敌人数据Adversary Data

按位阶划分的敌人

位阶 1 敌人(1 级)

锯齿刀盗贼

位阶 1 标准

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

特性

  • 如履平地 - 被动: 锯齿刀盗贼攀爬起来和奔跑一样轻松。
  • 居高临下 - 被动: 当锯齿刀盗贼从一个目标上方进行普通攻击并成功时,其造成 1d10+1 的物理伤害而非普通伤害。

丧尸群

位阶 1 集群 (2/生命点)

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

特性

  • 集群 - 被动: 当丧尸群已标记一半或更多的生命点时,其普通攻击改为造成 1d4+2 物理伤害。
  • 挟制 - 反应: 当丧尸群因近战范围内的攻击而标记生命点时,你可以标记 1 压力点对攻击者进行一次普通攻击。

警卫队长

位阶 1 头目

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

特性

  • 集结警卫 - 动作: 花费 2 恐惧点,聚焦警卫队长及 2d4 名远距离范围内的盟友。
  • 听我号令 - 反应: 倒计时(5),当警卫队长首次被聚焦时,启动倒计时。当玩家角色进行攻击掷骰时,倒计时推进。触发时,所有远距离范围内的持弓警卫对自身射程内最近目标发动具有优势的普通攻击。若多名持弓警卫命中同一目标,伤害叠加。
  • 乘胜追击 - 反应: 当警卫队长成功命中玩家角色时,你获得 1 恐惧点

荆棘鞭

位阶 1 头目

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

特性

  • 愈战愈强 - 被动: 当荆棘鞭的攻击导致目标标记生命点时,荆棘鞭的难度获得 +1 加值,直到其标记 1 点或更多生命点。
  • 丛中荆棘 - 动作: 花费 1 恐惧点,聚焦至多 1d4 个远距离范围内的盟友。他们移动到近距离范围内的掩体中,直到他们下次攻击后或一名玩家角色成功进行本能掷骰找到他们之前,他们都处于隐藏状态。
  • 警戒防备 - 反应: 当荆棘鞭标记 1 点或更多生命点时,你可以标记 1 压力点,使其标记的生命点减少 1 点。

巨鼠

位阶 1 杂兵

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

特性

  • 杂兵 - 被动: 巨鼠在受到任何伤害时都会立即被击败。玩家角色每对巨鼠造成 3 点伤害,则在该次攻击的范围内额外再击败一个能够命中的杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点选择一个目标,并聚焦所有在目标近距离范围内的巨鼠。当这些杂兵移动至目标的近战范围时,进行一次共享的攻击掷骰。若成功,每只巨鼠造成 1 点物理伤害,将伤害合并计算。

锯齿刀影子

位阶 1 潜伏

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

特性

  • 背刺 - 被动: 当锯齿刀影子在具有优势的普通攻击中命中目标时,将造成 1d6+6 点物理伤害而非普通伤害。
  • 隐匿无踪 - 动作: 进入 隐藏 状态直至下次攻击。通过此特性在处于 隐藏 状态下发动的攻击具有优势。

商人

位阶 1 社交

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

特性

  • 优先待遇 - 被动: 玩家角色在对抗商人进行的风度掷骰中成功时,购买商品可获得折扣。玩家角色在对抗商人进行的风度掷骰中失败时,必须支付更多金币,并且在将来再次对抗商人进行风度掷骰时处于劣势。
  • 敷衍了事 - 被动: 当玩家角色在对抗商人进行的风度掷骰中掷出 14 或更低时,他们必须标记 1 压力点

村庄长者

位阶 1 社交

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

特性

  • 老成持重 - 被动: 所有对长老进行欺瞒的动作掷骰都具有劣势。
  • 无礼不容 - 动作: 标记 1 压力点,禁止长老的任何盟友在接下来的 2d6 天内向一个目标或其盟友出售物品或提供任何好处。
  • 必有和平 - 反应: 当一个生物在长老视线范围内攻击村落中的其他人时,你可以花费 2 恐惧点,使该生物失去所有希望点,标记 2d4 压力点,并进行一次风度反应掷骰(15),失败则会陷入昏迷状态,持续 1d4 小时。在昏迷状态下,目标无法进行动作掷骰,无法说话,并且所有反应掷骰自动失败。此反应一旦使用,长者将无法再次发动。

持刃警卫

位阶 1 标准

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

特性

  • 盾墙 - 被动: 试图移动到持刃警卫邻近范围内的生物必须成功进行一次敏捷掷骰。若有其他持刃警卫与其并列站立,且每名持刃警卫均在另一名持刃警卫的近战范围内,则将持刃警卫的总人数加入到掷骰的难度中。
  • 拘押 - 动作: 对邻近范围内的目标进行一次攻击。成功时,标记 1 压力点以使目标处于 束缚 状态,直到其通过成功的攻击、灵巧掷骰或力量掷骰挣脱为止。

森林德鲁伊

位阶 1 辅助

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

特性

  • 幽谷宁静 - 动作: 标记 1 压力点,结束一个法术的效果,或清除一个影响森林德鲁伊或其在邻近范围内可见的盟友的任何状态。
  • 震耳低语 - 动作: 标记 1 压力点,呼唤藏匿树冠中的强风。近距离范围内的一个目标必须进行一次成功的本能反应掷骰,否则呼啸的风会充满他们的耳朵。目标仅能听到风声,且必须标记 1 压力点,并且在其清除 1 压力点之前处于 脆弱 状态。
  • 过度生长 - 动作: 花费 1 恐惧点,选择远距离范围内的一个点。荆棘和倒刺从地面喷发,填满该点近距离范围内的区域。进入该区域或试图穿过该区域的生物受到 2d6+3 点物理伤害,并且必须进行一次成功的敏捷反应掷骰,否则会处于 束缚 状态,直到其进行一次成功的灵巧掷骰以挣脱或森林德鲁伊受到严重伤害。

酸液掘地者

位阶 1 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,此敌人可以至多被聚焦 3 次。像往常一样花费恐惧点来聚焦。
  • 破土而出 - 动作: 标记 1 压力点使酸液掘地者从地面中猛然冲出。邻近范围内的所有生物必须进行一次成功的敏捷反应掷骰,否则将被击倒,且在下次行动前处于 脆弱 状态。
  • 喷吐酸液 - 动作: 对酸液掘地者前方近距离范围内的所有目标进行一次攻击。酸液掘地者成功攻击的目标受到 2d6 点物理伤害,并且必须标记 1 护甲槽,但无法获得其收益(其仍然可以继续使用护甲来减少伤害)。如果其无法标记护甲槽,则必须额外标记 1 生命点,并且你获得 1 恐惧点
  • 酸液沐浴 - 反应: 当酸液掘地者受到严重伤害时,邻近范围内的所有生物都会沐浴在其喷洒的酸性血液中,受到 1d10 点物理伤害。其血液飞溅,覆盖了邻近范围内的地面,除了酸液掘地者掘地者以外,所有穿过该区域的生物受到 1d6 点物理伤害。

位阶 1 斗士

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

特性

  • 压倒性力量 - 被动: 被熊的普通攻击中且标记生命点的目标会被击退至邻近范围。
  • 啃咬 - 动作: 标记 1 压力点对近战范围内的一个目标进行一次攻击。成功时,造成 3d4+10 点物理伤害,并且使目标处于 束缚 状态,直到其进行一次成功的力量掷骰挣脱。
  • 乘胜追击 - 反应: 当熊成功命中玩家角色时,你获得 1 恐惧点

洞穴食人魔

位阶 1 独狼

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

特性

  • 蓄力 - 被动: 你必须花费 1 恐惧点来聚焦食人魔。在被聚焦期间,其可以对范围内所有目标进行普通攻击。
  • 碎骨者 - 被动: 食人魔的攻击造成直接伤害。
  • 巨石冰雹 - 动作: 标记 1 压力点来拾起重物,并将其投掷向食人魔前方远距离范围内的所有目标。对这些目标进行一次攻击。食人魔成功攻击的目标承受 1d10+2 点物理伤害。如果食人魔成功攻击了多于一个目标,你获得 1 恐惧点
  • 狂怒践踏 - 反应: 当食人魔标记 2 点或更多生命点时,其可以进行践踏。将食人魔移动至近距离范围内的一个点,并对其移动路径上的所有目标造成 2d6+3 点直接物理伤害。

构装体

位阶 1 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,此敌人可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。
  • 脆弱结构 - 被动: 当构装体因物理伤害标记生命点时,其必须额外标记 1 生命点
  • 践踏 - 动作: 标记 1 压力点在构装体移动时对其路径上的所有目标进行一次攻击。成功命中的目标受到 1d8 点物理伤害。
  • 过载 - 反应: 在为构装体的攻击掷骰伤害之前,你可以标记 1 压力点来获得 +10 的伤害掷骰加值。构装体之后可以再次获得聚焦。
  • 死亡震荡 - 反应: 当构装体标记其最后 1 生命点时,为其提供动力的魔法会因力量的爆发而破裂。对邻近范围内所有目标进行一次具有优势的攻击。构装体成功命中的目标承受 1d12+2 点魔法伤害。

宫廷侍臣

位阶 1 社交

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

特性

  • 嘲讽 - 动作: 标记 1 压力点出言嘲讽并迫使近距离范围内的一个目标进行一次风度反应掷骰 (14),以查看其是否能挽回颜面。如果失败,目标必须标记 2 压力点并处于 脆弱 状态直到场景结束。
  • 替罪羊 - 动作: 花费 1 恐惧点并指定一个玩家角色为目标。宫廷侍臣对一群人或某个显赫人物进行游说,让他们相信目标是他们当前冲突或不幸的根源。

深根守卫

位阶 1 斗士

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

特性

  • 震地猛击 - 动作: 猛击地面,将邻近范围内的所有目标击退至远距离范围。每个因此被击退的目标必须标记 1 压力点
  • 擒拿拖拽 - 动作: 对近距离范围内的一个目标进行一次攻击。成功时,花费 1 恐惧点将其拉入近战范围,造成 1d6+2 点物理伤害,并使其处于 束缚 状态,直到深根守卫受到严重伤害。

恐狼

位阶 1 潜伏

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

特性

  • 群体战术 - 被动: 如果恐狼进行一次成功的普通攻击,且另一个恐狼在目标的近战范围内,则造成 1d6+5 点物理伤害,而非其普通伤害,并且你获得 1 恐惧点
  • 蹒跚打击 - 动作: 标记 1 压力点,对近战范围内的一个目标进行一次攻击。成功时,造成 3d4+10 点直接物理伤害,并使其处于脆弱状态,直到其恢复至少 1 生命点。

巨蚊群

位阶 1 集群(5/生命点)

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

特性

  • 集群 - 被动: 当巨蚊群已标记一半或更多的生命点时,其普通攻击改为造成 1d4+1 点物理伤害。
  • 飞行 - 被动: 飞行时,巨蚊群的难度获得 +2 加值。
  • 吸血 - 反应: 当巨蚊群的攻击导致目标标记生命点时,你可以标记 1 压力点迫使目标额外标记 1 生命点

巨蝎

位阶 1 斗士

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

特性

  • 双重打击 - 动作: 标记 1 压力点对近战范围内的两个目标进行一次普通攻击。
  • 剧毒尾刺 - 动作: 对一个邻近范围内的目标进行一次攻击。成功时,花费 1 恐惧点造成 1d4+4 物理伤害并使其直到下次休息或知识掷骰成功(16)前处于中毒状态。处于中毒状态时,目标在进行动作掷骰前必须掷一个 d6 。结果为 4 或更低时,其必须标记 1 压力点
  • 乘胜追击 - 反应: 当巨蝎成功命中玩家角色时,你获得 1 恐惧点

玻璃蛇

位阶 1 标准

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

特性

  • 碎甲鳞片 - 被动: 在近战范围内对玻璃蛇进行一次成功的攻击时,攻击者必须标记 1 护甲槽,且不获得其效果(其仍然可以使用护甲来减少伤害)。如果无法标记护甲槽,其必须额外标记 1 生命点
  • 盘旋之蛇 - 动作: 标记 1 压力点对邻近范围内的所有目标进行一次攻击。被玻璃蛇成功命中的目标受到 1d6+1 物理伤害。
  • 毒液喷吐 - 动作: 花费 1 恐惧点引入一个 d6 喷吐骰。当玻璃蛇被聚焦时,掷出此骰。结果为 5 或更高时,玻璃蛇前方极远范围内的所有目标必须在一次敏捷反应掷骰中成功,否则将受到 1d4 物理伤害。玻璃蛇可以在该游戏主持人轮次中第二次获得聚焦。

扰敌者

位阶 1 标准

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

特性

  • 保持距离 - 被动: 在进行一次普通攻击后,扰敌者可以移动至远距离范围内的任意位置。
  • 撤退回击 - 反应: 当一个生物移动到近战范围内进行攻击时,你可以在攻击掷骰之前标记 1 压力点,移动到近距离范围内的任何位置,并对该生物进行一次攻击。成功时,造成 1d10+2 物理伤害。

持弓警卫

位阶 1 远程

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

特性

  • 蹒跚射击 - 动作: 对远距离范围内的目标进行一次攻击。成功时,标记 1 压力点,造成 1d12+3 物理伤害。如果目标因此次攻击而标记生命点,则其在清除至少 1 生命点之前,进行敏捷掷骰时具有劣势。

锯齿刀咒术师

位阶 1 辅助

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

特性

  • 诅咒 - 动作: 选择远距离范围内的一个目标,使其暂时处于 诅咒 状态。当处于 诅咒 状态的目标掷出希望结果时,锯齿刀咒术师可标记 1 压力点,使其改为掷出恐惧结果。
  • 混沌涌动 - 动作: 对邻近范围内至多三个目标发动攻击。标记 1 压力点后,可对每个被咒术师成功命中的目标造成 2d6+3 点魔法伤害。

锯齿刀碎膝者

位阶 1 斗士

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

特性

  • 我逮住他们了 - 被动: 被锯齿刀碎膝者 束缚 的生物,在遭受其他敌人的攻击时将承受双倍伤害。
  • 压制目标 - 动作: 对近战范围内的一个目标发动一次攻击。若成功命中,目标不会受到伤害但会处于 束缚脆弱 状态。目标可通过成功的力量掷骰来挣脱(同时清除两种状态),或当锯齿刀碎膝者受到重度及以上伤害时自动获得自由。

锯齿刀喽啰

位阶 1 杂兵

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

特性

  • 杂兵 - 被动: 当锯齿刀喽啰受到任何伤害时,其即被击败。玩家角色每对锯齿刀喽啰造成 3 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有锯齿刀喽啰。将这些杂兵移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个锯齿刀喽啰造成 2 点物理伤害。将这些伤害合并计算。

锯齿刀队长

位阶 1 头目

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

特性

  • 战术大师 - 动作: 当你聚焦锯齿刀队长时,标记 1 压力点,可额外聚焦近距离范围内的两名盟友。
  • 后援不断 - 动作: 召唤三名“锯齿刀喽啰”,他们出现在远距离范围内。
  • 致命一击 - 动作: 花费 1 恐惧点对近距离范围内处于 脆弱 状态的目标发动攻击。命中后造成 2d6+12 点物理伤害且目标必须标记 1 压力点
  • 乘胜追击 - 反应: 当锯齿刀队长成功命中玩家角色时,你获得 1 恐惧点

锯齿刀狙击手

位阶 1 远程

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

特性

  • 未见之击 - 被动: 如果锯齿刀狙击手在对目标进行成功的普通攻击时处于 隐藏 状态,造成 1d10+4 点物理伤害而非普通伤害。

小型混沌元素

位阶 1 独狼

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

特性

  • 奥术形态 - 被动: 元素具有魔法伤害抗性。
  • 致病洪流 - 动作: 标记 1 生命点,迫使近距离范围内的所有目标标记 1 压力点并处于 脆弱 状态,直到其下次休息或恢复 1 生命点
  • 重塑现实 - 动作: 花费 1 恐惧点,将邻近范围内的区域转化为不同的生物群落。此区域内的所有目标受到 2d6+3 点直接魔法伤害。
  • 魔法反射 - 反应: 当小型混沌元素在近距离范围内受到攻击伤害时,对攻击者造成相当于其所造成伤害一半的伤害。
  • 乘胜追击 - 反应: 当小型混沌元素成功命中玩家角色时,你获得 1 恐惧点

小型火元素

位阶 1 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,此敌人可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。
  • 焦土 - 动作: 标记 1 压力点,选择远距离范围内的任意一点。该点邻近范围内的地面立即燃起火焰。此区域内的所有生物必须进行一次敏捷反应掷骰。失败的目标受到火焰造成的 2d8 点魔法伤害。成功的目标受到一半伤害。
  • 爆炸 - 动作: 花费 1 恐惧点,引发一场烈焰爆炸。对近距离范围内的所有目标进行一次攻击。成功命中的目标受到 1d8 点魔法伤害并被击退至远距离范围。
  • 吞噬引燃物 - 反应: 每场景三次,当小型火元素移动到高度易燃的物体上时,吞噬它以恢复 1 生命点清除 1 压力点
  • 乘胜追击 - 反应: 当小型火元素成功命中玩家角色时,你获得 1 恐惧点

小型恶魔

位阶 1 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,此敌人可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。
  • 万物皆陨 - 被动: 当一个玩家角色在小型恶魔的近距离范围内掷出恐惧失败时,其失去 1 希望点
  • 地狱火 - 动作: 花费 1 恐惧点,在远距离范围内降下地狱火。区域内的所有目标必须进行一次敏捷反应掷骰。失败的目标受到 1d20+3 点魔法伤害。成功的目标受到一半伤害。
  • 收割者 - 反应: 在为小型恶魔的攻击进行伤害掷骰之前,你可以标记 1 压力点,以获得一个等于小型恶魔当前标记生命点数的伤害掷骰加值。
  • 乘胜追击 - 反应: 当小型恶魔成功命中玩家角色时,你获得 1 恐惧点

小型树人

位阶 1 杂兵

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

特性

  • 杂兵 - 被动: 当小型树人受到任何伤害时,其即被击败。玩家角色每对小型树人造成 5 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有小型树人。将这些小型树人移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个小型树人造成 4 点伤害。将这些伤害合并计算。

绿色软泥怪

位阶 1 潜伏

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

特性

  • 迟缓 - 被动: 当你聚焦绿色软泥怪,且其数据块上没有指示物时,它无法立即行动。在其数据块上放置一个标记,并描述它正在准备做什么。当你聚焦软泥怪,且其数据块上有指示物时,移除指示物,它才可以行动。
  • 酸性形态 - 被动: 当绿色软泥怪攻击成功时,目标必须标记 1 护甲槽,且不获得其效果(其仍然可以使用护甲来减少伤害)。如果目标无法标记护甲槽,则必须额外标记 1 生命点
  • 吞没 - 动作: 对近战范围内的一个目标进行一次普通攻击。成功时,绿色软泥怪会吞没该目标,目标必须标记 2 压力点。被吞没期间,目标每次进行动作掷骰时都必须额外标记 1 压力点。当绿色软泥怪受到重伤时,所有被吞没的目标都会被解放,且该状态被清除。
  • 分裂 - 反应: 当绿色软泥怪标记了 3 或更多生命点时,你可以花费 1 恐惧点将其分裂成两个微型绿色软泥怪(没有标记的生命点或压力点),并立即聚焦。

微型绿色软泥怪

位阶 1 潜伏

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

特性

  • 酸性形态 - 被动: 当微型绿色软泥怪攻击成功时,目标必须标记 1 护甲槽,且不获得其效果(其仍然可以使用护甲来减少伤害)。如果目标无法标记护甲槽,则必须额外标记 1 生命点

红色软泥怪

位阶 1 潜伏

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

特性

  • 蔓延之火 - 被动: 红色软泥怪只能在邻近范围内进行正常移动。它会点燃任何接触到的易燃物体。
  • 点燃 - 动作: 对邻近范围内的一个目标进行攻击。成功时,目标受到 1d8 魔法伤害并处于 点燃 状态,直到成功进行灵巧掷骰(14)将其扑灭。处于 点燃 状态时,目标在进行动作掷骰时受到 1d4 魔法伤害。
  • 分裂 - 反应: 当红色软泥怪标记了 3 或更多生命点时,你可以花费 1 恐惧点将其分裂成两个微型红色软泥怪(没有标记的生命点或压力点),并立即聚焦。

微型红色软泥怪

位阶 1 潜伏

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

特性

  • 燃烧 - 反应: 当近战范围内的生物对微型红色软泥怪造成伤害时,其受到 1d6 点直接魔法伤害。

低阶贵族

位阶 1 社交

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

特性

  • 我的地盘我做主 - 被动: 在该贵族的领地上针对该贵族进行的所有社交动作均处于劣势。
  • 卫兵,拿下他们! - 动作: 每场景一次,标记 1 压力点以召唤 1d4 名持刃警卫,出现在远距离范围,执行贵族的意志。
  • 流放 - 动作: 花费 1 恐惧点并指定一个玩家角色。贵族宣布目标及其盟友被流放出贵族的领地。在被流放期间,目标及其盟友在贵族领地内的社交场合中处于劣势。

海盗船长

位阶 1 头目

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

特性

  • 豪侠气概 - 被动: 当海盗船长在近战范围内受到攻击,并标记 2 或更少生命点时,攻击者必须标记 1 压力点
  • 增援 - 动作: 每场景一次,标记 1 压力点以召唤一支海盗劫掠者集群,他们出现在远距离范围位置。
  • 不留活口 - 动作: 花费 1 恐惧点选择一个近战范围内有三名及以上海盗存在的目标。海盗船长带领海盗们发出威胁要将目标扔进大海。目标必须进行一次风度反应掷骰。失败时,标记 1d4+1 压力点。成功时,目标必须标记 1 压力点
  • 乘胜追击 - 反应: 当海盗船长成功命中玩家角色时,你获得 1 恐惧点

海盗劫掠者

位阶 1 集群(3/生命点)

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

特性

  • 集群 - 被动: 当海盗劫掠者已标记一半或更多的生命点时,其普通攻击改为造成 1d4+1 点物理伤害。
  • 豪侠气概 - 被动: 当海盗劫掠者在近战范围内受到攻击,并标记 2 或更少生命点时,攻击者必须标记 1 压力点

海盗打手

位阶 1 斗士

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

特性

  • 豪侠气概 - 被动: 当海盗打手在近战范围内受到攻击,并标记 2 或更少生命点时,攻击者必须标记 1 压力点
  • 清理甲板 - 动作: 对邻近范围内的一个目标进行一次攻击。成功时,标记 1 压力点并移动到目标的近战范围内,造成 3d4 点物理伤害并将目标击退至近距离范围。

雇佣剑客

位阶 1 杂兵

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

特性

  • 杂兵 - 被动: 当雇佣剑客受到任何伤害时,其即被击败。玩家角色每对雇佣剑客造成 4 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有雇佣剑客。将这些雇佣剑客移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个雇佣剑客造成 3 点伤害。将这些伤害合并计算。

骷髅弓手

位阶 1 远程

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

特性

  • 机会主义者 - 被动: 当两个或更多敌人位于一个生物的邻近范围内时,骷髅弓手对该生物造成的所有伤害翻倍。
  • 致命射击 - 动作: 对远距离范围内一个处于 脆弱 状态的目标进行一次攻击。成功时,标记 1 压力点,造成 3d4+8 点物理伤害。

破土骷髅

位阶 1 杂兵

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

特性

  • 杂兵 - 被动: 当破土骷髅受到任何伤害时,其即被击败。玩家角色每对破土骷髅造成 4 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有破土骷髅。将这些破土骷髅移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个破土骷髅造成 1 点伤害。将这些伤害合并计算。

骷髅骑士

位阶 1 斗士

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

特性

  • 惊怖 - 被动: 当骷髅骑士成功攻击时,所有近距离范围内的玩家角色失去 1 希望点,而你获得 1 恐惧点
  • 斩骨 - 动作: 标记 1 压力点,对邻近范围内的所有目标进行一次攻击。骷髅骑士成功攻击的目标受到 1d8+2 点物理伤害,并且必须标记 1 压力点
  • 掘双墓 - 反应: 当骷髅骑士被击败时,它对邻近范围内的一个目标(优先选择击败它的生物)进行一次攻击。成功时,目标受到 1d4+8 点物理伤害并失去 1d4 希望点

骷髅战士

位阶 1 标准

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

特性

  • 仅剩枯骨 - 被动: 骷髅战士对物理伤害具有抗性。
  • 不会死透 - 反应: 当骷髅战士被击败时,你可以聚焦它并投掷一个 d6 。结果为 6 时,如果战场上还有其他敌人,骷髅战士将重组并移除所有已标记的生命点。

咒剑士

位阶 1 头目

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

特性

  • 奥术锋刃 - 被动: 咒剑士普通攻击造成的伤害同时视为物理和魔法伤害。
  • 压制冲击 - 动作: 标记 1 压力点并选择远距离范围内的一组目标。所有目标必须在敏捷反应掷骰中成功,否则受到 1d8+2 点魔法伤害。每有一个目标因此次攻击标记生命点,你获得 1 恐惧点
  • 协同行动 - 动作: 花费 2 恐惧点聚焦远距离范围内至多 5 个盟友。
  • 乘胜追击 - 反应: 当咒剑士成功命中玩家角色时,你获得 1 恐惧点

鼠群

位阶 1 集群 (10/生命点)

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

特性

  • 集群 - 被动: 当鼠群已标记一半或更多的生命点时,其普通攻击改为造成 1d4+1 点物理伤害。
  • 扑面而来 - 被动: 近战范围内的所有目标在攻击鼠群以外的目标时处于劣势。

木族战士

位阶 1 标准

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

特性

  • 群体战术 - 被动: 如果木族战士进行一次成功的普通攻击,且另一个木族战士在目标的近战范围内,则造成 1d8+5 点物理伤害,而非其普通伤害,并且你获得 1 恐惧点
  • 森林掌控 - 动作: 花费 1 恐惧点来拉倒近距离范围内的一棵树。被树击中的生物必须在敏捷反应掷骰(15)中成功,否则受到 1d10 点物理伤害。
  • 融入环境 - 反应: 当木族战士成功攻击时,你可以标记 1 压力点使其处于 隐藏 状态,直到其下一次攻击,或一名玩家角色在本能掷骰(14)中成功找到他为止。

荆蔓纠结群

位阶 1 集群 (3/生命点)

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

特性

  • 集群 - 被动: 当荆蔓纠结群已标记一半或更多的生命点时,其普通攻击改为造成 1d4+2 点物理伤害。
  • 压碎 - 动作: 标记 1 压力点对拥有 3 个或更多荆棘指示物的一个目标造成 2d6+8 点直接物理伤害。
  • 束缚 - 反应: 当集群攻击成功时,给予目标一个荆棘指示物。如果一个目标拥有任何荆棘指示物,则其处于 束缚 状态。如果一个目标拥有 3 个或更多荆棘标记,则其也处于 脆弱 状态。所有荆棘标记可以通过在灵巧掷骰(12 + 荆棘标记数量)中成功,或对集群造成重度或更高伤害来移除。如果使用灵巧掷骰从一个目标身上移除荆棘标记,则在其近战范围内生成等同于移除标记数量的荆蔓纠结体。

荆蔓纠结体

位阶 1 杂兵

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

特性

  • 杂兵 - 被动: 当荆蔓纠结体受到任何伤害时,其即被击败。玩家角色每对荆蔓纠结体造成 4 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有荆蔓纠结体。将这些荆蔓纠结体移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个荆蔓纠结体造成 2 点物理伤害。将这些伤害合并计算。
  • 吸血增殖 - 反应: 当荆蔓纠结体的攻击导致一个目标标记生命点,且近距离范围内有三个或更多荆蔓纠结体时,你可以将这些杂兵合并成一个荆蔓纠结群。集群的生命点等于合并的杂兵数量。

武器大师

位阶 1 斗士

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

特性

  • 嘲讽打击 - 动作: 对一个目标进行普通攻击。成功时,标记 1 压力点使目标直到下次成功攻击前处于 嘲讽 状态。处于 嘲讽 状态的目标攻击除武器大师以外的目标具有劣势。
  • 肾上腺素爆发 - 动作: 每场景一次,花费 1 恐惧点恢复 2 生命点清除 2 压力点
  • 乘胜追击 - 反应: 当武器大师成功命中玩家角色时,你获得 1 恐惧点。·

幼年树精

位阶 1 头目

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

特性

  • 森林之声 - 动作: 标记 1 压力点聚焦 1d4 个盟友,在不移动的情况下攻击同一个目标。成功时,它们的攻击造成一半伤害。
  • 荆棘牢笼 - 动作: 花费 1 恐惧点在邻近范围内的一个目标周围形成一个牢笼,并使其处于 束缚 状态,直到其通过成功的力量掷骰获得自由。当一个生物对牢笼进行动作掷骰时,其必须标记 1 压力点
  • 乘胜追击 - 反应: 当幼年树精成功命中玩家角色时,你获得 1 恐惧点

蛮力丧尸

位阶 1 斗士

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

特性

  • 迟缓 - 被动: 当你聚焦蛮力丧尸,且其数据块上没有指示物时,它无法立即行动。在它的数据块上放置一个标记,并描述它正在准备做什么。当你聚焦蛮力丧尸,且其数据块上有指示物时,移除指示物,它才可以行动。
  • 撕裂 - 动作: 对蛮力丧尸已处于 束缚 状态的一个目标进行一次具有优势的普通攻击。成功时,攻击造成直接伤害。
  • 撕扯 - 反应: 当蛮力丧尸进行一次成功的普通攻击时,你可以标记 1 压力点,暂时使目标处于 束缚 状态并迫使其标记 2 压力点

拼接尸魔

位阶 1 独狼

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

特性

  • 易毁 - 被动: 当拼接尸魔受到重度或更严重的伤害时,其额外标记 1 生命点
  • 肢体乱舞 - 被动: 当拼接尸魔进行普通攻击时,其可以攻击邻近范围内的所有目标。
  • 再添一员 - 动作: 当拼接尸魔在尸体的邻近范围内时,其可以将尸体融入自身,恢复 1 生命点清除 1 压力点
  • 哀嚎尖啸 - 动作: 标记 1 压力点,使远距离范围内的所有玩家角色进行一次风度反应掷骰(13)。失败的目标失去 1 希望点,且每有一个失败的目标使你获得 1 恐惧点。成功的目标必须标记 1 压力点

腐烂丧尸

位阶 1 杂兵

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

特性

  • 杂兵 - 被动: 当腐烂丧尸受到任何伤害时,其即被击败。玩家角色每对腐烂丧尸造成 3 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有腐烂丧尸。将这些腐烂丧尸移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个腐烂丧尸造成 2 点伤害。将这些伤害合并计算。

蹒跚丧尸

位阶 1 标准

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

特性

  • 难以招架 - 被动: 当蹒跚丧尸在某个生物的近战范围内,且至少有一只其他丧尸在该生物的近距离范围内时,所有以该生物为目标的攻击具有优势。
  • 骇人 - 被动: 目标因蹒跚丧尸的攻击而标记生命点时,也必须标记 1 压力点

位阶 2 敌人(等级 2–4

牛头人破坏者

位阶 2 斗士

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

特性

  • 蓄力 - 被动: 你必须花费 1 恐惧点来聚焦牛头人破坏者。当被聚焦时,其可以对范围内所有目标进行普通攻击。
  • 蛮牛冲撞 - 动作: 标记 1 压力点以冲撞通过近距离范围内的一个群体,并对牛头人破坏者路径上的所有目标进行攻击。牛头人破坏者成功攻击的目标受到 2d6+8 点物理伤害,并被击退至极远范围。如果目标因被击退而撞到固体物体或另一个生物,他们会额外受到 1d6 点伤害(合并伤害)。
  • 角撞 - 动作: 对一个邻近范围内的目标进行攻击,将牛头人破坏者移动到目标的近战范围。成功时,造成 2d8 点直接物理伤害。

战争法师

位阶 2 远程

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

特性

  • 战斗传送 - 被动: 在进行普通攻击之前或之后,你可以标记 1 压力点以传送到远距离范围内的一个位置。
  • 刷新防护球 - 动作: 标记 1 压力点以刷新战争法师的“防护球”反应。
  • 地壳喷发 - 动作: 花费 1 恐惧点并选择远距离范围内的一个点。该点周围的邻近范围区域会喷发,变成不可逾越的地形。该区域内的所有目标必须进行一次敏捷反应掷骰(14)。失败的目标受到 2d10 物理伤害并被抛出该区域。成功的目标受到一半伤害且不会被移动。
  • 奥术炮击 - 动作: 花费 1 恐惧点以释放精确的魔法弹幕。场景中的所有目标必须进行一次敏捷反应掷骰。失败的目标受到 2d12 魔法伤害。成功的目标受到一半伤害。
  • 防护球 - 反应: 当战争法师受到近距离范围内的攻击伤害时,对攻击者造成 2d6 魔法伤害。该反应在法师使用其“刷新防护球”动作刷新前无法再次使用。

冰荒猎人

位阶 2 远程

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

特性

  • 稳固瞄准 - 被动: 标记 1 压力点使冰荒猎人的下一次攻击获得优势。
  • 雪盲陷阱 - 动作: 花费 1 恐惧点以选择近距离范围内的一个群体。所有目标必须成功进行敏捷反应掷骰,否则将被困在陷阱中,处于 脆弱 状态,其在直到成功进行一次力量或灵巧(14)掷骰来逃脱。当被困在此陷阱中的目标进行动作掷骰时,你获得 1 恐惧点
  • 寻找掩护! - 反应: 标记 1 压力点使一次对抗冰荒猎人的攻击获得劣势。如若该攻击仍然命中,则将其受到的伤害程度降低一个等级。

晶辉龙

位阶 2 潜伏

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

特性

  • 极地翼种 - 被动: 在飞行时,晶辉龙可以移动至远距离范围。
  • 反射鳞片 - 被动: 不处于晶辉龙邻近范围内的生物对其攻击具有劣势。
  • 迅捷利爪 - 动作: 标记 1 压力点,选择远距离范围内的一点。晶辉龙移动到该点,并对邻近范围内的一个目标进行一次攻击。成功时,造成 2d10+5 点物理伤害,且目标必须成功进行一次力量反应掷骰,否则被击退至近距离范围。
  • 冰锥倒刺 - 动作: 花费 1 恐惧点,对近距离范围内的一个群体进行一次攻击。闪耀龙攻击成功的目标受到 2d4 点物理伤害,并因倒刺处于 束缚 状态,直到其通过一次成功的灵巧掷骰挣脱。

幼年闪光蜓

位阶 2 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,此敌人可以至多被聚焦 3 次。像往常一样花费恐惧点来聚焦。
  • 非凡精准 - 被动: 在幼年闪光蜓攻击之前,掷一个 d6 。结果为 4 或更高时,目标在对抗此次攻击时闪避值减半。
  • 心灵舞动 - 动作: 标记 1 压力点以创造一个魔法炫目效果,影响附近敌人的心智。近距离范围内的所有目标必须进行一次本能反应掷骰。对于每个失败的目标而言,你获得 1 恐惧点,且幼年闪光蜓得知一项目标所惧怕的事物。
  • 幻觉吐息 - 反应: 倒计时 (循环 1d6 )。 当幼年闪光蜓第一次受到伤害时,启动倒计时。当倒计时触发时,幼年闪光蜓向其正前方远距范围内所有目标吐出幻觉气体。目标必须成功进行一次本能反应掷骰,否则被恐怖的幻觉折磨。若幼年闪光蜓已知目标所惧怕的事物,则该目标掷骰时处于劣势。失败的目标须标记 1 压力点失去 1 希望点

恶堕巨像

位阶 2 独狼

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

特性

  • 终焉显现 - 被动: 在玩家角色进行会影响恶堕巨像的动作掷骰前,必须先进行一次知识反应掷骰。失败时,玩家角色失去 1 希望点。成功时,玩家角色永久不受此特性影响。
  • 虚空之嚎 - 动作: 花费 1 恐惧点释放一次心灵尖啸。近距离范围内的所有目标必须在一次风度反应掷骰中成功,否则受到 3d10 点直接魔法伤害并标记 1 压力点
  • 破心者 - 动作: 进行一次普通攻击。成功时,标记 1 压力点以在伤害掷骰中增加一个 d8 。如果目标因此次攻击标记生命点,其下一次动作掷骰具有劣势。
  • 横扫恐惧 - 反应: 倒计时 (循环 1d4 )。当恶堕巨像第一次看到敌对目标时,激活倒计时。当玩家角色骰出恐惧结果时,倒计时减少。当倒计时触发时,恶堕巨像对近距离范围内最多三个目标进行一次普通攻击。恶堕巨像成功命中的目标失去 1 希望点
  • 拒绝现实 - 反应: 位于恶堕巨像远距离范围内的生物在一次动作掷骰中关键成功时,恶堕巨像清除所有压力点。

邪教门徒

位阶 2 辅助

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

特性

  • 虚弱冲击 - 动作: 花费 1 恐惧点对范围内的一个目标进行普通攻击。成功时,目标必须标记 1 压力点
  • 堕影护幕 - 动作: 标记 1 压力点将近距离范围内的一名盟友包裹在护幕之中,使其处于 保护 状态,直到邪教信徒标记最后一个生命点。处于 保护 状态时,目标对所有伤害具有抗性。
  • 暗影镣铐 - 动作: 花费 1 恐惧点并选择远距离范围内的一个点。该点近距离范围内的所有目标都被烟雾状的链条 束缚 ,直到通过一次成功的力量或本能掷骰来挣脱。因此特性处于 束缚 状态的目标必须花费 1 希望点才能进行动作掷骰。
  • 以惧为薪 - 反应: 每场景两次,当玩家角色骰出恐惧失败时,清除 1 压力点

弓箭手小队

位阶 2 集群 (2/生命点)

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

特性

  • 集群 - 被动: 当弓箭手小队已标记一半或更多的生命点时,其普通攻击改为造成 1d6+3 物理伤害。
  • 集火齐射 - 动作: 花费 1 恐惧点指定远距离范围内的一个点。对该点近距离范围内的所有目标进行一次具有优势的攻击。弓箭手小队成功命中的目标受到 1d10+4 物理伤害。
  • 压制火力 - 动作: 标记 1 压力点指定远距离范围内的一个点。直到下一次恐惧结果的掷骰出现时,在该点近距离范围内移动的生物必须进行一次敏捷反应掷骰。失败时,其受到 2d6+3 物理伤害。成功时,其受到一半伤害。

刺客学徒

位阶 2 杂兵

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

特性

  • 杂兵 - 被动: 当刺客学徒受到任何伤害时,其即被击败。玩家角色每对刺客学徒造成 6 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有刺客学徒。将这些刺客学徒移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个刺客学徒造成 4 点伤害。将这些伤害合并计算。

刺客毒师

位阶 2 潜伏

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

特性

  • 碎牙毒素 - 被动: 被刺客毒师攻击而标记生命点的目标,直到清除生命点前会持续处于 脆弱 状态。
  • 出其不意 - 被动: 如果刺客毒师处于 隐藏 状态,其攻击具有优势。
  • 烟雾弥散 - 动作: 投掷一枚烟雾弹,使近距离范围内充满烟雾,该区域内所有目标处于 目眩 状态。处于 目眩 状态的目标在下一次动作掷骰时具有劣势,然后清除该状态。

刺客大师

位阶 2 头目

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

特性

  • 出其不意 - 被动: 如果刺客大师处于 隐藏 状态,攻击造成直接伤害。
  • 协同打击 - 动作: 标记 1 压力点以聚焦数量等同于刺客大师未标记压力点的其他刺客。
  • 隐秘之刃 - 反应: 当刺客大师成功对一个处于 脆弱 状态的目标进行普通攻击时,你可以花费 1 恐惧点来造成严重伤害,而不是其普通伤害。
  • 乘胜追击 - 反应: 当刺客大师成功命中玩家角色时,你获得 1 恐惧点

战斗匣

位阶 2 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,此敌人可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。
  • 随机战术 - 动作: 标记 1 压力点并掷一个 d6 。 战斗匣使用对应的行动:
  • 魔力光束 Mana Beam 战斗匣射出一道灼热的光束。对远距离范围内的一个目标进行攻击。成功时,造成 2d10+2 魔法伤害。
  • 火焰喷射 Fire Jets 战斗匣飞向空中,旋转并释放火焰喷射流。对近距离范围内的所有目标进行攻击。战斗匣成功命中的目标受到 2d8 物理伤害。
  • 冲撞碾压 Trample。战斗匣在场地中不规则地高速穿梭。对近距离范围内的所有玩家角色进行攻击。战斗匣成功命中目标受到 1d6+5 物理伤害,并在其下一次掷出希望结果前处于 脆弱 状态。
  • 电击气体 Shocking Gas 战斗匣释放出一股带有闪电的银色气体。近距离范围内的所有目标必须进行一次成功的灵巧反应掷骰,否则标记 3 压力点
  • 震荡拍击 Stunning Clap 战斗匣跃起,两侧猛烈碰撞,发出微型音爆。邻近范围内的所有目标必须进行一次成功的力量反应掷骰,否则在战斗匣被击败之前处于 脆弱 状态。
  • 灵能尖啸 Psionic Whine 战斗匣释放出一群机械蜂,其嗡鸣能够扰乱凡人的心智。近距离范围内的所有目标必须进行一次成功的风度反应掷骰,否则受到 2d4+9 直接魔法伤害。
  • 过载 - 反应: 在为战斗匣的攻击掷伤害骰之前,你可以标记 1 压力点以在伤害掷骰中添加一个 d6 。此外,你获得 1 恐惧点
  • 死亡爆裂 - 反应: 当战斗匣标记其最后一个生命点时,驱动它的魔法会因力量爆发而破裂。近距离范围内的所有目标必须进行一次成功的本能反应掷骰,否则受到 2d8+1 魔法伤害。

混沌颅骨

位阶 2 远程

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

特性

  • 悬浮 - 被动: 混沌颅骨悬浮在地面数尺之上,无法处于 束缚 状态。
  • 防护结界 - 被动: 混沌颅骨对魔法伤害具有抗性。
  • 魔法爆发 - 动作: 标记 1 压力点,对近距离范围内的所有目标进行攻击。混沌颅骨成功攻击的目标受到 2d6+4 点魔法伤害。
  • 虹吸魔法 - 动作: 花费 1 恐惧点,对一名邻近范围内具有施法属性的玩家角色进行攻击。成功时,目标标记 1d4 压力点,混沌颅骨清除同等数量的压力点。此外,成功时,混沌颅骨可以立即再次获得聚焦。

应征兵

位阶 2 杂兵

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

特性

  • 杂兵 - 被动: 当应征兵受到任何伤害时,其即被击败。玩家角色每对应征兵造成 6 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有应征兵。将这些应征兵移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个应征兵造成 4 点伤害。将这些伤害合并计算。

交际花

位阶 2 社交

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

特性

  • 灼热凝视 - 反应: 当一个近距离范围内的玩家角色进行风度掷骰时,你可以标记 1 压力点投去一瞥以审视其结果。如果目标失败,其必须标记 2 压力点并处于 脆弱 状态,直到场景结束或其在对抗交际花的社交动作中成功。如果目标成功,其必须标记 1 压力点

邪教爪牙

位阶 2 潜伏

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

特性

  • 暗影之拥 - 被动: 邪教爪牙可以在垂直表面攀爬和行走。标记 1 压力点以从远距离范围内的一处阴影移动到另一处阴影。
  • 孤立无援 - 动作: 标记 1 压力点令近战范围内的一个目标进行一次本能反应掷骰。失败时,目标必须标记 2 压力点,并与邪教爪牙一起传送到远距离范围内的一处阴影中,使其暂时处于 脆弱 状态。成功时,目标必须标记 1 压力点

邪教学徒

位阶 2 杂兵

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

特性

  • 杂兵 - 被动: 当邪教学徒受到任何伤害时,其即被击败。玩家角色每对邪教学徒造成 6 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有邪教学徒。将这些邪教学徒移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个邪教学徒造成 5 点伤害。将这些伤害合并计算。

恶魔猎犬群

位阶 2 集群(1/生命点)

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

特性

  • 集群 - 被动: 当恶魔猎犬群已标记一半或更多的生命点时,其普通攻击改为造成 2d4+1 点物理伤害。
  • 恐惧嚎叫 - 动作: 标记 1 压力点,使邻近范围内的所有目标失去 1 希望点。如果目标无法失去希望点,则改为标记 2 压力点
  • 乘胜追击 - 反应: :当恶魔猎犬群成功命中玩家角色时,你获得 1 恐惧点

电鳗群

位阶 2 集群(2/生命点)

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

特性

  • 集群 - 被动: 当电鳗群已标记一半或更多的生命点时,其普通攻击改为造成 2d4+1 点物理伤害。
  • 麻痹电击 - 动作: 标记 1 压力点,对邻近范围内的所有目标进行一次普通攻击。每有一个标记生命点的目标,你获得 1 恐惧点

精锐士兵

位阶 2 标准

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

特性

  • 增援 - 动作: 标记 1 压力点,移动至一名盟友的近战范围内,并对一个邻近范围内的目标进行一次普通攻击。若成功,造成 2d10+2 点物理伤害,且该盟友可以清除 1 压力点
  • 附庸忠诚 - 反应: 当精锐士兵处于一名将要受到伤害的骑士或其他贵族的邻近范围内,你可以标记 1 压力点,移动其至目标近战范围内,并代替承受伤害。

失败实验体

位阶 2 标准

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

特性

  • 扭曲韧性 - 被动: 失败实验体对物理伤害具有抗性。
  • 镇压 - 被动: 当失败实验体攻击的目标的邻近范围内有其他敌对生物时,失败实验体造成双倍伤害。
  • 踉跄突进 - 动作: 标记 1 压力点以聚焦失败实验体作为额外游戏主持人行动,而非花费恐惧点。

巨人驯兽师

位阶 2 头目

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

特性

  • 一心同体 - 被动: 当巨人驯兽师被聚焦时,你可以同时聚焦一个目前在其控制下的位阶 1 动物敌人。
  • 定身打击 - 动作: 对一个目标进行一次普通攻击。成功时,你可以标记 1 压力点将其压制在附近的平面上。被压制的目标处于 束缚 状态,直到其成功通过一次灵巧或力量掷骰以挣脱。
  • 致命同伴 - 动作: 每场景两次,召唤一只熊、恐狼或类似的位阶 1 动物敌人,处于驯兽师的控制下。该敌人出现在其近距离范围,并立即进行聚焦。

巨人斗士

位阶 2 斗士

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

特性

  • 破阵冲撞 - 动作: 标记 1 压力点,使巨人斗士冲向近距离范围内某个可以合理摧毁的无生命物体(如墙壁、推车或市场摊位),并摧毁它。该物体邻近范围内的所有目标必须成功通过一次敏捷反应掷骰,否则会受到来自物体的残骸碎片造成的 2d4+3 点物理伤害。
  • 血腥报复 - 反应: 当巨人斗士被邻近范围内的一次攻击中标记 2 或更多的生命点时,你可以对攻击者进行一次普通攻击。成功时,巨人斗士造成的物理伤害为 2d6+15 ,而不是其普通伤害。
  • 乘胜追击 - 反应: 当巨人斗士成功命中玩家角色时,你获得 1 恐惧点

巨人新兵

位阶 2 杂兵

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

特性

  • 杂兵 - 被动: 当巨人新兵受到任何伤害时,其即被击败。玩家角色每对巨人新兵造成 7 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有巨人新兵。将这些小巨人新兵移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个巨人新兵造成 5 点伤害。将这些伤害合并计算。

巨鹰

位阶 2 潜伏

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

特性

  • 飞行 - 被动: 飞行时,巨鹰的难度获得 +3 加值。
  • 致命俯冲 - 动作: 标记 1 压力点,攻击一个远距离范围内的目标。成功时,造成 2d10+2 物理伤害,并将目标击倒,使其在下次行动之前处于 脆弱 状态。
  • 起飞 - 动作: 对一个邻近范围内的目标进行一次攻击。成功时,造成 2d4+3 物理伤害,目标必须进行一次成功的敏捷反应掷骰,否则暂时被巨鹰巨大的爪子抓住处于 束缚 状态。如果目标处于 束缚 状态,巨鹰会立即带着目标升空,到达战场上方的极远范围。
  • 致命投掷 - 动作: 飞行时,巨鹰可以投下被其抓住的处于 束缚 状态的目标。被投下时,目标不再处于 束缚 状态,但开始下落。如果在玩家角色的下一次行动中未能阻止其下落,目标落地时受到 2d20 物理伤害。

戈尔贡

位阶 2 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,此敌人可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。
  • 烈日箭 - 被动: 当戈耳贡进行一次成功的普通攻击时,目标处于 发光 状态直到场景结束,且无法处于 隐藏 状态。对处于 * 发光* 状态的目标进行攻击掷骰具有优势。
  • 蛇之王冠 - 动作: 使用戈耳贡的护体毒蛇对一个近战范围内的目标进行一次攻击掷骰。成功时,标记 1 压力点,造成 2d10+4 物理伤害,并且目标必须标记 1 压力点
  • 石化凝视 - 反应: 当戈耳贡因近距离范围内的攻击而受到伤害时,你可以花费 1 恐惧点,迫使攻击者进行一次本能反应掷骰。失败时,其开始石化,标记 1 生命点并开始一个石化倒计时 (4)。这个倒计时在戈耳贡受到攻击时推进。当倒计时触发时,目标必须进行一次死亡行动。如果戈耳贡被击败,所有石化倒计时中止。
  • 乘胜追击 - 反应: 当戈尔贡成功命中玩家角色时,你获得 1 恐惧点

王国骑士

位阶 2 头目

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

特性

  • 骑士之姿 - 被动: 当王国骑士骑乘坐骑时,其难度获得 +2 加值。当其受到严重伤害时,会从坐骑上摔落,并失去此加值,直至下次被聚焦。
  • 重甲护身 - 被动: 当王国骑士受到物理伤害时,减少 3 点伤害。
  • 骑兵冲锋 - 动作: 若王国骑士正在骑乘坐骑,你可以移动至远距离范围,并对一个目标进行一次普通攻击。成功时,造成 2d8+4 物理伤害,且目标必须标记 1 压力点
  • 为了王国! - 动作: 标记 1 压力点,聚焦 1d4+1 个盟友。其在以这种方式被聚焦时进行的攻击造成一半伤害。

蒙面盗贼

位阶 2 潜伏

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

特性

  • 快手 - 动作: 对一个近战范围内的目标进行一次攻击。成功时,造成 1d8+2 物理伤害,且蒙面盗贼从目标的物品栏中偷取一件物品或消耗品。
  • 逃脱计划 - 动作: 标记 1 压力点,揭示蒙面盗贼在战场任意位置设置的一个陷阱。陷阱邻近范围内的所有目标必须进行一次成功的敏捷反应掷骰(13),否则会被拽离地面并倒挂起来。目标会处于 束缚脆弱 状态,直到其进行一次成功的灵巧或力量掷骰(13)以挣脱,结束两种状态。

商业大亨

位阶 2 社交

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

特性

  • 人皆有价 - 动作: 花费 1 恐惧点,向一个目标提出一个伴随风险的交易,承诺给予其渴望或所需之物。如果对玩家角色使用,其必须进行一次风度反应掷骰(17)。失败时,其必须标记 2 压力点或接受交易。
  • 雇佣最好的打手 - 动作: 每场景一次,标记 1 压力点,召唤 1d4+1 个位阶 1 敌人出现在远距离范围内,以执行商业大亨的意志。

命定猎手

位阶 2 头目

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

特性

  • 惊怖 - 被动: 当命定猎手成功攻击时,所有远距离范围内的玩家角色失去 1 希望点,而你获得 1 恐惧点
  • 死亡锁定 - 动作: 花费 1 恐惧点诅咒一个邻近范围内的目标,使其处于 死亡锁定 状态,直到场景结束。命定猎手对处于死亡锁定状态的目标进行的攻击将造成直接伤害。命定猎手一次只能维持一个 死亡锁定
  • 命定之死 - 动作: 标记 1 压力点以聚焦 1d4 个盟友。其在以这种方式被聚焦时进行的攻击造成一半伤害。
  • 践踏 - 反应: 倒计时 (循环 1d6 )。当猎手第一次被聚焦时,激活倒计时。当倒计时触发时,将命定猎手沿直线移动到远距离范围内的某个点,并对路径上的所有目标进行攻击。猎手成功命中的目标受到 2d8+2 点物理伤害。

皇家顾问

位阶 2 社交

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

特性

  • 毁灭性反驳 - 被动: 对皇家顾问进行动作掷骰时,掷骰结果小于 17 的玩家角色必须标记 1 压力点
  • 倾耳密语 - 动作: 标记 1 压力点,用低语影响近战范围内的一名非玩家角色。该目标在某件事上的看法会倾向于皇家顾问的偏好,除非这与目标的动机直接冲突。
  • 替罪羊 - 动作: 花费 1 恐惧点对一群人或某个显赫人物进行游说,让其相信某个个人或团体应对目标面临的某个问题负责。目标将对替罪羊抱有敌意,直到进行一次成功的风度掷骰(17)确信其无辜。

守密人

位阶 2 头目

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

特性

  • 机不可失 - 动作: 花费 2 恐惧点,使 1d4 个盟友获得聚焦。其在以这种方式被聚焦时进行的攻击造成一半伤害。
  • 吾主旨意 - 反应: 当你使一个远距离范围内的盟友获得聚焦时,标记 1 压力点获得 1 恐惧点
  • 召唤仪式 - 反应: 倒计时 (6)。当首次聚焦守密人时,激活此倒计时。当其标记生命点时,推进倒计时,推进数等同于标记的生命点数量。当倒计时触发时,召唤一个小型恶魔,使其出现在邻近范围内。
  • 堕落猎犬 - 反应: 每场景一次,当守密人标记 2 或更多的生命点时,你可以标记 1 压力点以召唤一个恶魔猎犬群,其出现在近距离范围内并立即获得聚焦。

鲨鱼

位阶 2 斗士

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

特性

  • 惊怖 - 被动: 当鲨鱼成功攻击时,所有远距离范围内的玩家角色失去 1 希望点,而你获得 1 恐惧点
  • 撕裂之咬 - 被动: 当鲨鱼成功攻击时,目标必须标记 1 护甲槽,且不获得其效果(其仍然可以使用护甲来减少伤害)。如果其无法标记护甲槽,必须额外标记 1 生命点
  • 嗜血本能 - 反应: 当鲨鱼近距离范围内的一个生物因另一生物的攻击而标记生命点时,你可以标记 1 压力点以立即聚焦鲨鱼,将其移动到目标的近战范围并进行一次普通攻击。

塞壬海妖

位阶 2 潜伏

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

特性

  • 俘获人心 - 被动: 如果塞壬海妖对一个因其歌声而处于 迷醉 状态的目标进行普通攻击,攻击造成 2d10+1 点伤害,而不是普通伤害。
  • 魅惑之歌 - 动作: 花费 1 恐惧点唱出一首影响近距离范围内的所有目标的歌曲。目标必须进行一次成功的本能反应掷骰,否则会处于 迷醉 状态,直到其标记 2 压力点。目标近距离范围内的任一塞壬海妖可以标记 1 压力点,使该反应掷骰的难度增加 +1 。在目标处于 迷醉 状态期间,目标无法行动且处于 脆弱 状态。

幽灵弓箭手

位阶 2 远程

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

特性

  • 幽灵 - 被动: 幽灵弓箭手对物理伤害具有抗性。标记 1 压力点以穿过某个实体移动至近距离范围。
  • 挑选目标 - 动作: 花费 1 恐惧点对一名远距离范围内的、且位于至少两名其他玩家角色邻近范围内的玩家角色进行攻击。成功时,目标受到 2d8+12 点物理伤害。

幽灵队长

位阶 2 头目

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

特性

  • 幽灵 - 被动: 幽灵队长对物理伤害具有抗性。标记 1 压力点以穿过某个实体移动至近距离范围。
  • 无尽之战 - 动作: 花费 2 恐惧点将至多 1d4+1 个已被击败的幽灵盟友以未标记生命点或压力点的状态返回至其首次出现的战场位置。
  • 坚守阵地 - 反应: 当幽灵队长的幽灵盟友被迫进行反应掷骰时,你可以标记 1 压力点以给予这些盟友掷骰结果 +2 的加值。
  • 乘胜追击 - 反应: 当幽灵队长成功命中玩家角色时,你获得 1 恐惧点

幽灵守护者

位阶 2 标准

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

特性

  • 幽灵 - 被动: 幽灵守护者对物理伤害具有抗性。标记 1 压力点以穿过某个实体移动至近距离范围。
  • 墓刃 - 动作: 花费 1 恐惧点对一个邻近范围内的目标进行一次攻击。成功时,造成 2d10+6 点物理伤害,且目标必须标记 1 压力点

间谍

位阶 2 社交

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

特性

  • 收集秘密 - 动作: 花费 1 恐惧点来描述间谍如何得知场景中某位玩家角色的一个秘密。
  • 梁上君子 - 反应: 当某位玩家角色或团队正在讨论敏感话题时,你可以标记 1 压力点来揭示间谍出现在场景中,正在观察他们。如果间谍成功逃离场景并向某人报告其发现,你获得 1d4 恐惧点

石影兽

位阶 2 潜伏

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

特性

  • 石行者 - 被动: 石影兽可以如同穿过空气般轻松地穿过石头和泥土。当身处石头或泥土中时,其处于 隐藏 状态并免疫所有伤害。
  • 岩石伏击 - 动作: 在处于 隐藏 状态时,标记 1 压力点以跃至一个邻近范围内的目标的近战范围内。目标必须进行一次成功的敏捷或本能反应掷骰(15),否则将受到 2d8 点物理伤害并暂时处于 束缚 状态。
  • 雪崩咆哮 - 动作: 在洞穴内时,花费 1 恐惧点进行咆哮并引发塌方。近距离范围内所有目标必须进行一次成功的敏捷反应掷骰(14),否则将受到 2d10 点物理伤害。碎石可以通过进展倒计时(8)清除。
  • 乘胜追击 - 反应: 当石影兽成功命中玩家角色时,你获得 1 恐惧点

宝库守卫典狱长

位阶 2 辅助

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

特性

  • 格挡之盾 - 被动: 宝库守卫典狱长近战范围内的生物对其进行攻击掷骰时具有劣势。被困在宝库守卫典狱长体内的生物免疫此特性。
  • 封锁囚禁 - 动作: 标记 1 压力点对邻近范围内的目标进行一次攻击。成功时,目标会被囚禁在狱卒体内处于 束缚 状态,直到通过一次成功的力量掷骰(18)成功逃脱。处于 束缚 状态的目标只能攻击宝库守卫典狱长。

位阶 3 敌人(等级 5–7

恐尸

位阶 3 斗士

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

特性

  • 悚然一挥 - 动作: 花费 1 恐惧点,迫使邻近范围内的所有目标标记 1 压力点,然后对目标进行攻击。成功命中的目标受到 3d10+1 点物理伤害。
  • 皮开肉绽 - 反应: 当尸鬼受到损伤或更严重的伤害时,你可以标记 1 压力点,迫使邻近范围内的所有目标进行一次风度反应掷骰。失败的目标失去 1 希望点并被击退至近距离范围。

贪婪矿工

位阶 3 集群 (5/生命点)

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

特性

  • 集群 - 被动: 当矿工标记了其生命点的一半或更多时,其普通攻击改为造成 3d6+5 魔法伤害。
  • 见钱眼红 - 动作: 标记 1 压力点,对邻近范围内的所有携带金币的目标进行一次具有优势的普通攻击。

崇拜魔仆

位阶 3 杂兵

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

特性

  • 杂兵 - 被动: 魔仆受到任何伤害时即被击败。玩家角色攻击对魔仆每造成 8 点伤害,则额外击败攻击成功范围内的一名仆从。
  • 集体攻击 - 动作: 花费 1 恐惧点选择一个目标,并聚焦所有在其近距离范围内的崇拜魔仆。这些杂兵移动至目标的近战范围,并进行一次共享的攻击掷骰。成功时,每只魔仆造成 7 点物理伤害。将这些伤害叠加计算。

成年闪光蜓

位阶 3 独狼

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:

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,此敌人可以至多被聚焦 4 次。像往常一样花费恐惧点来聚焦。
  • 从不失手 - 被动: 当成年闪光蜓攻击时,目标在对抗此次攻击时闪避值减半。
  • 致命飞行 - 被动: 飞行时,成年闪光蜓在使用一个动作前可以移动至远距离范围,而非近距离范围。
  • 旋风猛袭 - 动作: 花费 1 恐惧点来旋转,对邻近范围内的所有目标发起攻击。成年闪光蜓成功命中的目标受到 3d8 直接物理伤害。
  • 心灵舞动 - 动作: 标记 1 压力点以创造一个魔法炫目效果,影响附近敌人的心智。近距离范围内的所有目标必须进行一次本能反应掷骰。对于每个失败的目标而言,你获得 1 恐惧点,且成年闪光蜓得知一项目标所惧怕的事物。
  • 幻觉吐息 - 反应: 倒计时 (循环 1d6 )。 当成年闪光蜓第一次受到伤害时,启动倒计时。当倒计时触发时,成年闪光蜓向其正前方远距范围内所有目标吐出幻觉气体。目标必须成功进行一次本能反应掷骰,否则被恐怖的幻觉折磨。若成年闪光蜓已知目标所惧怕的事物,则该目标掷骰时处于劣势。失败的目标须标记 1 压力点失去 1 希望点
  • 奇异反射 - 反应: 当成年闪光蜓在近距离范围内受到攻击伤害时,你可以标记 1 压力点以承受一半的伤害。

贪婪恶魔

位阶 3 辅助

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

特性

  • 金钱开道 - 被动: 对恶魔的攻击会获得劣势,除非除非攻击者花费 1 把金币。该恶魔初始拥有与玩家角色数量相等把数的金币。当一个目标因恶魔的普通攻击而损失生命点时,他可以花费 1 把金币来取代标记生命点(每点生命点 1 把)。此特性中由玩家角色花费的每把金币,都会添加给恶魔。
  • 财额盈满 - 被动: 为恶魔的攻击掷骰添加等同于其拥有金币把数的加值。
  • 钱即时间 - 动作: 花费 3 把金币(或恐惧点)以聚焦 1d4+1 名盟友。

绝望恶魔

位阶 3 潜伏

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

特性

  • 绝望深渊 - 被动: 恶魔对拥有 0 希望点的玩家角色造成双倍伤害。
  • 挣扎无用 - 动作: 花费 1 恐惧点来压制远距离范围内所有玩家角色的灵魂。所有受影响的目标将用 d8 替换其希望骰,直到掷出希望成功或下一次休息。
  • 汝友已败 - 反应: 当一名玩家角色恐惧失败时,你可以标记 1 压力点来使近距离范围内所有其他玩家角色失去 1 希望点
  • 乘胜追击 - 反应: 当恶魔成功命中玩家角色时,你获得 1 恐惧点

傲慢恶魔

位阶 3 头目

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

特性

  • 惊怖 - 被动: 当恶魔成功攻击时,所有远距离范围内的玩家角色失去 1 希望点,而你获得 1 恐惧点
  • 孤注一掷 - 被动: 当远距离范围内一名玩家角色掷骰失败,其可以选择重掷其恐惧骰,并采用新的结果。如果仍然失败,则必须标记 2 压力点且恶魔清除 1 压力点
  • 无匹武艺 - 动作: 标记 1 压力点以对近距离范围内的一个目标造成恶魔的普通攻击伤害。
  • 邪恶之源 - 动作: 花费 1 恐惧点以聚焦远距离范围内两个其他恶魔。
  • 汝等低劣 - 反应: 当恶魔近距离范围内一名玩家角色掷骰失败,其必须标记 1 压力点

嫉妒恶魔

位阶 3 远程

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

特性

  • 无庇心智 - 被动: 恶魔的普通攻击造成直接伤害。
  • 我的回合 - 反应: 当恶魔因一次攻击标记生命点时,花费等同于恶魔标记的生命点的恐惧点,使攻击者也标记相同数值的生命点。
  • 纷争 - 反应: 当近距离范围内一个生物受到来自另一个敌人的伤害时,你可以标记 1 压力点来为伤害掷骰添加一个 d4
  • 汝物归吾 - 反应: 当恶魔邻近范围内的一名玩家角色受到严重伤害时,你可以花费 1 恐惧点来使目标进行一次灵巧反应掷骰。失败时,恶魔将从目标的物品栏中选择夺走一件物品或消耗品。

愤怒恶魔

位阶 3 斗士

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

特性

  • 愤怒不熄 - 被动: 恶魔的攻击造成直接伤害。
  • 战斗欲望 - 动作: 花费 1 恐惧点以使远距离范围内所有玩家角色热血沸腾。受影响角色将使用一枚 d20 作为其恐惧骰,直到场景结束。
  • 报复 - 反应: 当恶魔因来自近距离范围内一次攻击而受到伤害时,你可以标记 1 压力点来对攻击者进行一次普通攻击。
  • 血与灵魂 - 反应: 倒计时(循环 6 )。 当恶魔视野内首次有攻击完成时启动。当玩家角色使用暴力动作时,它就会推进。当它触发时,召唤 1d4 只小型恶魔,出现在近距离范围。

巨型蝙蝠

位阶 3 潜伏

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

特性

  • 飞行 - 被动: 在飞行时,巨型蝙蝠的难度获得 +3 的加值。
  • 尖啸 - 动作: 标记 1 压力点以向巨型蝙蝠前方远距离范围内的所有目标发出高频尖啸。这些目标必须标记 1d4 压力点
  • 守护者 - 反应: 当一个盟友吸血鬼标记生命点时,你可以标记 1 压力点飞行至攻击者的近战范围内并对其进行一次具有优势的攻击。成功时,造成 2d6+2 点物理伤害。

树精

位阶 3 头目

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

特性

  • 荆棘丛 - 动作: 标记 1 压力点以指定远距离范围内的一个点。在目标点近距离范围内创造一片荆棘丛。该区域内的所有目标在其行动时会受到 2d6+2 点物理伤害。目标必须进行一次灵巧掷骰并成功,或者通过攻击对树精造成超过 20 点伤害才能离开该区域。
  • 生长树苗 - 动作: 花费 1 恐惧点以生长三个树人幼苗杂兵,它们出现在近距离范围内并立即获得聚焦。
  • 我们合为一体 - 反应: 当一个盟友在近距离范围内死亡时,其生命力回归了森林,使树精可以花费 1 恐惧点恢复 2 生命点2 压力点。

元素火花

位阶 3 杂兵

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

特性

  • 杂兵 - 被动: 当元素火花受到任何伤害时,其即被击败。玩家角色每对元素火花造成 9 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有元素火花。将这些元素火花移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个元素火花造成 5 点物理伤害。将这些伤害合并计算。

高阶土元素

位阶 3 斗士

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

特性

  • 迟缓 - 被动: 当你聚焦高阶土元素,且其数据块上没有指示物时,它无法立即行动。在它的数据块上放置一个标记,并描述它正在准备做什么。当你聚焦高阶土元素,且其数据块上有指示物时,移除指示物,它才可以行动。
  • 粉碎打击 - 被动: 当高阶土元素成功攻击时,目标必须标记 1 护甲槽,但不能获得其益处(其仍然可以使用护甲来减少伤害)。如果目标无法标记护甲槽,则必须额外标记 1 生命点
  • 不可撼动之物 - 被动: 当一个攻击会使高阶土元素移动时,减少两个范围等级(例如,远距离变为邻近范围)。当高阶土元素受到物理伤害时,将其减少 7 点。
  • 石崩 - 动作: 标记 1 压力点制造一场石崩,用落石覆盖高阶土元素前方近距离范围内的区域。该区域内的所有目标必须进行一次敏捷反应掷骰(19)。失败则受到 2d12+5 点物理伤害,并在下次骰出希望结果之前处于 脆弱 状态。成功则受到一半伤害。
  • 乘胜追击 - 反应: 当高阶土元素成功命中玩家角色时,你获得 1 恐惧点

高阶水元素

位阶 3 辅助

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

特性

  • 水流喷射 - 动作: 标记 1 压力点攻击邻近范围内的一个目标。成功时,造成 2d4+7 点物理伤害,且目标的下一次动作具有劣势。失败时,目标必须标记 1 压力点
  • 溺毙拥抱 - 动作: 花费 1 恐惧点对邻近范围内的所有目标进行攻击。元素生物成功攻击的目标会因为溺水而处于 束缚脆弱 状态。目标可以通过成功的力量或本能掷骰挣脱,以结束这两种状态。
  • 涨潮 - 反应: 当高阶水元素成功进行普通攻击时,你可以标记 1 压力点将目标击退至近距离范围。

巨型绿色软泥怪

位阶 3 潜伏

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

特性

  • 迟缓 - 被动: 当你聚焦巨型绿色软泥怪,且其数据块上没有指示物时,它无法立即行动。在它的数据块上放置一个标记,并描述它正在准备做什么。当你聚焦巨型绿色软泥怪,且其数据块上有指示物时,移除指示物,它才可以行动。
  • 酸性形态 - 被动: 当巨型绿色软泥怪攻击成功时,目标必须标记 1 护甲槽,且不获得其效果(其仍然可以使用护甲来减少伤害)。如果目标无法标记护甲槽,则必须额外标记 1 生命点
  • 吞没 - 动作: 对近战范围内的一个目标进行一次普通攻击。成功时,巨型绿色软泥怪会将其 吞没 ,目标必须标记 2 压力点。处于 吞没 状态期间,目标每次进行动作掷骰时都必须额外标记 1 压力点。当巨型绿色软泥怪受到重伤时,所有处于 吞没 状态的目标都会被解放,且该状态被清除。
  • 分裂 - 反应: 当巨型绿色软泥怪标记了 4 或更多生命点时,你可以花费 1 恐惧点将其分裂成两个绿色软泥怪(没有标记的生命点或压力点),并立即聚焦。

多头蛇

位阶 3 独狼

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

特性

  • 多头威胁 - 被动: 多头蛇开始时有三个头,最多可以拥有五个头。当多头蛇受到重度或更重的伤害时,它会失去一个头。
  • 无情 - 被动: 在每个游戏主持人轮次中,多头蛇可以至多被聚焦 X 次,其中 X 是多头蛇的头数。像往常一样花费恐惧点来聚焦。
  • 再生 - 动作: 如果多头蛇有任何已标记的生命点,花费 1 恐惧点来恢复 1 再生生命点并长出两个头。
  • 恐怖合唱 - 动作: 远距离范围内的所有玩家角色失去 2 希望点点。
  • 魔法弱点 - 反应: 当多头蛇受到魔法伤害时,它会处于 眩晕 状态,直到下一次有玩家角色掷出恐惧结果。处于 眩晕 状态时,它无法使用再生动作,但免疫魔法伤害。

君主

位阶 3 社交

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

特性

  • 处死他们! - 动作: 为每位玩家角色花费 1 恐惧点,使队伍因真实或想象的罪行而被判有罪。玩家角色在风度掷骰中成功可以要求进行比武审判或其他特殊形式的审判。
  • 王冠卫队 - 动作: 每场景一次,标记 1 压力点召唤六个 位阶 3 杂兵,他们出现在近距离范围内执行君主的旨意。
  • 战争借口 - 反应: 长期倒计时(8),在君主对战争的渴望首次显露后,花费 1 恐惧点来激活。当触发时,君主将获得一个足以动员全国参战的正当理由,并掌握付诸行动所需的支持力量。你获得 1d4 恐惧点

雄鹿骑士

位阶 3 标准

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

特性

  • 自上方而来 - 被动: 当骑士自目标上方发起的普通攻击成功时,造成的物理伤害为 3d12+3 ,而非普通伤害。
  • 森林之刃 - 动作: 花费 1 恐惧点,对邻近范围内的所有目标进行攻击。骑士成功攻击的目标将受到等同于 3d4 + 目标的重度伤害阈值的物理伤害。
  • 荆棘护甲 - 反应: 当骑士受到近战范围内攻击的伤害时,你可以标记 1 压力点,对攻击者造成 1d10+5 点物理伤害。

橡木树人

位阶 3 斗士

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

特性

  • 只是一棵树 - 被动: 在橡木树人发动战斗中的首次攻击前,或处于 隐藏 状态后,它与普通树木毫无区别。该伪装效果将持续至其下次行动,或当某位玩家角色成功通过本能掷骰时识破其真身。
  • 种子弹幕 - 动作: 标记 1 压力点,对近距离范围内的最多三个目标进行攻击,用巨大的橡子猛击他们。橡木树人成功攻击的目标将受到 2d10+5 点物理伤害。
  • 扎根 - 动作: 标记 1 压力点,使树人 扎根 在原地。橡木树人处于 扎根 状态期间亦处于 束缚 状态,并且可以在轮到它行动时选择结束此效果而不是移动。处于 扎根 状态期间,树人对物理伤害具有抗性。

树人幼苗

位阶 3 杂兵

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

特性

  • 杂兵 - 被动: 当树人幼苗受到任何伤害时,其即被击败。玩家角色每对树人幼苗造成 6 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标近距离范围内的所有树人幼苗。将这些树人幼苗移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个树人幼苗造成 8 点物理伤害。将这些伤害合并计算。

吸血鬼首领

位阶 3 头目

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

特性

  • 惊怖 - 被动: 当吸血鬼成功攻击时,所有远距离范围内的玩家角色失去 1 希望点,而你获得 1 恐惧点
  • 注视吾眼 - 被动: 进入吸血鬼近战范围的生物必须进行一次本能反应掷骰。失败时,你获得 1d4 恐惧点
  • 吸取随从 - 动作: 当吸血鬼处于一名盟友的近战范围内时,他可以使该盟友标记 1 生命点值。随后吸血鬼恢复 1 生命点
  • 狩猎开始 - 动作: 花费 2 恐惧点以召唤 1d4 只吸血鬼,他们出现在远距离范围且立即获得聚焦。
  • 生命吸取 - 反应: 当吸血鬼被聚焦时,掷骰一个 d8 。如果结果为 6 或更高,所有邻近范围内的目标必须标记 1 生命点

吸血鬼

位阶 3 标准

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

特性

  • 吸血咬噬 - 动作: 对近战范围内的一个目标进行一次攻击。成功时,造成 5d4 近战伤害。因此次攻击标记生命点的目标,失去 1 希望点且必须标记 1 压力点。吸血鬼随后恢复 1 生命点值。
  • 迷雾形态 - 反应: 当吸血鬼受到物理伤害时,你可以花费 1 恐惧点只承受一半伤害。

宝库守卫哨兵

位阶 3 斗士

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

特性

  • 动能猛击 - 被动: 受到宝库守卫哨兵普通攻击伤害的目标会被击退至邻近范围。
  • 围困压制 - 动作: 标记 1 压力点选择一个邻近范围内的目标进行围困。当该目标处于宝库守卫哨兵的邻近范围内时,其攻击掷骰具有劣势。宝库守卫哨兵一次只能围困一个目标。
  • 法力箭 - 动作: 花费 1 恐惧点向远距离范围内的一个点投掷爆炸魔法。该点邻近范围内的所有目标必须进行一次敏捷反应掷骰。失败的目标受到 2d8+20 点魔法伤害并被击退至近距离范围。成功的目标受到一半伤害且不会被击退。
  • 乘胜追击 - 反应: 当宝库守卫哨兵成功命中玩家角色时,你获得 1 恐惧点

宝库守卫炮台

位阶 3 远程

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

特性

  • 慢速射击 - 被动: 当你聚焦宝库守卫炮台且其数据块上没有指示物时,其无法进行普通攻击。在其数据块放置一个指示物,并描述其正在准备做什么。当你聚焦宝库守卫炮台且其数据块上有指示物时,移除指示物,其可以进行攻击。
  • 标记目标 - 动作: 花费 1 恐惧点标记远距离范围内的一个目标,直到宝库守卫炮台被摧毁或被标记的目标处于 隐藏 状态。当目标处于 标记 状态时,其闪避值减半。
  • 集中火力 - 反应: 当另一个敌人对宝库守卫炮台远距离范围内的一个目标造成伤害时,你可以标记 1 压力点将宝库守卫炮台的普通攻击伤害加到伤害掷骰中。
  • 引爆 - 反应: 当宝库守卫炮台被摧毁时,其会爆炸。近距离范围内的所有目标必须进行一次敏捷反应掷骰。失败的目标受到 3d20 点物理伤害。成功的目标受到一半伤害。

青年冰龙

位阶 3 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,青年冰龙可以至多被聚焦 3 次。像往常一样花费恐惧点来聚焦。
  • 撕裂与碾碎 - 被动: 如果受到青年冰龙伤害的目标没有标记护甲槽来减少伤害,其必须标记 1 压力点
  • 扑灭希望 - 被动: 当玩家角色在青年冰龙的远距离范围内骰出恐惧结果时,其失去 1 希望点
  • 暴风雪吐息 - 动作: 花费 2 恐惧点在青年冰龙前方的近距离范围内释放一道寒冰旋风。该区域内的所有目标必须进行一次敏捷反应掷骰。失败的目标受到 4d6+5 点魔法伤害并被冻结处于 束缚 状态,直到其进行一次成功的力量掷骰挣脱为止。成功的目标必须标记 2 压力点或受到一半伤害。
  • 雪崩 - 动作: 花费 1 恐惧点让青年冰龙释放一场巨大的冰雪崩塌,覆盖远距离范围内的所有其他生物。该区域内的所有目标必须进行一次成功的本能反应掷骰,否则将被埋在雪和岩石中,处于 脆弱 状态,直到其清除自身的掩埋物。每有一个玩家角色在该反应掷骰中失败,你获得 1 恐惧点
  • 冰冻鳞片 - 反应: 当一个生物在极近距离范围内对青年冰龙进行一次成功的攻击时,其必须标记 1 压力点并处于 寒冷 状态,直到其下次休息或清除 1 压力点为止。当其处于 寒冷 状态时,其在攻击掷骰中具有劣势。
  • 乘胜追击 - 反应: 当青年冰龙成功命中玩家角色时,你获得 1 恐惧点

位阶 4 敌人(等级 8–10

刃舞小丑

位阶 4 标准

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

特性

  • 与我共舞 - 动作: 对邻近范围内的一个目标进行一次攻击。成功时,目标必须通过一次敏捷反应掷骰,否则将被拉到刃舞小丑的近战范围内,并且当其下次移动时,你获得 1 恐惧点
  • 无声断奏 - 反应: 当刃舞小丑受到伤害时,你可以标记 1 压力点来减少 3d6 点伤害。然后刃舞小丑可以移动到近距离范围内的任意一点。

至高死灵师

位阶 4 头目

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

特性

  • 死骸之舞 - 动作: 标记 1 压力点以聚焦1d4名盟友。以此法被聚焦的盟友的攻击仅会造成一半伤害,你也可以花费 1 恐惧点改为造成全部伤害。
  • 衰朽光束 - 动作: 标记 2 压力点以令远距离范围内的所有目标进行一次力量反应掷骰。失败者受2d20+12点魔法伤害且你获得 1 恐惧点。成功则仅受半额伤害。标记 2 或更多 生命点的生物还必须再 标记 2 压力点,且处于 脆弱 状态,直至骰出希望结果。
  • 开启冥途之门 - 动作: 花费 1 恐惧点以召唤一支丧尸军团,其将在近距离范围内出现且立即获得聚焦。
  • 后会有期,朋友们 - 反应: 当至高死灵师 标记 7或更多 生命点 后,你可以花费 1 恐惧点*以将其传送至某个可以令其休整的安全地点。玩家角色可以进行一次本能掷骰,成功即可追踪到此次传送魔法的目的地。
  • 你命归我 - 反应: 倒计时(循环 2d6 )。当至高死灵师 标记 6或更多 生命点 后,启动倒计时。其在触发时将会对一个近距离范围内的生物造成2d10+6点直接魔法伤害。至高死灵师随后清除一定数量压力点或恢复一定数量的生命点*,数量等于目标因此次攻击而标记的生命点数量。

堕天突击兵

位阶 4 杂兵

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

特性

  • 杂兵 - 被动: 当堕天突击兵受到任何伤害时,其即被击败。玩家角色每对堕天突击兵造成 12 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 毁灭灵光 - 被动: 当一位玩家角色因堕天突击兵的一次攻击而标记生命点时,将失去 1 希望点
  • 群体攻击 - 动作: 花费 1 恐惧点,选择一个目标,并聚焦目标附近近距离范围内的所有堕天突击兵。将这些堕天突击兵移动到目标的近战范围内,并进行一次共享攻击掷骰。成功时,每个堕天突击兵造成 12 点伤害。将这些伤害合并计算。

堕天术士

位阶 4 辅助

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

特性

  • 焚天业火 - 动作: 花费 1 恐惧点释放毁灭万物的业火风暴,对近距离内的所有目标发动一次攻击。堕天术士对被攻击成功的目标造成 2d10+6 点直接魔法伤害。
  • 编织噩梦 - 动作: 标记 1 压力点将远距离范围内的一个生物以其内心深处最害怕的事物形成的幻象所缚。目标在被缚期间处于 束缚脆弱 状态。目标可以通过成功的本能掷骰挣脱,以结束这两种状态。
  • 滑移 - 反应: 当堕天术士因一次攻击而受到伤害时,其可以传送至多至远距离范围。
  • 孽罪枷锁 - 反应: 倒计时(循环 2d6 )。当堕天术士首次被聚焦时,启动倒计时。其在触发时将令远距离范围内的所有目标处于 脆弱 状态且因直面其所经历过最大的愧疚而必须标记 1 压力点。目标可以通过一次成功的风度或力量掷骰来重获自由,但若该尝试失败则会失去 1 希望点

堕天战神:破域者

位阶 4 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,破域者可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。
  • 恨火之铠 - 被动: 破域者受到伤害时将其数值降低 2d10
  • 磨难鞭笞 - 动作: 标记 1 压力点对邻近范围的所有目标发动一次普通攻击。若目标使用护甲降低此次攻击的伤害,则其必须标记 2 护甲槽
  • 怒噬万物 - 反应: 倒计时(下降 8 )。当破域者首次被聚焦时,启动倒计时。其在触发时将创造盛怒具现而成的洪流,搅碎血肉,磨灭骨骸。远距离范围内的每个生物都必须进行一次风度反应掷骰。失败者受到 2d6+10 点直接魔法伤害,成功则伤害减半。目标每因此伤害标记 1 生命点,就会有一个堕天突击兵被召唤现身于其邻近范围内。若倒计时的上限值降至 0 ,则破域者标记其所有剩余的生命点且远距离范围内的所有目标都必须标记其所有剩余的生命点并进行死亡行动。
  • 末日凶兆 - 反应: 当目标因破域者的攻击而标记生命点时,所有位于目标远距离范围内的玩家角色都失去 1 希望点
  • 未尝一败 - 反应: (形态切换 Phase Change),当破域者标记其最后 1 生命点时,将其替换为无败冠军并立即给予其聚焦。

堕天战神:无败冠军

位阶 4 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,无败冠军可以至多被聚焦 3 次。像往常一样花费恐惧点来聚焦。
  • 残破甲胄 - 被动: 无败冠军受到伤害时将其数值降低 1d10
  • 粉碎强袭 - 动作: 标记 1 压力点,对邻近范围内的所有目标发动一次普通攻击。被该攻击击中的玩家角色还会失去与其因此次攻击而标记的生命点的等量希望点。
  • 无尽军团 - 动作: 花费 1 恐惧点在远距离范围内召唤数量等于玩家角色两倍的堕天突击兵。
  • 污邪法环 - 反应: 倒计时(1d8)。当无败冠军首次被聚焦时,启动倒计时。其在触发时会启动一道覆盖至无败冠军的远距离范围的法阵。区域内的目标处于脆弱状态,直至其离开法阵。对无败冠军造成严重伤害即可破除此这一法阵。
  • 乘胜追击 - 反应: 当无败冠军成功命中玩家角色时,你获得 1 恐惧点
  • 末日凶兆 - 反应: 当目标因无败冠军的攻击而标记生命点时,所有位于目标远距离范围内的玩家角色都失去 1 希望点

圣化弓手

位阶 4 远程

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

特性

  • 惩罪者 - 被动: 圣化弓手对被上位神使标记为罪人的目标造成双倍伤害。
  • 至圣箭雨 - 动作: 标记 1 压力点对至多 3 个目标发动一次普通攻击。

圣化士兵

位阶 4 杂兵

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

特性

  • 杂兵 - 被动: 当圣化士兵受到任何伤害时,其即被击败。玩家角色每对圣化士兵造成 13 点伤害,则在攻击能够成功命中的范围内额外击败一个杂兵。
  • 至圣之翼 - 被动: 当圣化士兵飞行时,花费 1 恐惧点即可在执行一项动作前移动至多至远距离范围,而非近距离范围。
  • 群体攻击 - 动作: 花费 1 恐惧点选择一个目标,并聚焦所有在目标近距离范围内的圣化士兵。当这些杂兵移动至目标的近战范围时,进行一次共享的攻击掷骰。若成功,每只圣化士兵造成 10 点物理伤害,将伤害合并计算。

上位神使

位阶 4 头目

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,上位神使可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。
  • 至圣之翼 - 被动: 当上位神使飞行时,花费 1 恐惧点即可在执行一项动作前移动至多至远距离范围,而非近距离范围。
  • 圣裁 - 动作: 花费 1 恐惧点令一个生物在上位神使的神祇眼中处于有罪状态,持续至上位神使被击败。目标在处于有罪状态时,无法因掷出希望结果而获得希望。上位神使的普通攻击会在成功命中处于有罪状态的目标时,造成严重伤害而非原本的伤害。同一时间段内上位神使只能标记一个目标。
  • 神力光束 - 动作: 标记 1 压力点展现些许神力本源,将之化作炽烈的光束射线,令其射向极远范围内至多 20 个目标。目标必须进行一次风度反应掷骰(处于有罪状态时在此掷骰中具有劣势),失败时受到 4d6+12 点魔法伤害,成功则所受伤害减半。
  • 万军齐心 - 动作: 每场景一次,花费 1 恐惧点聚焦远距离范围内所有其余敌人。因此被聚焦者的攻击伤害减半。

克拉肯

位阶 4 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,克拉肯可以至多被聚焦 3 次。像往常一样花费恐惧点来聚焦。
  • 触腕狂舞 - 被动: 若克拉肯标记的生命点数量小于等于 7 ,其在发动普通攻击时即可同时指定两个位于射程内的目标。
  • 拖入深渊 - 动作: 对近距离范围内的一个目标发动一次攻击掷骰。成功时,标记 1 压力点令目标被一条触腕抓住并拖入水下。目标处于束缚与脆弱状态,且在进行一次动作掷骰时必须标记 1 压力点。这些效果会在目标通过一次成功的力量掷骰重获自由、或是当克拉肯受到重度或更严重的伤害时解除。
  • 腾浪喷涌 - 动作: 花费 1 恐惧点向位于一道至多至远距离范围的线上任意数量的目标喷出一条翻腾的巨浪。每个目标都必须成功通过一次敏捷反射掷骰否则受到 4d6+9 物理伤害。若目标想标记 1 护甲槽点以降低该伤害,则其还必须标记 1 压力点
  • 乘胜追击 - 反应: 当克拉肯成功命中玩家角色时,你获得 1 恐惧点

末日神谕者

位阶 4 独狼

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

特性

  • 惊怖 - 被动: 当末日神谕者成功攻击时,所有远距离范围内的玩家角色失去 1 希望点,而你获得 1 恐惧点
  • 巨物威压 - 被动: 位于末日神谕者极远范围内的生物掷骰失败时,必须标记 1 压力点
  • 宣昭宿命 - 动作: 花费 1 恐惧点向远距离范围内的一个目标展现其心中的梦魇。目标必须进行一次知识反应掷骰。失败则失去所有希望点并受到 2d20+4 点直接魔法伤害。成功时受到一半伤害并失去 1 希望点
  • 召唤苦难 - 动作: 每天一次,花费 2 恐惧点召唤 2d4 个位阶 2 或更低的、与某个玩家角色心中的梦魇相关联的杂兵,其将出现在该玩家角色的近距离范围内。
  • 噩兆学识 - 反应: 末日神谕者在看到一个凡人生物时即可知晓其心中的一道梦魇。
  • 宿命轮回 - 反应: 末日神谕者因临近范围内的一次攻击标记生命点时,你可以标记 1 压力点来将攻击者击飞至远距离范围并造成 2d10+4 点物理伤害。

异界憎恶体

位阶 4 斗士

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

特性

  • 混沌形体 - 被动: 当异界憎恶体攻击时,掷骰 2d4 并将其作为该次攻击的调整值。
  • 迷惘之物 - 被动: 当一个目标受到异界憎恶体的伤害时,其必须进行一次本能反应掷骰。若失败,则其下次动作掷骰具有劣势,且你获得 1 恐惧点
  • 实界震荡 - 动作: 花费 1 恐惧点令异界憎恶体远距离范围内的现实边界发出惊怖的嗡鸣。所有位于该区域内的目标都必须成功通过一次知识反应掷骰,否则将处于紊乱状态直至该场景结束。处于紊乱状态的目标在消耗希望点、标记护甲槽、生命点、压力点时,都必须加倍其消耗量或标记量。
  • 虚妄形体 - 反应: 当异界憎恶体受到伤害时,该伤害将减少 1d20 。若异界憎恶体受到一次成功击中它的攻击但只标记了 1 点或更少的生命点,则你获得 1 恐惧点

异界腐曜体

位阶 4 辅助

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

特性

  • 意志摧毁之触 - 被动: 当一名玩家角色因异界腐曜体而受到伤害时,其还会失去 1 希望点
  • 现实残渣洪流 - 动作: 标记 1 压力点将被其吞噬消化过的现实残渣滓喷涌向近距离范围内的所有目标。目标必须成功通过一次知识反应掷骰,否则标记 2 压力点

异界仆从

位阶 4 杂兵

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

特性

  • 杂兵 - 被动: 异界仆从在受到任何伤害时都将立即被击败。玩家角色每对异界仆从造成 13 点伤害,即可在该次攻击的范围内额外再击败一个能够命中的杂兵。
  • 群体攻击 - 动作: 花费 1 恐惧点选择一个目标,并聚焦所有在目标近距离范围内的异界仆从。当这些杂兵移动至目标的近战范围时,进行一次共享的攻击掷骰。若成功,每个异界仆从造成 11 点物理伤害,将伤害合并计算。

火山巨龙:黑曜猎手

位阶 4 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,黑曜猎手可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。
  • 飞行 - 被动: 飞行时,黑曜猎手的难度获得 +3 加值。
  • 黑曜龙鳞 - 被动: 黑曜猎手具有对物理伤害的抗性。
  • 山崩尾扫 - 动作: 标记 1 压力点对近距离范围内的所有目标发动一次攻击。被黑曜猎手成功命中的目标受 4d6+4 物理伤害被击飞至远距离范围并处于脆弱状态,直至其下次掷出希望结果。
  • 俯冲猛袭 - 动作: 若黑曜猎手正在飞行,标记 1 压力点并选择远距离范围内的一点。移动至该点并对邻近范围内的所有目标发动一次攻击。被黑曜猎手成功命中的目标受到 2d10+6 物理伤害,必须标记 1 压力点失去 1 希望点
  • 怒炎爆发 - 反应: 当黑曜猎手标记其最后 1 点生命点时,将其替换为熔炎天灾并立即给予其聚焦。

火山巨龙:熔炎天灾

位阶 4 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,熔岩天灾可以至多被聚焦 3 次。像往常一样花费恐惧点来聚焦。
  • 崩裂龙鳞 - 被动: 当熔炎天灾受到伤害时,掷出等同于其标记生命点数量的 d6 。每掷出一次 4 或更高的结果,你获得 1 恐惧点
  • 粉碎狂袭 - 动作: 标记 1 压力点对邻近范围内的一个目标发动一次攻击。若成功命中,则目标受 4d8+1 物理伤害,失去 1 希望点,且被击飞至近距离范围。熔炎天灾则清除 1 压力点
  • 火山爆发 - 动作: 花费 1 恐惧点令岩浆自熔炎天灾的鳞片之间爆发,使其邻近范围被熔融的岩浆所覆盖。所有位于该区域内的目标都必须成功通过一次敏捷反应掷骰,否则受到 4d6+6 物理伤害且被击飞至近距离范围。岩浆会持续覆盖该区域。每当一个除熔炎天灾外的生物进入该区域或在其中行动时,都必须标记 6 生命点
  • 火山吐息 - 反应: 当熔炎天灾受到重度伤害时,掷 1d10 。若掷出 8 点或更高,则熔炎天灾向面前呼出一道岩浆洪流,直至其远距离范围。所有位于区域内的目标都必须进行一次敏捷反应掷骰。失败者受 2d10+4 物理伤害且标记 1d4 压力点且处于脆弱状态直至清除至少 1 压力点;成功则只受到一半伤害且不标记压力点。
  • 熔岩之血 - 反应: 当熔炎天灾因临近范围内的生物而受到严重伤害时,熔融的炎血将会自伤口中迸出,对攻击者造成 2d10+4 的直接物理伤害。
  • 复仇余烬 - 反应: 当熔炎天灾标记其最后 1 点生命点时,将其替换为火山巨龙:暴君余烬并立即给予其聚焦。

火山巨龙:暴君余烬

位阶 4 独狼

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

特性

  • 无情 - 被动: 在每个游戏主持人轮次中,余烬暴君可以至多被聚焦 4 次。像往常一样花费恐惧点来聚焦。
  • 绝境反扑 - 被动: 标记 1 压力点以无需消耗恐惧点地聚焦余烬暴君。
  • 残翼 - 被动: 飞行时,余烬暴君的难度获得 +1 加值。
  • 尘归尘 - 被动: 当玩家角色在余烬暴君的近战范围内掷出失败结果时,其将失去 1 希望点且你获得 1 恐惧点。如果玩家角色没有希望点可以失去,则其必须标记 1 生命点
  • 绝望残杀 - 动作: 标记 1 压力点以对近距离范围内的所有目标发动一次攻击。被余烬暴君成功命中的目标受 2d20+2 物理伤害,且被击飞至相对于其当前位置的近距离范围,且必须标记 1 压力点
  • 焚灰火云 - 动作: 花费 1 恐惧点猛击地面并掀起烟尘,覆盖远距离范围。位于灰云内的目标进行动作掷骰具有劣势。该灰云会在下一次聚焦敌人时消失。
  • 末日大灾 - 动作: 倒计时(1d12),花费 1 恐惧点以启动。倒计时会在一名玩家掷出恐惧结果时减少 1 。当倒计时触发时,余烬暴君挣扎着引动天灾(例如地震、山崩、城墙倒塌)。所有位于远距离范围内的目标都必须进行一次力量反应掷骰。失败者受 2d10+10 物理伤害且因碎石而处于 束缚 状态,直至其通过一次成功的风度或力量掷骰来重获自由。若暴君余烬在该倒计时启动期间被击败,则该倒计时将作为其焚身自爆立即触发。

完化丧尸

位阶 4 斗士

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

特性

  • 惊怖 - 被动: 当完化僵尸成功攻击时,所有远距离范围内的玩家角色失去 1 希望点,而你获得 1 恐惧点
  • 恐惧威仪 - 被动: 玩家角色无法消耗希望点对完化丧尸使用特性。
  • 完化打击 - 动作: 标记 1 压力点对邻近范围内的所有目标发动一次标准攻击。被僵尸的攻击成功命中的生物处于脆弱状态,直至其下次休息。
  • 精湛借机 - 反应: 当另一名敌人对完化丧尸邻近范围内的目标造成伤害时,你可以花费 1 恐惧点将完化丧尸的基础攻击伤害加入此次伤害中。

丧尸军团

位阶 4 集群(3/生命点)

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

特性

  • 集群 - 被动: 当丧尸军团已标记一半或更多的生命点时,其普通攻击改为造成 2d6+5 点物理伤害。
  • 坚韧 - 被动: 丧尸军团具有对物理伤害的抗性。
  • 无情 - 被动: 在每个游戏主持人轮次中,丧尸军团可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。
  • 数量压制 - 反应: 当丧尸军团因近战范围内的攻击而受轻度伤害时,你可以标记 1 压力点 对攻击者进行一次普通攻击。

ADVERSARIES BY TIER

This section contains the following stat blocks:

TIER 1 (LEVEL 1)

  • Acid Burrower
  • Bear
  • Cave Ogre
  • Construct
  • Courtier
  • Deeproot Defender
  • Dire Wolf
  • Giant Mosquitoes
  • Giant Rat
  • Giant Scorpion
  • Glass Snake
  • Harrier
  • Archer Guard
  • Bladed Guard
  • Head Guard
  • Jagged Knife Bandit
  • Jagged Knife Hexer
  • Jagged Knife Kneebreaker
  • Jagged Knife Lackey
  • Jagged Knife Lieutenant
  • Jagged Knife Shadow
  • Jagged Knife Sniper
  • Merchant
  • Minor Chaos Elemental
  • Minor Fire Elemental
  • Minor Demon
  • Minor Treant
  • Green Ooze
  • Tiny Green Ooze
  • Red Ooze
  • Tiny Red Ooze
  • Petty Noble
  • Pirate Captain
  • Pirate Raiders
  • Pirate Tough
  • Sellsword
  • Skeleton Archer
  • Skeleton Dredge
  • Skeleton Knight
  • Skeleton Warrior
  • Spellblade
  • Swarm of Rats
  • Sylvan Soldier
  • Tangle Bramble Swarm
  • Tangle Bramble
  • Weaponmaster
  • Young Dryad
  • Brawny Zombie
  • Patchwork Zombie Hulk
  • Rotted Zombie
  • Shambling Zombie
  • Zombie Pack

TIER 2 (LEVELS 2–4)

  • Archer Squadron
  • Apprentice Assassin
  • Assassin Poisoner
  • Master Assassin
  • Battle Box
  • Chaos Skull
  • Conscript
  • Courtesan
  • Cult Adept
  • Cult Fang
  • Cult Initiate
  • Demonic Hound Pack
  • Electric Eels
  • Elite Soldier
  • Failed Experiment
  • Giant Beastmaster
  • Giant Brawler
  • Giant Recruit
  • Giant Eagle
  • Gorgon
  • Juvenile Flickerfly
  • Knight of the Realm
  • Masked Thief
  • Merchant Baron
  • Minotaur Wrecker
  • Mortal Hunter
  • Royal Advisor
  • Secret-Keeper
  • Shark
  • Siren
  • Spectral Archer
  • Spectral Captain
  • Spectral Guardian
  • Spy
  • Stonewraith
  • War Wizard

TIER 3 (LEVELS 5–7)

  • Adult Flickerfly
  • Demon of Avarice
  • Demon of Despair
  • Demon of Hubris
  • Demon of Jealousy
  • Demon of Wrath
  • Dire Bat
  • Dryad
  • Elemental Spark
  • Greater Earth Elemental
  • Greater Water Elemental
  • Huge Green Ooze
  • Hydra
  • Monarch
  • Stag Knight
  • Oak Treant
  • Treant Sapling
  • Head Vampire
  • Vampire
  • Vault Guardian Gaoler
  • Vault Guardian Sentinel
  • Vault Guardian Turret
  • Young Ice Dragon

TIER 4 (LEVELS 8–10)

  • Arch-Necromancer
  • Fallen Shock Troop
  • Fallen Sorcerer
  • Fallen Warlord: Realm-Breaker
  • Fallen Warlord: Undefeated Champion
  • Hallowed Archer
  • Hallowed Soldier
  • High Seraph
  • Kraken
  • Oracle of Doom
  • Outer Realms Abomination
  • Outer Realms Corruptor
  • Outer Realms Thrall
  • Volcanic Dragon: Obsidian Predator
  • Volcanic Dragon: Molten Scourge
  • Volcanic Dragon: Ashen Tyrant
  • Perfected Zombie
  • Zombie Legion

TIER 1 ADVERSARIES (LEVEL 1)

ACID BURROWER

Tier Solo

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

FEATURES

Relentless (3) - Passive: The Burrower can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

  • Earth Eruption Action: Mark a Stress to have the Burrower burst out of the ground. All creatures within Very Close range must succeed on an Agility Reaction Roll or be knocked over, making them Vulnerable until they next act.
  • Spit Acid Action: Make an attack against all targets in front of the Burrower within Close range. Targets the Burrower succeeds against take 2d6 physical damage and must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP and you gain a Fear.
  • Acid Bath Reaction: When the Burrower takes Severe damage, all creatures within Close range are bathed in their acidic blood, taking 1d10 physical damage. This splash covers the ground within Very Close range with blood, and all creatures other than the Burrower who move through it take 1d6 physical damage.

BEAR

Tier Bruiser

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

FEATURES

Overwhelming Force - Passive: Targets who mark HP from the Bear's standard attack are knocked back to Very Close range.

Bite - Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 physical damage and the target is Restrained until they break free with a successful Strength Roll.

Momentum - Reaction: When the Bear makes a successful attack against a PC, you gain a Fear.

CAVE OGRE

Tier Solo

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

FEATURES

Ramp Up - Passive: You must spend a Fear to spotlight the Ogre. While spotlighted, they can make their standard attack against all targets within range.

Bone Breaker - Passive: The Ogre's attacks deal direct damage. Hail of Boulders - Action: Mark a Stress to pick up heavy objects and throw them at all targets in front of the Ogre within Far range. Make an attack against these targets. Targets the Ogre succeeds against take 1d10+2 physical damage. If they succeed against more than one target, you gain a Fear.

Rampaging Fury - Reaction: When the Ogre marks 2 or more HP, they can rampage. Move the Ogre to a point within Close range and deal 2d6+3 direct physical damage to all targets in their path.

CONSTRUCT

Tier Solo

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

FEATURES

Relentless (2) - Passive: The Construct can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

  • Weak Structure Passive: When the Construct marks HP from physical damage, they must mark an additional HP.
  • Trample Action: Mark a Stress to make an attack against all targets in the Construct's path when they move. Targets the Construct succeeds against take 1d8 physical damage.
  • Overload Reaction: Before rolling damage for the Construct's attack, you can mark a Stress to gain a +10 bonus to the damage roll. The Construct can then take the spotlight again.
  • Death Quake Reaction: When the Construct marks their last HP, the magic powering them ruptures in an explosion of force. Make an attack with advantage against all targets within Very Close range. Targets the Construct succeeds against take 1d12+2 magic damage.

COURTIER

Tier Social

An ambitious and ostentatiously dressed socialite. Motives & Tactics: Discredit, gain favor, maneuver, scheme

Difficulty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 4 ATK: −4 | Daggers: Melee | 1d4+2 phy

Experience: Socialite +3

FEATURES

Mockery - Action: Mark a Stress to say something mocking and force a target within Close range to make a Presence Reaction Roll (14) to see if they can save face. On a failure, the target must mark 2 Stress and is Vulnerable until the scene ends.

Scapegoat - Action: Spend a Fear and target a PC. The Courtier convinces a crowd or prominent individual that the target is the cause of their current confl ict or misfortune.

DEEPROOT DEFENDER

Tier Bruiser

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

FEATURES

Ground Slam - Action: Slam the ground, knocking all targets within Very Close range back to Far range. Each target knocked back this way must mark a Stress.

Grab and Drag - Action: Make an attack against a target within Close range. On a success, spend a Fear to pull them into Melee range, deal 1d6+2 physical damage, and Restrain them until the Defender takes Severe damage.

DIRE WOLF

Tier Skulk

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

FEATURES

Pack Tactics - Passive: If the Wolf makes a successful standard attack and another Dire Wolf is within Melee range of the target, deal 1d6+5 physical damage instead of their standard damage and you gain a Fear.

Hobbling Strike - Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 direct physical damage and make them Vulnerable until they clear at least 1 HP.

GIANT MOSQUITOES

Tier Horde (/HP)

Dozens of fi st-sized mosquitoes, fl ying together for protection. Motives & Tactics: Fly away, harass, steal blood

Difficulty: 10 | Thresholds: 5/9 | HP: 6 | Stress: 3 ATK: −2 | Proboscis: Melee | 1d8+3 phy

Experience: Camoufl age +2

FEATURES

Horde (1d4+1) - Passive: When the Mosquitoes have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.

Flying - Passive: While fl ying, the Mosquitoes have a +2 bonus to their 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.

GIANT RAT

Tier Minion

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

FEATURES

Minion (3) - Passive: The Rat is defeated when they take any damage. For every 3 damage a PC deals to the Rat, defeat an additional Minion within range the attack would succeed against.

Group Attack - Action: Spend a Fear to choose a target and spotlight all Giant Rats within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.

GIANT SCORPION

Tier Bruiser

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

FEATURES

Double Strike - Action: Mark a Stress to make a standard attack against two targets within Melee range.

Venomous Stinger - Action: Make an attack against a target within Very Close range. On a success, spend a Fear to deal 1d4+4 physical damage and Poison them until their next rest or they succeed on a Knowledge Roll (16). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 4 or lower, they must mark a Stress.

Momentum - Reaction: When the Scorpion makes a successful attack against a PC, you gain a Fear.

GLASS SNAKE

Tier Standard

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

FEATURES

  • Armor-Shredding Shards Passive: On a successful attack within Melee range against the Snake, the attacker 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.
  • Spinning Serpent Action: Mark a Stress to make an attack against all targets within Very Close range. Targets the Snake succeeds against take 1d6+1 physical damage.
  • Spitter Action: Spend a Fear to introduce a d6 Spitter Die. When the Snake is in the spotlight, roll this die. On a result of 5 or higher, all targets in front of the Snake within Far range must succeed on an Agility Reaction Roll or take 1d4 physical damage. The Snake can take the spotlight a second time this GM turn.

HARRIER

Tier Standard

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

FEATURES

  • Maintain Distance Passive: After making a standard attack, the Harrier can move anywhere within Far range.
  • Fall Back Reaction: When a creature moves into Melee range to make an attack, you can mark a Stress before the attack roll to move anywhere within Close range and make an attack against that creature. On a success, deal 1d10+2 physical damage.

ARCHER GUARD

Tier Ranged

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

FEATURES

Hobbling Shot - Action: Make an attack against a target within Far range. On a success, mark a Stress to deal 1d12+3 physical damage. If the target marks HP from this attack, they have disadvantage on Agility Rolls until they clear at least 1 HP.

BLADED GUARD

Tier Standard

An armored guard bearing a sword and shield painted in the settlement's colors.

Motives & Tactics: Arrest, close gates, make it through the day, pin down

Difficulty: 12 | Thresholds: 5/9 | HP: 5 | Stress: 2 ATK: +1 | Longsword: Melee | 1d6+1 phy

Experience: Local Knowledge +3

FEATURES

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.

HEAD GUARD

Tier Leader

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

FEATURES

Rally Guards - Action: Spend 2 Fear to spotlight the Head Guard and up to 2d4 allies within Far range.

On My Signal - Reaction: Countdown (5). When the Head Guard is in the spotlight for the fi rst time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage.

Momentum - Reaction: When the Head Guard makes a successful attack against a PC, you gain a Fear.

JAGGED KNIFE BANDIT

Tier Standard

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

FEATURES

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.

JAGGED KNIFE HEXER

Tier Support

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

FEATURES

  • Curse Action: Choose a target within Far range and temporarily Curse them. While the target is Cursed, you can mark a Stress when that target rolls with Hope to make the roll be with Fear instead.
  • Chaotic Flux Action: Make an attack against up to three targets within Very Close range. Mark a Stress to deal 2d6+3 magic damage to targets the Hexer succeeded against.

JAGGED KNIFE KNEEBREAKER

Tier Bruiser

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

FEATURES

  • I've Got 'Em Passive: Creatures Restrained by the Kneebreaker take double damage from attacks by other adversaries.
  • Hold Them Down Action: Make an attack against a target within Melee range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Kneebreaker takes Major or greater damage.

JAGGED KNIFE LACKEY

Tier Minion

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

FEATURES

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.

JAGGED KNIFE LIEUTENANT

Tier Leader

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

FEATURES

Tactician - Action: When you spotlight the Lieutenant, mark a Stress to also spotlight two allies within Close range.

More Where That Came From - Action: Summon three Jagged Knife Lackeys, who appear at Far range.

Coup de Grace - Action: Spend a Fear to make an attack against a Vulnerable target within Close range. On a success, deal 2d6+12 physical damage and the target must mark a Stress.

Momentum - Reaction: When the Lieutenant makes a successful attack against a PC, you gain a Fear.

JAGGED KNIFE SHADOW

Tier Skulk

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

FEATURES

Backstab - Passive: When the Shadow succeeds on a standard attack that has advantage, they deal 1d6+6 physical damage instead of their standard damage.

Cloaked - Action: Become Hidden until after the Shadow's next attack. Attacks made while Hidden from this feature have advantage.

JAGGED KNIFE SNIPER

Tier Ranged

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

FEATURES

Unseen Strike - Passive: If the Sniper is Hidden when they make a successful standard attack against a target, they deal 1d10+4 physical damage instead of their standard damage.

MERCHANT

Tier Social

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

FEATURES

  • Preferential Treatment Passive: A PC who succeeds on a Presence Roll against the Merchant gains a discount on purchases. A PC who fails on a Presence Roll against the Merchant must pay more and has disadvantage on future Presence Rolls against the Merchant.
  • The Runaround Passive: When a PC rolls a 14 or lower on a Presence Roll made against the Merchant, they must mark a Stress.

MINOR CHAOS ELEMENTAL

Tier Solo

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

FEATURES

  • Arcane Form Passive: The Elemental is resistant to magic damage.
  • Sickening Flux Action: Mark a HP to force all targets within Close range to mark a Stress and become Vulnerable until their next rest or they clear a HP.
  • Remake Reality Action: Spend a Fear to transform the area within Very Close range into a diff erent biome. All targets within this area take 2d6+3 direct magic damage.
  • Magical Refl ection Reaction: When the Elemental takes damage from an attack within Close range, deal an amount of damage to the attacker equal to half the damage they dealt.
  • Momentum Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.

MINOR FIRE ELEMENTAL

Tier Solo

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

FEATURES

  • Relentless (2) Passive: The Elemental can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
  • Scorched Earth Action: Mark a Stress to choose a point within Far range. The ground within Very Close range of that point immediately bursts into fl ames. All creatures within this area must make an Agility Reaction Roll. Targets who fail take 2d8 magic damage from the fl ames. Targets who succeed take half damage.
  • Explosion Action: Spend a Fear to erupt in a fi ery explosion. Make an attack against all targets within Close range. Targets the Elemental succeeds against take 1d8 magic damage and are knocked back to Far range.
  • Consume Kindling Reaction: Three times per scene, when the Elemental moves onto objects that are highly fl ammable, consume them to clear a HP or a Stress.
  • Momentum Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.

MINOR DEMON

Tier Solo

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

  • Relentless (2) Passive: The Demon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
  • All Must Fall Passive: When a PC rolls a failure with Fear while within Close range of the Demon, they lose a Hope.
  • Hellfi re Action: Spend a Fear to rain down hellfi re within Far range. All targets within the area must make an Agility Reaction Roll. Targets who fail take 1d20+3 magic damage. Targets who succeed take half damage.
  • Reaper Reaction: Before rolling damage for the Demon's attack, you can mark a Stress to gain a bonus to the damage roll equal to the Demon's current number of marked HP.
  • Momentum Reaction: When the Demon makes a successful attack against a PC, you gain a Fear.

MINOR TREANT

Tier Minion

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

FEATURES

  • Minion () Passive: The Treant is defeated when they take any damage. For every 5 damage a PC deals to the Treant, defeat an additional Minion within range the attack would succeed against.
  • Group Attack Action: Spend a Fear to choose a target and spotlight all Minor Treants within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.

GREEN OOZE

Tier Skulk

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

FEATURES

  • Slow Passive: When you spotlight the Ooze and they don't have a token on their stat block, they can't act yet. Place a token on their stat block and describe what they're preparing to do. When you spotlight the Ooze and they have a token on their stat block, clear the token and they can act.
  • Acidic Form Passive: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.
  • Envelop Action: Make a standard attack against a target within Melee range. On a success, the Ooze envelops them and the target must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the Ooze takes Severe damage, the target is freed.
  • Split Reaction: When the Ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Green Oozes (with no marked HP or Stress). Immediately spotlight both of them.

TINY GREEN OOZE

Tier Skulk

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

FEATURES

Acidic Form - Passive: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.

RED OOZE

Tier Skulk

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

FEATURES

Creeping Fire - Passive: The Ooze can only move within Very Close range as their normal movement. They light any fl ammable object they touch on fi re.

  • Ignite Action: Make an attack against a target within Very Close range. On a success, the target takes 1d8 magic damage and is Ignited until they're extinguished with a successful Finesse Roll (14). While Ignited, the target takes 1d4 magic damage when they make an action roll.
  • Split Reaction: When the Ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Red Oozes (with no marked HP or Stress). Immediately spotlight both of them.

TINY RED OOZE

Tier Skulk

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

FEATURES

Burning - Reaction: When a creature within Melee range deals damage to the Ooze, they take 1d6 direct magic damage.

PETTY NOBLE

Tier Social

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

  • My Land, My Rules Passive: All social actions made against the Noble on their land have disadvantage.
  • Guards, Seize Them! Action: Once per scene, mark a Stress to summon 1d4 Bladed Guards, who appear at Far range to enforce the Noble's will.
  • Exile Action: Spend a Fear and target a PC. The Noble proclaims that the target and their allies are exiled from the noble's territory. While exiled, the target and their allies have disadvantage during social situations within the Noble's domain.

PIRATE CAPTAIN

Tier Leader

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

FEATURES

Swashbuckler - Passive: When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.

Reinforcements - Action: Once per scene, mark a Stress to summon a Pirate Raiders Horde, which appears at Far range.

No Quarter - Action: Spend a Fear to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks 1d4+1 Stress. On a success, they must mark a Stress.

Momentum - Reaction: When the Captain makes a successful attack against a PC, you gain a Fear.

PIRATE RAIDERS

Tier Horde (/HP)

Seafaring scoundrels moving in a ravaging pack. Motives & Tactics: Gang up, plunder, raid

Difficulty: 12 | Thresholds: 5/11 | HP: 4 | Stress: 3

ATK: +1 | Cutlass: Melee | 1d8+2 phy

Experience: Sailor +3

FEATURES

Horde (1d4+1) - Passive: When the Raiders have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.

Swashbuckler - Passive: When the Raiders mark 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.

PIRATE TOUGH

Tier Bruiser

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

FEATURES

Swashbuckler - Passive: When the Tough marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.

Clear the Decks - Action: Make an attack against a target within Very Close range. On a success, mark a Stress to move into Melee range of the target, dealing 3d4 physical damage and knocking the target back to Close range.

SELLSWORD

Tier Minion

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

FEATURES

Minion (4) - Passive: The Sellsword is defeated when they take any damage. For every 4 damage a PC deals to the Sellsword, defeat an additional Minion within range the attack would succeed against.

Group Attack - Action: Spend a Fear to choose a target and spotlight all Sellswords within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 physical damage each. Combine this damage.

SKELETON ARCHER

Tier Ranged

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

FEATURES

Opportunist - Passive: When two or more adversaries are within Very Close range of a creature, all damage the Archer deals to that creature is doubled.

Deadly Shot - Action: Make an attack against a Vulnerable target within Far range. On a success, mark a Stress to deal 3d4+8 physical damage.

SKELETON DREDGE

Tier Minion

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

  • Minion (4) Passive: The Dredge is defeated when they take any damage. For every 4 damage a PC deals to the Dredge, defeat an additional Minion within range the attack would succeed against.
  • Group Attack Action: Spend a Fear to choose a target and spotlight all Dredges within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.

SKELETON KNIGHT

Tier Bruiser

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

FEATURES

Terrifying - Passive: When the Knight makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.

Cut to the Bone - Action: Mark a Stress to make an attack against all targets within Very Close range. Targets the Knight succeeds against take 1d8+2 physical damage and must mark a Stress.

Dig Two Graves - Reaction: When the Knight is defeated, they make an attack against a target within Very Close range (prioritizing the creature who killed them). On a success, the target takes 1d4+8 physical damage and loses 1d4 Hope.

SKELETON WARRIOR

Tier Standard

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

FEATURES

Only Bones - Passive: The Warrior is resistant to physical damage. Won't Stay Dead - Reaction: When the Warrior is defeated, you can spotlight them and roll a d6. On a result of 6, if there are other adversaries on the battlefi eld, the Warrior re-forms with no marked HP.

SPELLBLADE

Tier Leader

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

FEATURES

Arcane Steel - Passive: Damage dealt by the Spellblade's standard attack is considered both physical and magic.

Suppressing Blast - Action: Mark a Stress and target a group within Far range. All targets must succeed on an Agility Reaction Roll or take 1d8+2 magic damage. You gain a Fear for each target who marked HP from this attack.

Move as a Unit - Action: Spend 2 Fear to spotlight up to fi ve allies within Far range.

Momentum - Reaction: When the Spellblade makes a successful attack against a PC, you gain a Fear.

SWARM OF RATS

Tier Horde (/HP)

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

FEATURES

Horde (1d4+1) - Passive: When the Swarm has marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.

In Your Face - Passive: All targets within Melee range have disadvantage on attacks against targets other than the Swarm.

SYLVAN SOLDIER

Tier Standard

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

FEATURES

Pack Tactics - Passive: If the Soldier makes a standard attack and another Sylvan Soldier is within Melee range of the target, deal 1d8+5 physical damage instead of their standard damage.

Forest Control - Action: Spend a Fear to pull down a tree within Close range. 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.

TANGLE BRAMBLE SWARM

Tier Horde (/HP)

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

  • Horde (1d4+2) Passive: When the Swarm has marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.
  • Crush Action: Mark a Stress to deal 2d6+8 direct physical damage to a target with 3 or more bramble tokens.
  • Encumber Reaction: When the Swarm succeeds on an attack, give the target a bramble token. If a target has any bramble tokens, they are Restrained. If a target has 3 or more bramble tokens, they are also Vulnerable. All bramble tokens can be removed by succeeding on a Finesse Roll (12 + the number of bramble tokens) or dealing Major or greater damage to the Swarm. If bramble tokens are removed from a target using a Finesse Roll, a number of Tangle Bramble Minions spawn within Melee range equal to the number of tokens removed.

TANGLE BRAMBLE

Tier Minion

An animate, blood-drinking tumbleweed. Motives & Tactics: Combine, drain, entangle

Difficulty: 11 | Thresholds: None | HP: 1 | Stress: 1 ATK: −1 | Thorns: Melee | 2 phy

FEATURES

  • Minion (4) Passive: The Bramble is defeated when they take any damage. For every 4 damage a PC deals to the Tangle Bramble, defeat an additional Minion within range the attack would succeed against.
  • Group Attack Action: Spend a Fear to choose a target and spotlight all Tangle Brambles within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.
  • Drain and Multiply Reaction: When an attack from the Bramble causes a target to mark HP and there are three or more Tangle Bramble Minions within Close range, you can combine the Minions into a Tangle Bramble Swarm Horde. The Horde's HP is equal to the number of Minions combined.

WEAPONMASTER

Tier Bruiser

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

FEATURES

  • Goading Strike Action: Make a standard attack against a target. On a success, mark a Stress to Taunt the target until their next successful attack. The next time the Taunted target attacks, they have disadvantage against targets other than the Weaponmaster.
  • Adrenaline Burst Action: Once per scene, spend a Fear to clear 2 HP and 2 Stress.

Momentum - Reaction: When the Weaponmaster makes a successful attack against a PC, you gain a Fear.

YOUNG DRYAD

Tier Leader

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

FEATURES

Voice of the Forest - Action: Mark a Stress to spotlight 1d4 allies within range of a target they can attack without moving. On a success, their attacks deal half damage.

Thorny Cage - Action: Spend a Fear to form a cage around a target within Very Close range and Restrain them until they're freed with a successful Strength Roll. When a creature makes an action roll against the cage, they must mark a Stress.

Momentum - Reaction: When the Dryad makes a successful attack against a PC, you gain a Fear.

BRAWNY ZOMBIE

Tier Bruiser

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

FEATURES

  • Slow Passive: When you spotlight the Zombie and they don't have a token on their stat block, they can't act yet. Place a token on their stat block and describe what they're preparing to do. When you spotlight the Zombie and they have a token on their stat block, clear the token and they can act.
  • Rend Asunder Action: Make a standard attack with advantage against a target the Zombie has Restrained. On a success, the attack deals direct damage.

Rip and Tear - Reaction: When the Zombies makes a successful standard attack, you can mark a Stress to temporarily Restrain the target and force them to mark 2 Stress.

PATCHWORK ZOMBIE HULK

Tier Solo

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

FEATURES

Destructible - Passive: When the Zombie takes Major or greater damage, they mark an additional HP.

Flailing Limbs - Passive: When the Zombie makes a standard attack, they can attack all targets within Very Close range.

Another for the Pile - Action: When the Zombie is within Very Close range of a corpse, they can incorporate it into themselves, clearing a HP and a Stress.

Tormented Screams - Action: Mark a Stress to cause all PCs within Far range to make a Presence Reaction Roll (13). Targets who fail lose a Hope and you gain a Fear for each. Targets who succeed must mark a Stress.

ROTTED ZOMBIE

Tier Minion

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

FEATURES

Minion (3) - Passive: The Zombie is defeated when they take any damage. For every 3 damage a PC deals to the Zombie, defeat an additional Minion within range the attack would succeed against.

Group Attack - Action: Spend a Fear to choose a target and spotlight all Rotted Zombies within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.

SHAMBLING ZOMBIE

Tier Standard

An animated corpse that moves shakily, driven only by hunger. Motives & Tactics: Devour, hungry, mob enemy, shred fl esh

Difficulty: 10 | Thresholds: 4/6 | HP: 4 | Stress: 1 ATK: +0 | Bite: Melee | 1d6+1 phy

FEATURES

Too Many to Handle - Passive: When the Zombie is within Melee range of a creature and at least one other Zombie is within Close range, all attacks against that creature have advantage.

Horrifying - Passive: Targets who mark HP from the Zombie's attacks must also mark a Stress.

TIER 2 ADVERSARIES (LEVELS 2-4)

ARCHER SQUADRON

Tier Horde (/HP)

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

FEATURES

  • Horde (1d+3) Passive: When the Squadron has marked half or more of their HP, their standard attack deals 1d6+3 physical damage instead.
  • Focused Volley Action: Spend a Fear to target a point within Far range. Make an attack with advantage against all targets within Close range of that point. Targets the Squadron succeeds against take 1d10+4 physical damage.
  • Suppressing Fire Action: Mark a Stress to target a point within Far range. Until the next roll with Fear, a creature who moves within Close range of that point must make an Agility Reaction Roll. On a failure, they take 2d6+3 physical damage. On a success, they take half damage.

APPRENTICE ASSASSIN

Tier Minion

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

FEATURES

  • Minion () Passive: The Assassin is defeated when they take any damage. For every 6 damage a PC deals to the Assassin, defeat an additional Minion within range the attack would succeed against.
  • Group Attack Action: Spend a Fear to choose a target and spotlight all Apprentice Assassins within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.

ZOMBIE PACK

Tier Horde (/HP)

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

FEATURES

Horde (1d4+2) - Passive: When the Zombies have marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.

Overwhelm - Reaction: When the Zombies mark HP from an attack within Melee range, you can mark a Stress to make a standard attack against the attacker.

ASSASSIN POISONER

Tier Skulk

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

FEATURES

  • Grindletooth Venom Passive: Targets who mark HP from the Assassin's attacks are Vulnerable until they clear a HP.
  • Out of Nowhere Passive: The Assassin has advantage on attacks if they are Hidden.
  • Fumigation Action: Drop a smoke bomb that fi lls the air within Close range with smoke, Dizzying all targets in this area. Dizzied targets have disadvantage on their next action roll, then clear the condition.

MASTER ASSASSIN

Tier Leader

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

  • Won't See It Coming Passive: The Assassin deals direct damage while they're Hidden.
  • Strike as One Action: Mark a Stress to spotlight a number of other Assassins equal to the Assassin's unmarked Stress.
  • The Subtle Blade Reaction: When the Assassin successfully makes a standard attack against a Vulnerable target, you can spend a Fear to deal Severe damage instead of their standard damage.
  • Momentum Reaction: When the Assassin makes a successful attack against a PC, you gain a Fear.

BATTLE BOX

Tier Solo

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

FEATURES

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:

    1. Mana Beam. The Box fi res a searing beam. Make an attack against a target within Far range. On a success, deal 2d10+2 magic damage.
    1. Fire Jets. The Box shoots into the air, spinning and releasing jets of fl ame. Make an attack against all targets within Close range. Targets the Box succeeds against take 2d8 physical damage.
    1. Trample. The Box rockets around erratically. Make an attack against all PCs within Close range. Targets the Box succeeds against take 1d6+5 physical damage and are Vulnerable until their next roll with Hope.
    1. Shocking Gas. The Box sprays out a silver gas sparking with lightning. All targets within Close range must succeed on a Finesse Reaction Roll or mark 3 Stress.
    1. Stunning Clap. The Box leaps and their sides clap, creating a small sonic boom. All targets within Very Close range must succeed on a Strength Reaction Roll or become Vulnerable until the cube is defeated.
    1. Psionic Whine. The Box releases a cluster of mechanical bees whose buzz rattles mortal minds. All targets within Close range must succeed on a Presence Reaction Roll or take 2d4+9 direct magic damage.
  • Overcharge Reaction: Before rolling damage for the Box's attack, you can mark a Stress to add a d6 to the damage roll. Additionally, you gain a Fear.

Death Quake - Reaction: When the Box marks their last HP, the magic powering them ruptures in an explosion of force. All targets within Close range must succeed on an Instinct Reaction Roll or take 2d8+1 magic damage.

CHAOS SKULL

Tier Ranged

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

FEATURES

  • Levitation Passive: The Skull levitates several feet off the ground and can't be Restrained.
  • Wards Passive: The Skull is resistant to magic damage.
  • Magic Burst Action: Mark a Stress to make an attack against all targets within Close range. Targets the Skull succeeds against take 2d6+4 magic damage.
  • Siphon Magic Action: Spend a Fear to make an attack against a PC with a Spellcast trait within Very Close range. On a success, the target marks 1d4 Stress and the Skull clears that many Stress. Additionally, on a success, the Skull can immediately be spotlighted again.

CONSCRIPT

Tier Minion

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

FEATURES

  • Minion () Passive: The Conscript is defeated when they take any damage. For every 6 damage a PC deals to the Conscript, defeat an additional Minion within range the attack would succeed against.
  • Group Attack Action: Spend a Fear to choose a target and spotlight all Conscripts within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 6 physical damage each. Combine this damage.

COURTESAN

Tier Social

An accomplished manipulator and master of the social arts. Motives & Tactics: Entice, maneuver, secure patrons

Difficulty: 13 | Thresholds: 7/13 | HP: 3 | Stress: 4 ATK: −3 | Dagger: Melee | 1d4+3 phy

Experience: Manipulation +3, Socialite +3

FEATURES

Searing Glance - Reaction: When a PC within Close range makes a Presence Roll, you can mark a Stress to cast a gaze toward the aftermath. On the target's failure, they must mark 2 Stress and are Vulnerable until the scene ends or they succeed on a social action against the Courtesan. On the target's success, they must mark a Stress.

CULT ADEPT

Tier Support

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

  • Enervating Blast Action: Spend a Fear to make a standard attack against a target within range. On a success, the target must mark a Stress.
  • Shroud of the Fallen Action: Mark a Stress to wrap an ally within Close range in a shroud of Protection until the Adept marks their last HP. While Protected, the target has resistance to all damage.
  • Shadow Shackles Action: Spend a Fear and choose a point within Far range. All targets within Close range of that point are Restrained in smoky chains until they break free with a successful Strength or Instinct Roll. A target Restrained by this feature must spend a Hope to make an action roll.
  • Fear Is Fuel Reaction: Twice per scene, when a PC rolls a failure with Fear, clear a Stress.

CULT FANG

Tier Skulk

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

FEATURES

  • Shadow's Embrace Passive: The Fang can climb and walk on vertical surfaces. Mark a Stress to move from one shadow to another within Far range.
  • Pick Off the Straggler Action: Mark a Stress to cause a target within Melee range to make an Instinct Reaction Roll. On a failure, the target must mark 2 Stress and is teleported with the Fang to a shadow within Far range, making them temporarily Vulnerable. On a success, the target must mark a Stress.

CULT INITIATE

Tier Minion

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

FEATURES

  • Minion () Passive: The Initiate is defeated when they take any damage. For every 6 damage a PC deals to the Initiate, defeat an additional Minion within range the attack would succeed against.
  • Group Attack Action: Spend a Fear to choose a target and spotlight all Cult Initiates within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.

DEMONIC HOUND PACK

Tier Horde (/HP)

Unnatural hounds lit from within by hellfi re. Motives & Tactics: Cause fear, consume fl esh, please masters

Difficulty: 15 | Thresholds: 11/23 | HP: 6 | Stress: 3 ATK: +0 | Claws and Fangs: Melee | 2d8+2 phy

Experience: Scent Tracking +3

FEATURES

Horde (2d4+1) - Passive: When the Pack has marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead.

Dreadhowl - Action: Mark a Stress to make all targets within Very Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.

Momentum - Reaction: When the Pack makes a successful attack against a PC, you gain a Fear.

ELECTRIC EELS

Tier Horde (/HP)

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

FEATURES

Horde (2d4+1) - Passive: When the Eels have marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead.

Paralyzing Shock - Action: Mark a Stress to make a standard attack against all targets within Very Close range. You gain a Fear for each target that marks HP.

ELITE SOLDIER

Tier Standard

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

FEATURES

  • Reinforce Action: Mark a Stress to move into Melee range of an ally and make a standard attack against a target within Very Close range. On a success, deal 2d10+2 physical damage and the ally can clear a Stress.
  • Vassal's Loyalty Reaction: When the Soldier is within Very Close range of a knight or other noble who would take damage, you can mark a Stress to move into Melee range of them and take the damage instead.

FAILED EXPERIMENT

Tier Standard

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

  • Warped Fortitude Passive: The Experiment is resistant to physical damage.
  • Overwhelm Passive: When a target the Experiment attacks has other adversaries within Very Close range, the Experiment deals double damage.
  • Lurching Lunge Action: Mark a Stress to spotlight the Experiment as an additional GM move instead of spending Fear.

GIANT BEASTMASTER

Tier Leader

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

FEATURES

Two as One - Passive: When the Beastmaster is spotlighted, you can also spotlight a Tier 1 animal adversary currently under their control.

Pinning Strike - Action: Make a standard attack against a target. On a success, you can mark a Stress to pin them to a nearby surface. The pinned target is Restrained until they break free with a successful Finesse or Strength Roll.

Deadly Companion - Action: Twice per scene, summon a Bear, Dire Wolf, or similar Tier 1 animal adversary under the Beastmaster's control. The adversary appears at Close range and is immediately spotlighted.

GIANT BRAWLER

Tier Bruiser

An especially muscular giant wielding a warhammer larger than a human.

Motives & Tactics: Make a living, overwhelm, slam, topple

Difficulty: 15 | Thresholds: 14/28 | HP: 7 | Stress: 4 ATK: +2 | Warhammer: Very Close | 2d12+3 phy

Experience: Intrusion +2

FEATURES

Battering Ram - Action: Mark a Stress to have the Brawler charge at an inanimate object within Close range they could feasibly smash (such as a wall, cart, or market stand) and destroy it. All targets within Very Close range of the object must succeed on an Agility Reaction Roll or take 2d4+3 physical damage from the shrapnel.

Bloody Reprisal - Reaction: When the Brawler marks 2 or more HP from an attack within Very Close range, you can make a standard attack against the attacker. On a success, the Brawler deals 2d6+15 physical damage instead of their standard damage.

Momentum - Reaction: When the Brawler makes a successful attack against a PC, you gain a Fear.

GIANT RECRUIT

Tier Minion

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

FEATURES

Minion () - Passive: The Recruit is defeated when they take any damage. For every 7 damage a PC deals to the Recruit, defeat an additional Minion within range the attack would succeed against.

Group Attack - Action: Spend a Fear to choose a target and spotlight all Giant Recruits within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.

GIANT EAGLE

Tier Skulk

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

FEATURES

Flight - Passive: While fl ying, the Eagle gains a +3 bonus to their Difficulty.

  • Deadly Dive Action: Mark a Stress to attack a target within Far range. On a success, deal 2d10+2 physical damage and knock the target over, making them Vulnerable until they next act.
  • Take Off Action: Make an attack against a target within Very Close range. On a success, deal 2d4+3 physical damage and the target must succeed on an Agility Reaction Roll or become temporarily Restrained within the Eagle's massive talons. If the target is Restrained, the Eagle immediately lifts into the air to Very Far range above the battlefi eld while holding them.
  • Deadly Drop Action: While fl ying, the Eagle can drop a Restrained target they are holding. When dropped, the target is no longer Restrained but starts falling. If their fall isn't prevented during the PCs' next action, the target takes 2d20 physical damage when they land.

GORGON

Tier Solo

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

FEATURES

Relentless (2) - Passive: The Gorgon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

  • Sunsear Arrows Passive: When the Gorgon makes a successful standard attack, the target Glows until the end of the scene and can't become Hidden. Attack rolls made against a Glowing target have advantage.
  • Crown of Serpents Action: Make an attack roll against a target within Melee range using the Gorgon's protective snakes. On a success, mark a Stress to deal 2d10+4 physical damage and the target must mark a Stress.
  • Petrifying Gaze Reaction: When the Gorgon takes damage from an attack within Close range, you can spend a Fear to force the attacker to make an Instinct Reaction Roll. On a failure, they begin to turn to stone, marking a HP and starting a Petrifi cation Countdown (4). This countdown ticks down when the Gorgon is attacked. When it triggers, the target must make a death move. If the Gorgon is defeated, all petrifi cation countdowns end.

Momentum - Reaction: When the Gorgon makes a successful attack against a PC, you gain a Fear.

JUVENILE FLICKERFLY

Tier Solo

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

FEATURES

  • Relentless (3) Passive: The Flickerfl y can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
  • Peerless Accuracy Passive: Before the Flickerfl y makes an attack, roll a d6. On a result of 4 or higher, the target's Evasion is halved against this attack.
  • Mind Dance Action: Mark a Stress to create a magically dazzling display that grapples the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfl y learns one of the target's fears.
  • Hallucinatory Breath Reaction: Countdown (Loop 1d6). When the Flickerfl y takes damage for the fi rst time, activate the countdown. When it triggers, the Flickerfl y breathes hallucinatory gas on all targets in front of them up to Far range. Targets must succeed on an Instinct Reaction Roll or be tormented by fearful hallucinations. Targets whose fears are known to the Flickerfl y have disadvantage on this roll. Targets who fail must mark a Stress and lose a Hope.

KNIGHT OF THE REALM

Tier Leader

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

FEATURES

  • Chevalier Passive: While the Knight is on a mount, they gain a +2 bonus to their Difficulty. When they take Severe damage, they're knocked from their mount and lose this benefi t until they're next spotlighted.
  • Heavily Armored Passive: When the Knight takes physical damage, reduce it by 3.
  • Cavalry Charge Action: If the Knight is mounted, move up to Far range and make a standard attack against a target. On a success, deal 2d8+4 physical damage and the target must mark a Stress.
  • For the Realm! Action: Mark a Stress to spotlight 1d4+1 allies. Attacks they make while spotlighted in this way deal half damage.

MASKED THIEF

Tier Skulk

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

FEATURES

  • Quick Hands Action: Make an attack against a target within Melee range. On a success, deal 1d8+2 physical damage and the Thief steals one item or consumable from the target's inventory.
  • Escape Plan Action: Mark a Stress to reveal a snare trap set anywhere on the battlefi eld by the Thief. All targets within Very Close range of the trap must succeed on an Agility Reaction Roll (13) or be pulled off their feet and suspended upside down. A target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Finesse or Strength Roll (13).

MERCHANT BARON

Tier Social

An accomplished merchant with a large operation under their command.

Motives & Tactics: Abuse power, gather resources, mobilize minions

Difficulty: 15 | Thresholds: 9/19 | HP: 5 | Stress: 3 ATK: −2 | Rapier: Melee | 1d6+2 phy

Experience: Nobility +2, Trade +2

  • Everyone Has a Price Action: Spend a Fear to off er a target a dangerous bargain for something they want or need. If used on a PC, they must make a Presence Reaction Roll (17). On a failure, they must mark 2 Stress or take the deal.
  • The Best Muscle Money Can Buy Action: Once per scene, mark a Stress to summon 1d4+1 Tier 1 adversaries, who appear at Far range, to enforce the Baron's will.

MINOTAUR WRECKER

Tier Bruiser

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

FEATURES

Ramp Up - Passive: You must spend a Fear to spotlight the Minotaur. While spotlighted, they can make their standard attack against all targets within range.

Charging Bull - Action: Mark a Stress to charge through a group within Close range and make an attack against all targets in the Minotaur's path. Targets the Minotaur succeeds against take 2d6+8 physical damage and are knocked back to Very Far range. If a target is knocked into a solid object or another creature, they take an extra 1d6 damage (combine the damage).

Gore - Action: Make an attack against a target within Very Close range, moving the Minotaur into Melee range of them. On a success, deal 2d8 direct physical damage.

MORTAL HUNTER

Tier Leader

An undead fi gure wearing a heavy leather coat, with searching eyes and a casually cruel demeanor.

Motives & Tactics: Devour, hunt, track

Difficulty: 16 | Thresholds: 15/27 | HP: 6 | Stress: 4

ATK: +5 | Tear at Flesh: Very Close | 2d12+1 phy

Experience: Bloodhound +3

FEATURES

Terrifying - Passive: When the Hunter makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Deathlock - Action: Spend a Fear to curse a target within Very Close range with a necrotic Deathlock until the end of the scene. Attacks made by the Hunter against a Deathlocked target deal direct damage. The Hunter can only maintain one Deathlock at a time.

Inevitable Death - Action: Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage.

Rampage - Reaction: Countdown (Loop 1d6). When the Hunter is in the spotlight for the fi rst time, activate the countdown. When it triggers, move the Hunter in a straight line to a point within Far range and make an attack against all targets in their path. Targets the Hunter succeeds against take 2d8+2 physical damage.

ROYAL ADVISOR

Tier Social

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

FEATURES

Devastating Retort - Passive: A PC who rolls less than 17 on an action roll targeting the Advisor must mark a Stress.

Bend Ears - Action: Mark a Stress to infl uence an NPC within Melee range with whispered words. That target's opinion on one matter shifts toward the Advisor's preference unless it is in direct opposition to the target's motives.

Scapegoat - Action: Spend a Fear to convince a crowd or notable individual that one person or group is responsible for some problem facing the target. The target becomes hostile to the scapegoat until convinced of their innocence with a successful Presence Roll (17).

SECRET-KEEPER

Tier Leader

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

FEATURES

Seize Your Moment - Action: Spend 2 Fear to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage.

Our Master's Will - Reaction: When you spotlight an ally within Far range, mark a Stress to gain a Fear.

Summoning Ritual - Reaction: Countdown (6). When the Secret-Keeper is in the spotlight for the fi rst time, activate the countdown. When they mark HP, tick down this countdown by the number of HP marked. When it triggers, summon a Minor Demon who appears at Close range.

Fallen Hounds - Reaction: Once per scene, when the Secret-Keeper marks 2 or more HP, you can mark a Stress to summon a Demonic Hound Pack, which appears at Close range and is immediately spotlighted.

SHARK

Tier Bruiser

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

FEATURES

Terrifying - Passive: When the Shark makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Rending Bite - Passive: When the Shark makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.

Blood in the Water - Reaction: When a creature within Close range of the Shark marks HP from another creature's attack, you can mark a Stress to immediately spotlight the Shark, moving them into Melee range of the target and making a standard attack.

SIREN

Tier Skulk

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

FEATURES

Captive Audience - Passive: If the Siren makes a standard attack against a target Entranced by their song, the attack deals 2d10+1 damage instead of their standard damage.

Enchanting Song - Action: Spend a Fear to sing a song that aff ects all targets within Close range. Targets must succeed on an Instinct Reaction Roll or become Entranced until they mark 2 Stress. Other Sirens within Close range of the target can mark a Stress to each add a +1 bonus to the Difficulty of the reaction roll. While Entranced, a target can't act and is Vulnerable.

SPECTRAL ARCHER

Tier Ranged

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

FEATURES

Ghost - Passive: The Archer has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.

Pick Your Target - Action: Spend a Fear to make an attack within Far range against a PC who is within Very Close range of at least two other PCs. On a success, the target takes 2d8+12 physical damage.

SPECTRAL CAPTAIN

Tier Leader

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

FEATURES

Ghost - Passive: The Captain has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.

  • Unending Battle Action: Spend 2 Fear to return up to 1d4+1 defeated Spectral allies to the battle at the points where they fi rst appeared (with no marked HP or Stress).
  • Hold Fast Reaction: When the Captain's Spectral allies are forced to make a reaction roll, you can mark a Stress to give those allies a +2 bonus to the roll.

Momentum - Reaction: When the Captain makes a successful attack against a PC, you gain a Fear.

SPECTRAL GUARDIAN

Tier Standard

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

FEATURES

Ghost - Passive: The Guardian has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.

Grave Blade - Action: Spend a Fear to make an attack against a target within Very Close range. On a success, deal 2d10+6 physical damage and the target must mark a Stress.

SPY

Tier Social

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

FEATURES

Gathering Secrets - Action: Spend a Fear to describe how the Spy knows a secret about a PC in the scene.

Fly on the Wall - Reaction: When a PC or group is discussing something sensitive, you can mark a Stress to reveal that the Spy is present in the scene, observing them. If the Spy escapes the scene to report their fi ndings, you gain 1d4 Fear.

STONEWRAITH

Tier Skulk

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

FEATURES

  • Stonestrider Passive: The Stonewraith can move through stone and earth as easily as air. While within stone or earth, they are Hidden and immune to all damage.
  • Rocky Ambush Action: While Hidden, mark a Stress to leap into Melee range with a target within Very Close range. The target must succeed on an Agility or Instinct Reaction Roll (15) or take 2d8 physical damage and become temporarily Restrained.
  • Avalanche Roar Action: Spend a Fear to roar while within a cave and cause a cave-in. All targets within Close range must succeed on an Agility Reaction Roll (14) or take 2d10 physical damage. The rubble can be cleared with a Progress Countdown (8).
  • Momentum Reaction: When the Stonewraith makes a successful attack against a PC, you gain a Fear.

WAR WIZARD

Tier Ranged

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

FEATURES

Battle Teleport - Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.

  • Refresh Warding Sphere Action: Mark a Stress to refresh the Wizard's "Warding Sphere" reaction.
  • Eruption Action: Spend a Fear and choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take 2d10 physical damage and are thrown out of the area. Targets who succeed take half damage and aren't moved.
  • Arcane Artillery Action: Spend a Fear to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 2d12 magic damage. Targets who succeed take half damage.
  • Warding Sphere Reaction: When the Wizard takes damage from an attack within Close range, deal 2d6 magic damage to the attacker. This reaction can't be used again until the Wizard refreshes it with their "Refresh Warding Sphere" action.

TIER 3 ADVERSARIES (LEVELS 5-7)

ADULT FLICKERFLY

Tier Solo

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

FEATURES

  • Relentless (4) Passive: The Flickerfl y can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.
  • Never Misses Passive: When the Flickerfl y makes an attack, the target's Evasion is halved against the attack.
  • Deadly Flight Passive: While fl ying, the Flickerfl y can move up to Far range instead of Close range before taking an action.
  • Whirlwind Action: Spend a Fear to whirl, making an attack against all targets within Very Close range. Targets the Flickerfl y succeeds against take 3d8 direct physical damage.
  • Mind Dance Action: Mark a Stress to create a magically dazzling display that grapples the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfl y learns one of the target's fears.
  • Hallucinatory Breath Action: Countdown (Loop 1d6). When the Flickerfl y takes damage for the fi rst time, activate the countdown. When it triggers, the Flickerfl y breathes hallucinatory gas on all targets in front of them up to Far range. Targets must make an Instinct Reaction Roll or be tormented by fearful hallucinations. Targets whose fears are known to the Flickerfl y have disadvantage on this roll. Targets who fail lose 2 Hope and take 3d8+3 direct magic damage.
  • Uncanny Refl exes Reaction: When the Flickerfl y takes damage from an attack within Close range, you can mark a Stress to take half damage.

DEMON OF AVARICE

Tier Support

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

  • Money Talks Passive: Attacks against the Demon are made with disadvantage unless the attacker spends a handful of gold. This Demon starts with a number of handfuls equal to the number of PCs. When a target marks HP from the Demon's standard attack, they can spend a handful of gold instead of marking HP (1 handful per HP). Add a handful of gold to the Demon for each handful of gold spent by PCs on this feature.
  • Numbers Must Go Up Passive: Add a bonus to the Demon's attack rolls equal to the number of handfuls of gold they have.
  • Money Is Time Action: Spend 3 handfuls of gold (or a Fear) to spotlight 1d4+1 allies.

DEMON OF DESPAIR

Tier Skulk

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

FEATURES

Depths of Despair - Passive: The Demon deals double damage to PCs with 0 Hope.

  • Your Struggle Is Pointless Action: Spend a Fear to weigh down the spirits of all PCs within Far range. All targets aff ected replace their Hope Die with a d8 until they roll a success with Hope or their next rest.
  • Your Friends Will Fail You Reaction: When a PC fails with Fear, you can mark a Stress to cause all other PCs within Close range to lose a Hope.
  • Momentum Reaction: When the Demon makes a successful attack against a PC, you gain a Fear.

DEMON OF HUBRIS

Tier Leader

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

FEATURES

Terrifying - Passive: When the Demon makes a successful attack, all PCs within Far range must lose a Hope and you gain a Fear.

Double or Nothing - Passive: When a PC within Far range fails a roll, they can choose to reroll their Fear Die and take the new result. If they still fail, they mark 2 Stress and the Demon clears a Stress.

Unparalleled Skill - Action: Mark a Stress to deal the Demon's standard attack damage to a target within Close range.

The Root of Villainy - Action: Spend a Fear to spotlight two other Demons within Far range.

You Pale in Comparison - Reaction: When a PC fails a roll within Close range of the Demon, they must mark a Stress.

DEMON OF JEALOUSY

Tier Ranged

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

FEATURES

Unprotected Mind - Passive: The Demon's standard attack deals direct damage.

  • My Turn Reaction: When the Demon marks HP from an attack, spend a number of Fear equal to the HP marked by the Demon to cause the attacker to mark the same number of HP.
  • Rivalry Reaction: When a creature within Close range takes damage from a diff erent adversary, you can mark a Stress to add a d4 to the damage roll.
  • What's Yours Is Mine Reaction: When a PC takes Severe damage within Very Close range of the Demon, you can spend a Fear to cause the target to make a Finesse Reaction Roll. On a failure, the Demon seizes one item or consumable of their choice from the target's inventory.

DEMON OF WRATH

Tier Bruiser

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

FEATURES

Anger Unrelenting - Passive: The Demon's attacks deal direct damage.

  • Battle Lust Action: Spend a Fear to boil the blood of all PCs within Far range. They use a d20 as their Fear Die until the end of the scene.
  • Retaliation Reaction: When the Demon takes damage from an attack within Close range, you can mark a Stress to make a standard attack against the attacker.
  • Blood and Souls Reaction: Countdown (Loop 6). Activate the fi rst time an attack is made within sight of the Demon. It ticks down when a PC takes a violent action. When it triggers, summon 1d4 Minor Demons, who appear at Close range.

DIRE BAT

Tier Skulk

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

FEATURES

Flying - Passive: While fl ying, the Bat gains a +3 bonus to their Difficulty.

  • Screech Action: Mark a Stress to send a high-pitch screech out toward all targets in front of the Bat within Far range. Those targets must mark 1d4 Stress.
  • Guardian Reaction: When an allied Vampire marks HP, you can mark a Stress to fl y into Melee range of the attacker and make an attack with advantage against them. On a success, deal 2d6+2 physical damage.

DRYAD

Tier Leader

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

FEATURES

  • Bramble Patch Action: Mark a Stress to target a point within Far range. Create a patch of thorns that covers an area within Close range of that point. All targets within that area take 2d6+2 physical damage when they act. A target must succeed on a Finesse Roll or deal more than 20 damage to the Dryad with an attack to leave the area.
  • Grow Saplings Action: Spend a Fear to grow three Treant Sapling Minions, who appear at Close range and immediately take the spotlight.

We Are All One - Reaction: When an ally dies within Close range, you can spend a Fear to clear 2 HP and 2 Stress as the fallen ally's life force is returned to the forest.

ELEMENTAL SPARK

Tier Minion

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

FEATURES

  • Minion () Passive: The Elemental is defeated when they take any damage. For every 9 damage a PC deals to the Elemental, defeat an additional Minion within range the attack would succeed against.
  • Group Attack Action: Spend a Fear to choose a target and spotlight all Elemental Sparks within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.

GREATER EARTH ELEMENTAL

Tier Bruiser

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

FEATURES

  • Slow Passive: When you spotlight the Elemental and they don't have a token on their stat block, they can't act yet. Place a token on their stat block and describe what they're preparing to do. When you spotlight the Elemental and they have a token on their stat block, clear the token and they can act.
  • Crushing Blows Passive: When the Elemental makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.
  • Immovable Object Passive: An attack that would move the Elemental moves them two fewer ranges (for example, Far becomes Very Close). When the Elemental takes physical damage, reduce it by 7.
  • Rockslide Action: Mark a Stress to create a rockslide that buries the land in front of Elemental within Close range with rockfall. All targets in this area must make an Agility Reaction Roll (19). Targets who fail take 2d12+5 physical damage and become Vulnerable until their next roll with Hope. Targets who succeed take half damage.
  • Momentum Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.

GREATER WATER ELEMENTAL

Tier Support

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

  • Water Jet Action: Mark a Stress to attack a target within Very Close range. On a success, deal 2d4+7 physical damage and the target's next action has disadvantage. On a failure, the target must mark a Stress.
  • Drowning Embrace Action: Spend a Fear to make an attack against all targets within Very Close range. Targets the Elemental succeeds against become Restrained and Vulnerable as they begin drowning. A target can break free, ending both conditions, with a successful Strength or Instinct Roll.
  • High Tide Reaction: When the Elemental makes a successful standard attack, you can mark a Stress to knock the target back to Close range.

HUGE GREEN OOZE

Tier Skulk

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

FEATURES

  • Slow Passive: When you spotlight the Ooze and they don't have a token on their stat block, they can't act yet. Place a token on their stat block and describe what they're preparing to do. When you spotlight the Ooze and they have a token on their stat block, clear the token and they can act.
  • Acidic Form Passive: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP.
  • Envelop Action: Make an attack against a target within Melee range. On a success, the Ooze Envelops them and the target must mark 2 Stress. While Enveloped, the target must mark an additional Stress every time they make an action roll. When the Ooze takes Severe damage, all Enveloped targets are freed and the condition is cleared.
  • Split Reaction: When the Ooze has 4 or more HP marked, you can spend a Fear to split them into two Green Oozes (with no marked HP or Stress). Immediately spotlight both of them.

HYDRA

Tier Solo

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

FEATURES

  • Many-Headed Menace Passive: The Hydra begins with three heads and can have up to fi ve. When the Hydra takes Major or greater damage, they lose a head.
  • Relentless (X) Passive: The Hydra can be spotlighted X times per GM turn, where X is the Hydra's number of heads. Spend Fear as usual to spotlight them.
  • Regeneration Action: If the Hydra has any marked HP, spend a Fear to clear a HP and grow two heads.
  • Terrifying Chorus Action: All PCs within Far range lose 2 Hope.
  • Magical Weakness Reaction: When the Hydra takes magic damage, they become Dazed until the next roll with Fear. While Dazed, they can't use their Regeneration action but are immune to magic damage.

MONARCH

Tier Social

The sovereign ruler of a nation, wreathed in the privilege of tradition and wielding unmatched power in their domain.

Motives & Tactics: Control vassals, destroy rivals, forge a legacy

Difficulty: 16 | Thresholds: 16/32 | HP: 6 | Stress: 5 ATK: +0 | Warhammer: Melee | 3d6+3 phy

Experience: History +3, Nobility +3

FEATURES

  • Execute Them! Action: Spend a Fear per PC in the party to have the group condemned for crimes real or imagined. A PC who succeeds on a Presence Roll can demand trial by combat or another special form of trial.
  • Crownsguard Action: Once per scene, mark a Stress to summon six Tier 3 Minions, who appear at Close range to enforce the Monarch's will.
  • Casus Belli Reaction: Long-Term Countdown (8). Spend a Fear to activate after the Monarch's desire for war is fi rst revealed. When it triggers, the Monarch has a reason to rally the nation to war and the support to act on that reason. You gain 1d4 Fear.

STAG KNIGHT

Tier Standard

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

FEATURES

From Above - Passive: When the Knight succeeds on a standard attack from above a target, they deal 3d12+3 physical damage instead of their standard damage.

  • Blade of the Forest Action: Spend a Fear to make an attack against all targets within Very Close range. Targets the Knight succeeds against take physical damage equal to 3d4 + the target's Major threshold.
  • Thorny Armor Reaction: When the Knight takes damage from an attack within Melee range, you can mark a Stress to deal 1d10+5 physical damage to the attacker.

OAK TREANT

Tier Bruiser

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

FEATURES

  • Just a Tree Passive: Before they make their fi rst attack in a fi ght or after they become Hidden, the Treant is indistinguishable from other trees until they next act or a PC succeeds on an Instinct Roll to identify them.
  • Seed Barrage Action: Mark a Stress and make an attack against up to three targets within Close range, pummeling them with giant acorns. Targets the Treant succeeds against take 2d10+5 physical damage.
  • Take Root Action: Mark a Stress to Root the Treant in place. The Treant is Restrained while Rooted, and can end this eff ect instead of moving while they are spotlighted. While Rooted, the Treant has resistance to physical damage.

TREANT SAPLING

Tier Minion

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

FEATURES

Minion () - Passive: The Sapling is defeated when they take any damage. For every 6 damage a PC deals to the Sapling, defeat an additional Minion within range the attack would succeed against.

Group Attack - Action: Spend a Fear to choose a target and spotlight all Treant Saplings within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 8 physical damage each. Combine this damage.

HEAD VAMPIRE

Tier Leader

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

FEATURES

Terrifying - Passive: When the Vampire makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

  • Look into My Eyes Passive: A creature who moves into Melee range of the Vampire must make an Instinct Reaction Roll. On a failure, you gain 1d4 Fear.
  • Feed on Followers Action: When the Vampire is within Melee range of an ally, they can cause the ally to mark a HP. The Vampire then clears a HP.
  • The Hunt Is On Action: Spend 2 Fear to summon 1d4 Vampires, who appear at Far range and immediately take the spotlight.
  • Lifesuck Reaction: When the Vampire is spotlighted, roll a d8. On a result of 6 or higher, all targets within Very Close range must mark a HP.

VAMPIRE

Tier Standard

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

FEATURES

  • Draining Bite Action: Make an attack against a target within Melee range. On a success, deal 5d4 physical damage. A target who marks HP from this attack loses a Hope and must mark a Stress. The Vampire then clears a HP.
  • Mistform Reaction: When the Vampire takes physical damage, you can spend a Fear to take half damage.

VAULT GUARDIAN GAOLER

Tier Support

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

  • Blocking Shield Passive: Creatures within Melee range of the Gaoler have disadvantage on attack rolls against them. Creatures trapped inside the Gaoler are immune to this feature.
  • Lock Up Action: Mark a Stress to make an attack against a target within Very Close range. On a success, the target is Restrained within the Gaoler until freed with a successful Strength Roll (18). While Restrained, the target can only attack the Gaoler.

VAULT GUARDIAN SENTINEL

Tier Bruiser

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

FEATURES

Kinetic Slam - Passive: Targets who take damage from the Sentinel's standard attack are knocked back to Very Close range.

Box In - Action: Mark a Stress to choose a target within Very Close range to focus on. That target has disadvantage on attack rolls when they're within Very Close range of the Sentinel. The Sentinel can only focus on one target at a time.

Mana Bolt - Action: Spend a Fear to lob explosive magic at a point within Far range. All targets within Very Close range of that point must make an Agility Reaction Roll. Targets who fail take 2d8+20 magic damage and are knocked back to Close range. Targets who succeed take half damage and aren't knocked back.

Momentum - Reaction: When the Sentinel makes a successful attack against a PC, you gain a Fear.

VAULT GUARDIAN TURRET

Tier Ranged

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

FEATURES

  • Slow Firing Passive: When you spotlight the Turret and they don't have a token on their stat block, they can't make a standard attack. Place a token on their stat block and describe what they're preparing to do. When you spotlight the Turret and they have a token on their stat block, clear the token and they can attack.
  • Mark Target Action: Spend a Fear to Mark a target within Far range until the Turret is destroyed or the Marked target becomes Hidden. While the target is Marked, their Evasion is halved.
  • Concentrate Fire Reaction: When another adversary deals damage to a target within Far range of the Turret, you can mark a Stress to add the Turret's standard attack damage to the damage roll.
  • Detonation Reaction: When the Turret is destroyed, they explode. All targets within Close range must make an Agility Reaction Roll. Targets who fail take 3d20 physical damage. Targets who succeed take half damage.

YOUNG ICE DRAGON

Tier Solo

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

FEATURES

Relentless (3) - Passive: The Dragon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

  • Rend and Crush Passive: If a target damaged by the Dragon doesn't mark an Armor Slot to reduce the damage, they must mark a Stress.
  • No Hope Passive: When a PC rolls with Fear while within Far range of the Dragon, they lose a Hope.
  • Blizzard Breath Action: Spend 2 Fear to release an icy whorl in front of the Dragon within Close range. All targets in this area must make an Agility Reaction Roll. Targets who fail take 4d6+5 magic damage and are Restrained by ice until they break free with a successful Strength Roll. Targets who succeed must mark 2 Stress or take half damage.
  • Avalanche Action: Spend a Fear to have the Dragon unleash a huge downfall of snow and ice, covering all other creatures within Far range. All targets within this area must succeed on an Instinct Reaction Roll or be buried in snow and rocks, becoming Vulnerable until they dig themselves out from the debris. For each PC that fails the reaction roll, you gain a Fear.
  • Frozen Scales Reaction: When a creature makes a successful attack against the Dragon from within Very Close range, they must mark a Stress and become Chilled until their next rest or they clear a Stress. While they are Chilled, they have disadvantage on attack rolls.
  • Momentum Reaction: When the Dragon makes a successful attack against a PC, you gain a Fear.

TIER 4 ADVERSARIES (LEVELS 8-10)

ARCH-NECROMANCER

Tier Leader

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

FEATURES

  • Dance of Death Action: Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage, or full damage if you spend a Fear.
  • Beam of Decay Action: Mark 2 Stress to cause all targets within Far range to make a Strength Reaction Roll. Targets who fail take 2d20+12 magic damage and you gain a Fear. Targets who succeed take half damage. A target who marks 2 or more HP must also mark 2 Stress and becomes Vulnerable until they roll with Hope.
  • Open the Gates of Death Action: Spend a Fear to summon a Zombie Legion, which appears at Close range and immediately takes the spotlight.
  • Not Today, My Dears Reaction: When the Necromancer has marked 7 or more of their HP, you can spend a Fear to have them teleport away to a safe location to recover. A PC who succeeds on an Instinct Roll can trace the teleportation magic to their destination.
  • Your Life Is Mine Reaction: Countdown (Loop 2d6). When the Necromancer has marked 6 or more of their HP, activate the countdown. When it triggers, deal 2d10+6 direct magic damage to a target within Close range. The Necromancer then clears a number of Stress or HP equal to the number of HP marked by the target from this attack.

FALLEN SHOCK TROOP

Tier Minion

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

FEATURES

  • Minion (12) Passive: The Shock Troop is defeated when they take any damage. For every 12 damage a PC deals to the Shock Troop, defeat an additional Minion within range the attack would succeed against.
  • Aura of Doom Passive: When a PC marks HP from an attack by the Shock Troop, they lose a Hope.
  • Group Attack Action: Spend a Fear to choose a target and spotlight all Fallen Shock Troops within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 12 physical damage each. Combine this damage.

FALLEN SORCERER

Tier Support

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

FEATURES

  • Confl agration Action: Spend a Fear to unleash an all-consuming fi restorm and make an attack against all targets within Close range. Targets the Sorcerer succeeds against take 2d10+6 direct magic damage.
  • Nightmare Tableau Action: Mark a Stress to trap a target within Far range in a powerful illusion of their worst fears. While trapped, the target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Instinct Roll.
  • Slippery Reaction: When the Sorcerer takes damage from an attack, they can teleport up to Far range.
  • Shackles of Guilt Reaction: Countdown (Loop 2d6). When the Sorcerer is in the spotlight for the fi rst time, activate the countdown. When it triggers, all targets within Far range become Vulnerable and must mark a Stress as they relive their greatest regrets. A target can break free from their regret with a successful Presence or Strength Roll. When a PC fails to break free, they lose a Hope.

FALLEN WARLORD: REALM-BREAKER

Tier Solo

A Fallen God, wreathed in rage and resentment, bearing millennia of experience in breaking heroes' spirits.

Motives & Tactics: Corrupt, dominate, punish, break the weak

Difficulty: 20 | Thresholds: 36/66 | HP: 8 | Stress: 5 ATK: +7 | Barbed Whip: Close | 4d8+7 phy

Experience: Conquest +3, History +2, Intimidation +3

FEATURES

Relentless (2) - Passive: The Realm-Breaker can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

  • Firespite Plate Armor Passive: When the Realm-Breaker takes damage, reduce it by 2d10.
  • Tormenting Lash Action: Mark a Stress to make a standard attack against all targets within Very Close range. When a target uses armor to reduce damage from this attack, they must mark 2 Armor Slots.
  • All-Consuming Rage Reaction: Countdown (Decreasing 8). When the Realm-Breaker is in the spotlight for the fi rst time, activate the countdown. When it triggers, create a torrent of incarnate rage that rends fl esh from bone. All targets within Far range must make a Presence Reaction Roll. Targets who fail take 2d6+10 direct magic damage. Targets who succeed take half damage. For each HP marked from this damage, summon a Fallen Shock Troop within Very Close range of the target who marked that HP. If the countdown ever decreases its maximum value to 0, the Realm-Breaker marks their remaining HP and all targets within Far range must mark all remaining HP and make a death move.
  • Doombringer Reaction: When a target marks HP from an attack by the Realm-Breaker, all PCs within Far range of the target must lose a Hope.
  • I Have Never Known Defeat (Phase Change) Reaction: When the Realm-Breaker marks their last HP, replace them with the Undefeated Champion and immediately spotlight them.

FALLEN WARLORD: UNDEFEATED CHAMPION

Tier Solo

That which only the most feared have a chance to fear. Motives & Tactics: Dispatch merciless death, punish the defi ant, secure victory at any cost

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

FEATURES

  • Relentless (3) Passive: The Undefeated Champion can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
  • Faltering Armor Passive: When the Undefeated Champion takes damage, reduce it by 1d10.
  • Shattering Strike Action: Mark a Stress to make a standard attack against all targets within Very Close range. PCs the Champion succeeds against lose a number of Hope equal to the HP they marked from this attack.
  • Endless Legions Action: Spend a Fear to summon a number of Fallen Shock Troops equal to twice the number of PCs. The Shock Troops appear at Far range.
  • Circle of Defi lement Reaction: Countdown (1d8). When the Undefeated Champion is in the spotlight for the fi rst time, activate the countdown. When it triggers, activate a magical circle covering an area within Far range of the Champion. A target within that area is Vulnerable until they leave the circle. The circle can be removed by dealing Severe damage to the Undefeated Champion.
  • Momentum Reaction: When the Undefeated Champion makes a successful attack against a PC, you gain a Fear.
  • Doombringer Reaction: When a target marks HP from an attack by the Undefeated Champion, all PCs within Far range of the target lose a Hope.

HALLOWED ARCHER

Tier Ranged

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

FEATURES

Punish the Guilty - Passive: The Archer deals double damage to targets marked Guilty by a High Seraph.

Divine Volley - Action: Mark a Stress to make a standard attack against up to three targets.

HALLOWED SOLDIER

Tier Minion

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

FEATURES

  • Minion (13) Passive: The Soldier is defeated when they take any damage. For every 13 damage a PC deals to the Soldier, defeat an additional Minion within range the attack would succeed against.
  • Divine Flight Passive: While the Soldier is fl ying, spend a Fear to move up to Far range instead of Close range before taking an action.
  • Group Attack Action: Spend a Fear to choose a target and spotlight all Hallowed Soldiers within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 10 physical damage each. Combine this damage.

HIGH SERAPH

Tier Leader

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

  • Relentless (3) Passive: The Seraph can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
  • Divine Flight Passive: While the Seraph is fl ying, spend a Fear to move up to Far range instead of Close range before taking an action.
  • Judgment Action: Spend a Fear to make a target Guilty in the eyes of the Seraph's god until the Seraph is defeated. While Guilty, the target doesn't gain Hope on a result with Hope. When the Seraph succeeds on a standard attack against a Guilty target, they deal Severe damage instead of their standard damage. The Seraph can only mark one target at a time.
  • God Rays Action: Mark a Stress to refl ect a sliver of divinity as a searing beam of light that hits up to twenty targets within Very Far range. Targets must make a Presence Reaction Roll, with disadvantage if they are marked Guilty. Targets who fail take 4d6+12 magic damage. Targets who succeed take half damage.
  • We Are One Action: Once per scene, spend a Fear to spotlight all other adversaries within Far range. Attacks they make while spotlighted in this way deal half damage.

KRAKEN

Tier Solo

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

FEATURES

Relentless (3) - Passive: The Kraken can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Many Tentacles - Passive: While the Kraken has 7 or fewer marked HP, they can make their standard attack against two targets within range.

Grapple and Drown - Action: Make an attack roll against a target within Close range. On a success, mark a Stress to grab them with a tentacle and drag them beneath the water. The target is Restrained and Vulnerable until they break free with a successful Strength Roll or the Kraken takes Major or greater damage. While Restrained and Vulnerable in this way, a target must mark a Stress when they make an action roll.

Boiling Blast - Action: Spend a Fear to spew a line of boiling water at any number of targets in a line up to Far range. All targets must succeed on an Agility Reaction Roll or take 4d6+9 physical damage. If a target marks an Armor Slot to reduce the damage, they must also mark a Stress.

Momentum - Reaction: When the Kraken makes a successful attack against a PC, you gain a Fear.

ORACLE OF DOOM

Tier Solo

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

FEATURES

Terrifying - Passive: When the Oracle makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Walls Closing In - Passive: When a creature rolls a failure while within Very Far range of the Oracle, they must mark a Stress.

  • Pronounce Fate Action: Spend a Fear to present a target within Far range with a vision of their personal nightmare. The target must make a Knowledge Reaction Roll. On a failure, they lose all Hope and take 2d20+4 direct magic damage. On a success, they take half damage and lose a Hope.
  • Summon Tormentors Action: Once per day, spend 2 Fear to summon 2d4 Tier 2 or below Minions relevant to one of the PC's personal nightmares. They appear at Close range relative to that PC.
  • Ominous Knowledge Reaction: When the Oracle sees a mortal creature, they instantly know one of their personal nightmares.
  • Vengeful Fate Reaction: When the Oracle marks HP from an attack within Very Close range, you can mark a Stress to knock the attacker back to Far range and deal 2d10+4 physical damage.

OUTER REALMS ABOMINATION

Tier Bruiser

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

FEATURES

Chaotic Form - Passive: When the Abomination attacks, roll 2d4 and use the result as their attack modifi er.

  • Disorienting Presence Passive: When a target takes damage from the Abomination, they must make an Instinct Reaction Roll. On a failure, they gain disadvantage on their next action roll and you gain a Fear.
  • Reality Quake Action: Spend a Fear to rattle the edges of reality within Far range of the Abomination. All targets within that area must succeed on a Knowledge Reaction Roll or become Unstuck from reality until the end of the scene. When an Unstuck target spends Hope or marks Armor Slots, HP, or Stress, they must double the amount spent or marked.
  • Unreal Form Reaction: When the Abomination takes damage, reduce it by 1d20. If the Abomination marks 1 or fewer Hit Points from a successful attack against them, you gain a Fear.

OUTER REALMS CORRUPTER

Tier Support

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

FEATURES

Will-Shattering Touch - Passive: When a PC takes damage from the Corrupter, they lose a Hope.

Disgorge Reality Flotsam - Action: Mark a Stress to spew partially digested portions of consumed realities at all targets within Close range. Targets must succeed on a Knowledge Reaction Roll or mark 2 Stress.

OUTER REALMS THRALL

Tier Minion

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

FEATURES

Minion (13) - Passive: The Thrall is defeated when they take any damage. For every 13 damage a PC deals to the Thrall, defeat an additional Minion within range the attack would succeed against.

Group Attack - Action: Spend a Fear to choose a target and spotlight all Outer Realm Thralls within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 11 physical damage each. Combine this damage.

VOLCANIC DRAGON: OBSIDIAN PREDATOR

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

FEATURES

Relentless (2) - Passive: The Obsidian Predator can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

  • Flying Passive: While fl ying, the Obsidian Predator gains a +3 bonus to their Difficulty.
  • Obsidian Scales Passive: The Obsidian Predator is resistant to physical damage.

Avalanche Tail - Action: Mark a Stress to make an attack against all targets within Close range. Targets the Obsidian Predator succeeds against take 4d6+4 physical damage and are knocked back to Far range and Vulnerable until their next roll with Hope.

Dive-Bomb - Action: If the Obsidian Predator is fl ying, mark a Stress to choose a point within Far range. Move to that point and make an attack against all targets within Very Close range. Targets the Obsidian Predator succeeds against take 2d10+6 physical damage and must mark a Stress and lose a Hope.

Erupting Rage (Phase Change) - Reaction: When the Obsidian Predator marks their last HP, replace them with the Molten Scourge and immediately spotlight them.

VOLCANIC DRAGON: MOLTEN SCOURGE

Tier Solo

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

  • Relentless (3) Passive: The Molten Scourge can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
  • Cracked Scales Passive: When the Molten Scourge takes damage, roll a number of d6s equal to HP marked. For each result of 4 or higher, you gain a Fear.
  • Shattering Might Action: Mark a Stress to make an attack against a target within Very Close range. On a success, the target takes 4d8+1 physical damage, loses a Hope, and is knocked back to Close range. The Molten Scourge clears a Stress.
  • Eruption Action: Spend a Fear to erupt lava from beneath the Molten Scourge's scales, fi lling the area within Very Close range with molten lava. All targets in that area must succeed on an Agility Reaction Roll or take 4d6+6 physical damage and be knocked back to Close range. This area remains lava. When a creature other than the Molten Scourge enters that area or acts while inside of it, they must mark 6 HP.
  • Volcanic Breath Reaction: When the Molten Scourge takes Major damage, roll a d10. On a result of 8 or higher, the Molten Scourge breathes a fl ow of lava in front of them within Far range. All targets in that area must make an Agility Reaction Roll. Targets who fail take 2d10+4 physical damage, mark 1d4 Stress, and are Vulnerable until they clear a Stress. Targets who succeed take half damage and must mark a Stress.
  • Lava Splash Reaction: When the Molten Scourge takes Severe damage from an attack within Very Close range, molten blood gushes from the wound and deals 2d10+4 direct physical damage to the attacker.
  • Ashen Vengeance (Phase Change) Reaction: When the Molten Scourge marks their last HP, replace them with the Ashen Tyrant and immediately spotlight them.

VOLCANIC DRAGON: ASHEN TYRANT

Tier Solo

No enemy has ever had the insolence to wound the dragon so. As the lava settles, it's ground to ash like the dragon's past foes. Motives & Tactics: Choke, fl y, intimidate, kill or be killed

Difficulty: 18 | Thresholds: 29/55 | HP: 8 | Stress: 5 ATK: +10 | Claws and Teeth: Close | 4d12+15 phy

Experience: Hunt from Above +5

FEATURES

Relentless (4) - Passive: The Ashen Tyrant can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.

  • Cornered Passive: Mark a Stress instead of spending a Fear to spotlight the Ashen Tyrant.
  • Injured Wings Passive: While fl ying, the Ashen Tyrant gains a +1 bonus to their Difficulty.
  • Ashes to Ashes Passive: When a PC rolls a failure while within Close range of the Ashen Tyrant, they lose a Hope and you gain a Fear. If the PC can't lose a Hope, they must mark a HP.
  • Desperate Rampage Action: Mark a Stress to make an attack against all targets within Close range. Targets the Ashen Tyrant succeeds against take 2d20+2 physical damage, are knocked back to Close range of where they were, and must mark a Stress.
  • Ashen Cloud Action: Spend a Fear to smash the ground and kick up ash within Far range. While within the ash cloud, a target has disadvantage on action rolls. The ash cloud clears the next time an adversary is spotlighted.
  • Apocalyptic Thrashing Action: Countdown (1d12). Spend a Fear to activate. It ticks down when a PC rolls with Fear. When it triggers, the Ashen Tyrant thrashes about, causing environmental damage (such as an earthquake, avalanche, or collapsing walls). All targets within Far range must make a Strength Reaction Roll. Targets who fail take 2d10+10 physical damage and are Restrained by the rubble until they break free with a successful Strength Roll. Targets who succeed take half damage. If the Ashen Tyrant is defeated while this countdown is active, trigger the countdown immediately as the destruction caused by their death throes.

PERFECTED ZOMBIE

Tier Bruiser

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

FEATURES

Terrifying - Passive: When the Zombie makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

  • Fearsome Presence Passive: PCs can't spend Hope to use features against the Zombie.
  • Perfect Strike Action: Mark a Stress to make a standard attack against all targets within Very Close range. Targets the Zombie succeeds against are Vulnerable until their next rest.

Skilled Opportunist - Reaction: When another adversary deals damage to a target within Very Close range of the Zombie, you can spend a Fear to add the Zombie's standard attack damage to the damage roll.

ZOMBIE LEGION

Tier Horde (/HP)

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

FEATURES

Horde (2d+) - Passive: When the Legion has marked half or more of their HP, their standard attack deals 2d6+5 physical damage instead.

Unyielding - Passive: The Legion has resistance to physical damage. Relentless (2) - Passive: The Legion can be spotlighted up to

two times per GM turn. Spend Fear as usual to spotlight them. Overwhelm - Reaction: When the Legion takes Minor damage from an attack within Melee range, you can mark a Stress to make a standard attack with advantage against the attacker.