (save ends).
Effect: This ability deals an extra 5 damage for each winded target in the area.
- Hunting Leap: Maneuver. Ranged 5. Doru jumps to an unoccupied space adjacent to the target, then can make a free strike against them. If the target is bleeding
or winded, the distance of the ability becomes Ranged 10 and the free strike deals an extra 5 damage.
- Laugh It Off: Triggered (an enemy makes a strike against Doru).
Self. The triggering strike takes a bane and Doru gains an edge on his next power roll.
- Iron Juggernaut: Doru can’t be made slowed or restrained. Additionally, he can move while grabbed, and a creature grabbing him moves along
with him unless they let go.
- The Scarless: Doru regains 10 Stamina at the start of each of his turns unless he took acid or fire damage since the start of his previous
turn. Whenever he regains Stamina this way, the Director can spend 2 Malice to end one effect on Doru that can be ended by
a saving throw.
- Champion’s Loyalty Collar: When Doru is reduced to 0 Stamina, his loyalty collar explodes, dealing 20 damage to each enemy and object within 3 squares
of him.
Logostician Vesper (Level 10 Elite Controller)
Size 2, Soulless, War Dog (EV 48)
M +2; A +1; R +5; I +4; P +1
Speed 10; Stability 3
Stamina 253
- Free Strike: M1/R5 (Weapon); 10 damage
- Portal to the Firing Line (Sig.): Area 5 x 3 line within 15 (Ranged, Weapon), each creature and object in the area. This ability targets only non-prone creatures.
Roll + 5; {8/12/15} damage; I < {X/4/5}, slowed (save ends).
Effect: A target creature can choose to drop prone, in which case the ability takes a bane against them.
Spend «2»: The area remains active until Vesper is reduced to 0 Stamina or until the end of the encounter. Any non-prone enemy who enters
the area for the first time in a round or starts their turn there takes 15 damage, or 7 damage if they choose to fall prone.
- «3» Portal to the Mantle: Area 3 cube within 15 (Magic, Ranged), each creature and object in the area.
Roll + 5; {8/12/15} fire damage.
Effect: The area is difficult terrain. Any creature who enters the area for the first time in a round or starts their turn there takes
10 fir damage. Until the end of the encounter, the size of the area increases by 1 at the start of each round.
- Portal to the Void: Maneuver. Area 5 cube within 15 (Magic, Ranged), each creature and object in the area.
Roll + 5; A < {4/5/*}, pull 3 toward the center of the area.
Effect: A portal appears at the center of the area. Any creature at the center of the area when this ability is used or who is pulled
into the center for the first time in a round takes 10 sonic damage.
Spend «2»: The area remains active and deals its damage until Vesper is reduced to 0 Stamina or until the end of the encounter. Any creature
who enters the area and has A < 4 is pulled 3 squares toward the center of the area. Any creature who starts their turn in
the area and has M < 4 is slowed until the end of their turn.
- Portal to the Sky: Triggered (the target moves within distance of Vesper).
Ranged 3, one enemy. The target is dropped through a portal, which teleports them up to 7 squares above a space within 15 squares.
- Living Logistics Network: Each ally who starts their turn within 10 squares of Vesper can teleport whenever they willingly move until the end of their
turn. Whenever an affected ally teleports, they deal an extra 5 damage on their next strike.
- Crash and Burn: When Vesper is reduced to 0 Stamina, they move up to their speed and then explode, dealing 4d6 damage to each adjacent enemy
and object. Any enemy who takes more than 14 damage this way vertically slides 5 squares.
Soulbinder Psyche (Level 10 Elite Hexer)
Size 1M, Humanoid, Soulless, War Dog (EV 48)
M +1; A +3; R +3; I +4; P +5
Speed 5 (fly, hover); Stability 1
Stamina 220
- Free Strike: M1/R10 (Magic); 10 holy
- Soulbind (Sig.): Ranged 10 (Magic, Strike), two creatures or objects.
Roll + 5; {15/20/24} holy damage; R < {3/4/5}, the target is soulbound (save ends).
Effect: A soulbound creature can’t benefit from edges or double edges, and can’t gain or use surges.
- «2» Soulstorm: Area 3 cube within 10 (Magic, Ranged).
Roll + 5; {8/12/15} corruption damage; P < {3/4/5}, weakened (EoT).
Effect: The area is difficult terrain until the start of Psyche’s next turn At the start of each of her turns, Psyche can use a maneuver
to maintain this effect, move the area up to 5 squares, and make the power roll against each creature in the area’s new location.
Spend «1»: Until the start of Psyche’s next turn, if this ability makes a creature weakened, that creature is also soulbound (save ends;
see Soulbind above).
- Command the Awakened: Maneuver. 5 burst (Magic, Ranged), each soulbound enemy in the area. Each target takes 5 damage from a self-inflicted wound, and if they have M < 4 Psyche slides them up to 5 squares.
- Spirit Form: Triggered (an enemy moves within 2 squares of Psyche).
Self. Psyche moves up to 5 squares, and has damage immunity 5 and ignores difficult terrain during this movement. The first time
she moves through any creature during this movement, that creature takes 5 corruption damage.
- Vengeance for the Slain: Free Triggered (a war dog within distance is made winded or reduced to 0 Stamina).
Ranged 10, one enemy. The target loses all their surges and takes 5 corruption damage.
Spend «1»: The target also takes a bane on their next strike.
- Immortal Soul: When Psyche is reduced to 0 Stamina, her spirit surrounds the nearest war dog, who has damage immunity 2, deals an extra 5
damage on strikes, and can use the following Immortal Flare maneuver until the end of the encounter. That war dog also gains
the Immortal Soul trait, and transfers this effect to the nearest war dog when they die.
- Immortal Flare: Maneuver. Ranged 10 (Magic). The target takes 10 psychic damage.
Strategos Alkestis (Level 10 Leader)
Size 1M, Humanoid, Soulless, War Dog (EV 48)
M +4; A +4; R +5; I +5; P +5
Speed 5; Stability 2
Stamina 260
- Free Strike: M1/R10 (Weapon); 10 damage
- Houndgun and Houndblade (Sig.): Melee 1 or Ranged 10 (Strike, Weapon), two creatures or objects.
Roll + 5; {15/21/25} damage; M < {4/5/6}, bleeding (save ends).
Effect: Each target loses 1d3 Recoveries.
Spend «2»: When a target is made bleeding this way, each ally adjacent to them can make a free strike against the target.
- Focus Fire: Maneuver. Ranged 15. Until the start of Alkestis’s next turn, any effect that reduces the damage taken by the target has no effect.
- «2» Artillery Enfilade: Triggered (an ally is reduced to 0 Stamina within 10 squares of Alkestis).
Area 7 x 3 line within 10 (Ranged, Weapon), each creature and object in the area.
Roll + 5; {8/13/16} damage; A < {4/5/6}, slowed (save ends).
Effect: The area is difficult terrain until the start of the next round.
- End Effect: At the end of each of her turns, Alkestis can take 20 damage to end one effect on her that can be ended by a saving throw.
This damage can’t be reduced in any way.
- Tactical Brilliance: At the start of each of Alkestis’s turns, the Director gains 2 Malice. While Alkestis is alive and in the encounter, the Director
also gains 1 Malice whenever a war dog in the encounter obtains a tier 3 outcome on a power roll.
- «VA-1» Fog of War: Special, each ally in the encounter. Each target can disappear, then reappear anywhere on the encounter map 3 or more squares away from any enemy. Additionally,
each target has a double edge on their next power roll.
- «VA-2» Send in the Second Wave: Ranged 15, special. For each war dog reduced to 0 Stamina in the encounter, a war dog shriketrooper appears in an unoccupied space within distance.
- «VA-3» The Silver Wolf’s Final Stratagem: Area 5 burst (Magic), each creature in the area. Until the start of the next round, each target enemy who has I < 4 is dazed, each target enemy who has M < 4 is restrained,
and each target enemy who has A < 4 can’t use triggered actions. Additionally, until the end of the encounter, Alkestis and
each target ally have damage immunity 3 and deal an extra 5 damage with strikes.
Werewolf
Werewolf Malice
At the start of a werewolf’s turn, you can spend Malice to activate one of the following features.
- «3» Blood In Their Eyes: The werewolf gains 10 temporary Stamina and a +3 bonus to speed until the end of their turn. The werewolf can’t use this feature
if they took any holy damage since ending their last turn.
- «5» Solo Action: The werewolf takes an additional main action on their turn. They can use this feature even if they are dazed.
- «10» Moonfall: Until the end of the encounter, the encounter map turns to night and the moon appears impossibly huge in the sky. The werewolf
can take an additional move action or maneuver on each of their turns while they have line of effect to the moon. Any creature
who ends their turn with line of effect to the moon with 1 or more rage gains 2 rag.
Werewolf (Level 1 Solo)
Size 1M, Accursed, Humanoid, Werebeast (EV 36)
M +3; A +2; R –1; I +1; P +1
Speed 7
Stamina 200
- Solo Monster:
- End Effect: At the end of each of their turns, the werewolf can take 5 damage to end one effect on them that can be ended by a saving
throw. This damage can’t be reduced in any way.
- Solo Turns: The werewolf can take two turns each round. They can’t take turns consecutively.
- Accursed Rage: The werewolf’s ferocity is expressed through rage, and their abilities can inflict rage points on any enemy except a stormwight
fury. A creature who starts their turn with 10 or more rage expends their rage. Then before taking their turn, they must shift
up to their speed toward the nearest creature and make a melee free strike against them. A creature who takes damage from
this free strike gains 1 rage. Accumulated rage disappears after a character finishes a respite.
- Shapeshifter: The werewolf enters combat in their hybrid humanoid form. Their shape can’t be changed by any external effect.
- Vukenstep: The werewolf ignores difficult terrain.
- Free Strike: M1/R5 (Weapon); 5 damage
- Accursed Bite (Sig.): Melee 1 (Charge, Strike, Weapon).
Roll + 3; {9/13/16} damage; the target gains {2/4/5} rage.
Spend «2»: If the target has P < 0, they are afflicted with lycanthpy. Each time the target is unaffected by the potency effect, the
potency increases by 1 the next time the werewolf uses the ability against the same target. A creature afflicted with lycanthropy
gains 2 rage at the end of each of their turns whenever they’re in combat. Their rage doesn’t disappear after finishing a
respite and they must complete the Find a Cure downtime project to end this effect.
- Ripping Claws: Melee 1 (Strike, Weapon), two creatures or objects.
Roll + 3; {8/11/14} damage; the target gains {X/1/3} rage; M < {1/2/3}, bleeding (save ends).
- «3» Berserker Slash: Area 1 burst (Weapon), each enemy and object in the area.
Roll + 3; {4/6/7} damage; {push 2/push 3/slide 3}; the target gains {X/1/3} rage.
Effect: The werewolf shifts up to their speed before using this ability.
- Wall Leap: Maneuver. Self. The werewolf jumps up to 4 squares. If they end this jump at a wall, the werewolf jumps off the wall up to 4 squares and can
make a melee free strike. If the target of the free strike has M < 2, they are knocked prone.
- «2» Facepalm and Head Slam: Triggered (a creature within distance targets the werewolf with a melee ability after charging or moving 2 or more squares in a straight
line toward them).
Melee 1, the triggering creature. The target is knocked prone and takes 5 damage before the triggering ability is resolved.
- «VA-1» Howl: Area 5 burst. Each target makes an Intuition test.
- ≤11: The target must move their speed in a straight line away from the werewolf; frightened (save ends)
- 12-16: Frightened (EoT)
- 17+: No effect
Effect: Any enemy in the encounter who has 1 or more rage gains 4 rage and howls along with the werewolf.
- «VA-2» Full Wolf: Self. The werewolf transforms into a massive wolf of size 3 until they die or until the end of the encounter. They move to a space
that can accommodate their new size and push adjacent creatures out of their way. While in wolf form, they have speed 10 and
stability 2, their strikes gain a +2 damage bonus and bestow an additional 1 rage, and the potency of Accursed Bite increases
by 1.
- «VA-3» Rampage: Area 2 burst (Weapon), each creature in the area.
Roll + 3; {5/8/11} damage; the target gains {2/4/8} rage; M < {1/2/3}, bleeding (save ends).
Effect: The werewolf shifts up to their speed before and after using this ability.
Wyverns
Wyvern Malice
At the start of any wyvern’s turn, you can spend Malice to activate one of the following features.
- «3» Simmering Anger: One wyvern in the encounter can make a free strike against each enemy adjacent to them.
- «5» Boiling Fury: Until the end of the round, each wyvern in the encounter has a double edge on strikes and can use their signature ability
instead of a free strike when making opportunity attacks.
- «7» Overflowing Rage: Every wyvern’s anger fills the encounter map with a thick miasma of hatred. Each enemy in the encounter makes an Intuition
test.
- ≤11: The target is taunted by the nearest creature or object (save ends). While the target is taunted this way, power rolls
against them have a double edge.
- 12-16: The target is taunted by the nearest creature or object (save ends).
- 17+: No effect.
Wyvern Lurker (Level 4 Elite Ambusher)
Size 2, Beast, Wyvern (EV 24)
M +2; A +3; R –1; I +1; P 0
Speed 9 (fly); Stability 2
Immunity: acid 5
Stamina 120
- Free Strike: M2/R5 (Magic, Weapon); 6 damage
- Agonizing Stinger (Sig.): Melee 2 (Magic, Strike, Weapon), two creatures or objects.
Roll + 3; {9/14/17} damage; M < {X/2/3}, bleeding (save ends).
Spend «1»: One target hidden from the lurker takes an extra 6 acid damage.
- «3» Acidic Anguish: Melee 2 (Magic, Strike, Weapon).
Roll + 3; {10/16/20} acid damage; M < {1/2/3}, weakened (save ends).
Effect: A target weakened this way takes 1d4 acid damage at the start of each of their turns.
- Swooping Torment: Maneuver. Self. The lurker flies up to their speed, then can attempt to hide. Each enemy the lurker moves adjacent to during this movement
can choose to take 3 sonic damage or fall prone.
- Retaliatory Dive: Triggered (a creature within distance deals damage to the lurker with a ranged ability).
Ranged 5, the triggering creature. The lurker flies adjacent to the target and can make a free strike against them.
- Ruthless Rage: While within 10 squares of another wyvern, the lurker deals an extra 3 damage with strikes.
- Tenacious Hunter: Any creature affected by a condition imposed by a wyvern can’t be hidden from the lurker.
Wyvern Predator (Level 4 Elite Brute)
Size 3, Beast, Wyvern (EV 24)
M +3; A +2; R –1; I +1; P 0
Speed 7 (fly); Stability 3
Immunity: acid 5
Stamina 140
- Free Strike: M3/R5 (Magic, Weapon); 6 damage
- Sedating Stinger (Sig.): Melee 3 (Magic, Strike, Weapon), two creatures or objects.
Roll + 3; {9/14/17} damage; M < {X/2/3}, slowed (save ends).
Effect: If a target slowed this way is already slowed, they are instead restrained (save ends).
- Tail Sweep: Area 6 x 3 line within 1 (Weapon), each enemy and object in the area.
Roll + 3; {6/11/14} damage; A < {1/2/3}, 3 acid damage.
Spend «5»: The predator uses this ability a second time, either recreating the same line or creating a new line.
- «2» Grasping Jaws: Maneuver. Melee 2 (Magic, Strike, Weapon).
Roll + 3; {9/14/17} damage; A < {1/2/3}, grabbed {roll 17+} and the target takes a bane on the Escape Grab maneuver.
- «1» Deterring Sting: Triggered (a creature within distance deals damage to the predator with a melee ability).
Melee 3, the triggering creature. The predator uses Sedating Stinger against the target, then shifts up to 3 squares.
- Stubborn Rage: While winded or within 10 squares of another wyvern, the predator can’t be made dazed or frightened.
- Tenacious Hunter: Any creature affected by a condition imposed by a wyvern can’t be hidden from the predator.
Xorannox the Tyract
Xorannox’s Malice
At the start of Xorannox’s turn, you can spend Malice to activate one of the following features.
- «3» Gas Belch: Xorannox lets out a noxious belch. Each enemy within 2 squares of him who has M < 3 is weakened (save ends).
- «5» Slime Trail: Until the end of Xorannox’s next turn, whenever he or any of his eyes leave their space, they secrete a viscous slime onto
the ground in that area. Any enemy who enters an affected square has lightning weakness 5 and fire weakness 5 until the end
of the encounter.
- «5» Solo Action: Xorannox takes an additional main action on his turn. He can use this feature even if he is dazed.
- «7» Mind Over Matter: Xorannox fills the encounter map with a powerful telekinetic field. The Director chooses a cardinal direction (north, south,
east, or west). Whenever a creature in the encounter willingly moves or is force moved, they are pulled 2 squares in the chosen
direction, ignoring stability. Each time this feature is used, its previous effect ends.
Xorannox the Tyract (Level 6 Solo)
Size 3, Horror, Overmind (EV 96)
M +4; A +2; R +4; I +3; P +3
Speed 5 (fly, hover); Stability 2
Stamina 450
- Solo Monster:
- End Effect: At the end of each of his turns, Xorannox can take 10 damage to end one effect on him that can be ended by a saving throw.
This damage can’t be reduced in any way.
- Solo Turns: Xorannox can take two turns each round. He can’t take turns consecutively.
- Eyes of the Tyract: Six unique eyestalks float around Xorannox, acting on his turn at his command until they are reduced to 0 Stamina. On each
of Xorannox’s turns, he directs one eyestalk to move and use a signature ability.
- Free Strike: M1/R5 (Weapon); 7 damage
- Toothful Thrashing (Sig.): Melee 1 (Strike, Weapon).
Roll + 4; {12/20/23} damage; {slide 2/slide 3/vertical slide 3}; M < {2/3/4}, bleeding (EoT).
- Grav Spike: Area 2 burst (Psionic).
Roll + 4; vertical push {3/5/7}.
Effect: Xorannox shifts up to his speed before or after using this ability.
- Optical Collusion: Maneuver. Self. Xorannox commands all his eyestalks to move up to their speed.
- «2» Shutout: Maneuver. Area 5 x 2 line within 1, special. Xorannox ends all ongoing supernatural effects and suppresses supernatural effects from treasures in the area. New supernatural
effects can’t be activated in the area until the end of Xorannox’s next turn.
- Cower! Triggered (a creature within distance deals damage to Xorannox).
Ranged 10 (Psionic), the triggering creature. If the target has I < 3 they are frightened (save ends)
- Above It All: Xorannox can’t be made frightened or knocked prone, and he can’t be flanked.
- Natural Enemies: If Xorannox perceives another overmind or a voiceless talker on the encounter map, he targets that threat one or more times
on each of his turns.
- «VA-1» Disruption Beam: Ranged 10 (Psionic, Strike), three creatures.
Roll + 4; {11/17/20} psychic damage; R < {2/3/4}, dazed (save ends).
- «VA-2» All Eyes, All Rise: Self. Xorannox recreates any destroyed eyestalks, which return in unoccupied spaces on the encounter map with full Stamina.
- «VA-3» Panoptibeam: Area 2 burst. Xorannox directs each of his eyestalks to use a signature ability against any target.
Compulsion Eye (Level 6 - Controller)
Size 1M, Eyestalk, Horror, Overmind (EV 0)
M –1; A +1; R +4; I +1; P –1
Speed 5 (fly, hover)
Stamina 30
- Free Strike: M1/R6 (Psionic); 3 damage
- Compulsion Beam (Sig.): Ranged 6 (Psionic, Strike), creature only.
Roll + 4; I < {2/3/4}, the target is charmed.
Effect: As a free triggered action, a charmed target immediately moves up to their speed and can make a free strike against an enemy
of Xorannox’s choice. The target is then no longer charmed.
- Psionic Barrier: The compulsion eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.
Demolition (Level 6 - Artillery)
Size 1M, Eyestalk, Horror, Overmind (EV 0)
M –1; A +1; R +4; I +1; P –1
Speed 5 (fly, hover)
Stamina 30
- Free Strike: M1/R5 (Psionic); 3 fire
- Explosion (Sig.): 4 cube within 10 (Psionic, Ranged, Strike), each enemy in the area.
Roll + 4; {6/10/13} fire damage; M < {X/3/4}, prone.
- Psionic Barrier: The demolition eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.
Mover Eye (Level 6 - Controller)
Size 1M, Eyestalk, Horror, Overmind (EV 0)
M –1; A +1; R +4; I +1; P –1
Speed 5 (fly, hover)
Stamina 30
- Free Strike: M1/R6 (Psionic); 3 damage
- Telekinetic Beam (Sig.): Ranged 6 (Psionic, Strike), two creatures or objects.
Roll + 4; {11/17/20} damage; slide {4/5/6}.
- Psionic Barrier: The mover eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.
Necrotic Eye (Level 6 - Hexer)
Size 1M, Eyestalk, Horror, Overmind (EV 0)
M –1; A +1; R +4; I +1; P –1
Speed 5 (fly, hover)
Stamina 30
- Free Strike: M1/R10 (Psionic); 3 corruption
- Necro Beam (Sig.): Ranged 10 (Psionic, Strike).
Roll + 4; {11/17/20} corruption damage; M < {X/3/4}, bleeding (save ends).
Effect: If this damage or the Stamina loss from bleeding this way reduces a target creature’s Stamina to 0, that creature dies.
- Psionic Barrier: The necrotic eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.
Toxic Eye (Level 6 - Hexer)
Size 1M, Eyestalk, Horror, Overmind (EV 0)
M –1; A +1; R +4; I +1; P –1
Speed 5 (fly, hover)
Stamina 30
- Free Strike: M1/R5 (Psionic); 3 poison
- Toxic Vapors (Sig.): Area 4 cube within 10 (Psionic, Ranged).
Roll + 4; {6/10/13} poison damage; M < {X/3/4}, weakened (save ends).
- Psionic Barrier: The toxic eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.
Zapper Eye (Level 6 - Artillery)
Size 1M, Eyestalk, Horror, Overmind (EV 0)
M –1; A +1; R +4; I +1; P –1
Speed 5 (fly, hover)
Stamina 30
- Free Strike: M1/R5 (Psionic); 3 lightning
- Lightning Beam (Sig.): Area 10 x 1 line within 1 (Psionic).
Roll + 4; {6/10/13} lightning damage.
Effect: Each target loses all their surges.
- Psionic Barrier: The zapper eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.