敌人数据Adversaries

位阶 1Tier 11 级level(s)89

酸液掘地者 ACID BURROWERACID BURROWERT1 独狼Solo
难 14阈 8 / 15命 8压 3

酸液掘地者 ACID BURROWER

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: 挖掘、拖走、采食、重新部署

经历: 震动感知 +2

难度: 14阈值: 8 / 15

攻击: +3 | 爪击: 邻近 | 1d12+2 物理

生命点: 8压力点: 3

特性

  • 无情(3) Relentless (3) - 被动: 在每个游戏主持人轮次中, 酸液掘地者可以至多被聚焦 3 次。像往常一样花费恐惧点来聚焦。

  • 破土而出 Earth Eruption - 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 Spit Acid - 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 Acid Bath - 反应: 当酸液掘地者受到严重伤害时,近距离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,除了酸液掘地者以外,所有穿过该区域的生物受到 1d6 点物理伤害。

ACID BURROWER

Tier 1 Solo

A horse-sized insect with digging claws and acidic blood.

Motives & Tactics: Burrow, drag away, feed, reposition

Experience: Tremor Sense +2

Difficulty: 14Thresholds: 8/15

ATK: +3 | Claws: Very Close | 1d12+2 phy

HP: 8Stress: 3

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 benefits (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.

熊 BEARBEART1 斗士Bruiser
难 14阈 9 / 17命 7压 2

熊 BEAR

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

经历: 伏击者 +3,敏锐感知 +2

难度: 14阈值: 9 / 17

攻击: +1 | 爪击: 近战 | 1d8+3 物理

生命点: 7压力点: 2

特性

BEAR

Tier 1 Bruiser

A large bear with thick fur and powerful claws.

Motives & Tactics: Climb, defend territory, pummel, track

Experience: Ambusher +3, Keen Senses +2

Difficulty: 14Thresholds: 9/17

ATK: +1 | Claws: Melee | 1d8+3 phy

HP: 7Stress: 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.

水猴子 AHUIZOTLAHUIZOTLT1 潜伏Skulk
难 12阈 5 / 9命 4压 3

水猴子 AHUIZOTL

位阶 1 潜伏

一种形似犬类的伏击型掠食者,长长的卷握尾末端生有一只带爪的手,会把猎物拖进河里溺死。

动机与战术: 伏击,淹没,束缚

经历: 隐匿 +2,游泳 +2

难度: 12阈值: 5 / 9

攻击: +2 | 咬噬: 近战 | 1d6+2 物理

生命点: 4压力点: 3

特性

  • 水生攻击者 Aquatic Attacker - 被动: 当水猴子从水中发动攻击时,该次攻击具有优势,并额外造成 1d6 点伤害。

  • 甩尾 Tail Swat - 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。成功时,造成 1d8+2 点物理伤害。

  • 拖拽捕获 Drag and Bag - 动作: 花费 1 恐惧点,让水猴子用尾巴抓住近距离范围内的一个目标,将其拖入近战范围内,并暂时使其处于束缚 状态。水猴子对以这种方式处于 束缚 状态的目标发动攻击时具有优势。

AHUIZOTL

Tier 1 Skulk

A doglike ambush predator that has a clawed hand on the end of a long prehensile tail and drags victims into rivers to drown them.

Motives & Tactics: Ambush, drown, restrain

Experience: Stealth +2, Swimming +2

Difficulty: 12Thresholds: 5/9

ATK: +2 | Bite: Melee | 1d6+2 phy

HP: 4Stress: 3

FEATURES

Aquatic Attacker - Passive: When the Ahuizotl attacks from the water, it has advantage on the attack and deals an extra 1d6 damage. Tail Swat - Action: Mark a Stress to make an attack against a target within Very Close range. On a success, deal 1d8+2 physical damage. Drag and Bag - Action: Spend a Fear to have the Ahuizotl grab a target within Close range with its tail, pull the target into Melee range, and temporarily Restrain them. The Ahuizotl has advantage on attacks against targets Restrained in this way.

水鸟 ATOTOTLATOTOTLT1 标准Standard
难 12阈 8 / 12命 5压 3

水鸟 ATOTOTL

位阶 1 标准

一种端庄的绿色水鸟,翼展达十英尺,因胃中藏有占卜石而遭到猎捕。

动机与战术: 回避,逃跑,误导

经历: 飞行 +3,丛林 +3

难度: 12阈值: 8 / 12

攻击: +1 | 利爪: 近战 | 1d8+1 物理

生命点: 5压力点: 3

特性

  • 风之主 Wind Lord - 被动: 当水鸟飞行时,对它的攻击具有劣势。

  • 预兆之石 Stone of Omens - 被动: 水鸟的体内有一颗能依颜色预示吉凶的石头。搜索水鸟遗骸的玩家角色会发现这颗石头,并进行一次命运掷骰。若结果为偶数,该玩家角色获得希望点,数量等于结果的一半,并可按自己的意愿分给其他玩家角色;若结果为奇数,你获得恐惧点,数量等于结果的一半。

  • 射手克星 Archer’s Bane - 反应: 当邻近范围之外的生物用武器攻击对水鸟造成伤害时,你可以花费 1 恐惧点,对其进行一次攻击掷骰。成功时,回旋的气流会将攻击反弹回去,把攻击者的伤害原样奉还。

ATOTOTL

Tier 1 Standard

A majestic green water bird that has a ten-foot wingspan and is hunted for the fortune-telling stone inside their stomach.

Motives & Tactics: Avoid, escape, misdirect

Experience: Flight +3, Jungles +3

Difficulty: 12Thresholds: 8/12

ATK: +1 | Talons: Melee | 1d8+1 phy

HP: 5Stress: 3

FEATURES

Wind Lord - Passive: While the Atototl is flying, attacks against it is made with disadvantage. Stone of Omens - Passive: Inside the Atototl is a stone that foretells good or ill fortune, depending on its color. A PC who searches the Atototl’s remains finds the stone and makes a fate roll. On an even result, the PC gains Hope equal to half the result, which they can distribute among the PCs however they wish. On an odd result, you gain Fear equal to half the result. Archer’s Bane - Reaction: When a creature beyond Very Close range would deal damage to the Atototl with a weapon attack, you can spend a Fear to make an attack roll against them. On a success, whirling winds reflect the attack and deal the attacker’s damage back to them.

洞穴食人魔 CAVE OGRECAVE OGRET1 独狼Solo
难 13阈 8 / 15命 8压 3

洞穴食人魔 CAVE OGRE

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、饱餐、撕扯肢体、践踏、投掷敌人

经历: 投掷 +2

难度: 13阈值: 8 / 15

攻击: +1 | 木棒: 邻近 | 1d10+2 物理

生命点: 8压力点: 3

特性

  • 蓄力 Ramp Up - 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 Bone Breaker - 被动: 食人魔的攻击造成直接伤害。

  • 巨石冰雹 Hail of Boulders - 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 Rampaging Fury - 反应: 当食人魔标记 2 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。

CAVE OGRE

Tier 1 Solo

A massive humanoid who sees all sapient life as food.

Motives & Tactics: Bite off heads, feast, rip limbs, stomp, throw enemies

Experience: Throw +2

Difficulty: 13Thresholds: 8/15

ATK: +1 | Club: Very Close | 1d10+2 phy

HP: 8Stress: 3

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.

野猪兽 BUGBOARBUGBOART1 斗士Bruiser
难 13阈 8 / 15命 5压 3

野猪兽 BUGBOAR

位阶 1 斗士

一种大型双足生物,长着獠牙口鼻和粗糙的皮毛。

动机与战术: 伏击,霸凌,追寻杀戮与闪亮之物

经历: 陷阱 +3

难度: 13阈值: 8 / 15

攻击: +1 | 狼牙钉头锤: 邻近 | 1d8+6 物理

生命点: 5压力点: 3

特性

  • 惊喜! Surprise! - 被动: 若野猪兽在本场景中发动首次攻击时尚未标记生命点或压力点,该次攻击具有优势,并额外造成 1d8 点伤害。

  • 残暴 Brutal - 反应: 当野猪兽发动一次成功的普通攻击时,你可以标记 1 压力点,额外造成 1d6 点伤害。

  • 战争之心 Warheart - 反应: 当野猪兽即将处于某种状态时,你可以花费 1 恐惧点将其清除。

BUGBOAR

Tier 1 Bruiser

A large bipedal creature that has a tusked snout and coarse fur.

Motives & Tactics: Ambush, bully, seek carnage and shiny things

Experience: Traps +3

Difficulty: 13Thresholds: 8/15

ATK: +1 | Spiked Mace: Very Close | 1d8+6 phy

HP: 5Stress: 3

FEATURES

Surprise! - Passive: If the Bugboar makes its first attack in a scene before it’s marked HP or Stress, it has advantage on the attack and deals an extra 1d8 damage. Brutal - Reaction: When the Bugboar makes a successful standard attack, you can mark a Stress to deal an extra 1d6 damage. Warheart - Reaction: When a condition would be imposed on the Bugboar, you can spend a Fear to negate it.

普通暴徒 COMMON RUFFIANCOMMON RUFFIANT1 标准Standard
难 12阈 6 / 10命 4压 4

普通暴徒 COMMON RUFFIAN

位阶 1 标准

一名被时势所迫、转而袭击他人的本地劳工或工匠。

动机与战术: 大打出手,寻求安全与生存

经历: 亡命之徒 +3

难度: 12阈值: 6 / 10

攻击: +0 | 临时武器: 近战 | 1d8 物理

生命点: 4压力点: 4

特性

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有普通暴徒。这些普通暴徒移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名普通暴徒造成 1d8 物理伤害。合并计算这些伤害。

  • 求生本能 Survival Instinct - 反应: 当暴徒标记 了一半生命点时,掷出一个 d6 。结果达到 4 或更高时,暴徒逃离现场;否则,你获得 1 恐惧点。

COMMON RUFFIAN

Tier 1 Standard

A local laborer or artisan pushed by circumstances to assail others.

Motives & Tactics: Do violence, seek security and survival

Experience: Desperate +3

Difficulty: 12Thresholds: 6/10

ATK: +0 | Improvised Weapon: Melee | 1d8 phy

HP: 4Stress: 4

FEATURES

Group Attack - Action: Spend a Fear to choose a target and spotlight all Ruffians within Close range of them. The Ruffians move into Melee range of the target and make one shared attack roll. On a success, they deal 1d8 physical damage each. Combine this damage. Survival Instinct - Reaction: When the Ruffian marks half their HP, roll a d6. On a result of 4 or higher, the Ruffian flees the scene. Otherwise, you gain a Fear.

构装体 CONSTRUCTCONSTRUCTT1 独狼Solo
难 13阈 7 / 15命 9压 4

构装体 CONSTRUCT

位阶 1 独狼

一个由石头和钢铁组成的类人生物,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

经历: —

难度: 13阈值: 7 / 15

攻击: +4 | 拳击猛砸: 近战 | 1d20 物理

生命点: 9压力点: 4

特性

  • 无情(2) Relentless (2) - 被动: 在每个游戏主持人轮次中,构装体可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。

  • 脆弱结构 Weak Structure - 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 Trample - 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 Overload - 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 Death Quake - 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。

CONSTRUCT

Tier 1 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: 13Thresholds: 7/15

ATK: +4 | Fist Slam: Melee | 1d20 phy

HP: 9Stress: 4

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.

宫廷侍臣 COURTIERCOURTIERT1 社交Social
难 12阈 4 / 8命 3压 4

宫廷侍臣 COURTIER

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

经历: 社交名流 +3

难度: 12阈值: 4 / 8

攻击: −4 | 匕首: 近战 | 1d4+2 物理

生命点: 3压力点: 4

特性

  • 嘲讽 Mockery - 动作: 标记 1 压力点出言嘲讽一个近距离范围内的目标。目标需要进行一次风度反应掷骰 (14),来决定其是否能挽回颜面。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 Scapegoat - 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。

COURTIER

Tier 1 Social

An ambitious and ostentatiously dressed socialite.

Motives & Tactics: Discredit, gain favor, maneuver, scheme

Experience: Socialite +3

Difficulty: 12Thresholds: 4/8

ATK: −4 | Daggers: Melee | 1d4+2 phy

HP: 3Stress: 4

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 conflict or misfortune.

暗织爬蛛 DARKWEAVE CRAWLERDARKWEAVE CRAWLERT1 杂兵Minion
难 10阈 无命 1压 1

暗织爬蛛 DARKWEAVE CRAWLER

位阶 1 杂兵

一只由暗影蛛丝织成、足有人类头颅大小的蜘蛛。

动机与战术: 藏身阴影,袭击毫无防备的猎物,伺机出手

经历: 黑暗 +3

难度: 10阈值: 无

攻击: –2 | 咬噬: 近战 | 2 物理

生命点: 1压力点: 1

特性

  • 杂兵(3) Minion (3) - 被动: 暗织爬蛛受到任何伤害即被击败。玩家角色每对暗织爬蛛造成 3 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 毛骨悚然 Skin-Crawling - 动作: 花费 1 恐惧点,迫使暗织爬蛛近战范围内的所有玩家角色标记 1 压力点。

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有暗织爬蛛。这些暗织爬蛛移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名暗织爬蛛造成 2 点物理伤害。合并计算这些伤害。

  • 暗织毒液 Darkweave Venom - 反应: 当暗织爬蛛的攻击成功时,你可以标记 1 压力点,使目标处于 力竭 状态,直到其成功通过力量掷骰(9)。处于 力竭 状态期间,目标每次进行动作掷骰时都必须标记 1 压力点。

DARKWEAVE CRAWLER

Tier 1 Minion

A spider the size of a human head, woven out of shadow-silk.

Motives & Tactics: Hide in shadow, strike the unwary, wait for an opening

Experience: Darkness +3

Difficulty: 10Thresholds: None

ATK: –2 | Bite: Melee | 2 phy

HP: 1Stress: 1

FEATURES

Minion (3) - Passive: The Crawler is defeated when it takes any damage. For every 3 damage a PC deals to the Crawler, the PC defeats an additional Minion within range the attack would succeed against. Skin-Crawling - Action: Spend a Fear to force all PCs within Melee range of the Crawler to mark a Stress. Group Attack - Action: Spend a Fear to choose a target and spotlight all Darkweave Crawlers within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage. Darkweave Venom - Reaction: When the Crawler makes a successful attack, you can mark a Stress to Exhaust the target until they succeed on a Strength Roll (9). While Exhausted, the target must mark a Stress each time they make an action roll.

深根守卫 DEEPROOT DEFENDERDEEPROOT DEFENDERT1 斗士Bruiser
难 10阈 8 / 14命 7压 3

深根守卫 DEEPROOT DEFENDER

位阶 1 斗士

一个体格壮硕、由植物构成躯体的类人生物,身上缠绕着藤蔓。

动机与战术: 伏击、抓住、保护、猛击

经历: 巨大 +3

难度: 10阈值: 8 / 14

攻击: +2 | 藤蔓: 近距离 | 1d8+3 物理

生命点: 7压力点: 3

特性

DEEPROOT DEFENDER

Tier 1 Bruiser

A burly vegetable-person with grasping vines.

Motives & Tactics: Ambush, grab, protect, pummel

Experience: Huge +3

Difficulty: 10Thresholds: 8/14

ATK: +2 | Vines: Close | 1d8+3 phy

HP: 7Stress: 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.

暗织女王 DARKWEAVE QUEENDARKWEAVE QUEENT1 独狼Solo
难 14阈 8 / 15命 9压 4

暗织女王 DARKWEAVE QUEEN

位阶 1 独狼

一只货运马车大小的蜘蛛,由一位早已被遗忘的神用暗影蛛丝织成。她的每只眼睛里,都浮现着不同受害者的面孔。

动机与战术: 伏击猎物,攀上墙壁和天花板,误导,使其麻痹,将尸体藏匿起来留待日后使用,窃取他人的面容

经历: 巨人体型 +3,猎手 +3

难度: 14阈值: 8 / 15

攻击: +3 | 蜘蛛咬噬: 邻近 | 1d12+4 物理

生命点: 9压力点: 4

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,暗织女王至多可被聚焦 3 次。照常花费恐惧点来聚焦暗织女王。

  • 惊怖 Terrifying - 被动: 当玩家角色对暗织女王发动攻击掷骰失败时,你获得 1 恐惧点。

  • 蛛巢之母 Den Mother - 动作: 每场景一次,花费 2 恐惧点,召唤至多两个暗织敌人(暗织女王除外)。它们出现在近距离范围内,并立即获得聚焦。

  • 动如脱兔 Quicker Than She Looks - 动作: 花费 1 恐惧点,最多移动至远距离范围,并进行一次具有优势的普通攻击。

  • 暗牙注毒 Darkfang Envenomation - 反应: 当暗织女王的普通攻击成功时,你可以花费 1 恐惧点,使目标处于 脆弱 与 束缚 状态,直到其成功通过力量掷骰(12)或进行一次休息。

DARKWEAVE QUEEN

Tier 1 Solo

A wagon-sized spider woven from shadow-silk by a long-forgotten god. Each of her many eyes bears the face of a different victim.

Motives & Tactics: Ambush prey, climb the walls and ceiling, misdirect, paralyze, stash bodies away for later, steal faces

Experience: Giant-Sized +3, Hunter +3

Difficulty: 14Thresholds: 8/15

ATK: +3 | Spider Bite: Very Close | 1d12+4 phy

HP: 9Stress: 4

FEATURES

Relentless (3) - Passive: The Queen can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight her. Terrifying - Passive: When a PC fails an attack roll against the Queen, you gain a Fear. Den Mother - Action: Once per scene, spend 2 Fear to summon up to two Darkweave adversaries (other than Darkweave Queens), who appear within Close range and immediately take the spotlight. Quicker Than She Looks - Action: Spend a Fear to move up to Far range and make a standard attack with advantage. Darkfang Envenomation - Reaction: When the Queen succeeds on a standard attack, you can spend a Fear to make the target Vulnerable and Restrained until they succeed on a Strength Roll (12) or take a rest.

暗织纺蛛 DARKWEAVE SPINNERDARKWEAVE SPINNERT1 标准Standard
难 12阈 6 / 9命 4压 3

暗织纺蛛 DARKWEAVE SPINNER

位阶 1 标准

一只野猪大小的蛛形怪物,由原初暗影蛛丝织成。

动机与战术: 咬噬,藏身黑暗

经历: 洞穴 +2,蛛网 +2

难度: 12阈值: 6 / 9

攻击: +1 | 尖牙: 近战 | 1d8+1 物理

生命点: 4压力点: 3

特性

  • 暗影蛛丝裹缚 Wrap in Shadow-Silk - 动作: 标记 1 压力点,对近战范围内的一个目标发动一次攻击。成功时,目标处于脆弱 与 束缚 状态,直到其进行一次成功的力量掷骰(10)。

  • 暗影尖牙 Shadow Fang - 反应: 当暗织纺蛛成功对近战范围内的一个目标发动攻击时,你可以花费 1 恐惧点,使目标处于 动摇 状态,直到其进行一次成功的本能掷骰(10)。处于 动摇 状态期间,目标的攻击掷骰具有劣势。

DARKWEAVE SPINNER

Tier 1 Standard

A boar-sized arachnid woven from primordial shadow-silk.

Motives & Tactics: Bite, stick to the darkness

Experience: Holes +2, Webs +2

Difficulty: 12Thresholds: 6/9

ATK: +1 | Fangs: Melee | 1d8+1 phy

HP: 4Stress: 3

FEATURES

Wrap in Shadow-Silk - Action: Mark a Stress to make an attack against a target within Melee range. On a success, the target is Vulnerable and Restrained until they succeed on a Strength Roll (10). Shadow Fang - Reaction: When the Spinner makes a successful attack against a target within Melee range, you can spend a Fear to make the target Shaky until they succeed on an Instinct Roll (10). While Shaky, the target has disadvantage on attack rolls.

暗织蛛群 DARKWEAVE SWARMLINGSDARKWEAVE SWARMLINGST1 集群Horde
难 9阈 4 / 8命 8压 4

暗织蛛群 DARKWEAVE SWARMLINGS

位阶 1 集群(8/生命点)

由暗影蛛丝织成的微小蜘蛛密密匝匝地聚成集群。

动机与战术: 从洞里喷涌而出,顺着腿往上爬,钻入耳朵,溜进衣服底下

经历: 攀爬 +2

难度: 9阈值: 4 / 8

攻击: +0 | 啃咬: 近战 | 1d8 物理

生命点: 8压力点: 4

特性

  • 集群 Horde (1d4) - 被动: 当暗织蛛群已标记一半或更多生命点时,其普通攻击改为造成 1d4 点物理伤害。

  • “把它们弄下来,把它们弄下来!” “Get ’em Off , Get ’em Off !” - 反应: 当暗织蛛群的攻击使一个目标标记生命点时,你可以标记 1 压力点,使其暂时处于 蛛群覆身 状态。处于 蛛群覆身 状态时,目标每当进行动作掷骰时,必须掷一个 d6 。结果达到 4 或更高时,目标必须标记 1 压力点,否则你获得 1 恐惧点。

DARKWEAVE SWARMLINGS

Tier 1 Horde (8/HP)

A teeming swarm of tiny spiders woven out of shadow-silk.

Motives & Tactics: Burst out of holes, climb up legs, crawl into ears, scuttle under clothes

Experience: Climb +2

Difficulty: 9Thresholds: 4/8

ATK: +0 | Nibble: Melee | 1d8 phy

HP: 8Stress: 4

FEATURES

Horde (1d4) - Passive: When the Swarmlings have marked half or more of their HP, their standard attack deals 1d4 physical damage instead. “Get ’em Off , Get ’em Off !” - Reaction: When an attack from the Swarmlings causes a target to mark HP, you can mark a Stress to make the target temporarily Covered in Spiders. While Covered in Spiders, the target must roll a d6 when they make an action roll. On a result of 4 or higher, they must mark a Stress or you gain a Fear.

恐狼 DIRE WOLFDIRE WOLFT1 潜伏Skulk
难 12阈 5 / 9命 4压 3

恐狼 DIRE WOLF

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

经历: 敏锐感知 +3

难度: 12阈值: 5 / 9

攻击: +2 | 爪击: 近战 | 1d6+2 物理

生命点: 4压力点: 3

特性

  • 群体战术 Pack Tactics - 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 Hobbling Strike - 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。

DIRE WOLF

Tier 1 Skulk

A large wolf with menacing teeth, seldom encountered alone.

Motives & Tactics: Defend territory, harry, protect pack, surround, trail

Experience: Keen Senses +3

Difficulty: 12Thresholds: 5/9

ATK: +2 | Claws: Melee | 1d6+2 phy

HP: 4Stress: 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.

巨蚊群 GIANT MOSQUITOESGIANT MOSQUITOEST1 集群Horde
难 10阈 5 / 9命 6压 3

巨蚊群 GIANT MOSQUITOES

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、骚扰、吸血

经历: 伪装 +2

难度: 10阈值: 5 / 9

攻击: 2 | 口器: 近战 | 1d8+3 物理

生命点: 6压力点: 3

特性

  • 集群 Horde (1d4+1) - 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 Flying - 被动: 在飞行时,巨蚊群的难度获得 +2 加值。

  • 吸血 Bloodsucker - 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。

GIANT MOSQUITOES

Tier 1 Horde (5/HP)

Dozens of fist-sized mosquitoes, flying together for protection.

Motives & Tactics: Fly away, harass, steal blood

Experience: Camouflage +2

Difficulty: 10Thresholds: 5/9

ATK: −2 | Proboscis: Melee | 1d8+3 phy

HP: 6Stress: 3

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 flying, 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.

巨鼠 GIANT RATGIANT RATT1 杂兵Minion
难 10阈 无命 1压 1

巨鼠 GIANT RAT

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

经历: 敏锐感知 +3

难度: 10阈值: 无

攻击: 4 | 爪击: 近战 | 1 物理

生命点: 1压力点: 1

特性

  • 杂兵(3) Minion (3) - 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 Group Attack - 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。

GIANT RAT

Tier 1 Minion

A cat-sized rodent skilled at scavenging and survival.

Motives & Tactics: Burrow, hunger, scavenge, wear down

Experience: Keen Senses +3

Difficulty: 10Thresholds: None

ATK: −4 | Claws: Melee | 1 phy

HP: 1Stress: 1

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.

巨蝎 GIANT SCORPIONGIANT SCORPIONT1 斗士Bruiser
难 13阈 7 / 13命 6压 3

巨蝎 GIANT SCORPION

位阶 1 斗士

一只人类大小的蛛形纲动物,长有撕裂的螯和带刺的尾巴。

动机与战术: 伏击、采食、缠斗、下毒

经历: 伪装 +2

难度: 13阈值: 7 / 13

攻击: +1 | 螯: 近战 | 1d12+2 物理

生命点: 6压力点: 3

特性

  • 双重打击 Double Strike - 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 Venomous Stinger - 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 Momentum - 反应: 当巨蝎成功命中玩家角色时,你获得 1 恐惧点。

GIANT SCORPION

Tier 1 Bruiser

A human-sized arachnid with tearing claws and a stinging tail.

Motives & Tactics: Ambush, feed, grapple, poison

Experience: Camouflage +2

Difficulty: 13Thresholds: 7/13

ATK: +1 | Pincers: Melee | 1d12+2 phy

HP: 6Stress: 3

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

麋鹿 ELKELKT1 潜伏Skulk
难 13阈 4 / 8命 3压 2

麋鹿 ELK

位阶 1 潜伏

一头体型高大的鹿。

动机与战术: 蹦跳着逃离、低头吃草、发情求偶、察觉危险

经历: 敏锐感知 +3、奔跑 +3

难度: 13阈值: 4 / 8

攻击: +0 | 鹿角: 近战 | 1d8+1 物理

生命点: 3压力点: 2

特性

ELK

Tier 1 Skulk

A large deer.

Motives & Tactics: Bound away, graze, rut, sense danger

Experience: Keen Senses +3, Run +3

Difficulty: 13Thresholds: 4/8

ATK: +0 | Antlers: Melee | 1d8+1 phy

HP: 3Stress: 2

FEATURES

Headbutt - Passive: When the Elk moves from Close range or farther before making a standard attack, it deals 1d12+2 physical damage instead of its standard damage. Bolt - Reaction: When the Elk marks a HP or Stress, it must succeed on a Reaction Roll (10) or flee the scene.

猎鹰 FALCONFALCONT1 潜伏Skulk
难 12阈 5 / 8命 3压 3

猎鹰 FALCON

位阶 1 潜伏

一种猛禽,长着狭长尖锐的翅膀和带缺刻的喙。

动机与战术: 盘旋、攫抓、俯冲、侦察

经历: 敏锐感知 +4、飞行 +3

难度: 12阈值: 5 / 8

攻击: +2 | 利爪: 近战 | 1d6+1 物理

生命点: 3压力点: 3

特性

  • 灵巧飞行 Nimble Flyer - 被动: 处于飞行状态时,猎鹰的难度获得 +3 加值。

  • 俯冲轰炸 Dive Bomb - 动作: 标记 1 压力点,从上方对一个目标发动一次普通攻击。猎鹰的攻击与伤害掷骰获得 +2 加值。

FALCON

Tier 1 Skulk

A bird of prey that has long, pointed wings and a notched beak.

Motives & Tactics: Circle, clutch, dive, spy

Experience: Keen Senses +4, Fly +3

Difficulty: 12Thresholds: 5/8

ATK: +2 | Talons: Melee | 1d6+1 phy

HP: 3Stress: 3

FEATURES

Nimble Flyer - Passive: While flying, the Falcon gains a +3 bonus to its Difficulty. Dive Bomb - Action: Mark a Stress to make a standard attack against a target from above. The Falcon gains a +2 bonus to the attack and damage rolls.

格林灵战帮 GRIMMLING WARBANDGRIMMLING WARBANDT1 集群Horde
难 12阈 5 / 11命 3压 2

格林灵战帮 GRIMMLING WARBAND

位阶 1 集群(4/生命点)

一群身形矮小的古怪生物,身穿用垃圾和偷来的家用器具打造的护甲。

动机与战术: 伏击、过早庆祝胜利、打了就跑、内讧、搞破坏、制造混乱

经历: 陷阱 +3

难度: 12阈值: 5 / 11

攻击: +1 | 裁缝剪刀: 近战 | 1d8+2 物理

生命点: 3压力点: 2

特性

  • 集群 Horde (1d4+1) - 被动: 当格林灵战帮已标记一半或更多生命点时,其普通攻击改为造成 1d4+1 点物理伤害。

  • 怯懦 Cowardly - 反应: 当战帮标记 其最后一个 压力点,或一名盟友头目被击败时,掷一个 d6 。结果为 2 或更低时,战帮从场景中逃离。

GRIMMLING WARBAND

Tier 1 Horde (4/HP)

A cluster of small, strange creatures wearing armor fashioned from trash and stolen housewares.

Motives & Tactics: Ambush, celebrate a little too early, hit and run, infight, sabotage, sow chaos

Experience: Traps +3

Difficulty: 12Thresholds: 5/11

ATK: +1 | Tailor’s Shears: Melee | 1d8+2 phy

HP: 3Stress: 2

FEATURES

Horde (1d4+1) - Passive: When the Warband has marked half or more of its HP, its standard attack deals 1d4+1 physical damage instead. Cowardly - Reaction: When the Warband marks its last Stress or an allied Leader is defeated, roll a d6. On a result of 2 or lower, the Warband flees the scene.

玻璃蛇 GLASS SNAKEGLASS SNAKET1 标准Standard
难 14阈 6 / 10命 5压 3

玻璃蛇 GLASS SNAKE

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、采食、保持距离、恐吓

经历: —

难度: 14阈值: 6 / 10

攻击: +2 | 玻璃獠牙: 邻近 | 1d8+2 物理

生命点: 5压力点: 3

特性

  • 碎甲鳞片 Armor-Shredding Shards - 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。若无法标记护甲槽,则必须标记 1 生命点。

  • 盘旋之蛇 Spinning Serpent - 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 Spitter - 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,玻璃蛇前方远距离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获得第二次聚焦。

GLASS SNAKE

Tier 1 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: 14Thresholds: 6/10

ATK: +2 | Glass Fangs: Very Close | 1d8+2 phy

HP: 5Stress: 3

FEATURES

Armor-Shredding Shards - Passive: After a successful attack against the Snake within Melee range, the attacker must mark an Armor Slot. If they can’t mark an Armor Slot, they must mark an HP. Spinning Serpent - Action: Mark a Stress to make an attack against all targets within Very Close range. Targets the Snake succeeds against take 1d6+1 physical damage. Spitter - Action: Spend a Fear to introduce a d6 Spitter Die. When the Snake is in the spotlight, roll this die. On a result of 5 or higher, all targets in front of the Snake within Far range must succeed on an Agility Reaction Roll or take 1d4 physical damage. The Snake can take the spotlight a second time this GM turn.

持弓警卫 ARCHER GUARDARCHER GUARDT1 远程Ranged
难 10阈 4 / 8命 3压 2

持弓警卫 ARCHER GUARD

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、熬过今日、压制目标

经历: 本地知识 +3

难度: 10阈值: 4 / 8

攻击: +1 | 长弓: 远距离 | 1d8+3 物理

生命点: 3压力点: 2

特性

ARCHER GUARD

Tier 1 Ranged

A tall guard bearing a longbow and quiver with arrows fletched in the settlement’s colors.

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

Experience: Local Knowledge +3

Difficulty: 10Thresholds: 4/8

ATK: +1 | Longbow: Far | 1d8+3 phy

HP: 3Stress: 2

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.

持刃警卫 BLADED GUARDBLADED GUARDT1 标准Standard
难 12阈 5 / 9命 5压 2

持刃警卫 BLADED GUARD

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

经历: 本地知识 +3

难度: 12阈值: 5 / 9

攻击: +1 | 长剑: 近战 | 1d6+1 物理

生命点: 5压力点: 2

特性

  • 盾墙 Shield Wall - 被动: 试图在持刃警卫邻近范围内移动的生物必须成功进行一次成功的敏捷掷骰。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 Detain - 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。

BLADED GUARD

Tier 1 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

Experience: Local Knowledge +3

Difficulty: 12Thresholds: 5/9

ATK: +1 | Longsword: Melee | 1d6+1 phy

HP: 5Stress: 2

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 first, 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.

警卫队长 HEAD GUARDHEAD GUARDT1 头目Leader
难 15阈 7 / 13命 7压 3

警卫队长 HEAD GUARD

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

经历: 指挥官 +2,本地知识 +2

难度: 15阈值: 7 / 13

攻击: +4 | 钉头锤: 近战 | 1d10+4 物理

生命点: 7压力点: 3

特性

  • 集结卫兵 Rally Guards - 动作: 花费 2 恐惧点,聚焦警卫队长及至多 2d4 名远距离范围内的盟友。

  • 听我号令 On My Signal - 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,所有远距范围内的持弓警卫对自身攻击范围内最近目标发动具有优势的普通攻击。若多名弓箭手命中同一目标,将他们的伤害合并计算。

  • 乘胜追击 Momentum - 反应: 当警卫队长成功命中玩家角色时,你获得 1 恐惧点。

HEAD GUARD

Tier 1 Leader

A seasoned guard with a mace, a whistle, and a bellowing voice.

Motives & Tactics: Arrest, close gates, pin down, seek glory

Experience: Commander +2, Local Knowledge +2

Difficulty: 15Thresholds: 7/13

ATK: +4 | Mace: Melee | 1d10+4 phy

HP: 7Stress: 3

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 first 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.

锯齿刀盗贼 JAGGED KNIFE BANDITJAGGED KNIFE BANDITT1 标准Standard
难 12阈 8 / 14命 5压 3

锯齿刀盗贼 JAGGED KNIFE BANDIT

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

经历: 盗贼 +2

难度: 12阈值: 8 / 14

攻击: +1 | 匕首: 近战 | 1d8+1 物理

生命点: 5压力点: 3

特性

  • 如履平地 Climber - 被动: 锯齿刀盗贼攀爬起来和奔跑一样轻松。

  • 居高临下 From Above - 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。

JAGGED KNIFE BANDIT

Tier 1 Standard

A cunning criminal in a cloak bearing one of the gang’s iconic knives.

Motives & Tactics: Escape, profit, steal, throw smoke

Experience: Thief +2

Difficulty: 12Thresholds: 8/14

ATK: +1 | Daggers: Melee | 1d8+1 phy

HP: 5Stress: 3

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.

锯齿刀咒术师 JAGGED KNIFE HEXERJAGGED KNIFE HEXERT1 辅助Support
难 13阈 5 / 9命 4压 4

锯齿刀咒术师 JAGGED KNIFE HEXER

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

经历: 魔法知识 +2

难度: 13阈值: 5 / 9

攻击: +2 | 法杖: 远距离 | 1d6+2 魔法

生命点: 4压力点: 4

特性

JAGGED KNIFE HEXER

Tier 1 Support

A staff-wielding bandit in a cloak adorned with magical paraphernalia, using curses to vex their foes.

Motives & Tactics: Command, hex, profit

Experience: Magical Knowledge +2

Difficulty: 13Thresholds: 5/9

ATK: +2 | Staff: Far | 1d6+2 mag

HP: 4Stress: 4

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.

锯齿刀碎膝者 JAGGED KNIFE KNEEBREAKERJAGGED KNIFE KNEEBREAKERT1 斗士Bruiser
难 12阈 7 / 14命 7压 4

锯齿刀碎膝者 JAGGED KNIFE KNEEBREAKER

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

经历: 盗贼 +2,展露威胁 +3

难度: 12阈值: 7 / 14

攻击: −3 | 木棒: 近战 | 1d4+6 物理

生命点: 7压力点: 4

特性

  • 我逮住他们了 I’ve Got ’Em - 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 Hold Them Down - 动作: 对近战范围内的一个目标发动一次攻击。若成功,目标不会受到伤害但会处于 束缚 和 脆弱 状态。目标可进行一次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挣脱。

JAGGED KNIFE KNEEBREAKER

Tier 1 Bruiser

An imposing brawler carrying a large club.

Motives & Tactics: Grapple, intimidate, profit, steal

Experience: Thief +2, Unveiled Threats +3

Difficulty: 12Thresholds: 7/14

ATK: −3 | Club: Melee | 1d4+6 phy

HP: 7Stress: 4

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.

锯齿刀喽啰 JAGGED KNIFE LACKEYJAGGED KNIFE LACKEYT1 杂兵Minion
难 9阈 无命 1压 1

锯齿刀喽啰 JAGGED KNIFE LACKEY

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、获利、投掷烟雾弹

经历: 盗贼 +2

难度: 9阈值: 无

攻击: −2 | 匕首: 近战 | 2 物理

生命点: 1压力点: 1

特性

  • 杂兵(3) Minion (3) - 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 Group Attack - 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。

JAGGED KNIFE LACKEY

Tier 1 Minion

A thief with simple clothes and small daggers, eager to prove themselves.

Motives & Tactics: Escape, profit, throw smoke

Experience: Thief +2

Difficulty: 9Thresholds: None

ATK: −2 | Daggers: Melee | 2 phy

HP: 1Stress: 1

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.

鹰身女妖 HARPYHARPYT1 潜伏Skulk
难 12阈 3 / 7命 3压 3

鹰身女妖 HARPY

位阶 1 潜伏

一种凶猛且气味恶臭的鸟类生物,翼展八英尺,上半身与面孔如同人类。

动机与战术: 防御巢穴、将敌人从高空抛落、自空中劫掠、尖啸不止

经历: 群岛 +3

难度: 12阈值: 3 / 7

攻击: +0 | 钩爪: 近战 | 1d8+1 物理

生命点: 3压力点: 3

特性

  • 剧毒气场 Toxic Aura - 被动: 鹰身女妖散发出恶臭,使邻近范围内所有非鹰身女妖的生物处于脆弱状态。

  • 俯冲攻击 Swooping Attack - 动作: 标记 1 压力点后,鹰身女妖沿直线移动到远距离范围内的一点,并对飞行路径上的一个目标发动一次攻击。成功时,鹰身女妖造成 3d6 点物理伤害。

HARPY

Tier 1 Skulk

A fierce and foul-smelling bird with an eight-foot wingspan and the upper body and face of a human.

Motives & Tactics: Defend nest, drop enemies from a great height, maraud from the air, screech incessantly

Experience: Islands +3

Difficulty: 12Thresholds: 3/7

ATK: +0 | Talons: Melee | 1d8+1 phy

HP: 3Stress: 3

FEATURES

Toxic Aura - Passive: The Harpy emits a foul stench that renders all non-Harpies Vulnerable while within Very Close range. Swooping Attack - Action: Mark a Stress to have the Harpy move in a straight line to a point within Far range and make an attack against a target in the Harpy’s path. On a success, the Harpy deals 3d6 physical damage.

扰敌者 HARRIERHARRIERT1 标准Standard
难 12阈 5 / 9命 3压 3

扰敌者 HARRIER

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

经历: 伪装 +2

难度: 12阈值: 5 / 9

攻击: +1 | 标枪: 近距离 | 1d6+2 物理

生命点: 3压力点: 3

特性

HARRIER

Tier 1 Standard

A nimble fighter armed with javelins.

Motives & Tactics: Flank, harry, kite, profit

Experience: Camouflage +2

Difficulty: 12Thresholds: 5/9

ATK: +1 | Javelin: Close | 1d6+2 phy

HP: 3Stress: 3

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.

锯齿刀队长 JAGGED KNIFE LIEUTENANTJAGGED KNIFE LIEUTENANTT1 头目Leader
难 13阈 7 / 14命 6压 3

锯齿刀队长 JAGGED KNIFE LIEUTENANT

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

经历: 本地知识 +2

难度: 13阈值: 7 / 14

攻击: +2 | 标枪: 近距离 | 1d8+3 物理

生命点: 6压力点: 3

特性

  • 战术大师 Tactician - 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 More Where That Came From - 动作: 召唤三名“锯齿刀喽啰”,他们出现在远距离范围处。

  • 致命一击 Coup de Grace - 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 Momentum - 反应: 当锯齿刀队长成功命中玩家角色时,你获得 1 恐惧点。

JAGGED KNIFE LIEUTENANT

Tier 1 Leader

A seasoned bandit in quality leathers with a strong voice and cunning eyes.

Motives & Tactics: Bully, command, profit, reinforce

Experience: Local Knowledge +2

Difficulty: 13Thresholds: 7/14

ATK: +2 | Javelin: Close | 1d8+3 phy

HP: 6Stress: 3

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.

锯齿刀影子 JAGGED KNIFE SHADOWJAGGED KNIFE SHADOWT1 潜伏Skulk
难 12阈 4 / 8命 3压 3

锯齿刀影子 JAGGED KNIFE SHADOW

位阶 1 潜伏

一个灵活的恶棍,手持一把邪恶的匕首,利用暗影魔法孤立目标。

动机与战术: 伏击、隐藏、分割、获利

经历: 侵入 +3

难度: 12阈值: 4 / 8

攻击: +1 | 匕首: 近战 | 1d4+4 物理

生命点: 3压力点: 3

特性

  • 背刺 Backstab - 被动: 当锯齿刀影子在具有优势的普通攻击中命中时,造成 1d6+6 点物理伤害而非普通伤害。

  • 隐匿无踪 Cloaked - 动作: 进入 隐藏 状态直至下次攻击。通过此特性在 隐藏 状态下发动的攻击具有优势。

JAGGED KNIFE SHADOW

Tier 1 Skulk

A nimble scoundrel bearing a wicked knife and utilizing shadow magic to isolate targets.

Motives & Tactics: Ambush, conceal, divide, profit

Experience: Intrusion +3

Difficulty: 12Thresholds: 4/8

ATK: +1 | Daggers: Melee | 1d4+4 phy

HP: 3Stress: 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.

锯齿刀狙击手 JAGGED KNIFE SNIPERJAGGED KNIFE SNIPERT1 远程Ranged
难 13阈 4 / 7命 3压 2

锯齿刀狙击手 JAGGED KNIFE SNIPER

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

经历: 隐匿 +2

难度: 13阈值: 4 / 7

攻击: −1 | 短弓: 远距离 | 1d10+2 物理

生命点: 3压力点: 2

特性

JAGGED KNIFE SNIPER

Tier 1 Ranged

A lanky bandit striking from cover with a shortbow.

Motives & Tactics: Ambush, hide, profit, reposition

Experience: Stealth +2

Difficulty: 13Thresholds: 4/7

ATK: −1 | Shortbow: Far | 1d10+2 phy

HP: 3Stress: 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.

凯尔派 KELPIEKELPIET1 潜伏Skulk
难 12阈 4 / 8命 3压 5

凯尔派 KELPIE

位阶 1 潜伏

一种栖居于河流中的变形生物,无论在水上还是在水下,都偏好以迷人的马形现身。

动机与战术: 化作迷人或有用的形态、溺毙并吞噬猎物、引诱疏于防备的旅人

经历: 纠缠 +3 、读心 +3

难度: 12阈值: 4 / 8

攻击: −2 | 马蹄: 邻近 | 1d8+2 物理

生命点: 3压力点: 5

特性

  • 摄人心魄 Captivating - 被动: 玩家角色必须标记 1 压力点才能离开凯尔派的近战范围。

  • 心之所欲 Heart’s Desire - 被动: 当凯尔派与某个生物互动或观察某个生物至少一百次心跳的时间后,便会知晓该生物眼中最为赏心悦目、最具诱惑的外观形态。

  • 变形者 Shapeshifter - 动作: 标记 1 压力点,凯尔派可将自身形态变为小于一辆马车大小的任意生物或物件。当凯尔派以某个生物觉得赏心悦目或诱人的形态出现时,该生物在对抗凯尔派的掷骰中具有劣势。

  • 魅惑 Enchant - 动作: 花费 1 恐惧点,凯尔派可魅惑近距离范围内的一个玩家角色。该玩家角色必须进行一次成功的本能反应掷骰,否则处于魅惑状态,直至承受伤害。处于魅惑状态期间,该玩家角色会将凯尔派视为可信赖的朋友或盟友,听从凯尔派的吩咐,除非这违背该玩家角色最根深蒂固的道德准则。

KELPIE

Tier 1 Skulk

A river-dwelling shapeshifter who prefers an enchanting equine form in and out of the water.

Motives & Tactics: Adopt an attractive or useful shape, drown and devour, entice unwary travelers

Experience: Entanglement +3, Mind Reader +3

Difficulty: 12Thresholds: 4/8

ATK: −2 | Hooves: Very Close | 1d8+2 phy

HP: 3Stress: 5

FEATURES

Captivating - Passive: A PC must mark a Stress to move out of the Kelpie’s Melee range. Heart’s Desire - Passive: After the Kelpie interacts with or watches a creature for at least a hundred heartbeats, the Kelpie knows the physical form that creature would find most pleasing or alluring. Shapeshifter - Action: Mark a Stress to change the Kelpie’s physical form into any creature or object smaller than a wagon. A creature has disadvantage on rolls against the Kelpie while the Kelpie is in a form the creature finds pleasing or alluring. Enchant - Action: Spend a Fear to have the Kelpie beguile a PC within Close range. The PC must succeed on an Instinct Reaction Roll or become Enchanted until they take damage. While Enchanted, the PC perceives the Kelpie as a trusted friend or ally and will do what the Kelpie says unless it contradicts the PC’s most deeply held morals.

蒙面死神 MASQUE MUERTEMASQUE MUERTET1 独狼Solo
难 13阈 7 / 14命 8压 4

蒙面死神 MASQUE MUERTE

位阶 1 独狼

一位邪恶蒙面摔角手暴怒的灵魂。

动机与战术: 指名挑衅、羞辱对手、煽动观众、将对手压制在地

经历: 缠摔 +3 、炫技 +3

难度: 13阈值: 7 / 14

攻击: +4 | 响亮劈掌: 近战 | 1d12+2 魔法

生命点: 8压力点: 4

特性

  • 自由无束 Libre - 被动: 蒙面死神无法处于束缚状态。

  • 反派觉醒 Heel Turn - 动作: 标记 1 压力点对近距离范围内的一个玩家角色发动一次攻击。成功时,目标必须标记 1 压力点,并暂时处于脆弱状态——蒙面死神正用一连串侮辱性的嘲弄攻击目标。

  • 幽灵背摔 Spectral Suplex - 动作: 花费 1 恐惧点后,蒙面死神对一个处于束缚状态的玩家角色施以背摔,造成 1d10+6 点魔法伤害。

  • 摘面之死 Unmasking Death - 动作: 花费 1 恐惧点后,蒙面死神会短暂摘下面具,露出面具下骇人的面孔。近距离范围内的每个玩家角色必须成功通过风度反应掷骰,否则标记 1 压力点。

  • 乱入双打 Tag Team - 反应: 当蒙面死神对一个玩家角色造成伤害时,你可以花费 1 恐惧点让一名幽灵摔角手现身并压制目标,直至对方通过一次成功的力量掷骰逃脱。被压制期间,目标处于束缚状态,并因蒙面死神的攻击额外承受 1d12 点魔法伤害。

MASQUE MUERTE

Tier 1 Solo

The raging soul of a villainous masked wrestler.

Motives & Tactics: Call out, embarrass, energize the audience, pin opponents to the ground

Experience: Grappler +3, Showboat +3

Difficulty: 13Thresholds: 7/14

ATK: +4 | Open-Handed Strike: Melee | 1d12+2 mag

HP: 8Stress: 4

FEATURES

Libre - Passive: The Masque Muerte can’t be Restrained. Heel Turn - Action: Mark a Stress to make an attack against a PC within Close range. On a success, the target must mark a Stress and is temporarily Vulnerable as the Masque Muerte assaults them with a string of insulting taunts. Spectral Suplex - Action: Spend a Fear to have the Masque Muerte suplex a Restrained PC, dealing 1d10+6 magic damage to them. Unmasking Death - Action: Spend a Fear to have the Masque Muerte momentarily remove their mask, revealing their horrifying face underneath. Each PC within Close range must succeed on a Presence Reaction Roll or mark a Stress. Tag Team - Reaction: When the Masque Muerte deals damage to a PC, you can spend a Fear to have a spectral wrestler appear and Pin the target until they escape with a successful Strength Roll. While Pinned, the target is Restrained and takes an extra 1d12 magic damage from the Masque Muerte’s attacks.

机械球 MECHANORBMECHANORBT1 标准Standard
难 12阈 5 / 10命 4压 3

机械球 MECHANORB

位阶 1 标准

一个漂浮的机械圆球,拥有可伸缩的四肢,来自一个由机械与金属构成的世界。

动机与战术: 协同行动、拆解与组装、横平竖直地移动、用二进制交谈

经历: 机械 +2

难度: 12阈值: 5 / 10

攻击: +1 | 针: 近战 | 1d10+1 物理

生命点: 4压力点: 3

特性

  • 蜂巢思维 Hive Mind - 被动: 机械球近距离范围内每有一名其他机械球,其难度就获得 +1 加值。

  • 适应战术 Adaptive Tactics - 被动: 指示物池。当此机械球的攻击掷骰失败时,向机械球指示物池中加入 1 个指示物。场景中所有机械球的攻击掷骰都获得指示物数量的加值。当任一机械球受到严重伤害或被击败时,移除所有指示物。

MECHANORB

Tier 1 Standard

A floating clockwork sphere that has telescoping limbs and comes from a realm of machines and metal.

Motives & Tactics: Coordinate, (dis)assemble, move orthogonally, speak in binary

Experience: Machines +2

Difficulty: 12Thresholds: 5/10

ATK: +1 | Needle: Melee | 1d10+1 phy

HP: 4Stress: 3

FEATURES

Hive Mind - Passive: The Mechanorb gains a +1 bonus to their Difficulty for each other Mechanorb within Close range. Adaptive Tactics - Passive: Pool. When the Mechanorb fails an attack roll, add a token to the Mechanorb Pool. All Mechanorbs in the scene gain a bonus to attack rolls equal to the number of tokens in the Mechanorb Pool. Clear all tokens when any Mechanorb takes Severe damage or is defeated.

商人 MERCHANTMERCHANTT1 社交Social
难 12阈 4 / 8命 3压 3

商人 MERCHANT

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、哄抬价格、追求利益

经历: 伶牙俐齿 +3

难度: 12阈值: 4 / 8

攻击: −4 | 棍棒: 近战 | 1d4+1 物理

生命点: 3压力点: 3

特性

  • 优先待遇 Preferential Treatment - 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 The Runaround - 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。

MERCHANT

Tier 1 Social

A finely dressed trader with a keen eye for financial gain.

Motives & Tactics: Buy low and sell high, create demand, inflate prices, seek profit

Experience: Shrewd Negotiator +3

Difficulty: 12Thresholds: 4/8

ATK: −4 | Club: Melee | 1d4+1 phy

HP: 3Stress: 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.

小型混沌元素 MINOR CHAOS ELEMENTALMINOR CHAOS ELEMENTALT1 独狼Solo
难 14阈 7 / 14命 7压 3

小型混沌元素 MINOR CHAOS ELEMENTAL

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

经历: —

难度: 14阈值: 7 / 14

攻击: +3 | 扭曲爆破: 近距离 | 1d12+6 魔法

生命点: 7压力点: 3

特性

  • 奥术形态 Arcane Form - 被动: 元素具有魔法伤害抗性。

  • 致病洪流 Sickening Flux - 动作: 标记 1 生命点,迫使近距离范围内的所有目标标记 1 压力点并变得 脆弱,直到他们下次休息或恢复 1 生命点。

  • 重塑现实 Remake Reality - 动作: 花费 1 恐惧点,将邻近范围内的区域转化为另一种的生态区域。此区域内的所有目标受到 2d6+3 点直接魔法伤害。

  • 魔法反射 Magical Reflection - 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 Momentum - 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。

MINOR CHAOS ELEMENTAL

Tier 1 Solo

A coruscating mass of uncontrollable magic.

Motives & Tactics: Confound, destabilize, transmogrify

Difficulty: 14Thresholds: 7/14

ATK: +3 | Warp Blast: Close | 1d12+6 mag

HP: 7Stress: 3

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 different biome. All targets within this area take 2d6+3 direct magic damage. Magical Reflection - 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.

小型火元素 MINOR FIRE ELEMENTALMINOR FIRE ELEMENTALT1 独狼Solo
难 13阈 7 / 15命 9压 3

小型火元素 MINOR FIRE ELEMENTAL

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

经历: —

难度: 13阈值: 7 / 15

攻击: +3 | 元素爆破: 远距离 | 1d10+4 魔法

生命点: 9压力点: 3

特性

  • 无情(2) Relentless (2) - 被动: 在每个游戏主持人轮次中,小型火元素可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。

  • 焦土 Scorched Earth - 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 Explosion - 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 Consume Kindling - 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,将其吞噬以恢复 1 生命点或清除 1 压力点。

  • 乘胜追击 Momentum - 反应: 当小型火元素成功命中玩家角色时,你获得 1 恐惧点。

MINOR FIRE ELEMENTAL

Tier 1 Solo

A living flame the size of a large bonfire.

Motives & Tactics: Encircle enemies, grow in size, intimidate, start fires

Difficulty: 13Thresholds: 7/15

ATK: +3 | Elemental Blast: Far | 1d10+4 mag

HP: 9Stress: 3

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 flames. All creatures within this area must make an Agility Reaction Roll. Targets who fail take 2d8 magic damage from the flames. Targets who succeed take half damage. Explosion - Action: Spend a Fear to erupt in a fiery 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 flammable, 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.

小型恶魔 MINOR DEMONMINOR DEMONT1 独狼Solo
难 14阈 8 / 15命 8压 4

小型恶魔 MINOR DEMON

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

经历: —

难度: 14阈值: 8 / 15

攻击: +3 | 利爪: 近战 | 1d8+6 物理

生命点: 8压力点: 4

特性

  • 无情(2) Relentless (2) - 被动: 在每个游戏主持人轮次中,小型恶魔可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。

  • 万物皆陨 All Must Fall - 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 Hellfire - 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 Reaper - 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,以获得等同于小型恶魔当前已标记生命点数量的伤害掷骰加值。

  • 乘胜追击 Momentum - 反应: 当小型恶魔成功命中玩家角色时,你获得 1 恐惧点。

MINOR DEMON

Tier 1 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: 14Thresholds: 8/15

ATK: +3 | Claws: Melee | 1d8+6 phy

HP: 8Stress: 4

FEATURES

Relentless (2) - Passive: The Demon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. All Must Fall - Passive: When a PC rolls a failure with Fear while within Close range of the Demon, they lose a Hope. Hellfire - Action: Spend a Fear to rain down hellfire 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.

小型树人 MINOR TREANTMINOR TREANTT1 杂兵Minion
难 10阈 无命 1压 1

小型树人 MINOR TREANT

位阶 1 杂兵

一株能移动的树苗,起身保卫它们的森林。

动机与战术: 粉碎、制服、保护

经历: —

难度: 10阈值: 无

攻击: −2 | 利爪树枝: 近战 | 4 物理

生命点: 1压力点: 1

特性

  • 杂兵(5) Minion (5) - 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 Group Attack - 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 点物理伤害。将这些伤害合并计算。

MINOR TREANT

Tier 1 Minion

An ambulatory sapling rising up to defend their forest.

Motives & Tactics: Crush, overwhelm, protect

Difficulty: 10Thresholds: None

ATK: −2 | Clawed Branch: Melee | 4 phy

HP: 1Stress: 1

FEATURES

Minion (5) - 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.

山地巨魔 MOUNTAIN TROLLMOUNTAIN TROLLT1 独狼Solo
难 14阈 8 / 15命 8压 3

山地巨魔 MOUNTAIN TROLL

位阶 1 独狼

一个从岩石中诞生、丑陋且扭曲的巨人,身穿盗来的盔甲,腰间系着一串被割下的头颅。

动机与战术: 伏击、咆哮、投掷巨石、重击、践踏

经历: 山脉 +4

难度: 14阈值: 8 / 15

攻击: +2 | 颅骨连枷: 邻近 | 1d8+1 物理

生命点: 8压力点: 3

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,山地巨魔至多可被聚焦 3 次。照常花费恐惧点来聚焦山地巨魔。

  • 盗来的护甲 Stolen Armor - 被动: 倒计时。战斗开始时,启动一个数值等同于玩家角色数量的倒计时。每当巨魔受到伤害时,将伤害等级降低一级,然后下调倒计时。倒计时触发时,巨魔发生进化(见“狂怒山地巨魔”)。

  • 连枷横扫 Flail Swipe - 动作: 标记 1 压力点对巨魔正前方邻近范围内的所有目标发动一次攻击。巨魔对抗成功的目标受到 2d8+2 点物理伤害。

  • 狂怒山地巨魔 Enraged Mountain Troll - 进化: 巨魔失去“盗来的护甲”和“连枷横扫”特性,随后其难度获得 +1 加值。此外,巨魔获得“双重横扫”特性,并将“颅骨连枷”替换为以下普通攻击:利爪横扫:邻近范围 | 1d10+3 物理

  • 双重横扫 Double Swipe - 动作: 花费 1 恐惧点移动到近距离范围内,并对近战范围内的一个目标发动两次普通攻击。若两次攻击均成功,则合并伤害,目标失去 1 希望点。

MOUNTAIN TROLL

Tier 1 Solo

A hideous giant born out of a massive rock. They wear purloined armor and a belt of severed heads or skulls.

Motives & Tactics: Ambush, bellow, hurl large boulders, smash, stomp

Experience: Mountains +4

Difficulty: 14Thresholds: 8/15

ATK: +2 | Skull Flail: Very Close | 1d8+1 phy

HP: 8Stress: 3

FEATURES

Relentless (3) - Passive: The Troll can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Stolen Armor - Passive: Countdown. When combat begins, activate a countdown with a value equal to the number of PCs. When the Troll takes damage, reduce the severity by one threshold, then tick down the countdown. When it triggers, the Troll evolves (see “Enraged Mountain Troll”). Flail Swipe - Action: Mark a Stress to make an attack against all targets in front of the Troll within Very Close range. Targets the Troll succeeds against take 2d8+2 physical damage. Enraged Mountain Troll - Evolution: The Troll loses their “Stolen Armor” and “Flail Swipe” features, then gains a +1 bonus to their Difficulty. Additionally, they gain the “Double Swipe” feature and replace “Skull Flail” with the following standard attack: Claw Swipe: Very Close | 1d10+3 phy Double Swipe - Action: Spend a Fear to move up to Close range and make two standard attacks against a target within Melee range. If both attacks succeed, combine the damage, and the target loses a Hope.

章鱼 OCTOPUSOCTOPUST1 潜伏Skulk
难 12阈 3 / 无命 2压 3

章鱼 OCTOPUS

位阶 1 潜伏

一种水生软体动物,身体柔软,长着八条带吸盘的腕足和一张坚硬如喙的嘴。

动机与战术: 沿海底爬行、捕食鱼类、喷墨逃生

经历: 灵巧 +3、水 +3

难度: 12阈值: 3 / 无

攻击: −1 | 喙: 近战 | 1d6 物理

生命点: 2压力点: 3

特性

  • 缠斗 Grapple - 动作: 对近距离范围内的一个目标进行一次攻击掷骰。成功时,目标处于束缚和脆弱状态,直到其成功通过一次力量掷骰逃脱为止。

  • 喷墨 Squirt Ink - 动作: 标记 1 压力点让章鱼喷出墨汁。在陆地上,墨汁会覆盖邻近范围内的地面。任何穿过该区域的生物都必须成功通过敏捷反应掷骰,否则会滑倒并处于脆弱状态,直到离开该区域。若章鱼在水下使用此特性,则改为制造一团黑暗之云,充满邻近范围内的区域并阻挡视线。

OCTOPUS

Tier 1 Skulk

An aquatic, soft-bodied mollusk that has eight sucker-bearing arms and a hard, beaklike jaw.

Motives & Tactics: Crawl along the ocean floor, eat fish, squirt ink to escape

Experience: Dexterity +3, Water +3

Difficulty: 12Thresholds: 3/None

ATK: −1 | Beak: Melee | 1d6 phy

HP: 2Stress: 3

FEATURES

Grapple - Action: Make an attack roll against a target within Close range. On a success, the target becomes Restrained and Vulnerable until they escape with a successful Strength Roll. Squirt Ink - Action: Mark a Stress to have the Octopus squirt ink. On land, the ink covers the ground within Very Close range. Each creature who moves through that area must succeed on an Agility Reaction Roll or slip and fall, becoming Vulnerable until they exit the area. If this feature is used while the Octopus is underwater, it instead creates a cloud of darkness that fills an area within Very Close range and blocks line of sight.

绿色软泥怪 GREEN OOZEGREEN OOZET1 潜伏Skulk
难 8阈 5 / 10命 5压 2

绿色软泥怪 GREEN OOZE

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

经历: 伪装 +3

难度: 8阈值: 5 / 10

攻击: +1 | 软泥附肢: 近战 | 1d6+1 魔法

生命点: 5压力点: 2

特性

  • 迟缓 Slow - 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。在它们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 Acidic Form - 被动: 当绿色软泥怪攻击成功时,目标必须标记 1 护甲槽,且不获得其增益(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 Envelop - 动作: 对近战范围内的一个目标进行一次普通攻击。成功时,绿色软泥怪使其处于 吞没 状态,目标必须标记 2 压力点。处于 吞没 状态时,目标每次进行动作掷骰时都必须额外标记 1 压力点。当绿色软泥怪受到严重伤害时,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 Split - 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),并立即聚焦它们。

GREEN OOZE

Tier 1 Skulk

A moving mound of translucent green slime.

Motives & Tactics: Camouflage, consume and multiply, creep up, envelop

Experience: Camouflage +3

Difficulty: 8Thresholds: 5/10

ATK: +1 | Ooze Appendage: Melee | 1d6+1 mag

HP: 5Stress: 2

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 benefits (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 tar get 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.

微型绿色软泥怪 TINY GREEN OOZETINY GREEN OOZET1 潜伏Skulk
难 14阈 4 / 无命 2压 1

微型绿色软泥怪 TINY GREEN OOZE

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

经历: —

难度: 14阈值: 4 / 无

攻击: 1 | 软泥附肢: 近战 | 1d4+1 魔法

生命点: 2压力点: 1

特性

  • 酸性形态 Acidic Form - 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,且不获得其增益(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。

TINY GREEN OOZE

Tier 1 Skulk

A small moving mound of translucent green slime.

Motives & Tactics: Camouflage, creep up

Difficulty: 14Thresholds: 4/None

ATK: −1 | Ooze Appendage: Melee | 1d4+1 mag

HP: 2Stress: 1

FEATURES

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

红色软泥怪 RED OOZERED OOZET1 潜伏Skulk
难 10阈 6 / 11命 5压 3

红色软泥怪 RED OOZE

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

经历: 伪装 +3

难度: 10阈值: 6 / 11

攻击: +1 | 软泥附肢: 近战 | 1d8+3 魔法

生命点: 5压力点: 3

特性

  • 蔓延之火 Creeping Fire - 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 Ignite - 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 Split - 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),并立即聚焦它们。

RED OOZE

Tier 1 Skulk

A moving mound of translucent flaming red slime.

Motives & Tactics: Camouflage, consume and multiply, ignite, start fires

Experience: Camouflage +3

Difficulty: 10Thresholds: 6/11

ATK: +1 | Ooze Appendage: Melee | 1d8+3 mag

HP: 5Stress: 3

FEATURES

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

微型红色软泥怪 TINY RED OOZETINY RED OOZET1 潜伏Skulk
难 11阈 5 / 无命 2压 1

微型红色软泥怪 TINY RED OOZE

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

经历: —

难度: 11阈值: 5 / 无

攻击: −1 | 软泥附肢: 近战 | 1d4+2 魔法

生命点: 2压力点: 1

特性

  • 燃烧 Burning - 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。

TINY RED OOZE

Tier 1 Skulk

A small moving mound of translucent flaming red slime

Motives & Tactics: Blaze, camouflage

Difficulty: 11Thresholds: 5/None

ATK: −1 | Ooze Appendage: Melee | 1d4+2 mag

HP: 2Stress: 1

FEATURES

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

黑豹 PANTHERPANTHERT1 潜伏Skulk
难 14阈 5 / 10命 4压 3

黑豹 PANTHER

位阶 1 潜伏

一种从阴影中潜近猎物的大型猫科掠食者。

动机与战术: 攀爬树木、扑袭、跟踪

经历: 敏锐感官 +3、潜行 +3

难度: 14阈值: 5 / 10

攻击: +2 | 利齿与利爪: 近战 | 1d8+1 物理

生命点: 4压力点: 3

特性

PANTHER

Tier 1 Skulk

A large feline predator that stalks its prey from the shadows.

Motives & Tactics: Climb trees, pounce, stalk

Experience: Keen Senses +3, Slink +3

Difficulty: 14Thresholds: 5/10

ATK: +2 | Teeth and Claws: Melee | 1d8+1 phy

HP: 4Stress: 3

FEATURES

Shadow Stalker - Passive: While Hidden, the Panther gains a +2 bonus to its attack rolls. Pouncing Strike - Action: Mark a Stress to have the Panther leap into Melee range of a target within Far range and make an attack against them. On a success, deal 1d12+2 physical damage.

低阶贵族 PETTY NOBLEPETTY NOBLET1 社交Social
难 14阈 6 / 10命 3压 5

低阶贵族 PETTY NOBLE

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、收集资源、调动杂兵

经历: 贵族 +3

难度: 14阈值: 6 / 10

攻击: −3 | 细剑: 近战 | 1d6+1 物理

生命点: 3压力点: 5

特性

  • 我的地盘我做主 My Land, My Rules - 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! Guards, Seize Them! - 动作: 每场景一次,标记 1 压力点以召唤 1d4 名持刃警卫,他们出现在远距离范围处,并执行贵族的命令。

  • 流放 Exile - 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。

PETTY NOBLE

Tier 1 Social

A richly dressed and adorned aristocrat brimming with hubris.

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

Experience: Aristocrat +3

Difficulty: 14Thresholds: 6/10

ATK: −3 | Rapier: Melee | 1d6+1 phy

HP: 3Stress: 5

FEATURES

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

幻影 PHANTOMPHANTOMT1 标准Standard
难 11阈 5 / 无命 2压 1

幻影 PHANTOM

位阶 1 标准

迷失灵魂的回声,化作一团灵质般的阴影。

动机与战术: 制造冰冷、凌空飞掠、低语不祥的消息

经历: 灵异 +3

难度: 11阈值: 5 / 无

攻击: −1 | 寒冷之触: 近战 | 1d6+2 魔法

生命点: 2压力点: 1

特性

PHANTOM

Tier 1 Standard

The echo of a lost soul in the form of an ectoplasmic shadow.

Motives & Tactics: Create cold spots, swoop through the air, whisper dark tidings

Experience: Spooky +3

Difficulty: 11Thresholds: 5/None

ATK: −1 | Chill Touch: Melee | 1d6+2 mag

HP: 2Stress: 1

FEATURES

Incorporeal - Passive: The Phantom has resistance to physical damage and can move through solid objects. Fear Aura - Passive: A PC who takes the spotlight within Very Close range of the Phantom must succeed on a Presence Reaction Roll (10) or mark a Stress. Lingering Haunt - Reaction: Countdown (1d6). When the Phantom is defeated, you can spend a Fear to activate the countdown. It ticks down when a PC rolls with Fear. When it triggers, clear the Phantom’s HP and immediately spotlight them.

海盗船长 PIRATE CAPTAINPIRATE CAPTAINT1 头目Leader
难 14阈 7 / 14命 7压 5

海盗船长 PIRATE CAPTAIN

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

经历: 指挥官 +2,水手 +3

难度: 14阈值: 7 / 14

攻击: +4 | 弯刀: 近战 | 1d12+2 物理

生命点: 7压力点: 5

特性

  • 豪侠气概 Swashbuckler - 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 Reinforcements - 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处。

  • 不留活口 No Quarter - 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 Momentum - 反应: 当海盗船长成功命中玩家角色时,你获得 1 恐惧点。

PIRATE CAPTAIN

Tier 1 Leader

A charismatic sea dog with an impressive hat, eager to raid and plunder.

Motives & Tactics: Command, make ’em walk the plank, plunder, raid

Experience: Commander +2, Sailor +3

Difficulty: 14Thresholds: 7/14

ATK: +4 | Cutlass: Melee | 1d12+2 phy

HP: 7Stress: 5

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.

海盗劫掠者 PIRATE RAIDERSPIRATE RAIDERST1 集群Horde
难 12阈 5 / 11命 4压 3

海盗劫掠者 PIRATE RAIDERS

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

经历: 水手 +3

难度: 12阈值: 5 / 11

攻击: +1 | 弯刀: 近战 | 1d8+2 物理

生命点: 4压力点: 3

特性

  • 集群 Horde (1d4+1) - 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 Swashbuckler - 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。

PIRATE RAIDERS

Tier 1 Horde (3/HP)

Seafaring scoundrels moving in a ravaging pack.

Motives & Tactics: Gang up, plunder, raid

Experience: Sailor +3

Difficulty: 12Thresholds: 5/11

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

HP: 4Stress: 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.

海盗打手 PIRATE TOUGHPIRATE TOUGHT1 斗士Bruiser
难 13阈 8 / 15命 5压 3

海盗打手 PIRATE TOUGH

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

经历: 水手 +2

难度: 13阈值: 8 / 15

攻击: +1 | 巨拳: 近战 | 2d6 物理

生命点: 5压力点: 3

特性

  • 豪侠气概 Swashbuckler - 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 Clear the Decks - 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。

PIRATE TOUGH

Tier 1 Bruiser

A thickly muscled and tattooed pirate with melon-sized fists.

Motives & Tactics: Plunder, raid, smash, terrorize

Experience: Sailor +2

Difficulty: 13Thresholds: 8/15

ATK: +1 | Massive Fists: Melee | 2d6 phy

HP: 5Stress: 3

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.

吵闹鬼 POLTERGEISTPOL TERGEISTT1 远程Ranged
难 9阈 4 / 无命 2压 2

吵闹鬼 POLTERGEIST

位阶 1 远程

一个怨气深重的半透明灵体,专爱附身无生命的物体。

动机与战术: 让蜡烛忽明忽暗、抖动锁链、摇晃窗户、把人在房间里甩来甩去

经历: 灵异 +3

难度: 9阈值: 4 / 无

攻击: −1 | 投掷物体: 远距离 | 1d6+3 物理

生命点: 2压力点: 2

特性

  • 幽灵 Specter - 被动: 吵闹鬼对物理伤害具有抗性。标记 1 压力点,使吵闹鬼穿过固体并移动至近距离范围。

  • 附身者 Possessor - 动作: 标记 1 压力点即可让吵闹鬼附身于一个完全位于近距离范围内的非魔法物体,使该物体散发出幽灵般的微光。下一次吵闹鬼将要承受伤害时,改为摧毁该物体,将吵闹鬼从中驱逐出来。

  • 幽灵风暴 Ghost Storm - 动作: 花费 1 恐惧点,让吵闹鬼将邻近范围内所有未被装备的非魔法物体卷入一场猛烈的旋涡。该区域内的每个目标都必须进行一次敏捷反应掷骰。失败的目标承受 1d12+2 点物理伤害;成功的目标承受一半伤害。

POL TERGEIST

Tier 1 Ranged

A baleful, translucent spirit that possesses inanimate objects.

Motives & Tactics: Flicker candles, rattle chains, shake windows, throw people around the room

Experience: Spooky +3

Difficulty: 9Thresholds: 4/None

ATK: −1 | Thrown Object: Far | 1d6+3 phy

HP: 2Stress: 2

FEATURES

Specter - Passive: The Poltergeist has resistance to physical damage. Mark a Stress to move up to Close range through solid objects. Possessor - Action: Mark a Stress to have the Poltergeist inhabit a nonmagical object that is entirely within Close range, infusing the object with a ghostly glow. The next time the Poltergeist would take damage, the object is destroyed instead, and the Poltergeist is expelled from it. Ghost Storm - Action: Spend a Fear to have the Poltergeist pull all unequipped nonmagical objects within Very Close range into a violent vortex. Each target in that area must make an Agility Reaction Roll. Targets who fail take 1d12+2 physical damage. Targets who succeed take half damage.

暴乱噬群 RABBLE MAWBRABBLE MAWBT1 集群Horde
难 8阈 4 / 8命 4压 2

暴乱噬群 RABBLE MAWB

位阶 1 集群(3/生命点)

这些猫一般大小的毛发、肢体与牙齿团块,以十余只为一群结伴游荡。

动机与战术: 吱吱啃咬、抱成一团,在地上打滚

经历: 地下 +2

难度: 8阈值: 4 / 8

攻击: −2 | 猛咬: 近战 | 1d6+3 物理

生命点: 4压力点: 2

特性

  • 集群 Horde (1d4+1) - 被动: 当暴乱噬群已标记一半或更多生命点时,其普通攻击改为造成 1d4+1 点物理伤害。

  • 变本加厉 Come Back Worse - 反应: 当暴乱噬群被击败时,你可以花费 1 恐惧点使其复活,恢复 全部 生命点并清除 全部 压力点。暴乱噬群在所有掷骰上获得加值,加值等于该特性被这只暴乱噬群使用过的次数。

RABBLE MAWB

Tier 1 Horde (3/HP)

These cat-sized balls of hair, limbs, and teeth travel in a “mawb” of a dozen.

Motives & Tactics: Chitter and chew, clump together, roll around

Experience: Underground +2

Difficulty: 8Thresholds: 4/8

ATK: −2 | Chomp: Melee | 1d6+3 phy

HP: 4Stress: 2

FEATURES

Horde (1d4+1) - Passive: When the Rabble Mawb has marked half or more of its HP, its standard attack deals 1d4+1 physical damage instead. Come Back Worse - Reaction: When the Rabble Mawb is defeated, you can spend a Fear to bring it back to life, clearing all HP and Stress. The Rabble Mawb gains a bonus to all rolls equal to the number of times this feature has been used by this Rabble Mawb.

红帽噬咬者 REDCAP BITERSREDCAP BITERST1 集群Horde
难 10阈 6 / 11命 5压 3

红帽噬咬者 REDCAP BITERS

位阶 1 集群(3/生命点)

一队拳头大小的妖精生物,长着尖如钢针的牙齿,圆锥形的红帽以蜡封在头顶。

动机与战术: 把他们放倒、为小小的胜利欢呼、咯咯吱吱地叫、在墙壁之间窜来窜去

经历: 犄角旮旯 +3

难度: 10阈值: 6 / 11

攻击: −1 | 噬咬: 近战 | 1d8+4 物理

生命点: 5压力点: 3

特性

REDCAP BITERS

Tier 1 Horde (3/HP)

A troop of fist-sized fey creatures who have needle-sharp teeth and conical red caps sealed on their heads with candle wax.

Motives & Tactics: Bring ’em down, celebrate tiny victories, giggle and chitter, scamper between the walls

Experience: Nooks and Crannies +3

Difficulty: 10Thresholds: 6/11

ATK: −1 | Gnash: Melee | 1d8+4 phy

HP: 5Stress: 3

FEATURES

Horde (1d4+2) - Passive: When the Biters have marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead. Ankle Weights - Passive: A PC must mark a Stress to move out of the Biters’ Melee range.

红帽破袭者 REDCAP BREAKERREDCAP BREAKERT1 斗士Bruiser
难 13阈 8 / 15命 6压 3

红帽破袭者 REDCAP BREAKER

位阶 1 斗士

一只高大粗野的妖精生物,圆锥形的红帽用蜡烛封在头上。

动机与战术: 捶胸膛怒吼,把弱小的敌人甩来甩去,横冲直撞

经历: 骸骨 +2

难度: 13阈值: 8 / 15

攻击: +1 | 木槌: 近战 | 1d12+2 物理

生命点: 6压力点: 3

特性

REDCAP BREAKER

Tier 1 Bruiser

A large, brutish fey creature who has a conical red cap sealed on their head with candle wax.

Motives & Tactics: Beat chest and bellow, ragdoll puny enemies, rush forward recklessly

Experience: Bones +2

Difficulty: 13Thresholds: 8/15

ATK: +1 | Wooden Mallet: Melee | 1d12+2 phy

HP: 6Stress: 3

FEATURES

Backbreaker - Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 physical damage. A target who marks HP from this attack is Restrained until they clear a HP. Kneecapper - Reaction: When the Breaker makes a successful standard attack, you can spend a Fear to make the target temporarily Vulnerable.

红帽屠夫 REDCAP BUTCHERREDCAP BUTCHERT1 标准Standard
难 12阈 5 / 10命 4压 3

红帽屠夫 REDCAP BUTCHER

位阶 1 标准

一只半身人大小的精类生物,使用各种切割工具将受害者劈成碎片,头上的圆锥形红帽用烛蜡封住。

动机与战术: 露出令人不安的笑容、劈砍、仓皇逃窜

经历: 疾行 +2

难度: 12阈值: 5 / 10

攻击: +1 | 剁肉刀: 近战 | 1d8+1 物理

生命点: 4压力点: 3

特性

REDCAP BUTCHER

Tier 1 Standard

A halfling-sized fey creature who hacks their victims apart with a variety of cutting implements. They wear a conical red hat sealed on their head with candle wax.

Motives & Tactics: Grin disconcertingly, hack and slash, scramble

Experience: Scurry +2

Difficulty: 12Thresholds: 5/10

ATK: +1 | Meat Cleaver: Melee | 1d8+1 phy

HP: 4Stress: 3

FEATURES

Chop Happy - Action: Mark a Stress to make a standard attack against up to three targets. For each target who marks HP, you gain a Fear. Knife Thrower - Action: Mark a Stress to make a standard attack against a target within Far range. If the Butcher is Hidden, they make the attack with advantage.

红帽制烛匠 REDCAP CANDLEMAKERREDCAP CANDLEMAKERT1 头目Leader
难 13阈 7 / 13命 6压 3

红帽制烛匠 REDCAP CANDLEMAKER

位阶 1 头目

一个面色苍白、形容枯槁的邪教头目,圆锥形红帽用蜡烛蜡封在头上。手中握着一根长杖,杖顶插着一支用被绞死罪犯的手制成的蜡烛。

动机与战术: 投下长长的阴影、远离混战、向目标展示光明

经历: 警惕 +3

难度: 13阈值: 7 / 13

攻击: +3 | 燃烛杖: 邻近 | 1d10+2 魔法

生命点: 6压力点: 3

特性

  • 荣耀之手 Hand of Glory - 被动: 当红帽制烛匠出现时,在该数据块上放置五个指示物。每当红帽制烛匠标记 1 生命点时,移除一个指示物。当此数据块上有一个或多个指示物时,红帽制烛匠处于隐藏状态。

  • 执炬者 Torchbearer - 被动: 红帽制烛匠的荣耀之手所散发的光芒激发出其盟友的嗜血欲望。当该数据块上有一个或多个指示物时,近距离范围内的所有“红帽”敌人的伤害掷骰获得 +1 加值。

  • 烈焰之舞 Dance in the Flames - 动作: 从该数据块上花费 1 指示物。红帽制烛匠在远距离范围内的一组玩家角色头上召唤出一团火球,每个目标必须进行一次敏捷反应掷骰。失败时受到 2d10 点魔法伤害。成功时受到一半伤害。

REDCAP CANDLEMAKER

Tier 1 Leader

A pale, gaunt cult leader wearing a conical red cap sealed on their head with candle wax. They wield a long rod with a candle atop it made from a hanged criminal’s hand.

Motives & Tactics: Cast long shadows, keep out of the fray, show them the light

Experience: Vigilance +3

Difficulty: 13Thresholds: 7/13

ATK: +3 | Burning Candlestick: Very Close | 1d10+2 mag

HP: 6Stress: 3

FEATURES

Hand of Glory - Passive: When the Candlemaker appears, place 5 tokens on this stat block. Remove a token whenever the Candlemaker marks a HP. While this stat block has 1 or more tokens on it, the Candlemaker is Hidden. Torchbearer - Passive: The light of the Candlemaker’s Hand of Glory inspires bloodlust in their allies. While this stat block has 1 or more tokens on it, each Redcap adversary within Close range gains a +1 bonus to their damage rolls. Dance in the Flames - Action: Spend a token from this stat block. The Candlemaker conjures a ball of fire on a group of PCs within Far range. Each target must make an Agility Reaction Roll. Targets who fail take 2d10 magic damage. Targets who succeed take half damage.

红帽剥皮者 REDCAP SKINNERREDCAP SKINNERT1 杂兵Minion
难 9阈 无命 1压 1

红帽剥皮者 REDCAP SKINNER

位阶 1 杂兵

一只猫大小的妖精生物,握着一把直柄剃刀,圆锥形红帽用蜡烛封在头上。

动机与战术: 剥皮,咯咯笑,刮蹭,切割

经历: 皮革工艺 +3

难度: 9阈值: 无

攻击: −1 | 剃刀: 近战 | 2 物理

生命点: 1压力点: 1

特性

  • 杂兵 (4) Minion (4) - 被动: 红帽剥皮者受到任何伤害即被击败。玩家角色每对红帽剥皮者造成 4 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 轻轻划过 Shallow Cuts - 被动: 每当玩家角色掷骰失败,其近战范围内的每个剥皮者都会使其受到 1 点物理伤害。合并这些伤害。

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有红帽剥皮者。这些红帽剥皮者移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名红帽剥皮者造成 2 点物理伤害。合并计算这些伤害。

REDCAP SKINNER

Tier 1 Minion

A cat-sized fey creature wielding a straight razor and wearing a conical red cap sealed on their head with candle wax.

Motives & Tactics: Flense, giggle, scrape, slice

Experience: Leatherwork +3

Difficulty: 9Thresholds: None

ATK: −1 | Razor: Melee | 2 phy

HP: 1Stress: 1

FEATURES

Minion (4) - Passive: The Skinner is defeated when they take any damage. For every 4 damage a PC deals to the Skinner, the PC defeats an additional Minion within range the attack would succeed against. Shallow Cuts - Passive: When a PC fails a roll, they take 1 physical damage for each Skinner within Melee range of them. Combine this damage. Group Attack - Action: Spend a Fear to choose a target and spotlight all Redcap Skinners within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.

鲁加鲁 RUGARURUGARUT1 独狼Solo
难 14阈 7 / 14命 8压 4

鲁加鲁 RUGARU

位阶 1 独狼

一个长着狼头的类人生物,被诸神诅咒,注定在沼泽中徘徊寻觅鲜血。

动机与战术: 亵渎神明,直取咽喉,跟踪,胁迫

经历: 沼泽 +3

难度: 14阈值: 7 / 14

攻击: +4 | 猛咬之颚: 近战 | 2d8+4 物理

生命点: 8压力点: 4

特性

RUGARU

Tier 1 Solo

A wolf-headed humanoid cursed by the gods to prowl the swamps in search of blood.

Motives & Tactics: Blaspheme, go for the throat, stalk, terrorize

Experience: Swamps +3

Difficulty: 14Thresholds: 7/14

ATK: +4 | Snapping Jaws: Melee | 2d8+4 phy

HP: 8Stress: 4

FEATURES

Relentless (3) - Passive: The Rugaru can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Child of Night - Passive: While in moonlight, the Rugaru gains a +2 bonus to their Difficulty. Bloodthirsty - Passive: When a PC marks HP from the Rugaru’s standard attack, add a token to this stat block. The Rugaru gains a bonus to attack rolls equal to the number of tokens on this stat block. Clear all tokens when the Rugaru takes Severe damage. Howl at the Moon - Action: Mark a Stress to force each PC within Far range to make a Presence Reaction Roll (15). Targets who fail lose a Hope. Gain a Fear for each Hope lost. If a PC has no Hope, they must mark a Stress and become Vulnerable until they roll with Hope. Flesh Ripper - Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 1d12+2 direct physical damage.

锯齿鳃兽 SAWTOOTHED GILLBEASTSAWTOOTHED GILLBEASTT1 标准Standard
难 12阈 5 / 10命 4压 2

锯齿鳃兽 SAWTOOTHED GILLBEAST

位阶 1 标准

一种矮壮的鱼类生物,嘴里长着几排剃刀般锋利的牙齿。

动机与战术: 爬上岸,打了就跑,从水线上探出头来

经历: 水生 +2

难度: 12阈值: 5 / 10

攻击: +1 | 浸水武器: 近距离 | 1d8+1 物理

生命点: 4压力点: 2

特性

  • 咔咬 Ka-Chomp - 动作: 标记 1 压力点,对近战范围内的一个目标发动攻击。成功时,目标受到 1d12 点物理伤害,且必须标记 1 护甲槽但无法获得其增益(仍可用护甲槽降低伤害)。

  • 进食狂潮 Feeding Frenzy - 反应: 当某个生物标记生命点时,你可以花费 1 恐惧点,聚焦该生物邻近范围内的所有锯齿鳃兽。这些鳃兽移动到该生物的近战范围内,各自对该生物发动一次普通攻击。若有攻击成功,则合并它们的伤害。

  • 鳞甲 Scaly - 反应: 当鳃兽将要标记 任意数量的 生命点时,掷骰一个 d6 。若结果为 6 ,你可以改为标记 1 压力点。

SAWTOOTHED GILLBEAST

Tier 1 Standard

A stocky fish creature that has rows of razor-sharp teeth.

Motives & Tactics: Clamber ashore, hit and run, peek above the waterline

Experience: Aquatic +2

Difficulty: 12Thresholds: 5/10

ATK: +1 | Waterlogged Weaponry: Close | 1d8+1 phy

HP: 4Stress: 2

FEATURES

Ka-Chomp - Action: Mark a Stress to attack a target within Melee range. On a success, the target takes 1d12 physical damage and must mark an Armor Slot without gaining its benefit (they can still use armor to reduce the damage). Feeding Frenzy - Reaction: When a creature marks HP, you can spend a Fear to spotlight all Sawtoothed Gillbeasts within Very Close range of them. Those Gillbeasts move into Melee range of the creature and each make a standard attack against them. If any attacks succeed, combine their damage. Scaly - Reaction: When the Gillbeast would mark any number of HP, roll a d6. On a result of 6, you can mark a Stress instead.

雇佣剑客 SELLSWORDSELLSWORDT1 杂兵Minion
难 10阈 无命 1压 1

雇佣剑客 SELLSWORD

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

经历: —

难度: 10阈值: 无

攻击: +3 | 长剑: 近战 | 3 物理

生命点: 1压力点: 1

特性

  • 杂兵(4) Minion (4) - 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 Group Attack - 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 点物理伤害。将这些伤害合并计算。

SELLSWORD

Tier 1 Minion

An armed mercenary testing their luck.

Motives & Tactics: Charge, lacerate, overwhelm, profit

Difficulty: 10Thresholds: None

ATK: +3 | Longsword: Melee | 3 phy

HP: 1Stress: 1

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.

骷髅弓手 SKELETON ARCHERSKELETON ARCHERT1 远程Ranged
难 9阈 4 / 7命 3压 2

骷髅弓手 SKELETON ARCHER

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

经历: —

难度: 9阈值: 4 / 7

攻击: +2 | 短弓: 远距离 | 1d8+1 物理

生命点: 3压力点: 2

特性

  • 机会主义者 Opportunist - 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 Deadly Shot - 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。

SKELETON ARCHER

Tier 1 Ranged

A fragile skeleton with a shortbow and arrows.

Motives & Tactics: Perforate distracted targets, play dead, steal skin

Difficulty: 9Thresholds: 4/7

ATK: +2 | Shortbow: Far | 1d8+1 phy

HP: 3Stress: 2

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.

骷髅破土者 SKELETON DREDGESKELETON DREDGET1 杂兵Minion
难 8阈 无命 1压 1

骷髅破土者 SKELETON DREDGE

位阶 1 杂兵

一堆喀啦作响的骨头。

动机与战术: 散架、制服、装死、偷窃皮肤

经历: —

难度: 8阈值: 无

攻击: −1 | 骨爪: 近战 | 1 物理

生命点: 1压力点: 1

特性

  • 杂兵(4) Minion (4) - 被动: 当骷髅破土者受到任何伤害时,其即被击败。玩家角色每对骷髅破土者造成 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 Group Attack - 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骷髅破土者。将这些骷髅破土者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,每个骷髅破土者造成 1 点物理伤害。将这些伤害合并计算。

SKELETON DREDGE

Tier 1 Minion

A clattering pile of bones.

Motives & Tactics: Fall apart, overwhelm, play dead, steal skin

Difficulty: 8Thresholds: None

ATK: −1 | Bone Claws: Melee | 1 phy

HP: 1Stress: 1

FEATURES

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

骷髅骑士 SKELETON KNIGHTSKELETON KNIGHTT1 斗士Bruiser
难 13阈 7 / 13命 5压 2

骷髅骑士 SKELETON KNIGHT

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

经历: —

难度: 13阈值: 7 / 13

攻击: +2 | 生锈巨剑: 近战 | 1d10+2 物理

生命点: 5压力点: 2

特性

  • 惊怖 Terrifying - 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 Cut to the Bone - 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。

  • 同归于尽 Dig Two Graves - 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。

SKELETON KNIGHT

Tier 1 Bruiser

A large armored skeleton with a huge blade.

Motives & Tactics: Cut down the living, steal skin, wreak havoc

Difficulty: 13Thresholds: 7/13

ATK: +2 | Rusty Greatsword: Melee | 1d10+2 phy

HP: 5Stress: 2

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.

骷髅战士 SKELETON WARRIORSKELETON WARRIORT1 标准Standard
难 10阈 4 / 8命 3压 2

骷髅战士 SKELETON WARRIOR

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

经历: —

难度: 10阈值: 4 / 8

攻击: +0 | 剑: 近战 | 1d6+2 物理

生命点: 3压力点: 2

特性

  • 仅剩枯骨 Only Bones - 被动: 骷髅战士对物理伤害具有抗性。

  • 不会死透 Won’t Stay Dead - 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,不再带有任何已标记生命点。

SKELETON WARRIOR

Tier 1 Standard

A dirt-covered skeleton armed with a rusted blade.

Motives & Tactics: Feign death, gang up, steal skin

Difficulty: 10Thresholds: 4/8

ATK: +0 | Sword: Melee | 1d6+2 phy

HP: 3Stress: 2

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 battlefield, the Warrior re-forms with no marked HP.

碎魂法师 SOUL-SHATTERED MAGESOUL-SHATTERED MAGET1 独狼Solo
难 12阈 8 / 15命 6压 5

碎魂法师 SOUL-SHATTERED MAGE

位阶 1 独狼

一个心智被本应深藏的知识击碎的施法者。

动机与战术: 用未知语言喃喃自语,发出令人不安的笑声,驾驭失控的力量

经历: 禁忌知识 +2

难度: 12阈值: 8 / 15

攻击: +2 | 苦艾法杖: 远距离 | 1d12 魔法

生命点: 6压力点: 5

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,碎魂法师至多可被聚焦 3 次。照常花费恐惧点来聚焦碎魂法师。

  • 破碎魔法 Broken Magic - 动作: 标记 1 压力点,然后掷骰一枚 d6 。法师使用对应的招式: 1–2:维度裂隙。选择一个在远距离范围内的目标。目标将被传送至由你选定的、距其原位近距离范围内的一处,并在身体与心神重组时受到 2d6 点直接魔法伤害。 3–4:时间迟滞。选择远距离范围内的一组玩家角色。所有目标处于减速状态,直到掷出希望结果。减速的目标将处于脆弱状态,并在每次移动时必须标记 1 压力点。 5–6:错乱幻象。对至多三个位于近距离范围内的目标进行一次攻击。法师成功命中的每个目标受到 2d8 点直接魔法伤害。

  • 感受我的痛苦 Feel My Pain - 反应: 当法师标记生命点时,掷出数量等于法师已标记的压力点数的 d6 。邻近范围内的所有玩家角色受到其总值的直接魔法伤害。

SOUL-SHATTERED MAGE

Tier 1 Solo

A spellcaster with a psyche broken by knowledge best left hidden.

Motives & Tactics: Babble in an unknown language, laugh unsettlingly, wield power beyond control

Experience: Forbidden Knowledge +2

Difficulty: 12Thresholds: 8/15

ATK: +2 | Wormwood Staff : Far | 1d12 mag

HP: 6Stress: 5

FEATURES

Relentless (3) - Passive: The Mage can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Broken Magic - Action: Mark a Stress to roll a d6. The Mage uses the corresponding move: 1–2: Dimension Rift. Choose a target within Far range. The target teleports to a point you choose within Close range of their original position and takes 2d6 direct magic damage as their body and mind reassemble. 3–4: Time Dilation. Choose a group of PCs within Far range. Each target is Slowed until they roll with Hope. While Slowed, a target is Vulnerable and must mark a Stress when they move. 5–6: Discordant Visions. Make an attack against up to three targets within Close range. Targets the Mage succeeds against take 2d8 direct magic damage. Feel My Pain - Reaction: When the Mage marks HP, roll a number of d6s equal to the number of Stress the Mage has marked. The Mage deals direct magic damage equal to the total result to all PCs within Very Close range.

咒剑士 SPELLBLADESPELLBLADET1 头目Leader
难 14阈 8 / 14命 6压 3

咒剑士 SPELLBLADE

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

经历: 魔法知识 +2

难度: 14阈值: 8 / 14

攻击: +3 | 强化长剑: 近战 | 1d8+4 物理/魔法

生命点: 6压力点: 3

特性

  • 奥术锋刃 Arcane Steel - 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 Suppressing Blast - 动作: 标记 1 压力点并选择远距离范围内的一组目标。所有目标必须成功进行一次敏捷反应掷骰,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 Move as a Unit - 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 Momentum - 反应: 当咒剑士成功命中玩家角色时,你获得 1 恐惧点。

SPELLBLADE

Tier 1 Leader

A mercenary combining swordplay and magic to deadly effect.

Motives & Tactics: Blast, command, endure

Experience: Magical Knowledge +2

Difficulty: 14Thresholds: 8/14

ATK: +3 | Empowered Longsword: Melee | 1d8+4 phy/mag

HP: 6Stress: 3

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 five allies within Far range. Momentum - Reaction: When the Spellblade makes a successful attack against a PC, you gain a Fear.

咒缚铠甲 SPELLBOUND ARMORSPELLBOUND ARMORT1 斗士Bruiser
难 10阈 9 / 17命 6压 无

咒缚铠甲 SPELLBOUND ARMOR

位阶 1 斗士

一具空荡荡的全身板甲,泛着幽魂般的微光。

动机与战术: 哐当作响,如发条般移动,沉默注视

经历: 守护者 +2

难度: 10阈值: 9 / 17

攻击: +0 | 双手剑: 邻近 | 1d10+1 物理

生命点: 6压力点: 无

特性

  • 不知疲倦 Tireless - 被动: 此铠甲无法被强制标记压力点。若有效果会令它标记压力点,铠甲忽略该效果中与此相关的部分。

  • 哐啷重组 Clatter & Recombobulate - 反应: 每场景一次,当铠甲被击败时,你可以花费 1 恐惧点将其重新激活,恢复 2 生命点,并立即聚焦它。

SPELLBOUND ARMOR

Tier 1 Bruiser

An empty suit of full plate armor that glows with a faint corona of ghostly light.

Motives & Tactics: Clank noisily, move like clockwork, watch silently

Experience: Guardian +2

Difficulty: 10Thresholds: 9/17

ATK: +0 | Zweihänder: Very Close | 1d10+1 phy

HP: 6Stress: None

FEATURES

Tireless - Passive: The Armor can’t be forced to mark Stress. When an effect would cause it to mark Stress, the Armor ignores that part of the effect. Clatter & Recombobulate - Reaction: Once per scene when the Armor is defeated, you can spend a Fear to reactivate it. Clear 2 HP and immediately spotlight it.

鼠群 SWARM OF RATSSWARM OF RATST1 集群Horde
难 10阈 6 / 10命 6压 2

鼠群 SWARM OF RATS

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

经历: —

难度: 10阈值: 6 / 10

攻击: −3 | 爪击: 近战 | 1d8+2 物理

生命点: 6压力点: 2

特性

SWARM OF RATS

Tier 1 Horde (10/HP)

A skittering mass of ordinary rodents moving as one like a ravenous wave.

Motives & Tactics: Consume, obscure, swarm

Difficulty: 10Thresholds: 6/10

ATK: −3 | Claws: Melee | 1d8+2 phy

HP: 6Stress: 2

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.

木族战士 SYLVAN SOLDIERSYLVAN SOLDIERT1 标准Standard
难 11阈 6 / 11命 4压 2

木族战士 SYLVAN SOLDIER

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、制服、保护、尾随

经历: 追踪者 +2

难度: 11阈值: 6 / 11

攻击: +0 | 镰刀: 近战 | 1d8+1 物理

生命点: 4压力点: 2

特性

SYLVAN SOLDIER

Tier 1 Standard

A faerie warrior adorned in armor made of leaves and bark.

Motives & Tactics: Ambush, hide, overwhelm, protect, trail

Experience: Tracker +2

Difficulty: 11Thresholds: 6/11

ATK: +0 | Scythe: Melee | 1d8+1 phy

HP: 4Stress: 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 find them.

荆蔓纠结群 TANGLE BRAMBLE SWARMTANGLE BRAMBLE SWARMT1 集群Horde
难 12阈 6 / 11命 6压 3

荆蔓纠结群 TANGLE BRAMBLE SWARM

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

经历: 伪装 +2

难度: 12阈值: 6 / 11

攻击: +0 | 荆棘: 近战 | 1d6+3 物理

生命点: 6压力点: 3

特性

  • 集群 Horde (1d4+2) - 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 Crush - 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 Encumber - 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 个或更多荆棘指示物,则其也处于 脆弱 状态。所有荆棘指示物可以通过在灵巧掷骰(12 + 荆棘指示物数量)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指示物,则在其近战范围内生成等同于移除指示物数量的荆蔓纠结体。

TANGLE BRAMBLE SWARM

Tier 1 Horde (3/HP)

A cluster of animate, blood-drinking tumbleweeds, each the size of a large gourd.

Motives & Tactics: Digest, entangle, immobilize

Experience: Camouflage +2

Difficulty: 12Thresholds: 6/11

ATK: +0 | Thorns: Melee | 1d6+3 phy

HP: 6Stress: 3

FEATURES

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

荆蔓纠结体 TANGLE BRAMBLETANGLE BRAMBLET1 杂兵Minion
难 11阈 无命 1压 1

荆蔓纠结体 TANGLE BRAMBLE

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

经历: —

难度: 11阈值: 无

攻击: 1 | 荆棘: 近战 | 2 物理

生命点: 1压力点: 1

特性

  • 杂兵(4) Minion (4) - 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 Group Attack - 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 Drain and Multiply - 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。

TANGLE BRAMBLE

Tier 1 Minion

An animate, blood-drinking tumbleweed.

Motives & Tactics: Combine, drain, entangle

Difficulty: 11Thresholds: None

ATK: −1 | Thorns: Melee | 2 phy

HP: 1Stress: 1

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.

蝰蛇 VIPERVIPERT1 杂兵Minion
难 11阈 无命 1压 1

蝰蛇 VIPER

位阶 1 杂兵

一条小蛇,以铰接的毒牙向猎物注入毒液。

动机与战术: 潜伏等待、游走接近、猛然出击

经历: 脚踏实地 +4

难度: 11阈值: 无

攻击: +3 | 咬噬: 近战 | 1 物理

生命点: 1压力点: 1

特性

  • 杂兵(4) Minion (4) - 被动: 蝰蛇受到任何伤害即被击败。玩家角色每对蝰蛇造成 4 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 剧毒 Venomous - 被动: 当蝰蛇成功发动一次普通攻击时,目标暂时处于中毒状态。处于中毒状态时,目标每次进行动作掷骰都必须标记 1 压力点。

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有蝰蛇。这些蝰蛇移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名蝰蛇造成 1 点物理伤害。合并计算这些伤害。

VIPER

Tier 1 Minion

A small serpent that envenomates its prey with hinged fangs.

Motives & Tactics: Lie in wait, slither, strike

Experience: Grounded +4

Difficulty: 11Thresholds: None

ATK: +3 | Bite: Melee | 1 phy

HP: 1Stress: 1

FEATURES

Minion (4) - Passive: The Viper is defeated when it takes any damage. For every 4 damage a PC deals to the Viper, the PC defeats an additional Minion within range the attack would succeed against. Venomous - Passive: When the Viper makes a successful standard attack, the target becomes temporarily Envenomated. While Envenomated, the target must mark a Stress whenever they make an action roll. Group Attack - Action: Spend a Fear to choose a target and spotlight all Vipers within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.

蜡像造物 WAXWORK CREATIONWAXWORK CREATIONT1 独狼Solo
难 13阈 8 / 15命 10压 3

蜡像造物 WAXWORK CREATION

位阶 1 独狼

一个约三米高、半固态(也半有知觉)的烛蜡构装体。

动机与战术: 沉重逼近、发出不死之身的痛苦呻吟、闷杀猎物

经历: 巨人体型 +2

难度: 13阈值: 8 / 15

攻击: +2 | 双拳: 邻近 | 1d20 物理

生命点: 10压力点: 3

特性

  • 无情(2) Relentless (2) - 被动: 每个游戏主持人轮次中,蜡像造物至多可被聚焦 2 次。照常花费恐惧点来聚焦蜡像造物。

  • 无要害器官 No Vital Organs - 被动: 当攻击对它取得关键成功时,蜡像造物不会受到额外伤害。

  • 蜡球 Wax Ball - 动作: 标记 1 压力点,让蜡像造物向远距离范围内的一个目标投出一团蜡。对目标发动一次攻击。成功时,目标受到 1d12+2 点物理伤害,并处于束缚状态,直到其成功通过力量掷骰(15)。

  • 噗嗤! Splutch! - 反应: 当玩家角色在蜡像造物的近战范围内用武器对它发动攻击时,掷骰一个 d6 。结果为 5 或更高时,攻击者的武器卡进蜡像造物体内,只有成功通过力量掷骰(15)才能取出。

  • 闷杀缠斗 Smothering Grapple - 反应: 当蜡像造物对近战范围内的一个目标的普通攻击成功时,你可以花费 1 恐惧点,将目标困在蜡像造物的蜡质身体里。被困住期间,目标处于束缚状态,并且每次蜡像造物被聚焦时,目标必须标记 1 压力点并随它一同移动。当蜡像造物受到重度或更高伤害时,被困生物将获得自由。

WAXWORK CREATION

Tier 1 Solo

A ten-foot-tall, semisolid (and semisentient) candle wax construct.

Motives & Tactics: Lumber menacingly, moan with the pain of unlife, smother

Experience: Giant-Sized +2

Difficulty: 13Thresholds: 8/15

ATK: +2 | Fists: Very Close | 1d20 phy

HP: 10Stress: 3

FEATURES

Relentless (2) - Passive: The Creation can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight it. No Vital Organs - Passive: The Creation doesn’t take extra damage from attacks that critically succeed against it. Wax Ball - Action: Mark a Stress to have the Creation throw a ball of wax at a target within Far range. Make an attack against the target. On a success, the target takes 1d12+2 physical damage and becomes Restrained until they succeed on a Strength Roll (15). Splutch! - Reaction: When a PC within Melee range of the Creation makes a weapon attack against it, roll a d6. On a 5 or higher, the attacker’s weapon gets stuck in the Creation and can be removed only with a successful Strength Roll (15). Smothering Grapple - Reaction: When the Creation makes a successful standard attack against a target within Melee range, you can spend a Fear to Trap the target inside the Creation’s wax body. While Trapped, the target is Restrained and must mark a Stress and move with the Creation each time it’s spotlighted. A Trapped creature is freed when the Creation takes Major or greater damage.

武器大师 WEAPONMASTERWEAPONMASTERT1 斗士Bruiser
难 14阈 8 / 15命 6压 3

武器大师 WEAPONMASTER

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

经历: —

难度: 14阈值: 8 / 15

攻击: +2 | 双手大剑: 邻近 | 1d12+2 物理

生命点: 6压力点: 3

特性

  • 嘲讽打击 Goading Strike - 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 状态的目标的下一次攻击时,若攻击武器大师以外的目标,则该次攻击具有劣势。

  • 肾上腺素爆发 Adrenaline Burst - 动作: 每场景一次,花费 1 恐惧点以恢复 2 生命点和清除 2 压力点。

  • 乘胜追击 Momentum - 反应: 当武器大师成功命中玩家角色时,你获得 1 恐惧点。

WEAPONMASTER

Tier 1 Bruiser

A master-at-arms wielding a sword twice their size.

Motives & Tactics: Act first, aim for the weakest, intimidate

Difficulty: 14Thresholds: 8/15

ATK: +2 | Claymore: Very Close | 1d12+2 phy

HP: 6Stress: 3

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.

幼年树精 YOUNG DRYADYOUNG DRYADT1 头目Leader
难 11阈 6 / 11命 6压 2

幼年树精 YOUNG DRYAD

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

经历: 领导力 +3

难度: 11阈值: 6 / 11

攻击: +0 | 镰刀: 近战 | 1d8+5 物理

生命点: 6压力点: 2

特性

  • 森林之声 Voice of the Forest - 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 Thorny Cage - 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,直到其进行一次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 Momentum - 反应: 当幼年树精成功命中玩家角色时,你获得 1 恐惧点。

YOUNG DRYAD

Tier 1 Leader

An imperious tree-person leading their forest’s defenses.

Motives & Tactics: Command, nurture, prune the unwelcome

Experience: Leadership +3

Difficulty: 11Thresholds: 6/11

ATK: +0 | Scythe: Melee | 1d8+5 phy

HP: 6Stress: 2

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.

鬼火 WILL-O’-THE-WISPSWILL-O’-THE-WISPST1 集群Horde
难 9阈 5 / 9命 4压 2

鬼火 WILL-O’-THE-WISPS

位阶 1 集群(8/生命点)

一团团懒洋洋飘浮、不断流转色彩的光球。

动机与战术: 炫目扰神、迷惘、引人迷途

经历: 黑暗 +3

难度: 9阈值: 5 / 9

攻击: −3 | 闪光: 近距离 | 1d4+2 魔法

生命点: 4压力点: 2

特性

WILL-O’-THE-WISPS

Tier 1 Horde (8/HP)

Lazily floating orbs of color-shifting werelight.

Motives & Tactics: Dazzle and distract, disorient, lead astray

Experience: Darkness +3

Difficulty: 9Thresholds: 5/9

ATK: −3 | Flash: Close | 1d4+2 mag

HP: 4Stress: 2

FEATURES

Horde (1d4−1) - Passive: When the Will-o’-the-Wisps have marked half or more of their HP, their standard attack deals 1d4−1 magic damage instead. Kaleidoscopic - Passive: The Will-o’-the-Wisps pulse and dance in hypnotic, color-changing patterns that entrance any creature who looks upon them. All targets within Very Close range of the Will-o’-the-Wisps are Vulnerable. Fascinating - Action: Spend a Fear to have the Will-o’-the-Wisps trace looping light trails through the air, leaving afterimages that beg to be deciphered. Each PC within Far range must succeed on an Instinct Reaction Roll (13) or mark a Stress and move up to Close range toward the Will-o’-the-Wisps.

幽浮 YUFOYUFOT1 社交Social
难 14阈 6 / 10命 3压 5

幽浮 YUFO

位阶 1 社交

一种巨大的跨维度水母状生物,在时间之流中飘进飘出。

动机与战术: 交换关于可能时间线的信息、以强烈情绪为食、藏身暗处窥伺

经历: 秘密 +3 , 漂浮异象 +3

难度: 14阈值: 6 / 10

攻击: −3 | 触手鞭打: 邻近 | 1d6+3 物理

生命点: 3压力点: 5

特性

  • 心灵感应 Telepathic - 被动: 幽浮可以与极远范围内的生物进行心灵沟通。

  • 心灵保险箱 Psychic Strongbox - 被动: 幽浮免疫一切会作用或改变其思想、情绪的能力与特性。

  • 故障波 Glitch Wave - 动作: 花费 1 恐惧点,选择近距离范围内至多三个目标。每个目标必须成功通过本能反应掷骰,否则将与现实脱节,并在使用休整行动将心神锚定回当下之前,在本能掷骰中具有劣势。

  • 时间腐蚀 Temporal Corrosion - 反应: 当幽浮普通攻击成功时,你可以标记 1 压力点,让幽浮从皮肤分泌出熵蚀酸液,使目标伤害阈值受到 −2 减值,直到其使用休整行动修复护甲。

YUFO

Tier 1 Social

A large, interdimensional jellyfishlike creature that floats in and out of the timestream.

Motives & Tactics: Exchange information about possible timelines, feed on heightened emotions, watch from the shadows

Experience: Secrets +3, Floating Oddity +3

Difficulty: 14Thresholds: 6/10

ATK: −3 | Tentacle Lash: Very Close | 1d6+3 phy

HP: 3Stress: 5

FEATURES

Telepathic - Passive: The Yufo can mentally communicate with creatures within Very Far range. Psychic Strongbox - Passive: The Yufo is immune to abilities and features that would affect or alter its thoughts or emotions. Glitch Wave - Action: Spend a Fear and choose up to three targets within Close range. Each target must succeed on a Instinct Reaction Roll or become desynced from reality and have disadvantage on Instinct Rolls until they use a downtime move to ground their psyches in the now. Temporal Corrosion - Reaction: When the Yufo succeeds on a standard attack, you can mark a Stress to have the Yufo excrete an entropic acid through its skin, giving the target a −2 penalty to their damage thresholds until they use a downtime move to repair their armor.

蛮力丧尸 BRAWNY ZOMBIEBRAWNY ZOMBIET1 斗士Bruiser
难 10阈 8 / 15命 7压 4

蛮力丧尸 BRAWNY ZOMBIE

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: 粉碎、破坏、抛洒碎石、猛撞

经历: 附带损害 +2,投掷 +4

难度: 10阈值: 8 / 15

攻击: +2 | 猛撞: 邻近 | 1d12+3 物理

生命点: 7压力点: 4

特性

  • 迟缓 Slow - 被动: 当你聚焦蛮力丧尸,且其数据块上没有指示物时,其无法立即行动。在其数据块上放置一个指示物,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 Rend Asunder - 动作: 对蛮力丧尸已 束缚 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 Rip and Tear - 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 束缚 目标并迫使其标记 2 压力点。

BRAWNY ZOMBIE

Tier 1 Bruiser

A large corpse, decay-bloated and angry.

Motives & Tactics: Crush, destroy, hail debris, slam

Experience: Collateral Damage +2, Throw +4

Difficulty: 10Thresholds: 8/15

ATK: +2 | Slam: Very Close | 1d12+3 phy

HP: 7Stress: 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.

拼接尸魔 PATCHWORK ZOMBIE HULKPATCHWORK ZOMBIE HULKT1 独狼Solo
难 13阈 8 / 15命 10压 3

拼接尸魔 PATCHWORK ZOMBIE HULK

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

经历: 威吓 +2,撕碎物体 +2

难度: 13阈值: 8 / 15

攻击: +4 | 多条手臂: 邻近 | 1d20 物理

生命点: 10压力点: 3

特性

  • 易毁 Destructible - 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 Flailing Limbs - 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 Another for the Pile - 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 生命点并清除 1 压力点。

  • 哀嚎尖啸 Tormented Screams - 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,你获得 1 恐惧点。成功的目标必须标记 1 压力点。

PATCHWORK ZOMBIE HULK

Tier 1 Solo

A towering gestalt of corpses moving as one, with torso-sized limbs and fists as large as a grown halfling.

Motives & Tactics: Absorb corpses, flail, hunger, terrify

Experience: Intimidation +2, Tear Things Apart +2

Difficulty: 13Thresholds: 8/15

ATK: +4 | Too Many Arms: Very Close | 1d20 phy

HP: 10Stress: 3

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.

腐烂丧尸 ROTTED ZOMBIEROTTED ZOMBIET1 杂兵Minion
难 8阈 无命 1压 1

腐烂丧尸 ROTTED ZOMBIE

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

经历: —

难度: 8阈值: 无

攻击: −3 | 啃咬: 近战 | 2 物理

生命点: 1压力点: 1

特性

  • 杂兵(3) Minion (3) - 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 Group Attack - 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 点物理伤害。将这些伤害合并计算。

ROTTED ZOMBIE

Tier 1 Minion

A decaying corpse ambling toward their prey.

Motives & Tactics: Eat flesh, hunger, maul, surround

Difficulty: 8Thresholds: None

ATK: −3 | Bite: Melee | 2 phy

HP: 1Stress: 1

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.

蹒跚丧尸 SHAMBLING ZOMBIESHAMBLING ZOMBIET1 标准Standard
难 10阈 4 / 6命 4压 1

蹒跚丧尸 SHAMBLING ZOMBIE

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

经历: —

难度: 10阈值: 4 / 6

攻击: +0 | 啃咬: 近战 | 1d6+1 物理

生命点: 4压力点: 1

特性

  • 难以招架 Too Many to Handle - 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 Horrifying - 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。

SHAMBLING ZOMBIE

Tier 1 Standard

An animated corpse that moves shakily, driven only by hunger.

Motives & Tactics: Devour, hungry, mob enemy, shred flesh

Difficulty: 10Thresholds: 4/6

ATK: +0 | Bite: Melee | 1d6+1 phy

HP: 4Stress: 1

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.

丧尸群 ZOMBIE PACKZOMBIE PACKT1 集群Horde
难 8阈 6 / 12命 6压 3

丧尸群 ZOMBIE PACK

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

经历: —

难度: 8阈值: 6 / 12

攻击: −1 | 啃咬: 近战 | 1d10+2 物理

生命点: 6压力点: 3

特性

  • 集群 Horde (1d4+2) - 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。

  • 压制 Overwhelm - 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。

ZOMBIE PACK

Tier 1 Horde (2/HP)

A group of shambling corpses instinctively moving together.

Motives & Tactics: Consume flesh, hunger, maul

Difficulty: 8Thresholds: 6/12

ATK: −1 | Bite: Melee | 1d10+2 phy

HP: 6Stress: 3

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.

荆棘鞭BriarwhipT1 头目Leader
难 14阈 9/14命 6压 4

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

经历: 隐藏 +2 ,威吓 +2 ,追踪 +3

难度: 14阈值: 9/14

攻击: +3 | 淬毒荆棘鞭: 近程 | 1d10+2 物理

生命点: 6压力点: 4

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。

站点补充:非 SRD 2.0 条目。

English source unavailable. Chinese rules shown.

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

经历: 隐藏 +2 ,威吓 +2 ,追踪 +3

难度: 14阈值: 9/14

攻击: +3 | 淬毒荆棘鞭: 近程 | 1d10+2 物理

生命点: 6压力点: 4

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。

站点补充:非 SRD 2.0 条目。

村庄长者Village ElderT1 社交Social
难 14阈 6/无命 2压 4

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

经历: 历史 +2 ,自然之友 +3 ,社区支柱 +3

难度: 14阈值: 6/无

攻击: −2 | 匕首: 近战 | 1d4+2 物理

生命点: 2压力点: 4

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。

站点补充:非 SRD 2.0 条目。

English source unavailable. Chinese rules shown.

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

经历: 历史 +2 ,自然之友 +3 ,社区支柱 +3

难度: 14阈值: 6/无

攻击: −2 | 匕首: 近战 | 1d4+2 物理

生命点: 2压力点: 4

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。

站点补充:非 SRD 2.0 条目。

森林德鲁伊Forest DruidT1 辅助Support
难 11阈 6/10命 4压 5

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。

经历: 动物知识 +2 ,地形知识 +3

难度: 11阈值: 6/10

攻击: +0 | 橡木杖: 近战 | 1d4+2 魔法

生命点: 4压力点: 5

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。

站点补充:非 SRD 2.0 条目。

English source unavailable. Chinese rules shown.

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。

经历: 动物知识 +2 ,地形知识 +3

难度: 11阈值: 6/10

攻击: +0 | 橡木杖: 近战 | 1d4+2 魔法

生命点: 4压力点: 5

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。

站点补充:非 SRD 2.0 条目。

位阶 2Tier 22–4 级level(s)81

弓箭手小队 ARCHER SQUADRONARCHER SQUADRONT2 集群Horde
难 13阈 8 / 16命 4压 3

弓箭手小队 ARCHER SQUADRON

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

经历: —

难度: 13阈值: 8 / 16

攻击: +0 | 长弓: 远距离 | 2d6+3 物理

生命点: 4压力点: 3

特性

  • 集群 Horde (1d6+3) - 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 Focused Volley - 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 Suppressing Fire - 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。

ARCHER SQUADRON

Tier 2 Horde (2/HP)

A group of trained archers bearing massive bows.

Motives & Tactics: Stick together, survive, volley fire

Difficulty: 13Thresholds: 8/16

ATK: +0 | Longbow: Far | 2d6+3 phy

HP: 4Stress: 3

FEATURES

Horde (1d6+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.

刺客学徒 APPRENTICE ASSASSINAPPRENTICE ASSASSINT2 杂兵Minion
难 13阈 无命 1压 1

刺客学徒 APPRENTICE ASSASSIN

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

经历: 侵入 +2

难度: 13阈值: 无

攻击: 1 | 飞刀: 邻近 | 4 物理

生命点: 1压力点: 1

特性

  • 杂兵(6) Minion (6) - 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 Group Attack - 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 点物理伤害。将这些伤害合并计算。

APPRENTICE ASSASSIN

Tier 2 Minion

A young trainee eager to prove themselves.

Motives & Tactics: Act reckless, kill, prove their worth, show off

Experience: Intrusion +2

Difficulty: 13Thresholds: None

ATK: −1 | Thrown Dagger: Very Close | 4 phy

HP: 1Stress: 1

FEATURES

Minion (6) - 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.

刺客毒师 ASSASSIN POISONERASSASSIN POISONERT2 潜伏Skulk
难 14阈 8 / 16命 4压 4

刺客毒师 ASSASSIN POISONER

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

经历: 侵入 +2

难度: 14阈值: 8 / 16

攻击: +3 | 淬毒飞刀: 近距离 | 2d8+1 物理

生命点: 4压力点: 4

特性

  • 碎牙毒素 Grindletooth Venom - 被动: 被刺客毒师攻击而标记生命点的目标,直到恢复生命点前会持续处于 脆弱 状态。

  • 出其不意 Out of Nowhere - 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 Fumigation - 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。

ASSASSIN POISONER

Tier 2 Skulk

A cunning scoundrel skilled in both poisons and ambushing.

Motives & Tactics: Anticipate, get paid, kill, taint food and water

Experience: Intrusion +2

Difficulty: 14Thresholds: 8/16

ATK: +3 | Poisoned Throwing Dagger: Close | 2d8+1 phy

HP: 4Stress: 4

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 fills 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.

刺客大师 MASTER ASSASSINMASTER ASSASSINT2 头目Leader
难 15阈 12 / 25命 7压 5

刺客大师 MASTER ASSASSIN

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

经历: 指挥 +3,侵入 +3

难度: 15阈值: 12 / 25

攻击: +5 | 锯齿匕首: 近距离 | 2d10+2 物理

生命点: 7压力点: 5

特性

  • 出其不意 Won’t See It Coming - 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 Strike as One - 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 The Subtle Blade - 反应: 当刺客大师成功对一个 脆弱 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,而不是其普通攻击的伤害。

  • 乘胜追击 Momentum - 反应: 当刺客大师成功命中玩家角色时,你获得 1 恐惧点。

MASTER ASSASSIN

Tier 2 Leader

A seasoned killer with a threatening voice and a deadly blade.

Motives & Tactics: Ambush, get out alive, kill, prepare for all scenarios

Experience: Command +3, Intrusion +3

Difficulty: 15Thresholds: 12/25

ATK: +5 | Serrated Dagger: Close | 2d10+2 phy

HP: 7Stress: 5

FEATURES

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

报丧女妖 BANSHEEBANSHEET2 潜伏Skulk
难 14阈 9 / 18命 5压 3

报丧女妖 BANSHEE

位阶 2 潜伏

一名堕落的妖精精魂,化作身着荧光薄纱长裙的纤长幽影,在夜间出没。

动机与战术: 从实体内部发动伏击、把人活活吓死、哀悼逝去的生命与美、发出凄厉尖叫

经历: 虚荣 +3、暴怒 +3

难度: 14阈值: 9 / 18

攻击: +2 | 指甲: 近战 | 2d6+1 魔法

生命点: 5压力点: 3

特性

  • 幽灵 Specter - 被动: 报丧女妖对物理伤害具有抗性。标记 1 压力点,使报丧女妖穿过固体并移动至近距离范围。

  • 惊怖 Terrifying - 被动: 当报丧女妖攻击成功时,近距离范围内的所有玩家角色失去 1 希望点,你获得 1 恐惧点。

  • 恐吓战术 Scare Tactic - 动作: 每场景至多三次,花费 1 恐惧点让报丧女妖传送到极远范围内的任意位置,并吓唬一名在近战范围内的玩家角色,标记 1d4 压力点。若其因此导致其标记生命点,还会额外失去 1 希望点。

  • 绝望哀嚎 Wail of Despair - 动作: 标记 1 压力点让报丧女妖发出饱含痛苦与悲恸的哀嚎。所有在近距离范围内的玩家角色必须进行风度反应掷骰。成功者受到 1d12+1 点魔法伤害;失败者受到双倍伤害,并被击退至近距离范围处。

BANSHEE

Tier 2 Skulk

A corrupted fey spirit that haunts the night in the form of a willowy specter wearing a luminous gossamer gown.

Motives & Tactics: Ambush from inside solid objects, frighten to death, mourn life and beauty lost, scream balefully

Experience: Vain +3, Wrathful +3

Difficulty: 14Thresholds: 9/18

ATK: +2 | Fingernails: Melee | 2d6+1 mag

HP: 5Stress: 3

FEATURES

Specter - Passive: The Banshee has resistance to physical damage. Mark a Stress to move up to Close range through solid objects. Terrifying - Passive: When the Banshee makes a successful attack, all PCs within Close range lose a Hope, and you gain a Fear. Scare Tactic - Action: Up to three times per scene, spend a Fear to have the Banshee teleport up to Very Far range and scare a PC within Melee range. The PC marks 1d4 Stress. If this causes them to mark HP, they also lose a Hope. Wail of Despair - Action: Mark a Stress to have the Banshee unleash a mournful scream of pain and anguish. Each PC within Close range must make a Presence Reaction Roll. Targets who succeed take 1d12+1 magic damage. Targets who fail take double damage and are knocked back to Close range.

石化蜥蜴 BASILISKBASILISKT2 标准Standard
难 14阈 8 / 19命 4压 4

石化蜥蜴 BASILISK

位阶 2 标准

一只六足巨蜥,长着秃鹫的头、带棘刺的背脊,以及能令人石化的凝视。

动机与战术: 行动缓慢而稳健、慢慢享用石化的猎物、把所有人变成石头、静观其变

经历: —

难度: 14阈值: 8 / 19

攻击: +1 | 颚与爪: 近战 | 2d6+4 物理

生命点: 4压力点: 4

特性

  • 石化 Petrify - 动作: 花费 1 恐惧点迫使一名远距离范围内的玩家角色进行本能反应掷骰。成功时,目标标记 1 压力点。失败时,目标变得僵硬。若目标已经僵硬,则变为石化。若被僵硬,玩家角色每次行动都必须标记 1 压力点,直到休息或石化蜥蜴被击败。若被石化,玩家角色将无法行动。只有将石化蜥蜴的唾液涂到目标身上,才能解除石化状态。

  • 咔嚓 CRONCH! - 动作: 标记 1 压力点让石化蜥蜴咬住一名近战范围内的石化玩家角色,目标必须进行死亡动作。

BASILISK

Tier 2 Standard

A six-legged monitor lizard that has the head of a vulture, a spiked backbone, and a petrifying gaze.

Motives & Tactics: Move slow and steady, savor petrified prey, turn everyone to stone, watch and wait

Difficulty: 14Thresholds: 8/19

ATK: +1 | Jaws & Claws: Melee | 2d6+4 phy

HP: 4Stress: 4

FEATURES

Petrify - Action: Spend a Fear to force a PC within Far range to make an Instinct Reaction Roll. On a success, the target marks a Stress. On a failure, the target becomes Stiff . If the target is already Stiff , they become Petrified. While Stiff , the PC must mark a Stress each time they act until they take a rest or the Basilisk is defeated. While Petrified, the PC can’t act. The Petrified condition can be cleared only by applying Basilisk saliva to the target. CRONCH! - Action: Mark a Stress to have the Basilisk chomp down on a Petrified PC within Melee range. The target must make a death move.

战斗匣 BATTLE BOXBATTLE BOXT2 独狼Solo
难 15阈 10 / 20命 8压 6

战斗匣 BATTLE BOX

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

经历: 伪装 +2

难度: 15阈值: 10 / 20

攻击: +2 | 猛击: 近战 | 2d6+3 物理

生命点: 8压力点: 6

特性

  • 无情(2) Relentless (2) - 被动: 在每个游戏主持人轮次中,战斗匣可以至多被聚焦 2 次。像往常一样花费恐惧点来将其聚焦。

  • 随机战术 Randomized Tactics - 动作: 标记 1 压力点并掷一个 d6 。 战斗匣使用对应的行动: 1)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。 2)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。 3)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。 4)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。 5)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。 6)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 Overcharge - 反应: 在为战斗匣的攻击进行伤害掷骰之前,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 Death Quake - 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。

BATTLE BOX

Tier 2 Solo

A cube-shaped construct with a different rune on each of their six sides.

Motives & Tactics: Change tactics, trample foes, wait in disguise

Experience: Camouflage +2

Difficulty: 15Thresholds: 10/20

ATK: +2 | Slam: Melee | 2d6+3 phy

HP: 8Stress: 6

FEATURES

Relentless (2) - Passive: The Box can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. Randomized Tactics - Action: Mark a Stress and roll a d6. The Box uses the corresponding move:

  1. Mana Beam. The Box fires a searing beam. Make an attack against a target within Far range. On a success, deal 2d10+2 magic damage.
  2. Fire Jets. The Box shoots into the air, spinning and releasing jets of flame. Make an attack against all targets within Close range. Targets the Box succeeds against take 2d8 physical damage.
  3. Trample. The Box rockets around erratically. Make an attack against all PCs within Close range. Targets the Box succeeds against take 1d6+5 physical damage and are Vulnerable until their next roll with Hope.
  4. Shocking Gas. The Box sprays out a silver gas sparking with lightning. All targets within Close range must succeed on a Finesse Reaction Roll or mark 3 Stress.
  5. Stunning Clap. The Box leaps and their sides clap, creating a small sonic boom. All targets within Very Close range must succeed on a Strength Reaction Roll or become Vulnerable until the cube is defeated.
  6. Psionic Whine. The Box releases a cluster of mechanical bees whose buzz rattles mortal minds. All targets within Close range must succeed on a Presence Reaction Roll or take 2d4+9 direct magic damage. Overcharge - Reaction: Before rolling damage for the Box’s attack, you can mark a Stress to add a d6 to the damage roll. Additionally, you gain a Fear. Death Quake - Reaction: When the Box marks their last HP, the magic powering them ruptures in an explosion of force. All targets within Close range must succeed on an Instinct Reaction Roll or take 2d8+1 magic damage.
狂战士阿尔法 BERSERKER ALPHABERSERKER ALPHAT2 头目Leader
难 14阈 13 / 26命 6压 4

狂战士阿尔法 BERSERKER ALPHA

位阶 2 头目

一位身经百战的指挥官,会灌下魔法药剂化身为野兽,带领同伴出击狩猎。

动机与战术: 拥抱变化,对月嚎叫,统率族群,追猎敌人

经历: 狩猎 +3,敏锐感知 +2

难度: 14阈值: 13 / 26

攻击: +3 | 利齿与利爪: 近战 | 2d10+2 物理

生命点: 6压力点: 4

特性

BERSERKER ALPHA

Tier 2 Leader

A veteran commander who quaffs magic elixirs to change into a beast and lead their packmates on a hunt.

Motives & Tactics: Embrace the change, howl at the moon, lead the pack, run down enemies

Experience: Hunt +3, Keen Senses +2

Difficulty: 14Thresholds: 13/26

ATK: +3 | Tooth & Claw: Melee | 2d10+2 phy

HP: 6Stress: 4

FEATURES

Pack Fury - Passive: The Alpha gains a +1 bonus to their attack rolls for each ally within Very Close range of their attack’s target. Bark at the Moon - Action: Once per scene, spend a Fear to have each ally within Close range of the Alpha clear a HP and a Stress. Berserker Rage - Reaction: The first time in a scene the Alpha marks their last Stress, they gain a +6 bonus to damage rolls.

狂战士新兵 BERSERKER INITIATEBERSERKER INITIATET2 标准Standard
难 13阈 9 / 18命 4压 3

狂战士新兵 BERSERKER INITIATE

位阶 2 标准

一名饮下仪式药剂的狂暴战士,让身体拥有掠食者的特征。

动机与战术: 与同伴配合作战,绕火而舞,对月嚎叫

经历: 狩猎 +3

难度: 13阈值: 9 / 18

攻击: +1 | 利齿与利爪: 近战 | 2d10 物理

生命点: 4压力点: 3

特性

  • 兽群狂怒 Pack Fury - 被动: 攻击目标邻近范围内每有一名盟友,狂战士新兵的攻击掷骰便获得 +1 加值。

  • 狂战士之怒 Berserker Rage - 反应: 每场景首次,当狂战士新兵标记 最后一个 压力点时,其伤害掷骰获得 +4 加值。

BERSERKER INITIATE

Tier 2 Standard

A raging warrior who imbibes ritualistic concoctions to enhance their form with aspects of a predatory beast.

Motives & Tactics: Coordinate with packmates, dance around the fire, howl at the moon

Experience: Hunt +3

Difficulty: 13Thresholds: 9/18

ATK: +1 | Tooth & Claw: Melee | 2d10 phy

HP: 4Stress: 3

FEATURES

Pack Fury - Passive: The Initiate gains a +1 bonus to their attack rolls for each ally within Very Close range of their attack’s target. Berserker Rage - Reaction: The first time in a scene the Initiate marks their last Stress, they gain a +4 bonus to damage rolls.

半人马守护者 CENTAUR WARDENCENTAUR WARDENT2 远程Ranged
难 14阈 10 / 19命 5压 3

半人马守护者 CENTAUR WARDEN

位阶 2 远程

一位半人半马的守护者,巡守着未被文明触碰的田园边境。

动机与战术: 与自然和谐共处,守护荒野,利用机动与距离赶走入侵者

经历: 自然 +2,哲学 +2

难度: 14阈值: 10 / 19

攻击: +2 | 反曲弓: 远距离 | 2d8+4 物理

生命点: 5压力点: 3

特性

  • 侧翼周旋 Flanking Maneuver - 被动: 当守护者发动普通攻击对抗一个,位于其一名或多名盟友的近战范围内的目标时,这次攻击掷骰获得 +2 加值。

  • 贤者之眼 Eye of the Sage - 动作: 标记 1 压力点发动一次普通攻击。此次攻击掷骰具有优势,且掷出 19 –20 时掷骰视为关键成功。

  • 践踏 Trample - 动作: 花费 1 恐惧点让守护者沿直线奔驰到至多远距离范围处。路径上的每个目标必须进行敏捷反应掷骰。成功者受到 1d6+2 点物理伤害;失败者受到双倍伤害,并必须标记 1 压力点。

  • 急速齐射 Quick Volley - 反应: 当守护者发动普通攻击时,你可以标记 任意数量的 压力点,并额外指定攻击范围内同等数量的生物作为目标。

CENTAUR WARDEN

Tier 2 Ranged

A half-human, half-horse guardian who patrols the borders of idyllic lands uncorrupted by the touch of civilization.

Motives & Tactics: Live in harmony with nature, protect the wilderness, use mobility and distance to drive off intruders

Experience: Nature +2, Philosophy +2

Difficulty: 14Thresholds: 10/19

ATK: +2 | Recurved Bow: Far | 2d8+4 phy

HP: 5Stress: 3

FEATURES

Flanking Maneuver - Passive: When the Warden makes a standard attack against a target within Melee range of one or more of the Warden’s allies, the Warden gains a +2 bonus to the attack roll. Eye of the Sage - Action: Mark a Stress to make a standard attack. The Warden has advantage on the attack roll and critically succeeds on a roll of 19–20. Trample - Action: Spend a Fear to have the Warden gallop up to Far range in a straight line. Each target in their path must make an Agility Reaction Roll. Targets who succeed take 1d6+2 physical damage. Targets who fail take double damage and must mark a Stress. Quick Volley - Reaction: When the Warden makes a standard attack, you can mark any number of Stress to target an equal number of additional creatures within range.

混沌颅骨 CHAOS SKULLCHAOS SKULLT2 远程Ranged
难 15阈 8 / 16命 5压 4

混沌颅骨 CHAOS SKULL

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

经历: —

难度: 15阈值: 8 / 16

攻击: +2 | 能量冲击: 近距离 | 2d8+3 魔法

生命点: 5压力点: 4

特性

  • 悬浮 Levitation - 被动: 混沌颅骨悬浮在地面数尺之上,无法被 束缚。

  • 防护结界 Wards - 被动: 混沌颅骨对魔法伤害具有抗性。

  • 魔法爆发 Magic Burst - 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 Siphon Magic - 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。

CHAOS SKULL

Tier 2 Ranged

A floating humanoid skull animated by scintillating magic.

Motives & Tactics: Cackle, consume magic, serve creator

Difficulty: 15Thresholds: 8/16

ATK: +2 | Energy Blast: Close | 2d8+3 mag

HP: 5Stress: 4

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.

鸡爪小屋 CHICKEN-FOOT HUTCHICKEN-FOOT HUTT2 斗士Bruiser
难 16阈 14 / 27命 8压 2

鸡爪小屋 CHICKEN-FOOT HUT

位阶 2 斗士

一间高高的木棚屋,靠着巨人般的鸡腿四处走动。

动机与战术: 抓挠、保护主人、奔跑跳跃、践踏

经历: 森林 +2

难度: 16阈值: 14 / 27

攻击: +2 | 爪足: 邻近 | 2d10+3 物理

生命点: 8压力点: 2

特性

  • 迅捷 Fast - 被动: 当小屋被聚焦时,它可以移动到远距离范围内的任意位置。

  • 双重打击 Double Strike - 动作: 标记 1 压力点,发动两次普通攻击。若两次攻击均成功命中同一目标,合并伤害。

  • 钉压 Pin - 反应: 当小屋的普通攻击成功命中时,你可以标记 1 压力点,暂时束缚该目标。小屋移动时,会拖拽被束缚的目标一起移动。

CHICKEN-FOOT HUT

Tier 2 Bruiser

A tall wooden shack that moves around on giant chicken legs.

Motives & Tactics: Claw, protect master, run and jump, trample

Experience: Forests +2

Difficulty: 16Thresholds: 14/27

ATK: +2 | Clawed Feet: Very Close | 2d10+3 phy

HP: 8Stress: 2

FEATURES

Fast - Passive: The Hut can move up to Far range when spotlighted. Double Strike - Action: Mark a Stress to make two standard attacks. If both attacks succeed against the same target, combine the damage. Pin - Reaction: When the Hut makes a successful standard attack, you can mark a Stress to temporarily Restrain the target. The Hut drags the Restrained target when it moves.

应征兵 CONSCRIPTCONSCRIPTT2 杂兵Minion
难 12阈 无命 1压 1

应征兵 CONSCRIPT

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

经历: —

难度: 12阈值: 无

攻击: +0 | 长矛: 邻近 | 6 物理

生命点: 1压力点: 1

特性

  • 杂兵(6) Minion (6) - 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 Group Attack - 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 6 点物理伤害。将这些伤害合并计算。

CONSCRIPT

Tier 2 Minion

A poorly trained civilian pressed into war.

Motives & Tactics: Follow orders, gang up, survive

Difficulty: 12Thresholds: None

ATK: +0 | Spears: Very Close | 6 phy

HP: 1Stress: 1

FEATURES

Minion (6) - 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.

交际花 COURTESANCOURTESANT2 社交Social
难 13阈 7 / 13命 3压 4

交际花 COURTESAN

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

动机与战术: 诱惑,周旋,拉拢赞助人

经历: 操纵 +3,社交名流 +3

难度: 13阈值: 7 / 13

攻击: 3 | 匕首: 近战 | 1d4+3 物理

生命点: 3压力点: 4

特性

  • 灼热凝视 Searing Glance - 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。

COURTESAN

Tier 2 Social

An accomplished manipulator and master of the social arts.

Motives & Tactics: Entice, maneuver, secure patrons

Experience: Manipulation +3, Socialite +3

Difficulty: 13Thresholds: 7/13

ATK: −3 | Dagger: Melee | 1d4+3 phy

HP: 3Stress: 4

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.

邪教门徒 CULT ADEPTCULT ADEPTT2 辅助Support
难 14阈 9 / 18命 4压 6

邪教门徒 CULT ADEPT

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

经历: 堕落学识 +2,仪式法术 +2

难度: 14阈值: 9 / 18

攻击: +2 | 符文覆盖法杖: 远距离 | 2d4+3 魔法

生命点: 4压力点: 6

特性

  • 虚弱冲击 Enervating Blast - 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 Shroud of the Fallen - 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,使其受到保护,直到邪教门徒标记最后 1 生命点。被保护时,目标对所有伤害具有抗性。

  • 暗影镣铐 Shadow Shackles - 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。被此特性 束缚 的目标必须花费 1 希望点才能进行动作掷骰。

  • 以惧为薪 Fear Is Fuel - 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。

CULT ADEPT

Tier 2 Support

An experienced mage wielding shadow and fear.

Motives & Tactics: Curry favor, hinder foes, uncover knowledge

Experience: Fallen Lore +2, Rituals +2

Difficulty: 14Thresholds: 9/18

ATK: +2 | Rune-Covered Rod: Far | 2d4+3 mag

HP: 4Stress: 6

FEATURES

Enervating Blast - Action: Spend a Fear to make a standard attack against a target within range. On a success, the target must mark a Stress. Shroud of the Fallen - Action: Mark a Stress to wrap an ally within Close range in a shroud of Protection until the Adept marks their last HP. While Protected, the target has resistance to all damage. Shadow Shackles - Action: Spend a Fear and choose a point within Far range. All targets within Close range of that point are Restrained in smoky chains until they break free with a successful Strength or Instinct Roll. 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.

邪教爪牙 CULT FANGCULT FANGT2 潜伏Skulk
难 15阈 9 / 17命 4压 4

邪教爪牙 CULT FANG

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,隔离猎物,向上爬升

经历: —

难度: 15阈值: 9 / 17

攻击: +2 | 长刀: 近战 | 2d8+4 物理

生命点: 4压力点: 4

特性

  • 暗影之拥 Shadow’s Embrace - 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 Pick Off the Straggler - 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。

CULT FANG

Tier 2 Skulk

A professional killer-turned-cultist.

Motives & Tactics: Capture sacrifices, isolate prey, rise in the ranks

Difficulty: 15Thresholds: 9/17

ATK: +2 | Long Knife: Melee | 2d8+4 phy

HP: 4Stress: 4

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.

邪教学徒 CULT INITIATECULT INITIATET2 杂兵Minion
难 13阈 无命 1压 1

邪教学徒 CULT INITIATE

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,寻求禁忌知识

经历: —

难度: 13阈值: 无

攻击: +0 | 仪式匕首: 近战 | 5 物理

生命点: 1压力点: 1

特性

  • 杂兵(6) Minion (6) - 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 Group Attack - 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 点物理伤害。将这些伤害合并计算。

CULT INITIATE

Tier 2 Minion

A low-ranking cultist in simple robes, eager to gain power.

Motives & Tactics: Follow orders, gain power, seek forbidden knowledge

Difficulty: 13Thresholds: None

ATK: +0 | Ritual Dagger: Melee | 5 phy

HP: 1Stress: 1

FEATURES

Minion (6) - 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.

恶魔猎犬群 DEMONIC HOUND PACKDEMONIC HOUND PACKT2 集群Horde
难 15阈 11 / 23命 6压 3

恶魔猎犬群 DEMONIC HOUND PACK

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

经历: 气味追踪 +3

难度: 15阈值: 11 / 23

攻击: +0 | 爪牙: 近战 | 2d8+2 物理

生命点: 6压力点: 3

特性

DEMONIC HOUND PACK

Tier 2 Horde (1/HP)

Unnatural hounds lit from within by hellfire.

Motives & Tactics: Cause fear, consume flesh, please masters

Experience: Scent Tracking +3

Difficulty: 15Thresholds: 11/23

ATK: +0 | Claws and Fangs: Melee | 2d8+2 phy

HP: 6Stress: 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.

凶暴鳞甲兽 DIRE PANGOLATIDIRE PANGOLATIT2 斗士Bruiser
难 14阈 14 / 28命 7压 4

凶暴鳞甲兽 DIRE PANGOLATI

位阶 2 斗士

一头马车大小的穿山甲与长鼻浣熊杂交兽,浑身覆盖甲壳。它有一条带刃的尾巴,能甩出剃刀般锋利的鳞片。

动机与战术: 带着猎物逃跑、切割剁碎、踏入险境

经历: 攀爬 +3 、气味追踪 +3

难度: 14阈值: 14 / 28

攻击: +2 | 尾扫: 邻近 | 2d12+3 物理

生命点: 7压力点: 4

特性

  • 噬甲 Armor Eater - 被动: 当鳞甲兽成功对玩家角色发动攻击时,该玩家角色必须额外标记 1 护甲槽,才能将伤害等级降低一级。

  • 利刃回旋 Blade Spin - 动作: 花费 1 恐惧点让鳞甲兽快速旋转。每个邻近范围内的目标必须成功通过敏捷反应掷骰,否则受到 2d8 点物理伤害。

  • 利刃掷射 Blade Fling - 动作: 标记 1 压力点让鳞甲兽甩动尾巴,掷出一片带刃的甲壳。对远距离范围内的一个目标发动一次攻击。成功时,攻击造成 2d6+10 点物理伤害。

  • 角蛋白鳞甲 Keratin Scales - 反应: 当鳞甲兽将因攻击标记生命点时,你可以标记 1 压力点,使其标记的生命点减少 1 。

DIRE PANGOLATI

Tier 2 Bruiser

A carriage-sized pangolin-coati hybrid covered in armor plating. It has a bladed tail it uses to fling razor-sharp scales.

Motives & Tactics: Escape with a meal, slice and dice, wade into danger

Experience: Climbing +3, Scent Tracking +3

Difficulty: 14Thresholds: 14/28

ATK: +2 | Tail Slash: Very Close | 2d12+3 phy

HP: 7Stress: 4

FEATURES

Armor Eater - Passive: When the Pangolati makes a successful attack against a PC, that PC must mark an additional Armor Slot to reduce the severity of the damage. Blade Spin - Action: Spend a Fear to have the Pangolati quickly spin in a circle. Each target within Very Close range must succeed on an Agility Reaction Roll or take 2d8 physical damage. Blade Fling - Action: Mark a Stress to have the Pangolati flick its tail and fling a razor-edged armor plate. Make an attack against a target within Far range. On a success, the attack deals 2d6+10 physical damage. Keratin Scales - Reaction: When the Pangolati would mark HP from an attack, you can mark a Stress to reduce the number of HP it marks by 1.

双身犬 DOPPELHÜNDDOPPELHÜNDT2 潜伏Skulk
难 14阈 9 / 17命 4压 5

双身犬 DOPPELHÜND

位阶 2 潜伏

凶狠的魔法犬科生物,双眼发光,长有两条带倒刺的鞭状尾巴。它通过召唤自身的幻象来迷惑敌人。

动机与战术: 伏击猎物、为取乐而杀戮、玩弄猎物、欺骗和迷惑

经历: 阴影 +3

难度: 14阈值: 9 / 17

攻击: +3 | 带刺尾鞭: 邻近 | 2d8+2 物理

生命点: 4压力点: 5

特性

  • 瞬影野兽 Blink Beast - 被动: 当战斗开始时,在双身犬的近距离范围内放置一个复制体。两个位置都视为双身犬所在的位置。当双身犬被聚焦时,该复制体也可以移动,且双身犬可以视同在其复制体的位置上对敌人进行攻击。当双身犬或复制体受到攻击时,由攻击者掷一枚 d6 ,结果为偶数时,攻击目标是双身犬;结果为奇数时,攻击目标是复制体,并且该攻击自动失败。若攻击成功命中双身犬,复制体会被驱散,直到你花费 1 恐惧点再次召唤它。

  • 双重打击 Double Strike - 动作: 标记 1 压力点,发动两次普通攻击。若两次攻击均成功命中同一目标,合并伤害。

DOPPELHÜND

Tier 2 Skulk

A vicious magical canid that has glowing eyes and two barbed, whiplike tails. It confuses enemies by conjuring an illusory duplicate of itself.

Motives & Tactics: Ambush prey, kill for sport, play with food, trick and deceive

Experience: Shadows +3

Difficulty: 14Thresholds: 9/17

ATK: +3 | Barbed Tail Whip: Very Close | 2d8+2 phy

HP: 4Stress: 5

FEATURES

Blink Beast - Passive: When combat begins, place a duplicate within Close range of the Doppelhünd. The Doppelhünd occupies both its place and its duplicate’s. The duplicate can move when the Doppelhünd is spotlighted, and the Doppelhünd can target enemies with attacks as if it were in its duplicate’s place. When the Doppelhünd or duplicate is attacked, the attacker rolls a d6. On an even result, they target the Doppelhünd. On an odd result, they target the duplicate, and the attack fails. If an attack succeeds against the Doppelhünd, the duplicate is dispelled until you spend a Fear to conjure it again. Double Strike - Action: Mark a Stress to make two standard attacks. If both attacks succeed against the same target, combine the damage.

龙骑士 DRAGON KNIGHTDRAGON KNIGHTT2 斗士Bruiser
难 15阈 15 / 30命 5压 3

龙骑士 DRAGON KNIGHT

位阶 2 斗士

一名身穿龙鳞板甲、头戴龙首形头盔的骑士。

动机与战术: 抓住破绽、拉开距离、打乱敌人重心、从高处突袭

经历: 比武 +2

难度: 15阈值: 15 / 30

攻击: +2 | 骑枪: 邻近 | 2d12+3 物理

生命点: 5压力点: 3

特性

  • 居高临下 High Ground - 被动: 龙骑士对位于其下方的目标发动攻击时获得优势。

  • 跃击 Leaping Strike - 动作: 标记 1 压力点,让龙骑士跃至远距离范围内一个目标的近战范围内,并对其发动一次普通攻击。成功时,额外造成 1d12 点伤害,目标必须标记 1 护甲槽,但不获得其增益(目标仍可使用护甲槽降低伤害)。

  • 卷土重来 Comeback - 反应: 当龙骑士的普通攻击失败时,你可以花费 1 恐惧点,以优势重掷该次攻击。

DRAGON KNIGHT

Tier 2 Bruiser

A knight clad in dragonplate armor and a helmet in the shape of a dragon’s head.

Motives & Tactics: Exploit an opening, get some distance, knock enemies off -balance, strike from above

Experience: Jousts +2

Difficulty: 15Thresholds: 15/30

ATK: +2 | Lance: Very Close | 2d12+3 phy

HP: 5Stress: 3

FEATURES

High Ground - Passive: The Knight gains advantage on attacks made against targets below them. Leaping Strike - Action: Mark a Stress to have the Knight leap into Melee range of a target within Far range and make a standard attack against them. On a success, the attack deals an extra 1d12 damage, and the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). Comeback - Reaction: When the Knight fails a standard attack, you can spend a Fear to reroll the attack with advantage.

电鳗群 ELECTRIC EELSELECTRIC EELST2 集群Horde
难 14阈 10 / 20命 5压 3

电鳗群 ELECTRIC EELS

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

经历: —

难度: 14阈值: 10 / 20

攻击: +0 | 电击撕咬: 近战 | 2d6+4 物理

生命点: 5压力点: 3

特性

ELECTRIC EELS

Tier 2 Horde (2/HP)

A swarm of eels that encircle and electrocute.

Motives & Tactics: Avoid larger predators, shock prey, tear apart

Difficulty: 14Thresholds: 10/20

ATK: +0 | Shocking Bite: Melee | 2d6+4 phy

HP: 5Stress: 3

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.

大象 ELEPHANTELEPHANTT2 斗士Bruiser
难 15阈 14 / 28命 6压 3

大象 ELEPHANT

位阶 2 斗士

一头体型庞大的厚皮兽,双耳宽大,鼻子灵活有力。

动机与战术: 进食植物、守护象群、与同伴互动

经历: 巨兽 +2 、永不遗忘 +2

难度: 15阈值: 14 / 28

攻击: +3 | 足蹄与獠牙: 邻近 | 2d12 物理

生命点: 6压力点: 3

特性

ELEPHANT

Tier 2 Bruiser

A huge pachyderm that has large ears and a prehensile trunk.

Motives & Tactics: Eat vegetation, protect the herd, socialize

Experience: Huge +2, Never Forgets +2

Difficulty: 15Thresholds: 14/28

ATK: +3 | Feet & Tusks: Very Close | 2d12 phy

HP: 6Stress: 3

FEATURES

Trample - Action: Mark a Stress to have the Elephant charge up to Far range in a straight line. Each target in its path must succeed on an Agility Reaction Roll or take 2d10+3 physical damage. Toss - Reaction: When the Elephant makes a successful standard attack, you can spend a Fear to have it toss the target to another location within Close range and deal an extra 1d12 damage.

精锐士兵 ELITE SOLDIERELITE SOLDIERT2 标准Standard
难 15阈 9 / 18命 4压 3

精锐士兵 ELITE SOLDIER

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。

动机与战术: 赢得荣耀,维持秩序,结交盟友

经历: —

难度: 15阈值: 9 / 18

攻击: +1 | 长矛: 邻近 | 2d8+4 物理

生命点: 4压力点: 3

特性

  • 增援 Reinforce - 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 Vassal’s Loyalty - 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,移动至其近战范围内,并代替其承受伤害。

ELITE SOLDIER

Tier 2 Standard

An armored squire or experienced commoner looking to advance.

Motives & Tactics: Gain glory, keep order, make alliances

Difficulty: 15Thresholds: 9/18

ATK: +1 | Spear: Very Close | 2d8+4 phy

HP: 4Stress: 3

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.

封墓猫兽 ENTOMBED CAT BEASTENTOMBED CAT BEASTT2 独狼Solo
难 15阈 12 / 23命 7压 3

封墓猫兽 ENTOMBED CAT BEAST

位阶 2 独狼

一具巨大的亡灵类人骨架,头颅是一颗豹子的骷髅。

动机与战术: 扑击、撕碎、恐吓

经历: 野性 +2

难度: 15阈值: 12 / 23

攻击: +2 | 剃刀利爪: 邻近 | 2d12+2 物理

生命点: 7压力点: 3

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,封墓猫兽至多可被聚焦 3 次。照常花费恐惧点来聚焦封墓猫兽。

  • 血腥打击 Bloody Strike - 被动: 玩家角色因封墓猫兽的攻击标记 3 或更多 生命点时,必须额外标记 1 生命点。

  • 尖啸猫嚎 Screeching Caterwaul - 动作: 标记 1 压力点,迫使封墓猫兽远距离范围内的每名玩家角色进行一次风度反应掷骰。失败的目标处于颤抖状态,直到掷出希望结果。当封墓猫兽成功攻击一名颤抖的玩家角色时,伤害骰掷骰两次并取较好结果,然后清除该目标的颤抖状态。

  • 唯我独存 I Alone - 反应: 当封墓猫兽首次登场时,你可以让它吸收盟友的精魂。立即击败战场上任意数量的盟友,每以此法击败一名盟友,获得 1 恐惧点。

  • 凶狠报复 Vicious Reprisal - 反应: 当封墓猫兽因邻近范围内一名玩家角色的攻击而承受伤害时,你可以标记 1 压力点,对那名玩家角色发动一次普通攻击。

ENTOMBED CAT BEAST

Tier 2 Solo

A large undead humanoid skeleton with a panther’s skull for a head.

Motives & Tactics: Rush attack, shred, terrify

Experience: Feral +2

Difficulty: 15Thresholds: 12/23

ATK: +2 | Razor Claws: Very Close | 2d12+2 phy

HP: 7Stress: 3

FEATURES

Relentless (3) - Passive: The Cat Beast can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Bloody Strike - Passive: A PC who marks 3 or more HP from an attack made by the Cat Beast must mark an additional HP. Screeching Caterwaul - Action: Mark a Stress to force each PC within Far range of the Cat Beast to make a Presence Reaction Roll. Targets who fail become Rattled until they roll with Hope. When the Cat Beast makes a successful attack against a Rattled PC, roll damage twice and take the better result, then clear the Rattled condition from the target. I Alone - Reaction: When the Cat Beast first appears, you can choose to have them absorb the essence of their allies. Immediately defeat any number of allies on the battlefield, and gain a Fear for each ally defeated this way. Vicious Reprisal - Reaction: When the Cat Beast takes damage from an attack made by a PC within Very Close range, you can mark a Stress to make a standard attack against that PC.

墓中精英护卫 ENTOMBED ELITE GUARDENTOMBED ELITE GUARDT2 标准Standard
难 15阈 9 / 18命 4压 3

墓中精英护卫 ENTOMBED ELITE GUARD

位阶 2 标准

与女皇一同下葬的精英亡灵士兵,守护陵墓,抵御盗窃与亵渎。

动机与战术: 列阵,保护女皇,共同攻击

经历: 士兵 +3

难度: 15阈值: 9 / 18

攻击: +2 | 弯刃: 近战 | 2d10+2 物理

生命点: 4压力点: 3

特性

  • 列阵 Battle Formation - 被动: 邻近范围内每有一名盟友,护卫的难度便获得 +1 加值。

  • 标枪 Javelin - 动作: 对一个位于极远范围内目标发动攻击,成功时,造成 2d6+2 点物理伤害。

ENTOMBED ELITE GUARD

Tier 2 Standard

An elite undead soldier buried with their empress to defend the tomb from theft and desecration.

Motives & Tactics: Form up, protect the empress, strike as one

Experience: Soldier +3

Difficulty: 15Thresholds: 9/18

ATK: +2 | Curved Blade: Melee | 2d10+2 phy

HP: 4Stress: 3

FEATURES

Battle Formation - Passive: The Guard gains a +1 bonus to their Difficulty for each ally within Very Close range. Javelin - Action: Make an attack against a target within Very Far range. On a success, deal 2d6+2 physical damage.

墓中女皇 ENTOMBED EMPRESSENTOMBED EMPRESST2 头目Leader
难 16阈 12 / 24命 6压 5

墓中女皇 ENTOMBED EMPRESS

位阶 2 头目

被遗忘国度的亡灵统治者。她接受了亵渎神明的葬礼仪式,灵魂因此无法安息。

动机与战术: 指挥下属,诅咒入侵者

经历: 统治者 +4 , 亡灵 +2

难度: 16阈值: 12 / 24

攻击: +2 | 挥击: 近战 | 2d8+2 物理

生命点: 6压力点: 5

特性

  • 空壳 Empty Husk - 被动: 女皇对物理伤害具有抗性。

  • 脏器缺失 Missing Organs - 被动: 女皇的内脏已被取出,封入藏在陵墓各处的六个水晶容器中。每当玩家角色找到并摧毁一个容器,女皇便标记 1 生命点。

  • 攫缚锁链 Grasping Chains - 动作: 标记 1 压力点让女皇以念力操控殡葬锁链,束缚近距离范围内的一个生物。对抗近距离范围内的一个目标进行攻击。成功时,女皇将目标拉入近战范围,造成 2d8 点物理伤害,并暂时束缚目标。

  • 不灭服从 Deathless Obedience - 动作: 每场景至多三次,你可以花费 1 恐惧点来聚焦近距离范围内的任意数量盟友。若成功攻击同一目标,合并这些伤害。

  • 诅咒抚触 Accursed Caress - 反应: 当女皇普通攻击一名玩家角色成功时,你可以花费 1 恐惧点,为该玩家角色启动一个厄运倒计时(1d6+1)。当有玩家角色掷出恐惧结果时,倒计时减少 1 。触发时,该玩家角色标记 所有 生命点并进行死亡动作。若女皇被击败,或玩家角色进行休息,清除所有厄运倒计时。

  • 最终转化(转阶) Final Transformation (Phase Change) - 反应: 当女皇标记 最后 1 生命点时,用封墓猫兽 Entombed Cat Beast 替换,并立即聚焦它。

ENTOMBED EMPRESS

Tier 2 Leader

The undead ruler of a forgotten realm. She’s been given blasphemous funeral rites to prevent her soul from moving on.

Motives & Tactics: Command inferiors, curse the invaders

Experience: Ruler +4, Undead +2

Difficulty: 16Thresholds: 12/24

ATK: +2 | Swipe: Melee | 2d8+2 phy

HP: 6Stress: 5

FEATURES

Empty Husk - Passive: The Empress has resistance to physical damage. Missing Organs - Passive: The Empress’s internal organs have been removed and placed into six crystal containers hidden throughout her tomb. Each time the PCs find and destroy one, the Empress marks a HP. Grasping Chains - Action: Mark a Stress to have the Empress target a creature within Close range and try to telekinetically bind them with her funeral chains. Make an attack against a target within Close range. On a success, the Empress pulls the target into Melee range, deals 2d8 physical damage, and temporarily Restrains them. Deathless Obedience - Action: Up to three times per scene, you can spend a Fear to spotlight any number of allies within Close range. If any attacks succeed against the same target, combine the damage. Accursed Caress - Reaction: When the Empress makes a successful standard attack against a PC, you can spend a Fear to activate a Doom Countdown (1d6+1) for that PC. It ticks down when a PC rolls with Fear. When it triggers, the PC marks all HP and makes a death move. If the Empress is defeated or the PCs take a rest, all Doom Countdowns end. Final Transformation (Phase Change) - Reaction: When the Empress marks her last HP, replace her with the Entombed Cat Beast and immediately spotlight them.

墓中死灵祭司 ENTOMBED NECROPRIESTENTOMBED NECROPRIESTT2 辅助Support
难 13阈 8 / 16命 3压 7

墓中死灵祭司 ENTOMBED NECROPRIEST

位阶 2 辅助

一名负责延续女皇死后生命的死灵法师。

动机与战术: 强化盟友,征服时间,压制敌人,侍奉女皇,以死亡为武器

经历: 黑暗魔法 +4 , 保护 +2

难度: 13阈值: 8 / 16

攻击: +2 | 死亡飞弹: 远距离 | 2d6+2 魔法

生命点: 3压力点: 7

特性

  • 振奋 Invigorate - 动作: 标记 1 压力点,选择远距离范围内至多三名盟友,它们的下一次攻击掷骰获得优势。

  • 最后攫握 Last Grasp - 动作: 花费 1 恐惧点,选择远距离范围内的一名玩家角色。骷髅手从该玩家角色脚下破土而出,将其束缚,直到该玩家角色成功通过力量掷骰挣脱。当以此法被束缚的目标花费希望点时,你获得 1 恐惧点。

  • 寒触 Chill Touch - 动作: 标记 1 压力点,对近战范围内的一个目标进行一次普通攻击。成功时,目标受到标准伤害并必须标记 1d4 压力点。若目标因此次攻击标记 最后 1 压力点,你获得 1 恐惧点。

ENTOMBED NECROPRIEST

Tier 2 Support

A necromancer charged with preserving the empress’s life beyond death.

Motives & Tactics: Boost allies, conquer time, hold down enemies, serve the empress, wield death as a weapon

Experience: Dark Magic +4, Protect +2

Difficulty: 13Thresholds: 8/16

ATK: +2 | Death Bolt: Far | 2d6+2 mag

HP: 3Stress: 7

FEATURES

Invigorate - Action: Mark a Stress to choose up to three allies within Far range. Each one gains advantage on their next attack roll. Last Grasp - Action: Spend a Fear to choose a PC within Far range. Skeletal hands burst out of the ground at the PC’s feet and Restrain them until the PC breaks free with a successful Strength Roll. When a target Restrained in this way spends Hope, you gain a Fear. Chill Touch - Action: Mark a Stress to make a standard attack against a target within Melee range. On a success, the target takes standard damage and must mark 1d4 Stress. If the target marks their last Stress from this attack, you gain a Fear.

墓中食肤甲虫 ENTOMBED SKIN BEETLESENTOMBED SKIN BEETLEST2 集群Horde
难 14阈 10 / 20命 5压 3

墓中食肤甲虫 ENTOMBED SKIN BEETLES

位阶 2 集群(5/生命点)

以血肉为食、钻入皮下的甲虫。

动机与战术: 铺满地面,吞噬活物,钻进衣物

经历: 陵墓 +3

难度: 14阈值: 10 / 20

攻击: +0 | 螯钳: 近战 | 2d8+2 物理

生命点: 5压力点: 3

特性

  • 集群 Horde (2d4+1) - 被动: 当墓中食肤甲虫已标记一半或更多生命点时,其普通攻击改为造成 2d4+1 点物理伤害。

  • 乘胜追击 Momentum - 被动: 当墓中食肤甲虫成功攻击玩家角色时,你获得 1 恐惧点。

  • 生食 Omophagous - 动作: 标记 1 生命点,让 5 只甲虫钻入一名近战范围内玩家角色的皮肤之下,迫使其标记 1 压力点并被感染。感染期间,目标每次掷出恐惧结果都会受到 6 点直接物理伤害。当玩家角色恢复 1 生命点或清除 1 压力点时,此状态解除。

ENTOMBED SKIN BEETLES

Tier 2 Horde (5/HP)

Flesh-eating beetles that burrow beneath the skin.

Motives & Tactics: Carpet the ground, consume the living, crawl under clothing

Experience: Tombs +3

Difficulty: 14Thresholds: 10/20

ATK: +0 | Pincers: Melee | 2d8+2 phy

HP: 5Stress: 3

FEATURES

Horde (2d4+1) - Passive: When the Beetles have marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead. Momentum - Passive: When the Beetles make a successful attack against a PC, you gain a Fear. Omophagous - Action: Mark a HP to have 5 Beetles burrow under the skin of a PC within Melee range, forcing them to mark a Stress and Infecting them. While Infected, the target takes 6 direct physical damage every time they roll with Fear. This condition is cleared when the PC clears a HP or a Stress.

墓封石匠 ENTOMBED STONEMASONENTOMBED STONEMASONT2 杂兵Minion
难 12阈 无命 1压 1

墓封石匠 ENTOMBED STONEMASON

位阶 2 杂兵

一个倒霉的不死劳工,被抽签选中,要从墓穴内部把女皇的陵墓封死。

动机与战术: 永不停止工作,为女皇献身

经历: 建造 +2

难度: 12阈值: 无

攻击: −1 | 锤与凿: 近战 | 5 物理

生命点: 1压力点: 1

特性

  • 杂兵(5) Minion (5) - 被动: 墓封石匠受到任何伤害即被击败。玩家角色每对墓封石匠造成 5 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有墓封石匠。这些墓封石匠移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名墓封石匠造成 5 点物理伤害。合并计算这些伤害。

  • 劳役永无休止 The Work Never Ends - 反应: 当墓封石匠被造成物理伤害的攻击击败时,你可以花费 1 恐惧点,恢复石匠的生命点并清除其压力点。

ENTOMBED STONEMASON

Tier 2 Minion

An unfortunate undead laborer chosen by lottery to wall up their empress’s tomb from the inside.

Motives & Tactics: Never stop working, sacrifice yourself for the empress

Experience: Builder +2

Difficulty: 12Thresholds: None

ATK: −1 | Hammer and Chisel: Melee | 5 phy

HP: 1Stress: 1

FEATURES

Minion (5) - Passive: The Stonemason is defeated when they take any damage. For every 5 damage a PC deals to the Stonemason, the PC defeats an additional Minion within range their attack would succeed against. Group Attack - Action: Spend a Fear to choose a target and spotlight all Entombed Stonemasons within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage. The Work Never Ends - Reaction: When the Stonemason is defeated by an attack that deals physical damage, you can spend a Fear to clear the Stonemason’s HP and Stress.

羽魔鸟群 FLOCK OF FEATHER FIENDSFLOCK OF FEATHER FIENDST2 集群Horde
难 14阈 10 / 20命 5压 3

羽魔鸟群 FLOCK OF FEATHER FIENDS

位阶 2 集群(3/生命点)

一群不死乌鸦的尸体,眼中亮着死灵质的光芒。

动机与战术: 不停聒噪,抓挠面孔,空中扑腾,啄人眼睛

经历: 飞行 +2, 集群 +2

难度: 14阈值: 10 / 20

攻击: +0 | 啄与爪: 近战 | 2d6+2 魔法

生命点: 5压力点: 3

特性

FLOCK OF FEATHER FIENDS

Tier 2 Horde (3/HP)

A flock of undead crow corpses, eyes aglow with necroplasmic light.

Motives & Tactics: Caw incessantly, claw faces, flutter through the air, peck eyes

Experience: Fly +2, Swarm +2

Difficulty: 14Thresholds: 10/20

ATK: +0 | Peck and Claw: Melee | 2d6+2 mag

HP: 5Stress: 3

FEATURES

Horde (1d6+1) - Passive: When the Flock has marked half or more of its HP, its standard attack deals 1d6+1 magic damage instead. Maddening Cacophony - Action: Mark a Stress to force each PC within Very Close range to make an Instinct Reaction Roll. Targets who fail must spend a Hope or become Vulnerable until they deal damage to the Flock or the Flock is defeated.

失败实验体 FAILED EXPERIMENTFAILED EXPERIMENTT2 标准Standard
难 13阈 12 / 23命 3压 3

失败实验体 FAILED EXPERIMENT

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

经历: 模仿者 +3

难度: 13阈值: 12 / 23

攻击: +1 | 撕咬和爪击: 近战 | 2d6+5 物理

生命点: 3压力点: 3

特性

FAILED EXPERIMENT

Tier 2 Standard

A magical necromantic experiment gone wrong, leaving them warped and ungainly.

Motives & Tactics: Devour, hunt, track

Experience: Copycat +3

Difficulty: 13Thresholds: 12/23

ATK: +1 | Bite and Claw: Melee | 2d6+5 phy

HP: 3Stress: 3

FEATURES

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

鹅熊 FOWLBEARFOWLBEART2 斗士Bruiser
难 15阈 14 / 28命 7压 4

鹅熊 FOWLBEAR

位阶 2 斗士

一只披着羽皮、长着巨鹅头的灰熊。

动机与战术: 把猎物赶进伏击圈,死战到底,成对狩猎

经历: 敏锐感知 +3, 池塘 +3

难度: 15阈值: 14 / 28

攻击: +3 | 鹅牙与熊爪: 邻近 | 2d12+2 物理

生命点: 7压力点: 4

特性

  • 无情(2) Relentless (2) - 被动: 每个游戏主持人轮次中,鹅熊至多可被聚焦 2 次。照常花费恐惧点来聚焦鹅熊。

  • 双重打击 Double Strike - 动作: 标记 1 压力点,发动两次普通攻击。若两次攻击均成功命中同一目标,合并伤害。

  • 惊鸣 Dread Honk - 动作: 花费 1 恐惧点让鹅熊发出一声惊怖、刺耳的鹅鸣。近距离范围内的每个玩家角色都必须进行风度反应掷骰。失败者必须标记 1 压力点、退到鹅熊的远距离范围处,并处于脆弱状态,直到鹅熊对其造成伤害。成功者必须标记 1 压力点,或退到鹅熊的远距离范围处。

FOWLBEAR

Tier 2 Bruiser

A grizzly bear with a feathery hide and the head of a giant goose.

Motives & Tactics: Drive prey into an ambush, fight to the death, hunt in pairs

Experience: Keen Senses +3, Ponds +3

Difficulty: 15Thresholds: 14/28

ATK: +3 | Goose Teeth & Bear Claws: Very Close | 2d12+2 phy

HP: 7Stress: 4

FEATURES

Relentless (2) - Passive: The Fowlbear can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight it. Double Strike - Action: Mark a Stress to make two standard attacks. If both attacks succeed against the same target, combine the damage. Dread Honk - Action: Spend a Fear to have the Fowlbear unleash a terrifying, ear-splitting goose honk. Each PC within Close range must make a Presence Reaction Roll. Targets who fail must mark a Stress, move away from the Fowlbear to Far range, and become Vulnerable until the Fowlbear deals damage to them. Targets who succeed must mark a Stress or move away from the Fowlbear to Far range.

绵菇孢子幼体 FUNGISPUNJ SPORELINGFUNGISPUNJ SPORELINGT2 杂兵Minion
难 13阈 无命 1压 1

绵菇孢子幼体 FUNGISPUNJ SPORELING

位阶 2 杂兵

一种半身人高的蘑菇生物,会喷出细小的神经毒性孢子来抵御攻击者。

动机与战术: 回避暴力,喷孢驱敌

经历: 黑暗 +3

难度: 13阈值: 无

攻击: −1 | 神经孢子: 邻近 | 4 魔法

生命点: 1压力点: 1

特性

  • 杂兵(6) Minion (6) - 被动: 绵菇孢子幼体受到任何伤害即被击败。玩家角色每对绵菇孢子幼体造成 6 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有绵菇孢子幼体。这些绵菇孢子幼体移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名绵菇孢子幼体造成 4 点魔法伤害。合并计算这些伤害。

  • 列阵 Form Up - 动作: 花费 1 恐惧点将近距离范围区域内的三个孢子幼体合并,替换为一个绵菇孢子体。

FUNGISPUNJ SPORELING

Tier 2 Minion

A halfling-sized mushroom creature that defends itself from attackers with tiny puffs of neurotoxic spores.

Motives & Tactics: Avoid violence, spray attackers

Experience: Darkness +3

Difficulty: 13Thresholds: None

ATK: −1 | Neuro Spore: Very Close | 4 mag

HP: 1Stress: 1

FEATURES

Minion (6) - Passive: The Sporeling is defeated when it takes any damage. For every 6 damage a PC deals to the Sporeling, the PC defeats an additional Minion within range the attack would succeed against. Group Attack - Action: Spend a Fear to choose a target and spotlight all Fungispunj Sporelings within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 magic damage each. Combine this damage. Form Up - Action: Spend a Fear to combine three Sporelings within a Close area and replace them with a Fungispunj Sporophore.

绵菇孢子体 FUNGISPUNJ SPOROPHOREFUNGISPUNJ SPOROPHORET2 头目Leader
难 16阈 12 / 24命 6压 5

绵菇孢子体 FUNGISPUNJ SPOROPHORE

位阶 2 头目

一种能号令亡者的巨型蘑菇生物。

动机与战术: 唤醒死者、保卫菌落、散播孢子

经历: 指挥官 +5, 守护者 +4

难度: 16阈值: 12 / 24

攻击: +2 | 绵软拳: 邻近 | 2d8+4 物理

生命点: 6压力点: 5

特性

  • 神经毒性孢子云 Neurotoxic Spore Cloud - 动作: 标记 1 压力点让孢子体向近距离范围内的所有目标喷出一片孢子云。每个玩家角色必须成功通过敏捷反应掷骰,否则处于中毒状态,直到他们花费 1 希望点清除该状态。中毒期间,玩家在进行动作掷骰前必须先掷骰一枚 d6 。结果为 4 或更低时,必须标记 1 压力点。

  • 亡者复苏 Reanimator - 动作: 花费 1 恐惧点让孢子体向邻近范围内的一具尸体喷洒精神孢子云。该尸体恢复 全部 生命点并清除 全部 压力点,然后在孢子体的精神控制下复活。孢子体被聚焦时,你也可以聚焦它所控制的所有尸体。

  • 菌落 Colony - 动作: 标记 任意数量的 压力点,让孢子体在近距离范围内召唤等量的绵菇孢子幼体。

  • 心灵融合 Mind Meld - 反应: 所有绵菇都能彼此进行心灵感应交流。当孢子体因攻击被迫标记压力点时,它可以让场景中的绵菇盟友代为标记这些压力点,由它自行决定如何在盟友间分摊。

FUNGISPUNJ SPOROPHORE

Tier 2 Leader

A giant mushroom creature that can command the dead.

Motives & Tactics: Awaken the fallen, defend the colony, spread spores

Experience: Commander +5, Guardian +4

Difficulty: 16Thresholds: 12/24

ATK: +2 | Spongy Fist: Very Close | 2d8+4 phy

HP: 6Stress: 5

FEATURES

Neurotoxic Spore Cloud - Action: Mark a Stress to have the Sporophore spray a cloud of spores on all targets within Close range. Each PC must succeed on a Agility Reaction Roll or become Poisoned until they spend a Hope to clear the condition. While Poisoned, a target must roll a d6 before they make an action roll. On a result of 4 or lower, they must mark a Stress. Reanimator - Action: Spend a Fear to have the Sporophore spray a corpse within Very Close range with a cloud of psychic spores. The corpse clears all HP and Stress, then reanimates under the psychic control of the Sporophore. When the Sporophore is spotlighted, you can also spotlight all corpses it controls. Colony - Action: Mark any number of Stress to have the Sporophore summon an equal number of Fungispunj Sporelings within Close range. Mind Meld - Reaction: All Fungispunj can telepathically communicate with one another. When the Sporophore would be forced to mark Stress from an attack, it can cause Fungispunj allies in the scene to mark that Stress in its place, distributed among allies as it chooses.

石像鬼 GARGOYLEGARGOYLET2 斗士Bruiser
难 13阈 14 / 28命 8压 2

石像鬼 GARGOYLE

位阶 2 斗士

一尊被魔法活化、形似惊怖野兽或恶魔的雕像。

动机与战术: 隐于视野、居高监视、俯冲扑击

经历: 伪装 +4, 遗迹 +3

难度: 13阈值: 14 / 28

攻击: +2 | 石爪: 近战 | 2d10+3 物理

生命点: 8压力点: 2

特性

  • 死物 Unliving - 被动: 石像鬼对魔法伤害具有抗性。

  • 俯冲打击 Swooping Strike - 动作: 选择远距离范围内的一点。石像鬼移动到该点,并对路径上的一个目标发动普通攻击。

  • 石化斩击 Petrifying Slash - 反应: 石像鬼造成伤害时,目标必须成功通过力量反应掷骰,否则处于 脆弱 状态。若目标已处于脆弱状态,则还会处于 束缚 状态。如果目标已经同时脆弱和束缚,则必须进行一次死亡动作。玩家角色可以花费 1 希望点清除其中一种状态。

GARGOYLE

Tier 2 Bruiser

A magically animated statue resembling a terrifying beast or demon.

Motives & Tactics: Hide in plain sight, overwatch, swoop down

Experience: Camouflage +4, Ruins +3

Difficulty: 13Thresholds: 14/28

ATK: +2 | Stone Claws: Melee | 2d10+3 phy

HP: 8Stress: 2

FEATURES

Unliving - Passive: The Gargoyle has resistance to magic damage. Swooping Strike - Action: Choose a point within Far range. The Gargoyle moves to that point and makes a standard attack against one target along its path. Petrifying Slash - Reaction: When the Gargoyle deals damage, the target must succeed on a Strength Reaction Roll or become Vulnerable. If the target is already Vulnerable, they become Restrained. If the target is already Vulnerable and Restrained, they must make a death move. The PC can spend a Hope per condition to clear it.

巨人驯兽师 GIANT BEASTMASTERGIANT BEASTMASTERT2 头目Leader
难 16阈 12 / 24命 6压 5

巨人驯兽师 GIANT BEASTMASTER

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,周旋,压制目标,保护同伴动物

经历: 驯兽 +3

难度: 16阈值: 12 / 24

攻击: +2 | 长弓: 远距离 | 2d8+4 物理

生命点: 6压力点: 5

特性

  • 一心同体 Two as One - 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 Pinning Strike - 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 Deadly Companion - 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,置于驯兽师的控制下。该敌人出现在其近距离范围处,并立即进行聚焦。

GIANT BEASTMASTER

Tier 2 Leader

A leather-clad warrior bearing a whip and massive bow.

Motives & Tactics: Command, make a living, maneuver, pin down, protect companion animals

Experience: Animal Handling +3

Difficulty: 16Thresholds: 12/24

ATK: +2 | Longbow: Far | 2d8+4 phy

HP: 6Stress: 5

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.

巨人斗士 GIANT BRAWLERGIANT BRAWLERT2 斗士Bruiser
难 15阈 14 / 28命 7压 4

巨人斗士 GIANT BRAWLER

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

经历: 侵入 +2

难度: 15阈值: 14 / 28

攻击: +2 | 战锤: 邻近 | 2d12+3 物理

生命点: 7压力点: 4

特性

  • 破阵冲撞 Battering Ram - 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 Bloody Reprisal - 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 ,而不是其普通攻击伤害。

  • 乘胜追击 Momentum - 反应: 当巨人斗士成功命中玩家角色时,你获得 1 恐惧点。

GIANT BRAWLER

Tier 2 Bruiser

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

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

Experience: Intrusion +2

Difficulty: 15Thresholds: 14/28

ATK: +2 | Warhammer: Very Close | 2d12+3 phy

HP: 7Stress: 4

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.

巨鹰 GIANT EAGLEGIANT EAGLET2 潜伏Skulk
难 14阈 8 / 19命 4压 4

巨鹰 GIANT EAGLE

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

经历: —

难度: 14阈值: 8 / 19

攻击: +1 | 爪与喙: 邻近 | 2d6+3 物理

生命点: 4压力点: 4

特性

  • 飞行 Flight - 被动: 飞行时,巨鹰的难度提高 +3 。

  • 致命俯冲 Deadly Dive - 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 Take Off - 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处。

  • 致命投掷 Deadly Drop - 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。

GIANT EAGLE

Tier 2 Skulk

A giant bird of prey with blood-stained talons.

Motives & Tactics: Hunt prey, stay mobile, strike decisively

Difficulty: 14Thresholds: 8/19

ATK: +1 | Claws and Beak: Very Close | 2d6+3 phy

HP: 4Stress: 4

FEATURES

Flight - Passive: While flying, 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 battlefield while holding them. Deadly Drop - Action: While flying, 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.

巨章鱼 GIANT OCTOPUSGIANT OCTOPUST2 独狼Solo
难 14阈 13 / 26命 10压 5

巨章鱼 GIANT OCTOPUS

位阶 2 独狼

一只巨大的水生软体动物,长着八条带吸盘的腕足和一张坚硬如喙的嘴。

动机与战术: 粉碎与撕咬、缠斗、袭扰帆船、捕食猎物

经历: 聪慧 +3

难度: 14阈值: 13 / 26

攻击: +3 | 触腕鞭: 近距离 | 2d10 物理

生命点: 10压力点: 5

特性

  • 无情(3) Relentless (3) - 被动: 在每个游戏主持人轮次中,巨章鱼可以至多被聚焦 3 次。像往常一样花费恐惧点来聚焦。

  • 全副武装 Armed and Dangerous - 被动: 巨章鱼首次登场时,将一颗 d8 放在这张数据块上,8 面朝上。当巨章鱼用普通攻击成功击中一名玩家角色时,你可以将该骰的数值加到伤害上。当你这么做时,将该骰的数值减少 1 。

  • 缠握 Grapple - 动作: 当巨章鱼的普通攻击成功时,你可以花费 1 恐惧点,让章鱼缠握目标。被缠握期间,目标处于 束缚 和 脆弱 状态,直到成功通过力量或灵巧掷骰挣脱为止。

  • 压碎 Crush - 动作: 标记 1 压力点,对被巨章鱼缠握的一个目标造成 3d8 点直接物理伤害。

GIANT OCTOPUS

Tier 2 Solo

A monstrous, aquatic mollusk that has eight sucker-bearing arms and a hard, beaklike jaw.

Motives & Tactics: Crush and bite, grapple, harry sailing vessels, hunt prey

Experience: Intelligent +3

Difficulty: 14Thresholds: 13/26

ATK: +3 | Arm Whip: Close | 2d10 phy

HP: 10Stress: 5

FEATURES

Relentless (3) - Passive: The Octopus can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight it. Armed and Dangerous - Passive: When the Octopus first appears, place a d8 on this stat block with the 8 value facing up. When the Octopus makes a successful standard attack against a PC, you can add the die’s value to the damage dealt. After you add its value to a roll, decrease the die’s value by 1. Grapple - Action: When the Octopus succeeds on a standard attack, you can spend a Fear to have the Octopus Grapple the target. While Grappled, the target is Restrained and Vulnerable until they break free with a successful Strength or Finesse Roll. Crush - Action: Mark a Stress to deal 3d8 direct physical damage to a target Grappled by the Octopus.

巨人新兵 GIANT RECRUITGIANT RECRUITT2 杂兵Minion
难 13阈 无命 1压 2

巨人新兵 GIANT RECRUIT

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

经历: —

难度: 13阈值: 无

攻击: +1 | 战锤: 邻近 | 5 物理

生命点: 1压力点: 2

特性

  • 杂兵(7) Minion (7) - 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 Group Attack - 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 点物理伤害。将这些伤害合并计算。

GIANT RECRUIT

Tier 2 Minion

A giant fighter wearing borrowed armor.

Motives & Tactics: Batter, make a living, overwhelm, terrify

Difficulty: 13Thresholds: None

ATK: +1 | Warhammer: Very Close | 5 phy

HP: 1Stress: 2

FEATURES

Minion (7) - 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.

腐口追猎者 GOBSTALKERGOBSTALKERT2 独狼Solo
难 15阈 10 / 20命 8压 6

腐口追猎者 GOBSTALKER

位阶 2 独狼

一个由血肉构成的漂浮球体,满身是牙,长着许多眼睛,还有一束会射出魔法光束的探索性口部触须。

动机与战术: 伏击对手、寻找财宝、射出光束

经历: 魔法 +3

难度: 15阈值: 10 / 20

攻击: +2 | 口部触须: 邻近 | 2d6+3 物理

生命点: 8压力点: 6

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,腐口追猎者至多可被聚焦 3 次。照常花费恐惧点来聚焦腐口追猎者。

  • 反秘法恶臭 Anti-Mystica-Halitosis - 被动: 腐口追猎者呼出的恶臭气息会形成一片隐形、能抵消魔法的瘴气。任何在腐口追猎者近距离范围内、会造成魔法伤害或产生魔法效果的攻击、能力或法术都会自动失败。

  • 触手射线 Tentacle Rays - 动作: 标记 1 压力点攻击远距离范围内的一个目标。成功时,掷骰一颗 d8 决定随机光束攻击,或花费 1 恐惧点自行选择效果: 1)魅惑。 腐口追猎者魅惑目标。处于魅惑状态时,目标将腐口追猎者视为朋友,无法攻击它。此外,当一名玩家角色掷出恐惧结果时,被魅惑的玩家角色必须标记 1 压力点或攻击腐口追猎者指定的一个目标。被魅惑的玩家角色必须成功通过本能掷骰(16)才能解除该状态。 2)腐蚀。 目标受到 2d8 魔法伤害,必须标记 1 护甲槽且不获得 其增益(它仍可以用 护甲槽降低伤害)。如果无法这样做,伤害翻倍。 3)厄运。 目标必须标记 所有 生命点,但可以花费 任意数量的 希望点,等量减少以此方式标记 的 生命点数量。 4)催眠。 目标陷入深度恍惚,除尝试醒来外无法行动。该状态持续到目标受到伤害或成功通过风度掷骰(16)醒来为止。 5)麻痹。 目标僵在原地,处于脆弱和束缚,直到标记 2 压力点。 6)灼烧。 目标受到 2d8 直接魔法伤害。 7)恐吓。目标处于惊恐状态。惊恐时,目标除了逃离战斗或努力摆脱恐惧外无法行动。此外,每当你花费 1 恐惧点,目标必须标记 1 压力点。目标成功通过风度掷骰(16)即可解除该状态。 8)迟缓。目标处于脆弱状态,并且必须标记 1 压力点才能移动,直到花费 2 希望点。

  • 吸血舔舐 Leech Lick - 反应: 一次普通攻击成功时,你可以花费 1 恐惧点,清除 等同于目标标记的 生命点数量的压力点。

GOBSTALKER

Tier 2 Solo

A fleshy, floating ball of teeth that has numerous eyes and a bundle of questing mouth tentacles that shoot magic beams.

Motives & Tactics: Ambush rivals, seek riches, shoot beams

Experience: Magic +3

Difficulty: 15Thresholds: 10/20

ATK: +2 | Mouth Tentacles: Very Close | 2d6+3 phy

HP: 8Stress: 6

FEATURES

Relentless (3) - Passive: The Gobstalker can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Anti-Mystica-Halitosis - Passive: The Gobstalker’s rancid breath creates an invisible, magic-negating miasma. An attack, an ability, or a spell that deals magic damage or creates a magic effect fails automatically if used within Close range of the Gobstalker. Tentacle Rays - Action: Mark a Stress to attack a target within Far range. On a success, roll a d8 for a random beam attack or spend a Fear to choose instead:

  1. Beguile. The Gobstalker Beguiles the target. While Beguiled, the target sees the Gobstalker as a friend and can’t attack it. Additionally, when a PC rolls with Fear, a Beguiled PC must mark a Stress or attack a target chosen by the Gobstalker. A Beguiled PC must succeed on an Instinct Roll (16) to clear the condition.
  2. Corrode. The target takes 2d8 magic damage and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t, double the damage.
  3. Doom. The target must mark all HP, but they can spend any number of Hope to reduce the number of HP marked this way by an equal amount.
  4. Hypnosis. The target falls into a Deep Trance and can’t act except to try to wake up. This condition lasts until the target takes damage or wakes up with a successful Presence Roll (16).
  5. Paralyze. The target freezes in place, becoming Vulnerable and Restrained until they mark 2 Stress.
  6. Sear. The target takes 2d8 direct magic damage.
  7. Scare. The target is Scared. While Scared, the target can’t take actions other than fleeing the battle or trying to shake off their terror. Additionally, the target must mark a Stress whenever you spend a Fear. The target can clear the condition with a successful Presence Roll (16).
  8. Slow. The target becomes Vulnerable and must mark a Stress to move until they spend 2 Hope. Leech Lick - Reaction: On a successful standard attack, you can spend a Fear to clear a number of Stress equal to the number of HP the target marked.
戈尔贡 GORGONGORGONT2 独狼Solo
难 15阈 13 / 25命 9压 3

戈尔贡 GORGON

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

经历: 隐匿 +3

难度: 15阈值: 13 / 25

攻击: +4 | 烈日短弓: 远距离 | 2d20+3 魔法

生命点: 9压力点: 3

特性

  • 无情(2) Relentless (2) - 被动: 在每个游戏主持人轮次中,戈尔贡可以至多被聚焦 2 次。像往常一样花费恐惧点来聚焦。

  • 烈日箭 Sunsear Arrows - 被动: 当戈尔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,且无法进入隐藏状态。对处于发光状态的目标进行的攻击掷骰具有优势。

  • 蛇之王冠 Crown of Serpents - 动作: 使用戈尔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 Petrifying Gaze - 反应: 当戈尔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)。这个倒计时在戈尔贡受到攻击时推进。当倒计时触发时,目标必须进行一次死亡行动。如果戈尔贡被击败,所有石化倒计时中止。

  • 乘胜追击 Momentum - 反应: 当戈尔贡成功命中玩家角色时,你获得 1 恐惧点。

GORGON

Tier 2 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

Experience: Stealth +3

Difficulty: 15Thresholds: 13/25

ATK: +4 | Sunsear Shortbow: Far | 2d20+3 mag

HP: 9Stress: 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 Petrification 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 petrification countdowns end. Momentum - Reaction: When the Gorgon makes a successful attack against a PC, you gain a Fear.

瓜哈兰炼形兽 GUAHALAN ALEBRUJOGUAHALAN ALEBRUJOT2 独狼Solo
难 14阈 13 / 26命 6压 5

瓜哈兰炼形兽 GUAHALAN ALEBRUJO

位阶 2 独狼

一只由多种动物拼合而成的巨大、色彩斑斓的嵌合兽。

动机与战术: 破坏、不留活口、蹂躏

经历: 残暴 +2、迅捷 +2

难度: 14阈值: 13 / 26

攻击: +3 | 利齿与利爪: 邻近 | 2d10+4 魔法

生命点: 6压力点: 5

特性

  • 猛兽出笼 The Beast Unleashed - 被动: 炼形兽的伤害掷骰获得等于你拥有恐惧点数量的加值。

  • 瓜哈兰献祭 Guahalan Sacrifice - 动作: 花费 1 恐惧点让炼形兽吞食邻近范围内的一名杂兵,然后恢复 1 生命点或清除 1 压力点。

  • 瓜哈拉之嚎 Howl of the Guahala - 动作: 标记 1 压力点让炼形兽发出嚎叫。远距离范围内的每名玩家角色必须成功通过风度反应掷骰,否则暂时处于恐慌状态。恐慌期间,玩家角色每次聚焦时必须标记 1 压力点。

  • 撕裂与扯碎 Rip & Tear - 动作: 花费 1 恐惧点发动一次带优势的普通攻击。成功时,你可以标记 1 压力点,对范围内另一个额外目标再发动一次普通攻击。你可以继续标记压力点来追加攻击,直到炼形兽某次攻击掷骰失败为止。

  • 残暴场面 Brutal Spectacle - 反应: 当炼形兽造成严重伤害时,你可以花费 1 恐惧点迫使近距离范围内的所有目标标记 1 压力点。

GUAHALAN ALEBRUJO

Tier 2 Solo

A huge, colorful, chimeric beast formed from many animals.

Motives & Tactics: Destroy, give no quarter, ravage

Experience: Brutal +2, Quick +2

Difficulty: 14Thresholds: 13/26

ATK: +3 | Tooth & Claw: Very Close | 2d10+4 mag

HP: 6Stress: 5

FEATURES

The Beast Unleashed - Passive: The Alebrujo gains a bonus to damage rolls equal to the number of Fear you have. Guahalan Sacrifice - Action: Spend a Fear to have the Alebrujo devour a Minion within Very Close range, then clear a HP or a Stress. Howl of the Guahala - Action: Mark a Stress to have the Alebrujo emit a howl. Each PC within Far range must succeed on a Presence Reaction Roll or become temporarily Panicked. While Panicked, a PC must mark a Stress when they take the spotlight. Rip & Tear - Action: Spend a Fear to make a standard attack with advantage. On a success, you can mark a Stress to make another standard attack against an additional target within range. You can continue marking Stress to make additional attacks until the Alebrujo fails an attack roll. Brutal Spectacle - Reaction: When the Alebrujo deals Severe damage, you can spend a Fear to force all targets within Close range to mark a Stress.

瓜哈兰牙王 GUAHALAN FANG LORDGUAHALAN FANG LORDT2 头目Leader
难 16阈 12 / 24命 6压 5

瓜哈兰牙王 GUAHALAN FANG LORD

位阶 2 头目

一位会变形的军阀,率领一个群体的战士上阵杀敌。

动机与战术: 强化盟友、统率族群、鼓舞部众

经历: 古老知识 +2、猎人 +2

难度: 16阈值: 12 / 24

攻击: +2 | 长矛: 邻近 | 2d8+4 物理

生命点: 6压力点: 5

特性

  • 群狼之首 Pack Alpha - 被动: 指示物池。当牙王攻击成功时,向瓜哈兰指示物池加入一个指示物。当近距离范围内的一名瓜哈兰盟友发动攻击时,你可以花费瓜哈兰指示物池中的一个指示物,让该盟友的攻击掷骰获得优势。

  • 释放兽性 Unleash the Beast - 动作: 花费 1 恐惧点,让瓜哈兰牙王进入野兽形态。在此形态下,其攻击掷骰与伤害掷骰获得等同于已标记压力点数量的加值。此外,其采取动作前可以移动至多远距离范围,而非近距离范围。

  • 瓜哈拉之唤 Call of the Guahala - 动作: 花费 2 恐惧点来聚焦近距离范围内的所有瓜哈兰变形者。每个变形者对范围内的一个目标发动一次普通攻击。若多道攻击成功命中同一目标,合并它们的伤害。

  • 野性形态(转阶) Feral Form (Phase Change) - 反应: 当牙王标记 最后一个 生命点时,用瓜哈兰炼形兽替换它,并立即聚焦。

GUAHALAN FANG LORD

Tier 2 Leader

A shapeshifting warlord who leads a group of warriors into battle.

Motives & Tactics: Bolster allies, lead the pack, rally the troops

Experience: Ancient Knowledge +2, Hunter +2

Difficulty: 16Thresholds: 12/24

ATK: +2 | Spear: Very Close | 2d8+4 phy

HP: 6Stress: 5

FEATURES

Pack Alpha - Passive: Pool. When the Fang Lord makes a successful attack, add a token to the Guahalan Pool. When a Guahalan ally within Close range makes an attack, you can spend a token from the Guahalan Pool to give them advantage on the roll. Unleash the Beast - Action: Spend a Fear to have the Fang Lord adopt a bestial form. While in this form, they gain a bonus to attack and damage rolls equal to the number of Stress they have marked. Additionally, they can move up to Far range instead of Close range before taking an action. Call of the Guahala - Action: Spend 2 Fear to spotlight all Guahalan Shifters within Close range. Each one makes a standard attack against a target within range. If any attacks succeed against the same target, combine their damage. Feral Form (Phase Change) - Reaction: When the Fang Lord marks their last HP, replace them with the Guahalan Alebrujo and immediately spotlight them.

瓜哈兰变形者 GUAHALAN SHIFTERGUAHALAN SHIFTERT2 标准Standard
难 15阈 9 / 18命 4压 3

瓜哈兰变形者 GUAHALAN SHIFTER

位阶 2 标准

一名戴着面具的变形战士,具有野兽般的特性。

动机与战术: 逃跑、获利、投掷烟雾弹

经历: 猎人 +2、陷阱师 +2

难度: 15阈值: 9 / 18

攻击: +1 | 战棍: 近战 | 2d8+4 物理

生命点: 4压力点: 3

特性

GUAHALAN SHIFTER

Tier 2 Standard

A shapeshifting masked warrior who has animalistic features.

Motives & Tactics: Escape, profit, throw smoke

Experience: Hunter +2, Trapper +2

Difficulty: 15Thresholds: 9/18

ATK: +1 | Warclub: Melee | 2d8+4 phy

HP: 4Stress: 3

FEATURES

Unleash the Beast - Action: Spend a Fear to have the Shifter adopt a more bestial form. While in this form, they gain a bonus to attack and damage rolls equal to the number of Stress they have marked. Additionally, they can move up to Far range instead of Close range before taking an action. Pack Attack - Action: Mark a Stress to make a standard attack. On a success, the attack gains a bonus to damage equal to the number of other Shifters within Very Close range of the target.

瓜哈兰灵兽 GUAHALAN SPIRIT BEASTGUAHALAN SPIRIT BEASTT2 杂兵Minion
难 13阈 无命 1压 2

瓜哈兰灵兽 GUAHALAN SPIRIT BEAST

位阶 2 杂兵

一只色彩鲜艳、形如动物的精魂。

动机与战术: 保护、牺牲、包围

经历: —

难度: 13阈值: 无

攻击: +1 | 咬噬与利爪: 近战 | 5 魔法

生命点: 1压力点: 2

特性

  • 杂兵(5) Minion (5) - 被动: 瓜哈兰灵兽受到任何伤害即被击败。玩家角色每对瓜哈兰灵兽造成 5 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 虚灵形态 Ethereal Form - 被动: 灵兽对物理伤害具有抗性。

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有瓜哈兰灵兽。这些瓜哈兰灵兽移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名瓜哈兰灵兽造成 5 点魔法伤害。合并计算这些伤害。

  • 野兽炸弹 Beast Bomb - 反应: 当灵兽被击败时,它爆成白色烈焰,造成 5 点魔法伤害,波及近战范围内的生物。

GUAHALAN SPIRIT BEAST

Tier 2 Minion

A brightly colored spirit in the shape of an animal.

Motives & Tactics: Protect, sacrifice, surround

Difficulty: 13Thresholds: None

ATK: +1 | Bite & Claw: Melee | 5 mag

HP: 1Stress: 2

FEATURES

Minion (5) - Passive: The Spirit Beast is defeated when it takes any damage. For every 5 damage a PC deals to the Spirit Beast, the PC defeats an additional Minion within range the attack would succeed against. Ethereal Form - Passive: The Spirit Beast has resistance to physical damage. Group Attack - Action: Spend a Fear to choose a target and spotlight all Guahalan Spirit Beasts within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 magic damage each. Combine this damage. Beast Bomb - Reaction: When the Spirit Beast is defeated, it explodes in white flame and deals 5 magic damage to creatures within Melee range.

瓜哈兰灵歌者 GUAHALAN SPIRIT SINGERGUAHALAN SPIRIT SINGERT2 辅助Support
难 14阈 9 / 18命 4压 6

瓜哈兰灵歌者 GUAHALAN SPIRIT SINGER

位阶 2 辅助

一名会变形的召唤师,具有野兽般的特性。

动机与战术: 驱逐、强化、召唤

经历: 仪式 +3、远古历史 +2

难度: 14阈值: 9 / 18

攻击: +2 | 灵焰: 近距离 | 2d6+4 魔法

生命点: 4压力点: 6

特性

  • 释放兽性 Unleash the Beast - 动作: 花费 1 恐惧点,让瓜哈兰灵歌者进入更接近野兽的形态。在此形态下,其攻击掷骰与伤害掷骰获得等同于已标记压力点数量的加值。此外,其采取动作前可以移动至远距离范围,而非近距离范围。

  • 唤兽者 Beast-Caller - 动作: 花费 1 恐惧点让灵歌者在邻近范围内召唤 2d4 只瓜哈兰灵兽,并立即聚焦其中一只。

  • 群灵之怒 Rage of Spirits - 动作: 标记 1 压力点来聚焦邻近范围内任意数量的瓜哈兰灵兽,让它们各自移动到距离自己最近的玩家角色的近战范围内,并发动一次普通攻击。若多道攻击成功对抗同一目标,合并它们的伤害。

  • 灵性献祭 Spiritual Sacrifice - 反应: 当灵歌者将要受到伤害,且身处一只瓜哈兰灵兽的邻近范围内时,你可以花费 1 恐惧点牺牲该灵兽,抵消这次伤害。

GUAHALAN SPIRIT SINGER

Tier 2 Support

A shapeshifting summoner who has animalistic features.

Motives & Tactics: Abjure, bolster, summon

Experience: Ritual +3, Ancient History +2

Difficulty: 14Thresholds: 9/18

ATK: +2 | Spirit Flame: Close | 2d6+4 mag

HP: 4Stress: 6

FEATURES

Unleash the Beast - Action: Spend a Fear to have the Spirit Singer adopt a more bestial form. While in this form, they gain a bonus to attack and damage rolls equal to the number of Stress they have marked. Additionally, they can move up to Far range instead of Close range before taking an action. Beast-Caller - Action: Spend a Fear to have the Spirit Singer summon 2d4 Guahalan Spirit Beasts within Very Close range and immediately spotlight one. Rage of Spirits - Action: Mark a Stress to spotlight any number of Guahalan Spirit Beasts within Very Close range and have each one move into Melee range with the nearest PC and make a standard attack. If any attacks succeed against the same target, combine their damage. Spiritual Sacrifice - Reaction: When the Spirit Singer would take damage while within Very Close range of a Guahalan Spirit Beast, you can spend a Fear to sacrifice the Spirit Beast and negate the damage.

山丘巨人 HILL TITANHILL TITANT2 独狼Solo
难 14阈 13 / 26命 10压 5

山丘巨人 HILL TITAN

位阶 2 独狼

一个身披兽皮、被虫群环绕的巨人。

动机与战术: 进食、搞破坏、巡视地盘

经历: 求生 +3,复仇 +3

难度: 14阈值: 13 / 26

攻击: +3 | 树桩: 邻近 | 2d10+4 物理

生命点: 10压力点: 5

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,山丘巨人至多可被聚焦 3 次。照常花费恐惧点来聚焦山丘巨人。

  • 乘胜追击 Momentum - 被动: 当山丘巨人成功攻击玩家角色时,你获得 1 恐惧点。

  • 轻信 Gullible - 被动: 玩家角色在试图欺骗或情感操控山丘巨人时,其动作掷骰具有优势。

  • 飞虫集群 Bug Swarm - 被动: 玩家角色处于山丘巨人邻近范围内时处于脆弱状态。

  • 强力挥击 Mighty Swing - 动作: 花费 1 恐惧点对邻近范围内的所有目标发动一次普通攻击。

HILL TITAN

Tier 2 Solo

A goliath clad in animal skins and surrounded by a swarm of insects.

Motives & Tactics: Eat, make a mess, patrol stomping grounds

Experience: Survival +3, Vengeful +3

Difficulty: 14Thresholds: 13/26

ATK: +3 | Tree Stump: Very Close | 2d10+4 phy

HP: 10Stress: 5

FEATURES

Relentless (3) - Passive: The Titan can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Momentum - Passive: When the Titan makes a successful attack against a PC, you gain a Fear. Gullible - Passive: PCs have advantage on action rolls to trick or emotionally manipulate the Titan. Bug Swarm - Passive: PCs are Vulnerable while within Very Close range. Mighty Swing - Action: Spend a Fear to make a standard attack against all targets within Very Close range.

蜂巢行者 HIVE WALKERHIVE WALKERT2 标准Standard
难 12阈 11 / 24命 3压 3

蜂巢行者 HIVE WALKER

位阶 2 标准

一具被一群食腐蜜蜂占据并操控的尸体。

动机与战术: 用蜂蜜包裹猎物、保护蜂巢

经历: 食腐 +2

难度: 12阈值: 11 / 24

攻击: +1 | 腐烂之拳: 近战 | 2d6+3 物理

生命点: 3压力点: 3

特性

  • 血蜜 Blood Honey - 动作: 行者向自身与近距离范围内某一点之间的所有目标喷出浓稠的深红色蜂蜜。直线上的每个目标必须通过一次敏捷反应掷骰,否则受到 2d8 魔法伤害,并因蜂蜜在身上硬化而暂时束缚。

  • 蜂群喷发 Bee-Ruption - 反应: 当行者标记生命点时,复仇的蜜蜂从它体内涌出保护它。邻近范围内的每个目标必须通过一次本能反应掷骰,否则蜂巢行者每标记 1 生命点,就受到 1d8 直接物理伤害。束缚的目标自动在反应掷骰中失败。

HIVE WALKER

Tier 2 Standard

A corpse filled with and puppeted by a colony of carrion-eating bees.

Motives & Tactics: Encase prey in honey, protect the hive

Experience: Meat Eater +2

Difficulty: 12Thresholds: 11/24

ATK: +1 | Rotting Fist: Melee | 2d6+3 phy

HP: 3Stress: 3

FEATURES

Blood Honey - Action: The Walker disgorges thick crimson honey at all targets between it and a point within Close range. Each target in that line must succeed on an Agility Reaction Roll or take 2d8 magic damage and become temporarily Restrained as the honey hardens on them. Bee-Ruption - Reaction: When the Walker marks HP, vengeful bees erupt from its body to protect it. Each target within Very Close range must succeed on an Instinct Reaction Roll or take 1d8 direct physical damage for each HP the Hive Walker has marked. Restrained targets automatically fail the reaction roll.

杰克南瓜灯 JACK-O’-LANTERNJACK-O’-LANTERNT2 杂兵Minion
难 14阈 无命 1压 1

杰克南瓜灯 JACK-O’-LANTERN

位阶 2 杂兵

一个漂浮的南瓜或雕刻出面孔的其他瓜类。被困在其中的灵魂发出阴森的光芒。

动机与战术: 咬噬、漂浮、大笑、讲恐怖故事

经历: —

难度: 14阈值: 无

攻击: +2 | 大口咬: 近战 | 6 物理

生命点: 1压力点: 1

特性

  • 杂兵(4) Minion (4) - 被动: 杰克南瓜灯受到任何伤害即被击败。玩家角色每对杰克南瓜灯造成 4 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有杰克南瓜灯。这些杰克南瓜灯移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名杰克南瓜灯造成 6 点物理伤害。合并计算这些伤害。

  • 悚然怪笑 Spine-Chilling Cackle - 反应: 当邻近范围内的玩家角色掷出恐惧结果时,你可以标记 1 压力点额外获得 1 恐惧点。

JACK-O’-LANTERN

Tier 2 Minion

A floating pumpkin or other gourd that has a face carved into it. The soul trapped within it emits an eerie glow.

Motives & Tactics: Bite, float, laugh, tell spooky stories

Difficulty: 14Thresholds: None

ATK: +2 | Chomp: Melee | 6 phy

HP: 1Stress: 1

FEATURES

Minion (4) - Passive: The Jack-o’-Lantern is defeated when it takes any damage. For every 4 damage a PC deals to the Jack-o’- Lantern, the PC defeats an additional Minion within range the attack would succeed against. Group Attack - Action: Spend a Fear to choose a target and spotlight all Jack-o’-Lanterns within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 6 physical damage each. Combine this damage. Spine-Chilling Cackle - Reaction: When a PC within Very Close range rolls with Fear, you can mark a Stress to gain an additional Fear.

幼年闪光蜓 JUVENILE FLICKERFLYJUVENILE FLICKERFLYT2 独狼Solo
难 14阈 13 / 26命 10压 5

幼年闪光蜓 JUVENILE FLICKERFLY

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

经历: —

难度: 14阈值: 13 / 26

攻击: +3 | 翅膀斩击: 邻近 | 2d10+4 物理

生命点: 10压力点: 5

特性

  • 无情(3) Relentless (3) - 被动: 在每个游戏主持人轮次中,幼年闪光蜓可以至多被聚焦 3 次。像往常一样花费恐惧点来聚焦。

  • 非凡精准 Peerless Accuracy - 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 Mind Dance - 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 Hallucinatory Breath - 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,则该目标掷骰时具有劣势。失败的目标须标记 1 压力点并失去 1 希望点。

JUVENILE FLICKERFLY

Tier 2 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: 14Thresholds: 13/26

ATK: +3 | Wing Slash: Very Close | 2d10+4 phy

HP: 10Stress: 5

FEATURES

Relentless (3) - Passive: The Flickerfly can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Peerless Accuracy - Passive: Before the Flickerfly 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 Flickerfly learns one of the target’s fears. Hallucinatory Breath - Reaction: Countdown (Loop 1d6). When the Flickerfly takes damage for the first time, activate the countdown. When it triggers, the Flickerfly 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 Flickerfly have disadvantage on this roll. Targets who fail must mark a Stress and lose a Hope.

王国骑士 KNIGHT OF THE REALMKNIGHT OF THE REALMT2 头目Leader
难 15阈 13 / 26命 6压 4

王国骑士 KNIGHT OF THE REALM

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

经历: 古代知识 +3,上流社会 +2,战术 +2

难度: 15阈值: 13 / 26

攻击: +4 | 长剑: 近战 | 2d10+4 物理

生命点: 6压力点: 4

特性

  • 骑士之姿 Chevalier - 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,其会从坐骑上摔落,并失去此加值,直至其下次被聚焦。

  • 重甲护身 Heavily Armored - 被动: 当王国骑士受到物理伤害时,减少 3 点伤害。

  • 骑兵冲锋 Cavalry Charge - 动作: 若王国骑士正在骑乘坐骑,其可以在远距离范围内移动,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!For For the Realm! - 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。

KNIGHT OF THE REALM

Tier 2 Leader

A decorated soldier with heavy armor and a powerful steed.

Motives & Tactics: Run down, seek glory, show dominance

Experience: Ancient Knowledge +3, High Society +2, Tactics +2

Difficulty: 15Thresholds: 13/26

ATK: +4 | Longsword: Melee | 2d10+4 phy

HP: 6Stress: 4

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 benefit 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.

地行鲨 LANDSHARKLANDSHARKT2 斗士Bruiser
难 14阈 14 / 25命 7压 3

地行鲨 LANDSHARK

位阶 2 斗士

一条在泥土中穿行的四足鲨鱼。

动机与战术: 挖掘、破土而出、绕猎物打转

经历: 地下 +3,嗜血 +2

难度: 14阈值: 14 / 25

攻击: +2 | 利齿巨口: 邻近 | 2d10+2 物理

生命点: 7压力点: 3

特性

  • 钻地 Burrowing - 被动: 地行鲨可以在地底如同在地面一样自如移动,在移动时可以选择钻入地下或浮出地面。在地下时,地行鲨对所有伤害具有抗性,但无法攻击。

  • 厚皮 Thick-Skinned - 被动: 当地行鲨被迫标记 任意数量的 生命点时,你可以改为标记 等量的 压力点。

  • 撕裂撕咬 Rending Chomp - 反应: 当地行鲨成功对近战范围内的玩家角色发动攻击时,你可以花费 1 恐惧点迫使目标标记 1 护甲槽,且不获得该护甲槽的增益(目标仍可用护甲减少伤害)。

LANDSHARK

Tier 2 Bruiser

A quadrupedal shark that swims through the ground.

Motives & Tactics: Burrow, burst out of the ground, circle prey

Experience: Subterranean +3, Bloodthirsty +2

Difficulty: 14Thresholds: 14/25

ATK: +2 | Toothy Maw: Very Close | 2d10+2 phy

HP: 7Stress: 3

FEATURES

Burrowing - Passive: The Landshark can move through the ground as easily as over it. When the Landshark moves, it can choose to burrow or surface. While underground, the Landshark has resistance to all damage but can’t attack. Thick-Skinned - Passive: When the Landshark would be forced to mark any number of HP, you can mark an equal number of Stress instead. Rending Chomp - Reaction: When the Landshark makes a successful attack against a PC within Melee range, you can spend a Fear to force the target to mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage).

地行鲨巨兽 LANDSHARK BEHEMOTHLANDSHARK BEHEMOTHT2 独狼Solo
难 15阈 15 / 28命 10压 4

地行鲨巨兽 LANDSHARK BEHEMOTH

位阶 2 独狼

一条活得够久的地行鲨,已经长成体型庞大的地底巨兽,皮硬如钢,牙利如刃。

动机与战术: 咬噬、挖掘、破土而出

经历: 地底 +4、嗜血 +3

难度: 15阈值: 15 / 28

攻击: +2 | 利齿巨口: 邻近 | 2d12+6 物理

生命点: 10压力点: 4

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,巨兽至多可被聚焦 3 次。照常花费恐惧点来聚焦巨兽。

  • 深潜者 Deep Diver - 被动: 巨兽可以在地底如同在地面一样自如移动,在移动时可以选择钻入地下或浮出地面。在地下时,巨兽免疫所有伤害,但无法攻击。

  • 钢皮 Steel-Skinned - 被动: 巨兽受到的所有伤害等级降低一级。

  • 破土冲击 Forceful Eruption - 动作: 巨兽从地下猛然破土而出,邻近范围内的每名玩家角色必须通过一次敏捷反应掷骰,否则会被撞倒在地,直到其进行动作掷骰为前都处于 脆弱 状态。每有一名玩家角色因此处于 脆弱 状态,你获得 1 恐惧点。

LANDSHARK BEHEMOTH

Tier 2 Solo

A landshark that’s lived long enough to become a large burrowing monstrosity with steely hide and razor-sharp teeth.

Motives & Tactics: Bite, burrow, burst out of the ground

Experience: Subterranean +4, Bloodthirsty +3

Difficulty: 15Thresholds: 15/28

ATK: +2 | Toothy Maw: Very Close | 2d12+6 phy

HP: 10Stress: 4

FEATURES

Relentless (3) - Passive: The Behemoth can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight it. Deep Diver - Passive: The Behemoth can move through the ground as easily as over it. When the Behemoth moves, it can choose to burrow or surface. While underground, the Behemoth is immune to damage but can’t attack. Steel-Skinned - Passive: All damage dealt to the Behemoth is reduced by one threshold. Forceful Eruption - Action: The Behemoth erupts from the ground, forcing each PC within Very Close range to succeed on an Agility Reaction Roll or be knocked over, becoming Vulnerable until they make an action roll. For each PC made Vulnerable in this way, you gain a Fear.

蒙面盗贼 MASKED THIEFMASKED THIEFT2 潜伏Skulk
难 14阈 8 / 17命 4压 5

蒙面盗贼 MASKED THIEF

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

经历: 特技 +3

难度: 14阈值: 8 / 17

攻击: +3 | 单刃剑: 近战 | 2d8+3 物理

生命点: 4压力点: 5

特性

  • 快手 Quick Hands - 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 Escape Plan - 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 和 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。

MASKED THIEF

Tier 2 Skulk

A cunning thief with acrobatic skill and a flair for the dramatic.

Motives & Tactics: Evade, hide, pilfer, profit

Experience: Acrobatics +3

Difficulty: 14Thresholds: 8/17

ATK: +3 | Backsword: Melee | 2d8+3 phy

HP: 4Stress: 5

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 battlefield 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).

商业大亨 MERCHANT BARONMERCHANT BARONT2 社交Social
难 15阈 9 / 19命 5压 3

商业大亨 MERCHANT BARON

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

经历: 贵族 +2,贸易 +2

难度: 15阈值: 9 / 19

攻击: −2 | 刺剑: 近战 | 1d6+2 物理

生命点: 5压力点: 3

特性

MERCHANT BARON

Tier 2 Social

An accomplished merchant with a large operation under their command.

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

Experience: Nobility +2, Trade +2

Difficulty: 15Thresholds: 9/19

ATK: −2 | Rapier: Melee | 1d6+2 phy

HP: 5Stress: 3

FEATURES

Everyone Has a Price - Action: Spend a Fear to offer 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 tak e 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.

牛头人破坏者 MINOTAUR WRECKERMINOTAUR WRECKERT2 斗士Bruiser
难 16阈 14 / 27命 7压 5

牛头人破坏者 MINOTAUR WRECKER

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

经历: 导航 +2

难度: 16阈值: 14 / 27

攻击: +2 | 战斧: 邻近 | 2d8+5 物理

生命点: 7压力点: 5

特性

  • 蓄力 Ramp Up - 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 Charging Bull - 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,其会额外受到 1d6 点伤害(合并伤害)。

  • 角撞 Gore - 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。

MINOTAUR WRECKER

Tier 2 Bruiser

A massive bull-headed firbolg with a quick temper.

Motives & Tactics: Consume, gore, navigate, overpower, pursue

Experience: Navigation +2

Difficulty: 16Thresholds: 14/27

ATK: +2 | Battleaxe: Very Close | 2d8+5 phy

HP: 7Stress: 5

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.

命定猎手 MORTAL HUNTERMORTAL HUNTERT2 头目Leader
难 16阈 15 / 27命 6压 4

命定猎手 MORTAL HUNTER

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

经历: 寻血 +3

难度: 16阈值: 15 / 27

攻击: +5 | 撕裂血肉: 邻近 | 2d12+1 物理

生命点: 6压力点: 4

特性

  • 惊怖 Terrifying - 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 Deathlock - 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 Inevitable Death - 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 Rampage - 反应: 倒计时(循环 1d6 )。当猎手第一次被聚焦时,启动倒计时。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。

MORTAL HUNTER

Tier 2 Leader

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

Motives & Tactics: Devour, hunt, track

Experience: Bloodhound +3

Difficulty: 16Thresholds: 15/27

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

HP: 6Stress: 4

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 first 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.

贪婪拟形怪 RAVENOUS MOCKERYRA VENOUS MOCKERYT2 标准Standard
难 14阈 8 / 19命 4压 4

贪婪拟形怪 RAVENOUS MOCKERY

位阶 2 标准

这种会变形的捕食者会伪装成无生命物体,引诱毫无戒心的猎物进入自己的威胁范围。

动机与战术: 伏击、潜伏等待、整个吞下、扮成不起眼的模样

经历: 拟态 +5、饥渴 +3

难度: 14阈值: 8 / 19

攻击: +1 | 磨牙利齿: 近战 | 2d6+4 物理

生命点: 4压力点: 4

特性

  • 舌击 Tongue Attack - 动作: 标记 1 压力点攻击近距离范围内的一个生物。成功时,目标被拉进与拟形怪的近战范围内并处于束缚状态,直到目标通过一次成功的力量掷骰逃脱;舌击成功时,你还可以花费 1 恐惧点来发动拟形怪的吞食特性对抗目标。

  • 吞食 Devour - 动作: 对近战范围内的一个目标发动攻击。成功时,贪婪拟形怪将目标整个吞下。被吞下期间,目标处于束缚状态;每当贪婪拟形怪被聚焦时,目标标记 1 生命点。贪婪拟形怪受到重度或更严重伤害时,会吐出所有被吞下的生物。

  • 没想到吧 Never Just One - 动作: 花费 1 恐惧点揭示战场上的另一件物体从头到尾都是贪婪拟形怪,然后立即聚焦它。

RA VENOUS MOCKERY

Tier 2 Standard

A shapeshifting predator that assumes the appearance of inanimate objects to lure unwary prey into its threat range.

Motives & Tactics: Ambush, lie in wait, swallow without chewing, take on an unassuming shape

Experience: Mimicry +5, Hungry +3

Difficulty: 14Thresholds: 8/19

ATK: +1 | Gnashing Teeth: Melee | 2d6+4 phy

HP: 4Stress: 4

FEATURES

Tongue Attack - Action: Mark a Stress to attack a creature within Close range. On a success, the target is pulled into Melee range with the Mockery and Restrained until they escape with a successful Strength Roll, and you can spend a Fear to activate the Mockery’s Devour feature against the target. Devour - Action: Attack a target within Melee range. On a success, the Mockery Swallows the target. While Swallowed, the target is Restrained and marks a HP when the Mockery is spotlighted. The Mockery disgorges all Swallowed creatures when it takes Major or Severe damage. Never Just One - Action: Spend a Fear to reveal that another object on the battlefield has been a Ravenous Mockery the whole time, then immediately spotlight it.

皇家顾问 ROYAL ADVISORROYAL ADVISORT2 社交Social
难 14阈 8 / 15命 3压 3

皇家顾问 ROYAL ADVISOR

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

经历: 行政 +3, 朝臣 +3

难度: 14阈值: 8 / 15

攻击: −3 | 魔杖: 远距离 | 1d4+3 物理

生命点: 3压力点: 3

特性

  • 毁灭性反驳 Devastating Retort - 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 Bend Ears - 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 Scapegoat - 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。

ROYAL ADVISOR

Tier 2 Social

A high-ranking courtier with the ear of the local nobility.

Motives & Tactics: Curry favor, manufacture evidence, scheme

Experience: Administration +3, Courtier +3

Difficulty: 14Thresholds: 8/15

ATK: −3 | Wand: Far | 1d4+3 phy

HP: 3Stress: 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 influence 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).

食锈虫 RUST EATERRUST EATERT2 标准Standard
难 12阈 10 / 18命 5压 2

食锈虫 RUST EATER

位阶 2 标准

一种小马大小的蟑螂,外壳覆盖着腐蚀性甲壳素,能让金属锈蚀。

动机与战术: 躲避侦测、吞食锈迹、嗅出金属

经历: 嗅探 +3

难度: 12阈值: 10 / 18

攻击: +1 | 咬噬: 近战 | 2d6+4 物理

生命点: 5压力点: 2

特性

  • 窒息信息素 Stifling Pheromones - 被动: 在食锈虫邻近范围内进行动作掷骰的玩家角色,必须进行一次成功的本能反应掷骰,否则标记 1 压力点。

  • 锈蚀之触 Rust Touch - 被动: 食锈虫的外壳覆盖着腐蚀性酸液,能让金属生锈蚀穿。当近战范围内的玩家角色用金属武器攻击对抗它并命中时,该武器的伤害骰降低一级(例如 d8 变 d6 ,或 d6 变 d4 )。若武器的伤害骰降至 d4 以下,武器便锈蚀崩碎。随后食锈虫吞掉那堆锈屑,恢复 1 生命点。

RUST EATER

Tier 2 Standard

A pony-sized cockroach coated in a corrosive chitin that turns metal into rust.

Motives & Tactics: Avoid detection, eat rust, sniff out metal

Experience: Snuffle +3

Difficulty: 12Thresholds: 10/18

ATK: +1 | Bite: Melee | 2d6+4 phy

HP: 5Stress: 2

FEATURES

Stifling Pheromones - Passive: A PC who makes an action roll within Very Close range of the Rust Eater must succeed on an Instinct Reaction Roll or mark a Stress. Rust Touch - Passive: The Rust Eater’s carapace is coated in a corrosive acid that pits and rusts metal. When a PC within Melee range of the Rust Easter succeeds on an attack against it with a metal weapon, reduce the weapon’s damage die by one step (for example, d8 to d6 or d6 to d4). If a weapon’s damage die is reduced below a d4, the weapon crumbles into rust. The Rust Eater then devours the rust pile and clears a HP.

守密人 SECRET-KEEPERSECRET-KEEPERT2 头目Leader
难 16阈 13 / 26命 7压 4

守密人 SECRET-KEEPER

位阶 2 头目

与堕落之神有直接联系的秘密领袖。

动机与战术: 积聚强大力量,密谋,发号施令

经历: 胁迫 +2, 堕落学识 +2

难度: 16阈值: 13 / 26

攻击: +3 | 符文法杖: 远距离 | 2d12 魔法

生命点: 7压力点: 4

特性

  • 机不可失 Seize Your Moment - 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 Our Master’s Will - 反应: 当你使一个远距离范围内的盟友获得聚焦时,标记 1 压力点以获得 1 恐惧点。

  • 召唤仪式 Summoning Ritual - 反应: 倒计时 (6)。当守密人首次聚焦时,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,使其出现在近距离范围处。

  • 堕落猎犬 Fallen Hounds - 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处并立即获得聚焦。

SECRET-KEEPER

Tier 2 Leader

A clandestine leader with a direct channel to the Fallen Gods.

Motives & Tactics: Amass great power, plot, take command

Experience: Coercion +2, Fallen Lore +2

Difficulty: 16Thresholds: 13/26

ATK: +3 | Sigil-laden Staff : Far | 2d12 mag

HP: 7Stress: 4

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 first 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.

稻草人 SCARECROWSCARECROWT2 标准Standard
难 15阈 7 / 15命 4压 3

稻草人 SCARECROW

位阶 2 标准

一捆稻草被扎成人形,披着破布,由一具被困住的灵魂驱动。

动机与战术: 把自己拼回原样、抓挠撕扯

经历: 鸟类 +2、田野 +2

难度: 15阈值: 7 / 15

攻击: +1 | 镰刀: 近战 | 2d6+1 物理

生命点: 4压力点: 3

特性

SCARECROW

Tier 2 Standard

A bundle of straw bound into a humanoid shape, clothed in rags, and animated by a trapped soul.

Motives & Tactics: Pull yourself together, scratch and claw

Experience: Birds +2, Fields +2

Difficulty: 15Thresholds: 7/15

ATK: +1 | Sickle: Melee | 2d6+1 phy

HP: 4Stress: 3

FEATURES

Made of Straw - Passive: The Scarecrow has resistance to physical damage but takes double damage from fire. Terror Vision - Action: Spend a Fear to have the Scarecrow lock eyes with a PC within Very Close range, dealing 2d8 magic damage and making them Vulnerable until they roll with Hope.

鲨鱼 SHARKSHARKT2 斗士Bruiser
难 14阈 14 / 28命 7压 3

鲨鱼 SHARK

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

经历: 嗅觉 +3

难度: 14阈值: 14 / 28

攻击: +2 | 利齿巨口: 邻近 | 2d12+1 物理

生命点: 7压力点: 3

特性

  • 惊怖 Terrifying - 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 Rending Bite - 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,其必须额外标记 1 生命点。

  • 嗜血本能 Blood in the Water - 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。

SHARK

Tier 2 Bruiser

A large aquatic predator, always on the move.

Motives & Tactics: Find the blood, isolate prey, target the weak

Experience: Sense of Smell +3

Difficulty: 14Thresholds: 14/28

ATK: +2 | Toothy Maw: Very Close | 2d12+1 phy

HP: 7Stress: 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 benefits (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.

塞壬海妖 SIRENSIRENT2 潜伏Skulk
难 14阈 9 / 18命 5压 3

塞壬海妖 SIREN

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

经历: 歌唱曲目 +3

难度: 14阈值: 9 / 18

攻击: +2 | 扩张颚咬: 近战 | 2d6+3 物理

生命点: 5压力点: 3

特性

  • 俘获人心 Captive Audience - 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 Enchanting Song - 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其他塞壬海妖,各自可以标记 1 压力点,每个这样做的海妖使该反应掷骰的难度 +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。

SIREN

Tier 2 Skulk

A half-fish person with shimmering scales and an irresistible voice.

Motives & Tactics: Consume, lure prey, subdue with song

Experience: Song Repertoire +3

Difficulty: 14Thresholds: 9/18

ATK: +2 | Distended Jaw Bite: Melee | 2d6+3 phy

HP: 5Stress: 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 affects 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.

小妖精 SPRITESPRITET2 杂兵Minion
难 13阈 无命 1压 1

小妖精 SPRITE

位阶 2 杂兵

一只长着小翅膀的战士,会用淬毒箭矢攻击闯入者。

动机与战术: 躲避侦测、让毒药慢慢起效、守护荒野

经历: 潜行 +2 、复仇 +2

难度: 13阈值: 无

攻击: +0 | 针尖利箭: 近距离 | 5 物理

生命点: 1压力点: 1

特性

  • 杂兵(5) Minion (5) - 被动: 小妖精受到任何伤害即被击败。玩家角色每对小妖精造成 5 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 隐身术 Art of Invisibility - 动作: 花费 1 恐惧点让小妖精隐藏,直到其发动攻击。

  • 入梦花瓣之毒 Dream Petal Poison - 动作: 当小妖精成功进行普通攻击时,你可以花费 1 恐惧点,让目标处于困倦状态,直到目标受到伤害。处于困倦状态时,目标每次进行动作掷骰前,必须先进行风度反应掷骰。若失败,目标必须标记 2 压力点,否则陷入沉睡,直到受到伤害。

SPRITE

Tier 2 Minion

A tiny winged warrior that attacks trespassers with poison-tipped arrows.

Motives & Tactics: Avoid detection, let the poison do its work, protect the wilderness

Experience: Stealth +2, Vengeance +2

Difficulty: 13Thresholds: None

ATK: +0 | Needle-Sharp Arrows: Close | 5 phy

HP: 1Stress: 1

FEATURES

Minion (5) - Passive: The Sprite is defeated when they take any damage. For every 5 damage a PC deals to the Sprite, the PC defeats an additional Minion within range the attack would succeed against. Art of Invisibility - Action: Spend a Fear to make the Sprite Hidden until they attack. Dream Petal Poison - Action: When the Sprite succeeds on a standard attack, you can spend a Fear to make the target Sleepy until the target takes damage. While Sleepy, the target must make a Presence Reaction Roll before they make an action roll. On a failure, they must mark 2 Stress or fall asleep until they take damage.

幽灵弓箭手 SPECTRAL ARCHERSPECTRAL ARCHERT2 远程Ranged
难 13阈 6 / 14命 3压 3

幽灵弓箭手 SPECTRAL ARCHER

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

经历: 古代知识 +2

难度: 13阈值: 6 / 14

攻击: +3 | 长弓: 远距离 | 2d10+2 物理

生命点: 3压力点: 3

特性

SPECTRAL ARCHER

Tier 2 Ranged

A ghostly fighter 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

Experience: Ancient Knowledge +2

Difficulty: 13Thresholds: 6/14

ATK: +3 | Longbow: Far | 2d10+2 phy

HP: 3Stress: 3

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.

幽灵队长 SPECTRAL CAPTAINSPECTRAL CAPTAINT2 头目Leader
难 16阈 13 / 26命 6压 4

幽灵队长 SPECTRAL CAPTAIN

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,重演旧日战役

经历: 古代知识 +3

难度: 16阈值: 13 / 26

攻击: +3 | 长弓: 远距离 | 2d10+3 物理

生命点: 6压力点: 4

特性

  • 幽灵 Ghost - 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在近距离范围内移动。

  • 无尽之战 Unending Battle - 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任何生命点和压力点的状态返回至其首次出现的战场位置。

  • 坚守阵地 Hold Fast - 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 Momentum - 反应: 当幽灵队长成功命中玩家角色时,你获得 1 恐惧点。

SPECTRAL CAPTAIN

Tier 2 Leader

A ghostly commander leading their troops beyond death.

Motives & Tactics: Move through solid objects, rally troops, rehash old battles

Experience: Ancient Knowledge +3

Difficulty: 16Thresholds: 13/26

ATK: +3 | Longbow: Far | 2d10+3 phy

HP: 6Stress: 4

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 first 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.

幽灵守护者 SPECTRAL GUARDIANSPECTRAL GUARDIANT2 标准Standard
难 15阈 7 / 15命 4压 3

幽灵守护者 SPECTRAL GUARDIAN

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,重演旧日战役

经历: 古代知识 +2

难度: 15阈值: 7 / 15

攻击: +1 | 长矛: 邻近 | 2d8+1 物理

生命点: 4压力点: 3

特性

SPECTRAL GUARDIAN

Tier 2 Standard

A ghostly fighter with spears and swords, anchored by duty.

Motives & Tactics: Move through solid objects, protect treasure, rehash old battles

Experience: Ancient Knowledge +2

Difficulty: 15Thresholds: 7/15

ATK: +1 | Spear: Very Close | 2d8+1 phy

HP: 4Stress: 3

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.

间谍 SPYSPYT2 社交Social
难 15阈 8 / 17命 4压 3

间谍 SPY

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

经历: 间谍活动 +3

难度: 15阈值: 8 / 17

攻击: −2 | 匕首: 近战 | 2d6+3 物理

生命点: 4压力点: 3

特性

  • 收集秘密 Gathering Secrets - 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 Fly on the Wall - 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。

SPY

Tier 2 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

Experience: Espionage +3

Difficulty: 15Thresholds: 8/17

ATK: −2 | Dagger: Melee | 2d6+3 phy

HP: 4Stress: 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 findings, you gain 1d4 Fear.

石泰坦 STONE TITANSTONE TITANT2 独狼Solo
难 17阈 17 / 32命 5压 5

石泰坦 STONE TITAN

位阶 2 独狼

一个灰皮肤的巨人,居住在地下,擅长打造嵌有魔法符文的神器。

动机与战术: 融入岩石、打造与沉思、追寻预言与孤寂

经历: 工艺 +3 、符文 +3

难度: 17阈值: 17 / 32

攻击: +3 | 石锤: 邻近 | 3d6+8 物理

生命点: 5压力点: 5

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,石泰坦至多可被聚焦 3 次。照常花费恐惧点来聚焦石泰坦。

  • 精妙攻击 Skillful Strike - 被动: 在石泰坦发动攻击前,你可以标记 1 压力点并掷骰一个 d6 。结果为 3 或更高时,目标的闪避值对抗这次攻击时减半。

  • 日光症 Sunlight Sickness - 被动: 当石泰坦首次出现在地面上时,掷一个 d4 。标记 数量等同于结果的 压力点。石泰坦的攻击与伤害骰掷骰获得等同于所标记压力点数量的加值。

  • 重锤猛击 Hammer Smash - 动作: 当玩家角色因石泰坦的普通攻击标记生命点时,你可以花费 1 恐惧点迫使目标标记 1 护甲槽,但无法获得 其增益(仍可使用 护甲槽降低伤害)。

STONE TITAN

Tier 2 Solo

A gray-skinned goliath who lives underground and specializes in crafting powerful items inlaid with magical runes.

Motives & Tactics: Blend into the rocks, craft and contemplate, pursue prophecy and solitude

Experience: Crafting +3, Runes +3

Difficulty: 17Thresholds: 17/32

ATK: +3 | Stone Hammer: Very Close | 3d6+8 phy

HP: 5Stress: 5

FEATURES

Relentless (3) - Passive: The Titan can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Skillful Strike - Passive: Before the Titan makes an attack, you can mark a Stress and roll a d6. On a result of 3 or higher, the target’s Evasion is halved against this attack. Sunlight Sickness - Passive: When the Titan first appears above ground, roll a d4. Mark a number of Stress equal to the result. The Titan gains a bonus to their attack and damage rolls equal to the number of Stress marked. Hammer Smash - Action: When a PC marks HP from the Titan’s standard attack, you can spend a Fear to force the target to mark an Armor Slot without gaining its benefits (they can still use armor to reduce the damage).

石影兽 STONEWRAITHSTONEWRAITHT2 潜伏Skulk
难 13阈 11 / 22命 6压 3

石影兽 STONEWRAITH

位阶 2 潜伏

潜行的猎手,如同潜行的美洲狮,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

经历: 岩石感知 +3

难度: 13阈值: 11 / 22

攻击: +3 | 啃咬与利爪: 近战 | 2d8+6 物理

生命点: 6压力点: 3

特性

  • 石行者 Stonestrider - 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 Rocky Ambush - 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 Avalanche Roar - 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 Momentum - 反应: 当石影兽成功命中玩家角色时,你获得 1 恐惧点。

STONEWRAITH

Tier 2 Skulk

A prowling hunter, like a slinking mountain lion, with a slate-gray stone body.

Motives & Tactics: Defend territory, isolate prey, stalk

Experience: Stonesense +3

Difficulty: 13Thresholds: 11/22

ATK: +3 | Bite and Claws: Melee | 2d8+6 phy

HP: 6Stress: 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.

三角龙 TRICERATOPSTRICERATOPST2 斗士Bruiser
难 15阈 14 / 28命 7压 5

三角龙 TRICERATOPS

位阶 2 斗士

长着装甲颈盾和三只角的大型恐龙。

动机与战术: 吃蕨类植物、成群结队互相保护、巡视水洼

经历: 守护者 +3

难度: 15阈值: 14 / 28

攻击: +2 | 尖角: 邻近 | 2d10+4 物理

生命点: 7压力点: 5

特性

  • 坚韧兽皮 Leathery Hide - 被动: 当三角龙将被迫标记生命点时,你可以改为标记 任意数量的 压力点,来代替标记 等量的 生命点。

  • 扫尾 Tail Swipe - 动作: 标记 1 压力点选择至多三个邻近范围内的目标。每个目标必须进行一次敏捷反应掷骰。失败的目标受到 5d6 物理伤害,成功的目标受到一半伤害。

  • 蛮牛冲撞 Bull Rush - 动作: 标记 1 压力点选择近距离范围内的一个目标。三角龙移动到目标的近战范围内并发起一次攻击。成功时,造成 3d10 点直接物理伤害。

TRICERATOPS

Tier 2 Bruiser

A large dinosaur that has an armored frill and three horns.

Motives & Tactics: Eat ferns, move in herds for protection, patrol the watering hole

Experience: Defender +3

Difficulty: 15Thresholds: 14/28

ATK: +2 | Horns: Very Close | 2d10+4 phy

HP: 7Stress: 5

FEATURES

Leathery Hide - Passive: When the Triceratops would be forced to mark HP, you can mark any number of Stress instead of an equal number of HP. Tail Swipe - Action: Mark a Stress to choose up to three targets within Very Close range. Each target must make an Agility Reaction Roll. Targets who fail take 5d6 physical damage. Targets who succeed take half damage. Bull Rush - Action: Mark a Stress to choose a target within Close range. The Triceratops moves into Melee range with the target and makes an attack. On a success, deal 3d10 direct physical damage.

霸王龙 TYRANNOSAURUSTYRANNOSAURUST2 斗士Bruiser
难 15阈 14 / 28命 7压 5

霸王龙 TYRANNOSAURUS

位阶 2 斗士

一种巨大的两足肉食恐龙。

动机与战术: 冲破林线、进食、四处踩踏

经历: 掠食者 +3

难度: 15阈值: 14 / 28

攻击: +2 | 强力下颚: 邻近 | 2d10+4 物理

生命点: 7压力点: 5

特性

TYRANNOSAURUS

Tier 2 Bruiser

A huge carnivorous dinosaur that walks on two legs.

Motives & Tactics: Break through the treeline, eat, stomp around

Experience: Predator +3

Difficulty: 15Thresholds: 14/28

ATK: +2 | Mighty Jaws: Very Close | 2d10+4 phy

HP: 7Stress: 5

FEATURES

Earth-Shaking Roar - Action: Spend a Fear to force each PC within Close range to make a Presence Reaction Roll. On a failure, they must choose to lose a Hope or mark 1d4 Stress. Stomp - Action: Mark a Stress to attack a target within Melee range. On a success, the target takes 3d12 direct physical damage. Crushing Bite - Reaction: When the Tyrannosaurus makes a successful standard attack, you can spend a Fear to force the target to mark an additional HP.

乌尔可 URCOURCOT2 标准Standard
难 15阈 9 / 18命 4压 3

乌尔可 URCO

位阶 2 标准

一种黑色毛皮的猎犬,来自死亡帷幕之外,预示死亡,以恐惧为食。

动机与战术: 采食、恐吓、狩猎

经历: 预兆 +3、潜行 +3

难度: 15阈值: 9 / 18

攻击: +1 | 黑牙: 近战 | 2d8+4 魔法

生命点: 4压力点: 3

特性

  • 恐惧制造者 Fearmonger - 被动: 当玩家角色在邻近范围内掷出希望失败时,你获得 1 恐惧点。

  • 恐惧驱动 Terror-Fueled - 被动: 乌尔可的攻击与伤害掷骰获得等同你拥有的恐惧点数量的加值。

  • 恐惧吞噬者 Fear Eater - 动作: 花费 任意数量的 恐惧点以清除 等量的 压力点。如果乌尔可没有标记压力点,你可以花费 任意数量的 恐惧点来恢复 等量的 生命点。

  • 凶煞凝视 Baleful Gaze - 反应: 当乌尔可因攻击受到伤害时,你可以花费 1 恐惧点,使攻击者的伤害阈值在场景结束前获得 −1 惩罚。此效果可以叠加。

URCO

Tier 2 Standard

A black-furred hound from beyond the veil of death that portends death and feeds on fear.

Motives & Tactics: Feed, frighten, hunt

Experience: Omens +3, Stealth +3

Difficulty: 15Thresholds: 9/18

ATK: +1 | Black Fang: Melee | 2d8+4 mag

HP: 4Stress: 3

FEATURES

Fearmonger - Passive: When a PC within Very Close range fails with Hope, you gain a Fear. Terror-Fueled - Passive: The Urco gains a bonus to attack and damage rolls equal to the number of Fear you have. Fear Eater - Action: Spend any number of Fear to clear the same number of Stress. If the Urco has no marked Stress, you can spend any number of Fear to clear the same number of HP. Baleful Gaze - Reaction: When the Urco takes damage from an attack, you can spend a Fear to cause the attacker’s damage thresholds to gain a −1 penalty until the end of the scene. This effect can stack.

瓦登哈克斯 VALDENHAXVALDENHAXT2 头目Leader
难 16阈 12 / 24命 6压 4

瓦登哈克斯 VALDENHAX

位阶 2 头目

一位恶意的森林女巫,留着长长的苔绿色头发,骑着一副巨大的研钵和研杵在空中飞行。

动机与战术: 收集灵魂、飞行、骚扰闯入者

经历: 巫术 +3

难度: 16阈值: 12 / 24

攻击: +2 | 巨型石杵: 近战 | 2d8+2 物理

生命点: 6压力点: 4

特性

  • 过来,宝贝 To Me, My Pretties - 动作: 每场景一次,召唤 2d4 只位阶 2 的集群。它们出现在远距离范围处。你每以这种方式召唤一个集群,获得 1 恐惧点。

  • 暗影扼杀 Shadow Strangler - 动作: 标记 1 压力点以攻击一个远距离范围内的目标。成功时,瓦登哈克斯之手的阴影沿地面延伸,抓住目标的影子并汲取其精华。目标标记 1d4 压力点,你获得 等量的 恐惧点。

  • 尸体低语 Corpse Whisperer - 动作: 花费 1 恐惧点让瓦登哈克斯呼唤近距离范围内一名阵亡盟友的残留灵魂。掷一个 d6 。若结果为偶数,瓦登哈克斯复活该盟友,并恢复 其一半的 生命点。若结果为奇数,瓦登哈克斯吸收其生命力的残渣,并清除 1 压力点。

  • 恼人咒言 Vexing Word - 反应: 在玩家角色进行一次掷骰后,你可以标记 1 压力点以迫使其重掷该骰。此特性在该玩家角色关键成功时不能使用。

VALDENHAX

Tier 2 Leader

A malevolent forest hag who has long, mossy hair and flies through the air with an oversized mortar and pestle.

Motives & Tactics: Collect souls, fly, vex trespassers

Experience: Witchcraft +3

Difficulty: 16Thresholds: 12/24

ATK: +2 | Giant Stone Pestle: Melee | 2d8+2 phy

HP: 6Stress: 4

FEATURES

To Me, My Pretties - Action: Once per scene, summon 2d4 Tier 2 Hordes, which appear at Far range. You gain a Fear for each Horde summoned in this way. Shadow Strangler - Action: Mark a Stress to attack a target within Far range. On a success, the shadow of the Valdenhax’s hand stretches across the ground until it grasps the target’s shadow and drains their essence. The target marks 1d4 Stress, and you gain an equal number of Fear. Corpse Whisperer - Action: Spend a Fear to have the Valdenhax call out to the lingering spirit of a fallen ally within Close range. Roll a d6. On an even result, the Valdenhax resurrects the ally with half its HP cleared. On an odd result, the Valdenhax absorbs the dregs of its life force and clears a Stress. Vexing Word - Reaction: After a PC makes a roll, you can mark a Stress to force them to reroll it. This feature can’t be used if the PC critically succeeds.

战争法师 WAR WIZARDWAR WIZARDT2 远程Ranged
难 16阈 11 / 23命 5压 6

战争法师 WAR WIZARD

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

经历: 魔法学识 +2,策略 +2

难度: 16阈值: 11 / 23

攻击: +4 | 法杖: 远距离 | 2d10+4 魔法

生命点: 5压力点: 6

特性

  • 战斗传送 Battle Teleport - 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 Refresh Warding Sphere - 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 Eruption - 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 Arcane Artillery - 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 Warding Sphere - 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。

WAR WIZARD

Tier 2 Ranged

A battle-hardened mage trained in destructive magic.

Motives & Tactics: Develop new spells, seek power, shatter formations

Experience: Magical Knowledge +2, Strategize +2

Difficulty: 16Thresholds: 11/23

ATK: +4 | Staff : Far | 2d10+4 mag

HP: 5Stress: 6

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.

冰荒猎人Icewaste HunterT2 远程Ranged
难 13阈 7/14命 5压 4

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

经历: 导航 +2 ,生存者 +3

难度: 13阈值: 7/14

攻击: +3 | 长弓: 远 | 2d12+6 物理

生命点: 5压力点: 4

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。

站点补充:非 SRD 2.0 条目。

English source unavailable. Chinese rules shown.

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

经历: 导航 +2 ,生存者 +3

难度: 13阈值: 7/14

攻击: +3 | 长弓: 远 | 2d12+6 物理

生命点: 5压力点: 4

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。

站点补充:非 SRD 2.0 条目。

晶辉龙GlitterwyrmT2 潜伏Skulk
难 14阈 9/18命 5压 4

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

经历: 空中掠食者 +2 ,敏锐视觉 +3

难度: 14阈值: 9/18

攻击: +2 | 撕咬: 邻近 | 2d8+3 物理

生命点: 5压力点: 4

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。

站点补充:非 SRD 2.0 条目。

English source unavailable. Chinese rules shown.

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

经历: 空中掠食者 +2 ,敏锐视觉 +3

难度: 14阈值: 9/18

攻击: +2 | 撕咬: 邻近 | 2d8+3 物理

生命点: 5压力点: 4

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。

站点补充:非 SRD 2.0 条目。

恶堕巨像Malefacted GiantT2 独狼Solo
难 15阈 16/26命 10压 5

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

攻击: +3 | 扭动肢体: 近距离 | 2d12+4 物理

生命点: 10压力点: 5

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。

站点补充:非 SRD 2.0 条目。

English source unavailable. Chinese rules shown.

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

攻击: +3 | 扭动肢体: 近距离 | 2d12+4 物理

生命点: 10压力点: 5

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。

站点补充:非 SRD 2.0 条目。

位阶 3Tier 35–7 级level(s)58

成年闪光蜓 ADULT FLICKERFLYADULT FLICKERFLYT3 独狼Solo
难 17阈 20 / 35命 12压 6

成年闪光蜓 ADULT FLICKERFLY

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

经历: 无

难度: 17阈值: 20 / 35

攻击: +3 | 翼斩: 邻近 | 3d20 物理

生命点: 12压力点: 6

特性

  • 无情(4) Relentless (4) - 被动: 在每个游戏主持人轮次中,成年闪光蜓可以至多被聚焦 4 次。像往常一样花费恐惧点来聚焦。

  • 从不失手 Never Misses - 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 Deadly Flight - 被动: 飞行时,成年闪光蜓在使用一个动作前可以在远距离范围内移动,而非近距离范围。

  • 旋风猛袭 Whirlwind - 动作: 花费 1 恐惧点以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 Mind Dance - 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。每有一个失败的目标,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 Hallucinatory Breath - 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离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。失败的目标失去 2 希望点并受到 3d8+3 点直接魔法伤害。

  • 奇异反射 Uncanny Reflexes - 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。

ADULT FLICKERFLY

Tier 3 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: 17Thresholds: 20/35

ATK: +3 | Wing Slash: Very Close | 3d20 phy

HP: 12Stress: 6

FEATURES

Relentless (4) - Passive: The Flickerfly can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them. Never Misses - Passive: When the Flickerfly makes an attack, the target’s Evasion is halved against the attack. Deadly Flight - Passive: While flying, the Flickerfly 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 Flickerfly 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 Flickerfly learns one of the target’s fears. Hallucinatory Breath - Reaction: Countdown (Loop 1d6). When the Flickerfly takes damage for the first time, activate the countdown. When it triggers, the Flickerfly 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 Flickerfly have disadvantage on this roll. Targets who fail lose 2 Hope and take 3d8+3 direct magic damage. Uncanny Reflexes - Reaction: When the Flickerfly takes damage from an attack within Close range, you can mark a Stress to take half damage.

大法师 ARCHMAGEARCHMAGET3 独狼Solo
难 18阈 24 / 45命 5压 8

大法师 ARCHMAGE

位阶 3 独狼

一名隐匿于满藏典籍的高塔中、追寻秘闻的求知者。

动机与战术: 腐蚀、破坏、以邪恶力量压倒对手

经历: 秘学 +4

难度: 18阈值: 24 / 45

攻击: +5 | 大法师的巨杖: 远距离 | 3d10 魔法

生命点: 5压力点: 8

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,大法师至多可被聚焦 3 次。照常花费恐惧点来聚焦大法师。

  • 环绕护盾 Orbiting Aegis - 被动: 大法师现身时,召出六面绕身旋转的魔力圆盘。将一个 d6 护盾骰放到这个数据块上,将表示 6 的一面朝上。当玩家角色对大法师发动攻击并对抗成功时,掷一个 d6 。若结果小于或等于护盾骰当前数值,将护盾骰下调 1 点并忽略这次伤害。玩家角色可以进行一次知识掷骰,成功时把护盾骰下调 1 点,希望成功时下调 2 点。

  • 力场齐射 Force Salvo - 动作: 花费 任意数量的 恐惧点,并掷出等量的 d4 。大法师放出数量等同于掷骰结果总和的魔法追踪力场飞弹。每枚飞弹会使远距离范围内的一名生物标记 1 生命点。同一生物至多可被三枚力场飞弹瞄准。

  • 火球术 Fireball - 动作: 标记 任意数量的 压力点,用来瞄准等量的位于远距离范围内的玩家角色。每个目标必须进行一次成功的敏捷反应掷骰,否则受到 4d10 点魔法伤害。

  • 法术反制 Counterspell - 反应: 当玩家角色的施法掷骰成功时,你可以花费 1 恐惧点让大法师进行一次反应掷骰,难度等于该施法掷骰的结果。成功时,改为该玩家角色的施法掷骰失败,然后放置一枚指示物到这个数据块上。再次使用此特性时,需额外花费恐惧点,数量等同于该数据块上指示物的数量。你无法对关键成功进行法术反制。

ARCHMAGE

Tier 3 Solo

A seeker of secret knowledge hidden away in a tome-filled tower.

Motives & Tactics: Corrupt, destroy, overwhelm with evil power

Experience: Esoterica +4

Difficulty: 18Thresholds: 24/45

ATK: +5 | Archmage’s Greatstaff : Far | 3d10 mag

HP: 5Stress: 8

FEATURES

Relentless (3) - Passive: The Archmage can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Orbiting Aegis - Passive: When the Archmage appears, they conjure six discs of magical energy that orbit around them. Place a d6 Aegis Die on this stat block with the 6 value facing up. When a PC makes a successful attack against the Archmage, roll a d6. If the result is equal to or less than the value of the Aegis Die, tick the Aegis Die down and ignore the damage. A PC can make a Knowledge Roll to tick down the Aegis Die by 1 on a success or by 2 on a success with Hope. Force Salvo - Action: Spend any number of Fear and roll that many d4s. The Archmage unleashes a number of magical homing force bolts equal to the total result. For each bolt, a creature within Far range marks a HP. The same creature can be targeted by up to three force bolts. Fireball - Action: Mark any number of Stress to target the same number of PCs within Far range. Each target must succeed on an Agility Reaction Roll or take 4d10 magic damage. Counterspell - Reaction: When a PC succeeds on a Spellcast Roll, you can spend a Fear to have the Archmage make a reaction roll with a Difficulty equal to the Spellcast Roll’s result. On a success, the PC’s Spellcast Roll fails instead, and you place a token on this stat block. Using this feature again costs additional Fear equal to the number of tokens on this stat block. You can’t Counterspell a critical success.

卡特琳 CATRINCATRINT3 社交Social
难 17阈 20 / 32命 5压 6

卡特琳 CATRIN

位阶 3 社交

一具满身华饰、对黄金永远贪得无厌的骷髅。

动机与战术: 支配对话、博取关注、偷走一切

经历: 奢靡 +2、说书人 +2

难度: 17阈值: 20 / 32

攻击: +3 | 灵焰: 远距离 | 3d8+5 魔法

生命点: 5压力点: 6

特性

  • 贪恋财富 Attracted to Wealth - 被动: 携带至少一袋金币的玩家角色在影响卡特琳的风度掷骰上具有优势。

  • 奢靡之重 The Weight of Opulence - 动作: 花费 1 恐惧点,让卡特琳的目光转向携带最多金币的玩家角色。目标必须进行一次成功的本能反应掷骰,否则每携带一袋金币就失去 1 希望点。若该玩家角色失去 最后 1 希望点,或没有希望点可失去,则改为标记 压力点。

  • 昂贵失败 Expensive Failure - 反应: 当近战范围内一名玩家角色的动作掷骰失败时,你可以标记 1 压力点,使卡特琳大摇大摆地从其身上偷走一把金币。

CATRIN

Tier 3 Social

A lavishly adorned skeleton that has an endless appetite for gold.

Motives & Tactics: Dominate the conversation, seek attention, steal everything

Experience: Opulence +2, Storyteller +2

Difficulty: 17Thresholds: 20/32

ATK: +3 | Spirit Flame: Far | 3d8+5 mag

HP: 5Stress: 6

FEATURES

Attracted to Wealth - Passive: PCs carrying at least a bag of gold gain advantage on Presence Rolls made to influence the Catrin. The Weight of Opulence - Action: Spend a Fear to turn the Catrin’s gaze toward the PC carrying the most gold. The target must succeed on an Instinct Reaction Roll or lose a Hope for each bag of gold they’re carrying. If the PC loses their last Hope or has no Hope to lose, they mark Stress instead. Expensive Failure - Reaction: When a PC within Melee range fails an action roll, you can mark a Stress to have the Catrin brazenly steal a handful of gold from them.

奇美拉 CHIMERACHIMERAT3 斗士Bruiser
难 17阈 22 / 40命 9压 5

奇美拉 CHIMERA

位阶 3 斗士

一只会喷火的巨人怪物,长着狮子的头、山羊的身体和蛇的尾巴。

动机与战术: 玩弄猎物、巡视地盘、猎杀牲口

经历: 野性猎手 +3

难度: 17阈值: 22 / 40

攻击: +5 | 利爪: 近战 | 3d12 物理

生命点: 9压力点: 5

特性

  • 撕裂之颚 Rending Jaws - 被动: 当奇美拉对玩家角色发动的攻击命中时,目标必须标记 2 护甲槽来使伤害等级降低一级。

  • 双重爪击 Double Claw - 动作: 标记 1 压力点,发动两次普通攻击。若两次攻击对抗同一目标均成功,则将伤害合计。

  • 火焰吐息 Breath of Fire - 动作: 花费 1 恐惧点,指定奇美拉前方近距离范围内至多三名玩家角色。每个目标必须进行一次敏捷反应掷骰(20)。失败的目标受到 3d12 魔法伤害。成功的目标必须选择标记 1 护甲槽或 1 压力点。

  • 巨蟒突袭 Serpent Strike - 反应: 当近距离范围内的一名玩家角色指定奇美拉为一次攻击的目标时,你可以标记 1 压力点,抢先攻击该玩家角色。成功时,造成 4d4+10 物理伤害,并使目标处于中毒状态,直到其下次休息或进行一次成功的知识掷骰(20)。处于中毒状态时,目标每次进行动作掷骰前必须掷一个 d6 。结果为 3 或更低时,必须标记 1 压力点。

CHIMERA

Tier 3 Bruiser

A giant fire-breathing monster that has a lion’s head, a goat’s body, and a serpent’s tail.

Motives & Tactics: Play with food, prowl territory, slay cattle

Experience: Predator +3

Difficulty: 17Thresholds: 22/40

ATK: +5 | Claws: Melee | 3d12 phy

HP: 9Stress: 5

FEATURES

Rending Jaws - Passive: When the Chimera makes a successful attack against a PC, the target must mark 2 Armor Slots to reduce the severity by one threshold. Double Claw - Action: Mark a Stress to make two standard attacks. If both attacks succeed against the same target, combine the damage. Breath of Fire - Action: Spend a Fear to target up to three PCs in front of the Chimera within Close range. Each target must make an Agility Reaction Roll (20). Targets who fail take 3d12 magic damage. Targets who succeed must choose to mark either an Armor Slot or a Stress. Serpent Strike - Reaction: When a PC within Close range targets the Chimera with an attack, you can mark a Stress to attack the PC first. On a success, deal 4d4+10 physical damage and Poison them until their next rest or they succeed on a Knowledge Roll (20). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 3 or lower, they must mark a Stress.

猩红杀人兔 CRIMSON LEPUSCRIMSON LEPUST3 独狼Solo
难 18阈 20 / 35命 10压 6

猩红杀人兔 CRIMSON LEPUS

位阶 3 独狼

一只杀红了眼的兔子。

动机与战术: 装可爱、直取咽喉、蹦来跳去

经历: 凶残 +4

难度: 18阈值: 20 / 35

攻击: +3 | 扑咬: 邻近 | 3d20 物理

生命点: 10压力点: 6

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,猩红杀人兔至多可被聚焦 3 次。照常花费恐惧点来聚焦猩红杀人兔。

  • “啊,好可爱……” “Awww...” - 被动: 猩红杀人兔首次登场时处于可爱状态。要攻击可爱的生物,玩家角色必须进行一次成功的本能反应掷骰(20)。若有玩家角色对猩红杀人兔造成伤害,或猩红杀人兔攻击了玩家角色,则清除“可爱”状态。

  • 惊怖 Terrifying - 被动: 当猩红杀人兔攻击成功时,近距离范围内的所有玩家角色失去 1 希望点,你获得 1 恐惧点。

  • 直取咽喉 Leaping Jugular Strike - 动作: 花费 1 恐惧点,猩红杀人兔跃入远距离范围内一个目标的近战范围并对其发动一次攻击。成功时,造成 3d20 直接物理伤害。若目标因此攻击标记生命点,则使其处于脆弱状态,直到其恢复 1 生命点。

  • 闪避 Evasive - 反应: 当猩红杀人兔将要受到伤害时,掷一个 d6 。结果为 4 或更高时,将伤害减半。若伤害已经减半,则猩红杀人兔不受伤害。

  • “快跑!” “Run Away!” - 反应: 当一名没有希望点的玩家角色在猩红杀人兔极远范围内获得聚焦时,该玩家角色必须进行一次成功的风度反应掷骰,否则必须使用其动作逃离战场,直到花费 1 希望点以返回。

CRIMSON LEPUS

Tier 3 Solo

A red-eyed rabbit that thinks only of murder.

Motives & Tactics: Be cute, go for the throat, hop around

Experience: Vicious +4

Difficulty: 18Thresholds: 20/35

ATK: +3 | Leaping Bite: Very Close | 3d20 phy

HP: 10Stress: 6

FEATURES

Relentless (3) - Passive: The Lepus can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight it. “Awww...” - Passive: When the Lepus first appears, it is Too Cute. To attack a Too Cute creature, a PC must succeed on an Instinct Reaction Roll (20). Clear the Too Cute condition if a PC deals damage to the Lepus or if the Lepus attacks a PC. Terrifying - Passive: When the Lepus makes a successful attack, all PCs within Close range lose a Hope, and you gain a Fear. Leaping Jugular Strike - Action: Spend a Fear to have the Lepus leap into Melee range of a target within Far range and make an attack against them. On a success, deal 3d20 direct physical damage. If the target marks HP from this attack, they become Vulnerable until they clear a HP. Evasive - Reaction: When the Lepus would take damage, roll a d6. On a 4 or higher, halve the damage. If the damage was already halved, the Lepus takes no damage. “Run Away!” - Reaction: When a PC with no Hope takes the spotlight within Very Far range of the Lepus, the PC must succeed on a Presence Reaction Roll or use their action to flee the battlefield until they spend a Hope to return.

隐秘飞蛾 CRYPTIMOTHCRYPTIMOTHT3 潜伏Skulk
难 14阈 16 / 30命 5压 3

隐秘飞蛾 CRYPTIMOTH

位阶 3 潜伏

一只直立行走的大型红眼飞蛾,预示了神秘或邪恶的事件即将发生。

动机与战术: 回声定位、无声飞行、融入阴影

经历: 黑暗预兆 +3

难度: 14阈值: 16 / 30

攻击: +2 | 利爪: 近战 | 3d8+5 物理

生命点: 5压力点: 3

特性

  • 惊怖 Terrifying - 被动: 当隐秘飞蛾攻击成功时,近距离范围内的所有玩家角色失去 1 希望点,你获得 1 恐惧点。

  • 心灵尖啸 Psychic Screech - 动作: 花费 2 恐惧点让隐秘飞蛾释放一道心灵能量冲击,使远距离范围内的每名玩家角色看到自己惨死的幻象。每个目标必须进行一次本能反应掷骰(16)。失败的目标受到 3d8 点直接魔法伤害,并处于脆弱状态,直到下次休息。成功的目标必须标记 1 压力点,或承受一半伤害。

  • 暗影集群 Shadow Swarm - 动作: 花费 1 恐惧点让隐秘飞蛾在远距离范围内召来一群蛾形暗影生物。这个集群会占据一片近距离范围到区域并阻挡视线。非隐秘飞蛾的生物身处该区域时处于脆弱状态,且必须标记 1 压力点才能穿过。任何玩家角色都可以通过一次成功的施法掷骰(12)驱散这个集群。

  • 偏执凝视 Paranoia Glare - 动作: 花费 1 恐惧点让隐秘飞蛾凝视近距离范围内一名玩家角色的双眼,使其处于偏执状态。处于偏执状态时,该玩家角色会怀疑其他玩家角色,无法帮助盟友,也无法参与接力掷骰。要清除此状态,该玩家角色必须进行一次成功的本能掷骰(16),或在休息时与一名或多名队友一起参与“做好准备”休整行动。

CRYPTIMOTH

Tier 3 Skulk

A large red-eyed moth creature that walks upright and portends mysterious or evil events.

Motives & Tactics: Echolocate, fly silently, melt into the shadows

Experience: Dark Omens +3

Difficulty: 14Thresholds: 16/30

ATK: +2 | Claws: Melee | 3d8+5 phy

HP: 5Stress: 3

FEATURES

Terrifying - Passive: When the Cryptimoth makes a successful attack, all PCs within Close range lose a Hope, and you gain a Fear. Psychic Screech - Action: Spend 2 Fear to have the Cryptimoth unleash a burst of psychic energy that causes each PC within Far range to suffer visions of their horrifying fate. Each target must make an Instinct Reaction Roll (16). Targets who fail take 3d8 direct magic damage and become Vulnerable until their next rest. Targets who succeed must mark a Stress or take half damage. Shadow Swarm - Action: Spend a Fear to have the Cryptimoth conjure a swarm of mothlike shadow creatures within Far range. The swarm fills a Close range area and blocks line of sight. Creatures that aren’t Cryptimoths are Vulnerable while inside that area and must mark a Stress to move through it. A PC can dispel the swarm with a successful Spellcast Roll (12). Paranoia Glare - Action: Spend a Fear to have the Cryptimoth gaze into the eyes of a PC within Close range and make them Paranoid. While Paranoid, the PC is suspicious of other PCs and can’t Help an Ally or take part in Tag Team Rolls. To clear this condition, the PC must succeed on an Instinct Roll (16) or participate in the Prepare downtime move with one or more members of their party during a rest.

受诅人鱼 CURSED MERFOLKCURSED MERFOLKT3 标准Standard
难 16阈 18 / 35命 5压 4

受诅人鱼 CURSED MERFOLK

位阶 3 标准

一种半鱼半人类的生物,在精神上与深居者绑定,为其服务。

动机与战术: 拆散敌人、从阴影中突袭、利用水环境取得优势

经历: 水生 +3

难度: 16阈值: 18 / 35

攻击: +3 | 锁链三叉戟: 远距离 | 3d6 物理

生命点: 5压力点: 4

特性

  • 鱼尾 Fish-Tailed - 被动: 人鱼离开水后会处于脆弱状态。

  • 群起围攻 Gang Up - 被动: 当人鱼攻击对抗位于一名或多名盟友的近战范围内的目标时,其攻击掷骰获得 +2 加值。

  • “给我过来!” “Get Over Here!” - 反应: 当人鱼成功发动普通攻击对抗近战范围外的一个目标时,你可以标记 1 压力点将其拉入近战范围。若这么做,你可以花费 1 恐惧点该目标发动一次具有优势的普通攻击。

CURSED MERFOLK

Tier 3 Standard

A half-fish, half-human creature psychically bound to serve the Deep Dwellers.

Motives & Tactics: Separate enemies, strike from the shadows, use aquatic environment to advantage

Experience: Aquatic +3

Difficulty: 16Thresholds: 18/35

ATK: +3 | Chained Trident: Far | 3d6 phy

HP: 5Stress: 4

FEATURES

Fish-Tailed - Passive: The Merfolk is Vulnerable out of the water. Gang Up - Passive: The Merfolk gains a +2 bonus to attack rolls against targets within Melee range of one or more allies. “Get Over Here!” - Reaction: When the Merfolk makes a successful standard attack against a target beyond Melee range, you can mark a Stress to pull them into Melee range. If you do, you can spend a Fear to make a standard attack with advantage against the target.

深居者 DEEP DWELLERDEEP DWELLERT3 头目Leader
难 17阈 22 / 42命 6压 6

深居者 DEEP DWELLER

位阶 3 头目

一只巨大的灵能七鳃鳗,双眼漆黑,触手带毒。

动机与战术: 滥用权力、寻求膜拜、潜伏于沉没废墟

经历: 古代奥秘 +2、幽暗之水 +2

难度: 17阈值: 22 / 42

攻击: +5 | 利齿与触手: 近距离 | 3d10+4 物理

生命点: 6压力点: 6

特性

  • 心灵冲击 Psychic Blast - 动作: 花费 1 恐惧点选择近距离范围内至多三个目标,迫使其进行一次本能或知识反应掷骰。成功的目标标记 1 压力点。失败的目标受到 3d10+4 点直接魔法伤害,并处于脆弱状态,直到被聚焦。

  • 脑髓吸取 Brain Drain - 动作: 标记 1 压力点选择邻近范围内一名处于脆弱状态的玩家角色。目标标记 1d4 压力点,深居者恢复 等量的 生命点。

  • 深渊呼唤 Call of the Deep - 动作: 花费 2 恐惧点召唤 1d4 只受诅人鱼 Cursed Merfolk,它们出现在远距离范围处并立即取得聚焦。

  • 黏液污染 Mucosal Contamination - 动作: 对邻近范围内的一名玩家角色进行一次攻击掷骰。成功时,深居者用触手困住目标,将有毒污泥抹满其身。目标处于束缚状态,直到进行一次成功的力量或灵巧掷骰以挣脱或滑脱。每当深居者被聚焦,所有以此方式束缚的玩家角色受到 3d8 点直接物理伤害。深居者被击败或受到严重伤害时,会放开所有被它束缚的生物。

DEEP DWELLER

Tier 3 Leader

A huge psychic lamprey that has pitch-black eyes and toxic tentacles.

Motives & Tactics: Abuse power, seek worship, stalk sunken ruins

Experience: Ancient Mysteries +2, Dark Water +2

Difficulty: 17Thresholds: 22/42

ATK: +5 | Teeth & Tentacles: Close | 3d10+4 phy

HP: 6Stress: 6

FEATURES

Psychic Blast - Action: Spend a Fear to choose up to three targets within Close range and force them to make an Instinct or Knowledge Reaction Roll. Targets who succeed mark a Stress. Targets who fail take 3d10+4 direct magic damage and are Vulnerable until spotlighted. Brain Drain - Action: Mark a Stress to choose a Vulnerable PC within Very Close range. The target marks 1d4 Stress, and the Deep Dweller clears an equal number of HP. Call of the Deep - Action: Spend 2 Fear to summon 1d4 Cursed Merfolk, who appear at Far range and immediately take the spotlight. Mucosal Contamination - Action: Make an attack roll against a PC within Very Close range. On a success, the Deep Dweller uses its tentacles to immobilize the target, sliming them with toxic sludge. The target is Restrained until they break free or slip out with a successful Strength or Finesse Roll. Each time the Deep Dweller is spotlighted, all PCs Restrained in this way take 3d8 direct physical damage. The Deep Dweller releases all creatures Restrained by it when it’s defeated or takes Severe damage.

贪婪恶魔 DEMON OF AVARICEDEMON OF AVARICET3 辅助Support
难 17阈 15 / 29命 6压 5

贪婪恶魔 DEMON OF AVARICE

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

经历: 操弄 +3

难度: 17阈值: 15 / 29

攻击: +2 | 饥饿巨口: 近战 | 3d6+5 魔法

生命点: 6压力点: 5

特性

  • 金钱开道 Money Talks - 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,都会归于恶魔。

  • 财额盈满 Numbers Must Go Up - 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。

  • 时间就是金钱 Money Is Time - 动作: 花费 3 把金币(或 1 恐惧点)以聚焦 1d4+1 名盟友。

DEMON OF AVARICE

Tier 3 Support

A regal cloaked monstrosity with circular horns adorned with treasure.

Motives & Tactics: Consume, fuel greed, sow dissent

Experience: Manipulation +3

Difficulty: 17Thresholds: 15/29

ATK: +2 | Hungry Maw: Melee | 3d6+5 mag

HP: 6Stress: 5

FEATURES

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

绝望恶魔 DEMON OF DESPAIRDEMON OF DESPAIRT3 潜伏Skulk
难 17阈 18 / 35命 6压 5

绝望恶魔 DEMON OF DESPAIR

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

经历: 操弄 +3

难度: 17阈值: 18 / 35

攻击: +3 | 瘴气之箭: 远距离 | 3d6+1 魔法

生命点: 6压力点: 5

特性

  • 绝望深渊 Depths of Despair - 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 Your Struggle Is Pointless - 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 替换他们的希望骰,直到其掷出希望成功或下一次休息。

  • 汝友已败 Your Friends Will Fail You - 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 Momentum - 反应: 当恶魔成功命中玩家角色时,你获得 1 恐惧点。

DEMON OF DESPAIR

Tier 3 Skulk

A cloaked demon-creature with long limbs, seeping shadows.

Motives & Tactics: Make fear contagious, stick to the shadows, undermine resolve

Experience: Manipulation +3

Difficulty: 17Thresholds: 18/35

ATK: +3 | Miasma Bolt: Far | 3d6+1 mag

HP: 6Stress: 5

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 affected 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.

傲慢恶魔 DEMON OF HUBRISDEMON OF HUBRIST3 头目Leader
难 18阈 18 / 36命 7压 5

傲慢恶魔 DEMON OF HUBRIS

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

经历: 操弄 +2

难度: 18阈值: 18 / 36

攻击: +4 | 完美长矛: 邻近 | 3d10 物理

生命点: 7压力点: 5

特性

  • 惊怖 Terrifying - 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 Double or Nothing - 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 Unparalleled Skill - 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 The Root of Villainy - 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 You Pale in Comparison - 反应: 当恶魔近距离范围内一名玩家角色掷骰失败时,其必须标记 1 压力点。

DEMON OF HUBRIS

Tier 3 Leader

A perfectly beautiful and infinitely cruel demon with a gleaming spear and elegant robes.

Motives & Tactics: Condescend, declare premature victory, prove superiority

Experience: Manipulation +2

Difficulty: 18Thresholds: 18/36

ATK: +4 | Perfect Spear: Very Close | 3d10 phy

HP: 7Stress: 5

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.

嫉妒恶魔 DEMON OF JEALOUSYDEMON OF JEALOUSYT3 远程Ranged
难 17阈 17 / 30命 6压 6

嫉妒恶魔 DEMON OF JEALOUSY

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

经历: 操弄 +3

难度: 17阈值: 17 / 30

攻击: +4 | 心灵突击: 远距离 | 3d8+3 魔法

生命点: 6压力点: 6

特性

DEMON OF JEALOUSY

Tier 3 Ranged

A fickle creature of spindly limbs and insatiable desires.

Motives & Tactics: Join in on others’ success, take what belongs to others, hold grudges

Experience: Manipulation +3

Difficulty: 17Thresholds: 17/30

ATK: +4 | Psychic Assault: Far | 3d8+3 mag

HP: 6Stress: 6

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 different 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.

愤怒恶魔 DEMON OF WRATHDEMON OF WRATHT3 斗士Bruiser
难 17阈 22 / 40命 7压 5

愤怒恶魔 DEMON OF WRATH

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

经历: 威吓 +2

难度: 17阈值: 22 / 40

攻击: +3 | 拳头: 邻近 | 3d8+1 魔法

生命点: 7压力点: 5

特性

  • 愤怒不熄 Anger Unrelenting - 被动: 恶魔的攻击造成直接伤害。

  • 战斗欲望 Battle Lust - 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。其使用一枚 d20 作为其恐惧骰,直到场景结束。

  • 报复 Retaliation - 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 Blood and Souls - 反应: 倒计时(循环 6 )。 当恶魔视野内出现首次攻击时启动。当玩家角色使用暴力动作时,倒计时就会推进。当倒计时触发时,召唤 1d4 只小型恶魔,出现在近距离范围处。

DEMON OF WRATH

Tier 3 Bruiser

A hulking demon with boulder-sized fists, driven by endless rage.

Motives & Tactics: Fuel anger, impress rivals, wreak havoc

Experience: Intimidation +2

Difficulty: 17Thresholds: 22/40

ATK: +3 | Fists: Very Close | 3d8+1 mag

HP: 7Stress: 5

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 first 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.

龙兽 DRAKEDRAKET3 潜伏Skulk
难 14阈 16 / 30命 5压 3

龙兽 DRAKE

位阶 3 潜伏

一种生有利爪的四足兽,长着覆满鳞片的蛇形躯体,心甘情愿为它们的近亲龙族效力。

动机与战术: 盘卷绞杀、保护主人、在巢穴与废墟间游走、先发制人

经历: 凶残 +3

难度: 14阈值: 16 / 30

攻击: +4 | 利爪与利齿: 近战 | 3d8+5 物理

生命点: 5压力点: 3

特性

  • 无情(2) Relentless (2) - 被动: 每个游戏主持人轮次中,龙兽至多可被聚焦 2 次。照常花费恐惧点来聚焦龙兽。

  • 看门犬 Guard Dog - 反应: 当一名玩家角色即将对近距离范围内的生物造成伤害时,你可以标记 1 压力点,使龙兽移动以拦截这次攻击,并代为承受伤害。若攻击者位于龙兽新位置的近战范围内,你可以立即聚焦龙兽,无需花费恐惧点。

DRAKE

Tier 3 Skulk

A clawed quadruped that has a scaled, serpentine body and a willingness to serve its cousins, the dragons.

Motives & Tactics: Coil and crush, protect master, slither around lairs and ruins, strike first

Experience: Vicious +3

Difficulty: 14Thresholds: 16/30

ATK: +4 | Claws & Teeth: Melee | 3d8+5 phy

HP: 5Stress: 3

FEATURES

Relentless (2) - Passive: The Drake can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight it. Guard Dog - Reaction: When a PC would deal damage to a creature within Close range, you can mark a Stress to have the Drake move to intercept the attack and take the damage instead. If the attacker is within Melee range of the Drake’s new position, you can immediately spotlight the Drake without spending Fear.

巨型蝙蝠 DIRE BATDIRE BATT3 潜伏Skulk
难 14阈 16 / 30命 5压 3

巨型蝙蝠 DIRE BAT

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

经历: 嗜血 +3

难度: 14阈值: 16 / 30

攻击: +2 | 爪牙: 近战 | 2d6+7 物理

生命点: 5压力点: 3

特性

  • 飞行 Flying - 被动: 在飞行时,巨型蝙蝠的难度获得 +3 的加值。

  • 尖啸 Screech - 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 Guardian - 反应: 当一个吸血鬼盟友标记生命点时,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。

DIRE BAT

Tier 3 Skulk

A wide-winged pet endlessly loyal to their vampire owner.

Motives & Tactics: Dive-bomb, hide, protect leader

Experience: Bloodthirsty +3

Difficulty: 14Thresholds: 16/30

ATK: +2 | Claws and Teeth: Melee | 2d6+7 phy

HP: 5Stress: 3

FEATURES

Flying - Passive: While flying, 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 fly into Melee range of the attacker and make an attack with advantage against them. On a success, deal 2d6+2 physical damage.

树精 DRYADDRYADT3 头目Leader
难 16阈 24 / 38命 8压 5

树精 DRYAD

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

经历: 森林知识 +4

难度: 16阈值: 24 / 38

攻击: +4 | 枯木短弓: 远距离 | 3d10+1 物理

生命点: 8压力点: 5

特性

  • 荆棘丛 Bramble Patch - 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。目标必须进行一次成功的灵巧掷骰,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 Grow Saplings - 动作: 花费 1 恐惧点以长出三个树人幼苗杂兵,它们出现在近距离范围处并立即获得聚焦。

  • 我们合为一体 We Are All One - 反应: 当一个盟友在近距离范围内死亡时,你可以花费 1 恐惧点,让回归森林的生命力使树精恢复 2 生命点并清除 2 压力点。

DRYAD

Tier 3 Leader

A nature spirit in the form of a humanoid tree.

Motives & Tactics: Command, cultivate, drive out, preserve the forest

Experience: Forest Knowledge +4

Difficulty: 16Thresholds: 24/38

ATK: +4 | Deadfall Shortbow: Far | 3d10+1 phy

HP: 8Stress: 5

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.

无头骑士 DULLAHANDULLAHANT3 斗士Bruiser
难 17阈 22 / 40命 7压 4

无头骑士 DULLAHAN

位阶 3 斗士

骑在马上的幽灵,一手提着自己被斩下的头颅,另一手挥着以人类脊柱制成的鞭子。

动机与战术: 一瞥即带来厄运、踏水飞驰、以沉重马蹄踢击

经历: 夜行 +3

难度: 17阈值: 22 / 40

攻击: +3 | 脊柱鞭子: 邻近 | 3d10+1 魔法

生命点: 7压力点: 4

特性

  • 幽灵 Specter - 被动: 无头骑士对物理伤害具有抗性。标记 1 压力点,使无头骑士穿过固体并移动至近距离范围。

  • 灵体坐骑 Spectral Mount - 被动: 骑乘坐骑时,无头骑士在使用动作前可以移动至远距离范围,而不是近距离范围。若无头骑士被击落坐骑,其坐骑会消失,直到你标记 1 压力点重新召唤。不在马背上时,无头骑士处于脆弱状态。

  • 骨鞭挥击 Bone Whip Strike - 动作: 标记 1 压力点攻击近战范围内的一个目标。成功时,目标受到 4d4+10 点直接物理伤害,并处于脆弱状态,直到其恢复 1 生命点。

  • 死亡凝视 Death Glare - 动作: 花费 1 恐惧点选择远距离范围内的一名玩家角色。目标必须进行一次风度反应掷骰(19)。成功时,目标标记 1 压力点。失败时,目标标记 1 生命点,并启动一个末日倒计时(4)。每当无头骑士被聚焦时,推进倒计时。触发时,目标执行一次死亡行动。若无头骑士被击败,或玩家角色进行休整,结束所有末日倒计时。

DULLAHAN

Tier 3 Bruiser

A horse-mounted specter holding their own severed head in one hand and wielding a whip fashioned from a human spine in the other.

Motives & Tactics: Doom with a glance, gallop across water, kick with heavy hooves

Experience: Nocturnal +3

Difficulty: 17Thresholds: 22/40

ATK: +3 | Spine Whip: Very Close | 3d10+1 mag

HP: 7Stress: 4

FEATURES

Specter - Passive: The Dullahan has resistance to physical damage. Mark a Stress to move up to Close range through solid objects. Spectral Mount - Passive: While atop their steed, the Dullahan can move up to Far range instead of Close range before taking an action. If the Dullahan is unhorsed, their mount disappears until you mark a Stress to summon it again. The Dullahan is Vulnerable while not on their horse. Bone Whip Strike - Action: Mark a Stress to make an attack against a target within Melee range. On a success, the target takes 4d4+10 direct physical damage and is Vulnerable until they clear a HP. Death Glare - Action: Spend a Fear to choose a PC within Far range. The target must make an Presence Reaction Roll (19). On a success, they mark a Stress. On a failure, the y mark a HP and activate a Doom Countdown (4). It ticks down when the Dullahan is spotlighted. When it triggers, the target makes a death move. If the Dullahan is defeated or the PCs take a rest, all Doom Countdowns end.

元素火花 ELEMENTAL SPARKELEMENTAL SPARKT3 杂兵Minion
难 15阈 无命 1压 1

元素火花 ELEMENTAL SPARK

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

经历: —

难度: 15阈值: 无

攻击: +0 | 火焰爆发: 近距离 | 5 魔法

生命点: 1压力点: 1

特性

  • 杂兵(9) Minion (9) - 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 Group Attack - 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。

ELEMENTAL SPARK

Tier 3 Minion

A blazing mote of elemental fire.

Motives & Tactics: Blast, consume, gain mass

Difficulty: 15Thresholds: None

ATK: +0 | Bursts of Fire: Close | 5 mag

HP: 1Stress: 1

FEATURES

Minion (9) - 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.

邪骑影王 FELLMOUNTED SHADOW KINGFELLMOUNTED SHADOW KINGT3 辅助Support
难 15阈 24 / 38命 8压 5

邪骑影王 FELLMOUNTED SHADOW KING

位阶 3 辅助

一位被遗忘君主的幽影,被诅咒为某个更强大的邪恶效命,骑乘着一条有翼鳗鱼巡游天际。

动机与战术: 寻找魔法物品、散布恐惧、巡游天际

经历: 寻觅者 +3

难度: 15阈值: 24 / 38

攻击: +4 | 诅咒长枪: 近距离 | 3d10+6 魔法

生命点: 8压力点: 5

特性

  • 邪恶坐骑 Fellmount - 被动: 影王骑乘坐骑时,其难度获得 +2 加值。影王受到严重伤害时会被击落坐骑。若影王未骑乘坐骑,其坐骑会消失,直到你标记 1 压力点重新召唤。

  • 光与影 Light and Shadow - 被动: 影王在阴影或黑暗中攻击掷骰具有优势,在明亮光线下攻击掷骰具有劣势。

  • 遗物猎手 Relic Hunter - 被动: 影王对抗装备魔法武器或护甲的玩家角色时,攻击掷骰具有优势。

  • 地狱之歌 Hellsong - 动作: 花费 2 恐惧点让影王的坐骑发出刺入骨髓的尖啸,回荡在战场上。每个位于远距离范围内的玩家角色都必须进行一次风度反应掷骰(18)。成功的目标必须标记 1 压力点。失败的目标必须标记 1 压力点并失去 1 希望点。若有玩家角色无法失去 希望点,你获得 2 恐惧点。

  • 空中支援 Air Support - 反应: 每场景三次,你可以花费 1 恐惧点,让远距离范围内的一名盟友以优势重掷一次失败的攻击。

FELLMOUNTED SHADOW KING

Tier 3 Support

The shade of a forgotten ruler, cursed to patrol the skies atop a winged eel in the service of an even greater evil.

Motives & Tactics: Find magic items, inspire fear, patrol skies

Experience: Seeker +3

Difficulty: 15Thresholds: 24/38

ATK: +4 | Cursed Lance: Close | 3d10+6 mag

HP: 8Stress: 5

FEATURES

Fellmount - Passive: While the Shadow King is on his mount, he gains a +2 bonus to his Difficulty. When the Shadow King takes Severe damage, he’s knocked from his mount. If the Shadow King is unmounted, his mount disappears until you mark a Stress to summon it again. Light and Shadow - Passive: The Shadow King has advantage on attack rolls while in shadow or darkness and disadvantage on attack rolls while in bright light. Relic Hunter - Passive: The Shadow King has advantage on attack rolls against PCs who have magic weapons or armor equipped. Hellsong - Action: Spend 2 Fear to have the Shadow King’s mount unleash a spine-chilling screech that echoes over the battlefield. Each PC within Far range must make a Presence Reaction Roll (18). Targets who succeed must mark a Stress. Targets who fail must mark a Stress and lose a Hope. If a PC can’t lose a Hope, you gain 2 Fear. Air Support - Reaction: Three times per scene, you can spend a Fear to have an ally within Far range reroll a failed attack with advantage.

火焰泰坦 FIRE TITANFIRE TITANT3 独狼Solo
难 18阈 19 / 35命 10压 5

火焰泰坦 FIRE TITAN

位阶 3 独狼

一位身披重甲的巨人,皮肤呈灰烬色,头发如火焰,手持一柄自己锻造的精制巨剑。

动机与战术: 英勇行动、发动战争、审慎谋划

经历: 锻造 +5、战术 +3

难度: 18阈值: 19 / 35

攻击: +3 | 巨剑: 近距离 | 3d12+4 物理

生命点: 10压力点: 5

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,火焰泰坦至多可被聚焦 3 次。照常花费恐惧点来聚焦火焰泰坦。

  • 精工护甲 Masterwork Armor - 被动: 倒计时(3)。泰坦首次登场时启动倒计时。泰坦受到重度或严重伤害时,倒计时减少。倒计时触发前,所受伤害减少 1d12 点。触发后,泰坦的难度和攻击掷骰获得 +1 加值。

  • 乘胜追击 Momentum - 被动: 当火焰泰坦成功攻击玩家角色时,你获得 1 恐惧点。

  • 投掷巨石 Hurl Rock - 动作: 标记 1 压力点选择远距离范围内的一点,然后对泰坦与该点之间的所有目标进行一次攻击。泰坦成功命中的目标受到 3d12 物理伤害骰。

  • 碎颅者 Skull Splitter - 动作: 标记 1 压力点放置一个指示物在这个数据块上。下次泰坦被聚焦时,你必须花费该指示物,并对近距离范围内的一名玩家角色发动一次攻击。成功时,造成 3d20+5 直接物理伤害。失败时,目标标记 1 压力点。

  • 炽燃之心 Blazing Heart - 反应: 当泰坦标记 其 生命点一半或更多时,你可以花费 1 恐惧点并标记 任意数量的 压力点,以恢复 与所标记 压力点数量等量的生命点。

FIRE TITAN

Tier 3 Solo

An armor-clad goliath who has ash-gray skin and fiery hair and wields a masterwork greatsword crafted in their own smithy.

Motives & Tactics: Act valorously, make war, think tactically

Experience: Smithing +5, Tactics +3

Difficulty: 18Thresholds: 19/35

ATK: +3 | Greatsword: Close | 3d12+4 phy

HP: 10Stress: 5

FEATURES

Relentless (3) - Passive: The Titan can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Masterwork Armor - Passive: Countdown (3). When the Titan first appears, activate the countdown. It ticks down when the Titan takes Major or Severe damage. Until the countdown triggers, reduce incoming damage by 1d12. When it triggers, the Titan gains a +1 bonus to their Difficulty and attack rolls. Momentum - Passive: When the Titan makes a successful attack against a PC, you gain a Fear. Hurl Rock - Action: Mark a Stress to choose a point within Far range, then make an attack against all targets between the Titan and that point. Targets the Titan succeeds against take 3d12 physical damage. Skull Splitter - Action: Mark a Stress to place a token on this stat block. The next time the Titan is spotlighted, you must spend the token from this stat block and make an attack against a PC within Close range. On a success, deal 3d20+5 direct physical damage. On a failure, the target marks a Stress. Blazing Heart - Reaction: When the Titan marks half or more of their HP, you can spend a Fear and mark any number of Stress to clear a number of HP equal to the number of Stress marked.

冰霜泰坦 FROST TITANFROST TITANT3 斗士Bruiser
难 17阈 22 / 40命 10压 4

冰霜泰坦 FROST TITAN

位阶 3 斗士

蓝皮肤的巨人,头发覆着霜花,身上挂着过往战斗的纪念品。

动机与战术: 掠取战利品、烧杀劫掠、考验胆识

经历: 寒冷 +3、战争 +3

难度: 17阈值: 22 / 40

攻击: +7 | 双斧: 邻近 | 3d10+2 物理

生命点: 10压力点: 4

特性

  • 无情(2) Relentless (2) - 被动: 每个游戏主持人轮次中,冰霜泰坦至多可被聚焦 2 次。照常花费恐惧点来聚焦冰霜泰坦。

  • 战号 War Horn - 动作: 标记 1 压力点迫使每个位于远距离范围内的玩家角色进行一次成功的风度反应掷骰,否则标记 1 压力点并处于脆弱状态,直到下一次以其为目标的攻击结束。

  • 蛮牛冲撞 Bull Rush - 动作: 标记 1 压力点并移动至多近距离范围,然后对近战范围内的一个目标进行一次攻击掷骰。成功时,造成 4d10+2 点物理伤害,并将目标击退至近距离范围处。

  • 裂地斩 Cleaving Strike - 反应: 当一名玩家角色因泰坦的普通攻击标记生命点时,你可以标记 1 压力点迫使位于邻近范围内、且攻击掷骰会成功命中的另一名玩家角色标记 等量 生命点。

  • 战利品猎手 Trophy Hunter - 反应: 当泰坦击败一名玩家角色时,泰坦拿走该玩家角色最珍贵的财物作为战利品。

FROST TITAN

Tier 3 Bruiser

A blue-skinned goliath who has rimed hair and wears trophies of past battles.

Motives & Tactics: Claim trophies, raid and pillage, test mettle

Experience: Cold +3, War +3

Difficulty: 17Thresholds: 22/40

ATK: +7 | Dual Axes: Very Close | 3d10+2 phy

HP: 10Stress: 4

FEATURES

Relentless (2) - Passive: The Titan can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. War Horn - Action: Mark a Stress to force each PC within Far range to succeed on a Presence Reaction Roll or mark a Stress and become Vulnerable until after the next attack against them. Bull Rush - Action: Mark a Stress to move up to Close range and make an attack roll against a target within Melee range. On a success, deal 4d10+2 physical damage and knock the target back to Close range. Cleaving Strike - Reaction: When a PC marks HP from the Titan’s standard attack, you can mark a Stress to force another PC within Very Close range who the attack would have succeeded against to mark the same number of HP. Trophy Hunter - Reaction: When the Titan defeats a PC, the Titan takes the PC’s most valuable possession as a trophy.

巨型海龟 GARGANTUAN SEA TURTLEGARGANTUAN SEA TURTLET3 独狼Solo
难 18阈 21 / 41命 10压 6

巨型海龟 GARGANTUAN SEA TURTLE

位阶 3 独狼

一头拥有精金甲壳与精金喙的巨型海龟。

动机与战术: 获取财宝、掀翻商船、潜伏等待、以海浪为掩护

经历: 远洋 +5

难度: 18阈值: 21 / 41

攻击: +7 | 碾压下颚: 邻近 | 3d12+7 物理

生命点: 10压力点: 6

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,巨型海龟至多可被聚焦 3 次。照常花费恐惧点来聚焦巨型海龟。

  • 穿刺咬噬 Piercing Bite - 被动: 当海龟普通攻击对玩家角色成功时,该玩家角色必须标记 1 护甲槽且不获得其增益,否则承受双倍伤害。

  • 尾击 Tail Bash - 动作: 标记 1 压力点对海龟身后邻近范围内的所有玩家角色发动一次普通攻击。命中的每个目标额外受到 1d12 点物理伤害,并被击退至近距离范围处。

  • 千吨浪击 Gigaton Splash - 动作: 花费 1 恐惧点让海龟以自身重量掀起一道势不可挡的水墙,攻击远距离范围内的所有生物。每名玩家角色必须进行一次力量反应掷骰以抵御巨浪。失败的目标被击退至近距离范围处,受到 4d8 物理伤害,并暂时处于脆弱状态。成功的目标必须标记 1 压力点。每有一名目标失败,你获得 1 恐惧点。

  • 蒸汽吐息 Steam Breath - 动作: 花费 2 恐惧点让海龟喷出一道过热蒸汽,攻击前方近距离范围内的所有玩家角色。每个目标必须进行一次敏捷反应掷骰。失败的目标受到 4d8 魔法伤害,并暂时处于脆弱状态。成功的目标必须选择标记 1 压力点或承受一半伤害。

GARGANTUAN SEA TURTLE

Tier 3 Solo

A monstrous sea turtle that has an adamantine shell and beak.

Motives & Tactics: Acquire riches, capsize trading vessels, lie in wait, use the waves as cover

Experience: Open Sea +5

Difficulty: 18Thresholds: 21/41

ATK: +7 | Crushing Jaws: Very Close | 3d12+7 phy

HP: 10Stress: 6

FEATURES

Relentless (3) - Passive: The Turtle can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight it. Piercing Bite - Passive: When the Turtle makes a successful standard attack against a PC, the PC must either mark an Armor Slot without receiving its benefit or take double damage. Tail Bash - Action: Mark a Stress to make a standard attack against all PCs behind the Turtle within Very Close range. On a success, a target takes an extra 1d12 physical damage and is pushed away from the Turtle to Close range. Gigaton Splash - Action: Spend a Fear to have the Turtle use its weight to unleash an unstoppable wall of water that targets all creatures within Far range. Each PC must make a Strength Reaction Roll to navigate the tide. Targets who fail are pushed away from the Turtle to Close range, take 4d8 physical damage, and become temporarily Vulnerable. Targets who succeed must mark a Stress. For each target who failed, you gain a Fear. Steam Breath - Action: Spend 2 Fear to have the Turtle release a blast of superheated steam targeting all PCs in front of it within Close range. Each target must make an Agility Reaction Roll. Targets who fail take 4d8 magic damage and become temporarily Vulnerable. Targets who succeed must choose to either mark a Stress or take half damage.

高阶土元素 GREATER EARTH ELEMENTALGREATER EARTH ELEMENTALT3 斗士Bruiser
难 17阈 22 / 40命 10压 4

高阶土元素 GREATER EARTH ELEMENTAL

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、撞倒、猛击

经历: —

难度: 17阈值: 22 / 40

攻击: +7 | 巨石之拳: 邻近 | 3d10+1 物理

生命点: 10压力点: 4

特性

  • 迟缓 Slow - 被动: 当你聚焦高阶土元素,且其数据块上没有指示物时,其无法立即行动。在其数据块上放置一个指示物,并描述其正在准备做什么。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 Crushing Blows - 被动: 当高阶土元素成功攻击时,目标必须标记 1 护甲槽,但不能获得其增益(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 Immovable Object - 被动: 当一次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 Rockslide - 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)。失败的目标受到 2d12+5 点物理伤害,并在下次掷出希望结果之前处于 脆弱 状态。成功的目标则受到一半伤害。

  • 乘胜追击 Momentum - 反应: 当高阶土元素成功命中玩家角色时,你获得 1 恐惧点。

GREATER EARTH ELEMENTAL

Tier 3 Bruiser

A living landslide of boulders and dust, as large as a house.

Motives & Tactics: Avalanche, knock over, pummel

Difficulty: 17Thresholds: 22/40

ATK: +7 | Boulder Fist: Very Close | 3d10+1 phy

HP: 10Stress: 4

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 benefits (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.

高阶水元素 GREATER WATER ELEMENTALGREATER WATER ELEMENTALT3 辅助Support
难 17阈 17 / 34命 5压 5

高阶水元素 GREATER WATER ELEMENTAL

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

经历: —

难度: 17阈值: 17 / 34

攻击: +3 | 巨浪: 邻近 | 3d4+1 魔法

生命点: 5压力点: 5

特性

  • 水流喷射 Water Jet - 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 Drowning Embrace - 动作: 花费 1 恐惧点对邻近范围内的所有目标进行攻击。元素成功攻击的目标会因为溺水而处于 束缚 和 脆弱 状态。目标可以通过一次成功的力量或本能掷骰挣脱,以结束这两种状态。

  • 涨潮 High Tide - 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处。

GREATER WATER ELEMENTAL

Tier 3 Support

A huge living wave that crashes down upon enemies.

Motives & Tactics: Deluge, disperse, drown

Difficulty: 17Thresholds: 17/34

ATK: +3 | Crashing Wave: Very Close | 3d4+1 mag

HP: 5Stress: 5

FEATURES

Water Jet - Action: Mark a Stress to attack a target within Very Close range. On a success, deal 2d4+7 physical damage and the target’s next action has disadvantage. On a failure, the target must mark a Stress. Drowning Embrace - Action: Spend a Fear to make an attack against all targets within Very Close range. Targets the Elemental succeeds against become Restrained and Vulnerable as they begin drowning. 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.

巨型绿色软泥怪 HUGE GREEN OOZEHUGE GREEN OOZET3 潜伏Skulk
难 15阈 15 / 30命 7压 4

巨型绿色软泥怪 HUGE GREEN OOZE

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

经历: 融入 +3

难度: 15阈值: 15 / 30

攻击: +3 | 软泥触肢: 近战 | 3d8+1 魔法

生命点: 7压力点: 4

特性

  • 迟缓 Slow - 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指示物,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 Acidic Form - 被动: 当软泥怪攻击成功时,目标必须标记 1 护甲槽,且不获得其增益(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 Envelop - 动作: 对近战范围内的一个目标进行一次普通攻击。成功时,软泥怪会 吞没 目标,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。当软泥怪受到严重伤害时,所有处于 吞没 状态的目标都会被解放并清除该状态。

  • 分裂 Split - 反应: 当软泥怪标记了 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),并立即聚焦它们。

HUGE GREEN OOZE

Tier 3 Skulk

A translucent green mound of acid taller than most humans.

Motives & Tactics: Camouflage, creep up, envelop, multiply

Experience: Blend In +3

Difficulty: 15Thresholds: 15/30

ATK: +3 | Ooze Appendage: Melee | 3d8+1 mag

HP: 7Stress: 4

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 benefits (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.

多头蛇 HYDRAHYDRAT3 独狼Solo
难 18阈 19 / 35命 10压 5

多头蛇 HYDRA

位阶 3 独狼

一种四足有鳞的野兽,长着多个长颈头颅,每个上面都长满了骇人的獠牙。

动机与战术: 吞食、再生、恐吓

经历: —

难度: 18阈值: 19 / 35

攻击: +3 | 撕咬: 近距离 | 2d12+2 物理

生命点: 10压力点: 5

特性

  • 多头威胁 Many-Headed Menace - 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多的伤害时,它会失去一个头。

  • 无情 Relentless (X) - 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 是多头蛇头颅的数量。像往常一样花费恐惧点来聚焦它。

  • 再生 Regeneration - 动作: 如果多头蛇有已标记的生命点,花费 1 恐惧点来恢复 1 生命点并长出两个头。

  • 恐怖合唱 Terrifying Chorus - 动作: 远距离范围内的所有玩家角色失去 2 希望点。

  • 魔法弱点 Magical Weakness - 反应: 当多头蛇受到魔法伤害时,它会处于 恍惚 状态,直到下一次有玩家角色掷出恐惧结果。处于 恍惚 状态时,它无法使用再生动作,但免疫魔法伤害。

HYDRA

Tier 3 Solo

A quadrupedal scaled beast with multiple long-necked heads, each filled with menacing fangs.

Motives & Tactics: Devour, regenerate, terrify

Difficulty: 18Thresholds: 19/35

ATK: +3 | Bite: Close | 2d12+2 phy

HP: 10Stress: 5

FEATURES

Many-Headed Menace - Passive: The Hydra begins with three heads and can have up to five. 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.

拉弥亚 LAMIALAMIAT3 潜伏Skulk
难 17阈 18 / 35命 6压 5

拉弥亚 LAMIA

位阶 3 潜伏

一种长着蛇尾的类人生物,在夜间潜行,吸取睡梦中人的生命力。

动机与战术: 袭击毫无防备者、避开阳光、吸取生命力、使人入睡、在高草间潜行

经历: 蛇行 +3

难度: 17阈值: 18 / 35

攻击: +3 | 弧形匕首: 近战 | 3d8+4 物理

生命点: 6压力点: 5

特性

  • 绞缠 Constriction - 动作: 标记 1 压力点,让拉弥亚用尾巴缠住近战范围内的一名玩家角色并用力绞紧。目标必须成功通过一次灵巧反应掷骰,否则将处于绞缠状态,直到拉弥亚移动或受到重度或更多的伤害为止。绞缠期间,目标处于束缚状态,且每当拉弥亚被聚焦时,其都必须标记 1 压力点。

  • 生命汲取 Life Leech - 动作: 标记 1 压力点,迫使近战范围内一名处于脆弱或束缚状态的目标标记 1d4-1 生命点。随后拉弥亚恢复 等量的 生命点。

  • 睡眠毒素 Sleep Toxin - 反应: 当拉弥亚对一名玩家角色的普通攻击成功时,你可以花费 1 恐惧点,使其处于脆弱状态,直到其成功通过一次本能掷骰(19)。

LAMIA

Tier 3 Skulk

A snake-tailed humanoid monster who stalks the night to absorb the life energy of sleeping people.

Motives & Tactics: Attack the unaware, avoid sunlight, leech life force, put to sleep, slither through tall grass

Experience: Snaky +3

Difficulty: 17Thresholds: 18/35

ATK: +3 | Curved Dagger: Melee | 3d8+4 phy

HP: 6Stress: 5

FEATURES

Constriction - Action: Mark a Stress to have the Lamia wrap their tail around a PC within Melee range and squeeze. The target must succeed on a Finesse Reaction Roll or become Constricted until the Lamia moves or takes Major or greater damage. While Constricted, the target is Restrained and must mark a Stress when the Lamia takes the spotlight. Life Leech - Action: Mark a Stress to force a Vulnerable or Restrained target within Melee range to mark 1d4−1 HP. The Lamia then clears an equal number of HP. Sleep Toxin - Reaction: When the Lamia makes a successful standard attack against a PC, you can spend a Fear to make them Vulnerable until they succeed on a Instinct Roll (19).

灯影惑师 LAMPLIGHT BEGUILERLAMPLIGHT BEGUILERT3 潜伏Skulk
难 16阈 16 / 32命 6压 5

灯影惑师 LAMPLIGHT BEGUILER

位阶 3 潜伏

一种巨大的水生生物,会垂下可变形的头部触须,引诱毫无戒心的猎物进入捕食范围。

动机与战术: 以秘密知识引诱、合上陷阱、借变形后的头部触须说话

经历: 魅惑 +3 、秘闻 +3

难度: 16阈值: 16 / 32

攻击: +3 | 巨颚: 近战 | 3d8+2 物理

生命点: 6压力点: 5

特性

  • 双生诱饵 Doppel-Dangler - 动作: 灯影惑师头部触须末端的膜状团块可以变形成任何类人生物。标记 1 压力点,选择近距离范围内的一名玩家角色并让该玩家告诉你他的角色最信任谁。灯影惑师的头部触须会变成那个人,并可以用那个人的声音说话。

  • 引诱 Entice - 动作: 花费 1 恐惧点,让灯影惑师对近距离范围内的一名玩家角色发出诱人的呼唤。其必须成功通过一次风度反应掷骰(18),否则将移动至灯影惑师的近战范围内。若灯影惑师的头部触须已变成这名玩家角色信任的人,则其在反应掷骰中具有劣势。

  • 吞噬 Gulp - 反应: 当一名玩家角色移动至近战范围内时,你可以花费 1 恐惧点,对其发动一次攻击掷骰。成功时,目标受到 3d6 点物理伤害,并被吞噬。被吞噬期间,目标处于束缚状态,且每当灯影惑师被聚焦时受到 3d6 点物理伤害。灯影惑师受到重度或严重伤害时,会吐出所有被吞噬的生物。

LAMPLIGHT BEGUILER

Tier 3 Skulk

A huge aquatic creature that lures unwary prey into eating range with its dangling, shapeshifting head stalk.

Motives & Tactics: Entice with secret knowledge, snap the trap shut, speak through a shapeshifted head stalk

Experience: Charm +3, Secrets +3

Difficulty: 16Thresholds: 16/32

ATK: +3 | Jaws: Melee | 3d8+2 phy

HP: 6Stress: 5

FEATURES

Doppel-Dangler - Action: The membranous cluster at the end of the Beguiler’s head stalk can shapeshift into any humanoid form. Mark a Stress to choose a PC within Close range. Their player must tell you who their PC would find most trustworthy. The Beguiler’s head stalk transforms into that person and gains the ability to speak in their voice. Entice - Action: Spend a Fear to have the Beguiler make an alluring overture to a PC within Close range. The PC must succeed on a Presence Reaction Roll (18) or move into Melee range with the Beguiler. If the Beguiler’s head stalk is transformed into a person the PC would find trustworthy, they have disadvantage on the reaction roll. Gulp - Reaction: When a PC moves within Melee range, you can spend a Fear to make an attack roll against them. On a successful attack, the target takes 3d6 physical damage and is Swallowed. While Swallowed, the target is Restrained and takes 3d6 physical damage when the Beguiler takes the spotlight. The Beguiler disgorges all Swallowed creatures when it takes Major or Severe damage.

蝎尾狮 MANTICOREMANTICORET3 独狼Solo
难 17阈 20 / 35命 12压 6

蝎尾狮 MANTICORE

位阶 3 独狼

一种传说中的野兽,长着人类的面孔、狮子的身体、蝎子的尾巴和龙的翅膀。

动机与战术: 咬噬、抓挠、扑袭、出谜、挥击、俯冲袭击、欺骗

经历: 繁茂 +3 、谜题 +3

难度: 17阈值: 20 / 35

攻击: +6 | 利齿与利爪: 邻近 | 3d12+6 物理

生命点: 12压力点: 6

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,蝎尾狮至多可被聚焦 3 次。照常花费恐惧点来聚焦蝎尾狮。

  • 谜题成痴 Riddle Me This - 被动: 蝎尾狮对谜题十分执着,脑筋急转弯、文字游戏或其他半烧脑的消遣都能让它分心。

  • 有翼 Winged - 被动: 飞行时,蝎尾狮的难度和攻击掷骰获得 +2 加值。

  • 猛扑攻击 Pouncing Attack - 动作: 花费 1 恐惧点,让蝎尾狮猛扑到远距离范围内一个目标的近战范围内,并对其发动攻击。成功时,造成 3d20+6 点物理伤害,并使目标处于颤抖状态,直到其花费 1 希望点。颤抖期间,目标进行攻击掷骰时具有劣势。

  • 麻痹尾刺 Paralyzing Tail Spike - 动作: 标记 1 压力点,对近距离范围内一个目标发动一次攻击。成功时,目标受到 3d8 点物理伤害,并处于束缚状态,直到其成功通过一次力量掷骰解除毒素。

  • 咬住不放 Locking Jaws - 反应: 当蝎尾狮对近战范围内一个目标的普通攻击成功时,你可以标记 1 压力点,让它的下颚死死咬住目标,使目标处于束缚和脆弱状态,直到成功通过一次力量掷骰(19)挣脱。

MANTICORE

Tier 3 Solo

A legendary beast that has a human’s face, lion’s body, scorpion’s tail, and dragon’s wings.

Motives & Tactics: Bite, claw, pounce, riddle, swipe, swoop, trick

Experience: Overgrowth +3, Riddles +3

Difficulty: 17Thresholds: 20/35

ATK: +6 | Teeth & Claws: Very Close | 3d12+6 phy

HP: 12Stress: 6

FEATURES

Relentless (3) - Passive: The Manticore can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Riddle Me This - Passive: The Manticore is obsessed with puzzles and can be distracted by brain teasers, word games, or other semi-intellectual diversions. Winged - Passive: While airborne, the Manticore gains a +2 bonus to their Difficulty and attack rolls. Pouncing Attack - Action: Spend a Fear to have the Manticore pounce into Melee range of a target within Far range and make an attack against them. On a success, deal 3d20+6 physical damage, and the target becomes Shaky until they spend a Hope. While Shaky, the target makes attack rolls with disadvantage. Paralyzing Tail Spike - Action: Mark a Stress to make an attack roll against a target within Close range. On a success, the target takes 3d8 physical damage and becomes Restrained until they overcome the toxin with a successful Strength Roll. Locking Jaws - Reaction: When the Manticore succeeds on a standard attack against a target within Melee range, you can mark a Stress to lock their jaws onto the target, making the target Restrained and Vulnerable until they escape with a successful Strength Roll (19).

君主 MONARCHMONARCHT3 社交Social
难 16阈 16 / 32命 6压 5

君主 MONARCH

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,在其疆域内拥有无与伦比的权力。

动机与战术: 控制封臣、消灭对手、铸造传奇

经历: 历史 +3,贵族身份 +3

难度: 16阈值: 16 / 32

攻击: +0 | 战锤: 近战 | 3d6+3 物理

生命点: 6压力点: 5

特性

  • 处死他们! Execute Them! - 动作: 为每位玩家角色花费 1 恐惧点,使队伍因真实或捏造的罪行而被判处极刑。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 Crownsguard - 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处执行君主的旨意。

  • 战争借口 Casus Belli - 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。

MONARCH

Tier 3 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

Experience: History +3, Nobility +3

Difficulty: 16Thresholds: 16/32

ATK: +0 | Warhammer: Melee | 3d6+3 phy

HP: 6Stress: 5

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 first 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 F ear.

夜之子 NIGHT CHILDRENNIGHT CHILDRENT3 集群Horde
难 16阈 17 / 32命 7压 4

夜之子 NIGHT CHILDREN

位阶 3 集群(2/生命点)

由古老邪恶支配的一群夜间魔物,密密麻麻、种类混杂。

动机与战术: 把受害者带回主人身边,淹没聚居地,在阴影中潜行

经历: 胁迫 +3

难度: 16阈值: 17 / 32

攻击: +1 | 尖牙利爪: 近战 | 3d6+8 物理

生命点: 7压力点: 4

特性

  • 集群 Horde (2d6+2) - 被动: 当夜之子已标记一半或更多生命点时,其普通攻击改为造成 2d6+2 点物理伤害。

  • 扩编壮势 Swell Ranks - 动作: 每场景一次,标记 任意数量 压力点,让夜之子打开一道喷涌出援军的传送门,补满集群的编制。恢复的生命点数量等同于标记的压力点数量。

  • 压制 Overwhelm - 反应: 当夜之子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。

NIGHT CHILDREN

Tier 3 Horde (2/HP)

A teeming assortment of nocturnal fiends under the thrall of an ancient evil.

Motives & Tactics: Carry victims back to master, overrun settlements, slither through shadow

Experience: Terrorize +3

Difficulty: 16Thresholds: 17/32

ATK: +1 | Fangs & Claws: Melee | 3d6+8 phy

HP: 7Stress: 4

FEATURES

Horde (2d6+2) - Passive: When the Night Children have marked half or more of their HP, their standard attack deals 2d6+2 physical damage instead. Swell Ranks - Action: Once per scene, mark any number of Stress to have the Night Children open a portal that spews forth reinforcements, refilling the Horde’s ranks. Clear a number of HP equal to the number of Stress marked. Overwhelm - Reaction: When the Night Children mark HP from an attack within Melee range, you can mark a Stress to make a standard attack against the attacker.

痛苦祭司 PAIN PRIESTPAIN PRIESTT3 社交Social
难 16阈 16 / 32命 6压 5

痛苦祭司 PAIN PRIEST

位阶 3 社交

来自异次元宗教团体的成员,毕生钻研凡俗痛苦与狂喜的边界。

动机与战术: 采食情绪,找出天真或好奇之人,用他们最深的欲望进行引诱

经历: 实验 +4

难度: 16阈值: 16 / 32

攻击: +0 | 拷问刑具: 近战 | 3d6+4 物理

生命点: 6压力点: 5

特性

  • 穿梭诸界 Walk Between Worlds - 动作: 标记 1 压力点将祭司放到极远范围内任意位置,并立即重新聚焦他。

  • 苦乐交织 Pleasure and Pain - 反应: 当一名玩家角色位于祭司近距离范围内并获得希望点或标记生命点时,掷一枚 d8 。结果为 8 时,祭司将打开通往其原属维度的传送门,带着距离最近的一名队伍成员逃往那里。你获得 1d6 恐惧点。传送门会一直开启,直到祭司被击败或再次被聚焦。

PAIN PRIEST

Tier 3 Social

A member of an other-dimensional religious order devoted to exploring the boundaries of mortal suffering and ecstasy.

Motives & Tactics: Feed on emotions, locate the innocent or curious, tempt them with their deepest desires

Experience: Experimentation +4

Difficulty: 16Thresholds: 16/32

ATK: +0 | Torture Implements: Melee | 3d6+4 phy

HP: 6Stress: 5

FEATURES

Walk Between Worlds - Action: Mark a Stress to place the Priest anywhere within Very Far range and immediately spotlight them again. Pleasure and Pain - Reaction: When a PC within Close range of the Priest gains a Hope or marks HP, roll a d8. On a result of 8, the Priest opens a portal to their original dimension and flees there with the closest party member. You gain 1d6 Fear. The portal remains open until the Priest is defeated or spotlighted again.

凤凰 PHOENIXPHOENIXT3 远程Ranged
难 18阈 19 / 30命 6压 6

凤凰 PHOENIX

位阶 3 远程

一只由魔法火焰构成的巨鹰,无法被杀死,人们猎捕它只为得到能治愈伤痛的羽毛。

动机与战术: 甩开追猎者,活得耀眼,翱翔天际,驾驭光与焰

经历: 辉耀 +4、传说 +3

难度: 18阈值: 19 / 30

攻击: +4 | 烈焰飞弹: 极远 | 3d10+3 魔法

生命点: 6压力点: 6

特性

  • 净化灵光 Purifying Aura - 被动: 任何玩家角色在凤凰近战范围内执行一个动作时,都可以花费 1 希望点在治愈暖意中净化自身,恢复 1 生命点或清除 1 压力点,并清除所有状态。

  • 火种 Fireseed - 反应: 凤凰流淌着魔法火焰。凤凰每标记 1 生命点,就在邻近范围内召唤一个小型火元素 Minor Fire Elemental。

  • 重生 Resurrection - 演化: 凤凰被击败后化作一团灰烬,灰烬散去,露出一枚闷燃之卵 Smoldering Egg。此卵免疫所有伤害,并带有热力灵光,任何触碰者受到 3d4 点直接魔法伤害。7 天后,卵孵化成一只全新的凤凰,其恢复 所有 生命点、清除 所有 压力点。

PHOENIX

Tier 3 Ranged

A huge eagle that’s made of magical flame, impossible to kill, and hunted for its healing plumage.

Motives & Tactics: Flee pursuers, live brilliantly, soar through the heavens, wield light and flame

Experience: Bright +4, Legendary +3

Difficulty: 18Thresholds: 19/30

ATK: +4 | Fire Bolt: Very Far | 3d10+3 mag

HP: 6Stress: 6

FEATURES

Purifying Aura - Passive: Any PC who takes an action within the Phoenix’s Melee range can spend a Hope to purify themself in its healing warmth, clearing a HP or a Stress and all conditions. Fireseed - Reaction: The Phoenix bleeds magic fire. When the Phoenix marks a HP, summon one Minor Fire Elemental within Very Close range. Resurrection - Evolution: When the Phoenix is defeated, it becomes a cloud of ash that blows away to reveal a Smoldering Egg. The Egg is immune to all damage and has a heat aura that deals 3d4 direct magic damage to anyone who touches it. The Egg hatches into a new Phoenix, with all HP and Stress cleared, in 7 days.

蛇颈龙 PLESIOSAURUSPLESIOSAURUST3 标准Standard
难 16阈 18 / 35命 7压 5

蛇颈龙 PLESIOSAURUS

位阶 3 标准

体长如独木舟一般的海生蜥蜴,脖子修长,生有四片鳍肢。

动机与战术: 向更深处下潜、捕食鱼类、平静地游曳

经历: 湖泽 +3

难度: 16阈值: 18 / 35

攻击: +2 | 咬噬: 邻近 | 3d8+5 物理

生命点: 7压力点: 5

特性

  • 只是传说 Only a Rumor - 被动: 深潜水中时,蛇颈龙无法被定位或成为目标。

  • 水墙 Wall of Water - 动作: 标记 1 压力点使蛇颈龙破水而出、轰然砸落,从身体一侧掀起一道水墙。远距离范围内每个身处蛇颈龙一侧的玩家角色都必须进行一次成功的敏捷反应掷骰 (18),否则受到 3d10 点物理伤害,并被推至远距离处。

PLESIOSAURUS

Tier 3 Standard

A canoe-length marine lizard that has a long neck and four flippers.

Motives & Tactics: Dive deeper, eat fish, swim peacefully

Experience: Lochs +3

Difficulty: 16Thresholds: 18/35

ATK: +2 | Bite: Very Close | 3d8+5 phy

HP: 7Stress: 5

FEATURES

Only a Rumor - Passive: While deep underwater, the Plesiosaurus can’t be located or targeted. Wall of Water - Action: Mark a Stress to have the Plesiosaurus breach and crash, sending a wall of water from one side of its body. Each PC within Far range on that side of the Plesiosaurus must succeed on an Agility Reaction Roll (18) or take 3d10 physical damage and be pushed back to Far range.

大鹏 ROCROCT3 独狼Solo
难 18阈 20 / 35命 12压 6

大鹏 ROC

位阶 3 独狼

一只巨型猎隼,在高山筑巢,能掀起风暴。

动机与战术: 吐电鸣雷,守护鸟蛋,用利爪撕扯,从远处窥探

经历: 峭壁峰峦 +3

难度: 18阈值: 20 / 35

攻击: +3 | 喙与利爪: 邻近 | 3d12+8 物理

生命点: 12压力点: 6

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,大鹏至多可被聚焦 3 次。照常花费恐惧点来聚焦大鹏。

  • 猛禽 Bird of Prey - 被动: 每个游戏主持人轮次内一次,大鹏可以在采取动作之前或之后移动至极远范围内的任意位置。

  • 雷霆降临 Here Comes the Boom - 动作: 花费 1 恐惧点使大鹏掀起闪电与雷鸣的风暴。进行一次攻击掷骰对抗远距离范围内的 1d4+1 个目标。大鹏对抗成功的目标受到 3d12 点魔法伤害。随后,大鹏远距离范围内的每个目标必须进行一次敏捷反应掷骰(20)。失败者受到 3d8 点物理伤害,并被击退至近距离范围处。成功者必须标记 1 压力点。

  • 碎骨攫握 Crushing Grasp - 反应: 当大鹏的普通攻击成功命中时,你可以标记 1 压力点让大鹏用利爪碾碎目标,迫使目标标记 1d4 压力点,并使其处于束缚状态,直到进行一次成功的力量掷骰(20)为止。

  • 筑巢守望者 Nest Warden - 进化: 当大鹏的蛋受到威胁时,它获得以下特性:

  • 暴怒 Wrathful - 被动: 大鹏的难度获得 +2 加值,伤害掷骰获得等同于已标记压力点数量的加值。

  • 带电光环 Electrifying Aura - 被动: 大鹏对魔法伤害具有抗性。玩家角色若在其邻近范围内掷骰失败时,必须花费 1 希望点或标记 1d4 压力点。

ROC

Tier 3 Solo

A giant falcon that nests in the mountains and unleashes storms.

Motives & Tactics: Breathe lightning and speak thunder, protect eggs, rake with talons, spy from afar

Experience: Craggy Peaks +3

Difficulty: 18Thresholds: 20/35

ATK: +3 | Beak & Talons: Very Close | 3d12+8 phy

HP: 12Stress: 6

FEATURES

Relentless (3) - Passive: The Roc can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight it. Bird of Prey - Passive: Once per GM turn, the Roc can move up to Very Far range before or after it takes an action. Here Comes the Boom - Action: Spend a Fear to have the Roc unleash a storm of lightning and thunder. Make an attack roll against 1d4+1 targets within Far range. Targets the Roc succeeds against take 3d12 magic damage. Then each target within Far range of the Roc must make an Agility Reaction Roll (20). Targets who fail take 3d8 physical damage and are pushed back to Close range. Targets who succeed must mark a Stress. Crushing Grasp - Reaction: When the Roc makes a successful standard attack, you can mark a Stress to have the Roc crush the target with its talons, forcing them to mark 1d4 Stress and Restraining them until they succeed on a Strength Roll (20). Nest Warden - Evolution: When the Roc’s eggs are threatened, it gains the following features: Wrathful - Passive: The Roc gains a +2 bonus to its Difficulty and a bonus to damage rolls equal to the number of Stress it has marked. Electrifying Aura - Passive: The Roc has resistance to magic damage. PCs who fail a roll within Very Close range must spend a Hope or mark 1d4 Stress.

沙地蠕虫 SANDWYRMSANDWYRMT3 斗士Bruiser
难 17阈 21 / 40命 6压 3

沙地蠕虫 SANDWYRM

位阶 3 斗士

一种披着甲壳、长着利齿巨颚的庞大地底蠕虫。这种聪明而伺机而动的猎手,能像猎豹在陆地上奔跑一样快速地在沙中游动。

动机与战术: 从下方伏击、吃完就走、挖洞喷涌、首尾并用

经历: 震感 +4

难度: 17阈值: 21 / 40

攻击: +1 | 咬噬: 邻近 | 3d8+4 物理

生命点: 6压力点: 3

特性

  • 毒尾螫针 Venomous Tail Stinger - 动作: 标记 1 压力点对近距离范围内的一个目标发动攻击。成功时,目标受到 3d10+2 点物理伤害,并且必须进行一次成功的力量反应掷骰,否则处于束缚和脆弱状态,直到其掷出希望结果。

  • 吞食 Devour - 动作: 对近战范围内的一个目标发动攻击。成功时,沙地蠕虫将目标整个吞下。被吞下期间,目标处于束缚状态;每当沙地蠕虫被聚焦时,目标标记 1 生命点。沙地蠕虫受到重度或更严重伤害时,会吐出所有被吞下的生物。

  • 饥渴,但不愚蠢 Hungry, Not Stupid - 反应: 当沙地蠕虫标记 一半 生命点或吞下某个生物时,掷一枚 d6 。结果为 3 或更低时,沙地蠕虫撤退到安全之处。

SANDWYRM

Tier 3 Bruiser

A gargantuan burrowing worm that has armor plating and gnashing jaws. This intelligent and opportunistic hunter can swim through sand as quickly as a cheetah runs on land.

Motives & Tactics: Ambush from below, eat and leave, tunnel and erupt, use both ends

Experience: Tremor Sense +4

Difficulty: 17Thresholds: 21/40

ATK: +1 | Bite: Very Close | 3d8+4 phy

HP: 6Stress: 3

FEATURES

Venomous Tail Stinger - Action: Mark a Stress to attack a target within Close range. On a success, the target takes 3d10+2 physical damage and must succeed on a Strength Reaction Roll or become Restrained and Vulnerable until they roll with Hope. Devour - Action: Make an attack against a target within Melee range. On a success, the Sandwyrm Swallows the target. While Swallowed, the target is Restrained and marks a HP when the Sandwyrm is spotlighted. The Sandwyrm disgorges all Swallowed creatures when it takes Major or greater damage. Hungry, Not Stupid - Reaction: When the Sandwyrm marks half its HP or Swallows a creature, roll a d6. On a result of 3 or lower, the Sandwyrm retreats to safety.

变形邪魔 SHAPESHIFTING FIENDSHAPESHIFTING FIENDT3 社交Social
难 17阈 20 / 32命 4压 8

变形邪魔 SHAPESHIFTING FIEND

位阶 3 社交

一个冒充受信任之人的邪恶存在。

动机与战术: 伪装冒充、挑拨离间、引诱背叛

经历: 操控 +3、模仿 +2

难度: 17阈值: 20 / 32

攻击: +3 | 隐藏利刃: 近战 | 3d8+3 物理

生命点: 4压力点: 8

特性

  • 邪魔本性 Fiendish Nature - 被动: 邪魔对魔法伤害具有抗性,且不会被魔法幻象欺骗。

  • 伪装 Impersonate - 动作: 花费 1 恐惧点让邪魔施展魔法,变成它曾接触过的一个类人生物。若玩家角色在邪魔变成自己珍视之人的模样时攻击邪魔,该玩家角色必须进行一次成功的本能反应掷骰,否则攻击失败,且该玩家角色必须标记 1 压力点。

  • 隐身 Turn Invisible - 动作: 标记 1 压力点让邪魔进入隐藏状态,直到它进行一次动作掷骰或受到伤害为止。

  • 暗藏误导 Backhanded Guidance - 反应: 当玩家角色在邪魔在场的场景中进行动作掷骰时,你可以标记 1 压力点,在该角色的恐惧骰结果上增加 1d6 。

  • 现出原形(转阶) Exposed! (Phase Change) - 反应: 当邪魔被击败,或玩家角色识破它的真实身份时,将邪魔替换为现出原形的变形邪魔 Shapeshifting Fiend Revealed,并立即聚焦它。

SHAPESHIFTING FIEND

Tier 3 Social

An evil entity who impersonates a trusted figure.

Motives & Tactics: Impersonate, sow discord, tempt betrayal

Experience: Manipulate +3, Mimic +2

Difficulty: 17Thresholds: 20/32

ATK: +3 | Hidden Blade: Melee | 3d8+3 phy

HP: 4Stress: 8

FEATURES

Fiendish Nature - Passive: The Fiend has resistance to magic damage and can’t be fooled by magic illusions. Impersonate - Action: Spend a Fear to have the Fiend magically transform into a humanoid they have previously interacted with. A PC who targets the Fiend while they’re in the form of a person the PC cares for must succeed on an Instinct Reaction Roll or the attack fails and the PC must mark a Stress. Turn Invisible - Action: Mark a Stress to make the Fiend Hidden until they make an action roll or take damage. Backhanded Guidance - Reaction: When a PC makes an action roll while the Fiend is in the scene, you can mark a Stress to add 1d6 to the result of their Fear Die. Exposed! (Phase Change) - Reaction: When the Fiend is defeated or the PCs discover its true identity, replace the Fiend with Shapeshifting Fiend Revealed and immediately spotlight them.

现出原形的变形邪魔 SHAPESHIFTING FIEND REVEALEDSHAPESHIFTING FIEND REVEALEDT3 独狼Solo
难 17阈 20 / 32命 10压 8

现出原形的变形邪魔 SHAPESHIFTING FIEND REVEALED

位阶 3 独狼

一个身形高大的类人生物,长着昆虫般的头颅和多双发光的红色眼睛。

动机与战术: 夺取灵魂、混淆视听、逃往轮回下界、传送

经历: 地狱追猎 +3,不朽 +2

难度: 17阈值: 20 / 32

攻击: +3 | 螳螂爪: 邻近 | 3d12+5 物理

生命点: 10压力点: 8

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,邪魔至多可被聚焦 3 次。照常花费恐惧点来聚焦现邪魔。

  • 恶魔抗性 Fiendish Resistance - 被动: 邪魔对魔法伤害有抗性,且不会被魔法幻象欺骗。

  • 恶魔狂怒 Demonic Rage - 动作: 花费 1 恐惧点发动一次普通攻击,攻击掷骰获得 与邪魔已标记的 压力点等量的加值。成功时,这次攻击造成直接伤害。

  • 镜厅 Hall of Mirrors - 动作: 标记 2 压力点,使邪魔召唤四个幻影分身,并启动一个分身倒计时(4)。当邪魔成为攻击目标时,其难度获得与倒计时骰当前数值等量的加值。当玩家角色对邪魔发动的攻击失败时,推进倒计时。倒计时触发时,分身全部消失。

  • 闪光爪 Flash Claw - 动作: 花费 1 恐惧点使邪魔释放一道弧形魔法能量。对近距离范围内的所有目标进行一次攻击掷骰。被成功命中的目标受到 3d20 魔法伤害。

  • 心理战 Mind Games - 反应: 当一次从邻近范围之外对邪魔发动的攻击掷出恐惧成功时,你可以标记 1 压力点,使邪魔与邻近范围内的一名玩家角色瞬间互换位置。改由该玩家角色承受这次伤害。

SHAPESHIFTING FIEND REVEALED

Tier 3 Solo

A towering humanoid who has an insectile head and multiple sets of glowing red eyes.

Motives & Tactics: Claim souls, confuse and misdirect, escape to the Circles Below, teleport

Experience: Hellbound +3, Immortal +2

Difficulty: 17Thresholds: 20/32

ATK: +3 | Mantis Claws: Very Close | 3d12+5 phy

HP: 10Stress: 8

FEATURES

Relentless (3) - Passive: The Fiend can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Fiendish Resistance - Passive: The Fiend has resistance to magic damage and can’t be fooled by magic illusions. Demonic Rage - Action: Spend a Fear to make a standard attack with a bonus to the attack roll equal the amount of Stress the Fiend has marked. On a success, the attack deals direct damage. Hall of Mirrors - Action: Mark 2 Stress to have the Fiend summon four illusory duplicates and activate a Duplicate Countdown (4). When the Fiend is targeted by an attack, they gain a bonus to their Difficulty equal to the countdown die’s current value. The countdown ticks down when a PC fails an attack against the Fiend. When it triggers, the duplicates vanish. Flash Claw - Action: Spend a Fear to have the Fiend unleash an arc of magical energy. Make an attack roll against all targets within Close range. Targets the attack succeeds against take 3d20 magic damage. Mind Games - Reaction: When an attack targeting the Fiend from beyond Very Close range succeeds with Fear, you can mark a Stress to have the Fiend instantly switch places with a PC within Very Close range. The PC takes the damage instead.

风暴泰坦 STORM TITANSTORM TITANT3 独狼Solo
难 20阈 35 / 70命 11压 8

风暴泰坦 STORM TITAN

位阶 3 独狼

一名古老、睿智又喜怒无常的巨人,发丝由雾气凝成,电光在皮肤上噼啪游走。

动机与战术: 猛烈爆发、蛰伏等待、静观其变

经历: 风暴之力 +3

难度: 20阈值: 35 / 70

攻击: +7 | 闪电箭: 远距离 | 3d20+10 魔法

生命点: 11压力点: 8

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,风暴泰坦至多可被聚焦 3 次。照常花费恐惧点来聚焦风暴泰坦。

  • 乘胜追击 Momentum - 被动: 当风暴泰坦成功攻击玩家角色时,你获得 1 恐惧点。

  • 球状闪电 Ball Lightning - 动作: 花费 1 恐惧点使泰坦在近距离范围内召唤 1d4 颗电能球体。每当泰坦被聚焦时,它可将每颗球体移动到近距离范围内的任意位置。当球体移动到某名玩家角色的邻近范围内时,该玩家角色受到 4d6 魔法伤害,然后球体消失。每颗球体拥有与泰坦相同的难度,若某个生物对它造成魔法伤害,它也会消失。

  • 风暴使者 Storm Bringer - 动作: 标记 1 压力点使泰坦召来一场狂暴风暴。泰坦近距离范围内的每名玩家角色都必须进行一次力量反应掷骰。失败的目标受到 3d12 魔法伤害,并处于脆弱状态,直到其被聚焦。成功的目标只受到一半伤害。

  • 雷鸣 Thunderclap - 动作: 花费 1 恐惧点指定泰坦正前方近距离范围内至多三名玩家角色。每个目标标记 1 压力点,并处于脆弱状态,直到其掷出希望结果。

STORM TITAN

Tier 3 Solo

An ancient, wise, and temperamental goliath who has hair made of mist and electricity crackling across their skin.

Motives & Tactics: Erupt violently, wait, watch

Experience: Power of the Storm +3

Difficulty: 20Thresholds: 35/70

ATK: +7 | Lightning Bolt: Far | 3d20+10 mag

HP: 11Stress: 8

FEATURES

Relentless (3) - Passive: The Titan can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Momentum - Passive: When the Titan makes a successful attack against a PC, you gain a Fear. Ball Lightning - Action: Spend a Fear to have the Titan conjure 1d4 spheres of electrical energy within Close range. When the Titan is spotlighted, they can move each sphere up to Close range. When a sphere moves within Very Close range of a PC, the PC takes 4d6 magic damage, and the sphere disappears. Each sphere has the same Difficulty as the Titan and disappears if a creature deals magic damage to it. Storm Bringer - Action: Mark a Stress to have the Titan conjure a raging storm. Each PC within Close range of the Titan must make a Strength Reaction Roll. Targets who fail take 3d12 magic damage and are Vulnerable until they are spotlighted. Targets who succeed take half damage. Thunderclap - Action: Spend a Fear to target up to three PCs in front of the Titan within Close range. Each target marks a Stress and becomes Vulnerable until they roll with Hope.

雄鹿骑士 STAG KNIGHTSTAG KNIGHTT3 标准Standard
难 17阈 19 / 36命 7压 5

雄鹿骑士 STAG KNIGHT

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、周旋、保卫森林、清除不受欢迎者

经历: 森林知识 +3

难度: 17阈值: 19 / 36

攻击: +3 | 荆棘剑: 近战 | 3d8+3 物理

生命点: 7压力点: 5

特性

  • 居高临下 From Above - 被动: 当骑士自目标上方发起的普通攻击成功时,其造成的物理伤害为 3d12+3 ,而非普通伤害。

  • 森林之刃 Blade of the Forest - 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 Thorny Armor - 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。

STAG KNIGHT

Tier 3 Standard

A knight with huge, majestic antlers wearing armor made of dangerous thorns.

Motives & Tactics: Isolate, maneuver, protect the forest, weed the unwelcome

Experience: Forest Knowledge +3

Difficulty: 17Thresholds: 19/36

ATK: +3 | Bramble Sword: Melee | 3d8+3 phy

HP: 7Stress: 5

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.

橡木树人 OAK TREANTOAK TREANTT3 斗士Bruiser
难 17阈 22 / 40命 7压 4

橡木树人 OAK TREANT

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

经历: 森林知识 +3

难度: 17阈值: 22 / 40

攻击: +2 | 树枝: 邻近 | 3d8+2 物理

生命点: 7压力点: 4

特性

  • 只是一棵树 Just a Tree - 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,或当某位玩家角色进行一次成功的本能掷骰时识破其真身。

  • 种子弹幕 Seed Barrage - 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 Take Root - 动作: 标记 1 压力点,使树人 扎根 在原地。橡木树人在 扎根 期间处于 束缚 状态,并且可以被聚焦时选择结束此效果而不是移动。扎根 期间,树人对物理伤害具有抗性。

OAK TREANT

Tier 3 Bruiser

A sturdy animate old-growth tree.

Motives & Tactics: Hide in plain sight, preserve the forest, root down, swing branches

Experience: Forest Knowledge +3

Difficulty: 17Thresholds: 22/40

ATK: +2 | Branch: Very Close | 3d8+2 phy

HP: 7Stress: 4

FEATURES

Just a Tree - Passive: Before they make their first attack in a fight 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 effect instead of moving while they are spotlighted. While Rooted, the Treant has resistance to physical damage.

树人幼苗 TREANT SAPLINGTREANT SAPLINGT3 杂兵Minion
难 14阈 无命 1压 1

树人幼苗 TREANT SAPLING

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

经历: —

难度: 14阈值: 无

攻击: +0 | 树枝: 近战 | 8 物理

生命点: 1压力点: 1

特性

  • 杂兵(6) Minion (6) - 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 Group Attack - 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。

TREANT SAPLING

Tier 3 Minion

A small, sentient tree sapling.

Motives & Tactics: Blend in, preserve the forest, pummel, surround

Difficulty: 14Thresholds: None

ATK: +0 | Branches: Melee | 8 phy

HP: 1Stress: 1

FEATURES

Minion (6) - 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.

独角兽 UNICORNUNICORNT3 标准Standard
难 17阈 19 / 36命 7压 5

独角兽 UNICORN

位阶 3 标准

它是善良的天界化身,形如一匹美得超凡脱俗的马,头顶生着一根细长的螺旋长角。

动机与战术: 阻挡邪恶、守护圣地、感知情绪与意图

经历: 魔法 +3、自然 +3

难度: 17阈值: 19 / 36

攻击: +3 | 蹄与角: 近战 | 3d10+3 魔法

生命点: 7压力点: 5

特性

  • 天界长枪 Celestial Lance - 被动: 独角兽的普通攻击对曾对它造成伤害的生物造成双倍伤害。

  • 治愈之触 Healing Touch - 动作: 独角兽将长角抵住近战范围内的一名盟友,把治愈能量注入对方体内。标记 任意数量的 压力点,即可为盟友恢复 等量的 生命点。

  • 守护灵气 Protective Aura - 动作: 标记 1 压力点,独角兽唤起一道闪闪发光的魔法灵气。灵气生效期间,对抗独角兽或邻近范围内同伴的攻击掷骰具有劣势。此效果持续到独角兽受到伤害为止。

  • 传送 Teleport - 动作: 标记 1 压力点,独角兽可传送至至多极远范围处。它还能带上最多三名位于邻近范围内的盟友一同传送。

UNICORN

Tier 3 Standard

A celestial avatar of goodness in the form of a preternaturally beautiful horse with a long, spiraled horn emerging from its head.

Motives & Tactics: Keep evil at bay, protect the sacred, sense emotions and intent

Experience: Magic +3, Nature +3

Difficulty: 17Thresholds: 19/36

ATK: +3 | Hoof & Horn: Melee | 3d10+3 mag

HP: 7Stress: 5

FEATURES

Celestial Lance - Passive: The Unicorn’s standard attack deals double damage to a creature that has dealt damage to it. Healing Touch - Action: The Unicorn touches its horn to an ally within Melee range and channels healing energy into them. Mark any number of Stress to clear an equal number of the ally’s HP. Protective Aura - Action: Mark a Stress to have the Unicorn conjure a sparkling magical aura. While the aura is in effect, attack rolls made against the Unicorn or an ally within Very Close range are made with disadvantage. This effect lasts until the Unicorn takes damage. Teleport - Action: Mark a Stress to have the Unicorn teleport up to Very Far range. The Unicorn can bring up to three allies within Very Close range with it.

吸血鬼首领 HEAD VAMPIREHEAD VAMPIRET3 头目Leader
难 17阈 22 / 42命 6压 6

吸血鬼首领 HEAD VAMPIRE

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

经历: 贵族 +3

难度: 17阈值: 22 / 42

攻击: +5 | 细剑: 近战 | 2d20+4 物理

生命点: 6压力点: 6

特性

  • 惊怖 Terrifying - 被动: 当吸血鬼首领成功攻击时,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 Look into My Eyes - 被动: 进入吸血鬼首领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 Feed on Followers - 动作: 当吸血鬼首领处于一名盟友的近战范围内时,其可以使该盟友标记 1 生命点,随后吸血鬼首领恢复 1 生命点。

  • 狩猎开始 The Hunt Is On - 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处且立即获得聚焦。

  • 生命吸取 Lifesuck - 反应: 当吸血鬼首领被聚焦时,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。

HEAD VAMPIRE

Tier 3 Leader

A captivating undead dressed in aristocratic finery.

Motives & Tactics: Create thralls, charm, command, fly, intimidate

Experience: Aristocrat +3

Difficulty: 17Thresholds: 22/42

ATK: +5 | Rapier: Melee | 2d20+4 phy

HP: 6Stress: 6

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.

吸血蝙蝠群 VAMPIRE BAT SWARMVAMPIRE BAT SWARMT3 集群Horde
难 15阈 16 / 30命 8压 3

吸血蝙蝠群 VAMPIRE BAT SWARM

位阶 3 集群(5/生命点)

如乌云般聚集的一群吸血蝙蝠。

动机与战术: 遮住月亮、窸窣低鸣、传播疾病

经历: 鲜血 +3

难度: 15阈值: 16 / 30

攻击: +1 | 尖牙: 近战 | 3d6+6 物理

生命点: 8压力点: 3

特性

  • 集群 Horde (2d6) - 被动: 当蝙蝠群已标记一半或更多生命点时,其普通攻击改为造成 2d6 点物理伤害。

  • 眩目蝠群 Blinding Multitude - 被动: 蝙蝠群浓密如云,遮蔽所有与之接触者的视线。位于近战范围内的生物对抗蝙蝠群以外的敌人时,攻击掷骰具有劣势。

  • 吸血者 Bloodsuckers - 反应: 当蝙蝠群对目标造成伤害时,你可以标记 1 压力点让蝙蝠群吸血。目标额外标记 1 生命点,蝙蝠群恢复 1 生命点。

VAMPIRE BAT SWARM

Tier 3 Horde (5/HP)

A cloud of blood-sucking bats.

Motives & Tactics: Blot out the moon, murmur, spread disease

Experience: Blood +3

Difficulty: 15Thresholds: 16/30

ATK: +1 | Fangs: Melee | 3d6+6 phy

HP: 8Stress: 3

FEATURES

Horde (2d6) - Passive: When the Swarm has marked half or more of its HP, its standard attack deals 2d6 physical damage instead. Blinding Multitude - Passive: The Swarm is so thick it blocks the vision of anyone it interacts with. Creatures within Melee range have disadvantage on attacks made against adversaries other than the Swarm. Bloodsuckers - Reaction: When the Swarm deals damage to a target, you can mark a Stress to have the Swarm feed. The target marks an additional HP, and the Swarm clears a HP.

吸血鬼 VAMPIREVAMPIRET3 标准Standard
难 16阈 18 / 35命 5压 4

吸血鬼 VAMPIRE

位阶 3 标准

一个拥有智力的不死生物,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、采食、威吓

经历: 夜行猎手 +3

难度: 16阈值: 18 / 35

攻击: +3 | 细剑: 近战 | 3d8 物理

生命点: 5压力点: 4

特性

  • 吸血咬噬 Draining Bite - 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 物理伤害。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。

  • 迷雾形态 Mistform - 反应: 当吸血鬼受到物理伤害时,你可以花费 1 恐惧点来只承受一半的伤害。

VAMPIRE

Tier 3 Standard

An intelligent undead with blood-stained lips and a predator’s smile.

Motives & Tactics: Bite, charm, deceive, feed, intimidate

Experience: Nocturnal Hunter +3

Difficulty: 16Thresholds: 18/35

ATK: +3 | Rapier: Melee | 3d8 phy

HP: 5Stress: 4

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.

吸血鬼领主 VAMPIRE LORDVAMPIRE LORDT3 独狼Solo
难 18阈 24 / 45命 7压 7

吸血鬼领主 VAMPIRE LORD

位阶 3 独狼

一位来自远古失落年代的残暴吸血鬼领主,因受到诅咒而获得了永生。

动机与战术: 腐蚀、破坏、以邪恶力量压倒对手

经历: 邪恶 +3、高贵 +3

难度: 18阈值: 24 / 45

攻击: +5 | 利爪: 近战 | 3d10+2 物理

生命点: 7压力点: 7

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,吸血鬼至多可被聚焦 3 次。照常花费恐惧点来聚焦吸血鬼。

  • 午夜之心 Midnight Heart - 被动: 长期倒计时(6)。吸血鬼领主把心脏藏在安全之处。若心脏被摧毁,吸血鬼领主当场死亡。否则,当吸血鬼领主被击败时,启动倒计时。每次玩家角色完成长休,倒计时减少 1 。触发时,吸血鬼领主在心脏近距离范围内复活,恢复 所有 生命点并清除 所有 压力点都。

  • 惊怖 Terrifying - 被动: 当吸血鬼攻击成功时,近距离范围内的所有玩家角色失去 1 希望点,你获得 1 恐惧点。

  • 释放地狱火 Unleash Hellfire - 动作: 标记 1 压力点让吸血鬼领主在远距离范围内短暂唤出 1d4 团地狱火。每团地狱火对邻近范围内的每个目标造成 3d6 魔法伤害。若一个目标因多团地狱火受到伤害,将伤害合并计算。

  • 复苏 Resurgence - 反应: 当一名邻近范围内的玩家角色掷出希望结果时,你可以花费 1 恐惧点恢复 1 生命点或清除 1 压力点。

  • 化影遁形 Melt into Shadow - 反应: 当一名玩家角色将要对该吸血鬼领主造成伤害时,你可以花费 1 恐惧点并掷一枚 d6 。结果为 5 或更高时,抵消该伤害,然后将吸血鬼领主传送至远距离范围内的任意位置。

  • 地狱之翼 Hellwing - 进化: 当吸血鬼领主标记 一半 生命点后,变身为地狱之翼:一只高大的恶魔蝙蝠。它获得“绯红之翼”和“血浴”两个特性,并将其普通攻击替换为以下普通攻击: 利爪: 近距离范围 | 3d12+6 物理

  • 绯红之翼 On Crimson Wings - 被动: 飞行时,地狱之翼的难度获得 +1 加值。

  • 血浴 Bloodbath - 反应: 当地狱之翼受到重度或更高的伤害时,其邻近范围内的地面被鲜血覆盖,对该区域内的所有其他生物造成 3d10 魔法伤害。当地狱之翼在随后的游戏主持人轮次中聚焦时,该区域内的所有其他生物受到 3d6 魔法伤害。

VAMPIRE LORD

Tier 3 Solo

A cruel vampire lord from a long-lost age, cursed with immortality.

Motives & Tactics: Corrupt, destroy, overwhelm with evil power

Experience: Evil +3, Noble +3

Difficulty: 18Thresholds: 24/45

ATK: +5 | Claws: Melee | 3d10+2 phy

HP: 7Stress: 7

FEATURES

Relentless (3) - Passive: The Vampire Lord can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Midnight Heart - Passive: Long-Term Countdown (6). The Vampire Lord keeps their heart hidden in a safe place. If it’s destroyed, the Vampire Lord dies. Otherwise, when the Vampire Lord is defeated, activate the countdown. It ticks down each time the PCs finish a long rest. When it triggers, the Vampire Lord revives within Close range of the heart with all HP and Stress cleared. Terrifying - Passive: When the Vampire Lord makes a successful attack roll, all PCs within Close range lose a Hope, and you gain a Fear. Unleash Hellfire - Action: Mark a Stress to have the Vampire Lord momentarily conjure 1d4 bursts of hellfire within Far range. Each burst deals 3d6 magic damage to each target within Very Close range. If a target takes damage from multiple bursts, combine the damage. Resurgence - Reaction: When a PC within Very Close range rolls with Hope, you can spend a Fear to clear a HP or a Stress. Melt into Shadow - Reaction: When a PC would deal damage to the Vampire Lord, you can spend a Fear to roll a d6. On a result of 5 or higher, negate the damage, then teleport the Vampire Lord to a point within Far range. Hellwing - Evolution: When the Vampire Lord marks half their HP, they transform into the Hellwing: a towering, demonic bat creature. They gain the “On Crimson Wings” and “Bloodbath” features and replace their standard attack with the following standard attack: Claws: Close | 3d12+6 phy On Crimson Wings - Passive: While flying, the Hellwing gains a +1 bonus to their Difficulty. Bloodbath - Reaction: When the Hellwing takes Major or greater damage, the ground within Very Close range is covered with blood, dealing 3d10 magic damage to all other creatures in the area. When the Hellwing takes the spotlight on subsequent GM turns, all other creatures in that area take 3d6 magic damage.

宝库守卫典狱长 VAULT GUARDIAN GAOLERVAULT GUARDIAN GAOLERT3 辅助Support
难 16阈 19 / 33命 5压 3

宝库守卫典狱长 VAULT GUARDIAN GAOLER

位阶 3 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

经历: —

难度: 16阈值: 19 / 33

攻击: +2 | 躯体猛击: 邻近 | 3d6+2 物理

生命点: 5压力点: 3

特性

  • 格挡之盾 Blocking Shield - 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 Lock Up - 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。

VAULT GUARDIAN GAOLER

Tier 3 Support

A boxy, dust-covered construct with thick metallic swinging doors on their torso.

Motives & Tactics: Carry away, entrap, protect, pummel

Difficulty: 16Thresholds: 19/33

ATK: +2 | Body Bash: Very Close | 3d6+2 phy

HP: 5Stress: 3

FEATURES

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

宝库守卫哨兵 VAULT GUARDIAN SENTINELVAULT GUARDIAN SENTINELT3 斗士Bruiser
难 17阈 21 / 40命 6压 3

宝库守卫哨兵 VAULT GUARDIAN SENTINEL

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

经历: —

难度: 17阈值: 21 / 40

攻击: +3 | 充能钉头锤: 邻近 | 2d12+1 物理

生命点: 6压力点: 3

特性

  • 动能猛击 Kinetic Slam - 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 Box In - 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 Mana Bolt - 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 Momentum - 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。

VAULT GUARDIAN SENTINEL

Tier 3 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: 17Thresholds: 21/40

ATK: +3 | Charged Mace: Very Close | 2d12+1 phy

HP: 6Stress: 3

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.

宝库守卫炮台 VAULT GUARDIAN TURRETVAULT GUARDIAN TURRETT3 远程Ranged
难 16阈 20 / 32命 5压 4

宝库守卫炮台 VAULT GUARDIAN TURRET

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

经历: —

难度: 16阈值: 20 / 32

攻击: +3 | 魔导炮: 远距离 | 3d10+3 魔法

生命点: 5压力点: 4

特性

  • 慢速射击 Slow Firing - 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 Mark Target - 动作: 花费 1 恐惧点来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。当目标处于被标记状态时,其闪避值减半。

  • 集中火力 Concentrate Fire - 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 Detonation - 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。

VAULT GUARDIAN TURRET

Tier 3 Ranged

A massive living turret with reinforced armor and twelve piston- driven mechanical legs.

Motives & Tactics: Concentrate fire, lock down, mark, protect

Difficulty: 16Thresholds: 20/32

ATK: +3 | Magitech Cannon: Far | 3d10+3 mag

HP: 5Stress: 4

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.

噬脏者 VISCERA SUCKERVISCERA SUCKERT3 潜伏Skulk
难 14阈 16 / 30命 5压 3

噬脏者 VISCERA SUCKER

位阶 3 潜伏

一种吸血恶魔,日落时分上半身会与下半身分离,飞过附近村庄寻找猎物。它有翼的上半身悬挂着外露的内脏。

动机与战术: 钳住猎物、吸血、把人撕成两半

经历: 飞行 +3

难度: 14阈值: 16 / 30

攻击: +2 | 长爪: 近战 | 2d6+7 物理

生命点: 5压力点: 3

特性

  • 不归即死 Join or Die - 被动: 若噬脏者在黎明前未能让上下两半身体重新接合,便会死亡。

  • 缠缚肠索 Entangling Entrails - 动作: 花费 1 恐惧点让噬脏者缠住一个邻近范围内的目标,使其处于束缚状态,直到目标通过一次成功的力量掷骰(16)挣脱为止。

  • 吸血 Lifesuck - 动作: 标记 1 压力点让噬脏者从近战范围内一名处于束缚状态的目标身上吸血。目标标记 1 生命点,噬脏者恢复 1 生命点。

VISCERA SUCKER

Tier 3 Skulk

A vampiric demon whose upper body detaches at sundown to fly through nearby villages in search of victims. It has a winged upper body with hanging entrails.

Motives & Tactics: Clamp onto prey, suck blood, tear in half

Experience: Flying +3

Difficulty: 14Thresholds: 16/30

ATK: +2 | Long Nails: Melee | 2d6+7 phy

HP: 5Stress: 3

FEATURES

Join or Die - Passive: The Viscera Sucker dies if it hasn’t reconnected its upper and lower halves by dawn. Entangling Entrails - Action: Spend a Fear to have the Viscera Sucker latch onto a target within Very Close range, Restraining them until they escape with a successful Strength Roll (16). Lifesuck - Action: Mark a Stress to have the Viscera Sucker drink blood from a Restrained target within Melee range. The target marks a HP, and the Viscera Sucker clears a HP.

低语怨灵 WHISPER WRAITHWHISPER WRAITHT3 潜伏Skulk
难 16阈 20 / 32命 6压 6

低语怨灵 WHISPER WRAITH

位阶 3 潜伏

它们是破碎诺言与未竟之梦的回响,显现为一块漂浮的半透明破旧黑天鹅绒裹尸布,轮廓隐约呈人形。

动机与战术: 缚住四肢、从高处坠落、把人提离地面、在空中盘旋、缠住头部

经历: 梦境 +4

难度: 16阈值: 20 / 32

攻击: +4 | 暗影之触: 近战 | 3d8+4 魔法

生命点: 6压力点: 6

特性

  • 高等怨灵 Greater Specter - 被动: 怨灵对物理伤害具有抗性,并能穿过实体物体。

  • 毛骨悚然 Spooky - 被动: 怨灵攻击成功时,近距离范围内的所有玩家角色必须标记 1 压力点,你获得 1 恐惧点。

  • 梦魇缠身 Nightmare Shroud - 动作: 花费 1 恐惧点让怨灵缠住近战范围内的一名玩家角色,使目标处于幽影状态。目标须通过一次成功的力量掷骰才能甩脱怨灵,或怨灵受到重度或更高伤害后解除。处于幽影状态时,目标发动的攻击具有劣势,且掷出恐惧结果时标记 1 压力点。此外,本应施加给怨灵的伤害会由怨灵与幽影目标均分。

WHISPER WRAITH

Tier 3 Skulk

The echoes of broken promises and dreams unfulfilled, manifesting as a floating, translucent shroud of tattered black velvet in a vaguely humanoid shape.

Motives & Tactics: Bind limbs, drop from a great height, lift off the ground, swirl through the air, wrap around heads

Experience: Dreams +4

Difficulty: 16Thresholds: 20/32

ATK: +4 | Shadow Touch: Melee | 3d8+4 mag

HP: 6Stress: 6

FEATURES

Greater Specter - Passive: The Wraith has resistance to physical damage and can move through solid objects. Spooky - Passive: When the Wraith makes a successful attack, all PCs within Close range must mark a Stress, and you gain a Fear. Nightmare Shroud - Action: Spend a Fear to have the Wraith wrap itself around a PC within Melee range, Shrouding the target until they succeed on a Strength Roll to dislodge the Wraith or the Wraith takes Major or greater damage. While Shrouded, the target has disadvantage on attack rolls and marks a Stress when they roll with Fear. Additionally, damage that would be dealt to the Wraith is split evenly between the Wraith and the Shrouded target.

双足飞龙 WYVERNWYVERNT3 标准Standard
难 16阈 18 / 35命 7压 5

双足飞龙 WYVERN

位阶 3 标准

一种双足飞龙,会从山顶巢穴飞下捕食牲畜。

动机与战术: 投下长影、俯冲擒抓、在空中盘旋

经历: 天降死亡 +4

难度: 16阈值: 18 / 35

攻击: +2 | 利齿与利爪: 邻近 | 3d8+5 物理

生命点: 7压力点: 5

特性

  • 双重打击 Double Strike - 动作: 标记 1 压力点,发动两次普通攻击。若两次攻击均成功命中同一目标,合并伤害。

  • 惊怖尖啸 Terrifying Shriek - 动作: 花费 1 恐惧点让双足飞龙发出一声令人脊背发凉的尖啸,使远距离范围内的所有玩家角色处于惊怖状态,直到其进行一次成功的风度掷骰(18)以清除该状态,或双足飞龙被击败为止。处于惊怖状态时,玩家角色掷出希望结果不会因此获得 1 希望点。。

  • 攫抓 Clutch - 反应: 当双足飞龙成功攻击一名玩家角色时,你可以花费 1 恐惧点让双足飞龙用利爪束缚目标,直到该玩家角色进行一次成功的力量掷骰(18),或双足飞龙受到重度或更高伤害为止。以此法被束缚期间,该玩家角色发动攻击具有劣势。

WYVERN

Tier 3 Standard

A two-legged dragon that flies from its mountaintop aerie to devour livestock.

Motives & Tactics: Cast a long shadow, snatch and grab, wheel through the air

Experience: Death from Above +4

Difficulty: 16Thresholds: 18/35

ATK: +2 | Teeth & Claws: Very Close | 3d8+5 phy

HP: 7Stress: 5

FEATURES

Double Strike - Action: Mark a Stress to have the Wyvern make two standard attacks. If both attacks succeed against the same target, combine the damage. Terrifying Shriek - Action: Spend a Fear to have the Wyvern let out a spine-chilling screech. All PCs within Far range are Terrified until they succeed on a Presence Roll (18) to clear the condition or the Wyvern is defeated. While Terrified, a PC doesn’t gain a Hope when they roll with Hope. Clutch - Reaction: When the Wyvern makes a successful attack against a PC, you can spend a Fear to have the Wyvern Restrain the target in its claws until the PC succeeds on a Strength Roll (18) or the Wyvern takes Major or greater damage. While Restrained in this way, the PC has disadvantage on attack rolls.

青年火龙 YOUNG FIRE DRAGONYOUNG FIRE DRAGONT3 独狼Solo
难 18阈 21 / 34命 10压 6

青年火龙 YOUNG FIRE DRAGON

位阶 3 独狼

一条深红巨龙,四肢粗壮,双翼余烬未熄。

动机与战术: 焚烧、保卫巢穴、喷发、飞行、撕碎、抓取

经历: 点燃怒火 +3

难度: 18阈值: 21 / 34

攻击: +7 | 咬噬与利爪: 近距离 | 4d10 物理

生命点: 10压力点: 6

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,青年火龙至多可被聚焦 3 次。照常花费恐惧点来聚焦青年火龙。

  • 威吓 Intimidating - 被动: 当你花费 1 恐惧点来聚焦巨龙时,近距离范围内的所有玩家角色必须标记 1 压力点,否则失去 1 希望点。

  • 烈焰吐息 Flame Breath - 动作: 花费 1 恐惧点让巨龙喷出一股烈焰,对抗近距离范围内正前方的所有目标。每个目标必须进行一次敏捷反应掷骰。失败者受到 4d8+3 魔法伤害;成功者必须标记 1 压力点或承受一半伤害。任一目标若因这次攻击标记 了 生命点,还会处于脆弱状态,直到其恢复 1 生命点。

  • 熔岩喷发 Eruption - 动作: 花费 1 恐惧点让巨龙用尾巴劈开大地,引发熔岩爆发。在远距离范围内选择一点。位于巨龙与该点连线上的每名玩家角色必须进行一次成功的敏捷反应掷骰,否则会被灼伤,处于脆弱状态,直到其下一次休息。每有一名玩家角色失败,你获得 1 恐惧点。

  • 炽热鳞片 Blazing Scales - 反应: 当邻近范围内的生物攻击巨龙时,攻击者必须标记 1 压力点。

  • 劈斩灼烧 Slash and Burn - 反应: 当巨龙普通攻击成功时,你获得 1 恐惧点,并可标记 1 压力点让该次攻击额外造成 10 点魔法伤害。

YOUNG FIRE DRAGON

Tier 3 Solo

A crimson dragon with four powerful limbs and smoldering wings.

Motives & Tactics: Burn, defend lair, erupt, fly, shred, take

Experience: Burning Rage +3

Difficulty: 18Thresholds: 21/34

ATK: +7 | Bite & Claws: Close | 4d10 phy

HP: 10Stress: 6

FEATURES

Relentless (3) - Passive: The Dragon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight it. Intimidating - Passive: When you spend a Fear to spotlight the Dragon, all PCs within Close range must mark a Stress or lose a Hope. Flame Breath - Action: Spend a Fear to have the Dragon unleash a blast of flame against all targets in front of it within Close range. Each target must make an Agility Reaction Roll. Targets who fail take 4d8+3 magic damage. Targets who succeed must mark a Stress or take half damage. A target who marks HP from this attack also becomes Vulnerable until they clear a HP. Eruption - Action: Spend a Fear to have the Dragon crack the earth open with its tail, unleashing an explosion of lava. Choose a point within Far range. Each PC on the line between the Dragon and the chosen point must succeed on an Agility Reaction Roll or get burned, becoming Vulnerable until their next rest. You gain a Fear for each PC who fails. Blazing Scales - Reaction: When a creature within Very Close range attacks the Dragon, the attacker must mark a Stress. Slash and Burn - Reaction: When the Dragon makes a successful standard attack, you gain a Fear and can mark a Stress to have the attack deal an extra 10 magic damage.

青年冰龙 YOUNG ICE DRAGONYOUNG ICE DRAGONT3 独狼Solo
难 18阈 21 / 41命 10压 6

青年冰龙 YOUNG ICE DRAGON

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、保卫所有物、撕咬

经历: 护卫所有物 +3

难度: 18阈值: 21 / 41

攻击: +7 | 啃咬与利爪: 近距离 | 4d10 物理

生命点: 10压力点: 6

特性

  • 无情(3) Relentless (3) - 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 Rend and Crush - 被动: 如果受到巨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 No Hope - 被动: 当玩家角色在巨龙的远距离范围内掷出恐惧结果时,其失去 1 希望点。

  • 暴风雪吐息 Blizzard Breath - 动作: 花费 2 恐惧点在巨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 Avalanche - 动作: 花费 1 恐惧点让巨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 Frozen Scales - 反应: 当一个生物在邻近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 Momentum - 反应: 当青年冰龙成功命中玩家角色时,你获得 1 恐惧点。

YOUNG ICE DRAGON

Tier 3 Solo

A glacier-blue dragon with four powerful limbs and frost-tinged wings.

Motives & Tactics: Avalanche, defend lair, fly, freeze, defend what is mine, maul

Experience: Protect What Is Mine +3

Difficulty: 18Thresholds: 21/41

ATK: +7 | Bite and Claws: Close | 4d10 phy

HP: 10Stress: 6

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.

恐尸Dire WightT3 斗士Bruiser
难 15阈 26/42命 8压 4

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

经历: 投掷 +3

难度: 15阈值: 26/42

攻击: +2 | 尖牙利爪: 邻近 | 3d12+5 物理

生命点: 8压力点: 4

特性

站点补充:非 SRD 2.0 条目。

English source unavailable. Chinese rules shown.

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

经历: 投掷 +3

难度: 15阈值: 26/42

攻击: +2 | 尖牙利爪: 邻近 | 3d12+5 物理

生命点: 8压力点: 4

特性

站点补充:非 SRD 2.0 条目。

贪婪矿工Covetous MinersT3 集群Horde
难 16阈 15/25命 6压 3

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

攻击: +1 | 灵魂鹤嘴镐: 近战 | 3d12+10 魔法

生命点: 6压力点: 3

特性

站点补充:非 SRD 2.0 条目。

English source unavailable. Chinese rules shown.

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

攻击: +1 | 灵魂鹤嘴镐: 近战 | 3d12+10 魔法

生命点: 6压力点: 3

特性

站点补充:非 SRD 2.0 条目。

崇拜魔仆Idolizing ImpT3 杂兵Minion
难 17阈 无/无命 1压 1

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

攻击: +0 | 利爪: 近战 | 7 点 物理

生命点: 1压力点: 1

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。

站点补充:非 SRD 2.0 条目。

English source unavailable. Chinese rules shown.

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

攻击: +0 | 利爪: 近战 | 7 点 物理

生命点: 1压力点: 1

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。

站点补充:非 SRD 2.0 条目。

位阶 4Tier 48–10 级level(s)46

至高死灵师 ARCH-NECROMANCERARCH-NECROMANCERT4 头目Leader
难 21阈 33 / 66命 9压 8

至高死灵师 ARCH-NECROMANCER

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、及时撤退以图再战、复活亡者

经历: 禁忌学识 +3 ,千年智识 +3

难度: 21阈值: 33 / 66

攻击: +6 | 黯能爆裂: 远距离 | 4d12+8 魔法

生命点: 9压力点: 8

特性

  • 死骸之舞 Dance of Death - 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半伤,你也可以花费 1 恐惧点来改为造成全伤。

  • 衰朽光束 Beam of Decay - 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。成功则受到一半伤害。标记了 2 或更多的生命点的生物还必须再标记 2 压力点,且处于 脆弱,直至它骰出希望结果。

  • 开启冥途之门 Open the Gates of Death - 动作: 花费 1 恐惧点以召唤一支丧尸军团,其将在近距离范围处出现且立即获得聚焦。

  • 后会有期,朋友们 Not Today, My Dears - 反应: 当至高死灵师标记了 7 或更多的生命点后,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 Your Life Is Mine - 反应: 倒计时(循环 2d6 )。当至高死灵师标记了 6 或更多的生命点后,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。

ARCH-NECROMANCER

Tier 4 Leader

A decaying mage adorned in dark, tattered robes.

Motives & Tactics: Corrupt, decay, flee to fight another day, resurrect

Experience: Forbidden Knowledge +3, Wisdom of Centuries +3

Difficulty: 21Thresholds: 33/66

ATK: +6 | Necrotic Blast: Far | 4d12+8 mag

HP: 9Stress: 8

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 y ou 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.

摄脑憎恶体 CEPHILITH ABOMINATIONCEPHILITH ABOMINATIONT4 斗士Bruiser
难 19阈 35 / 70命 7压 5

摄脑憎恶体 CEPHILITH ABOMINATION

位阶 4 斗士

一头步履沉重、在沼泽中养大的蛙形巨兽,半透明皮肤下清晰可见蝌蚪似的水蛭在蠕动。

动机与战术: 干重活、威慑性跳跃、出乎意料的迅捷行动、打砸与劫掠

经历: 蛮力 +3

难度: 19阈值: 35 / 70

攻击: +4 | 壮硕重拳: 近战 | 4d10+10 物理

生命点: 7压力点: 5

特性

  • 毒皮 Toxic Skin - 被动: 玩家角色与憎恶体发生身体接触时,必须掷一个 d6 。结果为 3 或更低时,该玩家角色必须标记 1 护甲槽或 2 生命点。

  • 熊抱 Bear Hug - 动作: 标记 1 压力点对近战范围内的一个目标发动普通攻击。成功时,目标受到普通攻击的伤害并处于被擒抱状态,直到其进行一次成功的力量掷骰逃脱。处于被擒抱状态时,目标处于脆弱与束缚状态。

  • 咬碎! Crunch! - 动作: 花费 1 恐惧点对被憎恶体擒抱的生物造成 4d12 直接物理伤害。

  • 舌击 Tongue Attack - 动作: 花费 1 恐惧点让憎恶体将远距离范围内的一个目标拉进近战范围,然后立即再次聚焦憎恶体。

  • 钻皮蛭柱 Burrowing Leechpoles - 反应: 当憎恶体受到重度或更高的伤害时,皮肤爆开,喷射出大量皮下蠕虫。每个近距离范围内的玩家角色都必须进行一次敏捷反应掷骰。失败者身上爬满 2d4 条蛭柱,钻入其皮下。在进行一次成功的灵巧掷骰(21)将它们挖出之前,目标每次受到伤害时,皮下的每条蛭柱都会让伤害 +1。

CEPHILITH ABOMINATION

Tier 4 Bruiser

A lumbering, bog-grown frog beast that has tadpolelike leeches visibly wriggling underneath their translucent skin.

Motives & Tactics: Do the heavy lifting, leap menacingly, move surprisingly fast, smash and grab

Experience: Brute +3

Difficulty: 19Thresholds: 35/70

ATK: +4 | Meaty Fists: Melee | 4d10+10 phy

HP: 7Stress: 5

FEATURES

Toxic Skin - Passive: A PC who comes into physical contact with the Abomination must roll a d6. On a result of 3 or lower, the PC must mark an Armor Slot or 2 HP. Bear Hug - Action: Mark a Stress to make a standard attack against a target within Melee range. On a success, the target takes standard damage and is Grappled until they escape with a successful Strength Roll. While Grappled, the target is Vulnerable and Restrained. Crunch! - Action: Spend a Fear to deal 4d12 direct physical damage to a creature Grappled by the Abomination. Tongue Attack - Action: Spend a Fear to have the Abomination pull a target within Far range into Melee range, then immediately spotlight the Abomination again. Burrowing Leechpoles - Reaction: When the Abomination takes Major or greater damage, their skin erupts in an explosion of subcutaneous wrigglers. Each PC within Close range must make an Agility Reaction Roll. Targets who fail are covered in 2d4 leechpoles, which burrow under their skin. Until the leechpoles are dug out with a successful Finesse Roll (21), any damage the target takes gains a +1 bonus for each leechpole under their skin.

摄脑幼体 CEPHILITH HATCHLINGCEPHILITH HATCHLINGT4 杂兵Minion
难 18阈 无命 1压 1

摄脑幼体 CEPHILITH HATCHLING

位阶 4 杂兵

一种形似鱿鱼的寄生生物,会攀附在猎物头骨上,用异维神经毒素浸浴受害者的脑部。

动机与战术: 攀爬、采食、孵化、麻痹、窜逃

经历: 心灵 +2

难度: 18阈值: 无

攻击: +3 | 倒钩吸盘: 近战 | 9 物理

生命点: 1压力点: 1

特性

  • 杂兵(12) Minion (12) - 被动: 摄脑幼体受到任何伤害即被击败。玩家角色每对摄脑幼体造成 12 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 诱导昏迷 Comatize - 动作: 花费 1 恐惧点让幼体攀附在近战范围内一名玩家角色的头上。幼体向该玩家角色的大脑注入精神化学物质,使目标必须标记 1 压力点;之后每当任何玩家角色掷出恐惧失败时,其必须再标记 1 压力点。玩家角色可以花费 与自身已标记 压力点数量相等的希望点来移除这只幼体。若玩家角色在幼体附身期间标记 了最后 1 压力点,该玩家角色必须进行死亡行动。若该玩家角色死亡,你可以花费 1 恐惧点将其复活为摄脑初修。

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有摄脑幼体。这些摄脑幼体移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名摄脑幼体造成 9 点物理伤害。合并计算这些伤害。

CEPHILITH HATCHLING

Tier 4 Minion

A squidlike parasite that latches onto their prey’s skull, bathing the victim’s brain in extradimensional neurotoxins.

Motives & Tactics: Climb, feed, hatch, numb, scuttle

Experience: Psychic +2

Difficulty: 18Thresholds: None

ATK: +3 | Barbed Suckers: Melee | 9 phy

HP: 1Stress: 1

FEATURES

Minion (12) - Passive: The Hatchling is defeated when they take any damage. For every 12 damage a PC deals to the Hatchling, the PC defeats an additional Minion within range the attack would succeed against. Comatize - Action: Spend a Fear to have the Hatchling latch onto the head of a PC within Melee range. The PC must mark a Stress as the Hatchling injects the PC’s brain with psycho-chemicals, and they must mark an additional Stress each time any PC fails a roll with Fear. The PC can remove the Hatchling by spending a number of Hope equal to the number of Stress they have marked. If a PC marks their last Stress while the Hatchling is latched on, the PC must make a death move. If the PC dies, you can spend a Fear to resurrect them as a Cephilith Novitiate. Group Attack - Action: Spend a Fear to choose a target and spotlight all Cephilith Hatchlings within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 9 physical damage each. Combine this damage.

摄脑初修 CEPHILITH NOVITIATECEPHILITH NOVITIATET4 杂兵Minion
难 16阈 无命 1压 1

摄脑初修 CEPHILITH NOVITIATE

位阶 4 杂兵

凡人界域的卓越人物,为换取诡异异能而献出了自己的心智。

动机与战术: 助人看见真相、为“祂”铺路、寻求禁忌知识

经历: 幻象 +2

难度: 16阈值: 无

攻击: +2 | 异界威能: 近战 | 12 物理

生命点: 1压力点: 1

特性

  • 杂兵(12) Minion (12) - 被动: 摄脑初修受到任何伤害即被击败。玩家角色每对摄脑初修造成 12 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有摄脑初修。这些摄脑初修移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名摄脑初修造成 12 点物理伤害。合并计算这些伤害。

  • 自我牺牲 Sacrifice Self - 动作: 花费 1 恐惧点让摄脑初修冲向远距离范围内的一个目标并融入其体内。对该目标造成 12 点直接魔法伤害,然后击败该摄脑初修。

CEPHILITH NOVITIATE

Tier 4 Minion

A luminary of the Mortal Realm who has given their mind to extradimensional entities in exchange for eldritch abilities.

Motives & Tactics: Help others see the Truth, make way for It, seek forbidden knowledge

Experience: Visions +2

Difficulty: 16Thresholds: None

ATK: +2 | Eldritch Might: Melee | 12 phy

HP: 1Stress: 1

FEATURES

Minion (12) - Passive: The Novitiate is defeated when they take any damage. For every 12 damage a PC deals to the Novitiate, the PC defeats an additional Minion within range the attack would succeed against. Group Attack - Action: Spend a Fear to choose a target and spotlight all Cephilith Novitiates within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 12 physical damage each. Combine this damage. Sacrifice Self - Action: Spend a Fear to have the Novitiate charge at a target within Far range and melt into them. Deal 12 direct magic damage to the target and defeat the Novitiate.

摄脑祭司 CEPHILITH PRIESTCEPHILITH PRIESTT4 头目Leader
难 20阈 37 / 70命 7压 5

摄脑祭司 CEPHILITH PRIEST

位阶 4 头目

来自外层界域的类人生物,浑身湿滑、没有面孔,手指细长,皮肤半透明,皮下可见蠕虫蠕动。

动机与战术: 击溃不信者的心智、为摄脑泰坦降临做准备、颂扬其名

经历: 外层界域 +4

难度: 20阈值: 37 / 70

攻击: +8 | 心灵打击: 远距离 | 4d10+10 魔法

生命点: 7压力点: 5

特性

  • 心灵冲击 Psychic Blast - 动作: 花费 1 恐惧点选择近距离范围内至多三名玩家角色,迫使他们进行一次知识反应掷骰。成功者受到 2d10+5 点直接魔法伤害;失败者受到 4d10+10 点直接魔法伤害,并处于脆弱状态,直到其被聚焦。

  • 大脑入侵 Cerebral Incursion - 动作: 花费 1 恐惧点选择一个近战范围内的脆弱目标。祭司抓住目标,将细长手指插入其耳、鼻、口中。目标必须成功通过一次力量反应掷骰,否则标记 1d6 压力点,同时祭司清除 等量的 压力点。

  • 念力擒拿 Telekinetic Grasp - 反应: 当祭司对一名玩家角色进行了一次成功的普通攻击时,你可以标记 1 压力点,使目标处于束缚状态,直到其花费 1 希望点。

CEPHILITH PRIEST

Tier 4 Leader

A perpetually moist, faceless humanoid from the Outer Realms who has elongated fingers and translucent skin, under which one can see wriggling worms.

Motives & Tactics: Break the unbelievers’ minds, prepare this world for the Cephilith Titan’s arrival, sing its praises

Experience: Outer Realms +4

Difficulty: 20Thresholds: 37/70

ATK: +8 | Psychic Strike: Far | 4d10+10 mag

HP: 7Stress: 5

FEATURES

Psychic Blast - Action: Spend a Fear to choose up to three PCs within Close range and force them to make a Knowledge Reaction Roll. Targets who succeed take 2d10+5 direct magic damage. Targets who fail take 4d10+10 direct magic damage and are Vulnerable until spotlighted. Cerebral Incursion - Action: Spend a Fear to choose a Vulnerable target within Melee range. The Priest grabs the target and inserts their elongated fingers into the target’s ears, nose, and mouth. The target must succeed on a Strength Reaction Roll or mark 1d6 Stress, and the Priest clears an equal number of Stress. Telekinetic Grasp - Reaction: When the Priest makes a successful standard attack against a PC, you can mark a Stress to Restrain the target until they spend a Hope.

摄脑泰坦 CEPHILITH TITANCEPHILITH TITANT4 独狼Solo
难 20阈 38 / 68命 10压 10

摄脑泰坦 CEPHILITH TITAN

位阶 4 独狼

一个跨维度实体,形如体型大到不可思议、生有双翼的类人生物,头部形似章鱼,长着一排排发光的眼睛。

动机与战术: 召唤并吞噬信徒,腐蚀现实,入侵凡人界域,倾泻混乱

经历: 混沌 +5,心灵 +5

难度: 20阈值: 38 / 68

攻击: +8 | 伪爪: 近距离 | 4d8+10 魔法

生命点: 10压力点: 10

特性

  • 无情 Relentless (X) - 被动: 每个游戏主持人轮次中,摄脑泰坦至多可被聚焦 X 次,X 等于场景中的玩家角色数量。照常花费恐惧点来聚焦摄脑泰坦。

  • 惊怖 Terrifying - 被动: 当摄脑泰坦攻击成功时,近距离范围内的所有玩家角色失去 1 希望点,你获得 1 恐惧点。

  • 仅是一道投影 Merely a Projection - 被动: 泰坦以一道心灵投影现身凡人界域,这道投影近似其真实形态。其对物理伤害免疫,对魔法伤害具有抗性。

  • 心灵尖啸 Psychic Scream - 动作: 花费 1 恐惧点令泰坦释放来自异界的、足以粉碎心智的噩梦景象洪流。每个在远距离范围内的玩家角色都必须进行一次本能反应掷骰(22)。失败者受到 4d12 点直接魔法伤害;成功者必须标记 1 压力点。

  • 召唤信徒 Summon Worshippers - 动作: 花费 1 恐惧点召唤 1d4 只摄脑憎恶体,它们出现在远距离范围内,然后选择其中一只立即聚焦。

  • “它来了……” “It’s Here…” - 进化: 当泰坦已标记 一半 生命点时,它现出完整形态,恢复 所有 生命点,并失去“仅是一道投影”特性。在此形态下,任何生物因泰坦的普通攻击标记生命点时,还必须额外标记 1 生命点。

CEPHILITH TITAN

Tier 4 Solo

A transdimensional entity in the form of an impossibly large, winged humanoid with an octopus-shaped head and rows of glowing eyes.

Motives & Tactics: Call and consume followers, corrupt reality, invade the Mortal Realm, spew forth chaos

Experience: Chaos +5, Psychic +5

Difficulty: 20Thresholds: 38/68

ATK: +8 | Pseudoclaw: Close | 4d8+10 mag

HP: 10Stress: 10

FEATURES

Relentless (X) - Passive: The Titan can be spotlighted up to X times per GM turn, where X equals the number of PCs in the scene. Spend Fear as usual to spotlight them. Terrifying - Passive: When the Titan makes a successful attack, all PCs within Close range lose a Hope, and you gain a Fear. Merely a Projection - Passive: The Titan appears in the Mortal Realm as a psychic projection approximating their true form. They have immunity to physical damage and resistance to magic damage. Psychic Scream - Action: Spend a Fear to have the Titan unleash a mind-shattering onslaught of nightmarish visions from the Outer Realms. Each PC within Far range must make an Instinct Reaction Roll (22). Targets who fail take 4d12 direct magic damage. Targets who succeed must mark a Stress. Summon Worshippers - Action: Spend a Fear to summon 1d4 Cephilith Abominations, which appear within Far range, then choose one to immediately spotlight. “It’s Here…” - Evolution: When the Titan has marked half their HP, they manifest in their full form, clearing all HP and losing the “Merely a Projection” feature. While the Titan is in this form, a creature who marks HP from the Titan’s standard attack must mark an additional HP.

西帕克特利 CIPACTLICIPACTLIT4 独狼Solo
难 20阈 35 / 60命 8压 5

西帕克特利 CIPACTLI

位阶 4 独狼

一头巨型鳄鱼,身上拼接覆盖着鱼鳞、蟾蜍皮和数十张饥饿的嘴。

动机与战术: 吞噬,重塑大地,践踏

经历: 饥渴 +3,原初 +3

难度: 20阈值: 35 / 60

攻击: +8 | 咬噬: 近距离 | 4d8+12 物理

生命点: 8压力点: 5

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,西帕克特利至多可被聚焦 3 次。照常花费恐惧点来聚焦西帕克特利。

  • 众多口腭 Many Mouths - 动作: 标记 1 压力点,对所有邻近范围内的目标发动一次普通攻击。被西帕克特利成功命中的目标还必须标记 1 压力点。

  • 狂乱进食 Frenzied Feeding - 动作: 花费 1 恐惧点迫使所有近距离范围内的玩家角色必须进行一次成功的本能反应掷骰,否则受到 4d6 点直接物理伤害。西帕克特利为每个因这次攻击受到严重伤害的生物恢复 1 生命点。

  • 震地脚步 Quaking Footfalls - 动作: 标记 1 压力点迫使每个远距离范围内的玩家角色进行一次敏捷反应掷骰。失败者必须标记 2 压力点,并处于脆弱状态,直到受到伤害为止。成功者必须标记 1 压力点。

  • 血涌生机 Lifeblooded - 反应: 当西帕克特利受到严重伤害时,它的血液溅落地面,立刻炸裂成一片丛林。所有近距离范围内的生物暂时处于束缚状态。

  • 翠绿爆发 Verdant Explosion - 反应: 当西帕克特利标记 最后一个 生命点时,它的身体炸裂成一片吞没地面的浓密植被。

CIPACTLI

Tier 4 Solo

A gargantuan crocodile that has a body covered in a patchwork of fish scales, toad skin, and dozens of hungry mouths.

Motives & Tactics: Consume, reshape the land, trample

Experience: Hungry +3, Primordial +3

Difficulty: 20Thresholds: 35/60

ATK: +8 | Bite: Close | 4d8+12 phy

HP: 8Stress: 5

FEATURES

Relentless (3) - Passive: The Cipactli can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight it. Many Mouths - Action: Mark a Stress to make a standard attack against all targets within Very Close range. Targets the Cipactli succeeds against must also mark a Stress. Frenzied Feeding - Action: Spend a Fear to force all PCs within Close range to succeed on an Instinct Reaction Roll or take 4d6 direct physical damage. The Cipactli clears a HP for each creature who took Severe damage from this attack. Quaking Footfalls - Action: Mark a Stress to force each PC within Far range to make an Agility Reaction Roll. Targets who fail must mark 2 Stress and are Vulnerable until they take damage. Targets who succeed must mark a Stress. Lifeblooded - Reaction: When the Cipactli takes Severe damage, its blood splashes to the ground and instantly erupts into a jungle. All creatures within Close range are temporarily Restrained. Verdant Explosion - Reaction: When the Cipactli marks its last HP, its body erupts into dense vegetation that overtakes the landscape.

云端泰坦 CLOUD TITANCLOUD TITANT4 社交Social
难 18阈 26 / 42命 6压 5

云端泰坦 CLOUD TITAN

位阶 4 社交

一个俊美得令人心折的蓝皮肤巨人,身穿最上等的丝绸,浑身珠光宝气。他们耽于精致享乐,住在一座堆满珍宝的天空宫殿里。

动机与战术: 获取珍稀贵重之物,赞美美,绝不错过任何有趣的赌局

经历: 奢华 +3,贵族 +3

难度: 18阈值: 26 / 42

攻击: +3 | 珠光利刃: 邻近 | 4d6+8 物理

生命点: 6压力点: 5

特性

  • 闪电打击 Lightning Strike - 动作: 标记 1 压力点对一个远距离范围内的目标发动攻击。成功时造成 4d10+14 魔法伤害,并掷一枚 d6 。掷出 4 或更高时,闪电会进行弹射,泰坦将这次攻击转向对抗前一目标邻近范围内的另一目标。闪电每次弹射,造成的伤害减少 1d10 。

  • 迷雾编织者 Mist Weaver - 动作: 花费 1 恐惧点,选择远距离范围内的一点。泰坦在该点近距离范围内召来浓雾。对雾中以及雾另一侧的敌人,泰坦处于隐藏状态,且对雾中的生物的攻击具有优势。浓雾持续到泰坦标记生命点为止。

  • 雾化变形 Nebulous Transformation - 动作: 标记 1 压力点,泰坦化为一团迷雾,填满邻近范围区域。此形态下,泰坦受到双倍魔法伤害,对物理伤害免疫。该形态持续到泰坦主动解除或受到严重伤害为止。

  • 释放兽群 Unleash the Menagerie - 动作: 每场景一次,标记 任意数量的 压力点,召唤等量的狮鹫;它们出现在近距离范围处。

  • 驭风者 Wind Worker - 动作: 花费 1 恐惧点,泰坦向一个目标吹出狂风,该目标位于近距离范围内。目标受到 4d6+8 物理伤害,并被从当前位置击退到远距离范围处。

  • 孤注一掷 Double or Nothing - 反应: 当你将从一次对抗泰坦的攻击中获取恐惧点时,你可以掷一枚 d6 。结果为奇数,则不获得恐惧点;结果为偶数,则改为获得 2 恐惧点而非 1 恐惧点。

CLOUD TITAN

Tier 4 Social

A devastatingly attractive, blue-skinned goliath dressed in the finest silks and dripping with jewelry. They luxuriate in the finer things and dwell in a sky palace filled with treasure.

Motives & Tactics: Acquire rare and valuable things, celebrate beauty, never pass up an interesting wager

Experience: Luxury +3, Nobility +3

Difficulty: 18Thresholds: 26/42

ATK: +3 | Bejeweled Blade: Very Close | 4d6+8 phy

HP: 6Stress: 5

FEATURES

Lightning Strike - Action: Mark a Stress to make an attack against a target within Far range. On a success, deal 4d10+14 magic damage and roll a d6. On a result of 4 or higher, the lightning bounces, and the Titan makes this attack against a different target within Very Close range of the previous target. Each time the lightning bounces, decrease the damage it deals by 1d10. Mist Weaver - Action: Spend a Fear and choose a point within Far range. The Titan conjures a thick fog over the area within Close range of that point. The Titan is Hidden to enemies within and on the other side of the fog and has advantage on attacks against creatures inside it. The fog lasts until the Titan marks HP. Nebulous Transformation - Action: Mark a Stress to have the Titan transform into a misty cloud that fills a Very Close area. While in this form, the Titan takes double magic damage and has immunity to physical damage. This form lasts until the Titan chooses to drop out of it or takes Severe damage. Unleash the Menagerie - Action: Once per scene, mark any number of Stress to summon an equal number of Griffins, which appear at Close range. Wind Worker - Action: Spend a Fear to have the Titan blast wind at a target within Close range. The target takes 4d6+8 physical damage and is pushed back to Far range from their current position. Double or Nothing - Reaction: When you would gain a Fear from an attack against the Titan, you can roll a d6. On an odd result, you don’t gain the Fear. On an even result, you gain 2 Fear instead of 1.

恶魔领主贝祖格 DEMON LORD BERZUGDEMON LORD BERZUGT4 独狼Solo
难 20阈 35 / 70命 12压 8

恶魔领主贝祖格 DEMON LORD BERZUG

位阶 4 独狼

他是轮回下界里某个深层圈的统治者,也是一头巨大的混种野兽:蛇尾、蜥蜴后腿、蟹钳手臂,外加一颗双面狼头。

动机与战术: 破坏善良、制造混乱、拉下对手

经历: 地狱知识 +3

难度: 20阈值: 35 / 70

攻击: +8 | 深渊之爪: 近距离 | 4d12+10 物理

生命点: 12压力点: 8

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,恶魔领主贝祖格至多可被聚焦 3 次。照常花费恐惧点来聚焦恶魔领主贝祖格。

  • 混沌鞭笞 Chaos Lash - 动作: 标记 1 压力点,贝祖格挥鞭抽打至多三名近距离范围内的玩家角色,并迫使每个目标进行一次敏捷反应掷骰。失败者受到 4d20 点物理伤害;成功者只受一半伤害。

  • 凝视深渊 Gaze into the Abyss - 动作: 花费 1 恐惧点,贝祖格与一名远距离范围内的玩家角色四目相对。目标必须进行一次成功的风度反应掷骰,否则获得下列一种状态(掷一枚 d6 ,取对应结果): 1–2:迷惑。目标立刻移动到贝祖格的近战范围内,并处于脆弱与束缚状态,直到其见一次成功的本能掷骰清除该状态。 3–4:混乱。目标每次进行动作掷骰时必须标记 1 压力点,直到其进行一次成功的知识掷骰清除该状态。 5–6:魅惑。在该玩家角色进行一次成功的风度掷骰清除该状态前,你可以在游戏主持人轮次中聚焦该玩家角色,将其当作敌人进行行动。当你这样做时,选择一个被魅惑玩家角色的近距离范围内的目标。被魅惑的玩家角色移动到该目标的近战范围内,对其发起一次使用 d20 而不是二元骰的武器攻击。

  • 粉碎打击 Crushing Strike - 反应: 当玩家角色因贝祖格的普通攻击标记生命点时,你可以标记 1 压力点,迫使其标记压力点,数量等于其标记 的 生命点。你获得 1 恐惧点。

  • 骇人 Horrifying - 反应: 当玩家角色对贝祖格发动的攻击失败时,你获得 1 恐惧点。

DEMON LORD BERZUG

Tier 4 Solo

The ruler of a deep circle in the Circles Below and a huge hybrid beast with a serpent’s tail, a lizard’s hind legs, a crab’s claw arms, and a two-faced wolf’s head.

Motives & Tactics: Destroy goodness, sow chaos, unseat rivals

Experience: Infernal Knowledge +3

Difficulty: 20Thresholds: 35/70

ATK: +8 | Abyssal Claws: Close | 4d12+10 phy

HP: 12Stress: 8

FEATURES

Relentless (3) - Passive: Berzug can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Chaos Lash - Action: Mark a Stress to have Berzug lash at up to three PCs within Close range and force each target to make an Agility Reaction Roll. Targets who fail take 4d20 physical damage. Targets who succeed take half damage. Gaze into the Abyss - Action: Spend a Fear to have Berzug lock eyes with a PC within Far range. The target must succeed on a Presence Reaction Roll or gain one of the following conditions (roll a d6 and use the corresponding result ): 1–2: Mesmerized. The target immediately moves into Melee range of Berzug and is Vulnerable and Restrained until they clear the condition with a successful Instinct Roll. 3–4: Confused. The target must mark a Stress each time they make an action roll until they clear the condition with a successful Knowledge Roll. 5–6: Enthralled. Until the PC makes a successful Presence Roll to clear the condition, you can spotlight them during a GM turn as if they were an adversary. When you do so, choose a target within Close range of the Enthralled PC. The Enthralled PC moves into Melee range of the target and makes a weapon attack against them using a d20 instead of Duality Dice. Crushing Strike - Reaction: When a PC marks HP from Berzug’s standard attack, you can mark a Stress to force them to mark a number of Stress equal to the number of HP they marked. You gain a Fear. Horrifying - Reaction: When a PC fails an attack against Berzug, you gain a Fear.

龙母米特拉 DRAGON MOTHER MITERADRAGON MOTHER MITERAT4 独狼Solo
难 16阈 35 / 65命 12压 10

龙母米特拉 DRAGON MOTHER MITERA

位阶 4 独狼

一头体型庞大的七首龙,覆满璀璨的钻石鳞片,鳞片折射出彩虹般的所有色彩。

动机与战术: 诞下毁灭、掌控战场、飞行、驱逐入侵者、用尽一切可用手段

经历: 远古 +5

难度: 16阈值: 35 / 65

攻击: +8 | 咬噬与斩击: 近距离 | 4d10+10 物理

生命点: 12压力点: 10

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,龙母米特拉至多可被聚焦 3 次。照常花费恐惧点来聚焦龙母米特拉。

  • 钻石隐鳞 Diamond Hide - 被动: 倒计时(7)。米特拉首次现身时启动此倒计时。米特拉的难度获得等同于倒计时骰当前数值的加值。该倒计时由米特拉的“七首”特性推进。倒计时触发时,米特拉处于脆弱状态,攻击掷骰获得 +2 加值。

  • 元素吐息 Elemental Breath - 动作: 标记 1 压力点让米特拉自选一个头颅释放元素能量:

    1)火焰。对近距离范围内 1d4+1 个目标造成 4d12 魔法伤害。受到伤害的目标必须标记 1 护甲槽,或额外标记 2 生命点。 2)闪电。对远距离范围内 1d6 个目标造成 4d12 魔法伤害;除第一个目标外,每个目标都必须在前一个目标的近距离范围内。 3)强酸。米特拉面前近距离范围内的每个玩家角色必须进行一次敏捷反应掷骰。失败者标记 2 护甲槽和 2 生命点;成功者标记 1 护甲槽和 1 生命点。 4)毒息。米特拉近距离范围内弥漫起剧毒沼泽瘴气,使所有目标处于中毒状态。中毒期间,每个目标的动作掷骰具有劣势,直到该目标标记 1d4 压力点来清除此状态。 5)寒冰。米特拉面前近距离范围内的每个目标受到 4d8+8 魔法伤害,并被寒冰冻结,处于束缚状态;目标必须进行一次成功的力量掷骰才能挣脱。此外,该区域会被冰面覆盖,玩家角色若要通过,必须进行一次成功的敏捷反应掷骰。 6)黑暗。一团魔法暗影之云充满近距离范围内一片区域。除米特拉外,身处云中的所有生物处于脆弱状态,且依赖视觉的动作掷骰具有劣势。当米特拉的“七首”特性移除本元素吐息选项时,暗影消散。 7)光芒。一道纯净光能束对极远范围内直线上的每个生物造成 28 点直接魔法伤害。

  • 扫尾 Tail Swipe - 动作: 花费 1 恐惧点攻击近距离范围内所有目标。本次攻击对抗成功的目标受到 2d20+10 物理伤害,并被击退至远距离范围处。因这次攻击标记生命点的目标处于脆弱状态,直到其恢复 1 生命点。本次攻击对抗失败的目标必须标记 1 压力点。

  • 可怖 Fearsome - 反应: 当龙母米特拉对一名玩家角色的攻击成功,或一名在龙母米特拉远距离范围内的玩家角色掷骰失败时,你获得 1 恐惧点。

  • 七首 Seven-Headed - 反应: 米特拉受到伤害时,掷一枚 d8 。永久移除与结果对应的“元素吐息”选项。若结果为 8 ,或对应选项已被移除,则推进钻石隐鳞倒计时(见“钻石隐鳞”)。

DRAGON MOTHER MITERA

Tier 4 Solo

A gargantuan seven-headed dragon with dazzling diamond scales that shine with every color of the rainbow.

Motives & Tactics: Birth destruction, control the battlefield, fly, repel invaders, use all available options

Experience: Ancient +5

Difficulty: 16Thresholds: 35/65

ATK: +8 | Bite & Slash: Close | 4d10+10 phy

HP: 12Stress: 10

FEATURES

Relentless (3) - Passive: Mitera can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight her. Diamond Hide - Passive: Countdown (7). When Mitera first appears, activate the countdown. Mitera gains a bonus to her Difficulty equal to the countdown die’s current value. It ticks down from Mitera’s “Seven-Headed” feature. When the countdown triggers, Mitera becomes Vulnerable and gains a +2 bonus to attack rolls. Elemental Breath - Action: Mark a Stress to have Mitera unleash elemental energy from one head of your choice:

  1. Fire. Deal 4d12 magic damage to 1d4+1 targets within Close range. Targets who take damage must mark an Armor Slot or 2 additional HP.
  2. Lightning. Deal 4d12 magic damage to 1d6 targets within Far range, so long as each target beyond the first is within Close range of the previous target.
  3. Acid. Each PC in front of Mitera within Close range must make an Agility Reaction Roll. Targets who fail must mark 2 Armor Slots and 2 HP. Targets who succeed must mark an Armor Slot and a HP.
  4. Poison. A miasma of toxic swamp gas Sickens all targets within Close range of Mitera. While Sickened, a target has disadvantage on action rolls until they mark 1d4 Stress to clear the condition.
  5. Ice. Each target in front of Mitera within Close range takes 4d8+8 magic damage and is Restrained by ice until they break free with a successful Strength Roll. Additionally, this area freezes over and a PC must succeed on an Agility Reaction Roll to move through it.
  6. Darkness. A cloud of magical shadow fills an area within Close range. Creatures inside the cloud except for Mitera are Vulnerable and have disadvantage on action rolls that rely on sight. The cloud dissipates when this Elemental Breath option is removed by Mitera’s “Seven-Headed” feature.
  7. Light. A beam of pure light energy deals 28 direct magic damage to each creature in a line within Very Far range. Tail Swipe - Action: Spend a Fear to attack all targets within Close range. Targets this attack succeeds against take 2d20+10 physical damage and are knocked back to Far range. Targets who mark HP from this attack become Vulnerable until they clear a HP. Targets this attack failed against must mark a Stress. Fearsome - Reaction: When Mitera makes a successful attack roll against a PC or a PC fails a roll within Far range, you gain a Fear. Seven-Headed - Reaction: When Mitera takes damage, roll a d8. Permanently remove the “Elemental Breath” option that corresponds to the result. On a result of 8, or if the corresponding option has already been removed, tick down the Diamond Hide countdown (see “Diamond Hide”).
堕天突击兵 FALLEN SHOCK TROOPFALLEN SHOCK TROOPT4 杂兵Minion
难 18阈 无命 1压 1

堕天突击兵 FALLEN SHOCK TROOP

位阶 4 杂兵

身缠诅咒的亡魂,被堕落诸神的意志所缚

动机与战术: 粉碎,支配,得到救赎,惩戒

经历: —

难度: 18阈值: 无

攻击: +2 | 受咒之斧: 邻近 | 12 物理

生命点: 1压力点: 1

特性

  • 杂兵(12) Minion (12) - 被动: 堕天突击兵在受到任何伤害时都将立即被击败。玩家角色每对堕天突击兵造成 12 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。

  • 毁灭灵光 Aura of Doom - 被动: 当一位玩家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 Group Attack - 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堕天突击兵。当这些杂兵移动至目标的近战范围内,并进行一次共享的攻击掷骰。若成功,每个堕天突击兵造成 12 点物理伤害,将这些伤害合并计算。

FALLEN SHOCK TROOP

Tier 4 Minion

A cursed soul bound to the Fallen’s will.

Motives & Tactics: Crush, dominate, earn relief, punish

Difficulty: 18Thresholds: None

ATK: +2 | Cursed Axe: Very Close | 12 phy

HP: 1Stress: 1

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.

堕天术士 FALLEN SORCERERFALLEN SORCERERT4 辅助Support
难 19阈 26 / 42命 6压 5

堕天术士 FALLEN SORCERER

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

经历: 远古学识 +2

难度: 19阈值: 26 / 42

攻击: +4 | 腐化法杖: 远距离 | 4d6+10 魔法

生命点: 6压力点: 5

特性

  • 焚天业火 Conflagration - 动作: 花费 1 恐惧点释放灭却万物的业火风暴,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 直接魔法伤害。

  • 编织噩梦 Nightmare Tableau - 动作: 标记 1 压力点将远距离范围内的一个生物用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 与 脆弱状态,且可以通过一次成功的本能掷骰挣脱,清除这两个状态。

  • 滑移 Slippery - 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处。

  • 孽罪枷锁 Shackles of Guilt - 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。目标可以进行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。

FALLEN SORCERER

Tier 4 Support

A powerful mage bound by the bargains they made in life.

Motives & Tactics: Acquire, dishearten, dominate, torment

Experience: Ancient Knowledge +2

Difficulty: 19Thresholds: 26/42

ATK: +4 | Corrupted Staff : Far | 4d6+10 mag

HP: 6Stress: 5

FEATURES

Conflagration - Action: Spend a Fear to unleash an all-consuming firestorm 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 first 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.

堕天战神:破域者 FALLEN WARLORD: REALM-BREAKERFALLEN WARLORD: REALM-BREAKERT4 独狼Solo
难 20阈 36 / 66命 8压 5

堕天战神:破域者 FALLEN WARLORD: REALM-BREAKER

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

经历: 征服 +3,历史 +2,威吓 +3

难度: 20阈值: 36 / 66

攻击: +7 | 棘刃长鞭: 近距离 | 4d8+7 物理

生命点: 8压力点: 5

特性

  • 无情(2) Relentless (2) - 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破域者。

  • 恨火之铠 Firespite Plate Armor - 被动: 破域者受到伤害时将其数值降低 2d10 。

  • 磨难鞭笞 Tormenting Lash - 动作: 标记 1 压力点对邻近距离内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 护甲槽点。

  • 怒噬万物 All-Consuming Rage - 反应: 倒计时(递减 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。远距离范围内的所有目标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,就会有一只堕天突击兵Fallen Shock Troop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 Doombringer - 反应: 当目标因破域者的攻击而标记生命点时,所有位于目标的远距离内的玩家角色都失去 1 希望点。

  • 未尝一败 I Have Never Known Defeat (Phase Change) - 反应: 当破域者标记其最后 1 点生命点时,将其替换为无败冠军并立即给予其聚焦。

FALLEN WARLORD: REALM-BREAKER

Tier 4 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

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

Difficulty: 20Thresholds: 36/66

ATK: +7 | Barbed Whip: Close | 4d8+7 phy

HP: 8Stress: 5

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 first time, activate the countdown. When it triggers, create a torrent of incarnate rage that rends flesh 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.

堕天战神:无败冠军 FALLEN WARLORD: UNDEFEATED CHAMPIONFALLEN WARLORD: UNDEFEATED CHAMPIONT4 独狼Solo
难 18阈 35 / 58命 11压 5

堕天战神:无败冠军 FALLEN WARLORD: UNDEFEATED CHAMPION

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

经历: 征服 +3 ,历史 +2 ,威吓 +3

难度: 18阈值: 35 / 58

攻击: +8 | 殁心剑: 邻近 | 4d12+13 物理

生命点: 11压力点: 5

特性

  • 无情(3) Relentless (3) - 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 Faltering Armor - 被动: 无败冠军受到伤害时将其数值降低 1d10 。

  • 粉碎强袭 Shattering Strike - 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。被该次攻击击中的玩家角色还会失去等于其因此次攻击而标记的生命点数量的希望点。

  • 无尽军团 Endless Legions - 动作: 花费 1 恐惧点在远距离范围处召唤数量等于玩家角色两倍的堕天突击兵。

  • 污邪法环 Circle of Defilement - 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 Momentum - 反应: 每当无败冠军对玩家角色的一次攻击成功时,你获得 1 恐惧点。

  • 末日凶兆 Doombringer - 反应: 当目标因无败冠军的攻击而标记生命点时,所有位于目标的远距离内的玩家角色都失去 1 希望点。

FALLEN WARLORD: UNDEFEATED CHAMPION

Tier 4 Solo

That which only the most feared have a chance to fear.

Motives & Tactics: Dispatch merciless death, punish the defiant, secure victory at any cost

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

Difficulty: 18Thresholds: 35/58

ATK: +8 | Heart-Shattering Sword: Very Close | 4d12+13 phy

HP: 11Stress: 5

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 Defilement - Reaction: Countdown (1d8). When the Undefeated Champion is in the spotlight for the first 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.

火焰泰坦督军 FIRE TITAN WARLORDFIRE TITAN WARLORDT4 头目Leader
难 21阈 33 / 66命 9压 8

火焰泰坦督军 FIRE TITAN WARLORD

位阶 4 头目

一名浑身冒烟、嗜战成性的巨人,身穿量身定制的铠甲,手持一柄巨型战锤。

动机与战术: 与对手对抗、征服弱者、打造巨型战争机器

经历: 战术 +4

难度: 21阈值: 33 / 66

攻击: +6 | 巨锤: 邻近 | 4d10+10 物理

生命点: 9压力点: 8

特性

  • 无情(2) Relentless (2) - 被动: 每个游戏主持人轮次中,火焰泰坦督军至多可被聚焦 2 次。照常花费恐惧点来聚焦火焰泰坦督军。

  • 巨像工匠 Colossus Crafter - 被动: 倒计时(6)。督军入场时启动此倒计时。督军每次被聚焦时,倒计时推进 1 。触发时,召唤巨型战争机器出现在战场边缘,并立即获得聚焦。

  • 放出猎犬 Release the Hounds - 动作: 花费 1 恐惧点让督军召唤两个恶魔猎犬群,它们出现在近距离范围处,并立即获得聚焦。

  • 回旋猛击 Spinning Strike - 动作: 标记 1 压力点对邻近范围内所有目标发动普通攻击,并获得 1 恐惧点。

  • 裂地 Ground-Breaking - 动作: 花费 1 恐惧点让督军挥锤砸裂大地,对近距离范围内的一个群体发动一次攻击。攻击成功对抗的目标受到 4d10+10 直接伤害。该区域变为崎岖地形,玩家角色若要通过,必须进行一次成功的敏捷反应掷骰(16)。

FIRE TITAN WARLORD

Tier 4 Leader

A smoldering, battle-obsessed goliath wearing bespoke armor and wielding a massive maul.

Motives & Tactics: Compete against rivals, conquer the weak, craft colossal war machines

Experience: Tactics +4

Difficulty: 21Thresholds: 33/66

ATK: +6 | Maul: Very Close | 4d10+10 phy

HP: 9Stress: 8

FEATURES

Relentless (2) - Passive: The Warlord can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. Colossus Crafter - Passive: Countdown (6). When the Warlord enters the scene, activate the countdown. It ticks down when the Warlord is spotlighted. When it triggers, summon the Gargantuan War Machine, which appears at the edge of the battlefield and immediately takes the spotlight. Release the Hounds - Action: Spend a Fear to have the Warlord summon two Demonic Hound Packs, which appear at Close range and immediately take the spotlight. Spinning Strike - Action: Mark a Stress to make a standard attack against all targets within Very Close range and gain a Fear. Ground-Breaking - Action: Spend a Fear to have the Warlord crack the earth with a downward swing of their maul and make an attack against a group within Close range. Targets the attack succeeds against take 4d10+10 direct damage. The area becomes rough terrain, and a PC must succeed on an Agility Reaction Roll (16) to move through it.

巨型战争机器 GARGANTUAN WAR MACHINEGARGANTUAN WAR MACHINET4 独狼Solo
难 20阈 48 / 88命 10压 6

巨型战争机器 GARGANTUAN WAR MACHINE

位阶 4 独狼

这座 100 英尺高的精金构装体长着宝石双眼,靠胸口的胸口元素烈焰坩埚驱动。

动机与战术: 粉碎、破坏

经历: 坚不可摧 +3

难度: 20阈值: 48 / 88

攻击: +7 | 铁拳: 近距离 | 4d12+10 物理

生命点: 10压力点: 6

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,巨型战争机器至多可被聚焦 3 次。照常花费恐惧点来聚焦巨型战争机器。

  • 庞大身形 Awesome Size - 被动: 机器进入战场时,每名玩家角色必须失去 1 希望点或标记 1d4 压力点。

  • 火箭拳 Rocket Punch - 动作: 标记 1 压力点对近距离范围内的一名玩家角色发动一次攻击。成功时,目标受到 4d12+10 点直接物理伤害,并标记 2 护甲槽且无法获得这些 护甲槽的好处。

  • 破地践踏 Ground-Breaking Stomp - 动作: 花费 1 恐惧点选择近距离范围内的一点,并进行一次攻击掷骰以对抗该点近距离范围内的所有敌人。攻击对抗成功的目标受到 4d12 点直接物理伤害,并在被聚焦前处于脆弱状态。此外,整片区域化为瓦砾,玩家角色必须进行一次成功的敏捷反应掷骰 (16) 才能穿过。

  • 超级充能 Supercharged - 反应: 倒计时(循环 2d6 )。机器第一次被聚焦时启动倒计时;之后每被聚焦一次,倒计时便减少 1 。触发时,在本数据块上放置一个指示物,代表机器的胸口坩埚燃起魔法烈焰。此数据块上每有 1 个指示物,机器的难度与攻击掷骰便获得 +1 加值;其普通攻击额外造成 1d12 伤害。机器受到严重伤害时,移除 1 个指示物。

GARGANTUAN WAR MACHINE

Tier 4 Solo

A 100-foot-tall adamantine construct that has gemstone eyes, powered by a chest crucible of elemental flame.

Motives & Tactics: Crush, destroy

Experience: Unbreakable +3

Difficulty: 20Thresholds: 48/88

ATK: +7 | Fists of Iron: Close | 4d12+10 phy

HP: 10Stress: 6

FEATURES

Relentless (3) - Passive: The Machine can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight it. Awesome Size - Passive: When the Machine enters the battlefield, each PC must either lose a Hope or mark 1d4 Stress. Rocket Punch - Action: Mark a Stress to make an attack against a PC within Close range. On a success, the target takes 4d12+10 direct physical damage and marks 2 Armor Slots without gaining their benefits. Ground-Breaking Stomp - Action: Spend a Fear to choose a point within Close range and make an attack roll against all enemies within Close range of that point. Targets the attack succeeds against take 4d12 direct physical damage and are Vulnerable until they are spotlighted. Additionally, the entire area becomes rubble, and a PC must succeed on an Agility Reaction Roll (16) to move through it. Supercharged - Reaction: Countdown (Loop 2d6). When the Machine is spotlighted for the first time, activate the countdown. It ticks down each time the Machine is spotlighted. When it triggers, place a token on this stat block as the Machine’s chest crucible flares with magical flame. For each token on this stat block, the Machine gains a +1 bonus to Difficulty and attack rolls, and its standard attack deals an extra 1d12 damage. Remove a token when the Machine takes Severe damage.

恐怖军团 GHASTLY LEGIONGHASTLY LEGIONT4 集群Horde
难 17阈 25 / 45命 8压 5

恐怖军团 GHASTLY LEGION

位阶 4 集群(10/生命点)

一支由幽灵组成的庞大军队从无梦的沉眠中苏醒,只为履行古老的誓言。

动机与战术: 制服、效命、集群

经历: 战术 +2

难度: 17阈值: 25 / 45

攻击: +2 | 幽魂武装: 近距离 | 4d6+10 魔法

生命点: 8压力点: 5

特性

  • 集群 Horde (2d6+5) - 被动: 当恐怖军团已标记一半或更多生命点时,其普通攻击改为造成 2d6+5 点魔法伤害。

  • 死灵质 Necroplasmic - 被动: 军团免疫物理伤害,但受到双倍魔法伤害。

  • 终幕 Final Act - 反应: 军团被击败时,会在消散前对近距离范围内所有目标发动一次普通攻击。

GHASTLY LEGION

Tier 4 Horde (10/HP)

A teeming army of ghosts roused from dreamless slumber to fulfill their ancient oath.

Motives & Tactics: Overwhelm, serve, swarm

Experience: Tactics +2

Difficulty: 17Thresholds: 25/45

ATK: +2 | Spectral Armaments: Close | 4d6+10 mag

HP: 8Stress: 5

FEATURES

Horde (2d6+5) - Passive: When the Legion has marked half or more of its HP, its standard attack deals 2d6+5 magic damage instead. Necroplasmic - Passive: The Legion is immune to physical damage and takes double magic damage. Final Act - Reaction: When the Legion is defeated, it makes a standard attack against all targets within Close range before being dispelled.

狮鹫 GRIFFINGRIFFINT4 标准Standard
难 18阈 30 / 45命 6压 4

狮鹫 GRIFFIN

位阶 4 标准

这种大型生物形似狮子,却长着鹰的头、爪与翅膀。

动机与战术: 狩猎、寻找破绽、俯冲袭击

经历: 财宝 +5、敏锐感官 +3

难度: 18阈值: 30 / 45

攻击: +4 | 喙与利爪: 邻近 | 4d8+4 物理

生命点: 6压力点: 4

特性

  • 藏宝癖 Treasure Hoarder - 被动: 当玩家角色因狮鹫的攻击而要标记 任意数量 生命点时,该玩家角色可以选择改为给狮鹫等量袋金币。

  • 俯冲斩击 Swooping Slash - 动作: 移动最多至远距离范围并在途中对一个目标进行一次普通攻击。

GRIFFIN

Tier 4 Standard

A large leonine creature that has the head, talons, and wings of an eagle.

Motives & Tactics: Hunt, look for an opening, swoop

Experience: Riches +5, Keen Senses +3

Difficulty: 18Thresholds: 30/45

ATK: +4 | Beak & Talons: Very Close | 4d8+4 phy

HP: 6Stress: 4

FEATURES

Treasure Hoarder - Passive: When a PC would mark any number of HP from the Griffin’s attack, the PC can choose instead to give the Griffin an equal number of bags of gold. Swooping Slash - Action: Move up to Far range and make a standard attack against a target along the way.

圣化弓手 HALLOWED ARCHERHALLOWED ARCHERT4 远程Ranged
难 19阈 25 / 45命 3压 2

圣化弓手 HALLOWED ARCHER

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

经历: —

难度: 19阈值: 25 / 45

攻击: +4 | 祝圣长弓: 远距离 | 4d8+8 物理

生命点: 3压力点: 2

特性

  • 惩罪者 Punish the Guilty - 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 Divine Volley - 动作: 标记 1 压力点对至多 3 个目标发动一次普通攻击。

HALLOWED ARCHER

Tier 4 Ranged

Spirit soldiers with sanctified bows.

Motives & Tactics: Focus fire, obey, reposition, volley

Difficulty: 19Thresholds: 25/45

ATK: +4 | Sanctified Longbow: Far | 4d8+8 phy

HP: 3Stress: 2

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.

圣化歌者 HALLOWED CHOIRHALLOWED CHOIRT4 集群Horde
难 17阈 24 / 48命 7压 6

圣化歌者 HALLOWED CHOIR

位阶 4 集群(6/生命点)

一群生有双翼的天界类人生物,其歌声唤起人们对神灵的敬畏,从而流下泪水。

动机与战术: 淹没不信之声、扬起歌声

经历: 音乐 +2

难度: 17阈值: 24 / 48

攻击: +2 | 合唱冲击: 远距离 | 4d10 魔法

生命点: 7压力点: 6

特性

  • 集群 Horde (2d10) - 被动: 当圣化歌者已标记一半或更多生命点时,其普通攻击改为造成 2d10 点魔法伤害。

  • 天界尾声 Celestial Coda - 被动: 倒计时(循环 3 )。歌者的神圣歌声会随着每一段副歌不断叠加。歌者首次出现时启动倒计时;每当有玩家角色获得 1 希望点,倒计时便减少 1 。触发时,在本数据块上放置一个指示物。歌者的伤害掷骰获得加值,数值等于本数据块上指示物的数量。

  • 音波猛攻 Aural Assault - 动作: 歌者将积蓄的神圣能量一次性爆发,移除本数据块上所有指示物。每移除 1 个指示物,便对近距离范围内的每个敌人造成 1d12 点直接魔法伤害。

HALLOWED CHOIR

Tier 4 Horde (6/HP)

A heavenly host of winged humanoids whose song calls forth tears of religious awe.

Motives & Tactics: Drown out disbelief, raise voices

Experience: Music +2

Difficulty: 17Thresholds: 24/48

ATK: +2 | Choral Blast: Far | 4d10 mag

HP: 7Stress: 6

FEATURES

Horde (2d10) - Passive: When the Choir has marked half or more of its HP, its standard attack deals 2d10 magic damage instead. Celestial Coda - Passive: Countdown (Loop 3). The Choir’s divine song builds on itself with each refrain. When the Choir first appears, activate the countdown. It ticks down when a PC gains a Hope. When it triggers, place a token on this stat block. The Choir gains a bonus to its damage rolls equal to the number of tokens on this stat block. Aural Assault - Action: The Choir unleashes its built-up divine energy in a single burst, clearing all tokens from this stat block. Deal 1d12 direct magic damage to each enemy within Close range for each token cleared.

圣化士兵 HALLOWED SOLDIERHALLOWED SOLDIERT4 杂兵Minion
难 18阈 无命 1压 2

圣化士兵 HALLOWED SOLDIER

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

经历: —

难度: 18阈值: 无

攻击: +2 | 剑与盾: 近战 | 10 物理

生命点: 1压力点: 2

特性

  • 杂兵(13) Minion (13) - 被动: 圣化士兵在受到任何伤害时都将立即被击败。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 Divine Flight - 被动: 当圣化士兵飞行时,花费 1 恐惧点即可在执行一个动作前在远距离范围内移动,而非近距离范围。

  • 群体攻击 Group Attack - 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。

HALLOWED SOLDIER

Tier 4 Minion

Souls of the faithful, lifted up with divine weaponry.

Motives & Tactics: Obey, outmaneuver, punish, swarm

Difficulty: 18Thresholds: None

ATK: +2 | Sword and Shield: Melee | 10 phy

HP: 1Stress: 2

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 flying, 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.

死亡先驱 HARBINGER OF DEATHHARBINGER OF DEATHT4 潜伏Skulk
难 18阈 28 / 52命 6压 6

死亡先驱 HARBINGER OF DEATH

位阶 4 潜伏

一具干枯的尸体骑在骷髅马背上。它的双眼被缝合,身体裹着满是尘土与灰烬的葬布。

动机与战术: 施行审判、斩杀敌人、来去如风、不死不休、收割灵魂

经历: 审判 +3

难度: 18阈值: 28 / 52

攻击: +8 | 巨镰: 近距离 | 4d10+10 物理

生命点: 6压力点: 6

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,死亡先驱至多可被聚焦 3 次。照常花费恐惧点来聚焦死亡先驱。

  • 坐骑 Mount - 被动: 死亡先驱骑乘坐骑时,难度获得 +2 加值。死亡先驱受到严重伤害时会被击落坐骑。若死亡先驱被击落,坐骑会消失,直到你标记 1 压力点将其再次召唤。

  • 畏惧死神 Fear the Reaper - 被动: 当有生物在死亡先驱的远距离范围内被击败时,你获得 1 恐惧点。

  • 斩首 Decapitate - 动作: 花费 2 恐惧点,让死亡先驱对近战范围内的一名玩家角色进行一次攻击掷骰。成功时,掷一枚 d6 。结果为 6 时,目标标记 全部 生命点,并必须进行一次死亡行动。

  • 唤醒亡者 Wake the Fallen - 动作: 花费 1 恐惧点,并标记 任意数量的 压力点,让死亡先驱复活远距离范围内一名被击败的盟友。复活的盟友恢复等同于所标记压力点数量的生命点。立即聚焦该盟友。

  • 尘归尘,土归土 Ashes to Ashes, Dust to Dust - 反应: 当死亡先驱将要标记生命点时,你可以标记 1 压力点,改由远距离范围内的一名盟友标记 这些 生命点。

HARBINGER OF DEATH

Tier 4 Skulk

A desiccated corpse riding atop a skeletal horse. Their eyes are sewn shut and their body is wrapped in a burial shroud of dust and ash.

Motives & Tactics: Bring judgment, cut them down, move swiftly, seek relentlessly, take souls

Experience: Judgment +3

Difficulty: 18Thresholds: 28/52

ATK: +8 | Great Scythe: Close | 4d10+10 phy

HP: 6Stress: 6

FEATURES

Relentless (3) - Passive: The Harbinger can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Mount - Passive: While the Harbinger is on their mount, they gain a +2 bonus to their Difficulty. When the Harbinger takes Severe damage, they’re knocked from their mount. If the Harbinger is unhorsed, their mount disappears until you mark a Stress to summon it again. Fear the Reaper - Passive: When a creature is defeated within Far range of the Harbinger, you gain a Fear. Decapitate - Action: Spend 2 Fear to have the Harbinger make an attack roll against a PC within Melee range. On a success, roll a d6. On a result of 6, the target marks all HP and must make a death move. Wake the Fallen - Action: Spend a Fear and mark any number of Stress to have the Harbinger resurrect a defeated ally within Far range. The resurrected ally clears a number of HP equal to the number of Stress marked. Immediately spotlight the ally. Ashes to Ashes, Dust to Dust - Reaction: When the Harbinger would mark HP, you can mark a Stress to have an ally within Far range mark the HP instead.

饥荒先驱 HARBINGER OF FAMINEHARBINGER OF FAMINET4 辅助Support
难 18阈 26 / 42命 6压 5

饥荒先驱 HARBINGER OF FAMINE

位阶 4 辅助

一具干瘪脱水的躯壳骑在一匹枯瘦的白马上。它浑身长满嘴巴,周围飞蝇成群。

动机与战术: 吸取、令人贫乏、削弱、凋零

经历: 饥饿 +2, 干渴 +2

难度: 18阈值: 26 / 42

攻击: +4 | 带刺长鞭: 近距离 | 4d8+10 物理

生命点: 6压力点: 5

特性

  • 无情(2) Relentless (2) - 被动: 每个游戏主持人轮次中,饥荒先驱至多可被聚焦 2 次。照常花费恐惧点来聚焦饥荒先驱。

  • 坐骑 Mount - 被动: 饥荒先驱骑乘坐骑时,难度获得 +2 加值。饥荒先驱受到严重伤害时会被击落坐骑。若饥荒先驱被击落,坐骑会消失,直到你标记 1 压力点将其再次召唤。

  • 饥饿之痛 Hunger Pangs - 被动: 倒计时(递减 6 )。饥荒先驱出现时启动倒计时。每当饥荒先驱被聚焦,倒计时推进。触发时,远距离范围内的所有玩家角色各标记 1 压力点并处于饥饿难耐状态。处于饥饿难耐状态时,玩家角色不能花费希望点,直到进行一次成功的本能掷骰清除该状态。

  • 吸取精华 Drain Essence - 动作: 花费 1 恐惧点,选择至多三名玩家角色。每个目标受到 4d6 点魔法伤害。

  • 诸口待饲 Too Many Mouths - 动作: 标记 1 压力点,攻击近战范围内的一名玩家角色。成功时,饥荒先驱抓住目标并大口咬下,造成 4d6 点物理伤害,并使目标受到束缚,直到目标以一次成功的力量掷骰挣脱。

  • 枯萎之触 Withering Touch - 动作: 花费 1 恐惧点,让饥荒先驱轻抚近战范围内一名处于束缚状态的玩家角色的脸庞。目标标记 2 压力点,并失去 1 希望点或标记 1d4 生命点。

HARBINGER OF FAMINE

Tier 4 Support

A dried-out husk of a body riding atop a withered white horse. They are covered in mouths and surrounded by swarming flies.

Motives & Tactics: Drain, impoverish, weaken, wither

Experience: Hunger +2, Thirst +2

Difficulty: 18Thresholds: 26/42

ATK: +4 | Barbed Lash: Close | 4d8+10 phy

HP: 6Stress: 5

FEATURES

Relentless (2) - Passive: The Harbinger can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. Mount - Passive: While the Harbinger is on their mount, they gain a +2 bonus to their Difficulty. When the Harbinger takes Severe damage, they’re knocked from their mount. If the Harbinger is unhorsed, their mount disappears until you mark a Stress to summon it again. Hunger Pangs - Passive: Countdown (Decreasing 6). When the Harbinger appears, activate the countdown. It ticks down when the Harbinger is spotlighted. When it triggers, all PCs within Far range mark a Stress and become Ravenous. While Ravenous, a PC can’t spend Hope until they clear the condition with a successful Instinct Roll. Drain Essence - Action: Spend a Fear to choose up to three PCs. Each target takes 4d6 magic damage. Too Many Mouths - Action: Mark a Stress to attack a PC within Melee range. On a success, the Harbinger grabs the target and bites them, dealing 4d6 physical damage and Restraining the target until they break free with a successful Strength Roll. Withering Touch - Action: Spend a Fear to have the Harbinger caress the face of a Restrained PC within Melee range. The target marks 2 Stress and either loses a Hope or marks 1d4 HP.

瘟疫先驱 HARBINGER OF PESTILENCEHARBINGER OF PESTILENCET4 头目Leader
难 18阈 37 / 70命 7压 8

瘟疫先驱 HARBINGER OF PESTILENCE

位阶 4 头目

一堆肿胀腐烂、由蠕动的昆虫与蛞蝓聚合而成的类人形躯体,骑在一匹被虫蛀蚀的马背上。

动机与战术: 腐蚀纯净之物、感染弱者、召唤瘟疫与疾病

经历: 腐烂 +3

难度: 18阈值: 37 / 70

攻击: +8 | 腐败之触: 近战 | 4d10+10 魔法

生命点: 7压力点: 8

特性

  • 传染光环 Halo of Contagion - 被动: 先驱具有传染性。当一名玩家角色在处于感染状态的生物的邻近范围内进行动作时,该玩家角色掷一枚 d6 。结果为 1 时,该玩家角色处于感染状态。处于感染状态时,该玩家角色在动作掷骰上具有劣势,直到其花费 3 希望点清除此状态。处于感染状态的敌人不受此状态影响。

  • 坐骑 Mount - 被动: 瘟疫先驱骑乘坐骑时,难度获得 +2 加值。瘟疫先驱受到严重伤害时会被击落坐骑。若瘟疫先驱被击落,坐骑会消失,直到你标记 1 压力点将其再次召唤。

  • 蝗群 Locust Swarm - 动作: 花费 2 恐惧点让先驱在极远范围内的一个点召唤一个蝗虫群。该点近距离范围内的每名玩家角色必须标记 1 护甲槽,否则受到 4d10 点直接物理伤害并掷一枚 d6 。结果为 1 –2 时,该玩家角色处于感染状态。

  • 蛙卵 Frog Spawn - 动作: 花费 1 恐惧点让先驱在至多三名位于近距离范围内的玩家角色口中召唤一窝病蛙。每名玩家角色必须进行一次成功的风度反应掷骰,否则受到 4d12 点魔法伤害并掷一枚 d6 。结果为 1 –3 时,该玩家角色处于感染状态。

  • 瘟疫使者 Plague Bringer - 动作: 标记 至多等同于场景内玩家角色数量的 压力点。每标记 1 压力点,先驱就在远距离范围内召唤 1d4 个受感染的僵尸军团,并立即聚焦其中之一。

HARBINGER OF PESTILENCE

Tier 4 Leader

A bloated and rotting agglomeration of wriggling insects and slugs formed into a single humanoid mass riding a worm-eaten horse.

Motives & Tactics: Corrupt the pure, infect the weak, summon plague and disease

Experience: Rot +3

Difficulty: 18Thresholds: 37/70

ATK: +8 | Touch of Corruption: Melee | 4d10+10 mag

HP: 7Stress: 8

FEATURES

Halo of Contagion - Passive: The Harbinger is Contagious. When a PC within Very Close range of a Contagious creature takes an action, the PC rolls a d6. On a result of 1, the PC becomes Contagious. While Contagious, a PC has disadvantage on action rolls until they spend 3 Hope to clear the condition. Contagious adversaries are unaffected by the condition. Mount - Passive: While the Harbinger is on their mount, they gain a +2 bonus to their Difficulty. When the Harbinger takes Severe damage, they’re knocked from their mount. If the Harbinger is unhorsed, their mount disappears until you mark a Stress to summon it again. Locust Swarm - Action: Spend 2 Fear to have the Harbinger conjure a swarm of locusts at a point within Very Far range. Each PC within Close range of that point must either mark an Armor Slot or take 4d10 direct physical damage and roll a d6. On a result of 1–2, the PC becomes Contagious. Frog Spawn - Action: Spend a Fear to have the Harbinger conjure a clutch of diseased frogs inside the mouths of up to three PCs within Close range. Each PC must succeed on a Presence Reaction Roll or take 4d12 magic damage and roll a d6. On a result of 1–3, the PC becomes Contagious. Plague Bringer - Action: M ark any number of Stress up to the number of PCs in the scene. For each Stress you mark, the Harbinger summons 1d4 Contagious Zombie Legions within Far range and immediately spotlights one of them.

战争先驱 HARBINGER OF WARHARBINGER OF WART4 斗士Bruiser
难 21阈 40 / 70命 9压 4

战争先驱 HARBINGER OF WAR

位阶 4 斗士

一名身披黑色铠甲、头戴犄角盔、手持染血战旗的战士。

动机与战术: 破坏到底、堂堂正正地战斗、享受厮杀、盾牌猛击、强力挥砍

经历: 重甲 +3

难度: 21阈值: 40 / 70

攻击: +5 | 战斧: 邻近 | 4d20 物理

生命点: 9压力点: 4

特性

  • 无情(2) Relentless (2) - 被动: 每个游戏主持人轮次中,战争先驱至多可被聚焦 2 次。照常花费恐惧点来聚焦战争先驱。

  • 坐骑 Mount - 被动: 战争先驱骑乘坐骑时,难度获得 +2 加值。战争先驱受到严重伤害时会被击落坐骑。若战争先驱被击落,坐骑会消失,直到你标记 1 压力点将其再次召唤。

  • 铁骰 Iron Dice - 动作: 标记 1 压力点让先驱发动一次冒险的全力攻击。进行一次具有优势的普通攻击。成功时,目标额外标记 1 生命点。失败时,先驱处于脆弱状态,直到其受到或造成伤害。

  • 至高指挥官 Supreme Commander - 动作: 每场景一次,花费 1 恐惧点在近距离范围内召唤 1d6 名圣化士兵,并立即聚焦其中之一。

  • 攻城槌 Battering Ram - 反应: 当一名近距离范围内的玩家角色动作掷骰失败时,你可以花费 1 恐惧点移动到该玩家角色的近战范围内,并对其发动一次具有优势的普通攻击。成功时,该玩家角色受到普通攻击伤害,并处于脆弱状态,直到其被聚焦。

HARBINGER OF WAR

Tier 4 Bruiser

A warrior clad in black armor and a horned helmet and bearing a bloody banner.

Motives & Tactics: Destroy utterly, fight honorably, relish combat, shield-bash, strike powerfully

Experience: Heavy Armor +3

Difficulty: 21Thresholds: 40/70

ATK: +5 | Battle Axe: Very Close | 4d20 phy

HP: 9Stress: 4

FEATURES

Relentless (2) - Passive: The Harbinger can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. Mount - Passive: While the Harbinger is on their mount, they gain a +2 bonus to their Difficulty. When the Harbinger takes Severe damage, they’re knocked from their mount. If the Harbinger is unhorsed, their mount disappears until you mark a Stress to summon it again. Iron Dice - Action: Mark a Stress to have the Harbinger attempt a risky all-out attack. Make a standard attack with advantage. On a success, the target marks an additional HP. On a failure, the Harbinger becomes Vulnerable until they take or deal damage. Supreme Commander - Action: Once per scene, spend a Fear to summon 1d6 Hallowed Soldiers within Close range and immediately spotlight one of them. Battering Ram - Reaction: When a PC fails an action roll within Close range, you can spend a Fear to move into Melee range with the PC and make a standard attack with advantage against them. On a success, the PC takes standard damage and is Vulnerable until they are spotlighted.

上位神使 HIGH SERAPHHIGH SERAPHT4 头目Leader
难 20阈 37 / 70命 7压 5

上位神使 HIGH SERAPH

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

经历: 神圣学识 +3

难度: 20阈值: 37 / 70

攻击: +8 | 圣剑: 邻近 | 4d10+10 物理

生命点: 7压力点: 5

特性

  • 无情(3) Relentless (3) - 被动: 在每个游戏主持人轮次中,上位神使可以至多被聚焦 3 次。像往常一样花费恐惧点来聚焦。

  • 至圣之翼 Divine Flight - 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 Judgment - 动作: 花费 1 恐惧点令一个生物在上位神使之神祇眼中被判为罪人,持续直至上位神使被击败。目标在处于有罪状态时,无法因掷出希望结果而获得希望点。上位神使的普通攻击会在成功命中罪人时造成严重伤害,而非原本的伤害。同一时间内上位神使只能标记一个目标。

  • 神力光束 God Rays - 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(罪人在此掷骰中具有劣势),失败者受到 4d6+12 点魔法伤害,成功则所受伤害减半。

  • 万军齐心 We Are One - 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。以此法被聚焦者的攻击伤害减半。

HIGH SERAPH

Tier 4 Leader

A divine champion, head of a hallowed host of warriors who enforce their god’s will.

Motives & Tactics: Enforce dogma, fly, pronounce judgment, smite

Experience: Divine Knowledge +3

Difficulty: 20Thresholds: 37/70

ATK: +8 | Holy Sword: Very Close | 4d10+10 phy

HP: 7Stress: 5

FEATURES

Relentless (3) - Passive: The Seraph can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Divine Flight - Passive: While the Seraph is flying, 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 reflect 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.

克拉肯 KRAKENKRAKENT4 独狼Solo
难 20阈 35 / 70命 11压 8

克拉肯 KRAKEN

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

经历: 游泳 +3

难度: 20阈值: 35 / 70

攻击: +7 | 触腕: 近距离 | 4d12+10 物理

生命点: 11压力点: 8

特性

  • 无情(3) Relentless (3) - 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 Many Tentacles - 被动: 若克拉肯已标记的生命点数量小于等于 7 ,其普通攻击可同时选择两个范围内的目标。

  • 拖入深渊 Grapple and Drown - 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。这些状态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清除。

  • 腾浪喷涌 Boiling Blast - 动作: 花费 1 恐惧点向一条长度至多为远距离的直线上的任意数量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应掷骰,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 Momentum - 反应: 当克拉肯成功命中玩家角色时,你获得 1 恐惧点。

KRAKEN

Tier 4 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

Experience: Swimming +3

Difficulty: 20Thresholds: 35/70

ATK: +7 | Tentacles: Close | 4d12+10 phy

HP: 11Stress: 8

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.

末日神谕者 ORACLE OF DOOMORACLE OF DOOMT4 独狼Solo
难 20阈 38 / 68命 11压 10

末日神谕者 ORACLE OF DOOM

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

经历: 无尽知识 +4

难度: 20阈值: 38 / 68

攻击: +8 | 精神攻击: 远距离 | 4d8+9 魔法

生命点: 11压力点: 10

特性

  • 惊怖 Terrifying - 被动: 当末日神谕者攻击成功时,所有远距离范围内的玩家角色都失去 1 希望点,而你获得 1 恐惧点。

  • 巨物威压 Walls Closing In - 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 Pronounce Fate - 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 Summon Tormentors - 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处。

  • 噩兆学识 Ominous Knowledge - 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 Vengeful Fate - 反应: 末日神谕者因邻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。

ORACLE OF DOOM

Tier 4 Solo

A towering immortal and incarnation of fate, cursed to only see bad outcomes.

Motives & Tactics: Change environment, condemn, dishearten, toss aside

Experience: Boundless Knowledge +4

Difficulty: 20Thresholds: 38/68

ATK: +8 | Psychic Attack: Far | 4d8+9 mag

HP: 11Stress: 10

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.

异界憎恶体 OUTER REALMS ABOMINATIONOUTER REALMS ABOMINATIONT4 斗士Bruiser
难 19阈 35 / 71命 7压 5

异界憎恶体 OUTER REALMS ABOMINATION

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

经历: —

难度: 19阈值: 35 / 71

攻击: +2d4 | 巨量伪足: 邻近 | 4d6+13 魔法

生命点: 7压力点: 5

特性

  • 混沌形体 Chaotic Form - 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 Disorienting Presence - 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。失败时,其下次动作掷骰具有劣势,且你获得 1 恐惧点。

  • 实界震荡 Reality Quake - 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 Unreal Form - 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。

OUTER REALMS ABOMINATION

Tier 4 Bruiser

A chaotic mockery of life, constantly in flux.

Motives & Tactics: Demolish, devour, undermine

Difficulty: 19Thresholds: 35/71

ATK: +2d4 | Massive Pseudopod: Very Close | 4d6+13 mag

HP: 7Stress: 5

FEATURES

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

异界腐曜体 OUTER REALMS CORRUPTOROUTER REALMS CORRUPTERT4 辅助Support
难 19阈 27 / 47命 4压 3

异界腐曜体 OUTER REALMS CORRUPTOR

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

经历: —

难度: 19阈值: 27 / 47

攻击: +7 | 腐蚀伪足: 邻近 | 4d8+5 魔法

生命点: 4压力点: 3

特性

  • 意志摧毁之触 Will-Shattering Touch - 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。

  • 实界残渣洪流 Disgorge Reality Flotsam - 动作: 标记 1 压力点将被其吞噬消化过的现实残渣喷涌向近距离范围内的所有目标。目标必须进行一次成功的知识反应掷骰,否则标记 2 压力点。

OUTER REALMS CORRUPTER

Tier 4 Support

A shifting, formless mass seemingly made of chromatic light.

Motives & Tactics: Confuse, distract, overwhelm

Difficulty: 19Thresholds: 27/47

ATK: +7 | Corroding Pseudopod: Very Close | 4d8+5 mag

HP: 4Stress: 3

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.

异界仆从 OUTER REALMS THRALLOUTER REALMS THRALLT4 杂兵Minion
难 17阈 无命 1压 1

异界仆从 OUTER REALMS THRALL

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

经历: —

难度: 17阈值: 无

攻击: +3 | 爪与牙: 邻近 | 11 物理

生命点: 1压力点: 1

特性

  • 杂兵(13) Minion (13) - 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 Group Attack - 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。

OUTER REALMS THRALL

Tier 4 Minion

A vaguely humanoid form stripped of memory and identity.

Motives & Tactics: Destroy, disgust, disorient, intimidate

Difficulty: 17Thresholds: None

ATK: +3 | Claws and Teeth: Very Close | 11 phy

HP: 1Stress: 1

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.

猫头鹰女巫 OWL WITCHOWL WITCHT4 辅助Support
难 19阈 27 / 47命 4压 3

猫头鹰女巫 OWL WITCH

位阶 4 辅助

一只巨人般的谷仓猫头鹰,心怀复仇,翼展 15 英尺,长着一张人类的脸。

动机与战术: 吞噬精华、施咒、预知死亡

经历: 魔法 +2、夜行猎手 +2

难度: 19阈值: 27 / 47

攻击: +7 | 剃刀利爪: 邻近 | 4d8+5 物理

生命点: 4压力点: 3

特性

  • 凶兆 Ill Omen - 被动: 当一名玩家角色在近距离范围内进行动作掷骰时,其恐惧骰获得 与你当前 恐惧点数量相等的加值。

  • 女巫屏障 Witch Barrier - 被动: 猫头鹰女巫对魔法伤害具有抗性。

  • 模仿嗓音 Voice Mimicry - 动作: 花费 1 恐惧点让猫头鹰女巫用某个挚爱之人的声音,向听得见呼唤的生物招手。目标必须进行一次成功的本能反应掷骰,否则必须朝猫头鹰女巫靠近,移动至多远距离范围。

  • 噩梦凝视 Nightmare Stare - 动作: 花费 1 恐惧点让猫头鹰女巫使一名远距离范围内的玩家角色处于清醒噩梦状态,除非目标进行一次成功的知识反应掷骰。受影响期间,目标无法恢复 生命点或清除 压力点。另一名玩家角色使用休整行动安抚受影响者后,该状态解除。

  • 暴力终局幻象 Visions of a Violent End - 反应: 当猫头鹰女巫成为攻击目标时,你可以花费 1 恐惧点迫使攻击者进行一次风度反应掷骰。失败时,攻击者必须标记 1d4 压力点,其脑海中涌满可怖的画面。

OWL WITCH

Tier 4 Support

A giant, vengeful barn owl that has a 15-foot wingspan and a human face.

Motives & Tactics: Consume essence, curse, predict death

Experience: Magic +2, Night Stalker +2

Difficulty: 19Thresholds: 27/47

ATK: +7 | Razor Talons: Very Close | 4d8+5 phy

HP: 4Stress: 3

FEATURES

Ill Omen - Passive: When a PC within Close range makes an action roll, their Fear Die gains a bonus equal to the amount of Fear you have. Witch Barrier - Passive: The Owl Witch has resistance to magic damage. Voice Mimicry - Action: Spend a Fear to have the Owl Witch beckon with the voice of a beloved figure to a creature within earshot. The target must succeed on an Instinct Reaction Roll or move up to Far range toward the Owl Witch. Nightmare Stare - Action: Spend a Fear to have the Owl Witch Affl ict a PC within Far range with waking nightmares unless the target succeeds on a Knowledge Reaction Roll. While Affl icted, the target can’t clear HP or Stress. The condition is cleared when another PC uses a downtime move to comfort the Affl icted creature. Visions of a Violent End - Reaction: When the Owl Witch is targeted by an attack, you can spend a Fear to force the attacker to make a Presence Reaction Roll. On a failure, they must mark 1d4 Stress as their mind is flooded with harrowing imagery.

红宝石龙 RUBY DRAGONRUBY DRAGONT4 标准Standard
难 19阈 30 / 50命 6压 4

红宝石龙 RUBY DRAGON

位阶 4 标准

一只巨大的有翼巨龙,闪烁的宝石鳞片下隐约透出火焰。它的体温足以熔化岩石。

动机与战术: 劈裂大地、熔化万物、保护宝藏

经历: 山脉 +4

难度: 19阈值: 30 / 50

攻击: +6 | 利齿与利爪: 近距离 | 4d10+8 物理

生命点: 6压力点: 4

特性

  • 无情(3) Relentless (3) - 被动: 每个游戏主持人轮次中,红宝石龙至多可被聚焦 3 次。照常花费恐惧点来聚焦红宝石龙。

  • 可怖 Fearsome - 被动: 当红宝石龙对一名玩家角色的攻击成功,或一名玩家角色在红宝石龙远距离范围内的动作掷骰失败时,你获得 1 恐惧点。

  • 熔融吐息 Melting Breath - 动作: 标记 1 压力点让巨龙向前方所有玩家角色喷出一股火焰,笼罩近距离范围内的区域。每个目标必须进行一次成功的敏捷反应掷骰,否则受到 4d12+10 魔法伤害,并标记 1 护甲槽,但无法获得 其增益(他们仍可消耗 护甲槽来减少伤害)。

  • 火山裂隙 Volcanic Fissure - 动作: 花费 1 恐惧点让巨龙甩尾对抗地面,劈开一道熔岩裂隙,岩浆涌过近距离范围内的区域。区域内的每名玩家角色必须进行一次敏捷反应掷骰。成功者立刻离开该区域。失败者受到 4d8+5 魔法伤害。在巨龙被击败前,任何进入该区域的生物都会受到 4d8+5 点魔法伤害。

  • 热血 Hot-Blooded - 反应: 当某个生物对巨龙进行一次成功的攻击,且攻击发生在邻近范围内时,龙血从伤口喷溅而出,灼烧攻击者,迫使对方标记 1 护甲槽。若对方无法标记护甲槽,则标记 1d4 生命点。

RUBY DRAGON

Tier 4 Standard

A huge winged dragon that has visible flames beneath its glittering, gem-encrusted scales. Its body heat melts stone.

Motives & Tactics: Crack the earth, melt, protect treasure

Experience: Mountains +4

Difficulty: 19Thresholds: 30/50

ATK: +6 | Tooth & Claw: Close | 4d10+8 phy

HP: 6Stress: 4

FEATURES

Relentless (3) - Passive: The Dragon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight it. Fearsome - Passive: When the Dragon succeeds on an attack against a PC or a PC within Far range fails an action roll, you gain a Fear. Melting Breath - Action: Mark a Stress to have the Dragon unleash a blast of fire on all PCs in front of it within Close range. Each target must succeed on an Agility Reaction Roll or take 4d12+10 magic damage and mark an Armor Slot without gaining its benefits (they can still use armor to reduce the damage). Volcanic Fissure - Action: Spend a Fear to have the Dragon snap its tail against the ground, opening a lava rift that flows over the area within Close range. Each PC within that area must make an Agility Reaction Roll. Targets who succeed immediately move out of the area. Targets who fail take 4d8+5 magic damage. Until the Dragon is defeated, a creature who enters the area takes 4d8+5 magic damage. Hot-Blooded - Reaction: When a creature makes a successful attack against the Dragon within Very Close range, the Dragon’s blood erupts from the wound and burns the attacker, forcing them to mark an Armor Slot. If they can’t mark an Armor Slot, they mark 1d4 HP.

断影 SEVERED SHADOWSEVERED SHADOWT4 杂兵Minion
难 19阈 无命 1压 2

断影 SEVERED SHADOW

位阶 4 杂兵

一道被束缚在平面与表面上的二维活影。

动机与战术: 诅咒光明、潜入缝隙、分裂重组

经历: —

难度: 19阈值: 无

攻击: +3 | 绞杀: 近距离 | 10 魔法

生命点: 1压力点: 2

特性

  • 杂兵(12) Minion (12) - 被动: 断影受到任何伤害即被击败。玩家角色每对断影造成 12 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 暗影缠斗 Shadow Grapple - 动作: 标记 1 压力点对近距离范围内的一个目标发动攻击。成功时,目标处于脆弱状态,且在断影被击败前,每次进行动作都必须标记 1 压力点。

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有断影。这些断影移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名断影造成 10 点魔法伤害。合并计算这些伤害。

SEVERED SHADOW

Tier 4 Minion

A two-dimensional living shadow bound to flat planes and surfaces.

Motives & Tactics: Curse the light, slip between the cracks, split and reform

Difficulty: 19Thresholds: None

ATK: +3 | Strangle: Close | 10 mag

HP: 1Stress: 2

FEATURES

Minion (12) - Passive: The Shadow is defeated when it takes any damage. For every 12 damage a PC deals to the Shadow, the PC defeats an additional Minion within range that the attack would succeed against. Shadow Grapple - Action: Mark a Stress to make an attack against a target within Close range. On a success, the target becomes Vulnerable and must mark a Stress when they take an action until the Shadow is defeated. Group Attack - Action: Spend a Fear to choose a target and spotlight all Severed Shadows within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 10 magic damage each. Combine this damage.

至高造物主阿多尼克斯 SUPREME DEMIURGE ADONIXSUPREME DEMIURGE ADONIXT4 独狼Solo
难 20阈 35 / 70命 12压 10

至高造物主阿多尼克斯 SUPREME DEMIURGE ADONIX

位阶 4 独狼

来自圣辉上界的四面天使,在凡人界域中以悬浮四面体的形态显形,遍体生眼,还长着好几对金属羽翼。

动机与战术: 建立统御、将事物逐出现实、高踞万物之上、言出即成现实

经历: 全能 +10、无惧 +5

难度: 20阈值: 35 / 70

攻击: +8 | 翼击: 近距离 | 4d12+10 物理

生命点: 12压力点: 10

特性

  • 无情(4) Relentless (4) - 被动: 每个游戏主持人轮次中,至高造物主阿多尼克斯至多可被聚焦 4 次。照常花费恐惧点来聚焦至高造物主阿多尼克斯。

  • 元素执政官 Elemental Archon - 动作: 标记 1 压力点并掷一枚 d4 。阿多尼克斯启动对应效果: 1)火焰光束。阿多尼克斯从自身到战场边缘放出一道元素火焰光束,光束宽度为邻近范围。光束路径上的每个目标必须进行一次敏捷反应掷骰。失败的目标承受严重伤害,成功的目标承受轻度伤害。 2)雷霆。远距离范围内的所有生物必须标记 1 压力点,并处于脆弱状态,直到其进行一次成功的攻击掷骰,或造物主被击败为止。 3)闪电箭。对极远范围内的一个目标进行一次攻击。成功时,造成 4d8 点魔法伤害。若所有骰子结果都是偶数,对另一个目标发动同样的攻击,如此循环,直到你掷骰出奇数结果或没有更多目标为止。 4)冰风暴。每名近距离范围内的玩家角色必须进行一次成功的力量反应掷骰,否则标记 1d4 压力点,并处于束缚状态,直到其花费 1 希望点以挣脱。

  • 由始至终 Alpha to Omega - 进化: 阿多尼克斯被击败后,会以欧米伽形态复活,恢复 全部 生命点并清除 全部 压力点。极远范围内每名玩家角色必须进行一次成功的风度反应掷骰,否则失去 1 希望点。每有 1 希望点以这种方式失去,你获得 1 恐惧点。阿多尼克斯在此形态下获得以下特性:

  • 被弃者 Forsaken - 动作: 花费 1 恐惧点选择一名玩家角色,为其启动一个被弃者倒计时(1d8)。当阿多尼克斯被聚焦时,倒计时推进。触发时,该玩家角色必须标记 全部 生命点。当阿多尼克斯受到严重伤害时,倒计时结束。同一时间只能有一个被弃者倒计时处于激活状态。

  • 末日决战 Armageddon - 反应: 当阿多尼克斯再次被击败时,它释放出一场撼动诸界域根基的现实风暴。掷一枚 d6 。若结果为 5 –6,每名玩家角色必须进行一次死亡行动。

SUPREME DEMIURGE ADONIX

Tier 4 Solo

The four-faced angel from the Hallows Above who manifests in the Mortal Realm as a floating tetrahedron with numerous eyes and multiple sets of metallic feathered wings.

Motives & Tactics: Establish dominion, exile from reality, float above it all, speak into being

Experience: Omnipotence +10, Be Not Afraid +5

Difficulty: 20Thresholds: 35/70

ATK: +8 | Wing Strike: Close | 4d12+10 phy

HP: 12Stress: 10

FEATURES

Relentless (4) - Passive: Adonix can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them. Elemental Archon - Action: Mark a Stress to roll a d4. Adonix activates the corresponding effect:

  1. Fire Beam. Adonix manifests a beam of elemental fire with a Very Close width from themself to the edge of the battlefield. Each target in the beam’s path must make an Agility Reaction Roll. Targets who fail take Severe damage. Targets who succeed take Minor damage.
  2. Thunderclap. All creatures within Far range must mark a Stress and become Vulnerable until they succeed on an attack roll or the Demiurge is defeated.
  3. Lightning Bolt. Make an attack against a target within Very Far range, dealing 4d8 magic damage on a success. If all results are even, make the same attack against a different target, repeating the cycle until you roll an odd result or run out of targets.
  4. Ice Storm. Each PC within Close range must succeed on a Strength Reaction Roll or mark 1d4 Stress and become Restrained until they spend a Hope to escape. Alpha to Omega - Evolution: When Adonix is defeated, they resurrect in Omega form with all HP and Stress cleared. Each PC within Very Far range must succeed on a Presence Reaction Roll or lose a Hope. You gain a Fear for each Hope lost in this way. Adonix gains the following features in this form: Forsaken - Action: Spend a Fear to choose a PC and activate a Forsaken Countdown (1d8) for them. It ticks down when Adonix is spotlighted. When it triggers, the PC must mark all their HP. The countdown ends if Adonix takes Severe damage. You can have only one Forsaken Countdown active at a time. Armageddon - Reaction: When Adonix is defeated again, they unleash a reality storm that shakes the realms to their foundations. Roll a d6. On a result of 5–6, each PC must make a death move.
时序执法者 TEMPORAL ENFORCERTEMPORAL ENFORCERT4 斗士Bruiser
难 20阈 42 / 68命 8压 5

时序执法者 TEMPORAL ENFORCER

位阶 4 斗士

一个来自时间之外维度的巨大机械造物,由时间守望者所造,用以维护神圣连续体。

动机与战术: 修复时间线、追捕时间异端、侍奉连续体诸主

经历: 时间异常 +3

难度: 20阈值: 42 / 68

攻击: +4 | 精金巨锤: 邻近 | 40 直接物理

生命点: 8压力点: 5

特性

  • 无情(2) Relentless (2) - 被动: 每个游戏主持人轮次中,时序执法者至多可被聚焦 2 次。照常花费恐惧点来聚焦时序执法者。

  • 时间循环者 Time Looper - 被动: 启动倒计时(循环 2d6 )。时序执法者首次出现时激活该倒计时。每当它被聚焦时,倒计时推进。触发时,时序执法者恢复 全部 生命点、清除 所有 压力点与状态。时序执法者受到严重伤害时,重掷该倒计时。

  • 时间穿梭 Move Between Moments - 动作: 标记 1 压力点,让时序执法者传送到极远范围内的一点,然后再次聚焦它。

  • 瞬时倒带 Instant Rewind - 反应: 时序执法者攻击失败时,你可以花费 1 恐惧点重新掷骰。

  • 反转极性 Invert Polarity - 反应: 每场景至多三次,你可以花费 1 恐惧点把任意一枚已掷出的骰子的骰面翻转为其反面的结果。此效果不能用来改变关键成功。

TEMPORAL ENFORCER

Tier 4 Bruiser

A giant mechanical being from a dimension outside time, built by the Time Keepers to preserve the Holy Continuum.

Motives & Tactics: Repair the timeline, seek out temporal heretics, serve the Lords of Continuity

Experience: Temporal Anomalies +3

Difficulty: 20Thresholds: 42/68

ATK: +4 | Adamantine Hammer: Very Close | 40 direct phy

HP: 8Stress: 5

FEATURES

Relentless (2) - Passive: The Enforcer can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. Time Looper - Passive: Countdown (Loop 2d6). When the Enforcer first appears, activate the countdown. It ticks down when the Enforcer is spotlighted. When it triggers, the Enforcer clears all HP, Stress, and conditions. Reroll the countdown when the Enforcer takes Severe damage. Move Between Moments - Action: Mark a Stress to have the Enforcer teleport to a point within Very Far range, then spotlight them again. Instant Rewind - Reaction: When the Enforcer fails an attack, you can spend a Fear to reroll the die. Invert Polarity - Reaction: Up to three times per scene, you can spend a Fear to flip any die rolled onto its obverse result. This effect can’t be used to alter a critical success.

火山巨龙:黑曜猎手 VOLCANIC DRAGON: OBSIDIAN PREDATORVOLCANIC DRAGON: OBSIDIAN PREDATORT4 独狼Solo
难 19阈 33 / 65命 6压 5

火山巨龙:黑曜猎手 VOLCANIC DRAGON: OBSIDIAN PREDATOR

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

经历: 空中猎杀 +5

难度: 19阈值: 33 / 65

攻击: +8 | 黑曜利爪: 近距离 | 4d10+4 物理

生命点: 6压力点: 5

特性

  • 无情(2) Relentless (2) - 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。

  • 翔空巨影 Flying - 被动: 在飞行时,黑曜猎手的难度获得 +3 加值。

  • 黑曜龙鳞 Obsidian Scales - 被动: 黑曜猎手具有对物理伤害的抗性。

  • 山崩尾扫 Avalanche Tail - 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 物理伤害且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 Dive-Bomb - 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一点。移动至该点并对邻近距离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 2d10+6 物理伤害且必须标记 1 压力点并失去 1 希望点。

  • 怒炎爆发(阶段转换) Erupting Rage (Phase Change) - 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。

VOLCANIC DRAGON: OBSIDIAN PREDATOR

Tier 4 Solo

A massive winged creature with obsidian scales and impossibly sharp claws.

Motives & Tactics: Defend lair, dive-bomb, fly, hunt, intimidate

Experience: Hunt from Above +5

Difficulty: 19Thresholds: 33/65

ATK: +8 | Obsidian Claws: Close | 4d10+4 phy

HP: 6Stress: 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 flying, 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 flying, 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.

火山巨龙:熔炎天灾 VOLCANIC DRAGON: MOLTEN SCOURGEVOLCANIC DRAGON: MOLTEN SCOURGET4 独狼Solo
难 20阈 30 / 58命 7压 5

火山巨龙:熔炎天灾 VOLCANIC DRAGON: MOLTEN SCOURGE

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: 挥洒岩浆,焚化,驱逐入侵者,重新部署

经历: 空中猎杀 +5

难度: 20阈值: 30 / 58

攻击: +9 | 熔岩利爪: 近距离 | 4d12+4 物理

生命点: 7压力点: 5

特性

  • 无情(3) Relentless (3) - 被动: 熔炎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 Cracked Scales - 被动: 当熔炎天灾受到伤害时,掷等于其标记的生命点数量的 d6 。每掷出一次 4 或更高的结果,你就获得 1 恐惧点。

  • 粉碎狂袭 Shattering Might - 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。熔炎天灾随后还清除 1 压力点。

  • 火山爆发 Eruption - 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 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 Volcanic Breath - 反应: 当熔炎天灾受到重度伤害时,掷 1d10 。若掷出 8 点或更高,则熔炎天灾向其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,直至其清除了至少 1 压力点;成功则只受半伤且标记 1 压力点。

  • 熔岩之血 Lava Splash - 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(阶段转换) Ashen Vengeance (Phase Change) - 反应: 当熔炎天灾标记其最后 1 点生命点时,将其替换为余烬暴君并立即给予其聚焦。

VOLCANIC DRAGON: MOLTEN SCOURGE

Tier 4 Solo

Enraged by their wounds, the dragon bursts into molten lava.

Motives & Tactics: Douse with lava, incinerate, repel Invaders, reposition

Experience: Hunt from Above +5

Difficulty: 20Thresholds: 30/58

ATK: +9 | Lava-Coated Claws: Close | 4d12+4 phy

HP: 7Stress: 5

FEATURES

Relentless (3) - Passive: The Molten Scourge can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Cracked Scales - Passive: When the Molten Scourge takes damage, roll a number of d6s equal to HP marked. For each result of 4 or higher, you gain a Fear. Shattering Might - Action: Mark a Stress to make an attack against a target within Very Close range. On a success, the target takes 4d8+1 physical damage, loses a Hope, and is knocked back to Close range. The Molten Scourge clears a Stress. Eruption - Action: Spend a Fear to erupt lava from beneath the Molten Scourge’s scales, filling 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 flow 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.

火山巨龙:余烬暴君 VOLCANIC DRAGON: ASHEN TYRANTVOLCANIC DRAGON: ASHEN TYRANTT4 独狼Solo
难 18阈 29 / 55命 8压 5

火山巨龙:余烬暴君 VOLCANIC DRAGON: ASHEN TYRANT

位阶 4 独狼

从来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

经历: 空中猎杀 +5

难度: 18阈值: 29 / 55

攻击: +10 | 爪与牙: 近距离 | 4d12+15 物理

生命点: 8压力点: 5

特性

  • 无情(4) Relentless (4) - 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 Cornered - 被动: 标记 1 压力点以无需花费恐惧点地聚焦余烬暴君。

  • 残翼 Injured Wings - 被动: 飞行时,余烬暴君的难度获得 +1 加值。

  • 尘归尘 Ashes to Ashes - 被动: 当玩家角色在余烬暴君的近距离范围内掷出失败时,其将失去 1 希望点且你获得 1 恐惧点。如果玩家没有希望点可以失去,则其必须标记 1 生命点。

  • 绝望残杀 Desperate Rampage - 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 Ashen Cloud - 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的动作掷骰具有劣势。该灰云会在下一次聚焦敌人时消失。

  • 末日大灾 Apocalyptic Thrashing - 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,直至目标通过一次成功的力量掷骰来重获自由。成功时受到一半伤害。若余烬暴君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。

VOLCANIC DRAGON: ASHEN TYRANT

Tier 4 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, fly, intimidate, kill or be killed

Experience: Hunt from Above +5

Difficulty: 18Thresholds: 29/55

ATK: +10 | Claws and Teeth: Close | 4d12+15 phy

HP: 8Stress: 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 flying, 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.

水之母 WATER MOTHERWATER MOTHERT4 独狼Solo
难 20阈 40 / 70命 12压 8

水之母 WATER MOTHER

位阶 4 独狼

一条覆满毛皮的巨蛇,在广阔水域中狩猎。

动机与战术: 绞杀世界、掌控战场、把敌人拖入水中

经历: 河流 +4

难度: 20阈值: 40 / 70

攻击: +8 | 咬噬: 邻近 | 4d10+5 物理

生命点: 12压力点: 8

特性

  • 分段 Segmented - 被动: 水之母的身体分为三节:头部、躯干和尾部。水之母行动时总是头部先行,再牵引躯干,最后带动尾部。只要至少有一节在攻击范围内,生物就能以水之母为攻击目标;但水之母只能对头部范围内的目标发动普通攻击。若攻击对水之母 造成伤害,且其头部在攻击范围内,该攻击额外造成 1d10 点伤害。

  • 吞噬世界 Eat the World - 动作: 花费 1 恐惧点让水之母猛吸一口气。位于其头部近距离范围内的每个玩家角色都必须进行一次成功的力量反应掷骰,否则标记 1 压力点并被拉到其头部的近战范围内。随后水之母对头部近战范围内的所有目标发动一次普通攻击。

  • 绞缠 Constrict - 动作: 标记 1 压力点对躯干部位近战范围内的所有目标发动一次攻击。攻击成功命中的目标受到 4d8+8 点物理伤害,并暂时处于束缚状态。在每个游戏主持人轮次开始时,你可以标记 1 压力点,迫使所有被水之母束缚的目标标记 1 生命点。

  • 剧毒涌动 Venom Surge - 反应: 当水之母的普通攻击成功时,你可以花费 1 恐惧点使目标处于脆弱状态,直到场景结束。

WATER MOTHER

Tier 4 Solo

A colossal fur-covered snake that hunts in large bodies of water.

Motives & Tactics: Constrict the world, control the battlefield, draw enemies into the water

Experience: Rivers +4

Difficulty: 20Thresholds: 40/70

ATK: +8 | Bite: Very Close | 4d10+5 phy

HP: 12Stress: 8

FEATURES

Segmented - Passive: The Water Mother’s body is divided into three segments: Head, Center, and Tail. The Water Mother always moves from the Head first, pulling the Center and then Tail behind it. A creature can target the Water Mother with an attack as long as at least one of her segments is within range, but the Water Mother can make a standard attack only against a target within range of her Head. If an attack deals damage to the Water Mother and her Head is within range, the attack deals an extra 1d10 damage. Eat the World - Action: Spend a Fear to have the Water Mother inhale sharply. Each PC within Close range of her Head must succeed on a Strength Reaction Roll or mark a Stress and be pulled within Melee range of the Head. The Water Mother then makes a standard attack against all targets within Melee range of her Head. Constrict - Action: Mark a Stress to make an attack against all targets within Melee range of the Center segment. Targets the attack succeeds against take 4d8+8 physical damage and are temporarily Restrained. At the beginning of each GM turn, you can mark a Stress to force all targets Restrained by the Water Mother to mark a HP. Venom Surge - Reaction: When the Water Mother makes a successful standard attack, you can spend a Fear to make the target Vulnerable until the end of the scene.

龙魔 WYRMFIENDWYRMFIENDT4 杂兵Minion
难 17阈 无命 1压 1

龙魔 WYRMFIEND

位阶 4 杂兵

一种由神秘而古老的龙魔法创造的类人爬行生物。龙魔更像是龙主意志的延伸,而非独立的个体。

动机与战术: 守住战线、牺牲、效命、集群

经历: 龙之羁绊 +2

难度: 17阈值: 无

攻击: +3 | 宝库武器: 近战 | 11 物理

生命点: 1压力点: 1

特性

  • 杂兵(13) Minion (13) - 被动: 龙魔受到任何伤害即被击败。玩家角色每对龙魔造成 13 点伤害,便可在本次攻击能够命中的范围内额外击败一个杂兵。

  • 剧毒咬噬 Venomous Bite - 动作: 花费 1 恐惧点,对近战范围内的一名玩家角色发动一次攻击。成功时,造成 4d4+4 点物理伤害,并使目标处于中毒状态,直到目标进行一次成功的力量掷骰(20)。处于中毒状态时,目标在进行动作掷骰前必须先掷一枚 d6 。结果为 4 或更低时,目标必须标记 1 压力点。

  • 群体攻击 Group Attack - 动作: 花费 1 恐惧点,选择一个目标,并聚焦其近距离范围内的所有龙魔。这些龙魔移动到目标的近战范围内,共同进行一次攻击掷骰。成功时,每名龙魔造成 11 点物理伤害。合并计算这些伤害。

WYRMFIEND

Tier 4 Minion

A reptilian biped created by mysterious and ancient dragon magic. Wyrmfiends exist more as extensions of their draconic master’s will than as individual beings.

Motives & Tactics: Hold the line, sacrifice, serve, swarm

Experience: Dragon Bond +2

Difficulty: 17Thresholds: None

ATK: +3 | Weapons from the Hoard: Melee | 11 phy

HP: 1Stress: 1

FEATURES

Minion (13) - Passive: The Wyrmfiend is defeated when it takes any damage. For every 13 damage a PC deals to the Wyrmfiend, the PC defeats an additional Minion within range the attack would succeed against. Venomous Bite - Action: Spend a Fear to make an attack against a PC within Melee range. On a success, deal 4d4+4 physical damage and Poison the target until they succeed on a Strength Roll (20). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 4 or lower, the target must mark a Stress. Group Attack - Action: Spend a Fear to choose a target and spotlight all Wyrmfiends 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.

雏龙 WYRMLINGSWYRMLINGST4 集群Horde
难 17阈 25 / 45命 8压 5

雏龙 WYRMLINGS

位阶 4 集群(3/生命点)

一窝刚孵化的幼龙。作为新生儿,它们暴躁、饥饿,而且愚笨。

动机与战术: 吞噬、撕碎、集群

经历: 龙之羁绊 +2

难度: 17阈值: 25 / 45

攻击: +2 | 小颚与利爪: 近战 | 4d6+10 物理

生命点: 8压力点: 5

特性

WYRMLINGS

Tier 4 Horde (3/HP)

A clutch of newly hatched dragons. As newborns, they’re furious, hungry, and stupid.

Motives & Tactics: Consume, shred, swarm

Experience: Dragon Bond +2

Difficulty: 17Thresholds: 25/45

ATK: +2 | Tiny Jaws & Claws: Melee | 4d6+10 phy

HP: 8Stress: 5

FEATURES

Horde (2d6+5) - Passive: When the Wyrmlings have marked half or more of their HP, their standard attack deals 2d6+5 physical damage instead. Ravenous - Reaction: Once per GM turn when a PC marks a HP from an attack made by the Wyrmlings, you can spend a Fear to spotlight the Wyrmlings again. Overwhelm - Reaction: When the Wyrmlings take Minor damage from an attack within Melee range, you can mark a Stress to make a standard attack with advantage against the attacker.

“城堡毁灭者”泽罗 XERO THE CASTLE KILLERXERO THE CASTLE KILLERT4 独狼Solo
难 20阈 35 / 70命 12压 10

“城堡毁灭者”泽罗 XERO THE CASTLE KILLER

位阶 4 独狼

一只体形堪比城堡的双足爬行动物。

动机与战术: 所过之处尽成废墟,夷平建筑,踏穿聚落

经历: 毁灭 +5

难度: 20阈值: 35 / 70

攻击: +8 | 甩尾: 近距离 | 4d12+6 物理

生命点: 12压力点: 10

特性

  • 无情 Relentless (X) - 被动: 每个游戏主持人轮次中,泽罗至多可被聚焦 X 次,X 等于场景中的玩家角色数量。照常花费恐惧点来聚焦泽罗。

  • 附带损害 Collateral Damage - 被动: 除天然地形外,任何东西都无法阻碍、阻挡或影响泽罗的移动。泽罗途经的一切可破坏地形与障碍物都会被摧毁。

  • 兆吨践踏 Gigaton Stomp - 动作: 花费 1 恐惧点让泽罗猛踏地面,引发局部地震。每个在近战范围内玩家角色受到 4d12 点物理伤害,并处于束缚状态,直到其进行一次成功的灵巧掷骰挣脱为止。位于近战范围之外但在近距离范围内的生物必须进行一次成功的本能反应掷骰,否则被击退到远距离范围。若目标被击退,落地时必须标记 1 护甲槽或受到 4d12 点物理伤害。

  • 动力滑铲 Power Slide - 动作: 标记 1 压力点后,泽罗移动到近距离范围内。泽罗穿过的每个玩家角色都必须通过力量反应掷骰,否则选择标记 2 护甲槽或受到严重伤害。

  • 辐射吐息 Radioactive Breath - 动作: 花费 1 恐惧点让泽罗蓄积一道核能光束。放置一个指示物在这张数据块上。下次泽罗被聚焦时,你可以移除此指示物,朝极远范围射出光束;光束宽度为近距离范围。范围内的每个玩家角色必须进行敏捷反应掷骰。失败者受到 4d12+12 点直接魔法伤害,成功者只受一半伤害。泽罗无法再次使用此特性,直到它受到严重伤害。

  • 再生 Regeneration - 动作: 每场景至多三次,花费 任意数量的 恐惧点,恢复 等量的 生命点。

XERO THE CASTLE KILLER

Tier 4 Solo

A castle-sized, bipedal reptile.

Motives & Tactics: Leave a wake of destruction, level buildings, stomp through settlements

Experience: Destruction +5

Difficulty: 20Thresholds: 35/70

ATK: +8 | Tail Swipe: Close | 4d12+6 phy

HP: 12Stress: 10

FEATURES

Relentless (X) - Passive: Xero can be spotlighted up to X times per GM turn, where X is the number of PCs in the scene. Spend Fear as usual to spotlight it. Collateral Damage - Passive: Xero’s movement can’t be hindered, impeded, or affected by anything other than natural terrain. All destructible terrain or obstacles in Xero’s path are destroyed when Xero moves through them. Gigaton Stomp - Action: Spend a Fear to have Xero bring its foot down hard, creating a localized earthquake. Each PC within Melee range takes 4d12 physical damage and is Restrained until they wriggle out with a successful Finesse Roll. Each creature beyond Melee range but within Close range must succeed on an Instinct Reaction Roll or be knocked back to Far range. If a target is knocked back, they must either mark an Armor Slot or take 4d12 physical damage as they land. Power Slide - Action: Mark a Stress to move up to Close range. Each PC Xero moves through must succeed on a Strength Reaction Roll or choose to either mark 2 Armor Slots or take Severe damage. Radioactive Breath - Action: Spend a Fear to have Xero charge up a nuclear beam. Place a token on this stat block. The next time Xero is spotlighted, you can spend this token and unleash a beam to Very Far range. The beam has a width of Close range. Each PC in this area must make an Agility Reaction Roll. Targets who fail take 4d12+12 direct magic damage. Targets who succeed take half damage. Xero can’t use this feature again until it takes Severe damage. Regeneration - Action: Up to three times per scene, spend any number of Fear to clear an equal number of HP.

完化丧尸 PERFECTED ZOMBIEPERFECTED ZOMBIET4 斗士Bruiser
难 20阈 40 / 70命 9压 4

完化丧尸 PERFECTED ZOMBIE

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

经历: —

难度: 20阈值: 40 / 70

攻击: +4 | 巨斧: 邻近 | 4d12+15 物理

生命点: 9压力点: 4

特性

  • 惊怖 Terrifying - 被动: 完化丧尸攻击成功时,所有位于远距离范围内的玩家角色都失去 1 希望点,而你获得 1 恐惧点。

  • 恐惧威仪 Fearsome Presence - 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 Perfect Strike - 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 Skilled Opportunist - 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 恐惧点来将完化丧尸的普通攻击伤害加入该次伤害掷骰。

PERFECTED ZOMBIE

Tier 4 Bruiser

A towering, muscular zombie with magically infused strength and skill.

Motives & Tactics: Consume, hound, maim, terrify

Difficulty: 20Thresholds: 40/70

ATK: +4 | Greataxe: Very Close | 4d12+15 phy

HP: 9Stress: 4

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.

丧尸军团 ZOMBIE LEGIONZOMBIE LEGIONT4 集群Horde
难 17阈 25 / 45命 8压 5

丧尸军团 ZOMBIE LEGION

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,撕碎血肉,包围

经历: —

难度: 17阈值: 25 / 45

攻击: +2 | 亡灵之手: 近距离 | 4d6+10 物理

生命点: 8压力点: 5

特性

ZOMBIE LEGION

Tier 4 Horde (3/HP)

A large pack of undead, still powerful despite their rotting flesh.

Motives & Tactics: Consume brain, shred flesh, surround

Difficulty: 17Thresholds: 25/45

ATK: +2 | Undead Hands: Close | 4d6+10 phy

HP: 8Stress: 5

FEATURES

Horde (2d6+5) - 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.

刃舞小丑Bladedance JesterT4 标准Standard
难 19阈 22/50命 5压 3

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

经历: 喜剧 +2 ,舞蹈 +3

难度: 19阈值: 22/50

攻击: +3 | 链刃环: 邻近 | 4d8+5 物理

生命点: 5压力点: 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。

站点补充:非 SRD 2.0 条目。

English source unavailable. Chinese rules shown.

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

经历: 喜剧 +2 ,舞蹈 +3

难度: 19阈值: 22/50

攻击: +3 | 链刃环: 邻近 | 4d8+5 物理

生命点: 5压力点: 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。

站点补充:非 SRD 2.0 条目。

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