身披斗篷、佩戴帮派标志性刀具的狡猾罪犯。
动机与战术: 逃跑、获利、偷窃、投掷烟雾弹
难度: 12 | 阈值: 8/14 | 生命点: 5 | 压力点: 3
攻击: +1 | 匕首: 近战 | 1d8+1 物理
经历: 盗贼 +2
一群蹒跚的尸体,本能地聚集在一起移动。
动机与战术: 吞噬血肉,饥饿,撕咬
难度: 8 | 阈值: 6/12 | 生命点: 6 | 压力点: 3
攻击: −1 | 啃咬: 近战 | 1d10+2 物理
一位手持钉头锤、挂着哨子、声如洪钟的老练警卫。
动机与战术: 逮捕,封锁,压制目标,追求荣耀
难度: 15 | 阈值: 7/13 | 生命点: 7 | 压力点: 3
攻击: +4 | 钉头锤: 近战 | 1d10+4 物理
经历: 指挥官 +2 ,本地知识 +2
一位狡猾精明的游侠,承担着最危险的任务。
动机与战术: 探索、计划、保护、偷窃
难度: 14 | 阈值: 9/14 | 生命点: 6 | 压力点: 4
攻击: +3 | 淬毒荆棘鞭: 近程 | 1d10+2 物理
经历: 隐藏 +2 ,威吓 +2 ,追踪 +3
一种大小如猫的啮齿动物,擅长觅食与生存。
动机与战术: 挖掘、饥饿、觅食、消耗
难度: 10 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: -4 | 爪击: 近战 | 1 物理
经历: 敏锐感知 +3
一名身手敏捷的无赖,手持利刃,善于运用暗影魔法孤立目标。
动机与战术: 伏击、隐蔽、分割、获利
难度: 12 | 阈值: 4/8 | 生命点: 3 | 压力点: 3
攻击: +1 | 匕首: 近战 | 1d4+4 物理
经历: 入侵 +3
一个衣着考究的商人,对金钱利益有着敏锐的嗅觉。
动机与战术: 低买高卖、创造需求、抬高价格、追求利益
难度: 12 | 阈值: 4/8 | 生命点: 3 | 压力点: 3
攻击: −4 | 棍棒: 近战 | 1d4+1 物理
经历: 伶牙俐齿 +3
一位森林村落的长者,能唤起自然魔法以庇护其族人。
动机与战术: 照料社区、裁断是非、柔声细语、维护传统
难度: 14 | 阈值: 6/无 | 生命点: 2 | 压力点: 4
攻击: −2 | 匕首: 近战 | 1d4+2 物理
经历: 历史 +2 ,自然之友 +3 ,社区支柱 +3
一名身披盔甲、手持剑盾的卫兵,盾面涂有所处城镇的代表色。
动机与战术: 逮捕、封锁、熬过今日、压制目标
难度: 12 | 阈值: 5/9 | 生命点: 5 | 压力点: 2
攻击: +1 | 长剑: 近战 | 1d6+1 物理
经历: 本地知识 +3
一位能够与野兽与树叶对话的隐居漫游者。
动机与战术: 呼唤自然,不留痕迹,不惜一切代价保护森林。
难度: 11 | 阈值: 6/10 | 生命点: 4 | 压力点: 5
攻击: +0 | 橡木杖: 近战 | 1d4+2 魔法
经历: 动物知识 +2 ,地形知识 +3
一只马匹大小的昆虫,具备掘地利爪与酸性血液。
动机与战术: 掘地、拖走、进食、重新定位
难度: 14 | 阈值: 8/15 | 生命点: 8 | 压力点: 3
攻击: +3 | 爪击: 邻近 | 1d12+2 物理
经历: 震动感知 +2
一只毛皮厚实、爪子强有力的巨熊。
动机与战术: 攀爬、保卫领地、猛击、追踪
难度: 14 | 阈值: 9/17 | 生命点: 7 | 压力点: 2
攻击: +1 | 爪击: 近战 | 1d8+3 物理
经历: 伏击者 +3 ,敏锐感知 +2
一个巨大的类人生物,视一切知性生物为食物。
动机与战术: 咬掉头颅、进食、撕扯肢体、践踏、投掷敌人
难度: 13 | 阈值: 8/15 | 生命点: 8 | 压力点: 3
攻击: +1 | 木棒: 邻近 | 1d10+2 物理
经历: 投掷 +2
一个由石头和钢铁组成的人形生物,由魔法组装并赋予生命。
动机与战术: 破坏环境、为创造者服务、粉碎目标、践踏群体
难度: 13 | 阈值: 7/15 | 生命点: 9 | 压力点: 4
攻击: +4 | 拳击猛砸: 近战 | 1d20 物理
一个野心勃勃、衣着张扬的社交名流。
动机与战术: 抹黑、博取好感、周旋、筹谋
难度: 12 | 阈值: 4/8 | 生命点: 3 | 压力点: 4
攻击: −4 | 匕首: 近战 | 1d4+2 物理
经历: 社交名流 +3
一个体格壮硕、由植物构成躯体的人形生物,身上长着缠绕藤蔓。
动机与战术: 伏击、抓住、保护、猛击
难度: 10 | 阈值: 8/14 | 生命点: 7 | 压力点: 3
攻击: +2 | 藤蔓: 近距离 | 1d8+3 物理
经历: 巨大 +3
一只利齿森然的大型狼,鲜少独自出现。
动机与战术: 保卫领地、骚扰、保护族群、包围、尾随
难度: 12 | 阈值: 5/9 | 生命点: 4 | 压力点: 3
攻击: +2 | 爪击: 近战 | 1d6+2 物理
经历: 敏锐感知 +3
数十只拳头大小的蚊子,成群飞行为求自保。
动机与战术: 飞走、烦扰、吸血
难度: 10 | 阈值: 5/9 | 生命点: 6 | 压力点: 3
攻击: -2 | 口器: 近战 | 1d8+3 物理
经历: 伪装 +2
一只人类大小的昆虫,长有撕裂的螯和带刺的尾巴。
动机与战术: 伏击、进食、缠斗、下毒
难度: 13 | 阈值: 7/13 | 生命点: 6 | 压力点: 3
攻击: +1 | 螯: 近战 | 1d12+2 物理
经历: 伪装 +2
一条晶莹剔透的大蛇,长着巨大的蛇首,所经之处皆留下一串玻璃碎片。
动机与战术: 攀爬、进食、保持距离、恐吓
难度: 14 | 阈值: 6/10 | 生命点: 5 | 压力点: 3
攻击: +2 | 玻璃獠牙: 邻近 | 1d8+2 物理
手持标枪的敏捷战士。
动机与战术: 侧袭、骚扰、游击、获利
难度: 12 | 阈值: 5/9 | 生命点: 3 | 压力点: 3
攻击: +1 | 标枪: 近距离 | 1d6+2 物理
经历: 伪装 +2
一名高大的卫兵,配备长弓和箭袋,箭上插有所处城镇代表色的箭羽。
动机与战术: 逮捕、封锁城门、熬过今日、压制目标
难度: 10 | 阈值: 4/8 | 生命点: 3 | 压力点: 2
攻击: +1 | 长弓: 远距离 | 1d8+3 物理
经历: 本地知识 +3
一名身披缀满魔法器具斗篷的持杖匪徒,擅长用诅咒折磨敌人。
动机与战术: 指挥、施咒、获利
难度: 13 | 阈值: 5/9 | 生命点: 4 | 压力点: 4
攻击: +2 | 法杖: 远距离 | 1d6+2 魔法
经历: 魔法知识 +2
一名手持巨棒的威猛斗士。
动机与战术: 缠斗、威吓、获利、偷窃
难度: 12 | 阈值: 7/14 | 生命点: 7 | 压力点: 4
攻击: −3 | 木棒: 近战 | 1d4+6 物理
经历: 盗贼 +2 ,展露威胁 +3
一个穿着朴素、手持小匕首的盗贼,渴望证明自己。
动机与战术: 逃跑、牟利、投掷烟雾弹
难度: 9 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: −2 | 匕首: 近战 | 2 物理
经历: 盗贼 +2
一位经验丰富的强盗,身着优质皮甲,嗓音洪亮,目光狡黠。
动机与战术: 霸凌、指挥、获利、增援
难度: 13 | 阈值: 7/14 | 生命点: 6 | 压力点: 3
攻击: +2 | 标枪: 近距离 | 1d8+3 物理
经历: 本地知识 +2
一名瘦长的强盗,手持短弓,从掩体后发起攻击。
动机与战术: 伏击、隐藏、获利、重新部署
难度: 13 | 阈值: 4/7 | 生命点: 3 | 压力点: 2
攻击: −1 | 短弓: 远距离 | 1d10+2 物理
经历: 潜行 +2
一团闪烁不定的、无法控制的魔法元素。
动机与战术: 迷惑、破坏稳定、变形
难度: 14 | 阈值: 7/14 | 生命点: 7 | 压力点: 3
攻击: +3 | 扭曲爆破: 近距离 | 1d12+6 魔法
一团如篝火般大小的活体火焰。
动机与战术: 包围敌人、增大体型、威吓、纵火
难度: 13 | 阈值: 7/15 | 生命点: 9 | 压力点: 3
攻击: +3 | 元素爆破: 远距离 | 1d10+4 魔法
来自轮回下界的深红生物,对一切凡世生灵怀有怒火。
动机与战术: 行动无常,围堵目标,以痛苦为乐,折磨
难度: 14 | 阈值: 8/15 | 生命点: 8 | 压力点: 4
攻击: +3 | 利爪: 近战 | 1d8+6 物理
一株能移动的树苗,起身保卫自己的森林。
动机与战术: 粉碎、制服、保护
难度: 10 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: −2 | 利爪树枝: 近战 | 4 物理
一团蠕动的半透明绿色粘液团块。
动机与战术: 伪装、吞噬并繁殖、悄悄靠近、吞没
难度: 8 | 阈值: 5/10 | 生命点: 5 | 压力点: 2
攻击: +1 | 软泥附肢: 近战 | 1d6+1 魔法
经历: 伪装 +3
一小团蠕动的半透明绿色粘液团块。
动机与战术: 伪装、悄悄靠近
难度: 14 | 阈值: 4/无 | 生命点: 2 | 压力点: 1
攻击: -1 | 软泥附肢: 近战 | 1d4+1 魔法
一团燃烧着的蠕动半透明红色粘液团块。
动机与战术: 伪装、吞噬并繁殖、点燃、纵火
难度: 10 | 阈值: 6/11 | 生命点: 5 | 压力点: 3
攻击: +1 | 软泥附肢: 近战 | 1d8+3 魔法
经历: 伪装 +3
一小团燃烧着的蠕动半透明红色粘液团块。
动机与战术: 燃烧、伪装
难度: 11 | 阈值: 5/无 | 生命点: 2 | 压力点: 1
攻击: −1 | 软泥附肢: 近战 | 1d4+2 魔法
一位衣着华贵、珠光宝气且浑身散发着傲慢气息的贵族。
动机与战术: 滥用权力、搜集资源、调动杂兵
难度: 14 | 阈值: 6/10 | 生命点: 3 | 压力点: 5
攻击: −3 | 细剑: 近战 | 1d6+1 物理
经历: 贵族 +3
一位头戴华丽帽子,魅力非凡的海盗,热衷于劫掠与掠夺。
动机与战术: 指挥、逼人走跳板、劫掠、突袭
难度: 14 | 阈值: 7/14 | 生命点: 7 | 压力点: 5
攻击: +4 | 弯刀: 近战 | 1d12+2 物理
经历: 指挥官 +2 ,水手 +3
成群结队的海上恶徒,如狼群般肆虐横行。
动机与战术: 围攻、劫掠、突袭
难度: 12 | 阈值: 5/11 | 生命点: 4 | 压力点: 3
攻击: +1 | 弯刀: 近战 | 1d8+2 物理
经历: 水手 +3
一个肌肉发达、满身纹身、拳头有甜瓜大小的海盗。
动机与战术: 劫掠、突袭、重击、胁迫
难度: 13 | 阈值: 8/15 | 生命点: 5 | 压力点: 3
攻击: +1 | 巨拳: 近战 | 2d6 物理
经历: 水手 +2
全副武装的佣兵正在赌上自己的运气。
动机与战术: 冲锋、砍伤、制服、获利
难度: 10 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: +3 | 长剑: 近战 | 3 物理
一个脆弱的骷髅,带着一把短弓和箭。
动机与战术: 射穿分心的目标、装死、偷窃皮肤
难度: 9 | 阈值: 4/7 | 生命点: 3 | 压力点: 2
攻击: +2 | 短弓: 远距离 | 1d8+1 物理
一堆喀啦作响的骨头。
动机与战术: 散架、压制、装死、偷窃皮肤
难度: 8 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: −1 | 骨爪: 近战 | 1 物理
一个身披重甲、手持巨刃的大型骷髅。
动机与战术: 斩杀生者、偷窃皮肤、大肆破坏
难度: 13 | 阈值: 7/13 | 生命点: 5 | 压力点: 2
攻击: +2 | 生锈巨剑: 近战 | 1d10+2 物理
一个浑身沾土、手持生锈刀刃的骷髅。
动机与战术: 装死、围攻、偷窃皮肤
难度: 10 | 阈值: 4/8 | 生命点: 3 | 压力点: 2
攻击: +0 | 剑: 近战 | 1d6+2 物理
一个将剑术与魔法结合、造成致命效果的雇佣兵。
动机与战术: 冲击、指挥、忍耐
难度: 14 | 阈值: 8/14 | 生命点: 6 | 压力点: 3
攻击: +3 | 强化长剑: 近战 | 1d8+4 物理魔法
经历: 魔法知识 +2
一群普通的啮齿动物如同贪婪的浪潮般协同移动,形成令人毛骨悚然的群体。
动机与战术: 吞噬、遮蔽、集群
难度: 10 | 阈值: 6/10 | 生命点: 6 | 压力点: 2
攻击: −3 | 爪击: 近战 | 1d8+2 物理
一名仙灵战士,身披树叶和树皮制成的盔甲。
动机与战术: 伏击、隐藏、支付、保护、尾随
难度: 11 | 阈值: 6/11 | 生命点: 4 | 压力点: 2
攻击: +0 | 镰刀: 近战 | 1d8+1 物理
经历: 追踪者 +2
一团活化的、吸血的风滚草,每株都有一个大葫芦那么大。
动机与战术: 消化、擒缚、固定
难度: 12 | 阈值: 6/11 | 生命点: 6 | 压力点: 3
攻击: +0 | 荆棘: 近战 | 1d6+3 物理
经历: 伪装 +2
一株活化的吸血风滚草。
动机与战术: 合并、吸取、擒缚
难度: 11 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: -1 | 荆棘: 近战 | 2 物理
一位挥舞着比自身大两倍的剑的武器大师。
动机与战术: 先发制人,瞄准最弱者,威吓
难度: 14 | 阈值: 8/15 | 生命点: 6 | 压力点: 3
攻击: +2 | 双手大剑: 邻近 | 1d12+2 物理
一位傲慢的树人,领导着森林的防御。
动机与战术: 指挥、培育、修剪不受欢迎者
难度: 11 | 阈值: 6/11 | 生命点: 6 | 压力点: 2
攻击: +0 | 镰刀: 近战 | 1d8+5 物理
经历: 领导力 +3
一具庞大的尸体,腐烂肿胀,充满怒意。
动机与战术: 碾碎、摧毁、抛洒碎石、猛撞
难度: 10 | 阈值: 8/15 | 生命点: 7 | 压力点: 4
攻击: +2 | 猛撞: 邻近 | 1d12+3 物理
经历: 附带伤害 +2 ,投掷 +4
由无数尸体拼接而成的巨大集合体,如同一个整体般行动,四肢如躯干般粗大,拳头有成年半身人般大小。
动机与战术: 吸收尸体、乱舞、饥饿、恐吓
难度: 13 | 阈值: 8/15 | 生命点: 10 | 压力点: 3
攻击: +4 | 多条手臂: 邻近 | 1d20 物理
经历: 威吓 +2 ,撕碎物体 +2
一具腐烂的尸体,蹒跚着逼近猎物。
动机与战术: 啃食血肉、饥饿、撕咬、包围
难度: 8 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: −3 | 啃咬: 近战 | 2 物理
一具摇摇晃晃、只受饥饿驱使的活尸。
动机与战术: 吞食、饥渴、围攻敌人、撕碎血肉
难度: 10 | 阈值: 4/6 | 生命点: 4 | 压力点: 1
攻击: +0 | 啃咬: 近战 | 1d6+1 物理
一个脾气暴躁的巨大牛头费尔博格。
动机与战术: 吞噬,角撞,导航,压制,追击
难度: 16 | 阈值: 14/27 | 生命点: 7 | 压力点: 5
攻击: +2 | 战斧: 邻近 | 2d8+5 物理
经历: 导航 +2
一名精通破坏魔法、久经沙场的法师。
动机与战术: 研发新法术,追求力量,打破阵型
难度: 16 | 阈值: 11/23 | 生命点: 5 | 压力点: 6
攻击: +4 | 法杖: 远距离 | 2d10+4 魔法
经历: 魔法学识 +2 ,策略 +2
一位在冰原中狩猎危险猎物的求生者。
动机与战术: 狩猎、忍耐、救援、追踪
难度: 13 | 阈值: 7/14 | 生命点: 5 | 压力点: 4
攻击: +3 | 长弓: 远 | 2d12+6 物理
经历: 导航 +2 ,生存者 +3
一条覆盖着镜面冰鳞的飞龙。
动机与战术: 伏击、采食、冬眠、游击
难度: 14 | 阈值: 9/18 | 生命点: 5 | 压力点: 4
攻击: +2 | 撕咬: 邻近 | 2d8+3 物理
经历: 空中掠食者 +2 ,敏锐视觉 +3
一只大小跟马匹相近、拥有彩虹鳞片和晶莹翅膀、飞行速度快到肉眼难以捕捉的昆虫。
动机与战术: 收集闪亮物品、狩猎、俯冲袭击
难度: 14 | 阈值: 13/26 | 生命点: 10 | 压力点: 5
攻击: +3 | 翅膀斩击: 邻近 | 2d10+4 物理
一个由扭曲金属与熔化血肉以非自然方式融合而成的巨型类人生物。
动机与战术: 收集秘密,撕裂现实,逆转命运
难度: 15 | 阈值: 16/26 | 生命点: 10 | 压力点: 5
攻击: +3 | 扭动肢体: 近距离 | 2d12+4 物理
一位操纵暗影与恐惧的老练法师。
动机与战术: 祈求恩宠、阻碍敌人、揭示知识
难度: 14 | 阈值: 9/18 | 生命点: 4 | 压力点: 6
攻击: +2 | 印符法杖: 远距离 | 2d4+3 魔法
经历: 堕落学识 +2 ,仪式法术 +2
一群训练有素、手持巨弓的弓箭手。
动机与战术: 紧密配合、生存、齐射
难度: 13 | 阈值: 8/16 | 生命点: 4 | 压力点: 3
攻击: +0 | 长弓: 远距离 | 2d6+3 物理
渴望证明自己的年轻学徒。
动机与战术: 鲁莽行事、杀戮、证明价值、炫耀
难度: 13 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: -1 | 飞刀: 邻近 | 4 物理
经历: 入侵 +2
一个狡猾的恶棍,精通毒药和伏击。
动机与战术: 预判、收取报酬、杀戮、污染食物和水源
难度: 14 | 阈值: 8/16 | 生命点: 4 | 压力点: 4
攻击: +3 | 淬毒飞刀: 近距离 | 2d8+1 物理
经历: 侵入 +2
一名久经沙场的杀手,嗓音阴沉,刀刃致命。
动机与战术: 伏击、生还、杀戮、为所有情况做准备
难度: 15 | 阈值: 12/25 | 生命点: 7 | 压力点: 5
攻击: +5 | 锯齿匕首: 近距离 | 2d10+2 物理
经历: 指挥 +3 ,入侵 +3
一个立方体构造体,六个面上各有一个不同的符文。
动机与战术: 改变战术、践踏敌人、伪装潜伏
难度: 15 | 阈值: 10/20 | 生命点: 8 | 压力点: 6
攻击: +2 | 猛击: 近战 | 2d6+3 物理
经历: 伪装 +2
一一颗漂浮的类人生物头骨,由闪烁的魔力驱动着行动。
动机与战术: 怪笑、吞噬魔法、为创造者服务
难度: 15 | 阈值: 8/16 | 生命点: 5 | 压力点: 4
攻击: +2 | 能量冲击: 近距离 | 2d8+3 魔法
一名训练不足、被强征入伍的平民。
动机与战术: 服从命令,围攻,生存
难度: 12 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: +0 | 长矛: 邻近 | 6 物理
一位技艺娴熟的操纵者和社交艺术大师。
动机与战术: 诱惑,周旋,拉拢赞助人
难度: 13 | 阈值: 7/13 | 生命点: 3 | 压力点: 4
攻击: -3 | 匕首: 近战 | 1d4+3 物理
经历: 操纵 +3 ,社交名流 +3
一名转变为邪教徒的职业杀手。
动机与战术: 俘获祭品,孤立猎物,向上爬升
难度: 15 | 阈值: 9/17 | 生命点: 4 | 压力点: 4
攻击: +2 | 长刀: 近战 | 2d8+4 物理
身着简朴长袍的低阶邪教徒,渴望获得力量。
动机与战术: 服从命令,获取力量,追求禁忌知识
难度: 13 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: +0 | 仪式匕首: 近战 | 5 物理
体内燃着地狱之火的怪异猎犬。
动机与战术: 制造恐惧,吞噬血肉,取悦主人
难度: 15 | 阈值: 11/23 | 生命点: 6 | 压力点: 3
攻击: +0 | 爪牙: 近战 | 2d8+2 物理
经历: 气味追踪 +3
一群围攻目标并释放电击的鳗鱼。
动机与战术: 躲避大型掠食者、电击猎物、撕裂
难度: 14 | 阈值: 10/20 | 生命点: 5 | 压力点: 3
攻击: +0 | 电击撕咬: 近战 | 2d6+4 物理
一位身披护甲的侍从或有战斗经验的平民,渴望晋升地。
动机与战术: 赢得荣耀,维持秩序,结交盟友
难度: 15 | 阈值: 9/18 | 生命点: 4 | 压力点: 3
攻击: +1 | 长矛: 邻近 | 2d8+4 物理
一次失败的死灵魔法实验,造就了这具扭曲怪异的畸形体。
动机与战术: 吞食,狩猎,追踪
难度: 13 | 阈值: 12/23 | 生命点: 3 | 压力点: 3
攻击: +1 | 撕咬和爪击: 近战 | 2d6+5 物理
经历: 模仿者 +3
身披皮革,手持长鞭和巨弓的战士。
动机与战术: 指挥,谋生,机动,压制目标,保护同伴动物
难度: 16 | 阈值: 12/24 | 生命点: 6 | 压力点: 5
攻击: +2 | 长弓: 远距离 | 2d8+4 物理
经历: 驯兽 +3
一名异常强壮的巨人,挥舞着比人类还大的战锤。
动机与战术: 谋生,制服,猛撞,击倒
难度: 15 | 阈值: 14/28 | 生命点: 7 | 压力点: 4
攻击: +2 | 战锤: 邻近 | 2d12+3 物理
经历: 侵入 +2
一个穿着借来的盔甲的巨人战士。
动机与战术: 殴打,谋生,制服,恐吓
难度: 13 | 阈值: 无/无 | 生命点: 1 | 压力点: 2
攻击: +1 | 战锤: 邻近 | 5 物理
一只利爪染血的巨型猛禽。
动机与战术: 捕食猎物,保持机动,果断出击
难度: 14 | 阈值: 8/19 | 生命点: 4 | 压力点: 4
攻击: +1 | 爪与喙: 邻近 | 2d6+3 物理
一名蛇首鳞身的类人生物,手持镀金长弓,对其安宁被打扰而愤怒不已。
动机与战术: 逼入死角,游击,石化,追求复仇
难度: 15 | 阈值: 13/25 | 生命点: 9 | 压力点: 3
攻击: +4 | 烈日短弓: 远距离 | 2d20+3 魔法
经历: 隐匿 +3
一位身披重甲、骑乘强大战马的功勋卓著的士兵。
动机与战术: 冲锋践踏、追求荣耀、展现威严
难度: 15 | 阈值: 13/26 | 生命点: 6 | 压力点: 4
攻击: +4 | 长剑: 近战 | 2d10+4 物理
经历: 古代知识 +3 ,上流社会 +2 ,战术 +2
一个狡猾的盗贼,身手敏捷,擅长戏剧性的表演。
动机与战术: 躲避、隐藏、窃取、获利
难度: 14 | 阈值: 8/17 | 生命点: 4 | 压力点: 5
攻击: +3 | 单刃剑: 近战 | 2d8+3 物理
经历: 特技 +3
一位成功的商人,麾下拥有庞大的产业。
动机与战术: 滥用权力、收集资源、调动杂兵
难度: 15 | 阈值: 9/19 | 生命点: 5 | 压力点: 3
攻击: −2 | 刺剑: 近战 | 1d6+2 物理
经历: 贵族 +2 ,贸易 +2
一个身穿厚重皮衣的亡灵,眼神锐利,举止随意而残忍。
动机与战术: 吞食、狩猎、追踪
难度: 16 | 阈值: 15/27 | 生命点: 6 | 压力点: 4
攻击: +5 | 撕裂血肉: 邻近 | 2d12+1 物理
经历: 寻血 +3
一位能接触到当地贵族的高阶朝臣。
动机与战术: 祈求恩宠,伪造证据,筹谋
难度: 14 | 阈值: 8/15 | 生命点: 3 | 压力点: 3
攻击: −3 | 魔杖: 远距离 | 1d4+3 物理
经历: 行政 +3 ,朝臣 +3
与堕落之神有直接联系的秘密头目。
动机与战术: 积聚强大力量,密谋,发号施令
难度: 16 | 阈值: 13/26 | 生命点: 7 | 压力点: 4
攻击: +3 | 符文法杖: 远距离 | 2d12 魔法
经历: 胁迫 +2 ,堕落学识 +2
一种大型水生捕食者,总是在移动。
动机与战术: 寻找鲜血,隔离猎物,攻击弱者
难度: 14 | 阈值: 14/28 | 生命点: 7 | 压力点: 3
攻击: +2 | 利齿巨口: 邻近 | 2d12+1 物理
经历: 嗅觉 +3
一名半鱼人,拥有闪光的鳞片与难以抗拒的嗓音。
动机与战术: 吞噬,引诱猎物,用歌声制服
难度: 14 | 阈值: 9/18 | 生命点: 5 | 压力点: 3
攻击: +2 | 扩张颚咬: 近战 | 2d6+3 物理
经历: 歌唱曲目 +3
一名手持灵弓的幽灵战士,在其守护之人仍受威胁时无法安息。
动机与战术: 穿过实体,远离混战,重演旧日战役
难度: 13 | 阈值: 6/14 | 生命点: 3 | 压力点: 3
攻击: +3 | 长弓: 远距离 | 2d10+2 物理
经历: 古代知识 +2
一位率领亡灵军队的幽灵指挥官。
动机与战术: 穿过实体,集结部队,重温旧日战役
难度: 16 | 阈值: 13/26 | 生命点: 6 | 压力点: 4
攻击: +3 | 长弓: 远距离 | 2d10+3 物理
经历: 古代知识 +3
一位手持长矛和利剑,被职责束缚的幽灵战士。
动机与战术: 穿过实体,保护宝藏,重温旧日战役
难度: 15 | 阈值: 7/15 | 生命点: 4 | 压力点: 3
攻击: +1 | 长矛: 邻近 | 2d8+1 物理
经历: 古代知识 +2
一位擅长间谍活动的能手,总能出现在最适合偷听秘密的地方。
动机与战术: 伺机脱身、伪装外貌、窃听情报
难度: 15 | 阈值: 8/17 | 生命点: 4 | 压力点: 3
攻击: −2 | 匕首: 近战 | 2d6+3 物理
经历: 间谍活动 +3
潜行的猎手,如同伏击的美洲豹,拥有板岩灰的石质身体。
动机与战术: 保卫领地,隔离猎物,跟踪
难度: 13 | 阈值: 11/22 | 生命点: 6 | 压力点: 3
攻击: +3 | 啃咬与利爪: 近战 | 2d8+6 物理
经历: 岩石感知 +3
一个方正、布满灰尘的构装体,躯干上有着厚重的金属摆门。
动机与战术: 搬走、困住、保护、猛击
难度: 16 | 阈值: 19/33 | 生命点: 5 | 压力点: 3
攻击: +2 | 躯体猛击: 邻近 | 3d6+2 物理
一头领地意识极强的不死食人魔。
动机与战术: 杀戮,服从,保护,恐吓
难度: 15 | 阈值: 26/42 | 生命点: 8 | 压力点: 4
攻击: +2 | 尖牙利爪: 邻近 | 3d12+5 物理
经历: 投掷 +3
一群被永不满足的贪婪所困的幽魂矿工。
动机与战术: 获得自由,获取财富,偿还债务
难度: 16 | 阈值: 15/25 | 生命点: 6 | 压力点: 3
攻击: +1 | 灵魂鹤嘴镐: 近战 | 3d12+10 魔法
一位卑躬屈膝向其主子致敬的恶魔。
动机与战术: 防御、欺骗、崇拜
难度: 17 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: +0 | 利爪: 近战 | 7 点 物理
一只体型如大型房屋般大小的有翼昆虫,拥有彩虹色的鳞片和快到无法追踪的翅膀。
动机与战术: 收集闪亮物品、狩猎、筑巢、俯冲袭击
难度: 17 | 阈值: 20/35 | 生命点: 12 | 压力点: 6
攻击: +3 | 翼斩: 邻近 | 3d20 物理
经历: 无
身着华丽斗篷的怪兽,头顶环形犄角,犄角上镶嵌着珍宝。
动机与战术: 吞噬、助长贪婪、挑拨离间
难度: 17 | 阈值: 15/29 | 生命点: 6 | 压力点: 5
攻击: +2 | 饥饿巨口: 近战 | 3d6+5 物理
经历: 操弄 +3
一个身披斗篷的恶魔生物,拥有修长的四肢,不断渗出阴影。
动机与战术: 让恐惧蔓延、隐藏在阴影中、动摇决心
难度: 17 | 阈值: 18/35 | 生命点: 6 | 压力点: 5
攻击: +3 | 瘴气之箭: 远距离 | 3d6+1 魔法
经历: 操弄 +3
一个完美无瑕却残忍无比的恶魔,手持闪闪发光的长矛,身着优雅的长袍。
动机与战术: 居高临下、宣布提前胜利、证明优越性
难度: 18 | 阈值: 18/36 | 生命点: 7 | 压力点: 5
攻击: +4 | 完美长矛: 邻近 | 3d10 物理
经历: 操弄 +2
一个反复无常的生物,拥有细长的四肢和永不满足的欲望。
动机与战术: 介入他人成功、侵占他人财产、心怀怨恨
难度: 17 | 阈值: 17/30 | 生命点: 6 | 压力点: 6
攻击: +4 | 心灵突击: 远距离 | 3d8+3 魔法
经历: 操弄 +3
一个体型庞大的恶魔,拥有巨石般大小的拳头,被无尽的愤怒驱使。
动机与战术: 助长怒火、震慑对手、大肆破坏
难度: 17 | 阈值: 22/40 | 生命点: 7 | 压力点: 5
攻击: +3 | 拳头: 邻近 | 3d8+1 魔法
经历: 威吓 +2
一种翼展宽大的宠物,对其吸血鬼主人无限忠诚。
动机与战术: 俯冲轰炸、隐藏、保护首领
难度: 14 | 阈值: 16/30 | 生命点: 5 | 压力点: 3
攻击: +2 | 爪牙: 近战 | 2d6+7 物理
经历: 嗜血 +3
一个以人形树木形态存在的自然精灵。
动机与战术: 指挥、栽培、驱逐、保护森林
难度: 16 | 阈值: 24/38 | 生命点: 8 | 压力点: 5
攻击: +4 | 枯木短弓: 远距离 | 3d10+1 物理
经历: 森林知识 +4
一团炽热的元素火焰微粒。
动机与战术: 冲击、吞噬、聚集成团
难度: 15 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: +0 | 火焰爆发: 近距离 | 5 魔法
由巨石和尘土组成的活体山崩,如同房屋般巨大。
动机与战术: 雪崩、击倒、重击
难度: 17 | 阈值: 22/40 | 生命点: 10 | 压力点: 4
攻击: +7 | 巨石之拳: 邻近 | 3d10+1 物理
一道巨大的活体波浪,向敌人汹涌扑去。
动机与战术: 洪水、驱散、淹没
难度: 17 | 阈值: 17/34 | 生命点: 5 | 压力点: 5
攻击: +3 | 巨浪: 邻近 | 3d4+1 魔法
一个比大多数人类都高的半透明绿色酸液堆。
动机与战术: 伪装、悄悄靠近、吞没、繁殖
难度: 15 | 阈值: 15/30 | 生命点: 7 | 压力点: 4
攻击: +3 | 软泥触肢: 近战 | 3d8+1 魔法
经历: 融入 +3
一种四足有鳞的野兽,长着多个长颈头颅,每个头都长满了骇人的獠牙。
动机与战术: 吞食、再生、恐吓
难度: 18 | 阈值: 19/35 | 生命点: 10 | 压力点: 5
攻击: +3 | 撕咬: 近距离 | 2d12+2 物理
统治一个国家的至高君主,身披传统赋予的特权,在其领土内拥有无与伦比的力量。
动机与战术: 控制封臣、消灭对手、铸造传奇
难度: 16 | 阈值: 16/32 | 生命点: 6 | 压力点: 5
攻击: +0 | 战锤: 近战 | 3d6+3 物理
经历: 历史 +3 ,贵族身份 +3
一位身披危险荆棘制成的盔甲,长着巨大、雄伟鹿角的骑士。
动机与战术: 孤立、机动、保卫森林、清除不受欢迎者
难度: 17 | 阈值: 19/36 | 生命点: 7 | 压力点: 5
攻击: +3 | 荆棘剑: 近战 | 3d8+3 物理
经历: 森林知识 +3
一棵坚固的活化古树。
动机与战术: 隐于视野、保护森林、扎根、挥舞树枝
难度: 17 | 阈值: 22/40 | 生命点: 7 | 压力点: 4
攻击: +2 | 树枝: 邻近 | 3d8+2 物理
经历: 森林知识 +3
一棵小型、有感知能力的树木幼苗。
动机与战术: 融入环境、保护森林、猛击、包围
难度: 14 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: +0 | 树枝: 近战 | 8 物理
一位身着贵族华服的迷人亡灵。
动机与战术: 创造奴仆、魅惑、指挥、飞行、威吓
难度: 17 | 阈值: 22/42 | 生命点: 6 | 压力点: 6
攻击: +5 | 细剑: 近战 | 2d20+4 物理
经历: 贵族 +3
一个拥有智力的亡灵,嘴唇上沾满鲜血,嘴角带着掠食者的微笑。
动机与战术: 咬噬、魅惑、欺瞒、进食、威吓
难度: 16 | 阈值: 18/35 | 生命点: 5 | 压力点: 4
攻击: +3 | 细剑: 近战 | 3d8 物理
经历: 野性猎手 +3
一个布满灰尘的金色构装体,有着方正的肢体和一只巨大的钉头锤作为手。
动机与战术: 不惜一切代价破坏、清除、保护
难度: 17 | 阈值: 21/40 | 生命点: 6 | 压力点: 3
攻击: +3 | 充能钉头锤: 邻近 | 2d12+1 物理
一座巨大的活动炮台,拥有加固装甲和十二条活塞驱动的机械腿。
动机与战术: 集中火力、锁定、标记、保护
难度: 16 | 阈值: 20/32 | 生命点: 5 | 压力点: 4
攻击: +3 | 魔导炮: 远距离 | 3d10+3 魔法
一条冰川蓝色的巨龙,拥有四条强健的肢体和带霜的翅膀。
动机与战术: 雪崩、保卫巢穴、飞行、冰冻、护卫所有物、撕咬
难度: 18 | 阈值: 21/41 | 生命点: 10 | 压力点: 6
攻击: +7 | 啃咬与利爪: 近距离 | 4d10 物理
经历: 护卫所有物 +3
一名身姿轻盈、与异界之舞共鸣的马戏表演者。
动机与战术: 领舞,娱乐,诱离
难度: 19 | 阈值: 22/50 | 生命点: 5 | 压力点: 3
攻击: +3 | 链刃环: 邻近 | 4d8+5 物理
经历: 喜剧 +2 ,舞蹈 +3
身披破烂法袍的衰朽魔法师
动机与战术: 腐蚀,枯化,及时撤退,改日再战
难度: 21 | 阈值: 33/66 | 生命点: 9 | 压力点: 8
攻击: +6 | 黯能爆裂: 远距离 | 4d12+8 魔法
经历: 禁忌学识 +3 ,千年智识 +3
身缠诅咒的亡魂,被那陨天之神的意志所缚
动机与战术: 粉碎,支配,得到救赎,惩戒
难度: 18 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: +2 | 受咒之斧: 邻近 | 12 物理
被生前所缔结的契约束缚的强大魔法师
动机与战术: 获取,心碎,支配,折磨
难度: 19 | 阈值: 26/42 | 生命点: 6 | 压力点: 5
攻击: +4 | 腐化法杖: 远距离 | 4d6+10 魔法
经历: 远古学识 +2
一位堕落之神,沉沦于怨念与愤恨之中,无数英灵殁于其锋。
动机与战术: 腐蚀,支配,惩戒,攻破弱点
难度: 20 | 阈值: 36/66 | 生命点: 8 | 压力点: 5
攻击: +7 | 棘刃长鞭: 近距离 | 4d8+7 物理
经历: 征服 +3 ,历史 +2 ,威吓 +3
最令尘世畏惧,也只能在其面前堕入恐惧。
动机与战术: 无情赐死,惩叛罚逆,不惜代价取胜
难度: 18 | 阈值: 35/58 | 生命点: 11 | 压力点: 5
攻击: +8 | 殁心剑: 邻近 | 4d12+13 物理
手执祝圣之弓的灵体军士。
动机与战术: 集火,服从,重新部署,齐射
难度: 19 | 阈值: 25/45 | 生命点: 3 | 压力点: 2
攻击: +4 | 祝圣长弓: 远距离 | 4d8+8 物理
高举至圣兵刃的虔信圣灵。
动机与战术: 服从,智取,惩戒,集群
难度: 18 | 阈值: 无/无 | 生命点: 1 | 压力点: 2
攻击: +2 | 剑与盾: 近战 | 10 物理
圣洁的勇者,统领着执行神祇之志的圣化军团。
动机与战术: 执行教条,飞行,宣告审判,惩戒重击
难度: 20 | 阈值: 37/70 | 生命点: 7 | 压力点: 5
攻击: +8 | 圣剑: 邻近 | 4d10+10 物理
经历: 神圣学识 +3
一种传奇海怪,生着遍布吸盘的触手与怖人的巨颚,就连最大的帆船都无法与其身形相匹。
动机与战术: 吞噬,粉碎,淹没,缠斗
难度: 20 | 阈值: 35/70 | 生命点: 11 | 压力点: 8
攻击: +7 | 触腕: 近距离 | 4d12+10 物理
经历: 游泳 +3
身姿高大的不朽者,命运伟岸的化身。深陷诅咒之中,所见皆为末日。
动机与战术: 改变环境,谴罪,心碎,丢弃
难度: 20 | 阈值: 38/68 | 生命点: 11 | 压力点: 10
攻击: +8 | 精神攻击: 远距离 | 4d8+9 魔法
经历: 无尽知识 +4
不断蠕变、不可名状的混沌生命体。
动机与战术: 摧毁,吞食,侵蚀
难度: 19 | 阈值: 35/71 | 生命点: 7 | 压力点: 5
攻击: +2d4 | 巨量伪足: 邻近 | 4d6+13 魔法
由繁彩幻光交织而成、不停变化着的无形之物。
动机与战术: 蛊惑,转移注意,制服
难度: 19 | 阈值: 27/47 | 生命点: 4 | 压力点: 3
攻击: +7 | 腐蚀伪足: 邻近 | 4d8+5 魔法
被剥离了记忆与个性,勉强保留着人型外形的生命体。
动机与战术: 破坏,憎恨,迷惘,威吓
难度: 17 | 阈值: 无/无 | 生命点: 1 | 压力点: 1
攻击: +3 | 爪与牙: 邻近 | 11 物理
巨翼遮天,黑鳞覆体,锐爪开山,巨型骇兽。
动机与战术: 保卫巢穴,俯冲轰炸,飞行,狩猎,威吓
难度: 19 | 阈值: 33/65 | 生命点: 6 | 压力点: 5
攻击: +8 | 黑曜利爪: 近距离 | 4d10+4 物理
经历: 空中猎杀 +5
伤痕令巨龙狂怒,其躯体化作熔融的岩浆。
动机与战术: 挥洒熔岩,焚化,驱逐入侵者,重新部署
难度: 20 | 阈值: 30/58 | 生命点: 7 | 压力点: 5
攻击: +9 | 熔岩利爪: 近距离 | 4d12+4 物理
经历: 空中猎杀 +5
从没有敌人对巨龙造成过如此严重的伤痕。岩浆凝结,巨龙的残躯如同它昔日消灭的那些敌人一般化作灰烬。
动机与战术: 窒息,飞行,威吓,你死我亡
难度: 18 | 阈值: 29/55 | 生命点: 8 | 压力点: 5
攻击: +10 | 爪与牙: 近距离 | 4d12+15 物理
经历: 空中猎杀 +5
高大、健硕,承载着魔法注入的力量与技能的丧尸。
动机与战术: 吞噬,猎捕,残害,恐吓
难度: 20 | 阈值: 40/70 | 生命点: 9 | 压力点: 4
攻击: +4 | 巨斧: 邻近 | 4d12+15 物理
群聚的不死生物,血肉虽腐,但力量依旧。
动机与战术: 吞食大脑,撕开血肉,包围敌人
难度: 17 | 阈值: 25/45 | 生命点: 8 | 压力点: 5
攻击: +2 | 触手: 近战 | 4d6+10 物理
This section contains the following stat blocks:
A horse-sized insect with digging claws and acidic blood. Motives & Tactics: Burrow, drag away, feed, reposition
Difficulty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 3 ATK: +3 | Claws: Very Close | 1d12+2 phy
Experience: Tremor Sense +2
Relentless (3) - Passive: The Burrower can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
A large bear with thick fur and powerful claws. Motives & Tactics: Climb, defend territory, pummel, track
Difficulty: 14 | Thresholds: 9/17 | HP: 7 | Stress: 2 ATK: +1 | Claws: Melee | 1d8+3 phy
Experience: Ambusher +3, Keen Senses +2
Overwhelming Force - Passive: Targets who mark HP from the Bear's standard attack are knocked back to Very Close range.
Bite - Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 physical damage and the target is Restrained until they break free with a successful Strength Roll.
Momentum - Reaction: When the Bear makes a successful attack against a PC, you gain a Fear.
A massive humanoid who sees all sapient life as food. Motives & Tactics: Bite off heads, feast, rip limbs, stomp, throw enemies
Difficulty: 13 | Thresholds: 8/15 | HP: 8 | Stress: 3 ATK: +1 | Club: Very Close | 1d10+2 phy
Experience: Throw +2
Ramp Up - Passive: You must spend a Fear to spotlight the Ogre. While spotlighted, they can make their standard attack against all targets within range.
Bone Breaker - Passive: The Ogre's attacks deal direct damage. Hail of Boulders - Action: Mark a Stress to pick up heavy objects and throw them at all targets in front of the Ogre within Far range. Make an attack against these targets. Targets the Ogre succeeds against take 1d10+2 physical damage. If they succeed against more than one target, you gain a Fear.
Rampaging Fury - Reaction: When the Ogre marks 2 or more HP, they can rampage. Move the Ogre to a point within Close range and deal 2d6+3 direct physical damage to all targets in their path.
A roughly humanoid being of stone and steel, assembled and animated by magic.
Motives & Tactics: Destroy environment, serve creator, smash target, trample groups
Difficulty: 13 | Thresholds: 7/15 | HP: 9 | Stress: 4 ATK: +4 | Fist Slam: Melee | 1d20 phy
Relentless (2) - Passive: The Construct can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
An ambitious and ostentatiously dressed socialite. Motives & Tactics: Discredit, gain favor, maneuver, scheme
Difficulty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 4 ATK: −4 | Daggers: Melee | 1d4+2 phy
Experience: Socialite +3
Mockery - Action: Mark a Stress to say something mocking and force a target within Close range to make a Presence Reaction Roll (14) to see if they can save face. On a failure, the target must mark 2 Stress and is Vulnerable until the scene ends.
Scapegoat - Action: Spend a Fear and target a PC. The Courtier convinces a crowd or prominent individual that the target is the cause of their current confl ict or misfortune.
A burly vegetable-person with grasping vines. Motives & Tactics: Ambush, grab, protect, pummel
Difficulty: 10 | Thresholds: 8/14 | HP: 7 | Stress: 3 ATK: +2 | Vines: Close | 1d8+3 phy
Experience: Huge +3
Ground Slam - Action: Slam the ground, knocking all targets within Very Close range back to Far range. Each target knocked back this way must mark a Stress.
Grab and Drag - Action: Make an attack against a target within Close range. On a success, spend a Fear to pull them into Melee range, deal 1d6+2 physical damage, and Restrain them until the Defender takes Severe damage.
A large wolf with menacing teeth, seldom encountered alone. Motives & Tactics: Defend territory, harry, protect pack, surround, trail
Difficulty: 12 | Thresholds: 5/9 | HP: 4 | Stress: 3 ATK: +2 | Claws: Melee | 1d6+2 phy
Experience: Keen Senses +3
Pack Tactics - Passive: If the Wolf makes a successful standard attack and another Dire Wolf is within Melee range of the target, deal 1d6+5 physical damage instead of their standard damage and you gain a Fear.
Hobbling Strike - Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 direct physical damage and make them Vulnerable until they clear at least 1 HP.
Dozens of fi st-sized mosquitoes, fl ying together for protection. Motives & Tactics: Fly away, harass, steal blood
Difficulty: 10 | Thresholds: 5/9 | HP: 6 | Stress: 3 ATK: −2 | Proboscis: Melee | 1d8+3 phy
Experience: Camoufl age +2
Horde (1d4+1) - Passive: When the Mosquitoes have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.
Flying - Passive: While fl ying, the Mosquitoes have a +2 bonus to their Difficulty.
Bloodsucker - Reaction: When the Mosquitoes' attack causes a target to mark HP, you can mark a Stress to force the target to mark an additional HP.
A cat-sized rodent skilled at scavenging and survival.
Motives & Tactics: Burrow, hunger, scavenge, wear down
Difficulty: 10 | Thresholds: None | HP: 1 | Stress: 1
ATK: −4 | Claws: Melee | 1 phy
Experience: Keen Senses +3
Minion (3) - Passive: The Rat is defeated when they take any damage. For every 3 damage a PC deals to the Rat, defeat an additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and spotlight all Giant Rats within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.
A human-sized arachnid with tearing claws and a stinging tail. Motives & Tactics: Ambush, feed, grapple, poison
Difficulty: 13 | Thresholds: 7/13 | HP: 6 | Stress: 3
ATK: +1 | Pincers: Melee | 1d12+2 phy
Experience: Camoufl age +2
Double Strike - Action: Mark a Stress to make a standard attack against two targets within Melee range.
Venomous Stinger - Action: Make an attack against a target within Very Close range. On a success, spend a Fear to deal 1d4+4 physical damage and Poison them until their next rest or they succeed on a Knowledge Roll (16). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 4 or lower, they must mark a Stress.
Momentum - Reaction: When the Scorpion makes a successful attack against a PC, you gain a Fear.
A clear serpent with a massive head that leaves behind a glass shard trail wherever they go.
Motives & Tactics: Climb, feed, keep distance, scare
Difficulty: 14 | Thresholds: 6/10 | HP: 5 | Stress: 3
ATK: +2 | Glass Fangs: Very Close | 1d8+2 phy
A nimble fi ghter armed with javelins. Motives & Tactics: Flank, harry, kite, profi t
Difficulty: 12 | Thresholds: 5/9 | HP: 3 | Stress: 3 ATK: +1 | Javelin: Close | 1d6+2 phy
Experience: Camoufl age +2
A tall guard bearing a longbow and quiver with arrows fl etched in the settlement's colors.
Motives & Tactics: Arrest, close gates, make it through the day, pin down
Difficulty: 10 | Thresholds: 4/8 | HP: 3 | Stress: 2 ATK: +1 | Longbow: Far | 1d8+3 phy
Experience: Local Knowledge +3
Hobbling Shot - Action: Make an attack against a target within Far range. On a success, mark a Stress to deal 1d12+3 physical damage. If the target marks HP from this attack, they have disadvantage on Agility Rolls until they clear at least 1 HP.
An armored guard bearing a sword and shield painted in the settlement's colors.
Motives & Tactics: Arrest, close gates, make it through the day, pin down
Difficulty: 12 | Thresholds: 5/9 | HP: 5 | Stress: 2 ATK: +1 | Longsword: Melee | 1d6+1 phy
Experience: Local Knowledge +3
Shield Wall - Passive: A creature who tries to move within Very Close range of the Guard must succeed on an Agility Roll. If additional Bladed Guards are standing in a line alongside the fi rst, and each is within Melee range of another guard in the line, the Difficulty increases by the total number of guards in that line.
Detain - Action: Make an attack against a target within Very Close range. On a success, mark a Stress to Restrain the target until they break free with a successful attack, Finesse Roll, or Strength Roll.
A seasoned guard with a mace, a whistle, and a bellowing voice. Motives & Tactics: Arrest, close gates, pin down, seek glory
Difficulty: 15 | Thresholds: 7/13 | HP: 7 | Stress: 3 ATK: +4 | Mace: Melee | 1d10+4 phy
Experience: Commander +2, Local Knowledge +2
Rally Guards - Action: Spend 2 Fear to spotlight the Head Guard and up to 2d4 allies within Far range.
On My Signal - Reaction: Countdown (5). When the Head Guard is in the spotlight for the fi rst time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage.
Momentum - Reaction: When the Head Guard makes a successful attack against a PC, you gain a Fear.
A cunning criminal in a cloak bearing one of the gang's iconic knives. Motives & Tactics: Escape, profi t, steal, throw smoke
Difficulty: 12 | Thresholds: 8/14 | HP: 5 | Stress: 3 ATK: +1 | Daggers: Melee | 1d8+1 phy
Experience: Thief +2
Climber - Passive: The Bandit climbs just as easily as they run. From Above - Passive: When the Bandit succeeds on a standard attack from above a target, they deal 1d10+1 physical damage instead of their standard damage.
A staff -wielding bandit in a cloak adorned with magical paraphernalia, using curses to vex their foes. Motives & Tactics: Command, hex, profi t
Difficulty: 13 | Thresholds: 5/9 | HP: 4 | Stress: 4
ATK: +2 | Staff : Far | 1d6+2 mag
Experience: Magical Knowledge +2
An imposing brawler carrying a large club. Motives & Tactics: Grapple, intimidate, profi t, steal
Difficulty: 12 | Thresholds: 7/14 | HP: 7 | Stress: 4 ATK: −3 | Club: Melee | 1d4+6 phy
Experience: Thief +2, Unveiled Threats +3
A thief with simple clothes and small daggers, eager to prove themselves.
Motives & Tactics: Escape, profi t, throw smoke
Difficulty: 9 | Thresholds: None | HP: 1 | Stress: 1
ATK: −2 | Daggers: Melee | 2 phy
Experience: Thief +2
Minion (3) - Passive: The Lackey is defeated when they take any damage. For every 3 damage a PC deals to the Lackey, defeat an additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and spotlight all Jagged Knife Lackeys within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.
A seasoned bandit in quality leathers with a strong voice and cunning eyes.
Motives & Tactics: Bully, command, profi t, reinforce
Difficulty: 13 | Thresholds: 7/14 | HP: 6 | Stress: 3 ATK: +2 | Javelin: Close | 1d8+3 phy
Experience: Local Knowledge +2
Tactician - Action: When you spotlight the Lieutenant, mark a Stress to also spotlight two allies within Close range.
More Where That Came From - Action: Summon three Jagged Knife Lackeys, who appear at Far range.
Coup de Grace - Action: Spend a Fear to make an attack against a Vulnerable target within Close range. On a success, deal 2d6+12 physical damage and the target must mark a Stress.
Momentum - Reaction: When the Lieutenant makes a successful attack against a PC, you gain a Fear.
A nimble scoundrel bearing a wicked knife and utilizing shadow magic to isolate targets.
Motives & Tactics: Ambush, conceal, divide, profi t
Difficulty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 3 ATK: +1 | Daggers: Melee | 1d4+4 phy
Experience: Intrusion +3
Backstab - Passive: When the Shadow succeeds on a standard attack that has advantage, they deal 1d6+6 physical damage instead of their standard damage.
Cloaked - Action: Become Hidden until after the Shadow's next attack. Attacks made while Hidden from this feature have advantage.
A lanky bandit striking from cover with a shortbow. Motives & Tactics: Ambush, hide, profi t, reposition
Difficulty: 13 | Thresholds: 4/7 | HP: 3 | Stress: 2 ATK: −1 | Shortbow: Far | 1d10+2 phy
Experience: Stealth +2
Unseen Strike - Passive: If the Sniper is Hidden when they make a successful standard attack against a target, they deal 1d10+4 physical damage instead of their standard damage.
A fi nely dressed trader with a keen eye for fi nancial gain. Motives & Tactics: Buy low and sell high, create demand, infl ate prices, seek profi t
Difficulty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 3
ATK: −4 | Club: Melee | 1d4+1 phy
Experience: Shrewd Negotiator +3
A coruscating mass of uncontrollable magic. Motives & Tactics: Confound, destabilize, transmogrify
Difficulty: 14 | Thresholds: 7/14 | HP: 7 | Stress: 3 ATK: +3 | Warp Blast: Close | 1d12+6 mag
A living fl ame the size of a large bonfi re. Motives & Tactics: Encircle enemies, grow in size, intimidate, start fi res
Difficulty: 13 | Thresholds: 7/15 | HP: 9 | Stress: 3 ATK: +3 | Elemental Blast: Far | 1d10+4 mag
A crimson-hued creature from the Circles Below, consumed by rage against all mortals.
Motives & Tactics: Act erratically, corral targets, relish pain, torment
Difficulty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 4 ATK: +3 | Claws: Melee | 1d8+6 phy
An ambulatory sapling rising up to defend their forest. Motives & Tactics: Crush, overwhelm, protect
Difficulty: 10 | Thresholds: None | HP: 1 | Stress: 1 ATK: −2 | Clawed Branch: Melee | 4 phy
A moving mound of translucent green slime. Motives & Tactics: Camoufl age, consume and multiply, creep up, envelop
Difficulty: 8 | Thresholds: 5/10 | HP: 5 | Stress: 2 ATK: +1 | Ooze Appendage: Melee | 1d6+1 mag
Experience: Camoufl age +3
A small moving mound of translucent green slime. Motives & Tactics: Camoufl age, creep up
Difficulty: 14 | Thresholds: 4/None | HP: 2 | Stress: 1 ATK: −1 | Ooze Appendage: Melee | 1d4+1 mag
Acidic Form - Passive: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.
A moving mound of translucent fl aming red slime. Motives & Tactics: Camoufl age, consume and multiply, ignite, start fi res
Difficulty: 10 | Thresholds: 6/11 | HP: 5 | Stress: 3 ATK: +1 | Ooze Appendage: Melee | 1d8+3 mag
Experience: Camoufl age +3
Creeping Fire - Passive: The Ooze can only move within Very Close range as their normal movement. They light any fl ammable object they touch on fi re.
A small moving mound of translucent fl aming red slime Motives & Tactics: Blaze, camoufl age
Difficulty: 11 | Thresholds: 5/None | HP: 2 | Stress: 1 ATK: −1 | Ooze Appendage: Melee | 1d4+2 mag
Burning - Reaction: When a creature within Melee range deals damage to the Ooze, they take 1d6 direct magic damage.
A richly dressed and adorned aristocrat brimming with hubris. Motives & Tactics: Abuse power, gather resources, mobilize minions
Difficulty: 14 | Thresholds: 6/10 | HP: 3 | Stress: 5 ATK: −3 | Rapier: Melee | 1d6+1 phy
Experience: Aristocrat +3
A charismatic sea dog with an impressive hat, eager to raid and plunder.
Motives & Tactics: Command, make 'em walk the plank, plunder, raid
Difficulty: 14 | Thresholds: 7/14 | HP: 7 | Stress: 5 ATK: +4 | Cutlass: Melee | 1d12+2 phy
Experience: Commander +2, Sailor +3
Swashbuckler - Passive: When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.
Reinforcements - Action: Once per scene, mark a Stress to summon a Pirate Raiders Horde, which appears at Far range.
No Quarter - Action: Spend a Fear to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks 1d4+1 Stress. On a success, they must mark a Stress.
Momentum - Reaction: When the Captain makes a successful attack against a PC, you gain a Fear.
Seafaring scoundrels moving in a ravaging pack. Motives & Tactics: Gang up, plunder, raid
Difficulty: 12 | Thresholds: 5/11 | HP: 4 | Stress: 3
ATK: +1 | Cutlass: Melee | 1d8+2 phy
Experience: Sailor +3
Horde (1d4+1) - Passive: When the Raiders have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.
Swashbuckler - Passive: When the Raiders mark 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.
A thickly muscled and tattooed pirate with melon-sized fi sts. Motives & Tactics: Plunder, raid, smash, terrorize
Difficulty: 13 | Thresholds: 8/15 | HP: 5 | Stress: 3 ATK: +1 | Massive Fists: Melee | 2d6 phy
Experience: Sailor +2
Swashbuckler - Passive: When the Tough marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.
Clear the Decks - Action: Make an attack against a target within Very Close range. On a success, mark a Stress to move into Melee range of the target, dealing 3d4 physical damage and knocking the target back to Close range.
An armed mercenary testing their luck. Motives & Tactics: Charge, lacerate, overwhelm, profi t
Difficulty: 10 | Thresholds: None | HP: 1 | Stress: 1 ATK: +3 | Longsword: Melee | 3 phy
Minion (4) - Passive: The Sellsword is defeated when they take any damage. For every 4 damage a PC deals to the Sellsword, defeat an additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and spotlight all Sellswords within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 physical damage each. Combine this damage.
A fragile skeleton with a shortbow and arrows.
Motives & Tactics: Perforate distracted targets, play dead, steal skin
Difficulty: 9 | Thresholds: 4/7 | HP: 3 | Stress: 2 ATK: +2 | Shortbow: Far | 1d8+1 phy
Opportunist - Passive: When two or more adversaries are within Very Close range of a creature, all damage the Archer deals to that creature is doubled.
Deadly Shot - Action: Make an attack against a Vulnerable target within Far range. On a success, mark a Stress to deal 3d4+8 physical damage.
A clattering pile of bones. Motives & Tactics: Fall apart, overwhelm, play dead, steal skin
Difficulty: 8 | Thresholds: None | HP: 1 | Stress: 1 ATK: −1 | Bone Claws: Melee | 1 phy
A large armored skeleton with a huge blade.
Motives & Tactics: Cut down the living, steal skin, wreak havoc
Difficulty: 13 | Thresholds: 7/13 | HP: 5 | Stress: 2 ATK: +2 | Rusty Greatsword: Melee | 1d10+2 phy
Terrifying - Passive: When the Knight makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.
Cut to the Bone - Action: Mark a Stress to make an attack against all targets within Very Close range. Targets the Knight succeeds against take 1d8+2 physical damage and must mark a Stress.
Dig Two Graves - Reaction: When the Knight is defeated, they make an attack against a target within Very Close range (prioritizing the creature who killed them). On a success, the target takes 1d4+8 physical damage and loses 1d4 Hope.
A dirt-covered skeleton armed with a rusted blade. Motives & Tactics: Feign death, gang up, steal skin
Difficulty: 10 | Thresholds: 4/8 | HP: 3 | Stress: 2 ATK: +0 | Sword: Melee | 1d6+2 phy
Only Bones - Passive: The Warrior is resistant to physical damage. Won't Stay Dead - Reaction: When the Warrior is defeated, you can spotlight them and roll a d6. On a result of 6, if there are other adversaries on the battlefi eld, the Warrior re-forms with no marked HP.
A mercenary combining swordplay and magic to deadly eff ect. Motives & Tactics: Blast, command, endure
Difficulty: 14 | Thresholds: 8/14 | HP: 6 | Stress: 3 ATK: +3 | Empowered Longsword: Melee | 1d8+4 phy/mag
Experience: Magical Knowledge +2
Arcane Steel - Passive: Damage dealt by the Spellblade's standard attack is considered both physical and magic.
Suppressing Blast - Action: Mark a Stress and target a group within Far range. All targets must succeed on an Agility Reaction Roll or take 1d8+2 magic damage. You gain a Fear for each target who marked HP from this attack.
Move as a Unit - Action: Spend 2 Fear to spotlight up to fi ve allies within Far range.
Momentum - Reaction: When the Spellblade makes a successful attack against a PC, you gain a Fear.
A skittering mass of ordinary rodents moving as one like a ravenous wave.
Motives & Tactics: Consume, obscure, swarm
Difficulty: 10 | Thresholds: 6/10 | HP: 6 | Stress: 2 ATK: −3 | Claws: Melee | 1d8+2 phy
Horde (1d4+1) - Passive: When the Swarm has marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.
In Your Face - Passive: All targets within Melee range have disadvantage on attacks against targets other than the Swarm.
A faerie warrior adorned in armor made of leaves and bark. Motives & Tactics: Ambush, hide, overwhelm, protect, trail
Difficulty: 11 | Thresholds: 6/11 | HP: 4 | Stress: 2 ATK: +0 | Scythe: Melee | 1d8+1 phy
Experience: Tracker +2
Pack Tactics - Passive: If the Soldier makes a standard attack and another Sylvan Soldier is within Melee range of the target, deal 1d8+5 physical damage instead of their standard damage.
Forest Control - Action: Spend a Fear to pull down a tree within Close range. A creature hit by the tree must succeed on an Agility Reaction Roll (15) or take 1d10 physical damage.
Blend In - Reaction: When the Soldier makes a successful attack, you can mark a Stress to become Hidden until the Soldier's next attack or a PC succeeds on an Instinct Roll (14) to fi nd them.
A cluster of animate, blood-drinking tumbleweeds, each the size of a large gourd.
Motives & Tactics: Digest, entangle, immobilize
Difficulty: 12 | Thresholds: 6/11 | HP: 6 | Stress: 3 ATK: +0 | Thorns: Melee | 1d6+3 phy
Experience: Camoufl age +2
An animate, blood-drinking tumbleweed. Motives & Tactics: Combine, drain, entangle
Difficulty: 11 | Thresholds: None | HP: 1 | Stress: 1 ATK: −1 | Thorns: Melee | 2 phy
A master-at-arms wielding a sword twice their size. Motives & Tactics: Act fi rst, aim for the weakest, intimidate
Difficulty: 14 | Thresholds: 8/15 | HP: 6 | Stress: 3 ATK: +2 | Claymore: Very Close | 1d12+2 phy
Momentum - Reaction: When the Weaponmaster makes a successful attack against a PC, you gain a Fear.
An imperious tree-person leading their forest's defenses. Motives & Tactics: Command, nurture, prune the unwelcome
Difficulty: 11 | Thresholds: 6/11 | HP: 6 | Stress: 2 ATK: +0 | Scythe: Melee | 1d8+5 phy
Experience: Leadership +3
Voice of the Forest - Action: Mark a Stress to spotlight 1d4 allies within range of a target they can attack without moving. On a success, their attacks deal half damage.
Thorny Cage - Action: Spend a Fear to form a cage around a target within Very Close range and Restrain them until they're freed with a successful Strength Roll. When a creature makes an action roll against the cage, they must mark a Stress.
Momentum - Reaction: When the Dryad makes a successful attack against a PC, you gain a Fear.
A large corpse, decay-bloated and angry. Motives & Tactics: Crush, destroy, hail debris, slam
Difficulty: 10 | Thresholds: 8/15 | HP: 7 | Stress: 4 ATK: +2 | Slam: Very Close | 1d12+3 phy
Experience: Collateral Damage +2, Throw +4
Rip and Tear - Reaction: When the Zombies makes a successful standard attack, you can mark a Stress to temporarily Restrain the target and force them to mark 2 Stress.
A towering gestalt of corpses moving as one, with torso-sized limbs and fi sts as large as a grown halfl ing.
Motives & Tactics: Absorb corpses, fl ail, hunger, terrify
Difficulty: 13 | Thresholds: 8/15 | HP: 10 | Stress: 3 ATK: +4 | Too Many Arms: Very Close | 1d20 phy
Experience: Intimidation +2, Tear Things Apart +2
Destructible - Passive: When the Zombie takes Major or greater damage, they mark an additional HP.
Flailing Limbs - Passive: When the Zombie makes a standard attack, they can attack all targets within Very Close range.
Another for the Pile - Action: When the Zombie is within Very Close range of a corpse, they can incorporate it into themselves, clearing a HP and a Stress.
Tormented Screams - Action: Mark a Stress to cause all PCs within Far range to make a Presence Reaction Roll (13). Targets who fail lose a Hope and you gain a Fear for each. Targets who succeed must mark a Stress.
A decaying corpse ambling toward their prey. Motives & Tactics: Eat fl esh, hunger, maul, surround
Difficulty: 8 | Thresholds: None | HP: 1 | Stress: 1 ATK: −3 | Bite: Melee | 2 phy
Minion (3) - Passive: The Zombie is defeated when they take any damage. For every 3 damage a PC deals to the Zombie, defeat an additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and spotlight all Rotted Zombies within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.
An animated corpse that moves shakily, driven only by hunger. Motives & Tactics: Devour, hungry, mob enemy, shred fl esh
Difficulty: 10 | Thresholds: 4/6 | HP: 4 | Stress: 1 ATK: +0 | Bite: Melee | 1d6+1 phy
Too Many to Handle - Passive: When the Zombie is within Melee range of a creature and at least one other Zombie is within Close range, all attacks against that creature have advantage.
Horrifying - Passive: Targets who mark HP from the Zombie's attacks must also mark a Stress.
A group of trained archers bearing massive bows. Motives & Tactics: Stick together, survive, volley fi re
Difficulty: 13 | Thresholds: 8/16 | HP: 4 | Stress: 3 ATK: +0 | Longbow: Far | 2d6+3 phy
A young trainee eager to prove themselves. Motives & Tactics: Act reckless, kill, prove their worth, show off
Difficulty: 13 | Thresholds: None | HP: 1 | Stress: 1
ATK: −1 | Thrown Dagger: Very Close | 4 phy
Experience: Intrusion +2
A group of shambling corpses instinctively moving together. Motives & Tactics: Consume fl esh, hunger, maul
Difficulty: 8 | Thresholds: 6/12 | HP: 6 | Stress: 3 ATK: −1 | Bite: Melee | 1d10+2 phy
Horde (1d4+2) - Passive: When the Zombies have marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.
Overwhelm - Reaction: When the Zombies mark HP from an attack within Melee range, you can mark a Stress to make a standard attack against the attacker.
A cunning scoundrel skilled in both poisons and ambushing. Motives & Tactics: Anticipate, get paid, kill, taint food and water
Difficulty: 14 | Thresholds: 8/16 | HP: 4 | Stress: 4 ATK: +3 | Poisoned Throwing Dagger: Close | 2d8+1 phy
Experience: Intrusion +2
A seasoned killer with a threatening voice and a deadly blade. Motives & Tactics: Ambush, get out alive, kill, prepare for all scenarios
Difficulty: 15 | Thresholds: 12/25 | HP: 7 | Stress: 5 ATK: +5 | Serrated Dagger: Close | 2d10+2 phy
Experience: Command +3, Intrusion +3
A cube-shaped construct with a diff erent rune on each of their six sides.
Motives & Tactics: Change tactics, trample foes, wait in disguise
Difficulty: 15 | Thresholds: 10/20 | HP: 8 | Stress: 6
ATK: +2 | Slam: Melee | 2d6+3 phy
Experience: Camoufl age +2
Relentless (2) - Passive: The Box can be spotlighted up to two times times per GM turn. Spend Fear as usual to spotlight them.
Randomized Tactics - Action: Mark a Stress and roll a d6. The Box uses the corresponding move:
Death Quake - Reaction: When the Box marks their last HP, the magic powering them ruptures in an explosion of force. All targets within Close range must succeed on an Instinct Reaction Roll or take 2d8+1 magic damage.
A fl oating humanoid skull animated by scintillating magic. Motives & Tactics: Cackle, consume magic, serve creator
Difficulty: 15 | Thresholds: 8/16 | HP: 5 | Stress: 4 ATK: +2 | Energy Blast: Close | 2d8+3 mag
A poorly trained civilian pressed into war. Motives & Tactics: Follow orders, gang up, survive
Difficulty: 12 | Thresholds: None | HP: 1 | Stress: 1 ATK: +0 | Spears: Very Close | 6 phy
An accomplished manipulator and master of the social arts. Motives & Tactics: Entice, maneuver, secure patrons
Difficulty: 13 | Thresholds: 7/13 | HP: 3 | Stress: 4 ATK: −3 | Dagger: Melee | 1d4+3 phy
Experience: Manipulation +3, Socialite +3
Searing Glance - Reaction: When a PC within Close range makes a Presence Roll, you can mark a Stress to cast a gaze toward the aftermath. On the target's failure, they must mark 2 Stress and are Vulnerable until the scene ends or they succeed on a social action against the Courtesan. On the target's success, they must mark a Stress.
An experienced mage wielding shadow and fear. Motives & Tactics: Curry favor, hinder foes, uncover knowledge
Difficulty: 14 | Thresholds: 9/18 | HP: 4 | Stress: 6
ATK: +2 | Rune-Covered Rod: Far | 2d4+3 mag
Experience: Fallen Lore +2, Rituals +2
A professional killer-turned-cultist. Motives & Tactics: Capture sacrifi ces, isolate prey, rise in the ranks
Difficulty: 15 | Thresholds: 9/17 | HP: 4 | Stress: 4 ATK: +2 | Long Knife: Melee | 2d8+4 phy
A low-ranking cultist in simple robes, eager to gain power. Motives & Tactics: Follow orders, gain power, seek forbidden knowledge
Difficulty: 13 | Thresholds: None | HP: 1 | Stress: 1 ATK: +0 | Ritual Dagger: Melee | 5 phy
Unnatural hounds lit from within by hellfi re. Motives & Tactics: Cause fear, consume fl esh, please masters
Difficulty: 15 | Thresholds: 11/23 | HP: 6 | Stress: 3 ATK: +0 | Claws and Fangs: Melee | 2d8+2 phy
Experience: Scent Tracking +3
Horde (2d4+1) - Passive: When the Pack has marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead.
Dreadhowl - Action: Mark a Stress to make all targets within Very Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.
Momentum - Reaction: When the Pack makes a successful attack against a PC, you gain a Fear.
A swarm of eels that encircle and electrocute. Motives & Tactics: Avoid larger predators, shock prey, tear apart
Difficulty: 14 | Thresholds: 10/20 | HP: 5 | Stress: 3 ATK: +0 | Shocking Bite: Melee | 2d6+4 phy
Horde (2d4+1) - Passive: When the Eels have marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead.
Paralyzing Shock - Action: Mark a Stress to make a standard attack against all targets within Very Close range. You gain a Fear for each target that marks HP.
An armored squire or experienced commoner looking to advance. Motives & Tactics: Gain glory, keep order, make alliances
Difficulty: 15 | Thresholds: 9/18 | HP: 4 | Stress: 3 ATK: +1 | Spear: Very Close | 2d8+4 phy
A magical necromantic experiment gone wrong, leaving them warped and ungainly.
Motives & Tactics: Devour, hunt, track
Difficulty: 13 | Thresholds: 12/23 | HP: 3 | Stress: 3 ATK: +1 | Bite and Claw: Melee | 2d6+5 phy
Experience: Copycat +3
A leather-clad warrior bearing a whip and massive bow.
Motives & Tactics: Command, make a living, maneuver, pin down, protect companion animals
Difficulty: 16 | Thresholds: 12/24 | HP: 6 | Stress: 5
ATK: +2 | Longbow: Far | 2d8+4 phy
Experience: Animal Handling +3
Two as One - Passive: When the Beastmaster is spotlighted, you can also spotlight a Tier 1 animal adversary currently under their control.
Pinning Strike - Action: Make a standard attack against a target. On a success, you can mark a Stress to pin them to a nearby surface. The pinned target is Restrained until they break free with a successful Finesse or Strength Roll.
Deadly Companion - Action: Twice per scene, summon a Bear, Dire Wolf, or similar Tier 1 animal adversary under the Beastmaster's control. The adversary appears at Close range and is immediately spotlighted.
An especially muscular giant wielding a warhammer larger than a human.
Motives & Tactics: Make a living, overwhelm, slam, topple
Difficulty: 15 | Thresholds: 14/28 | HP: 7 | Stress: 4 ATK: +2 | Warhammer: Very Close | 2d12+3 phy
Experience: Intrusion +2
Battering Ram - Action: Mark a Stress to have the Brawler charge at an inanimate object within Close range they could feasibly smash (such as a wall, cart, or market stand) and destroy it. All targets within Very Close range of the object must succeed on an Agility Reaction Roll or take 2d4+3 physical damage from the shrapnel.
Bloody Reprisal - Reaction: When the Brawler marks 2 or more HP from an attack within Very Close range, you can make a standard attack against the attacker. On a success, the Brawler deals 2d6+15 physical damage instead of their standard damage.
Momentum - Reaction: When the Brawler makes a successful attack against a PC, you gain a Fear.
A giant fi ghter wearing borrowed armor. Motives & Tactics: Batter, make a living, overwhelm, terrify
Difficulty: 13 | Thresholds: None | HP: 1 | Stress: 2 ATK: +1 | Warhammer: Very Close | 5 phy
Minion () - Passive: The Recruit is defeated when they take any damage. For every 7 damage a PC deals to the Recruit, defeat an additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and spotlight all Giant Recruits within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.
A giant bird of prey with blood-stained talons. Motives & Tactics: Hunt prey, stay mobile, strike decisively
Difficulty: 14 | Thresholds: 8/19 | HP: 4 | Stress: 4 ATK: +1 | Claws and Beak: Very Close | 2d6+3 phy
Flight - Passive: While fl ying, the Eagle gains a +3 bonus to their Difficulty.
A snake-headed, scaled humanoid with a gilded bow, enraged that their peace has been disturbed.
Motives & Tactics: Corner, hit-and-run, petrify, seek vengeance
Difficulty: 15 | Thresholds: 13/25 | HP: 9 | Stress: 3
ATK: +4 | Sunsear Shortbow: Far | 2d20+3 mag
Experience: Stealth +3
Relentless (2) - Passive: The Gorgon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
Momentum - Reaction: When the Gorgon makes a successful attack against a PC, you gain a Fear.
A horse-sized insect with iridescent scales and crystalline wings moving faster than the eye can see.
Motives & Tactics: Collect shiny things, hunt, swoop
Difficulty: 14 | Thresholds: 13/26 | HP: 10 | Stress: 5 ATK: +3 | Wing Slash: Very Close | 2d10+4 phy
A decorated soldier with heavy armor and a powerful steed. Motives & Tactics: Run down, seek glory, show dominance
Difficulty: 15 | Thresholds: 13/26 | HP: 6 | Stress: 4 ATK: +4 | Longsword: Melee | 2d10+4 phy
Experience: Ancient Knowledge +3, High Society +2, Tactics +2
A cunning thief with acrobatic skill and a fl air for the dramatic. Motives & Tactics: Evade, hide, pilfer, profi t
Difficulty: 14 | Thresholds: 8/17 | HP: 4 | Stress: 5 ATK: +3 | Backsword: Melee | 2d8+3 phy
Experience: Acrobatics +3
An accomplished merchant with a large operation under their command.
Motives & Tactics: Abuse power, gather resources, mobilize minions
Difficulty: 15 | Thresholds: 9/19 | HP: 5 | Stress: 3 ATK: −2 | Rapier: Melee | 1d6+2 phy
Experience: Nobility +2, Trade +2
A massive bull-headed fi rbolg with a quick temper. Motives & Tactics: Consume, gore, navigate, overpower, pursue
Difficulty: 16 | Thresholds: 14/27 | HP: 7 | Stress: 5 ATK: +2 | Battleaxe: Very Close | 2d8+5 phy
Experience: Navigation +2
Ramp Up - Passive: You must spend a Fear to spotlight the Minotaur. While spotlighted, they can make their standard attack against all targets within range.
Charging Bull - Action: Mark a Stress to charge through a group within Close range and make an attack against all targets in the Minotaur's path. Targets the Minotaur succeeds against take 2d6+8 physical damage and are knocked back to Very Far range. If a target is knocked into a solid object or another creature, they take an extra 1d6 damage (combine the damage).
Gore - Action: Make an attack against a target within Very Close range, moving the Minotaur into Melee range of them. On a success, deal 2d8 direct physical damage.
An undead fi gure wearing a heavy leather coat, with searching eyes and a casually cruel demeanor.
Motives & Tactics: Devour, hunt, track
Difficulty: 16 | Thresholds: 15/27 | HP: 6 | Stress: 4
ATK: +5 | Tear at Flesh: Very Close | 2d12+1 phy
Experience: Bloodhound +3
Terrifying - Passive: When the Hunter makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Deathlock - Action: Spend a Fear to curse a target within Very Close range with a necrotic Deathlock until the end of the scene. Attacks made by the Hunter against a Deathlocked target deal direct damage. The Hunter can only maintain one Deathlock at a time.
Inevitable Death - Action: Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage.
Rampage - Reaction: Countdown (Loop 1d6). When the Hunter is in the spotlight for the fi rst time, activate the countdown. When it triggers, move the Hunter in a straight line to a point within Far range and make an attack against all targets in their path. Targets the Hunter succeeds against take 2d8+2 physical damage.
A high-ranking courtier with the ear of the local nobility. Motives & Tactics: Curry favor, manufacture evidence, scheme
Difficulty: 14 | Thresholds: 8/15 | HP: 3 | Stress: 3 ATK: −3 | Wand: Far | 1d4+3 phy
Experience: Administration +3, Courtier +3
Devastating Retort - Passive: A PC who rolls less than 17 on an action roll targeting the Advisor must mark a Stress.
Bend Ears - Action: Mark a Stress to infl uence an NPC within Melee range with whispered words. That target's opinion on one matter shifts toward the Advisor's preference unless it is in direct opposition to the target's motives.
Scapegoat - Action: Spend a Fear to convince a crowd or notable individual that one person or group is responsible for some problem facing the target. The target becomes hostile to the scapegoat until convinced of their innocence with a successful Presence Roll (17).
A clandestine leader with a direct channel to the Fallen Gods. Motives & Tactics: Amass great power, plot, take command
Difficulty: 16 | Thresholds: 13/26 | HP: 7 | Stress: 4 ATK: +3 | Sigil-laden Staff : Far | 2d12 mag
Experience: Coercion +2, Fallen Lore +2
Seize Your Moment - Action: Spend 2 Fear to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage.
Our Master's Will - Reaction: When you spotlight an ally within Far range, mark a Stress to gain a Fear.
Summoning Ritual - Reaction: Countdown (6). When the Secret-Keeper is in the spotlight for the fi rst time, activate the countdown. When they mark HP, tick down this countdown by the number of HP marked. When it triggers, summon a Minor Demon who appears at Close range.
Fallen Hounds - Reaction: Once per scene, when the Secret-Keeper marks 2 or more HP, you can mark a Stress to summon a Demonic Hound Pack, which appears at Close range and is immediately spotlighted.
A large aquatic predator, always on the move. Motives & Tactics: Find the blood, isolate prey, target the weak
Difficulty: 14 | Thresholds: 14/28 | HP: 7 | Stress: 3 ATK: +2 | Toothy Maw: Very Close | 2d12+1 phy
Experience: Sense of Smell +3
Terrifying - Passive: When the Shark makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Rending Bite - Passive: When the Shark makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.
Blood in the Water - Reaction: When a creature within Close range of the Shark marks HP from another creature's attack, you can mark a Stress to immediately spotlight the Shark, moving them into Melee range of the target and making a standard attack.
A half-fi sh person with shimmering scales and an irresistible voice. Motives & Tactics: Consume, lure prey, subdue with song
Difficulty: 14 | Thresholds: 9/18 | HP: 5 | Stress: 3 ATK: +2 | Distended Jaw Bite: Melee | 2d6+3 phy
Experience: Song Repertoire +3
Captive Audience - Passive: If the Siren makes a standard attack against a target Entranced by their song, the attack deals 2d10+1 damage instead of their standard damage.
Enchanting Song - Action: Spend a Fear to sing a song that aff ects all targets within Close range. Targets must succeed on an Instinct Reaction Roll or become Entranced until they mark 2 Stress. Other Sirens within Close range of the target can mark a Stress to each add a +1 bonus to the Difficulty of the reaction roll. While Entranced, a target can't act and is Vulnerable.
A ghostly fi ghter with an ethereal bow, unable to move on while their charge is vulnerable.
Motives & Tactics: Move through solid objects, stay out of the fray, rehash old battles
Difficulty: 13 | Thresholds: 6/14 | HP: 3 | Stress: 3 ATK: +3 | Longbow: Far | 2d10+2 phy
Experience: Ancient Knowledge +2
Ghost - Passive: The Archer has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.
Pick Your Target - Action: Spend a Fear to make an attack within Far range against a PC who is within Very Close range of at least two other PCs. On a success, the target takes 2d8+12 physical damage.
A ghostly commander leading their troops beyond death. Motives & Tactics: Move through solid objects, rally troops, rehash old battles
Difficulty: 16 | Thresholds: 13/26 | HP: 6 | Stress: 4 ATK: +3 | Longbow: Far | 2d10+3 phy
Experience: Ancient Knowledge +3
Ghost - Passive: The Captain has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.
Momentum - Reaction: When the Captain makes a successful attack against a PC, you gain a Fear.
A ghostly fi ghter with spears and swords, anchored by duty. Motives & Tactics: Move through solid objects, protect treasure, rehash old battles
Difficulty: 15 | Thresholds: 7/15 | HP: 4 | Stress: 3 ATK: +1 | Spear: Very Close | 2d8+1 phy
Experience: Ancient Knowledge +2
Ghost - Passive: The Guardian has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.
Grave Blade - Action: Spend a Fear to make an attack against a target within Very Close range. On a success, deal 2d10+6 physical damage and the target must mark a Stress.
A skilled espionage agent with a knack for being in the right place to overhear secrets.
Motives & Tactics: Cut and run, disguise appearance, eavesdrop
Difficulty: 15 | Thresholds: 8/17 | HP: 4 | Stress: 3 ATK: −2 | Dagger: Melee | 2d6+3 phy
Experience: Espionage +3
Gathering Secrets - Action: Spend a Fear to describe how the Spy knows a secret about a PC in the scene.
Fly on the Wall - Reaction: When a PC or group is discussing something sensitive, you can mark a Stress to reveal that the Spy is present in the scene, observing them. If the Spy escapes the scene to report their fi ndings, you gain 1d4 Fear.
A prowling hunter, like a slinking mountain lion, with a slate-gray stone body.
Motives & Tactics: Defend territory, isolate prey, stalk
Difficulty: 13 | Thresholds: 11/22 | HP: 6 | Stress: 3
ATK: +3 | Bite and Claws: Melee | 2d8+6 phy
Experience: Stonesense +3
A battle-hardened mage trained in destructive magic. Motives & Tactics: Develop new spells, seek power, shatter formations
Difficulty: 16 | Thresholds: 11/23 | HP: 5 | Stress: 6 ATK: +4 | Staff : Far | 2d10+4 mag
Experience: Magical Knowledge +2, Strategize +2
Battle Teleport - Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.
A winged insect the size of a large house with iridescent scales and wings that move too fast to track.
Motives & Tactics: Collect shiny things, hunt, nest, swoop
Difficulty: 17 | Thresholds: 20/35 | HP: 12 | Stress: 6 ATK: +3 | Wing Slash: Very Close | 3d20 phy
A regal cloaked monstrosity with circular horns adorned with treasure.
Motives & Tactics: Consume, fuel greed, sow dissent
Difficulty: 17 | Thresholds: 15/29 | HP: 6 | Stress: 5 ATK: +2 | Hungry Maw: Melee | 3d6+5 mag
Experience: Manipulation +3
A cloaked demon-creature with long limbs, seeping shadows. Motives & Tactics: Make fear contagious, stick to the shadows, undermine resolve
Difficulty: 17 | Thresholds: 18/35 | HP: 6 | Stress: 5 ATK: +3 | Miasma Bolt: Far | 3d6+1 mag
Experience: Manipulation +3
Depths of Despair - Passive: The Demon deals double damage to PCs with 0 Hope.
A perfectly beautiful and infi nitely cruel demon with a gleaming spear and elegant robes.
Motives & Tactics: Condescend, declare premature victory, prove superiority
Difficulty: 18 | Thresholds: 18/36 | HP: 7 | Stress: 5
ATK: +4 | Perfect Spear: Very Close | 3d10 phy Experience: Manipulation +2
Terrifying - Passive: When the Demon makes a successful attack, all PCs within Far range must lose a Hope and you gain a Fear.
Double or Nothing - Passive: When a PC within Far range fails a roll, they can choose to reroll their Fear Die and take the new result. If they still fail, they mark 2 Stress and the Demon clears a Stress.
Unparalleled Skill - Action: Mark a Stress to deal the Demon's standard attack damage to a target within Close range.
The Root of Villainy - Action: Spend a Fear to spotlight two other Demons within Far range.
You Pale in Comparison - Reaction: When a PC fails a roll within Close range of the Demon, they must mark a Stress.
A fi ckle creature of spindly limbs and insatiable desires.
Motives & Tactics: Join in on others' success, take what belongs to others, hold grudges
Difficulty: 17 | Thresholds: 17/30 | HP: 6 | Stress: 6 ATK: +4 | Psychic Assault: Far | 3d8+3 mag
Experience: Manipulation +3
Unprotected Mind - Passive: The Demon's standard attack deals direct damage.
A hulking demon with boulder-sized fi sts, driven by endless rage. Motives & Tactics: Fuel anger, impress rivals, wreak havoc
Difficulty: 17 | Thresholds: 22/40 | HP: 7 | Stress: 5 ATK: +3 | Fists: Very Close | 3d8+1 mag
Experience: Intimidation +2
Anger Unrelenting - Passive: The Demon's attacks deal direct damage.
A wide-winged pet endlessly loyal to their vampire owner. Motives & Tactics: Dive-bomb, hide, protect leader
Difficulty: 14 | Thresholds: 16/30 | HP: 5 | Stress: 3 ATK: +2 | Claws and Teeth: Melee | 2d6+7 phy
Experience: Bloodthirsty +3
Flying - Passive: While fl ying, the Bat gains a +3 bonus to their Difficulty.
A nature spirit in the form of a humanoid tree. Motives & Tactics: Command, cultivate, drive out, preserve the forest
Difficulty: 16 | Thresholds: 24/38 | HP: 8 | Stress: 5 ATK: +4 | Deadfall Shortbow: Far | 3d10+1 phy
Experience: Forest Knowledge +4
We Are All One - Reaction: When an ally dies within Close range, you can spend a Fear to clear 2 HP and 2 Stress as the fallen ally's life force is returned to the forest.
A blazing mote of elemental fi re. Motives & Tactics: Blast, consume, gain mass
Difficulty: 15 | Thresholds: None | HP: 1 | Stress: 1 ATK: +0 | Bursts of Fire: Close | 5 mag
A living landslide of boulders and dust, as large as a house. Motives & Tactics: Avalanche, knock over, pummel
Difficulty: 17 | Thresholds: 22/40 | HP: 10 | Stress: 4 ATK: +7 | Boulder Fist: Very Close | 3d10+1 phy
A huge living wave that crashes down upon enemies. Motives & Tactics: Deluge, disperse, drown
Difficulty: 17 | Thresholds: 17/34 | HP: 5 | Stress: 5 ATK: +3 | Crashing Wave: Very Close | 3d4+1 mag
A translucent green mound of acid taller than most humans. Motives & Tactics: Camoufl age, creep up, envelop, multiply
Difficulty: 15 | Thresholds: 15/30 | HP: 7 | Stress: 4 ATK: +3 | Ooze Appendage: Melee | 3d8+1 mag
Experience: Blend In +3
Tier Solo
A quadrupedal scaled beast with multiple long-necked heads, each fi lled with menacing fangs.
Motives & Tactics: Devour, regenerate, terrify
Difficulty: 18 | Thresholds: 19/35 | HP: 10 | Stress: 5 ATK: +3 | Bite: Close | 2d12+2 phy
The sovereign ruler of a nation, wreathed in the privilege of tradition and wielding unmatched power in their domain.
Motives & Tactics: Control vassals, destroy rivals, forge a legacy
Difficulty: 16 | Thresholds: 16/32 | HP: 6 | Stress: 5 ATK: +0 | Warhammer: Melee | 3d6+3 phy
Experience: History +3, Nobility +3
A knight with huge, majestic antlers wearing armor made of dangerous thorns.
Motives & Tactics: Isolate, maneuver, protect the forest, weed the unwelcome
Difficulty: 17 | Thresholds: 19/36 | HP: 7 | Stress: 5 ATK: +3 | Bramble Sword: Melee | 3d8+3 phy
Experience: Forest Knowledge +3
From Above - Passive: When the Knight succeeds on a standard attack from above a target, they deal 3d12+3 physical damage instead of their standard damage.
A sturdy animate old-growth tree.
Motives & Tactics: Hide in plain sight, preserve the forest, root down, swing branches
Difficulty: 17 | Thresholds: 22/40 | HP: 7 | Stress: 4
ATK: +2 | Branch: Very Close | 3d8+2 phy
Experience: Forest Knowledge +3
A small, sentient tree sapling.
Motives & Tactics: Blend in, preserve the forest, pummel, surround
Difficulty: 14 | Thresholds: None | HP: 1 | Stress: 1 ATK: +0 | Branches: Melee | 8 phy
Minion () - Passive: The Sapling is defeated when they take any damage. For every 6 damage a PC deals to the Sapling, defeat an additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and spotlight all Treant Saplings within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 8 physical damage each. Combine this damage.
A captivating undead dressed in aristocratic fi nery. Motives & Tactics: Create thralls, charm, command, fl y, intimidate
Difficulty: 17 | Thresholds: 22/42 | HP: 6 | Stress: 6 ATK: +5 | Rapier: Melee | 2d20+4 phy
Experience: Aristocrat +3
Terrifying - Passive: When the Vampire makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
An intelligent undead with blood-stained lips and a predator's smile. Motives & Tactics: Bite, charm, deceive, feed, intimidate
Difficulty: 16 | Thresholds: 18/35 | HP: 5 | Stress: 4 ATK: +3 | Rapier: Melee | 3d8 phy
Experience: Nocturnal Hunter +3
A boxy, dust-covered construct with thick metallic swinging doors on their torso.
Motives & Tactics: Carry away, entrap, protect, pummel
Difficulty: 16 | Thresholds: 19/33 | HP: 5 | Stress: 3
ATK: +2 | Body Bash: Very Close | 3d6+2 phy
A dust-covered golden construct with boxy limbs and a huge mace for a hand.
Motives & Tactics: Destroy at any cost, expunge, protect
Difficulty: 17 | Thresholds: 21/40 | HP: 6 | Stress: 3 ATK: +3 | Charged Mace: Very Close | 2d12+1 phy
Kinetic Slam - Passive: Targets who take damage from the Sentinel's standard attack are knocked back to Very Close range.
Box In - Action: Mark a Stress to choose a target within Very Close range to focus on. That target has disadvantage on attack rolls when they're within Very Close range of the Sentinel. The Sentinel can only focus on one target at a time.
Mana Bolt - Action: Spend a Fear to lob explosive magic at a point within Far range. All targets within Very Close range of that point must make an Agility Reaction Roll. Targets who fail take 2d8+20 magic damage and are knocked back to Close range. Targets who succeed take half damage and aren't knocked back.
Momentum - Reaction: When the Sentinel makes a successful attack against a PC, you gain a Fear.
A massive living turret with reinforced armor and twelve pistondriven mechanical legs.
Motives & Tactics: Concentrate fi re, lock down, mark, protect
Difficulty: 16 | Thresholds: 20/32 | HP: 5 | Stress: 4 ATK: +3 | Magitech Cannon: Far | 3d10+3 mag
A glacier-blue dragon with four powerful limbs and frost-tinged wings.
Motives & Tactics: Avalanche, defend lair, fl y, freeze, defend what is mine, maul
Difficulty: 18 | Thresholds: 21/41 | HP: 10 | Stress: 6 ATK: +7 | Bite and Claws: Close | 4d10 phy
Experience: Protect What Is Mine +3
Relentless (3) - Passive: The Dragon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
A decaying mage adorned in dark, tattered robes. Motives & Tactics: Corrupt, decay, fl ee to fi ght another day, resurrect
Difficulty: 21 | Thresholds: 33/66 | HP: 9 | Stress: 8 ATK: +6 | Necrotic Blast: Far | 4d12+8 mag
Experience: Forbidden Knowledge +3, Wisdom of Centuries +3
A cursed soul bound to the Fallen's will.
Motives & Tactics: Crush, dominate, earn relief, punish
Difficulty: 18 | Thresholds: None | HP: 1 | Stress: 1 ATK: +2 | Cursed Axe: Very Close | 12 phy
A powerful mage bound by the bargains they made in life. Motives & Tactics: Acquire, dishearten, dominate, torment
Difficulty: 19 | Thresholds: 26/42 | HP: 6 | Stress: 5 ATK: +4 | Corrupted Staff : Far | 4d6+10 mag
Experience: Ancient Knowledge +2
A Fallen God, wreathed in rage and resentment, bearing millennia of experience in breaking heroes' spirits.
Motives & Tactics: Corrupt, dominate, punish, break the weak
Difficulty: 20 | Thresholds: 36/66 | HP: 8 | Stress: 5 ATK: +7 | Barbed Whip: Close | 4d8+7 phy
Experience: Conquest +3, History +2, Intimidation +3
Relentless (2) - Passive: The Realm-Breaker can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
That which only the most feared have a chance to fear. Motives & Tactics: Dispatch merciless death, punish the defi ant, secure victory at any cost
Difficulty: 18 | Thresholds: 35/58 | HP: 11 | Stress: 5 ATK: +8 | Heart-Shattering Sword: Very Close | 4d12+13 phy
Experience: Conquest +3, History +2, Intimidation +3
Spirit soldiers with sanctifi ed bows. Motives & Tactics: Focus fi re, obey, reposition, volley
Difficulty: 19 | Thresholds: 25/45 | HP: 3 | Stress: 2 ATK: +4 | Sanctifi ed Longbow: Far | 4d8+8 phy
Punish the Guilty - Passive: The Archer deals double damage to targets marked Guilty by a High Seraph.
Divine Volley - Action: Mark a Stress to make a standard attack against up to three targets.
Souls of the faithful, lifted up with divine weaponry. Motives & Tactics: Obey, outmaneuver, punish, swarm
Difficulty: 18 | Thresholds: None | HP: 1 | Stress: 2 ATK: +2 | Sword and Shield: Melee | 10 phy
A divine champion, head of a hallowed host of warriors who enforce their god's will.
Motives & Tactics: Enforce dogma, fl y, pronounce judgment, smite
Difficulty: 20 | Thresholds: 37/70 | HP: 7 | Stress: 5 ATK: +8 | Holy Sword: Very Close | 4d10+10 phy
Experience: Divine Knowledge +3
A legendary beast of the sea, bigger than the largest galleon, with sucker-laden tentacles and a terrifying maw.
Motives & Tactics: Consume, crush, drown, grapple
Difficulty: 20 | Thresholds: 35/70 | HP: 11 | Stress: 8 ATK: +7 | Tentacles: Close | 4d12+10 phy
Experience: Swimming +3
Relentless (3) - Passive: The Kraken can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
Many Tentacles - Passive: While the Kraken has 7 or fewer marked HP, they can make their standard attack against two targets within range.
Grapple and Drown - Action: Make an attack roll against a target within Close range. On a success, mark a Stress to grab them with a tentacle and drag them beneath the water. The target is Restrained and Vulnerable until they break free with a successful Strength Roll or the Kraken takes Major or greater damage. While Restrained and Vulnerable in this way, a target must mark a Stress when they make an action roll.
Boiling Blast - Action: Spend a Fear to spew a line of boiling water at any number of targets in a line up to Far range. All targets must succeed on an Agility Reaction Roll or take 4d6+9 physical damage. If a target marks an Armor Slot to reduce the damage, they must also mark a Stress.
Momentum - Reaction: When the Kraken makes a successful attack against a PC, you gain a Fear.
A towering immortal and incarnation of fate, cursed to only see bad outcomes.
Motives & Tactics: Change environment, condemn, dishearten, toss aside
Difficulty: 20 | Thresholds: 38/68 | HP: 11 | Stress: 10 ATK: +8 | Psychic Attack: Far | 4d8+9 mag
Experience: Boundless Knowledge +4
Terrifying - Passive: When the Oracle makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Walls Closing In - Passive: When a creature rolls a failure while within Very Far range of the Oracle, they must mark a Stress.
A chaotic mockery of life, constantly in fl ux. Motives & Tactics: Demolish, devour, undermine
Difficulty: 19 | Thresholds: 35/71 | HP: 7 | Stress: 5 ATK: +2d4 | Massive Pseudopod: Very Close | 4d6+13 mag
Chaotic Form - Passive: When the Abomination attacks, roll 2d4 and use the result as their attack modifi er.
A shifting, formless mass seemingly made of chromatic light. Motives & Tactics: Confuse, distract, overwhelm
Difficulty: 19 | Thresholds: 27/47 | HP: 4 | Stress: 3 ATK: +7 | Corroding Pseudopod: Very Close | 4d8+5 mag
Will-Shattering Touch - Passive: When a PC takes damage from the Corrupter, they lose a Hope.
Disgorge Reality Flotsam - Action: Mark a Stress to spew partially digested portions of consumed realities at all targets within Close range. Targets must succeed on a Knowledge Reaction Roll or mark 2 Stress.
A vaguely humanoid form stripped of memory and identity. Motives & Tactics: Destroy, disgust, disorient, intimidate
Difficulty: 17 | Thresholds: None | HP: 1 | Stress: 1 ATK: +3 | Claws and Teeth: Very Close | 11 phy
Minion (13) - Passive: The Thrall is defeated when they take any damage. For every 13 damage a PC deals to the Thrall, defeat an additional Minion within range the attack would succeed against.
Group Attack - Action: Spend a Fear to choose a target and spotlight all Outer Realm Thralls within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 11 physical damage each. Combine this damage.
Tier Solo
A massive winged creature with obsidian scales and impossibly sharp claws.
Motives & Tactics: Defend lair, dive-bomb, fl y, hunt, intimidate
Difficulty: 19 | Thresholds: 33/65 | HP: 6 | Stress: 5 ATK: +8 | Obsidian Claws: Close | 4d10+4 phy
Experience: Hunt from Above +5
Relentless (2) - Passive: The Obsidian Predator can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
Avalanche Tail - Action: Mark a Stress to make an attack against all targets within Close range. Targets the Obsidian Predator succeeds against take 4d6+4 physical damage and are knocked back to Far range and Vulnerable until their next roll with Hope.
Dive-Bomb - Action: If the Obsidian Predator is fl ying, mark a Stress to choose a point within Far range. Move to that point and make an attack against all targets within Very Close range. Targets the Obsidian Predator succeeds against take 2d10+6 physical damage and must mark a Stress and lose a Hope.
Erupting Rage (Phase Change) - Reaction: When the Obsidian Predator marks their last HP, replace them with the Molten Scourge and immediately spotlight them.
Enraged by their wounds, the dragon bursts into molten lava. Motives & Tactics: Douse with lava, incinerate, repel Invaders, reposition
Difficulty: 20 | Thresholds: 30/58 | HP: 7 | Stress: 5 ATK: +9 | Lava-Coated Claws: Close | 4d12+4 phy
Experience: Hunt from Above +5
No enemy has ever had the insolence to wound the dragon so. As the lava settles, it's ground to ash like the dragon's past foes. Motives & Tactics: Choke, fl y, intimidate, kill or be killed
Difficulty: 18 | Thresholds: 29/55 | HP: 8 | Stress: 5 ATK: +10 | Claws and Teeth: Close | 4d12+15 phy
Experience: Hunt from Above +5
Relentless (4) - Passive: The Ashen Tyrant can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.
A towering, muscular zombie with magically infused strength and skill.
Motives & Tactics: Consume, hound, maim, terrify
Difficulty: 20 | Thresholds: 40/70 | HP: 9 | Stress: 4
ATK: +4 | Greataxe: Very Close | 4d12+15 phy
Terrifying - Passive: When the Zombie makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Skilled Opportunist - Reaction: When another adversary deals damage to a target within Very Close range of the Zombie, you can spend a Fear to add the Zombie's standard attack damage to the damage roll.
A large pack of undead, still powerful despite their rotting fl esh. Motives & Tactics: Consume brain, shred fl esh, surround
Difficulty: 17 | Thresholds: 25/45 | HP: 8 | Stress: 5 ATK: +2 | Tentacles: Close | 4d6+10 phy
Horde (2d+) - Passive: When the Legion has marked half or more of their HP, their standard attack deals 2d6+5 physical damage instead.
Unyielding - Passive: The Legion has resistance to physical damage. Relentless (2) - Passive: The Legion can be spotlighted up to
two times per GM turn. Spend Fear as usual to spotlight them. Overwhelm - Reaction: When the Legion takes Minor damage from an attack within Melee range, you can mark a Stress to make a standard attack with advantage against the attacker.