Monsters
Ooze
Jelly Slime
Level 1 Minion Hexer
Ooze
EV 3
Stamina 3
Speed 5 (climb)
Size 1S / Stability 0
With Captain Speed +2
Free Strike 1
Might -2
Agility +2
Reason -3
Intuition 0
Presence -2
Smear (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
Effect The target is slowed (EOT) if the jelly slime was hidden befiore striking. Roll power; if the target fails to resist the potent effect, use the new slowed duration instead.
1 acid damage; M<0 slowed (save ends)
12-162 acid damage; M<1 slowed (save ends)
17+3 acid damage; M<2 slowed (save ends)
Amorphous
The jelly slime can move through spaces as if it were size 1T and can occupy another creature or object’s space. An enemy or object that starts their turn in the same square as a jelly slime takes 2 acid damage.
Black Ichor
Level 1 Minion Defender
Ooze
EV 4
Stamina 7
Speed 5 (climb)
Size 1M / Stability 0
With Captain Edge on strikes
Free Strike 2
Might 0
Agility +2
Reason -3
Intuition 0
Presence -2
Burning Spray (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 corruption damage
12-164 corruption damage
17+5 corruption damage; the target's next strike has its damage halved
Malice Emitter
The Director gains 1 additional malice at the start of each round while at least one black ichor is alive on the encounter map.
Amorphous
The black ichor can move through spaces as if it were size 1T and can occupy another creature or object’s space. An enemy or object that starts their turn in the same square as a black ichor takes 2 acid damage.
Gelatinous Ball
Level 1 Horde Harrier
Ooze
EV 3
Stamina 15
Speed 20
Size 1L / Stability 0
Free Strike 1
Might +1
Agility +2
Reason -3
Intuition 0
Presence -2
Bowl (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
3 damage; slide 1
12-164 damage; slide 2
17+5 damage; slide 3
2 Malice Instead of being force moved, a size 1L or smaller target is A<1 restrained (save ends). While restrained by this ability, the target moves with the gelatinous ball. When restrained ends, the target moves to the nearest unoccupied square adjacent to the gelatinous ball.
Rolling
Whenever the gelatinous ball uses a move acttion or is force moved, it must move in a straight line until it reaches its maximum speed or until a creature or object is directly in front of it.
Gelatinous
The gelatinous ball can move through spaces as if it were size 1T. When it takes damage, it can use a free triggered action to split into two gelatinous balls, spliƫng their current Stamina in half between them. The new creature has none of the benefits, effects, or conditions that the original has.
Imit Putty
Level 1 Horde Ambusher
Ooze
EV 3
Stamina 15
Speed 5 (climb)
Size 1M / Stability 0
Free Strike 2
Might -2
Agility +2
Reason -1
Intuition -1
Presence -2
Sputter (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
4 damage
12-166 damage; shift 1
17+7 damage; shift 2
Uncanny Impression (Maneuver) | 5 Malice
Keywords Magic, Ranged
Distance Ranged 10
Target One creature
Effect Until the end of the encounter, the imit putty changes its size to match the target and replaces its signature action with one of the target’s signature actions, using their bonuses for any power roll.
Gelatinous
The imit putty can move through spaces as if it were size 1T. When it takes damage, it can use a free triggered action to split into two imit putties, splitƫng their current Stamina in half between them. The new creature has none of the benefits, effects, or conditions that the original has.
Creeping Sludge
Level 2 Horde Brute
Ooze
EV 4
Stamina 25
Speed 5 (climb)
Size 1L / Stability 0
Free Strike 3
Might +2
Agility -2
Reason -3
Intuition 0
Presence -2
Corrode (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object
3 corruption damage
12-164 corruption damage; pull 1
17+5 corruption damage; pull 2
Effect The target gains damage weakness 2 and a -1 penalty to potent effects (save ends). This effect stacks until the target saves.
Oozen Grasp (Maneuver) | 2d10 + 2 | 2 Malice
Keywords Area, Melee
Distance 2 Burst
Target One creature
A<0 grabbed
12-16A<1 grabbed; pull 1
17+A<2 grabbed; pull 2
Effect The creeping sludge can have an unlimited number of targets grabbed.
Gelatinous
The creeping sludge can move through spaces as if it were size 1T. When it takes damage, it can use a free triggered action to split into two creeping sludges, splitƫng their current Stamina in half between them. The new creature has none of the benefits, effects, or conditions that the original has.
Floating Blot
Level 3 Elite Controller
Ooze
EV 20
Stamina 80
Speed 5 (fly, hover)
Size 2 / Stability 0
Free Strike 5
Might -5
Agility +2
Reason -3
Intuition 0
Presence +2
Pseudopod Stingers (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
7 lightning damage; A<0 slowed (save ends)
12-1611 lightning damage; A<1 slowed (save ends)
17+14 lightning damage; A<2 slowed (save ends)
Effect At the end of the target's next turn, each creature or object adjacent to the target takes 5 lightning damage.
Malice The floating blot targets an additional creature or object.
Lobbed Splotch (Action) | 2d10 + 2 | 3 Malice
Keywords Area, Ranged, Weapon
Distance 3 cube within 5
Target Each creature or object in the area
4 acid damage; M<0 restrained (save ends)
12-167 acid damage; M<1 restrained (save ends)
17+10 acid damage; M<2 restrained (save ends)
Effect The affected area is considered splotched. It is difficult terrain for enemies.
Crackle (Maneuver) | 3 Malice
Keywords Area, Melee
Distance 1 burst and each splotched area within 10
Target Each creature or object in the area
Effect 1 lightning damage, or A<1 3 lightning damage.
Blotted Bounce (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The floating blot splits using their Gelatinous feature.
Effect Both floating blots horizontally shift up to their speed in opposite directions.
Gelatinous
The floating blot can move through spaces as if it were size 1T. When it takes damage, it can use a free triggered action to split into two floating blots, splitƫng their current Stamina in half between them. The new creature has none of the benefits, effects, or conditions that the original has.
Impetus Sphere
Level 3 Platoon Harrier
Ooze
EV 10
Stamina 10
Speed 8
Size 1M / Stability 0
Free Strike 5
Might +2
Agility +2
Reason 0
Intuition +1
Presence +1
Hurtle (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
7 damage (enemy only); Push X
12-1610 damage (enemy only); Push X
17+13 damage (enemy only); Push X
Effect Push X is equal to the number of squares the sphere moved on their turn before using this ability.
2 Malice An ally pushed by this ability can make a free strike on a creature.
Build Momentum (Maneuver)
Keywords —
Distance Self
Target Self
Effect As long as the sphere hasn't moved this turn, it's spinning until the end of its next turn. While spinning, it gains non-psychic damage immunity 3 and its speed becomes 0.
Release Momentum (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The sphere is spinning at the start of its turn.
Effect The sphere is no longer spinning, and its speed is doubled this turn.
Unimpeded
The sphere can share a prone creature's square. The first time a sphere enters a creature's square on their turn, that creature takes 3 acid damage.
Colossus Ooze
Level 3 Solo
Ooze
EV 50
Stamina 300
Speed 5
Size 3 / Stability 3
Free Strike 6
Might +3
Agility +2
Reason -3
Intuition +1
Presence -2
Pustule Burst (Action) | 2d10 + 3
Keywords Area, Strike, Weapon
Distance 2 Burst
Target All enemies
5 acid damage; A<1 bleeding (save ends)
12-168 acid damage; A<2 bleeding (save ends)
17+10 acid damage; A<3 bleeding (save ends)
Effect Bleeding targets have acid damage weakness 4.
Ensnaring Tendril (Action) | 2d10 + 3
Keywords Melee
Distance Melee 3
Target Two creatures or objects
8 damage; pull 2
12-1612 damage; pull 4
17+16 damage; pull 6
Effect The colossus slime can pull each M<2 target into its own square (see Absorb). If a target would be force moved into the slime with this ability, the slime takes no damage.
3 Malice The distance becomes Melee 5 and the slime targets up to four enemies.
Digest (Maneuver) | 2d10 + 3 | 3 Malice
Keywords —
Distance Self
Target Each creature within the slime
9 acid damage; M<1 weakened (save ends)
12-1613 acid damage; M<2 weakened (save ends)
17+16 acid damage; M<3 weakened (save ends)
Shear Membrane (Triggered Action) | 1 Malice
Keywords —
Distance Self
Target Self
Trigger The slime takes damage.
Effect The slime halves the incoming damage. For every 4 damage the slime takes after halving it, a black ichor creature appears within 1, emerging from within the colossus. It can't create more black ichor than the amount of malice spent.
Root In Place (Villain Action) | 2d10 + 3
Keywords Area
Distance 4 Burst
Target Each enemy in the burst
A<1 slowed (EoT)
12-16A<2 slowed (save ends)
17+A<3 restrained (save ends)
Effect The potency increases by 1 against targets adjacent to the slime.
Superior Split (Villain Action)
Keywords —
Distance Self
Target Self
Effect The colossus slime splits into two, splitting their current Stamina in half between them. The new creature has none of the benefits, effects, or conditions that the original has, and both creatures become one size smaller.
Mass Absorption (Villain Action)
Keywords Area
Distance 10 Burst
Target Each creature
Effect The slime massively expands to fill the entire area before returning to size 3. Each slime in the area is absorbed, and the colossus slime regains Stamina equal to the absorbed oozes' Stamina. Each non-ooze in the area must make a Might test.
Solo Monster
Absorb
The colossus slime can share another creature's square, and it can pull creatures into its squares. When a creature enters the slime's square (or vice versa), the creature is grabbed. The slime can use a maneuver to move a grabbed creature into its own space. A creature that starts its turn inside the slime takes 4 acid damage.
Soil Zombies
Soil Zombie
Level 1 Minion Brute
Undead, Plant
EV 6
Stamina 5
Immunity Poison 1
Speed 3
Size 1M / Stability 0
With Captain Speed +2
Free Strike 2
Might +2
Agility 0
Reason 0
Intuition 0
Presence -1
Rotting Fist (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage
12-164 damage; push 1
17+5 damage; push 1; M<2 slowed (save ends)
Death Grasp
When the soil zombie is reduced to Stamina 0, their square becomes difficult terrain. The first time any enemy enters this space, they are M<2 slowed (save ends).
Giant Soil Zombie
Level 4 Troop Brute
Undead
EV 24
Stamina 140
Immunity Poison 4
Speed 6
Size 2 / Stability 2
Free Strike 6
Might +3
Agility -1
Reason -2
Intuition +1
Presence +2
Rotten Smash (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 3
Target Two creatures or objects
9 damage
12-1614 damage; A<2 grabbed
17+17 damage; M<3 grabbed
Cultivate Rot (Maneuver) | 2 Malice
Keywords Magic
Distance Ranged 3
Target One enemy
Effect The target emits a 1 aura patch of churning mulch (save ends). The aura is considered difficult terrain for enemies.
Knocking Heads (Triggered Action)
Keywords —
Distance Self
Target Two creatures or objects
Trigger The giant soil zombie grabs both targets or starts their turn with each target grabbed.
Effect The giant soil zombie smashes the targets together, using their Rotten Smash against both targets with a double edge.
Negative Nerves
When the giant zombie is targeted by an ability, they halve the damage from any tier-1 results.
Arise
The first time in an encounter that the giant zombie is reduced to Stamina 0 with non-fire/non-holy damage and their body isn’t destroyed, they regain half their Stamina and fall prone.
Construct
Nurse
Level 2 Troop Brute
Humanoid, Construct
EV 16
Stamina 109
Speed 6
Size 1L / Stability 0
Free Strike 5
Might +2
Agility +2
Reason 0
Intuition 0
Presence 0
Scalpel? Scalpel! (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 2 creatures or objects
7 damage
12-1611 damage; one target is grabbed; one target is pushed 2
17+14 damage; one target is grabbed; one target is vertically pushed 3
5 Malice The distance becomes 1 Burst, the Strike keyword is replaced with Area, and Nurse targets all enemies instead.
Leaping To Help (Action) | 2d10 + 2
Keywords Ranged, Strike, Weapon
Distance Melee 1
Target 1 creature or object
8 damage; M<1 prone
12-1613 damage; M<2 prone
17+16 damage; M<3 prone
Effect Nurse leaps 5 to an unoccupied space adjacent to the target before making the attack.
Drag To The Table (Maneuver) | 3 Malice
Keywords —
Distance Melee 1
Target 1 creature or object grabbed by Nurse
Effect Nurse moves up to its speed, dragging the target across the ground. The target takes 2 damage for each square they were dragged through before being released prone. Each square the target was dragged through becomes difficult terrain for enemies.
Toss (Maneuver)
Keywords Melee, Strike
Distance Melee 1
Target 1 creature or object grabbed by Nurse
Effect Vertical push 5.
Hold Still, Please (Free Triggered Action)
Keywords —
Distance Melee 1
Target 1 size 1 creature or object
Trigger The target is force moved into a square adjacent to Nurse.
Effect The target is grabbed by Nurse.
Surgical Sawblade (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger Nurse is vertically moved by another creature.
Effect Nurse uses its Scalpel? Scalpel! ability against a creature or object at the end of the movement.
Nurse
Level 2 Retainer Ambusher
Humanoid, Construct
EV 17
Stamina 40
Speed 5
Size 1L / Stability 0
Free Strike 2
Might +2
Agility +2
Reason 0
Intuition +1
Presence 0
Scalpel? Scalpel! (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object
5 damage
12-168 damage
17+11 damage; if the target is grabbed by Nurse it is M<2 bleeding (save ends)
Hold Still, Please (Free Triggered Action)
Keywords —
Distance Melee 1
Target 1 size 1 creature or object
Trigger The target is force moved into a square adjacent to Nurse.
Effect The target is grabbed by Nurse.
Angulotl
Clawfish
Level 1 Minion Brute
Angulotl, Animal
EV 6
Stamina 5
Immunity Poison 2 Immunity Lightning 3
Speed 5 (swim, climb)
Size 1S / Stability 0
With Captain Edge on strikes
Free Strike 2
Might 0
Agility +2
Reason -3
Intuition -2
Presence +1
Hookclaw (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage; grabbed
Effect A grabbed target takes 2 lightning damage at the start of each of their turns.
Shocking
The clawfish deals 2 lightning damage to each wet enemy within 2 at the start of each of the clawfish's turns.
Angulotl Cleaver
Level 1 Minion Ambusher
Angulotl, Humanoid
EV 6
Stamina 4
Immunity Poison 2
Speed 6 (swim, climb)
Size 1S / Stability 0
With Captain Strike damage +1
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition +1
Presence 0
Hop & Chop (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Effect The cleaver jumps 4 squares before or after attacking.
Toxiferous
When an adjacent enemy grabs or uses a melee ability against the cleaver, they take 2 poison damage.
Angulotl Dart
Level 1 Minion Artillery
Angulotl, Humanoid
EV 6
Stamina 3
Immunity Poison 2
Speed 5 (swim, climb)
Size 1S / Stability 0
With Captain Ranged distance +4
Free Strike 2
Might 0
Agility +2
Reason +1
Intuition 0
Presence 0
Poison Dart (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 8
Target One creature or object per minion
2 damage
12-164 poison damage
17+5 poison damage
Effect This ability has an edge on targets that don't have full Stamina.
Toxiferous
When an adjacent enemy grabs or uses a melee ability against the dart, they take 2 poison damage.
Angulotl Pollywog
Level 1 Minion Harrier
Angulotl, Humanoid
EV 6
Stamina 4
Immunity Poison 2
Speed 6 (swim, climb)
Size 1S / Stability 0
With Captain Speed +2
Free Strike 1
Might 0
Agility +2
Reason -2
Intuition -2
Presence 0
Nip (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 poison damage; shift 1
17+3 poison damage; shift 3
Quick Snack
An angulotl that can reach the pollywog can eat them as a maneuver, regaining 4 Stamina and becoming wet (EoT) (see Wet).
Angulotl Needler
Level 1 Band Artillery
Angulotl, Humanoid
EV 3
Stamina 10
Immunity Poison 2
Speed 5 (swim, climb)
Size 1S / Stability 0
Free Strike 2
Might 0
Agility +2
Reason +1
Intuition 0
Presence -1
Blowgun (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 15
Target One creature or object
4 poison damage
12-166 poison damage
17+7 poison damage
2 Malice M<2 weakened (save ends). The target takes 2 poison damage at the start of each of their turns while they are weakened by this ability.
Camoufroge (Maneuver) | 1 Malice
Keywords —
Distance Self
Target Self (while hiding)
Effect The needler isn’t revealed after using their next action.
Toxiferous
When an adjacent enemy grabs or uses a melee ability against the needler, they take 3 poison damage.
Angulotl Slink
Level 1 Band Ambusher
Angulotl, Humanoid
EV 3
Stamina 15
Immunity Poison 2
Speed 7 (swim, climb)
Size 1S / Stability 0
Free Strike 2
Might +1
Agility +2
Reason 0
Intuition 0
Presence 0
Blowgun (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 6
Target One creature or object
4 damage; pull 2
12-166 damage; pull 4
17+7 damage; pull 6
Effect The target is wet (save ends) (see Wet). Allies targeted by this ability take no damage and are pulled 6, ignoring stability.
Hop To It (Maneuver) | 1 Malice
Keywords —
Distance Self
Target Self
Effect The slink jumps 3 squares. If the slink lands in cover or concealment, they can immediately hide.
3 Malice The artifex can place a new trap in the encounter and instantly trigger it.
Toxiferous
When an adjacent enemy grabs or uses a melee ability against the slink, they take 3 poison damage.
Adhesive
The slink excretes residue into their square at the end of each of their turns. A non-angulotl creature or object that enters or leaves the square must use a maneuver to withstand the adhesive or be restrained (EoT).
Angulotl Wave
Level 1 Band Controller
Angulotl, Humanoid
EV 3
Stamina 10
Immunity Poison 2
Speed 5 (swim, climb)
Size 1S / Stability 0
Free Strike 1
Might 0
Agility 0
Reason 0
Intuition +2
Presence +2
Refulgent Beams (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 8
Target One creature or object
3 holy damage
12-164 holy damage; R<1 illuminated (save ends)
17+5 holy damage; R<2 illuminated (save ends)
Effect Illuminated creatures and objects can’t Hide or turn invisible, and strikes made against them have an edge until the condition ends.
Noxious Bubble (Action) | 3 Malice
Keywords Area, Magic, Ranged
Distance 3 cube within 10
Target Special
Effect A bubble of toxic gas fills the area that lasts until the end of the encounter. If a creature or object touches the bubble, it bursts and each enemy within 3 makes a **Might test**.
Toxiferous
When an adjacent enemy grabs or uses a melee ability against the wave, they take 2 poison damage.
Angulotl Daybringer
Level 1 Leader
Angulotl, Humanoid
EV 12
Stamina 80
Immunity Poison 3
Speed 5 (swim, climb)
Size 1M / Stability 1
Free Strike 4
Might +3
Agility +2
Reason 0
Intuition +2
Presence 0
Acid Grasp (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
7 acid damage; A<1 dazed (save ends)
12-1610 acid damage; A<2 dazed (save ends)
17+13 acid damage; A<3 dazed (save ends)
Effect The next time the target strikes the daybringer, they immediately take 4 acid damage.
1 Malice The daybringer jumps 3 squares before or after using this ability.
Sun Lamp (Maneuver)
Keywords —
Distance Self
Target Self
Effect The daybringer expands their throat to resemble the sun until the start of their next turn. Each non-minion angulotl who starts their turn within 10 of the daybringer gains 5 temporary Stamina and has their Speed increased by 3 until the end of their turn.
Tongue Slap (Triggered Action)
Keywords —
Distance Melee 5
Target One creature
Trigger The target targets the daybringer or an ally with a strike that isn't a critical hit.
Effect The daybringer reduces the power roll result by 1 tier.
2 Malice Pull 4.
New Dawn (Villain Action)
Keywords —
Distance Ranged 10
Target Special
Effect Ten **angulotl pollywogs** escape the daybringer's back and waddle into unoccupied squares within distance.
Plague of Frogs (Villain Action)
Keywords —
Distance Self
Target Self and all allies in the burst
Effect Each target jumps 4 and makes a free strike.
It Is Day (Villain Action)
Keywords —
Distance
Target All enemies in the burst
Effect The encounter map dries up and becomes illuminated. Each wet enemy has the wet condition end and takes 6 acid damage. All angulotls have a double edge on their next attack.
Moisturizing End Effect
The daybringer either takes 5 damage or removes the wet effect from an adjacent creature and ends one save ends effect affecting them at the end of their turn.
Toxiferous
When an adjacent enemy grabs or uses a melee ability against the daybringer, they take 3 poison damage.
Angulotl Hopper
Level 1 Retainer Harrier
Angulotl, Humanoid
EV 13
Stamina 30
Immunity Poison 2
Speed 6 (swim, climb)
Size 1S / Stability 0
Free Strike 2
Might +1
Agility +2
Reason 0
Intuition 0
Presence 0
Leapfrog (Action) | 2d10 + 0 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object
3 damage
12-165 damage
17+7 damage
Effect Before or after attacking, the hopper jumps two squares, or four squares if they jump over their mentor's space.
Toxiferous
When an adjacent enemy grabs or uses a melee ability against the hopper, they take 3 poison damage.
Animal
Animal
Level 1 Troop Harrier
Animal
EV 12
Stamina 60
Speed 6
Size 1M / Stability 0
Free Strike 4
Might 0
Agility +2
Reason -2
Intuition +1
Presence -2
Natural Weapon (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
6 damage
12-169 damage
17+12 damage
Effect The animal can shift 2 between striking the first and second target.
Rush (Maneuver)
Keywords —
Distance Self
Target Self
Effect The animal moves up to their speed.
Nature Calls
The animal ignores 1 bane on their abilities while in an encounter outside or in a natural environment.
Big Animal A
Level 1 Troop Mount
Animal
EV 12
Stamina 60
Speed 6
Size 2 / Stability 1
Free Strike 4
Might +1
Agility +2
Reason -2
Intuition +1
Presence -2
Natural Weapon (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
6 damage
12-169 damage; A<1 3 damage
17+12 damage; A<2 3 damage
Toss (Maneuver)
Keywords —
Distance Melee 1
Target 1 creature or object
Effect Vertical slide 3. If the target is an ally, they can make a free strike and then fall without taking damage.
Juke (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The animal is targeted by an area ability.
Effect The animal shifts 2 before the ability activates.
Nature Calls
The beast ignores 1 bane on their abilities while in an encounter outside or in a natural environment.
Big Animal B
Level 1 Troop Mount
Animal
EV 12
Stamina 80
Speed 6
Size 3 / Stability 3
Free Strike 5
Might 0
Agility +2
Reason -2
Intuition +1
Presence -2
Natural Weapon (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
7 damage
12-1610 damage; push 1
17+13 damage; push 2
Trundle (Maneuver)
Keywords —
Distance Self
Target Self
Effect The beast moves up to their speed. The beast can make a free strike on each creature that makes an opportunity attack against them during this movement.
Animal Rally (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger An ally within line of effect is knocked prone.
Effect The beast moves up to their speed. If they end their turn adjacent to the triggering ally, they can pick the ally up and allow them to climb on top of the beast.
Beast of Burden
Two of the beast’s size 1 allies can occupy the same space while riding the beast.
Nature Calls
The beast ignores 1 bane on their abilities while in an encounter outside or in a natural environment.
Swarm
Level 1 Troop Hexer
Animal, Swarm
EV 16
Stamina 40
Speed 5
Size 2 / Stability 1
Free Strike 4
Might -2
Agility +1
Reason -3
Intuition +2
Presence -3
Flurry (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
6 damage
12-169 damage; pull 1
17+12 damage; pull 2
Effect The target can be pulled into the swarm without inflicting damage.
Impede (Maneuver)
Keywords —
Distance Distance Unknown
Target Special
Effect The swarm forces themselves in the way of their foes. The affected area is considered difficult terrain for enemies until the start of the swarm’s next turn.
Swarm
The swarm can move through squares as if they were size-1M, and can occupy other creatures’ spaces. At the start of the swarm’s turn, they can make a free strike against each creature they share a square with.
Nature Calls
The swarm ignores 1 bane on their abilities while in an encounter outside or in a natural environment.
Predator A
Level 1 Troop Brute
Animal
EV 16
Stamina 80
Speed 5
Size 2 / Stability 0
Free Strike 5
Might +1
Agility +2
Reason -2
Intuition +1
Presence +1
Natural Weapon (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
7 damage
12-1610 damage; M<1 prone
17+13 damage; M<2 prone
Ready to Strike (Maneuver)
Keywords —
Distance Self
Target Self
Effect The predator assesses their environment or lets loose a battle cry and gives themself an edge on their next strike.
Rush (Triggered Action)
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Triggering creature or object
Trigger A creature or object comes within distance.
Effect The predator makes a free strike against the target. The predator deals an additional 3 damage if they were hidden from the target.
Nature Calls
The predator ignores 1 bane on their abilities while in an encounter outside or in a natural environment.
Predator B
Level 2 Troop Brute
Animal
EV 16
Stamina 100
Speed 5
Size 3 / Stability 2
Free Strike 5
Might +2
Agility +1
Reason -1
Intuition +1
Presence 0
Natural Weapon (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
7 damage
12-1611 damage; push 1; M<1 prone
17+14 damage; push 2; M<2 prone
Wild Swing (Action) | 2d10 + 2
Keywords Area, Melee, Weapon
Distance 1 Burst
Target All enemies and objects
3 damage
12-166 damage
17+8 damage; A<2 bleeding (save ends)
Effect The predator uses their weapons in a wanton flurry.
Swat (Triggered Action)
Keywords —
Distance Melee 1
Target Triggering creature or object
Trigger The predator takes damage from a creature or object within distance.
Effect Push 5.
Trample
The predator can move through enemies and objects at normal speed. When the predator enters a creature’s space for the first time on their turn, the creature takes 3 damage.
Nature Calls
The predator ignores 1 bane on their abilities while in an encounter outside or in a natural environment.
Ankheg
Ankheg
Level 1 Solo
Ankheg, Beast
EV 30
Stamina 200
Speed 5 (burrow)
Size 2 / Stability 2
Free Strike 5
Might +3
Agility +1
Reason -3
Intuition +1
Presence -4
Bite (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object
9 damage
12-1613 damage; grabbed
17+16 damage; grabbed
Effect A size 1 target grabbed this way takes 3 acid damage at the start of each of their turns.
Claws (Action) | 2d10 + 3 | 3 Malice
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
8 damage; A<1 grabbed
12-1611 damage; A<2 grabbed
17+14 damage; A<3 grabbed
2 Malice The ankheg can vertical slide each target up to 5 squares.
Spitfire (Action) | 2d10 + 3
Keywords Area, Ranged
Distance 1 cube within 5
Target One creature or object
5 acid damage
12-168 acid damage
17+11 acid damage
Effect The affected area is covered in burning acid. An enemy who enters an affected square for the first time on their turn or starts their turn there takes 2 acid damage.
Earth Eruption (Action) | 2d10 + 0
Keywords Area, Melee
Distance 4 Burst
Target Each enemy in the burst
Effect The ankheg burrows up to their speed then creates the burst when they breach the surface.
4 damage
12-166 damage
17+7 damage; push 2
Dust Cloud (Maneuver)
Keywords Area
Distance 1 Burst
Target Special
Effect The ankheg kicks up dust into the affected area that blocks line of effect for enemies. The ankheg then shifts or burrows up to their speed.
Skitter (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger A creature damages the ankheg
Effect The ankheg shifts up to 3 squares.
Acid Spew (Villain Action) | 2d10 + 3
Keywords Area, Weapon
Distance 1 x 10 line within 10
Target Each creature in the line
5 acid damage
12-168 acid damage
17+11 acid damage
Effect The ground within the affected area is covered in burning acid. An enemy who enters an affected square for the first time on their turn or starts their turn there takes 2 acid damage.
Sinkhole (Villain Action)
Keywords —
Distance Self
Target Self
Effect The ankheg shifts up to their speed by burrowing. If the ankheg ends this move underground and within 2 squares of a creature on the surface, the ankheg uses Bite against the creature.
Acid and Claws (Villain Action) | 2d10 + 3
Keywords Area, Melee, Weapon
Distance 2 Burst
Target Each creature in the burst
5 acid damage, M<1 bleeding (save ends)
12-168 acid damage, M<2 bleeding (save ends)
17+11 acid damage, M<3 bleeding (save ends)
Solo Monster
**Solo Turns** The ankheg takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the ankheg can take one action and one maneuver per turn. **End Effect** At the end of their turn, the ankheg can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Soft Underbelly
A prone creature gains an edge on melee strikes against the ankheg instead of taking a bane.
Earthwalk
Difficult terrain composed of earth or loose rock doesn’t cost the ankheg extra movement.
Tunneler
When the ankheg burrows, they create a size 2 tunnel. The tunnel remains stable for one day, then collapses.
Ashen Hoarder
Ashen Hoarder
Level 4 Solo
Construct, Undead
EV 60
Stamina 350
Weakness Holy 5
Speed 8 (burrow)
Size 3 / Stability 3
Free Strike 6
Might +4
Agility -2
Reason -2
Intuition 0
Presence -5
Claw and Blade (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target 2 creatures or objects
10 damage; one target M<2 bleeding (save ends); other target A<2 grabbed
12-1615 damage; one target M<3 bleeding (save ends); other target A<3 grabbed
17+18 damage; one target M<4 bleeding (save ends); other target A<4 grabbed
Effect The ashen hoarder can have up to two Size 1 creatures grabbed at the same time.
Corpse Bomb (Action) | 2d10 + 4
Keywords Area, Ranged
Distance 4 cube within 20
Target All enemies in the cube
4 damage; A<2 weakened (save ends)
12-168 damage; A<3 weakened (save ends)
17+11 damage; A<4 weakened (save ends)
3 Malice The ashen hoarder targets a second 4 cube within distance.
Impale (Action) | 2d10 + 4 | 3 Malice
Keywords Area, Melee, Weapon
Distance 4 x 1 line within 1
Target All creatures in the line
6 corruption damage; M<2 impaled (save ends)
12-1611 corruption damage; M<3 impaled (save ends)
17+14 corruption damage; M<4 impaled (save ends)
Effect An impaled creature is restrained and bleeding until the condition ends. Each impaled creature moves whenever the ashen hoarder moves. The ashen hoarder can have no more than 3 creatures impaled with this ability at a time.
2 Malice A creature impaled by this ability can be used with the Armor of Corpses ability instead of paying Malice.
Bone Dozer (Maneuver)
Keywords —
Distance Self
Target Self
Effect The ashen hoarder moves up to twice their speed in a straight line. Each creature and object in the ashen hoarder’s way is either moved into the nearest unoccupied square to the side or M<3 is pushed forward until the end of the ashen hoarder’s movement. A target that is force moved into an obstacle is dazed (save ends).
Armor of Corpses (Triggered Action) | 2 Malice
Keywords —
Distance Self
Target Self
Trigger The ashen hoarder takes damage.
Effect The ashen hoarder halves the incoming damage. If an impaled creature was used in place of spending Malice on this ability, the impaled creature takes the other half of the damage.
Skeletal Eruption (Villain Action) | 2d10 + 4
Keywords Area, Melee, Weapon
Distance 8 x 3 line within 1
Target All creatures in the line
6 damage, vertical push 2 staight upward
12-1611 damage, vertical push 3 staight upward
17+14 damage, vertical push 4 staight upward
Effect Each target that would normally fall prone is instead restrained (save ends).
Mobile Mine Field (Villain Action)
Keywords —
Distance 10 cube within 20
Target Special
Effect The Ashen Hoarder sprays out a rain of zombie mines brimming with necrotic energy. Six size 1M zombie mines appear in unoccupied squares within distance. An enemy that moves into a square adjacent to a zombie mine or starts their turn there causes the zombie mine to explode, dealing 4 corruption damage to each creature adjacent to the mine. A zombie explosion can trigger other zombie mines adjacent to it to also explode. At the start of each of the ashen hoarders’s turns, each zombie mine can be moved 2 squares.
Ossuary Assault (Villain Action)
Keywords Melee, Strike, Weapon
Distance Self
Target Self
Effect The Ashen Hoarder moves up to their speed and makes a Claw and Blade attack with a double edge against a single target. On a tier-3 result, the ashen hoarder then uses Impale without spending malice.
Solo Monster
**Solo Turns** The ashen hoarder takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the ashen hoarder can take one action and one maneuver per turn. **End Effect** At the end of their turn, the ashen hoarder can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Unshackled Rage
The ashen hoarder is commanded by whoever holds its Soul Shackle. A Soul Shackle is a size 1T object with 5 Stamina. If the Soul Shackle is destroyed, the ashen hoarder flies into an unshackled rage. While raging, the ashen hoarder has a double edge on their abilities, damage Immunity 5, ignores all commands, and is hostile to all living creatures within line of effect. At the start of each of their turns, the ashen hoarder takes 10 damage that can’t be reduced.
Bladed Body
Whenever an enemy makes physical contact with the ashen hoarder or uses a melee ability against the ashen hoarder, they take 3 damage.
Soul Singularity
When the Ashen Hoarder is reduced to 0 Stamina it explodes in a swirling singularity of bone shards and soul energy. Each creature within 5 takes M<3 11 corruption damage. If a creature is killed by this explosion, their soul is sucked into the vortex and is lost somewhere on the plane of the dead. They cannot be resurrected until their soul is recovered.
Basilisk
Basilisk
Level 1 Troop Brute
Basilisk, Beast
EV 12
Stamina 80
Immunity Poison 4
Speed 8
Size 2 / Stability 2
Free Strike 5
Might +2
Agility 0
Reason -3
Intuition -1
Presence -1
Noxious Bite (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
7 poison damage
12-1610 poison damage
17+13 poison damage
Effect This ability has an edge against targets that the basilisk has previously dealt poison damage to.
Petrifying Eye Beams (Maneuver) | 2d10 + 2
Keywords Area, Magic, Ranged
Distance 5 x 2 line within 1
Target Special
M<0 Restrained (save ends)
12-16M<1 Restrained (save ends)
17+Slowed (save ends) or M<2 Restrained (save ends)
Effect The basilisk targets the first unobstructed creature in each column of the area. An already slowed target has -1 to resisting the potency. Each target magically begins to turn to stone. A creature restrained by this ability or a creature adjacent to them can use an action to cut the encroaching stone from their body, taking 8 damage which can’t be reduced in any way and ending the effect. A target that ends two consecutive turns restrained by this ability is petrified until they are cured (see Alchemical Ingredients).
Poison Fumes (Action) | 2d10 + 2 | 5 Malice
Keywords Area, Magic
Distance 3 cube within 1
Target All creatures in the cube
4 poison damage; M<0 weakened (save ends)
12-166 poison damage; M<1 weakened and slowed (save ends)
17+9 poison damage; M<2 weakened and slowed (save ends)
Lash Out (Triggered Action)
Keywords —
Distance 1 Burst
Target All enemies in the burst
Trigger The basilisk takes melee damage.
Effect Each target takes 5 damage and is A<2 bleeding (save ends).
Calcifying Presence
The area within 3 squares of the basilisk is considered difficult terrain for enemies.
Basilisk Tonguesnapper
Level 1 Troop Hexer
Basilisk, Beast
EV 12
Stamina 40
Immunity Poison 2 Immunity Acid 2
Speed 8
Size 2 / Stability 2
Free Strike 4
Might +1
Agility +2
Reason -3
Intuition -1
Presence -1
Prehensile Tongue (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 3
Target One creature or object
8 acid damage; pull 1
12-1610 acid damage; pull 2
17+14 acid damage; pull 3
Effect This ability can pull targets restrained by Petrifying Eye Beams, ignoring stability.
3 Malice The toungesnapper targets two additional creatures or objects.
Petrifying Eye Beams (Maneuver) | 2d10 + 2
Keywords Area, Magic, Ranged
Distance 5 x 2 line within 1
Target Special
M<0 Restrained (save ends)
12-16M<1 Restrained (save ends)
17+Slowed (save ends) or M<2 Restrained (save ends)
Effect The tonguesnapper targets the first unobstructed creature in each column of the area. An already slowed target has -1 to resisting the potency. Each target magically begins to turn to stone. A creature restrained by this ability or a creature adjacent to them can use an action to cut the encroaching stone from their body, taking 8 damage which can’t be reduced in any way and ending the effect. A target that ends two consecutive turns restrained by this ability is petrified until they are cured (see Alchemical Ingredients).
Wink (Action) | 2d10 + 2 | 2 Malice
Keywords Melee, Magic, Strike, Ranged
Distance Melee 1
Target One creature
8 corruption damage; R<0 dazed (save ends)
12-1610 corruption damage; R<1 dazed (save ends)
17+14 corruption damage; R<2 dazed (save ends)
Effect A creature dazed by this ability can’t benefit from edges or surges until the condition ends.
Neurotoxin Splash (Triggered Action)
Keywords —
Distance 2 Burst
Target All enemies in the burst
Trigger The tonguesnapper takes melee damage.
Effect Each target takes 4 acid damage and is A<2 bleeding (save ends).
Calcifying Presence
A creature that starts their turn adjacent to the tonguesnapper is M<1 slowed (save ends).
Bredbeddle
Bredbeddle
Level 3 Solo
Bredbeddle, Giant
EV 50
Stamina 300
Speed 5
Size 2 / Stability 4
Free Strike 6
Might +3
Agility 0
Reason -3
Intuition +1
Presence +2
Executioner's Swing (Action) | 2d10 + 3 | Signature
Keywords Area, Melee, Weapon
Distance 2 Burst
Target Each enemy in the burst
2 damage; A<1 bleeding (save ends)
12-164 damage; A<2 bleeding (save ends)
17+5 damage; A<3 bleeding (save ends)
3 Malice The bredbeddle shifts up to 2 squares and can target addtional enemies who come within distance of this ability during the move.
Lop (Action) | 2d10 + 3 | 3 Malice
Keywords Magic, Melee, Strike, Weapon
Distance Melee 2
Target One creature
9 damage; bleeding (save ends) or M<1 beheaded (see effect)
12-1613 damage; bleeding (save ends) or M<2 beheaded (see effect)
17+16 damage; bleeding (save ends) or M<3 beheaded (see effect)
Effect A beheaded target has their head fall into an unoccupied square adjacent to the bredbeddle, but they remain alive. While beheaded, the target is bleeding and can’t establish line of effect beyond 1 square. The beheaded target can survive without their head for 24 hours, and can reattach their head with a maneuver by entering its square. A target who remains beheaded for 24 hours dies.
Scramble (Maneuver)
Keywords —
Distance Self
Target Self
Effect The bredbeddle shifts up to their speed, and can push each creature who comes within their reach during the movement 1 square. Each square the bredbeddle exits during the movement becomes difficult terrain.
Headway (Maneuver) | 2d10 + 3 | 5 Malice
Keywords Ranged, Strike, Weapon
Distance Ranged 20
Target One creature or object
Effect The bredbeddle must have a head in their possession (attached to them or not), which they throw at the target. If the head was attached, the bredbeddle becomes headless.
9 damage; M<1 dazed (save ends)
12-1613 damage; prone; M<2 dazed (save ends)
17+16 damage; prone; M<3 dazed (save ends)
Envious Imitation (Triggered Action) | 2 Malice
Keywords Magic
Distance Self
Target Self
Trigger A creature targets the bredbeddle with a ranged strike.
Effect The bredbeddle uses the same ability against the triggering creature, using that creature’s bonus to any power rolls they have to make.
Turn Green (Villain Action) | 2d10 + 3
Keywords Area, Magic
Distance 3 Burst
Target Each enemy in the burst
P<1 The target turns green (save ends)
12-16P<2 The target turns green (save ends)
17+P<3 The target turns green until the end of the encounter
Effect Green shadows crawl out from under the bredbeddle’s feet and attempt to turn each target green. The bredbeddle has a double edge on attacks made against targets turned green until the condition ends.
Challenge (Villain Action)
Keywords —
Distance Ranged 5
Target One enemy
Effect The bredbeddle points at the target and issues them a challenge. If the target refuses, they turn green until the end of the encounter (see Turn Green). If the target accepts, the bredbeddle shifts to a space adjacent to the target, who must make a hard **Might test** with no additional modifiers. On success, the target can choose to deal 40 damage to the bredbeddle or remove the bredbeddle’s head. On failure, the target is beheaded (see Lop).
Headlam Rampage (Villain Action) | 2d10 + 3
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Four creatures
6 damage; bleeding (save ends) or A<1 beheaded
12-167 damage; bleeding (save ends) or A<2 beheaded
17+8 damage; bleeding (save ends) or A<3 beheaded (see Lop)
Solo Monster
**Solo Turns** The bredbeddle takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the bredbeddle can take one action and one maneuver per turn. **End Effect** At the end of their turn, the bredbeddle can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Resilient Form
The bredbeddle can’t be physically transformed in any way except by their Heady or Not trait.
Heady or Not
While headless, the bredbeddle can move into a space with a severed head and attach it to their neck as an action. Doing so physically transforms the bredbeddle, who takes on the size, weight, reach, and stability of the head’s original owner. These effects last until the bredbeddle is killed or beheaded, or until the head falls off after 24 hours. A head that falls off this way can no longer be attached to the bredbeddle. A creature must succeed on a hard **Might test** made as a maneuver to rip a head off the bredbeddle. If they fail, the bredbeddle makes a free strike against them.
Bugbear
Bugbear Channeler
Level 2 Troop Controller
Bugbear, Goblin, Humanoid, Fey
EV 16
Stamina 60
Speed 5
Size 1L / Stability 0
Free Strike 5
Might +1
Agility +1
Reason +2
Intuition +2
Presence +2
Shadow Drag (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 8
Target 2 creatures or objects on the ground
7 damage; pull 2
12-1610 damage; pull 3
17+13 damage; pull 4
Effect Each square that a target is pulled through becomes difficult terrain for enemies.
Blistering Element (Action) | 2d10 + 2
Keywords Area, Magic
Distance 3 Burst
Target All enemies in the burst
2 damage; M<0 bleeding (save ends)
12-163 damage; M<1 bleeding (save ends)
17+4 damage; M<2 bleeding (save ends)
Effect The channeler chooses one of the following damage types for the damage: acid, cold, corruption, fire, or poison.
Twist Shape (Action) | 2d10 + 2 | 5 Malice
Keywords Magic, Ranged
Distance Ranged 5
Target 1 creature
5 corruption damage; P<0 slowed (save ends)
12-168 corruption damage; P<1 shapechanged (save ends)
17+11 corruption damage; P<2 shapechanged (save ends)
Effect A shapechanged creature has their limbs violently stretched and their skin becomes paper thin. They are slowed and have fire weakness 10 while they have this effect.
Throw (Maneuver)
Keywords Melee, Strike
Distance Melee 1
Target 1 creature or object grabbed by the channeler
Effect Vertical push 3. An ally target doesn’t take damage from being force moved.
Catcher (Free Triggered Action)
Keywords —
Distance Melee 1
Target 1 size 1 creature or object
Trigger The target is force moved into a square adjacent to the channeler.
Effect The target is grabbed by the channeler.
Shadow Veil (Triggered Action) | 1 Malice
Keywords Magic, Ranged
Distance Ranged 5
Target 1 ally
Trigger The target takes damage.
Effect The channeler collapses the target into their shadow and halves the damage. The target can’t be targeted by strikes until they reform from the shadows at the start of their next turn.
Bugbear Commander
Level 2 Troop Support
Bugbear, Goblin, Humanoid, Fey
EV 16
Stamina 80
Speed 5
Size 1L / Stability 0
Free Strike 5
Might +2
Agility +1
Reason +2
Intuition 0
Presence 0
Inspiring Swordplay (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 2 creatures or objects
7 damage
12-1610 damage
17+13 damage; one target is grabbed
Effect 1 ally within 5 of the commander has an edge on their next attack until the start of the commander’s next turn.
You Next! (Action)
Keywords —
Distance Ranged 8
Target 1 ally
Effect The target moves up to their speed and uses a signature action.
Fall Back! (Action) | 5 Malice
Keywords —
Distance 5 Burst
Target Self and all allies
Effect Each target shifts up to their speed. Each target can use the Throw maneuver if they are grabbing a creature or object.
Throw (Maneuver)
Keywords Melee, Strike
Distance Melee 1
Target 1 creature or object grabbed by the commander
Effect Vertical push 4. An ally target doesn’t take damage from being force moved.
Catcher (Free Triggered Action)
Keywords —
Distance Melee 1
Target 1 size 1 creature or object
Trigger The target is force moved into a square adjacent to the commander.
Effect The target is grabbed by the commander.
The Commander’s Watching
While an ally has line of effect to the commander, the ally can end one condition afflicting them at the start of their turn.
Bugbear Roughneck
Level 2 Troop Brute
Bugbear, Goblin, Humanoid, Fey
EV 16
Stamina 109
Speed 6
Size 1L / Stability 0
Free Strike 5
Might +2
Agility +2
Reason 0
Intuition 0
Presence 0
Haymaker (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 2 creatures or objects
7 damage
12-1611 damage; one target is grabbed; one target is pushed 2
17+14 damage; one target is grabbed; one target is vertically pushed 3
5 Malice The distance becomes 1 Burst, the Strike keyword is replaced with Area, and the roughneck targets all enemies instead.
Leaping Fury (Action) | 2d10 + 3
Keywords Ranged, Strike, Weapon
Distance Melee 1
Target 1 creature or object
8 damage; M<1 prone
12-1613 damage; M<2 prone
17+16 damage; M<3 prone
Effect The roughneck leaps 5 to an unoccupied space adjacent to the target before making the attack.
Drag Through Hell (Maneuver) | 3 Malice
Keywords —
Distance Melee 1
Target 1 creature or object grabbed by the roughneck
Effect The roughneck moves up to their speed, dragging the target across the ground. The target takes 2 damage for each square they were dragged through before being released prone. Each square the target was dragged through becomes difficult terrain for enemies.
Throw (Maneuver)
Keywords Melee, Strike
Distance Melee 1
Target 1 creature or object grabbed by the roughneck
Effect Vertical push 5. An ally target doesn’t take damage from being force moved.
Catcher (Free Triggered Action)
Keywords —
Distance Melee 1
Target 1 size 1 creature or object
Trigger The target is force moved into a square adjacent to the roughneck.
Effect The target is grabbed by the roughneck.
Flying Sawblade (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The roughneck is vertically moved by another creature.
Effect The roughneck uses their Haymaker ability against a creature or object at the end of the movement.
Bugbear Shadow Sneak
Level 2 Troop Ambusher
Bugbear, Goblin, Humanoid, Fey
EV 16
Stamina 80
Speed 7
Size 1L / Stability 0
Free Strike 5
Might +2
Agility +2
Reason 0
Intuition 0
Presence 0
Shadow Drag (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 8
Target 2 creatures or objects on the ground
8 damage; A<1 grabbed
12-1613 damage; A<2 grabbed
17+16 damage; grabbed
Effect The target can’t use triggered actions until the start of the next round. This ability deals an additional 4 damage if the sneak started their turn hidden from the target.
Shadow Cloak (Action) | 2d10 + 2 | 3 Malice
Keywords Area
Distance 2 Burst
Target All enemies in the burst
2 damage; I<0 sneak is concealed from the target (save ends)
12-163 damage; I<1 sneak is concealed from the target (save ends)
17+4 damage; I<2 sneak is concealed from the target (save ends)
Effect The sneak shifts up to their speed and hides after using this ability.
Carving Dagger (Action) | 2d10 + 2
Keywords Ranged, Strike, Weapon
Distance Ranged 8
Target 2 creatures or objects
7 damage; M<0 bleeding (save ends)
12-1611 damage; M<1 bleeding (save ends)
17+14 damage; M<2 bleeding (save ends)
Effect The target can’t hide from the sneak or their allies while bleeding from this ability.
Throw (Maneuver)
Keywords Melee, Strike
Distance Melee 1
Target 1 creature or object grabbed by the sneak
Effect Vertical push 4. An ally target doesn’t take damage from being force moved.
Catcher (Free Triggered Action)
Keywords —
Distance Melee 1
Target 1 size 1 creature or object
Trigger The target is force moved into a square adjacent to the sneak.
Effect The target is grabbed by the sneak.
Clever Trick (Triggered Action) | 1 Malice
Keywords —
Distance Ranged 5
Target 1 enemy
Trigger A target attacks the sneak.
Effect The sneak chooses an enemy within distance of the attack. The attack targets that enemy instead.
Bugbear Knightmare
Level 8 Minion Hexer
Bugbear, Goblin, Humanoid, Fey
EV 20
Stamina 12
Speed 5
Size 1L / Stability 2
With Captain Edge on strikes
Free Strike 3
Might +4
Agility +3
Reason +1
Intuition +1
Presence +4
Corrosive Blade (Action) | 2d10 + 4 | Signature
Keywords Magic, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 corruption damage
12-166 corruption damage; P<3 bleeding (save ends)
17+8 corruption damage; grabbed; P<4 bleeding (save ends)
Effect A target grabbed by the knightmare can be immediately vertically pushed 5.
Bu’gathic Inspiration
Each ally has +1 on dice rolls for each adjacent knightmare.
Magic Terror
Each enemy has -1 to dice rolls for each adjacent knightmare.
Bugbear Mob
Level 5 Minion Brute
Bugbear, Goblin, Humanoid, Fey, Swarm
EV 14
Stamina 10
Speed 6
Size 3 / Stability 2
With Captain Strike damage +2
Free Strike 3
Might +3
Agility -1
Reason 0
Intuition +1
Presence 0
Mug and Tear (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage; pull 2
12-166 damage; pull 3
17+7 damage; pull 4; grabbed
Effect The target can be pulled into the mob without inflicting damage.
Swarm
The mob can move through squares as if they were size-1M, and can occupy other creatures’ spaces. At the start of the mob’s turn, they can make a free strike against each creature they share a square with.
Bugbear Snare
Level 5 Minion Ambusher
Bugbear, Goblin, Humanoid, Fey
EV 14
Stamina 9
Speed 6
Size 1L / Stability 2
With Captain Speed +3
Free Strike 3
Might +2
Agility +3
Reason 0
Intuition 0
Presence +1
Cut Em Low! (Action) | 2d10 + 3 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage
12-166 damage
17+7 damage; A<3 slowed (save ends)
Effect The target is grabbed if the snare started their turn hidden from them. A target grabbed by the snare can be immediately vertically pushed 4.
Bugbear Commando
Level 2 Retainer Ambusher
Bugbear, Goblin, Humanoid, Fey
EV 17
Stamina 40
Speed 5
Size 1L / Stability 0
Free Strike 2
Might +2
Agility +2
Reason 0
Intuition +1
Presence 0
Bear Hug (Action) | 2d10 + 0 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object
5 damage
12-168 damage
17+11 damage
Effect Gain a surge if the commando started their turn concealed or hidden from the target.
Throw (Maneuver)
Keywords Melee, Strike
Distance Melee 1
Target 1 creature or object grabbed by the commando
Effect Vertical push 5. An ally target doesn’t take damage from being force moved.
Catcher (Free Triggered Action)
Keywords —
Distance Melee 1
Target 1 size 1 creature or object
Trigger The target is force moved into a square adjacent to the commando.
Effect The target is grabbed by the commando.
Chimera
Chimera
Level 3 Solo
Beast, Chimera
EV 50
Stamina 300
Speed 10 (fly)
Size 2 / Stability 1
Free Strike 6
Might +3
Agility +2
Reason -2
Intuition +1
Presence 0
Bite (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target 2 creatures or objects
9 damage
12-1613 damage
17+16 damage
Effect This attack deals an additional 3 damage if the chimera has an edge on the attack.
Dragon's Eruption (Action) | 2d10 + 3 | 7 Malice
Keywords Area, Magic
Distance 3 cube within 10
Target All enemies in the cube
3 fire damage; A<1 3 fire damage
12-165 fire damage; A<2 5 fire damage
17+7 fire damage; A<3 7 fire damage
Lion's Toss (Maneuver) | 2d10 + 3
Keywords Melee, Weapon
Distance Melee 2
Target 1 creature or object
vertical push 2
12-16vertical push 3
17+vertical push 5
Roar (Action) | 2d10 + 3 | 5 Malice
Keywords Area, Magic
Distance 5 Burst
Target All enemies in the burst
4 psychic damage
12-168 psychic damage; I<2 frightened (save ends)
17+10 psychic damage; I<3 frightened (save ends)
Ram's Defiance (Triggered Action) | 2d10 + 3
Keywords Melee, Strike, Weapon
Distance Ranged 5
Target 1 creature
Trigger The target attacks the chimera and gets a tier 1 result.
Effect The chimera shifts 5. If they end this movement adjacent to the target, roll power.
6 damage; M<1 slowed (save ends)
12-168 damage; prone; M<2 slowed (save ends)
17+10 damage; prone; M<3 slowed (save ends)
Overture of Destruction (Villain Action)
Keywords Area, Melee, Weapon
Distance 1 Burst
Target All enemies in the burst
Effect The chimera uses Bite and Lion’s Toss against each target.
Fire Solo (Villain Action)
Keywords Area, Melee, Weapon
Distance Self
Target Self
Effect The chimera uses Dragon’s Eruption and Roar without spending malice.
Chorus of Destruction (Villain Action)
Keywords —
Distance Self
Target Self
Effect The chimera uses Roar. The chimera then shifts their speed and can make a free strike against each enemy who comes within 1 of them during the move. When the chimera ends this movement, they use Dragon’s Eruption.
Solo Monster
**Solo Turns** The chimera takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the chimera can take one action and one maneuver per turn. **End Effect** At the end of their turn, the chimera can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Volant
When the chimera makes a creature winded or reduces them to 0 Stamina or less, the chimera can move their speed towards one enemy within line of effect.
Demon
Demon Ensnarer
Level 1 Minion Brute
Abyssal, Demon
EV 6
Stamina 5
Weakness Holy 3
Speed 5
Size 1M / Stability 0
With Captain Melee Distance +2
Free Strike 2
Might +2
Agility 0
Reason -1
Intuition -1
Presence -1
Barbed Tongues (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 3
Target One creature or object per minion
2 damage; pull 1
12-164 damage; pull 2
17+5 damage; pull 3
Effect If the target is pulled adjacent ot the ensarer, the ensnarer makes a free strike against them.
Soulsight
Each creature within 2 of the ensnarer can't be hidden from them.
Demon Frenzied
Level 1 Minion Harrier
Abyssal, Demon
EV 6
Stamina 4
Weakness Holy 3
Speed 6
Size 1M / Stability 0
With Captain Speed +2
Free Strike 1
Might 0
Agility +2
Reason -1
Intuition -1
Presence -1
Rip and Tear (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage
17+3 damage
Soulsight
Each creature within 2 of the frenzied can't be hidden from them.
Demon Pitling
Level 1 Minion Artillery
Abyssal, Demon
EV 6
Stamina 3
Weakness Holy 3
Speed 5 (fly)
Size 1T / Stability 0
With Captain Speed +2
Free Strike 2
Might -2
Agility +2
Reason -2
Intuition -2
Presence -2
Spit (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 poison damage
12-164 poison damage
17+5 poison damage
Horrid Stench
Any enemy who has three or more pitlings within 2 squares of them can't regain Stamina.
Soulsight
Each creature within 2 of the pitling can't be hidden from them.
Demon Bendrak
Level 2 Band Hexer
Abyssal, Demon
EV 4
Stamina 15
Weakness Holy 3
Speed 5
Size 1S / Stability 0
Free Strike 2
Might 0
Agility +1
Reason 0
Intuition 0
Presence +2
Warp Perception (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target One creature
4 psychic damage
12-165 psychic damage; P<1 weakened (save ends)
17+7 psychic damage; P<2 weakened (save ends)
Effect If the target makes a strike while weakened this way, the bendrak can choose a second target within distance for the strike, then evenly divides any damage from the strike between the two targets.
Vanish (Maneuver) | 1 Malice
Keywords Magic, Ranged
Distance Ranged 10
Target Self or one ally
Effect The target immediately becomes hidden, regardless of whether they have cover or concealment.
Lethe
While winded, the bendrak has an edge on strikes, and strikes have an edge against them.
Soulsight
Each creature within 2 of the ensnarer can't be hidden from them.
Demon Muceron
Level 3 Band Brute
Abyssal, Demon
EV 5
Stamina 30
Weakness Holy 3
Speed 5
Size 1M / Stability 0
Free Strike 3
Might +2
Agility +2
Reason 0
Intuition 0
Presence +1
Barbed Tongues (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature
5 damage; pull 2
12-167 damage; pull 3
17+8 damage; pull 4
Effect If the target is pulled adjacent to the muceron, the muceron either makes a free strike against them or grabs them.
Tongue Pull (Maneuver) | 2 Malice
Keywords Ranged, Strike, Weapon
Distance Ranged 5
Target Three creatures
Effect The muceron pulls each target 5 squares.
Lethe
While winded, the muceron has an edge on strikes, and strikes have an edge against them.
Soulsight
Each creature within 2 of the muceron can't be hidden from them.
Demon Remasch
Level 2 Band Ambusher
Abyssal, Demon
EV 4
Stamina 20
Weakness Holy 3
Speed 5 (teleport)
Size 1S / Stability 0
Free Strike 3
Might 0
Agility +2
Reason 0
Intuition 0
Presence +2
Abyssal Strike (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
5 damage; the remasch teleports 2 squares
12-166 damage; the remasch teleports 3 squares
17+8 damage; the remasch teleports 5 squares
5 Malice The remasch takes an adjacent creature with them when they teleport. The creature appears in an unoccupied space adjacent to the remasch’s destination.
Grasping Shadows (Maneuver) | 3 Malice
Keywords Magic
Distance Self
Target Self
Effect The resmach teleports 2 squares and uses Abyssal Strike.
Lethe
While winded, the resmach has an edge on strikes, and strikes have an edge against them.
Soulsight
Each creature within 2 of the resmach can't be hidden from them.
Demon Ruinant
Level 1 Band Harrier
Abyssal, Demon
EV 3
Stamina 15
Weakness Holy 3
Speed 6
Size 1M / Stability 0
Free Strike 1
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Bloodletting Claw (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
3 damage
12-164 damage
17+5 damage; M<2 bleeding (save ends)
Salt Wounds (Maneuver) | 2d10 + 2 | 3 Malice
Keywords Magic, Ranged
Distance Ranged 10
Target Three creatures without Full Stamina
1 corruption damage
12-162 corruption damage
17+3 corruption damage
Lethe
While winded, the ruinant has an edge on strikes, and strikes have an edge against them.
Soulsight
Each creature within 2 of the ruinant can't be hidden from them.
Demon Torlas
Level 1 Band Controller
Abyssal, Demon
EV 3
Stamina 10
Weakness Holy 3
Speed 5
Size 1S / Stability 0
Free Strike 1
Might 0
Agility +1
Reason 0
Intuition 0
Presence +2
Floor to Flesh (Action) | 2d10 + 2 | Signature
Keywords Area, Magic, Ranged
Distance 3 cube within 10
Target Each enemy in cube
Slide 3
12-16Slide 4
17+Slide 5
Effect The area turns into a morass of spongy flesh before the targets are force moved. Until the start of the torlas’s next turn, the area is difficult terrain, and each creature who moves within the area takes 1 damage for each square moved.
Grasping Tendons (Maneuver)
Keywords Magic, Ranged
Distance Ranged 10
Target Three creatures
Effect The torlas pulls each target 3 squares.
Lethe
While winded, the torlas has an edge on strikes, and strikes have an edge against them.
Soulsight
Each creature within 2 of the torlas can't be hidden from them.
Chorogaunt
Level 3 Leader
Abyssal, Demon
EV 20
Stamina 120
Weakness Holy 5
Speed 5
Size 1L / Stability 2
Free Strike 5
Might +2
Agility +2
Reason +2
Intuition +2
Presence +2
Agonizing Harmony (Action) | 2d10 + 3 | Signature
Keywords Area, Melee, Weapon
Distance 5 Burst
Target Each enemy in the burst
4 psychic damage; I<1 slowed (save ends)
12-167 psychic damage; I<2 slowed (save ends)
17+10 psychic damage; I<3 slowed (save ends)
Effect An ally within 10 squares of the chorogaunt can shift up to their speed.
Chaotic Entrancing Harmony (Maneuver)
Keywords Area
Distance 10 Burst
Target Each enemy in the burst
Effect Each target slides 3, ignoring their stability.
I Thrive on Pain (Triggered Action) | 3 Malice
Keywords Magic
Distance Self
Target Self
Trigger The chorogaunt is targeted by a strike.
Effect Any damage from the attack is halved, and the chorogaunt deals an additional 3 damage with their abilities until the end of their next turn.
Frightening Tones (Villain Action)
Keywords Ranged
Distance Ranged 10
Target Three enemies
Effect The chorogaunt allows each target to choose between taking 5 psychic damage or being frightened (save ends).
Bully the Weak (Villain Action)
Keywords Magic, Ranged
Distance Ranged 10
Target One ally
Effect The chorogaunt kills the target, and each other ally deals an additional 3 damage on attacks until the end of the round. The Director gains malice equal to the number of heroes.
Running Cacophony (Villain Action)
Keywords Magic
Distance Self
Target Self
Effect The chorogaunt shifts up to their speed, uses their Agonizing Harmony, shifts up to their speed, and then uses their Agonizing Harmony again.
End Effect
At the end of their turn, the chorogaunt can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Lethe
While winded, the chorogaunt has an edge on strikes, and strikes have an edge against them.
Soulsight
Each creature within 2 of the chorogaunt can't be hidden from them.
Demon — 2nd Echelon
Demon Grulqin
Level 4 Minion Brute
Abyssal, Demon
EV 12
Stamina 9
Weakness Holy 5
Speed 8
Size 1L / Stability 1
With Captain Strike damage +2
Free Strike 3
Might +3
Agility +2
Reason -1
Intuition -1
Presence -1
Spinning Bone Blade (Action) | 2d10 + 3 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 3
Target One creature or object per minion
3 damage
12-165 damage
17+7 damage
Effect The grulqin has an edge on this ability if they moved at least 3 squares in a line during their turn.
Soulsight
Each creature within 2 of the grulqin can't be hidden from them.
Demon Orliq
Level 4 Minion Harrier
Abyssal, Demon
EV 12
Stamina 8
Weakness Holy 5
Speed 6 (fly)
Size 1T / Stability 0
With Captain Speed +2
Free Strike 2
Might -1
Agility +3
Reason +1
Intuition 0
Presence -1
Soul Prism (Action) | 2d10 + 3 | Signature
Keywords Magic, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 corruption damage; slide 2
12-164 corruption damage; vertical slide 2
17+6 corruption damage; vertical slide 4
Imposing Energy
An enemy who starts their turn with two or more orliqs adjacent to them is slowed (EoT).
Soulsight
Each creature within 2 of the orliq can't be hidden from them.
Demon Wobalas
Level 4 Minion Artillery
Abyssal, Demon
EV 12
Stamina 7
Weakness Holy 5
Speed 6
Size 1M / Stability 0
With Captain Strike damage +2
Free Strike 3
Might +1
Agility +3
Reason +1
Intuition +2
Presence +1
Despair Bolt (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike, Weapon
Distance Ranged 20
Target One creature or object per minion
3 psychic damage
12-165 psychic damage
17+7 psychic damage
Effect The target has a bane on their next attack. If the target is winded, they have a double bane on their next attack instead.
Soulsight
Each creature within 2 of the pitling can't be hidden from them.
Demon Bale Eye
Level 5 Band Hexer
Abyssal, Demon
EV 7
Stamina 30
Weakness Holy 5
Speed 6 (fly)
Size 4 / Stability 2
Free Strike 3
Might 0
Agility 0
Reason +3
Intuition +3
Presence +3
Wilting Visions (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 15
Target One creature or object
6 psychic damage
12-168 psychic damage
17+9 psychic damage
Effect The target has corruption weakness 5 (EoT).
2 Malice The target has I<2 corruption weakness 5 (save ends).
Demonwarp Tears (Action) | 2d10 + 3 | 5 Malice
Keywords Area, Magic
Distance 4 cube within 5
Target All enemies
3 psychic damage, A<1 warped (save ends)
12-165 psychic damage, A<2 warped (save ends)
17+6 psychic damage, A<3 warped (save ends)
Effect A warped creature has all of their characteristic scores reversed. A score of +1 becomes -1, -2 becomes +2, etc.
Lethe
While winded, the bale eye has an edge on strikes, and strikes have an edge against them.
Focused Soulsight
Each creature within 5 of the bale eye can't be hidden from them.
Demon Fangling
Level 4 Band Harrier
Abyssal, Demon
EV 6
Stamina 30
Weakness Holy 5
Speed 8
Size 1L / Stability 0
Free Strike 2
Might +3
Agility +2
Reason 0
Intuition 0
Presence 0
Tooth! Tusk! Claw! (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
5 damage
12-167 damage
17+9 damage
Effect Each enemy adjacent to the fangling takes 2 damage.
Tumbling Gore (Maneuver) | 2d10 + 3 | 2 Malice
Keywords Area, Melee, Weapon
Distance 8 x 3 line within 1
Target All enemies
2 damage; pull 1; A<1 bleeding (save ends)
12-163 damage; pull 2; A<2 bleeding (save ends)
17+4 damage; pull 3; A<3 bleeding (save ends)
Made of Teeth
Whenever an enemy makes physical contact with the fangling or uses a melee ability against the fangling, they take 2 damage.
Lethe
While winded, the fangling has an edge on strikes, and strikes have an edge against them.
Soulsight
Each creature within 2 of the fangling can't be hidden from them.
Demon Gunge
Level 4 Band Controller
Abyssal, Demon
EV 6
Stamina 35
Weakness Holy 5
Speed 6
Size 3 / Stability 0
Free Strike 2
Might +3
Agility +2
Reason +1
Intuition +2
Presence -1
Bilious Expulsion (Action) | 2d10 + 3 | Signature
Keywords Area, Melee, Ranged, Weapon
Distance 1 Burst
Target One creature or object in the area
5 acid damage; M<1 slowed (save ends)
12-167 acid damage; M<2 slowed (save ends)
17+9 acid damage; M<3 restrained (save ends)
Effect The affected area pools with slime. The slime is difficult terrain for enemies, and an enemy is bleeding while occupying an affected square.
Spew Slide (Free Triggered Action) | 1 Malice
Keywords Area
Distance Self
Target Self
Trigger The gunge takes damage from a melee strike.
Effect The gunge vomits and shifts up to their speed, ignoring any additional effects from the strike. Each square they started in is covered in slime. The slime is difficult terrain for enemies, and an enemy is bleeding while occupying an affected square.
Lethe
While winded, the gunge has an edge on strikes, and strikes have an edge against them.
Soulsight
Each creature within 2 of the gunge can't be hidden from them.
Demon Niktin
Level 5 Band Ambusher
Abyssal, Demon
EV 7
Stamina 35
Weakness Holy 5
Speed 6
Size 1M / Stability 0
Free Strike 3
Might +2
Agility +2
Reason +2
Intuition +1
Presence +3
Violent Transformation (Action) | 2d10 + 3 | Signature
Keywords Area, Magic, Melee
Distance 2 Burst
Target All enemies in the burst
3 corruption damage
12-166 corruption damage
17+7 corruption damage; I<3 dazed (save ends)
Effect The niktin violently changes shape. The niktin deals an additional 6 damage to each target they were hidden from with their Aggressive Mimicry ability.
Aggressive Mimicry (Maneuver) | 1 Malice
Keywords Magic
Distance Self
Target Self
Effect The nitkin can become a mundane object the same size or smaller and is hidden. They can change back as a free action.
Lethe
While winded, the nitkin has an edge on strikes, and strikes have an edge against them.
Soulsight
Each creature within 2 of the nitkin can't be hidden from them.
Demon Tormenauk
Level 6 Band Brute
Abyssal, Demon
EV 8
Stamina 45
Weakness Holy 5
Speed 6
Size 1M / Stability 2
Free Strike 4
Might +3
Agility 0
Reason +2
Intuition +1
Presence +2
Many Maws (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
7 damage
12-169 damage
17+11 damage; grabbed, the target has a bane on escaping the grab
Effect While the target is grabbed by this ability, they take 4 psychic damage at the start of each of the tormenauk's turns.
Agony Wail (Action) | 2d10 + 3 | 5 Malice
Keywords Area, Magic, Melee
Distance 3 Burst
Target All enemies
4 psychic damage; I<2 dazed (save ends)
12-166 psychic damage; I<3 dazed (save ends)
17+8 psychic damage; I<4 dazed (save ends)
Effect The potency increases by 1 if the target is grabbed by the tormenauk.
Lethe
While winded, the tormenauk has an edge on strikes, and strikes have an edge against them.
Soulsight
Each creature within 2 of the tormenauk can't be hidden from them.
Lumbering Egress
Level 6 Leader
Abyssal, Demon
EV 32
Stamina 180
Weakness Holy 5
Speed 6
Size 3 / Stability 3
Free Strike 7
Might +4
Agility -1
Reason +1
Intuition +2
Presence +2
Ensnarer Cannon (Action) | 2d10 + 4 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target Two creatures or objects
11 corruption damage; A<2 restrained (save ends)
12-1616 corruption damage; A<3 restrained (save ends)
17+19 corruption damage; A<4 restrained (save ends)
2 Malice An **ensnarer**(s) survives the launch, appearing adjacent to one of the targets. Two ensnarers appear on a tier-3 result.
Demonic Egress (Maneuver) | 3 Malice
Keywords —
Distance 3 Burst
Target Special
Effect Four level 1 demon minions (**ensnarer**, **frenzied**, **pitling**) burst forth from the egress and appear in unoccupied squares.
2 Malice A level 4 demon minion (**orflig**, **wobalas**, **grulqin**) also bursts forth and appears in an unoccupied square.
Abyssal Protectors (Triggered Action) | 1 Malice
Keywords Magic
Distance 5 Burst
Target Special
Trigger The last ally minion on the encounter map dies OR the Egress falls below 25 Stamina.
Effect A **muceron** and 2 **ensnarers** appear anywhere in range.
Frenzied Deluge (Villain Action) | 2d10 + 4
Keywords Area, Magic, Melee
Distance 5 Burst
Target All enemies
7 corruption damage
12-1612 corruption damage
17+15 corruption damage; a frenzied appears in an unoccupied square adjacent to the target.
Fold Space (Villain Action)
Keywords —
Distance Ranged 20
Target Self
Effect The egress folds into their own portal and teleports to an unoccupied space within distance. Four level 1 demon minions (**ensnarer**, **frenzied**, **pitling*) appear in the space the egress leaves behind.
Blood of the Abyss (Villain Action) | 2d10 + 4
Keywords Area, Magic, Melee
Distance 10 x 3 line within 1
Target All enemies and objects in the line
5 corruption damage; R<2 weakened (save ends)
12-1610 corruption damage; R<3 weakened (save ends)
17+13 corruption damage; R<4 weakened (save ends)
Effect The egress recalls and instantly destroys any ally minions on the encounter map. A torrent of churned up minion bodies and blood erupts from the egress, dealing an additional 2 damage for each minion destroyed this way.
End Effect
At the end of their turn, the egress can take 10 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Soulsight
Each creature within 2 of the egress can't be hidden from them.
Devil
Devil Clerk
Level 5 Minion Brute
Devil, Infernal
EV 14
Stamina 10
Immunity Fire 5
Speed 6
Size 1M / Stability 0
With Captain Strike damage +2
Free Strike 3
Might +3
Agility 0
Reason +1
Intuition +1
Presence +2
Quill Pushing (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage; push 1
12-166 damage; push 2
17+7 damage; push 3
Effect A target adjacent ot 2 or more clerks is taunted (EoT).
True Name
If a creature within 10 squares of the clerk speaks the clerk's true name aloud, the clerk loses their fire immunity and the additional effects on their signature action.
Devil Notary
Level 5 Minion Hexer
Devil, Infernal
EV 14
Stamina 8
Immunity Fire 5
Speed 6
Size 1M / Stability 0
With Captain Ranged distance +5
Free Strike 3
Might 0
Agility +1
Reason +3
Intuition +1
Presence +2
Importunity (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 5
Target One creature or object per minion
3 fire damage
12-165 fire damage; R<2 target has a bane on their next strike
17+6 fire damage; R<3 target has a bane on their next strike
Effect A non-minion devil within 5 has an edge on their next strike.
True Name
If a creature within 10 squares of the notary speaks the notary's true name aloud, the notary loses their fire immunity and the additional effects on their signature action.
Devil Scrivener
Level 5 Minion Harrier
Devil, Infernal
EV 14
Stamina 9
Immunity Fire 5
Speed 6 (fly)
Size 1M / Stability 0
With Captain Speed +3
Free Strike 3
Might 0
Agility +3
Reason +1
Intuition +1
Presence +2
Litigation (Action) | 2d10 + 3 | Signature
Keywords Charge, Magic, Melee, Strike
Distance Melee 1
Target One creature or object per minion
3 corruption damage
12-165 corruption damage; slowed (EoT)
17+6 corruption damage; slowed (EoT)
Effect Shift 1.
True Name
If a creature within 10 squares of the scrivener speaks the scrivener's true name aloud, the scrivener loses their fire immunity and the additional effects on their signature action.
Devil Jurist
Level 5 Troop Artillery
Devil, Infernal
EV 28
Stamina 120
Immunity Fire 5
Speed 6 (fly)
Size 1M / Stability 0
Free Strike 7
Might 0
Agility +2
Reason +1
Intuition +1
Presence +3
Fire and Brimstone (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 12
Target Two creatures or objects
10 fire damage
12-1615 fire damage; A<2 burning (save ends)
17+18 fire damage; A<3 burning (save ends)
Effect A burning creature or object takes 1d6 fire damage at the start of each of their turns until the condition ends.
1 Malice The jurist can target one additional creature or object for each malice spent.
Dismissal with Prejudice (Action) | 2d10 + 3
Keywords Area, Magic
Distance 2 Burst
Target Each enemy in the burst
6 damage; slide 1
12-1610 damage; slide 3
17+12 damage; slide 5
Effect M<2 the target slides an additional 3 squares.
Ashes to Ashes (Maneuver)
Keywords Magic
Distance Ranged 12
Target One burning creature
Effect The target takes 6 fire damage.
Devilish Charm (Triggered Action) | 2 Malice
Keywords Magic
Distance Ranged 5
Target Triggering creature
Trigger A creature targets the jurist with a strike.
Effect The target makes a **Presence test**.
Hellfire
Fire damage dealt by the jurist ignores immunity.
True Name
If a creature within 10 squares of the jurist speaks the jurist's true name aloud, the jurist loses their fire immunity, the additional effects on their signature action, and their Devilish Charm ability.
Devil Legate
Level 5 Troop Defender
Devil, Infernal
EV 28
Stamina 160
Immunity Fire 5
Speed 6
Size 1M / Stability 2
Free Strike 6
Might +3
Agility +1
Reason 0
Intuition +1
Presence +2
Infernal Pike (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
9 damage
12-1614 damage; A<2 slowed (save ends)
17+17 damage; A<3 slowed (save ends)
Effect If the targets are adjacent to each other, the ability deals an additional 3 damage.
Writ of Execution (Action) | 2d10 + 3
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target 1 creature or object
6 damage; M<1 prone
12-1611 damage; M<2 prone and can't stand (save ends)
17+14 damage; M<3 prone and can't stand (save ends)
Effect If the legate charges while using this ability, they ignore difficult terrain and target each creature and object they move through with the power roll (but not its additional effects).
Law and Order (Maneuver)
Keywords —
Distance Melee 1
Target 1 creature
Effect The target is taunted by the legate (save ends). The legate can only have one creature taunted at a time.
Devilish Charm (Triggered Action) | 2 Malice
Keywords Magic
Distance Ranged 5
Target Triggering creature
Trigger A creature targets the legate with a strike.
Effect The target makes a **Presence test**.
Hellish Bailiff
The legate has damage immunity 3 while in one of the nine Hells or within 10 squares of a non-minion devil that is a higher level than them.
True Name
If a creature within 10 squares of the legate speaks the legate's true name aloud, the legate loses their fire immunity, the additional effects on their signature action, and their Devilish Charm ability.
Devil Adjudicator
Level 6 Platoon Controller
Devil, Infernal
EV 32
Stamina 140
Immunity Fire 5
Speed 6 (fly)
Size 1M / Stability 1
Free Strike 7
Might 0
Agility +1
Reason +2
Intuition +1
Presence +3
Infernal Injunction (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target Two creatures or objects
10 fire damage; I<1 frightened (save ends)
12-1615 fire damage; I<2 frightened (save ends)
17+18 fire damage; I<3 frightened (save ends)
Effect The adjudicator can slide a target frightened by this ability 2 squares.
Adjudicator's Interdiction (Action)
Keywords Magic
Distance Ranged 10
Target One creature
Effect The target makes a **Presence test**.
Quid Pro Quo (Maneuver)
Keywords Magic
Distance Ranged 10
Target One ally or one frightened creature
Effect The adjudicator switches places with the target.
Devilish Charm (Triggered Action) | 2 Malice
Keywords Magic
Distance Ranged 5
Target Triggering creature
Trigger A creature targets the adjudicator with a strike.
Effect The target makes a **Presence test**.
Vexatious Litigation
A creature has -2 on saving throws while within 10 of the adjudicator if their Presence score is lower than the adjudicator’s.
True Name
If a creature within 10 squares of the adjudicator speaks the adjudicator's true name aloud, the adjudicator loses their fire immunity, the additional effects on their signature action, and their Devilish Charm ability.
Devil Magistrate
Level 6 Troop Harrier
Devil, Infernal
EV 32
Stamina 160
Immunity Fire 5
Speed 7
Size 1M / Stability 0
Free Strike 7
Might +1
Agility +3
Reason 0
Intuition +1
Presence +2
Edge of the Law (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
10 damage
12-1615 damage
17+18 damage; R<3 dazed (save ends)
Effect The magistrate can shift up to 3 squares before or after using this ability, or between targets.
Verdict (Action) | 2d10 + 3
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature
11 damage
12-1617 damage
17+21 damage
Effect This ability has a double edge if the magistrate was hidden before using this ability and deals an additional 5 damage if the target is dazed.
Justice Turns Its Gaze (Maneuver)
Keywords —
Distance Self
Target Self
Effect The magistrate becomes hidden, even if they are being observed.
Devilish Charm (Triggered Action) | 2 Malice
Keywords Magic
Distance Ranged 5
Target Triggering creature
Trigger A creature targets the magistrate with a strike.
Effect The target makes a **Presence test**.
Leading
If the magistrate moves away from an enemy who is adjacent to one of the magistrate’s allies, the movement is considered shifting.
True Name
If a creature within 10 squares of the magistrate speaks the magistrate's true name aloud, the magistrate loses their fire immunity, the additional effects on their signature action, and their Devilish Charm ability.
Archdevil
Level 6 Leader
Devil, Infernal
EV 32
Stamina 181
Immunity Fire 8
Speed 7 (fly)
Size 1M / Stability 2
Free Strike 6
Might +1
Agility +3
Reason +2
Intuition +1
Presence +4
Infernal Decree (Action) | 2d10 + 4 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 12
Target Three creatures or objects
10 damage; R<2 the target can't hide (save ends)
12-1615 damage; R<3 the target can't hide (save ends)
17+19 damage; R<4 the target can't hide(save ends)
2 Malice Each devil has an edge to strike a target that can't hide.
Compel the Jury (Maneuver) | 2d10 + 4
Keywords Magic, Ranged
Distance Ranged 12
Target Two creatures
I<2 charmed (save ends)
12-16I<3 charmed (save ends)
17+I<4 charmed (save ends)
Effect Until the condition ends, a charmed creature considers the archdevil an ally, and the archdevil can spend 1 malice on their turn to force move a charmed creature up to 3 squares.
Devilish Suggestion (Triggered Action) | 2 Malice
Keywords Magic
Distance Ranged 5
Target Triggering creature
Trigger A creature targets the archdevil with a strike.
Effect The target makes a **Presence test**.
Welcome, Friends (Villain Action)
Keywords Area, Magic
Distance 3 Burst
Target All enemies in the burst
Effect Each target makes a **Presence test**.
Heed My Commands! (Villain Action)
Keywords —
Distance Self
Target Self and all allies in the burst
Effect Each target shifts up to their speed. The archdevil can force move each charmed creature up to half their speed.
Deceptive Strategem (Villain Action)
Keywords —
Distance Ranged 12
Target 1 ally or charmed creature
Effect The archdevil swaps places with the target. Then, each ally and charmed creature within 12 of the archdevil make a free strike against a target of the archdevil’s choice.
End Effect
At the end of their turn, the archdevil can take 10 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
True Name
If a creature within 10 squares of the archdevil speaks the archdevil's true name aloud, the archdevil loses their fire immunity, the additional effects on their signature action, and their Devilish Suggestion ability.
Devil Defector
Level 5 Retainer Hexer
Devil, Infernal
EV 23
Stamina 60
Speed 6 (fly)
Size 1M / Stability 0
Free Strike 5
Might +3
Agility +2
Reason +3
Intuition +1
Presence +2
Corrupting Flame (Action) | 2d10 + 0 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target One creature or object
6 fire or corruption damage
12-1610 fire or corruption damage
17+13 fire or corruption damage
Tempting Offer (Free Triggered Action)
Keywords Melee, Strike
Distance Ranged 10
Target Triggering creature
Trigger A sapient enemy is reduced to 0 Stamina.
Effect If the creature takes the defector’s offer, the creature is reduced to 1 Stamina instead of 0. If they do so, on their next turn the defector controls the creature’s move action, and the creature must use a Signature Action against a creature of the defector’s choice or immediately die. The Director must spend 3 Malice to have the creature turn down this offer.
True Name
If a creature within 10 squares of the defector speaks the defector’s true name aloud, the defector loses their immunities, the additional effects on their signature attack, and their Tempting Offer triggered action.
Draconian
Aeolyxria the Uncanny
Level 6 Troop Controller
Draconian, Dragon, Humanoid
EV 32
Stamina 140
Immunity Poison 6
Speed 5 (fly)
Size 1M / Stability 2
Free Strike 7
Might -1
Agility +2
Reason +4
Intuition +3
Presence +1
Spittlesplash (Action) | 2d10 + 3 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10
Target Two enemies
10 poison damage; M<1 slowed (save ends)
12-1615 poison damage; M<2 slowed (save ends)
17+18 poison damage; M<3 slowed (save ends)
Experimental Treasure (Action) | 2d10 + 3
Keywords Magic, Ranged
Distance Ranged 10
Target Two creatures or objects
The target regains 10 Stamina
12-1612 corruption damage; A<2 weakened (save ends)
17+12 lightning damage; A<2 bleeding (save ends)
Effect The first time in an encounter that Lydixavus rolls a result with this ability, she can choose that result instead of rolling whenever she uses this ability for the rest of the encounter.
2 Malice Aeolyxria targets an additional creature or object for every 2 malice spent.
Elevate! (Maneuver) | 2 Malice
Keywords —
Distance 1 cube within 5
Target Special
Effect The ground is elevated by 5 squares, creating a pillar of dirt. Each creature in the affected area is lifted along with it.
1 Malice Aeolyxria create an additional pillar for each malice spent.
Blood for Blood (Triggered Action) | 2d10 + 3
Keywords Ranged, Weapon
Distance Ranged 5
Target One creature
Trigger The target inflicts bleeding condition on an ally.
7 poison damage; A<2 bleeding (save ends)
12-1612 poison damage; A<3 bleeding (save ends)
17+15 poison damage; bleeding (save ends)
That's Our Opening!
The Director gains 1 malice whenever Aeolyxria inflicts a condition on an enemy.
Lokratix the Morningstar
Level 6 Troop Harrier
Draconian, Dragon, Humanoid
EV 32
Stamina 160
Immunity Acid 5
Speed 8 (fly)
Size 1M / Stability 2
Free Strike 7
Might +1
Agility +3
Reason +1
Intuition +2
Presence +2
Skewer (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
10 damage
12-1615 damage; M<1 slowed (save ends)
17+18 damage; M<2 slowed (save ends)
Effect Lokratix deals 6 damage to each creature or object in a line up to two squares behind the target.
Acidic Stun (Action) | 2d10 + 3 | 2 Malice
Keywords Area, Magic, Melee
Distance 3 x 1 line within 1
Target All enemies in the line
7 acid damage; M<1 dazed (save ends)
12-1612 acid damage; M<2 dazed (save ends)
17+15 acid damage; M<3 dazed (save ends)
Effect Lokratix deals an additional 6 damage on abilities targeting enemies dazed by this ability.
Takeoff (Maneuver)
Keywords —
Distance Self
Target Self
Effect Lokratix lifts off from the ground and flies up to her speed. All creatures adjacent to the square she took off from are A<2 knocked prone.
Stay Back! (Triggered Action) | 2d10 + 3
Keywords —
Distance Melee 2
Target One creature
Trigger Target enters a square within distance.
7 acid damage; A<1 speed is 0 (EoT)
12-1612 acid damage; A<2 speed is 0 (EoT)
17+15 acid damage; A<3 speed is 0 (EoT)
Flighty
When Lokratix deals damage to an enemy, the enemy can’t use her as the trigger for any of their triggered actions until the start of her next turn.
Absorbing Scales
When Lokratix takes damage of a type she has an immunity for, she has damage immunity 6 against the next strike made against her.
Lydixavus the Deadeye
Level 6 Troop Artillery
Draconian, Dragon, Humanoid
EV 32
Stamina 140
Immunity Cold 6
Speed 5 (fly)
Size 1M / Stability 2
Free Strike 7
Might -1
Agility +3
Reason +3
Intuition +3
Presence +1
Breathsnipe (Action) | 2d10 + 3 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 15
Target One enemy
10 cold damage
12-1615 cold damage; the target has a bane on their next strike.
17+19 cold damage; the target has a double bane on their next strike
Ice Lob (Action) | 2d10 + 3
Keywords Area, Magic, Ranged
Distance 2 cube within 10
Target All enemies and objects in the cube
7 cold damage; M<1 dazed (save ends)
12-1613 cold damage; M<2 dazed (save ends)
17+16 cold damage; M<3 dazed (save ends)
Parting Gift (Maneuver)
Keywords —
Distance Self
Target Self
Effect Lydixavus flies up to their speed, leaving a size 1S ice mine in the square they took off from. The ice mine explodes when an enemy enters a square containing it. Lydixavus rolls power for an exploding ice mine as if they used their Ice Lob ability, targeting the triggering creature and each creature and object within 1 of the ice mine.
Wasn't Aiming For You (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger Lydixavus gets a Tier 1 result on their signature attack.
Effect Lydixavus uses an additional signature action targeting a creature within 5 of the original target.
Scorekeeping Scales
Lydixavus knows the location of every creature who has ever dealt damage to them and has line of effect to each of these creatures while they’re within 20 of Lydixavus.
Myxovidan the Sintaker
Level 6 Troop Hexer
Draconian, Dragon, Humanoid
EV 46
Stamina 140
Immunity Corruption 6
Speed 5 (fly)
Size 1M / Stability 2
Free Strike 7
Might -1
Agility +3
Reason +2
Intuition +2
Presence +1
Breaking Palm (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two enemies
10 damage; M<1 weakened (save ends)
12-1615 damage; M<2 weakened (save ends)
17+18 corruption damage; M<3 weakened (save ends)
2 Malice Myxovidan regains Stamina equal to half the damage dealt.
Expunging Exhalation (Action) | 2d10 + 3
Keywords Area, Magic, Melee
Distance 2 Burst
Target All enemies in the burst
7 courruption damage; M<1 condemned (save ends)
12-1612 courruption damage; M<2 condemned (save ends)
17+15 courruption damage; M<3 condemned (save ends)
Effect A condemned creature has corruption weakness 3 until the condition ends.
Step and Swap (Maneuver)
Keywords —
Distance Ranged 3
Target One ally
Effect Myxovidan and the target shift and swap places.
Anyone Can Do That (Triggered Action) | 2 Malice
Keywords —
Distance Self
Target Self
Trigger An adjacent creature damages Myxovidan.
Effect Myxovidan perfectly recreates the damaging move. If the move requires a Power Roll, Myxovidan rolls power using his stats. If Myxovidan gets a higher tier on this roll than the triggering creature, the Director gains 2 Malice.
Stench of Death
Whenever an enemy regains Stamina while within 5 of Myxovidan they regain 3 less Stamina.
Phrrygalax the Subduer
Level 6 Troop Brute
Draconian, Dragon, Humanoid
EV 32
Stamina 180
Immunity Fire 6
Speed 5 (fly)
Size 1L / Stability 5
Free Strike 7
Might +3
Agility +2
Reason 0
Intuition 0
Presence +3
Baneful Blade (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creature or objects
10 damage
12-1616 damage; M<1 bleeding (save ends)
17+19 damage; M<2 3 damage, bleeding (save ends)
Spinning Spit (Action) | 2d10 + 3 | 2 Malice
Keywords Area, Magic, Melee
Distance 1 Burst
Target All enemies in the burst
7 fire damage
12-1613 fire damage
17+16 fire damage
Heavy Landing (Maneuver)
Keywords Area
Distance Self
Target Self
Effect Phrrygalax flies up to his speed and lands in an unoccupied space on the ground. Each creature adjacent to where he lands is A<2 knocked prone.
Armor of the Ancients (Triggered Action) | 2 Malice
Keywords —
Distance Self
Target Self
Trigger Phrrygalax takes acid, cold, corruption, fire, lightning, or poison damage.
Effect Phrrygalax absorbs the damage instead, recovering Stamina equal to the damage dealt. Phrrygalax swaps his current immunity with the triggering damage type.
STILL YOUR TONGUE! (Free Triggered Action)
Keywords —
Distance Self
Target Self
Trigger Phrrygalax hears a creature within 5 reciting the oath of Good King Omund's Dragon Phalanx.
Effect Phrrygalax shifts up to his speed and uses Baneful Blade against the enemy, dealing an additional 7 damage.
Oathbreaker's Vengeance
When Phrrygalax fails a saving throw, he deals an additional 7 damage on his next strike.
Dorzinuuth the Base
Level 6 Leader
Draconian, Dragon, Humanoid
EV 32
Stamina 180
Immunity Lightning 6
Speed 5 (fly, hover)
Size 1L / Stability 6
Free Strike 7
Might +4
Agility +1
Reason +1
Intuition +2
Presence +3
Punishing Flail (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
11 damage; M<2 prone
12-1616 damage; M<3 prone
17+19 damage; M<4 prone
2 Malice M<4 bleeding (save ends).
I'll Cut A Path (Action) | 2d10 + 4
Keywords Area, Melee, Weapon
Distance 5 x 1 line within 1
Target All enemies in the line
Effect Dorzinuuth shifts up to an unoccupied space adjacent to the end of the line and then rolls power.
7 damage
12-1612 damage; M<3 prone
17+15 damage; M<4 prone
Step and Swap (Triggered Action)
Keywords —
Distance Melee 1
Target One ally
Trigger An ally within distance takes damage while Dorzinuuth isn't flying.
Effect Dorzinuuth shields his ally with his wings, halving the damage.
Roaring Gambit (Villain Action)
Keywords —
Distance 5 Burst
Target All enemies in the burst
Effect Dorzinuuth lets loose a powerful roar. Each target must make a **Reason test**.
Effect Each ally within distance has an edge on their next attack.
Wings of Second Wind (Villain Action)
Keywords —
Distance Self
Target Self and all allies in the burst
Effect Each target shifts or flies up to their speed and regains 10 Stamina.
Snap, Crackle, Pop (Villain Action)
Keywords Magic, Melee
Distance 5 Burst
Target All allies in the burst
Effect Dorzinuuth covers all allies in an electrifying mesh. Whenever a target takes damage from a melee strike or ability, the attacker takes 6 lightning damage.
End Effect
At the end of his turn, Dorzinuuth can take 10 damage to end one save ends effect affecting him. This damage can’t be reduced in any way.
Sheltering Wings
Strikes made against Dorzinuuth have a bane while he isn’t flying.
Remember Your Oath
After Dorzinuuth hears a character recite the Dragon Phalanx oath, he has a bane on all strikes made against that character.
The Nameless
Level 6 Retainer Defender
Draconian, Dragon, Humanoid
EV 30
Stamina 90
Immunity Corruption 6
Speed 5 (fly)
Size 1M / Stability 4
Free Strike 6
Might +3
Agility +2
Reason +1
Intuition +1
Presence +2
Malice Mace (Action) | 2d10 + 0 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage
12-1611 damage
17+14 damage; push 2
I'm Not a Steed, You're Equipment (Action)
Keywords —
Distance Melee 1
Target The Nameless's mentor
Effect The Nameless’s mentor enters their square and rides on their back. The Nameless or the mentor can move the mentor to an adjacent square as a free maneuver. While in the Nameless’s square, the mentor moves with them, can’t take their own move action, and gains 1 shield.
Wing Block
Ranged attacks against the Nameless suffer a bane.
Dragon, Crucible
Thorn Dragon
Level 6 Solo
Dragon, Elemental
EV 80
Stamina 450
Immunity Fire 6
Speed 8
Size 4 / Stability 6
Free Strike 7
Might +4
Agility -1
Reason +3
Intuition +3
Presence +2
Slag Spew (Action) | Signature
Keywords Area, Magic, Melee
Distance 10 x 2 line within 1
Target All creatures and objects
Effect Each target makes a **Agility test**.
Effect Until the condition ends, a slagged target is coated in molten metal, takes 2d6 fire damage at the start of each of their turns, and is M<3 restrained (save ends) whenever they take cold damage.
Forge Hammer Tail Slam (Action) | 2d10 + 4
Keywords Melee, Strike, Weapon
Distance Melee 3
Target Two creatures or objects
11 damage; M<2 prone
12-1617 damage; M<2 prone
17+20 damage; M<2 prone
Effect The dragon makes a free strike against each slagged target knocked prone by this ability.
1 Malice The hammerhead freezes, dealing 1d6 cold damage.
Thermodynamic Flight (Maneuver) | 1 Malice
Keywords Area, Melee
Distance 2 Burst
Target All enemies in burst
Effect The dragon expels blistering steam straight down, dealing 7 fire damage to each target. The dragon then shifts up to their speed vertically and adds the fly keyword to their movement until the end of the round.
Heat Buffer (Free Maneuver)
Keywords —
Distance Distance Unknown
Target Self (while flying)
Effect The dragon can use this ability once per round. They continue to give off steam to extend the duration of their flight for an additional round. Each creature under the dragon when they use this ability takes 7 fire damage.
Polarize Aura (Triggered Action) | 2d10 + 4
Keywords Area, Magic
Distance 3 Burst
Target All creatures and objects
Trigger The dragon is targeted by 2 melee attacks in a single turn.
push 5
12-16push 7
17+push 10 (ignores stability)
Hammer and Anvil (Free Triggered Action) | 1 Malice
Keywords —
Distance Self
Target Self
Trigger The dragon starts their turn or moves while flying.
Effect The dragon plumets to the ground and uses Forge Hammer Tail. They deal an additional 4 damage for each square they fell.
Heart of the Forge (Villain Action) | 2d10 + 4
Keywords Area, Magic, Melee
Distance 6 Burst
Target All enemies
4 fire damage, I<2 frightened (save ends)
12-166 fire damage, I<3 frightened (save ends)
17+8 fire damage, I<4 frightened (save ends)
Effect The dragon roars, venting scorching air in every direction.
Subdermal Shielding (Villain Action)
Keywords —
Distance Self
Target Self
Effect Shields embedded under their scales emerge, giving the dragon damage immunity 6 at the start of each round for the rest of the encounter. The dragon loses this immunity for the rest of the round if they take any damage.
Polarity Chaos (Villain Action)
Keywords Area, Magic, Melee, Ranged
Distance 6 Burst
Target All creatures and objects in the burst
Effect The dragon charges their wyrmscale aura, whipping metal into a magnetized frenzy. Each target makes an **Agility test**.
Solo Monster
**Solo Turns** Crucible dragon takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, crucible dragon can take one action and one maneuver per turn. **End Effect** At the end of their turn, crucible dragon can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Magnetized Wyrmsacle Aura
The dragon’s scales emit a 3 aura of magnetism that affects metal equipment and objects. A creature that enters an affected square or starts their turn there while slagged or wearing metal is pulled 2 towards the dragon and is M<3 unable to move away.
Crucible Dragon's Domain
If the encounter map is a location the dragon has occupied for 1 week or more, melted metal and blades coat nearly every wall and column. A creature or object other than the dragon that comes into physical contact with an affected surface takes 5 damage. Whenever an enemy uses an ability that deals electric damage, they take 1d6 damage and deal half the amount of damage to each adjacent enemy and object.
Dragon, Gloom
Gloom Dragon
Level 4 Solo
Dragon, Elemental
EV 60
Stamina 350
Immunity Psychic 5
Speed 8 (fly, hover)
Size 4 / Stability 4
Free Strike 6
Might +2
Agility +4
Reason +1
Intuition +3
Presence +4
Breath of Brume (Action) | 2d10 + 4 | Signature
Keywords Area, Magic, Ranged
Distance 4 cube within 10
Target All enemies
Effect Each target makes an **Agility test**.
6 cold damage; P<3 dragonsealed (save ends)
12-1611 cold damage; P<4 dragonsealed (save ends)
17+14 cold damage; P<5 dragonsealed (save ends)
Effect The affected area becomes an area of magical darkness. The dragon ignores concealment granted by the darkness. A creature dragonsealed by the dragon has psychic weakness 3 and cold weakness 3 until the condition ends.
Phantom Tail Swing (Action) | 2d10 + 4
Keywords Charge, Magic, Melee, Strike
Distance Melee 3
Target Two enemies or objects
10 psychic damage; pull 2
12-1615 psychic damage; pull 4
17+18 psychic damage; pull 6
2 Malice The pull becomes a vertical slide.
Visions in the Dark (Maneuver) | 5 Malice
Keywords Area, Magic
Distance 10 Burst
Target All dragonsealed enemies
Effect Each target takes 3 psychic damage and is I<3 compelled to immediately make a free strike against one of their allies within range as they hallucinate a threat.
Shadow Skulk (Free Maneuver)
Keywords —
Distance Distance Unknown
Target
Effect Once per turn, the dragon shifts up to their speed and leaves behind a 4 cube area of magical darkness. The dragon ignores concealment granted by the darkness. An enemy that ends their turn in the affected area is I<3 frightened of the dragon.
Shroud (Triggered Action) | 1 Malice
Keywords Area, Magic
Distance Self
Target Triggering creature
Trigger The dragon takes damage.
Effect The dragon reduces the damage by 2 for each enemy in their aura.
Encroaching Darkness (Free Triggered Action) | 1 Malice
Keywords —
Distance Ranged 10
Target Special
Trigger A creature moves.
Effect The dragon moves two cubes of magical darkness up to 10.
Enveloping Umbrage (Villain Action) | 2d10 + 4
Keywords Area, Magic
Distance 5 Burst
Target All enemies
Pull 2; I<3 frightened (save ends)
12-16Pull 4; I<4 frightened (save ends)
17+Pull 6; I<5 frightened (save ends)
Pall of Nightmares (Villain Action) | 2d10 + 4
Keywords Area, Magic
Distance 10 Burst
Target All dragonsealed enemies
6 psychic damage
12-1611 psychic damage
17+14 psychic damage
Effect The targets are I<4 dazed as they are assaulted by their hallucinations.
Absence of All Light (Villain Action)
Keywords —
Distance Self
Target Special
Effect The dragon disappears, then reappears anywhere on the encounter map, as do three hallucinatory versions of it at other points on the encounter map (the director determines which one is real). The dragon and each hallucinatory version of it immediately uses Breath of Brume. A creature who deals damage to a hallucination of the dragon causes it to immediately dissipate.
Solo Monster
**Solo Turns** Gloom dragon takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, gloom dragon can take one action and one maneuver per turn. **End Effect** At the end of their turn, gloom dragon can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Gloaming Wyrmsacle Aura
The dragon’s scales emit a 4 aura of dark fog. An enemy who starts their turn in an affected area takes 2 psychic damage, and the dragon deals an additional 2 psychic damage on abilities per number of enemies in the aura (to a maximum of 6).
Gloom Dragon's Domain
If the encounter map is a location the dragon has occupied for 1 week or more, illusory magic drenches the air such that even the scenery emanates malice. Each creature other than the dragon in the affected area has a -2 on saving throws made to end the frightened condition. A frightened enemy in the affected area takes an additional 3 psychic damage whenever they take damage.
Dragon, Thorn
Thorn Dragon
Level 2 Solo
Dragon, Elemental
EV 40
Stamina 250
Immunity Poison 5
Speed 8 (fly)
Size 3 / Stability 6
Free Strike 5
Might +2
Agility +3
Reason -1
Intuition +1
Presence +2
Virulent Breath (Action) | Signature
Keywords Area, Magic, Melee
Distance 10 x 1 line within 1
Target All enemies
Effect Each target makes a **Might test**.
Effect Until the condition ends, a creature dragonsealed by the dragon has their wounds overtaken by nettles and thorns, and they take an additional die of damage from conditions that deal damage, the dragon’s Wyrmscale Aura, and the dragon’s Malign Thicket Villain Action.
Spinous Tail Swing (Action) | 2d10 + 3
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target Two enemies or objects
8 damage; push 2
12-1612 damage; push 4
17+17 damage; push 8
3 Malice Each target is A<3 bleeing (save ends).
Investiture of Verdure (Maneuver) | 5 Malice
Keywords Area
Distance 10 Burst
Target All dragonsealed enemies
Effect Each target is pulled 5 toward the dragon. For each creature pulled, the dragon gains 5 temporary Stamina.
Provoking Nettles (Free Maneuver)
Keywords —
Distance Distance Unknown
Target
Effect Once per turn, the dragon shifts 5 and can move through enemies at normal speed. The first time the dragon passes through a creature’s space during this movement, the creature takes 3 damage.
Prickly Situation (Triggered Action)
Keywords Magic
Distance Ranged 10
Target Triggering creature
Trigger A creature successfully saves to end their dragonsealed condition.
Effect The target is pulled 5 towards the dragon is restrained (EoT).
Thorny Scales (Free Triggered Action) | 1 Malice
Keywords —
Distance Self
Target Triggering creature
Trigger A creature deals damage to the dragon with a melee strike.
Effect The dragon makes a free strike against the target. The target is M<2 bleeding (EoT).
Briar Bindings (Villain Action) | 2d10 + 3
Keywords Area, Melee
Distance 4 Burst
Target All enemies
5 damage, A<2 restrained (save ends)
12-169 damage, A<3 restrained (save ends)
17+12 damage, A<4 restrained (save ends)
Thorned Armor (Villain Action)
Keywords —
Distance Self
Target Self
Effect The dragon grows longer, sharper thorns upon their scales. A creature who targets the dragon with a melee strike takes 3 damage.
Malign Thicket (Villain Action)
Keywords —
Distance Self
Target Self
Effect The dragon’s domain becomes imbued with deadly poison. A creature who takes damage from the dragon’s domain or from striking the dragon takes an additional 1d6 poison damage.
Solo Monster
**Solo Turns** Thorn dragon takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, thorn dragon can take one action and one maneuver per turn. **End Effect** At the end of their turn, thorn dragon can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Withering Wyrmsacle Aura
The dragon’s scales emit a 2 aura barrier of withering green magic. When a creature in the affected area regains Stamina, they only regain half the Stamina. A winded creature who enters an affected square or starts their turn there takes 1d6 poison damage.
Thorn Dragon's Domain
If the encounter map is a location the dragon has occupied for 1 week or more, each space on the map is considered difficult terrain for all creatures except for the dragon. Each such creature who moves within the area takes 1 damage for each square they enter. A creature restrained in this area is also bleeding.
Dwarf
Dwarf Runner
Level 1 Minion Defender
Dwarf, Humanoid
EV 6
Stamina 7
Speed 5
Size 1M / Stability 2
With Captain 2 temporary Stamina
Free Strike 1
Might +1
Agility 0
Reason 0
Intuition +2
Presence 0
Whistling Axes (Action) | 2d10 + 2 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage
17+3 damage; an ally adjacent to the target can make a free strike
Effect The target can’t use triggered actions until the start of the next round.
Dwarf Catchpole
Level 1 Minion Brute
Dwarf, Humanoid
EV 6
Stamina 7
Speed 5
Size 1M / Stability 2
With Captain 2 temporary Stamina
Free Strike 2
Might +2
Agility 0
Reason 0
Intuition 0
Presence 0
Maul (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage; grabbed or prone
Effect The catchpole deals an additional 2 damage to restrained targets.
Dwarf Hunter
Level 1 Minion Support
Dwarf, Humanoid
EV 6
Stamina 6
Speed 5
Size 1M / Stability 1
With Captain 2 temporary Stamina
Free Strike 1
Might +1
Agility +2
Reason 0
Intuition 0
Presence 0
Snaring Javelin (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 5
Target One creature or object per minion
1 damage; push 1
12-162 damage; push 2
17+3 damage; push 4
Effect A target restrained by a dwarf can be pulled by this ability.
Dwarf Grenadier
Level 1 Platoon Hexer
Dwarf, Humanoid
EV 8
Stamina 39
Speed 5
Size 1M / Stability 3
Free Strike 4
Might +1
Agility 0
Reason 0
Intuition +2
Presence 0
Concussive Grenade (Action) | 2d10 + 2 | Signature
Keywords Area, Ranged, Weapon
Distance 3 cube within 5
Target All enemies in the cube
3 damage
12-166 damage; M<1 slowed (save ends)
17+8 damage; M<2 slowed (save ends)
Effect A target restrained by a dwarf can be pushed by this ability.
Sleep Grenade (Action) | 2d10 + 2 | 3 Malice
Keywords Area, Ranged
Distance 3 cube within 5
Target All enemies in the cube
3 poison damage; I<0 dazed (save ends)
12-166 poison damage; I<1 dazed (save ends)
17+8 poison damage; I<2 dazed (save ends)
Effect A creature dazed by this ability has -1 to all characteristics while resisting potent effects until the condition ends.
Indirect Fire
The grenadier ignores dover and concealment and doesn’t need to establish line of effect for their abilities.
Dwarf Gunner
Level 1 Platoon Artillery
Dwarf, Humanoid
EV 12
Stamina 26
Speed 5
Size 1M / Stability 1
Free Strike 4
Might 0
Agility +2
Reason 0
Intuition +1
Presence 0
Portable Ballista (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10
Target One creature or object
6 damage; push 1
12-169 damage; push 3
17+12 damage; push 5
Effect If the target is adjacent to a wall or object after the power roll is resolved, they are restrained (EoT). A target restrained by a dwarf can be pushed by this ability.
5 Malice If the target is pushed into another creature, both the target and the creature are restrained (EoT).
Ensnaring Chains (Maneuver) | 5 Malice
Keywords Ranged, Weapon
Distance Ranged 10
Target One restained, slowed, or prone target
Effect The gunner makes a free strike against the target. The target loses any restrained, slowed or prone conditions and gains restrained (save ends).
Split Shot
Whenever the gunner deals damage to a creature or object, a creature or object within 1 of the recipient takes 3 damage.
Dwarf Reel Winch
Level 1 Platoon Support
Dwarf, Humanoid
EV 13
Stamina 36
Speed 5
Size 1M / Stability 2
Free Strike 3
Might 0
Agility +2
Reason 0
Intuition +1
Presence 0
Snaring Crossbow (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10
Target One creature or object
5 damage
12-167 damage
17+9 damage; M<2 restrained (save ends)
Effect Pull 5. A target restrained by a dwarf, indlucing by this ability, can be pulled this way.
Reel Them In (Maneuver) | 3 Malice
Keywords Ranged, Weapon
Distance Ranged 10
Target Three creatures
Effect Pull 8. A slowed or restrained target is pulled an additional 2. A target restrained by a dwarf can be pulled in this way.
We Have a Quota!
If the engineer applies the slowed condition to a target who is already slowed or grabbed, the target becomes restrained (save ends) and the slowed or grabbed condition ends.
Dwarf Shieldwall
Level 3 Platoon Defender
Dwarf, Humanoid
EV 21
Stamina 72
Speed 5
Size 1M / Stability 4
Free Strike 5
Might +2
Agility 0
Reason 0
Intuition 0
Presence +1
Wide Axe (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
7 damage; slide 1
12-1610 damage; slide 1
17+13 damage; slide 1
Effect The shieldwall can shift 1 to remain adjacent to the target. A target restrained by a dwarf can be slid by this ability.
3 Malice The shieldwall targets an additional creature or object.
Intercepting Shield (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger A creature strikes an adjacent ally.
Effect The shieldwall becomes the strike’s target and halves the damage.
Call to the Wall
The shieldwall inflicts taunted (EoT) on a creature whenever they deal damage to the shieldwall or take damage from the shieldwall.
Dwarf Stonewhisperer
Level 3 Platoon Controller
Dwarf, Humanoid
EV 10
Stamina 52
Speed 5
Size 1M / Stability 2
Free Strike 5
Might +1
Agility 0
Reason +2
Intuition +2
Presence 0
Tile Slide (Action) | 2d10 + 2 | Signature
Keywords Area, Magic
Distance 2 cube within 1
Target All creatures and objects in the cube
5 damage; slide 1; M<0 slowed (save ends)
12-168 damage; slide 3; M<1 slowed (save ends)
17+11 damage; slide 5; M<2 restrained (save ends)
Effect A target restrained by a dwarf can be slid by this ability.
Stone Wave (Maneuver) | 2d10 + 2 | 3 Malice
Keywords Area, Magic, Ranged
Distance 3 cube within 10
Target All enemies in the cube
4 damage; R<0 slowed (save ends)
12-166 damage; R<1 slowed (save ends)
17+9 damage; R<2 slowed (save ends)
Effect A target restrained by a dwarf can be pushed by this ability. The affected area is considered difficult terrain for enemies.
Stonewalker
The stonewhisperer can phase through 2 squares of stone as part of any movement they take. If they end their movement inside stone, they are shunted out into the square where they entered it.
Dwarf Trapper
Level 1 Platoon Harrier
Dwarf, Humanoid
EV 6
Stamina 36
Speed 7
Size 1M / Stability 2
Free Strike 3
Might 0
Agility +2
Reason 0
Intuition +1
Presence 0
Concussive Bolts (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object
5 damage; push 2
12-167 damage; push 4
17+9 damage; push 6
Effect A target restrained by a dwarf can be pushed by this ability.
Steam Powered Snare (Maneuver) | 3 Malice
Keywords Area, Ranged
Distance 3 cube within 5
Target All enemies in the cube
Effect Each target makes a **Might test**.
Effect The snare remains until the end of the encounter. An enemy that moves into an affected square for the first time on their turn must make the test.
Dwarf Warden
Level 2 Platoon Brute
Dwarf, Humanoid
EV 8
Stamina 59
Speed 5
Size 1M / Stability 3
Free Strike 5
Might +2
Agility 0
Reason 0
Intuition +1
Presence 0
Concussive Maul (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
7 damage; push 1
12-1610 damage; push 3
17+13 damage; push 5; M<2 restrained (save ends)
Effect A target restrained by a dwarf can be pushed by this ability.
Concussive Shockwave (Maneuver) | 2d10 + 2 | 5 Malice
Keywords Area, Melee
Distance 3 cube within 1
Target All enemies in the cube
5 damage; push 2; A<0 slowed (save ends)
12-168 damage; push 4; A<1 slowed (save ends)
17+11 damage; push 6; A<2 dazed (save ends)
Effect A target restrained by a dwarf can be pushed by this ability.
Escort the Prisoners
Whenever the warden moves, they can carry an adjacent restrained enemy as if they were grabbed.
Dwarf Marauder Lord
Level 3 Leader
Dwarf, Humanoid
EV 20
Stamina 132
Speed 5
Size 1M / Stability 4
Free Strike 5
Might +3
Agility 0
Reason +2
Intuition +1
Presence 0
Levitating Axes (Action) | 2d10 + 3 | Signature
Keywords Melee, Psionic, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
8 damage; slide 1
12-1612 damage; slide 3
17+15 damage; slide 5
Effect A target restrained by a dwarf can be slid by this ability.
3 Malice A target that is force moved adjacent to an ally with this ability is restrained (EoT).
Magnetomancy (Maneuver)
Keywords Psionic, Ranged
Distance Ranged 10
Target One creature or object
Effect Vertical slide 5. A target restrained by a dwarf can be slid by this ability.
5 Malice This ability gains the Area keyword, its distance becomes 10 burst, and it now targets restrained creatures.
Your Weapon is Useless (Triggered Action)
Keywords Psionic
Distance Self
Target Self or one ally
Trigger A creature makes a melee strike against the target.
Effect The target takes half damage from the attack. The attacker takes 4 damage.
Ajax Will Pay Well for These Specimens (Villain Action)
Keywords Area, Psionic, Weapon
Distance 5 cube within 10
Target All enemies in the cube
Effect The marauder lord uses Levitating Axes against each target. The marauder lord makes one power roll against all targets.
Don’t Let Them Escape! (Villain Action)
Keywords Area
Distance 5 Burst
Target All allies in the burst
Effect Each target shift up to their speed. The marauder lord then uses Levitating Axes.
Test Your Metal! (Villain Action)
Keywords Psionic
Distance Ranged 10
Target Special
Effect The marauder lord creates three 2-square metal objects in unoccupied squares within distance. When the marauder lord uses Magnetomancy, they can additionally target one of these objects.
End Effect
At the end of their turn, the marauder lord can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Servitor War Worker
Level 1 Troop Mount
Construct, Dwarf
EV 12
Stamina 60
Speed 8 (climb)
Size 3 / Stability 2
Free Strike 3
Might +2
Agility 0
Reason -2
Intuition 0
Presence -2
Grasping Claws (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
6 damage
12-168 damage
17+12 damage; M<2 restrained (save ends)
Effect Restrained targets and targets restrained by this ability are pulled 3. A target restrained by a dwarf can be pulled by this ability.
Stunning Blast (Maneuver) | 2d10 + 2 | 3 Malice
Keywords Area, Melee, Weapon
Distance 3 Burst
Target All enemies in the burst
3 lightning damage; A<0 slowed (save ends)
12-166 lightning damage; A<1 slowed (save ends)
17+8 lightning damage; A<2 slowed (save ends)
Cupola
Three of the war walker’s size 1 allies can occupy the same space while riding the war walker. Riders have cover against attacks that target them.
Mobile Prison Harness
Slowed or restrained creatures adjacent to the war walker become restrained (save ends) and have a bane on all power rolls. Adjacent restrained creatures are automatically moved with the war walker, ignoring stability.
Dwarf Mortar
Level 1 Retainer Hexer
Dwarf, Humanoid
EV 11
Stamina 20
Speed 5
Size 1M / Stability 3
Free Strike 3
Might +2
Agility 0
Reason 0
Intuition +1
Presence 0
Armor-Piercing Shell (Action) | 2d10 + 0 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 15
Target 1 creature or object
3 damage
12-165 damage
17+7 damage
Effect The attack ignores cover and Temporary Stamina.
Voice Thrower
The mortar can use a gadget to talk to their mentor over any distance.
Elemental
Crux of Fire
Level 3 Troop Artillery
Elemental
EV 20
Stamina 80
Immunity Fire 5
Speed 6
Size 1T / Stability 0
Free Strike 6
Might +2
Agility 0
Reason -1
Intuition -1
Presence -1
Spitfire (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 12
Target One creature or object
8 fire damage
12-1612 fire damage; A<1 burning (save ends)
17+15 fire damage; A<2 burning (save ends)
Effect A burning creature or object takes 1d6 fire damage at the start of each of their turns until the condition ends.
Convocation of Flames (Maneuver)
Keywords Magic, Ranged
Distance Ranged 5
Target Self or one elemental
Effect The target receives fire immunity 5 until the start of the crux’s next turn if they don’t already have it.
3 Malice The ground within 3 of the target is wreathed in fire until the end of the encounter. Whenever an enemy first enters the affected area on a turn or starts their turn within it, they take 3 fire damage.
Flame Jet (Triggered Action) | 1 Malice
Keywords Magic
Distance Self
Target Self
Trigger The crux takes damage
Effect The crux ignores any effects associated with the damage and flies up to their speed. If the crux doesn’t end this movement on solid ground, they fall prone.
Fickle and Free
The crux can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Essence of Storms
Level 3 Troop Harrier
Elemental
EV 20
Stamina 80
Immunity Lightning 5
Speed 8 (fly)
Size 1S / Stability 0
Free Strike 5
Might +1
Agility +2
Reason -1
Intuition 0
Presence +2
Bluster (Action) | 2d10 + 2 | Signature
Keywords Area, Magic, Melee
Distance 1 Burst
Target All enemies in the burst
5 damage
12-165 damage; 4 lightning damage; push 1
17+5 damage; 7 lightning damage; push 3
Effect The essence shifts 3 before or after using this ability.
Convocation of Squalls (Maneuver)
Keywords Magic, Ranged
Distance Ranged 5
Target Self or one elemental
Effect The target receives lightning immunity 5 until the start of the essence’s next turn if they don’t already have it.
3 Malice The target emits a 3 aura vortex until the end of the encounter. The aura is considered difficult terrain for enemies. At the end of each of the target’s turns, the target can select 1 creature within the aura to push 5.
Thunderclap (Triggered Action) | 1 Malice
Keywords Magic, Melee, Ranged
Distance Melee 1
Target One creature or object
Trigger The essence takes damage from the target.
Effect The essence deals 5 lightning damage to the target.
Fickle and Free
The essence can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Essence of Tides
Level 3 Troop Controller
Elemental
EV 20
Stamina 80
Immunity Cold 5
Speed 7 (swim)
Size 1M / Stability 1
Free Strike 5
Might +2
Agility 0
Reason +1
Intuition -1
Presence +2
Water Wing (Action) | 2d10 + 2 | Signature
Keywords Magic, Melee, Strike
Distance Melee 1
Target Two creatures or objects
7 damage; slide 1
12-1611 damage; slide 2
17+14 damage; slide 3
Effect P<2 the target's stability is reduced to 0 and they move 2 additional squares whenver they are force moved (save ends).
Convocation of Waves (Maneuver)
Keywords Magic, Ranged
Distance Ranged 5
Target Self or one elemental
Effect The target receives cold immunity 5 until the start of the essence’s next turn if they don’t already have it.
3 Malice The target emits a 1 aura pool of water until the end of the encounter. The area beneath the aura becomes a river that trails behind the target as they move and is considered difficult terrain. An enemy that ends their turn standing in the river is M<2 slowed (save ends).
Sea Salted Wounds (Triggered Action) | 1 Malice
Keywords —
Distance Melee 1
Target One creature
Trigger An ally deals damage ot the target.
Effect The essence makes a free strike against the target.
Water Glide
When the essence starts their turn on a space containing water, they can add the flying keyword to their movement until the end of their turn. While flying, the essence doesn’t provoke opportunity attacks.
Fickle and Free
The essence can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Field of Growth
Level 5 Troop Controller
Elemental
EV 28
Stamina 120
Immunity Poison 5
Speed 8 (climb)
Size 3 / Stability 2
Free Strike 6
Might +2
Agility 0
Reason 0
Intuition +2
Presence +2
Hampering Roots (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 8
Target Two creatures or objects
8 damage
12-1613 damage; R<1 prone and can't stand (save ends)
17+16 damage; prone; P<2 can't stand (save ends)
Effect This ability inflicts restrained (save ends) on targets that are already prone. When the restrained condition ends, any can’t stand effects also end.
Convocation of Verdure (Maneuver)
Keywords Magic, Ranged
Distance Ranged 5
Target Self or one elemental
Effect The target gains 15 temporary Stamina that lasts until the start of the field’s next turn.
3 Malice The ground within 1 of the target is overgrown with thicket and vines until the end of the encounter. Whenever an enemy attacks the target while within line of effect of the affected area, they are pulled 5 towards the affected area. Whenever an enemy enters the affected area on a turn or starts their turn within it, they are knocked prone.
Rose Lash Wounds (Triggered Action) | 1 Malice
Keywords Magic, Melee, Ranged
Distance Melee 3
Target One creature or object
Trigger The field takes damage from the target.
Effect The field deals 6 damage to the target and A<2 bleeding (save ends).
Roots Run Deep
The field can target creatures touching the ground with abilities, even if they don’t have line of effect.
Fickle and Free
The field can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Force of Earth
Level 3 Troop Brute
Elemental
EV 20
Stamina 132
Speed 5 (burrow)
Size 2 / Stability 2
Free Strike 6
Might +2
Agility -1
Reason 0
Intuition +1
Presence +2
Slam Into Dirt (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
8 damage
12-1612 damage; M<1 restrained (save ends)
17+15 damage; M<2 restrained (save ends)
Effect The area beneath the target becomes difficult terrain.
Convocation of Quartz (Maneuver)
Keywords Magic, Ranged
Distance Ranged 5
Target Self or one elemental
Effect The target imposes a bane on melee strikes made against them until the start of the force’s next turn if they don’t already have it.
3 Malice The target grows a carapace of stone, increasing their stability by 3 and granting them 15 temporary Stamina until the end of the encounter.
Break Armor (Triggered Action) | 1 Malice
Keywords —
Distance Self
Target Self
Trigger The force takes damage.
Effect The force halves the damage, gains damage weakness 3, and increases their speed by 3. The damage weakness increases by 3 each time the force uses this ability in an encounter.
Primordial Strength
The force deals an additional 6 damage with strikes targeting objects.
Fickle and Free
The force can’t be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Elf, High
Elemental Mote
Level 1 Minion Hexer
Elemental, High Elf
EV 6
Stamina 3
Speed 5 (fly)
Size 1T / Stability 0
With Captain Speed +2
Free Strike 1
Might 0
Agility 0
Reason 0
Intuition 0
Presence +2
Dweomer Plume (Action) | 2d10 + 2 | Signature
Keywords Magic, Melee, Strike
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage; R<1 Magic weakness 3 (save ends)
17+3 damage; R<2 Magic weakness 3 (save ends)
Spark of Life
On their turn, the mote can choose to die to revive a dead soot crow, brambleguard, or ceramic horse within 1, returning with 3 Stamina.
High Elf Dawn Mage
Level 1 Minion Controller
Fey, Humanoid, High Elf
EV 6
Stamina 3
Speed 5
Size 1M / Stability 0
With Captain Ranged distance +5
Free Strike 1
Might 0
Agility 0
Reason +1
Intuition +1
Presence +1
Bright Bolt (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 5
Target One creature or object per minion
1 holy damage
12-162 holy damage
17+3 holy damage
Effect The target can’t hide until the start of the dawn mage’s next turn.
Otherwordly Grace
At the start of their turn, the dawn mage can turn the duration of one save ends effect they suffer from into EoT.
High Elf Quiver
Level 1 Minion Artillery
Fey, Humanoid, High Elf
EV 6
Stamina 3
Speed 5
Size 1M / Stability 0
With Captain Ranged distance +5
Free Strike 2
Might 0
Agility +2
Reason +1
Intuition 0
Presence 0
Heavy Arrow (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 5
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Effect Each ally adjacent to the target can shift 2.
Otherwordly Grace
At the start of their turn, the quiver can turn the duration of one save ends effect they suffer from into EoT.
Soot Crow
Level 1 Minion Harrier
Elemental, High Elf
EV 6
Stamina 4
Speed 7 (fly)
Size 1T / Stability 0
With Captain Edge on strikes
Free Strike 1
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Heckle (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage
17+3 damage; taunted (EoT)
Effect The soot crow ignores opportunity attacks from the target until the end of its turn.
Brambleguard
Level 2 Platoon Defender
Elemental, High Elf
EV 8
Stamina 59
Speed 4
Size 2 / Stability 3
Free Strike 4
Might +2
Agility 0
Reason 0
Intuition 0
Presence +2
Wall of Roses (Action) | Signature
Keywords Area, Magic
Distance Self
Target Self
Effect The brambleguard’s speed becomes 0 and they extend themself into a 5 wall until the start of their next turn. Each ally adjacent to the brambleguard at the start of their turn regains 5 Stamina and can apply the Magic keyword to their weapon abilities until the end of their turn.
Whip Frenzy (Action) | 2d10 + 2
Keywords Area, Melee, Weapon
Distance 2 Burst
Target Each enemy in burst
4 damage
12-167 damage; push 3
17+10 damage; push 3; A<2 bleeding (save ends)
Thicket and Thorns
The brambleguard blocks line of effect for enemies. An enemy that starts their turn adjacent to a brambleguard takes 4 damage.
High Elf Bloodletter
Level 1 Platoon Ambusher
Fey, Humanoid, High Elf
EV 6
Stamina 30
Speed 7
Size 1M / Stability 0
Free Strike 4
Might 0
Agility +2
Reason 0
Intuition +1
Presence 0
Razor's Edge (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage
12-169 damage
17+12 damage; R<2 bleeding (save ends)
Effect The bloodletter and each ally has a double edge on abilities targeting a creature or object bleeding from this ability.
Blood Haze (Maneuver) | 2 Malice
Keywords Area, Magic, Melee
Distance 3 Burst
Target Special
Effect The bloodletter creates a cloud of blood vapor in the area until the end of the next round. The cloud blocks line of effect for enemies, and an enemy has Magic weakness 3 occupying an affected square. The bloodletter then shifts up to their speed, hiding if they end their movement under concealment.
Otherwordly Grace
At the start of their turn, the bloodletter can turn the duration of one save ends effect they suffer from into EoT.
High Elf Deathtouch
Level 2 Platoon Artillery
Fey, Humanoid, High Elf
EV 8
Stamina 30
Speed 5
Size 1M / Stability 0
Free Strike 5
Might +2
Agility 0
Reason +1
Intuition 0
Presence +1
Heartpiercer (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 15
Target One creature
7 damage
12-1610 damage
17+13 damage; R<1 bleeding (save ends); I<1 frightened (save ends); P<1 restrained (save ends)
5 Malice The ability replaces Strike with the Area keyword, the distance becomes 3 cube within 10, and it targets all creatures in the cube.
Kiss of Death (Maneuver)
Keywords —
Distance Melee 1
Target 1 ally
Effect The target’s speed increases by 5 and they cannot get results lower than tier 3 on their power rolls. The target immediately dies at the end of their next turn.
Otherwordly Grace
At the start of their turn, the deathtouch can turn the duration of one save ends effect they suffer from into EoT.
High Elf Orbweaver
Level 3 Platoon Hexer
Fey, Humanoid, High Elf
EV 10
Stamina 40
Speed 5
Size 1M / Stability 0
Free Strike 5
Might 0
Agility 0
Reason +2
Intuition +2
Presence +2
Awash (Action) | 2d10 + 2 | Signature
Keywords Area, Magic
Distance 3 cube within 1
Target All creatures in the cube
4 cold damage; M<0 slide 3
12-166 cold damage; M<1 slide 4 or prone
17+9 cold damage; M<2 slide 5 or prone
Aetherweb (Action) | 2d10 + 2
Keywords Magic, Ranged
Distance Ranged 8
Target Two enemies or objects
5 damage; R<0 slowed (save ends)
12-168 damage; R<1 slowed (save ends)
17+11 damage; R<2 restrained (save ends)
Effect Each enemy within 3 of a target suffers the same additional effects as the target unless they shift into an unoccupied square adjacent to them.
Otherwordly Grace
At the start of their turn, the mage can turn the duration of one save ends effect they suffer from into EoT.
High Elf Palinode
Level 1 Platoon Support
Fey, Humanoid, High Elf
EV 6
Stamina 30
Immunity Psychic 5
Speed 5
Size 1M / Stability 0
Free Strike 4
Might +1
Agility +2
Reason 0
Intuition 0
Presence 0
Instill Regret (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 8
Target One creature
5 psychic damage
12-167 psychic damage; I<1 weakened (save ends)
17+9 psychic damage; I<2 weakened (save ends)
2 Malice The potency of this ability increases by 1. If the target is still weakened by this ability at the end of the encounter they cannot take a respite activity during their next respite.
Recall (Maneuver)
Keywords Magic, Ranged
Distance Ranged 5
Target 2 allies
Effect Each target is teleported to an unoccupied square adjacent to the palinode. Then, the palinode and each target gain 5 temporary Stamina.
Otherwordly Grace
At the start of their turn, the palinode can turn the duration of one save ends effect they suffer from into EoT.
High Elf Wyrd
Level 3 Platoon Controller
Fey, Humanoid, High Elf
EV 10
Stamina 40
Speed 5
Size 1M / Stability 0
Free Strike 5
Might 0
Agility +1
Reason +2
Intuition -1
Presence +2
Twystrd (Action) | 2d10 + 2 | Signature
Keywords Area, Magic, Ranged
Distance 1 cube within 5
Target All enemies in the cube
vertical push 3
12-16vertical push 5
17+vertical push 6
Effect The area of the cube increases by 1 for each elemental mote adjacent to the wyrd.
Summon Elemental (Maneuver) | 2 Malice
Keywords —
Distance Ranged 5
Target Special
Effect The wyrd summons 2 **elemental motes** or 2 **soot crows** into unoccupied squares within distance.
Wyrd Warp (Maneuver) | 2 Malice
Keywords Area, Magic, Ranged
Distance Distance Unknown
Target Special
Effect The wyrd shapes the land as if it were loose clay. Each wall segment takes up the entire square. A segment can also be used to push a square of the terrain further into the ground. An enemy on top of an affected square moves with the elevation of the terrain.
Otherwordly Grace
At the start of their turn, the wyrd can turn the duration of one save ends effect they suffer from into EoT.
High Elf Zephyr
Level 1 Platoon Harrier
Fey, Humanoid, High Elf
EV 6
Stamina 30
Speed 7
Size 1M / Stability 0
Free Strike 3
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Sweeping Blade (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object
5 damage
12-167 damage
17+9 damage; the zephyr makes a free strike on a creature adjacent to the target; both creatures are A<2 prone
Effect Shift 2.
Windwalk (Maneuver)
Keywords —
Distance Self
Target Self
Effect The zephyr moves up to their speed through the air. They must end this movement on solid ground or immediately fall prone.
Like the Wind
All of the zephyr's movement is considered shifting.
Otherwordly Grace
At the start of their turn, the zephyr can turn the duration of one save ends effect they suffer from into EoT.
High Elf Ordinator
Level 3 Leader
Fey, Humanoid, High Elf
EV 20
Stamina 120
Speed 5 (fly, hover)
Size 1M / Stability 0
Free Strike 5
Might 0
Agility +2
Reason +3
Intuition +2
Presence +3
Lightning Rod (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 20
Target One creatures or objects
9 lightning damage; R<1 dazed (save ends)
12-1614 lightning damage; R<2 dazed (save ends)
17+17 lightning damage; R<3 dazed (save ends)
Effect High elves have an edge on abilities used against the target until the start of the ordinator’s next turn.
Elemental Uproar (Maneuver)
Keywords Area, Magic
Distance 10 Burst
Target Each elemental ally in the burst
Effect Each target moves up to their speed or makes a free strike. An elemental mote target can use their Spark of Life trait.
Summon Elemental (Free Maneuver) | 3 Malice
Keywords —
Distance Ranged 10
Target Special
Effect For every 3 malice spent, the ordinator summons 5 **elemental motes**, 3 **soot crows**, 1 **ceramic horse**, or 1 **brambleguard** into unoccupied squares within distance.
Enough! (Triggered Action)
Keywords —
Distance Ranged 10
Target Triggering enemy
Trigger An enemy targets the ordinator or an ally within distance with an ability.
Effect The ordinator uses Lightning Rod against the target.
Fountains Roar, Now Free From The Earth (Villain Action)
Keywords Area, Magic
Distance 10 Burst
Target All allies in the burst
Effect Each target glows, ending one condition on themselves and then moving up to twice their speed.
And The Sun Forsook Her Children (Villain Action)
Keywords Area, Magic
Distance 5 cube within 10
Target All enemies in the cube
Effect Each target makes a **Presence test**.
Effect The affected area becomes darkened and its space warps violently in every direction.
But We Will Change Her Mind. (Villain Action)
Keywords Area, Magic
Distance Self
Target Self and all allies in the burst
Effect All elves radiate wisps of magic. Each target makes a free strike that has the Magic keyword and deals an additional 3 damage.
Otherwordly Grace
At the start of their turn, the ordinator can turn the duration of one save ends effect they suffer from into EoT.
Magic Beacon
While using Chaincast, magic abilities tha tuse the Ordinator's space have a double edge (see Chaincast).
Ceramic Horse
Level 1 Platoon Mount
Plant, High Elf
EV 6
Stamina 30
Speed 10
Size 2 / Stability 2
Free Strike 3
Might +2
Agility +2
Reason 0
Intuition 0
Presence +1
Elemental Charge (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
5 damage
12-167 fire damage
17+9 lightning damage; M<2 prone
Stomp (Action) | 2d10 + 2
Keywords Area, Melee, Weapon
Distance 1 Burst
Target All enemies in burst
3 damage
12-165 damage
17+7 damage
Effect This attack deals an additional 2 damage to prone targets.
Buck (Maneuver) | 2 Malice
Keywords —
Distance Self
Target The horse's rider
Effect Vertical slide 3; The rider can use a ranged ability at any point during the movement and then fall without taking damage.
Shared Otherwordly Grace
If the ceramic horse’s rider has the Otherworldly Grace trait, it also gains the Otherworldly Grace trait.
High Elf Weatherwise
Level 1 Retainer Controller
Fey, Humanoid, High Elf
EV 11
Stamina 20
Speed 5
Size 1M / Stability 0
Free Strike 2
Might -1
Agility +1
Reason +2
Intuition 0
Presence +1
Summer's Bolt (Action) | 2d10 + 0 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target One creature or object
3 fire damage
12-165 fire damage
17+7 fire damage
Effect If the weatherwise targets their mentor, instead of taking damage the mentor gains the same amount of Temporary Stamina.
Otherwordly Grace
At the start of their turn, the weatherwise can turn the duration of one save ends effect they suffer from into EoT.
Elf, Shadow
Shadow Elf Cloak
Level 4 Minion Harrier
Fey, Humanoid, Shadow Elf
EV 12
Stamina 8
Speed 8 (climb)
Size 1M / Stability 0
With Captain Speed +2
Free Strike 2
Might +3
Agility +1
Reason 0
Intuition 0
Presence 0
Stick and Poke (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 damage
12-164 damage
17+6 damage
Of the Umbra
The cloak ignores concealment granted by darkness. While the cloak is in direct sunlight, they have damage weakness 3. While the cloak is concealed, they have damage immunity 3.
Shadow Elf Dusk Mage
Level 4 Minion Hexer
Fey, Humanoid, Shadow Elf
EV 12
Stamina 7
Speed 5 (climb)
Size 1M / Stability 0
With Captain Edge on strikes
Free Strike 2
Might 0
Agility +3
Reason +2
Intuition 0
Presence 0
Gloom Strike (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 damage
12-164 damage; A<2 slowed (save ends)
17+6 damage; A<3 slowed (save ends)
Of the Umbra
The dusk mage ignores concealment granted by darkness. While the dusk mage is in direct sunlight, they have damage weakness 3. While the dusk mage is concealed, they have damage immunity 3.
Shadow Elf Nightstrike
Level 4 Minion Ambusher
Fey, Humanoid, Shadow Elf
EV 12
Stamina 8
Speed 5 (climb)
Size 1M / Stability 0
With Captain Edge on strikes
Free Strike 3
Might +1
Agility +3
Reason 0
Intuition +1
Presence +1
Vault (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage
12-165 damage
17+7 damage
Effect The nightstrike leaps over the target, shifting into an unoccupied square adjacent to the target opposite from their starting position.
Of the Umbra
The nightstrike ignores concealment granted by darkness. While the nightstrike is in direct sunlight, they have damage weakness 3. While the nightstrike is concealed, they have damage immunity 3.
Shadow Elf Sniper
Level 4 Minion Artillery
Fey, Humanoid, Shadow Elf
EV 12
Stamina 7
Speed 5 (climb)
Size 1M / Stability 0
With Captain Strike damage +2
Free Strike 3
Might +1
Agility +3
Reason 0
Intuition 0
Presence 0
Neon Arrow (Action) | 2d10 + 3 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 7
Target One creature or object per minion
3 damage
12-165 damage
17+7 damage
Effect The next strike made against the target has an edge.
Of the Umbra
The sniper ignores concealment granted by darkness. While the sniper is in direct sunlight, they have damage weakness 3. While the sniper is concealed, they have damage immunity 3.
Shadow Elf Assassin
Level 6 Platoon Artillery
Fey, Humanoid, Shadow Elf
EV 16
Stamina 70
Speed 5 (climb)
Size 1M / Stability 0
Free Strike 7
Might 0
Agility +3
Reason +2
Intuition +1
Presence +1
Neon Assault (Action) | 2d10 + 3 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 15
Target One creature or object
10 damage
12-1615 damage
17+18 damage
Effect The next ability made against the target has a double edge.
5 Malice Each ally within 5 of the target makes a free strike against them.
Splitbow (Action) | 2d10 + 3 | 2 Malice
Keywords Area, Ranged, Weapon
Distance 1 x 4 line within 10
Target All enemies in the line
5 damage; I<1 bleeding (save ends)
12-1610 damage; I<2 bleeding (save ends)
17+12 damage; I<3 bleeding (save ends)
Effect Push 4.
Of the Umbra
The assassin ignores concealment granted by darkness. While the assassin is in direct sunlight, they have damage weakness 3. While the assassin is concealed, they have damage immunity 3.
Shadow Elf Dark Knight
Level 4 Platoon Defender
Fey, Humanoid, Shadow Elf
EV 12
Stamina 70
Speed 5 (climb)
Size 1M / Stability 0
Free Strike 5
Might 0
Agility +2
Reason 0
Intuition +3
Presence +2
Suffusing Strike (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 3
Target One creature or object
8 corruption damage
12-167 corruption damage; R<2 taunted (EoT)
17+9 corruption damage; R<3 taunted (EoT)
Trick of the Eye (Triggered Action)
Keywords —
Distance Melee 2
Target 1 ally
Trigger An enemy within distance makes a strike against the target.
Effect The damage is halved. The dark knight takes the other half of the damage.
Of the Umbra
The dark knight ignores concealment granted by darkness. While the dark knight is in direct sunlight, they have damage weakness 3. While the dark knight is concealed, they have damage immunity 3.
Shadow Elf Duskcaller
Level 5 Platoon Controller
Fey, Humanoid, Shadow Elf
EV 14
Stamina 60
Speed 5 (climb)
Size 1M / Stability 0
Free Strike 6
Might 0
Agility +3
Reason +3
Intuition +2
Presence 0
Night Knife (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
9 damage
12-1613 damage
17+16 damage
Effect The duskcaller can target an additional creature or object while concealed.
Shadesong (Maneuver)
Keywords —
Distance 2 cube within 3
Target Special
Effect The affected area is covered in darkness and is considered concealment until the start of the duskcaller’s next turn.
2 Malice The area of the cube increases by 3
Of the Umbra
The duskcaller ignores concealment granted by darkness. While the duskcaller is in direct sunlight, they have damage weakness 3. While the duskcaller is concealed, they have damage immunity 3.
Shadow Elf Luminator
Level 4 Platoon Support
Fey, Humanoid, Shadow Elf
EV 6
Stamina 60
Speed 5 (climb)
Size 1M / Stability 0
Free Strike 5
Might 0
Agility +1
Reason +1
Intuition +3
Presence +2
Neon Mark (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 3
Target One creature or object
8 lightning damage
12-1612 lightning damage
17+15 lightning damage
Effect The next strike against the target deals an additional 5 damage.
Mourning 'Til Dusk (Action) | 2d10 + 3 | 2 Malice
Keywords Area, Magic, Melee
Distance 2 Burst
Target All allies in the burst
The target regains 2 Stamina
12-16The target regains 3 Stamina
17+The target regains 5 Stamina; The Director gains 3 Malice
Effect Each target has an edge on their next strike.
Of the Umbra
The luminator ignores concealment granted by darkness. While the luminator is in direct sunlight, they have damage weakness 3. While the luminator is concealed, they have damage immunity 3.
Shadow Elf Moondancer
Level 5 Platoon Harrier
Fey, Humanoid, Shadow Elf
EV 14
Stamina 70
Speed 7 (climb)
Size 1M / Stability 0
Free Strike 6
Might +1
Agility +3
Reason +1
Intuition +2
Presence 0
Crescent Sweep (Action) | 2d10 + 3 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
9 damage
12-1613 damage
17+16 damage
Effect The moondancer ignores opportunity attacks from the target until the end of their turn.
Dissolve (Triggered Action)
Keywords —
Distance Self
Target Special
Trigger The moondancer takes damage from a strike
Effect The moondancer teleports to a square in concealment granted by darkness within 10.
Of the Umbra
The moondancer ignores concealment granted by darkness. While the moondancer is in direct sunlight, they have damage weakness 3. While the moondancer is concealed, they have damage immunity 3.
Shadow Elf Mournblade
Level 6 Platoon Ambusher
Fey, Humanoid, Shadow Elf
EV 16
Stamina 80
Speed 5 (climb)
Size 1M / Stability 0
Free Strike 7
Might +2
Agility +3
Reason +1
Intuition +2
Presence 0
Knife in the Dark (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
10 damage
12-1615 damage
17+18 damage
Effect The mournblade is invisible to the target until the start of their next turn.
Shadow Step (Maneuver)
Keywords —
Distance Self
Target Special
Effect If the mournblade is concealed, they can teleport to another square in concealment granted by darkness within 10.
Of the Umbra
The mournblade ignores concealment granted by darkness. While the mournblade is in direct sunlight, they have damage weakness 3. While the mournblade is concealed, they have damage immunity 3.
Shadow Elf Noctis Mage
Level 6 Platoon Hexer
Fey, Humanoid, Shadow Elf
EV 16
Stamina 70
Speed 5 (climb)
Size 1M / Stability 0
Free Strike 6
Might 0
Agility +2
Reason +3
Intuition +1
Presence +1
Blotting Bolt (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 5
Target One creature or object
9 damage
12-1614 damage
17+17 damage
Effect The target has a bane on their next strike.
3 Malice The target has a double bane on the next signature action they use.
Enemies in the Dark (Maneuver) | 2d10 + 3 | 2 Malice
Keywords Magic, Ranged, Strike
Distance Melee 1
Target Two enemies
8 damage; R<1 the target makes a free strike against an enemy of the noctis mage's choice
12-1610 damage; R<2 the target makes a free strike against an enemy of the noctis mage's choice
17+13 damage; R<3 the target makes a signature action against an enemy of the noctis mage's choice
Of the Umbra
The noctis mage ignores concealment granted by darkness. While the noctis mage is in direct sunlight, they have damage weakness 3. While the noctis mage is concealed, they have damage immunity 3.
Shadow Elf Panther
Level 4 Platoon Brute
Fey, Humanoid, Shadow Elf
EV 12
Stamina 70
Speed 5 (climb)
Size 1M / Stability 0
Free Strike 6
Might +3
Agility +2
Reason -1
Intuition +1
Presence +1
Dusk Cleave (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
9 damage
12-1613 damage
17+16 damage; I<3 bleeding (save ends)
Effect The panther makes a free strike against a creature or object adjacent to the target.
Bladestorm (Action) | 2d10 + 3 | 3 Malice
Keywords Area, Ranged, Weapon
Distance 2 Burst
Target All enemies in burst
5 corruption damage
12-168 corruption damage; I<2 dazed (save ends)
17+10 damage; I<3 dazed (save ends)
Effect The panther has a double edge on strikes against targets dazed by this ability.
Of the Umbra
The panther ignores concealment granted by darkness. While the panther is in direct sunlight, they have damage weakness 3. While the panther is concealed, they have damage immunity 3.
Shadow Elf Eclipse
Level 6 Leader
Fey, Humanoid, Shadow Elf
EV 32
Stamina 180
Speed 6 (climb)
Size 1M / Stability 1
Free Strike 7
Might +4
Agility +3
Reason +2
Intuition +1
Presence +2
Manifold Blade (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
11 damage; I<2 bleeding (save ends)
12-1616 damage; I<3 bleeding (save ends)
17+19 damage; I<4 bleeding (save ends)
2 Malice The potency of this ability increases by 1.
Grasping Shadow (Maneuver) | 2d10 + 4 | 5 Malice
Keywords Magic
Distance Ranged 5
Target Three creatures or objects casting a shadow
pull 5; I<2 slowed (save ends)
12-16pull 7; I<3 slowed (save ends)
17+pull 10; I<4 slowed (save ends)
Effect The eclipse makes a free strike against each target pulled into an adjacent square.
PUT IT OUT! (Triggered Action)
Keywords —
Distance Ranged 10
Target Special
Trigger An enemy uses an ability that emits light, such as fire.
Effect The enemy has a double bane on the ability.
From the Shadows (Villain Action)
Keywords Ranged
Distance Ranged 5
Target All allies
Effect The eclipse calls forth one **brush stalker** that appears within distance. Each target then shifts up to their speed and makes a free strike.
Cast Away All Hope (Villain Action)
Keywords Magic
Distance 3 Burst
Target All enemies in the burst
Effect The eclipse dispels their enemies’ hard-earned advantages, removing each target’s surges. Each ally ignores edges and additional effects of each target’s damaging abilities until the end of the round.
Umbral Hunger (Villain Action)
Keywords Area, Magic, Ranged
Distance 3 cube within 5
Target All enemies in the cube
Effect R<3 speed becomes zero (save ends). The affected area is shrouded in darkness and becomes concealment. When an enemy starts their turn in an affected square, they take 5 corruption damage.
End Effect
At the end of their turn, the warleader can take 10 damage to end one save ends effecting them. This damage can’t be reduced in any way.
Of the Umbra
The eclipse ignores concealment granted by darkness. While the eclipse is in direct sunlight, they have damage weakness 3. While the eclipse is concealed, they have damage immunity 3.
Brush Stalker
Level 4 Platoon Mount
Animal, Fey
EV 12
Stamina 60
Speed 8
Size 2 / Stability 3
Free Strike 5
Might +3
Agility +2
Reason -1
Intuition 0
Presence +1
Gore (Action) | 2d10 + 3 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target One creature or object
7 damage
12-1610 damage
17+13 damage
Reclamation (Action) | 2d10 + 3 | 2 Malice
Keywords Area, Magic, Melee
Distance 2 Burst
Target All enemies in burst
4 corruption damage; M<1 weakened (save ends)
12-167 corruption damage; M<2 weakened (save ends)
17+10 corruption damage; M<3 weakened (save ends)
Suneater
The brush stalker sheds darkness like other creatures would shed light. Each square within 2 of the brush stalker is devoid of light and provides concealment.
Wyrd Dyr
Each non-brush stalker creature with the Animal keyword is frightened while they have line of effect to the brush stalker.
Shadow Elf Shade
Level 4 Retainer Ambusher
Fey, Humanoid, Shadow Elf
EV 23
Stamina 60
Speed 5 (climb)
Size 1M / Stability 0
Free Strike 5
Might +1
Agility +2
Reason 0
Intuition +2
Presence +1
Shadow Dagger (Action) | 2d10 + 0 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage
12-1610 damage
17+13 damage
Effect When the shade starts their turn concealed from the target gain a surge.
Gathering Gloom (Maneuver)
Keywords Area, Magic, Ranged
Distance 3 cube within 1
Target -
Effect Until the end of the next turn, the area is filled with darkness. The shade's mentor ignores concealment granted by the darkness.
Of the Umbra
The shade ignores concealment granted by darkness. While the shade is in direct sunlight, they have damage weakness 3. While the shade is concealed, they have damage immunity 3.
Elf, Wode
Wode Elf Lookout
Level 1 Minion Support
Fey, Humanoid, Wode Elf
EV 6
Stamina 4
Speed 7
Size 1M / Stability 0
With Captain Speed +2
Free Strike 1
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Longbow (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 8
Target One creature or object per minion
1 damage
12-162 damage
17+3 damage
There!
A wode elf within 5 of the lookout can make a ranged strike as if occupying the lookout’s space.
Masking Glamor
The lookout immediately hides at the end of their turn while in cover or concealment, even if they are observed.
Wode Elf Runner
Level 1 Minion Harrier
Fey, Humanoid, Wode Elf
EV 6
Stamina 4
Speed 7
Size 1M / Stability 0
With Captain Ranged distance +5
Free Strike 1
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Spear (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage
17+3 damage
Effect The runner can shift 2 before charging while using this ability.
Masking Glamor
The runner immediately hides at the end of their turn while in cover or concealment, even if they are observed.
Wode Elf Scout
Level 1 Minion Ambusher
Fey, Humanoid, Wode Elf
EV 6
Stamina 4
Speed 10
Size 1M / Stability 0
With Captain Edge on strikes
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Daggers (Action) | 2d10 + 2 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Hunter’s Glamor
The scout immediately hides at the end of their turn, even if they are observed.
Wode Elf Yeoman
Level 1 Minion Artillery
Fey, Humanoid, Wode Elf
EV 6
Stamina 3
Speed 7
Size 1M / Stability 0
With Captain Strike damage +1
Free Strike 2
Might +2
Agility +1
Reason 0
Intuition 0
Presence +1
Heavy Longbow (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 12
Target One creature or object per minion
2 damage; push 1
12-164 damage; push 2
17+5 damage; push 3
Masking Glamor
The yeoman immediately hides at the end of their turn while in cover or concealment, even if they are observed.
Wode Elf Druid
Level 2 Platoon Controller
Fey, Humanoid, Wode Elf
EV 8
Stamina 30
Speed 7
Size 1M / Stability 0
Free Strike 3
Might 0
Agility +1
Reason 0
Intuition 0
Presence +2
Entangling Vines (Action) | Signature
Keywords Magic, Ranged, Strike
Distance 3 cube within 10
Target All enemies in the cube
Effect A creature slowed by this ability can’t search for hidden creatures until the condition ends.
3 Malice The area of the cube and the potency of the effect both increase by 1.
The Wode Protects Us (Maneuver) | 3 Malice
Keywords Magic
Distance Self
Target Self and three allies
Effect Each target teleports to a square within 10 that has cover or concealment from all enemies.
Masking Glamor
The druid immediately hides at the end of their turn while in cover or concealment, even if they are observed.
Wode Elf Green Seer
Level 1 Platoon Hexer
Fey, Humanoid, Wode Elf
EV 6
Stamina 20
Speed 7
Size 1M / Stability 0
Free Strike 3
Might 0
Agility +2
Reason 0
Intuition +2
Presence +1
The Forest’s Embrace (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target One creature or object
5 damage
12-167 damage; I<1 restrained (save ends)
17+9 damage; I<2 restrained (save ends)
Effect A creature restrained by this ability can’t search for hidden creatures until the condition ends.
The Natural Cycle (Maneuver) | 2d10 + 2 | 3 Malice
Keywords Magic, Ranged
Distance Ranged 10
Target Two creatures
2 damage
12-164 damage; P<1 target has a double bane on strikes (save ends)
17+6 damage; P<2 bleeding (save ends), target has a double bane on strikes (save ends)
Effect The green seer causes lichen to form and encroach upon each target.
Foreseen Punishment (Free Triggered Action)
Keywords —
Distance Ranged 5
Target Triggering creature
Trigger A creature uses a triggered action targeting the green seer or an ally within distance.
Effect The green seer makes a free strike against the target.
Masking Glamor
The green seer immediately hides at the end of their turn while in cover or concealment, even if they are observed.
Wode Elf Greenskeeper
Level 1 Platoon Defender
Fey, Humanoid, Wode Elf
EV 6
Stamina 40
Speed 7
Size 1M / Stability 0
Free Strike 3
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Growing Longsword (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
5 damage
12-167 damage
17+9 damage
Effect Taunted (EoT). The greenskeeper can shift 3 after making the attack.
2 Malice The distance increases to Melee 5.
Overgrowth (Maneuver) | 3 Malice
Keywords —
Distance 3 cube within 3
Target Special
Effect The affected area is overgrown with heavy brush and bramble. It provides cover and concealment for the greenskeeper and all allies, and is considered difficult terrain for enemies. An enemy that starts their turn in an affected square takes 3 damage.
Masking Glamor
The greenskeeper immediately hides at the end of their turn while in cover or concealment, even if they are observed.
Wode Elf Sentry
Level 1 Platoon Support
Fey, Humanoid, Wode Elf
EV 6
Stamina 30
Speed 7
Size 1M / Stability 0
Free Strike 3
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Tracer Longbow (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10
Target One creature or object
5 damage
12-167 damage
17+9 damage; marked (save ends)
Effect Each ally has an edge on strikes and abilities against marked targets until the condition ends.
3 Malice The sentry targets two additional creatures or objects.
Death Blossom (Action) | 2 Malice
Keywords Area, Weapon
Distance 5 Burst
Target All marked enemies in the burst
Effect 3 damage.
Masking Glamor
The sentry immediately hides at the end of their turn while in cover or concealment, even if they are observed.
Wode Elf Tree Chirugeon
Level 2 Platoon Harrier
Fey, Humanoid, Wode Elf
EV 8
Stamina 40
Speed 7
Size 1M / Stability 0
Free Strike 4
Might +1
Agility +2
Reason 0
Intuition 0
Presence 0
Wild Ax (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage; push 1
12-169 damage; push 3
17+12 damage; push 5
Effect The tree chirugeon can make a ranged free strike before using this ability.
5 Malice The tree chirugeon uses this ability again.
The Wode Protects Us (Maneuver)
Keywords Magic
Distance Self
Target Self and three allies
Effect Each target teleports to a square within 10 that has cover or concealment from all enemies.
Masking Glamor
The tree chirugeon immediately hides at the end of their turn while in cover or concealment, even if they are observed.
Wode Elf Tree Guerilla
Level 3 Platoon Ambusher
Fey, Humanoid, Wode Elf
EV 10
Stamina 50
Speed 7 (teleport)
Size 1M / Stability 0
Free Strike 5
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Splinter Dagger (Action) | 2d10 + 2 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object
7 damage
12-1611 damage
17+14 damage; M<2 bleeding (save ends)
Effect The tree guerilla can teleport 3 after using this ability.
3 Malice The tree guerilla targets an additional creature or object. The tree guerilla deals an additional 3 damage if both targets are adjacent to each other.
Do Not Hesitate in the wode (Free Triggered Action)
Keywords —
Distance Self
Target Self and Squad
Trigger An ally ends their turn while the tree guerilla hasn’t acted this round.
Effect The targets take their turn immediately. Each target has an edge on their abilities until the end of their turn.
Hunter’s Glamor
The tree guerilla immediately hides at the end of their turn, even if they are observed.
Wode Elf Tree Gweiadur
Level 3 Platoon Artillery
Fey, Humanoid, Wode Elf
EV 10
Stamina 40
Speed 7
Size 1M / Stability 0
Free Strike 5
Might 0
Agility +2
Reason 0
Intuition +1
Presence 0
Snare Bow (Action) | 2d10 + 2 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Ranged 15
Target One creature or object
7 damage
12-1611 damage
17+14 damage; A<2 restrained (save ends)
Effect The tree gweiadur can shift 3 after using this ability.
3 Malice If this ability restrains the target, an enemy within 1 of the target is also restrained (save ends).
You Activated My Trap! (Maneuver) | 2d10 + 2 | 3 Malice
Keywords Area, Magic, Ranged
Distance 3 cube within 10
Target All enemies in the cube
4 damage; R<0 marked (save ends)
12-166 damage; R<1 slowed and marked (save ends)
17+9 damage; R<2 slowed and marked (save ends)
Effect Each ally has an edge on strikes and abilities against marked targets until the condition ends.
Masking Glamor
The tree gweiadur immediately hides at the end of their turn while in cover or concealment, even if they are observed.
Wode Elf Warleader
Level 3 Leader
Fey, Humanoid, Wode Elf
EV 20
Stamina 120
Speed 7 (teleport)
Size 1M / Stability 0
Free Strike 5
Might +2
Agility +3
Reason +2
Intuition +2
Presence +2
Wodeblade (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
8 damage; M<1 restrained (save ends)
12-1612 damage; M<2 restrained (save ends)
17+15 damage; M<3 restrained (save ends)
Effect The warleader strikes each target one at a time and can teleport 3 squares between each strike.
2 Malice A target restrained by this ability takes an additional 3 damage.
Fairness is a Human Concept (Maneuver) | 5 Malice
Keywords Area
Distance 10 Burst
Target All allies the burst
Effect Each target can makerr a free strike and then shifts 3. A target immediately hides at the end of the warleader’s turn while in cover or concealment.
Wode Sickness (Triggered Action)
Keywords —
Distance Ranged 10
Target One enemy
Trigger An ally ends their turn.
Effect The target must take their turn now, if they have not already taken it. P<2 the target is bleeding and has a bane on their strikes until the end of their turn.
Enough! (Triggered Action)
Keywords —
Distance Ranged 10
Target Triggering enemy
Trigger An enemy targets the ordinator or an ally within distance with an ability.
Effect The ordinator uses Lightning Rod against the target.
You Will ALL Witness My Blade (Villain Action)
Keywords Area
Distance 5 Burst
Target All enemies in the burst
Effect The warleader uses Wodeblade against each target with an edge.
Suppressing Volley (Villain Action)
Keywords Area
Distance 5 Burst
Target All allies in the burst
Effect The warleader uses Wodeblade against a single creature or object. Each target then makes a free strike.
Is It Now or Is It Then? Where Are We? (Villain Action)
Keywords Area
Distance Self
Target Self and all allies in the burst
Effect Eeach target becomes invisible until the start of the next round. The warleader then uses Wodeblade.
End Effect
At the end of their turn, the warleader can take 5 damage to end one save ends effecting them. This damage can’t be reduced in any way.
Hunter’s Glamor
The warleader immediately hides at the end of their turn, even if they are observed.
Wodenelg
Level 1 Platoon Mount
Plant, Wode Elf
EV 6
Stamina 30
Speed 10
Size 2 / Stability 1
Free Strike 3
Might +2
Agility +1
Reason -1
Intuition 0
Presence -1
Gore (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
5 damage
12-167 damage
17+9 damage
Effect The wodenelg’s rider can make a free strike at any point during the charge.
Where I End the Woods Begin (Maneuver) | 3 Malice
Keywords —
Distance Self
Target Self
Effect The wodenelg and their rider become invisible until the start of their next turn.
Sure Footed
The wodenelg ignores all difficult terrain, including enemy squares, and doesn’t provoke opportunity attacks by moving.
Mounted Stability
The wodenelg’s rider has damage immunity 2.
Shared Glamor
If the wodenelg’s rider has the Masking Glamor or Hunter’s Glamor trait, they also gain the trait’s benefits.
Wode Elf Arrowswift
Level 1 Retainer Artillery
Fey, Humanoid, Wode Elf
EV 12
Stamina 20
Speed 7
Size 1M / Stability 1
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition +1
Presence 0
Longshot (Action) | 2d10 + 0 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 15
Target One creature or object
4 damage
12-167 damage
17+10 damage
Effect The arrowswift can take a bane to increase the attack’s range by 5.
Masking Glamor
The arrowswift immediately hides at the end of their turn while in cover or concealment, even if they are observed.
Fossil Cryptic
Fossil Cryptic
Level 2 Solo
Elemental
EV 40
Stamina 250
Speed 8 (burrow)
Size 1L / Stability 3
Free Strike 5
Might +3
Agility +2
Reason +1
Intuition +1
Presence 0
Sand Slam (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target 2 creatures or objects
8 damage; one target A<1 prone
12-1612 damage; one target A<2 prone and can't stand (EoT)
17+15 damage; one target A<3 prone and can't stand (save ends)
Effect Each enemy within 1 square of the target takes 2 damage.
Stone Bone Storm (Action) | 2d10 + 3
Keywords Area, Melee
Distance 6 x 1 line within 1
Target All enemies in the line
4 damage; M<1 push 2
12-167 damage; M<2 prone
17+10 damage; M<3 prone
Effect The cryptic reforms thier body and appears in an unoccupied space within the line.
Shatterstone (Action) | 2d10 + 3 | 5 Malice
Keywords Area, Melee
Distance 4 Burst
Target Each enemy in the burst
Effect The cryptic burrows up to half their speed, then creates the burst when they breach the surface.
5 damage; push 2
12-167 damage; push 3; prone
17+10 damage; push 4; prone
Stoneshift (Maneuver)
Keywords Ranged
Distance Ranged 5
Target One creature or object on the ground
Effect Slide 3.
2 Malice The distance of the ability becomes Ranged 10 and the slide increases to slide 6.
Dissipate (Triggered Action) | 1 Malice
Keywords —
Distance Self
Target Self
Trigger The cryptic takes damage.
Effect The cryptic halves the damage, ignores any additional effects associated with it, and shifts up to 3 squares.
First Warning Quake (Villain Action)
Keywords Area, Melee
Distance 5 Burst
Target Each enemy on the ground in the burst
Effect Each target makes a **Might test**.
Effect The affected area becomes difficult terrain.
Final Warning Fissure (Villain Action)
Keywords Area, Melee
Distance 5 Burst
Target Each enemy on the ground in the burst
Effect Each target makes a **Agility test**.
Effect The area drops 2 squares. Each enemy in the area falls, while allies of the fossil cryptic drop safely. The affect area then becomes difficult terrain.
No Escape (Villain Action) | 2d10 + 3
Keywords Ranged
Distance Ranged 10
Target Two creatures or objects
Effect The cryptic makes an initial power roll that calls down stone pillars from the ceiling
5 damage; prone; M<1 restrained (save ends)
12-169 damage; prone; M<2 restrained (save ends)
17+12 damage; prone; M<3 restrained (save ends)
No Escape (part two) (Villain Action) | 2d10 + 3
Keywords Ranged
Distance Ranged 10
Target Two creatures or objects
Effect The cryptic makes a final power roll that raises stone pillars from the floor
2 damage; vertical slide 2
12-163 damage; vertical slide 4
17+4 damage; vertical slide 8 or the target is restrained against the ceiling (save ends)
Solo Monster
**Solo Turns** The ashen hoarder takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the ashen hoarder can take one action and one maneuver per turn. **End Effect** At the end of their turn, the ashen hoarder can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Churning Trunk
The cryptic emits a 1 aura of swirling debris that obscures their form. Any enemy who enters the aura for the first time in a round or starts their turn there takes 5 damage. Ranged abilities that target the cryptic have a bane.
Seismic Step
The cryptic ignores difficult terrain. Additionally, they have line of effect to concealed creatures touching the ground.
Gnoll
Abyssal Hyena
Level 2 Minion Brute
Abyssal, Animal, Gnoll
EV 8
Stamina 7
Speed 8
Size 1M / Stability 1
With Captain Speed +2
Free Strike 3
Might +2
Agility +1
Reason -3
Intuition 0
Presence -2
Snapjaw (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage
12-164 damage
17+6 damage; grabbed
Death Snap
When the abyssal hyena is reduced to 0 Stamina, they make a free strike before dying.
Gnoll Chainflail
Level 2 Minion Artillery
Abyssal, Gnoll
EV 8
Stamina 4
Speed 5
Size 1M / Stability 1
With Captain Strike damage +1
Free Strike 3
Might +2
Agility 0
Reason +1
Intuition 0
Presence -2
Chain Shotput (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 8
Target One creature or object per minion
3 damage
12-164 damage; push 1
17+6 damage; push 3
Death Frenzy
Whenever an ally within 5 is reduced to 0 Stamina, the chainflail moves up to their speed and makes a free strike.
Gnoll Mage Mauler
Level 2 Minion Hexer
Abyssal, Gnoll
EV 8
Stamina 4
Speed 5
Size 1M / Stability 1
With Captain Melee distance +2
Free Strike 2
Might +2
Agility +1
Reason -1
Intuition 0
Presence 0
Wizard Ripper (Action) | 2d10 + 2 | Signature
Keywords Magic, Melee, Strike
Distance Melee 1
Target One creature or object per minion
2 acid damage
12-163 cold damage
17+5 lightning damage; target can't use magic abilities (EoT)
Effect The target has a bane on their next power roll.
Death Frenzy
Whenever an ally within 5 is reduced to 0 Stamina, the mage mauler moves up to their speed and makes a free strike.
Gnoll Wildling
Level 2 Minion Harrier
Abyssal, Gnoll
EV 8
Stamina 5
Speed 7
Size 1M / Stability 1
Free Strike 2
Might +1
Agility +2
Reason 0
Intuition 0
Presence -2
Flail (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
2 damage
12-163 damage
17+5 damage; wildling makes a free strike on a creature adjacent to the target
Death Frenzy
Whenever an ally within 7 is reduced to 0 Stamina, the wildling moves up to their speed and makes a free strike.
Gnoll Abyssal Archer
Level 2 Band Artillery
Abyssal, Gnoll
EV 4
Stamina 15
Speed 5
Size 1M / Stability 1
Free Strike 3
Might 0
Agility +2
Reason +1
Intuition 0
Presence -1
Dark Longbow (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10
Target One creature or object
5 corruption damage
12-166 corruption damage
17+8 corruption damage; M<2 slowed (save ends)
Effect This ability has an edge against creatures not at full Stamina.
Cackletongue (Maneuver) | 2 Malice
Keywords —
Distance Self
Target Self and all allies
Effect Each target has an edge on their next strike before the end of their next turn. Targets who haven’t used a cackletongue maneuver on this turn use it immediately at no cost.
Death Frenzy
Whenever an ally within 5 is reduced to 0 Stamina, the abyssal archer moves up to their speed and makes a free strike.
Bloodscent
The abyssal archer can target creatures not at full Stamina with abilities, even if they don't have line of effect.
Gnoll Abyssal Summoner
Level 2 Band Support
Abyssal, Gnoll
EV 4
Stamina 20
Speed 5
Size 1M / Stability 1
Free Strike 2
Might +1
Agility 0
Reason 0
Intuition +2
Presence +2
Flame Wad (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 5
Target One creature or object
4 fire damage
12-165 fire damage
17+7 fire damage; I<2 burning (save ends)
Effect A burning target takes 1d6 fire damage at the start of each of their turns until the condition ends.
Call Abyssal Hyenas (Maneuver) | 3 Malice
Keywords —
Distance Ranged 5
Target Special
Effect 2 **abyssal hyenas** claw out of the ground into unoccupied squares.
Cackletongue (Maneuver) | 4 Malice
Keywords —
Distance 2 Burst
Target All allies
Effect 1 abyssal hyena target turns into a **gnoll maurader**, keeping their Stamina. Targets who haven’t used a cackletongue maneuver on this turn use it immediately at no cost.
Death Frenzy
Whenever an ally within 5 is reduced to 0 Stamina, the abyssal summoner moves up to their speed and makes a free strike.
Gnoll Bonesplitter
Level 2 Band Brute
Abyssal, Gnoll
EV 4
Stamina 25
Speed 5
Size 1L / Stability 1
Free Strike 3
Might +2
Agility +1
Reason 0
Intuition 0
Presence +1
Three-Tail Flail (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
5 damage; push 2
12-166 damage; push 2
17+8 damage; grabbed M<2 target has a bane on escaping the grab
Effect The bone splitter can't use three-tail flail on another target while the current target is grabbed.
Cackletongue (Maneuver) | 3 Malice
Keywords —
Distance Self
Target Self and all allies
Effect Each target makes a free strike. Targets who haven’t used a cackletongue maneuver on this turn use it immediately at no cost.
Death Frenzy
Whenever an ally within 5 is reduced to 0 Stamina, the bonesplitter moves up to their speed and makes a free strike.
Gnoll Cackler
Level 2 Band Hexer
Abyssal, Gnoll
EV 4
Stamina 15
Speed 5
Size 1S / Stability 1
Free Strike 2
Might 0
Agility 0
Reason +2
Intuition +2
Presence +2
Moment of Brutality (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 8
Target One creature
4 psychic damage; I<0 target makes a free strike against a creature of the cackler's choice
12-165 psychic damage; I<1 target makes a free strike against a creature of the cackler's choice
17+7 psychic damage; I<2 target makes a free strike against a creature of the cackler's choice
Effect An ally target by this ability makes a free strike instead of taking damage.
Cackletongue (Maneuver) | 4 Malice
Keywords Area, Magic
Distance 2 Burst
Target All creatures
Effect Each enemy target makes an **Intuition test**.
Effect Targets who haven't used a cackletongue maneuver on this turn use it immediately at no cost.
Death Frenzy
Whenever an ally within 5 is reduced to 0 Stamina, the cackler moves up to their speed and makes a free strike.
Gnoll Marauder
Level 2 Band Harrier
Abyssal, Gnoll
EV 4
Stamina 20
Speed 7
Size 1M / Stability 1
Free Strike 2
Might +1
Agility +2
Reason 0
Intuition 0
Presence -1
Fury Flail (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
4 damage
12-165 damage
17+7 damage; A<2 bleeding (save ends)
2 Malice The marauder targets an additional creature or object for every 2 malice spent.
Cackletongue (Maneuver) | 3 Malice
Keywords —
Distance Self
Target Self and all allies
Effect Each target shifts up to their speed. Targets who haven’t used a cackletongue maneuver on this turn use it immediately at no cost.
Death Frenzy
Whenever an ally within 7 is reduced to 0 Stamina, the marauder moves up to their speed and makes a free strike.
Tusker Demon
Level 2 Band Brute
Abyssal, Demon, Gnoll
EV 4
Stamina 34
Speed 7
Size 3 / Stability 3
Free Strike 3
Might +2
Agility -1
Reason -3
Intuition 0
Presence -1
Gore (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target One creatures or objects
5 damage; push 1
12-166 damage; push 2
17+8 damage; push 3; prone
Effect This ability deals an additional 4 damage while charging.
Vengeful Tusker (Triggered Action)
Keywords —
Distance Ranged 7
Target Triggering enemy
Trigger An enemy within distance deals damage to the tusker.
Effect The tusker demon charges the target using Gore.
Trample
The tusker demon can move through enemies and objects at normal speed. When the tusker enters a creature’s space for the first time on their turn, the creature takes 5 damage. The tusker demon can end their turn in a prone size 1 creature’s space, preventing the creature from getting up.
Lethe
While winded, the tusker demon has an edge on strikes, and strikes have an edge against them.
Gnoll Carnage
Level 2 Leader
Abyssal, Gnoll
EV 16
Stamina 100
Speed 5
Size 1M / Stability 1
Free Strike 5
Might +3
Agility +3
Reason 0
Intuition 0
Presence +3
Shrapnel Whip (Action) | 2d10 + 3 | Signature
Keywords —
Distance Melee 2
Target 2 creatures or objects
8 damage; A<1 bleeding (save ends)
12-1611 damage; A<2 bleeding (save ends)
17+14 damage; A<3 bleeding (save ends)
Effect An ally targeted by this ability makes a free strike instead of taking damage.
Cackletongue (Maneuver) | 4 Malice
Keywords —
Distance Self
Target Self and all allies
Effect Each target deals an additional 3 damage with their strikes until the start of the carnage's next turn. Targets who haven’t used a cackletongue maneuver on this turn use it immediately at no cost.
Call Up from The Abyss (Villain Action)
Keywords —
Distance Ranged 10
Target Special
Effect The carnage summons 5 **gnoll wildlings** and 5 **abyssal hyenas** into unoccupied spaces.
Edacity (Villain Action)
Keywords Area
Distance Self
Target Self and all allies
Effect Each target moves up to their speed and makes a free strike. A creature that takes damage from this villain action is also knocked prone.
Deepest Wounds (Villain Action)
Keywords Area, Magic
Distance 5 Burst
Target Each winded enemy in the blast
Effect The carnage's eyes and all explosed blood within distance starts to glow bright red. Each target makes a **Presence test**.
Effect Until the end of the encounter, each gnoll has a double edge on power rolls that target a winded enemy.
Death Rampage
Whenever an ally within 5 is reduced to 0 Stamina, the carnage moves up to their speed and either chooses to target 2 creatures with free strikes or one creature with their shrapnel whip.
Endless Hunger
If the carnage is reduced to 0 Stamina while there are still gnolls on the battle map, one gnoll on the map is transformed into the carnage, keeping the gnoll’s Stamina.
Gnoll Gnasher
Level 2 Retainer Harrier
Fiend, Gnoll
EV 16
Stamina 40
Speed 7
Size 1M / Stability 1
Free Strike 3
Might +1
Agility +2
Reason 0
Intuition 0
Presence +1
Gnash (Action) | 2d10 + 0 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
4 damage
12-167 damage
17+10 damage; M (strong) bleeding (save ends)
Death Frenzy
Whenever an ally within 7 is reduced to 0 Stamina, the gnasher moves up to their speed and makes a free strike.
Goblin
Goblin Runner
Level 1 Minion Harrier
Goblin, Humanoid
EV 6
Stamina 4
Speed 6 (climb)
Size 1S / Stability 0
With Captain Edge on strikes
Free Strike 1
Might -2
Agility +2
Reason 0
Intuition 0
Presence -1
Club Charge (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage
17+3 damage
Crafty
The runner doesn’t provoke opportunity attacks by moving.
Goblin Sniper
Level 1 Minion Artillery
Goblin, Humanoid
EV 6
Stamina 3
Speed 5 (climb)
Size 1S / Stability 0
With Captain Ranged distance +5
Free Strike 2
Might -2
Agility +2
Reason 0
Intuition 0
Presence -1
Bow (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Effect If the sniper doesn’t use a move action this turn, the ability has an edge.
Crafty
The sniper doesn’t provoke opportunity attacks by moving.
Goblin Spineclever
Level 1 Minion Brute
Goblin, Humanoid
EV 6
Stamina 5
Speed 5 (climb)
Size 1S / Stability 0
With Captain Strike damage +1
Free Strike 2
Might +2
Agility 0
Reason 0
Intuition 0
Presence -1
Axe (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 damage; push 1
12-164 damage; push 3
17+5 damage; push 4
Effect If the spinecleaver doesn’t use a move action this turn, the ability has an edge.
Crafty
The spinecleaver doesn’t provoke opportunity attacks by moving.
Skitterling
Level 1 Minion Hexer
Animal, Goblin
EV 6
Stamina 3
Speed 5 (fly)
Size 1T / Stability 0
With Captain Speed +3
Free Strike 1
Might -5
Agility +2
Reason -4
Intuition 0
Presence -2
Claws (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 poison damage
12-162 poison damage
17+3 poison damage
Effect The target has a bane on their next strike.
Goblin Assassin
Level 1 Band Brute
Goblin, Humanoid
EV 3
Stamina 15
Speed 6 (climb)
Size 1S / Stability 0
Free Strike 2
Might -2
Agility +2
Reason 0
Intuition 0
Presence -2
Sword Stab (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
4 damage
12-166 damage
17+7 damage
Effect This ability deals an additional 2 damage if the scoundrel has an edge on the power roll.
Shadow Chains (Action) | 2d10 + 2 | 3 Malice
Keywords Magic, Ranged
Distance Ranged 10
Target Three creatures
2 corruption damage; A<0 restrained (save ends)
12-164 corruption damage; A<1 restrained (save ends)
17+5 corruption damage; A<2 restrained (save ends)
Crafty
The assassin doesn’t provoke opportunity attacks by moving.
Hide While Observed
The assassin can take the Hide maneuver even while observed, though they still must have cover or concealment.
Goblin Cursespitter
Level 1 Band Hexer
Goblin, Humanoid
EV 3
Stamina 10
Speed 5 (climb)
Size 1S / Stability 0
Free Strike 1
Might -2
Agility +1
Reason 0
Intuition +2
Presence 0
Eye of Surlach (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 15
Target One creature
3 corruption damage; I<0 weakened (save ends)
12-164 corruption damage; I<1 weakened (save ends)
17+5 corruption damage; I<2 weakened (save ends)
Dizzying Hex (Maneuver) | 2d10 + 2 | 1 Malice
Keywords Magic, Ranged
Distance Ranged 10
Target One creature
I<0 prone
12-16I<1 prone can’t stand (EoT)
17+prone I<2 and can’t stand (save ends)
Crafty
The cursespitter doesn’t provoke opportunity attacks by moving.
Goblin Stinker
Level 1 Band Controller
Goblin, Humanoid
EV 3
Stamina 10
Speed 5 (climb)
Size 1S / Stability 0
Free Strike 1
Might -2
Agility +1
Reason 0
Intuition 0
Presence +2
Toxic Winds (Action) | 2d10 + 2 | Signature
Keywords Area, Magic, Ranged
Distance 3 cube within 15
Target Each enemy in the cube
1 poison damage; slide 1
12-162 poison damage; slide 2
17+3 poison damage; slide 3
1 Malice Increase the slide for one target by 2 squares for each malice spent.
Swamp Gas (Maneuver)
Keywords Area, Magic, Ranged
Distance Ranged 10
Target Special
Effect The area is filled with a green haze until the start of the stinker’s next turn or until the stinker is reduced to Stamina 0. The area is difficult terrain for non-goblin creatures, and each such creature who moves within the area takes 2 poison damage for each square moved. The haze can’t be dispersed by wind.
Crafty
The stinker doesn’t provoke opportunity attacks by moving.
Goblin Underboss
Level 1 Band Support
Goblin, Humanoid
EV 3
Stamina 15
Speed 5 (climb)
Size 1S / Stability 0
Free Strike 1
Might -1
Agility +2
Reason 0
Intuition 0
Presence +1
Swordplay (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
3 damage
12-164 damage
17+5 damage
Effect One ally adjacent to the target can make a free strike against them.
Get Reckless! (Maneuver)
Keywords Area
Distance 5 Burst
Target All allies in the burst
Effect Until the start of the underboss’s next turn, each target has an edge on strikes, and strikes made against them have an edge.
2 Malice Strikes don’t have an edge against a target.
Crafty
The underboss doesn’t provoke opportunity attacks by moving.
Goblin Warrior
Level 1 Band Harrier
Goblin, Humanoid
EV 3
Stamina 15
Speed 6 (climb)
Size 1S / Stability 0
Free Strike 1
Might -2
Agility +2
Reason 0
Intuition 0
Presence -1
Spear Charge (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
3 damage
12-164 damage
17+5 damage
Bury the Point (Action) | 2d10 + 2 | 2 Malice
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature
5 damage; M<0 bleeding (save ends)
12-166 damage; M<1 bleeding (save ends)
17+7 damage; M<2 bleeding (save ends)
Crafty
The warrior doesn’t provoke opportunity attacks by moving.
Goblin Monarch
Level 1 Leader
Goblin, Humanoid
EV 12
Stamina 80
Speed 6 (climb)
Size 1S / Stability 1
Free Strike 4
Might +3
Agility +2
Reason -4
Intuition 0
Presence -3
Handaxe (Action) | 2d10 + 3 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
7 damage
12-1610 damage
17+13 damage
Get in Here! (Maneuver) | 1 Malice
Keywords —
Distance Ranged 20
Target Special
Effect Two goblin runners appear in unoccupied spaces.
Meat Shield! (Triggered Action)
Keywords —
Distance Melee 1
Target One ally
Trigger A creature targets the monarch with a strike.
Effect The ally becomes the target of othe triggering strike instead.
What Are You Waiting For? (Villain Action)
Keywords Area
Distance 10 Burst
Target Each ally
Effect Each target can move up to their speed or make a free strike.
Focus Fire (Villain Action)
Keywords —
Distance Ranged 10
Target One enemy
Effect Each ally within 10 squares of the enemy can move up to their speed toward the enemy.
Kill! (Villain Action)
Keywords Area
Distance 10 Burst
Target All allies in the burst
Effect Each target can.
End Effect
At the end of their turn, the monarch can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Crafty
The monarch doesn’t provoke opportunity attacks by moving.
War Spider
Level 1 Troop Mount
Animal, Goblin
EV 12
Stamina 15
Speed 7 (climb)
Size 3 / Stability 2
Free Strike 4
Might +2
Agility +1
Reason -4
Intuition 0
Presence -3
Bite (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
7 poison damage
12-1611 poison damage
17+14 poison damage; M<2 weakened (save ends)
2 Malice M<3 weakened (save ends)
Leg Blade (Action) | 2d10 + 2
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
6 damage
12-169 damage
17+12 damage
Trample (Action) | 5 Malice
Keywords Melee, Strike, Weapon
Distance Self
Target Self
Effect The spider shifts up to their speed and makes a Leg Blade strike against each creature who comes within 1 of the spider during the move. The spider makes one power roll against all targets.
Web (Maneuver) | 2d10 + 0
Keywords Area, Weapon
Distance 3 cube within 1
Target All creatures in the cube
A<0 restrained (save ends)
12-16A<1 restrained (save ends)
17+A<2 restrained (save ends)
Effect The affected area is considered difficult terrain for enemies
Skitter (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The spider or an ally riding the spider is targeted by an ability.
Effect The spider shifts 2. Any damage dealt by the triggering ability is halved.
Ride Launcher
An ally who leaps off the back of the spider can jump up to 6 squares without a test, and takes no damage if they fall during the jump. After the jump, the first melee strike an ally makes on the same turn gains an edge.
Wide Back
Two of the spider’s size 1 allies can occupy the same space while riding the spider.
Warg
Level 1 Band Mount
Animal, Goblin
EV 3
Stamina 15
Speed 5
Size 1L / Stability 1
Free Strike 1
Might +1
Agility +2
Reason -1
Intuition 0
Presence -1
Bite (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
3 damage
12-164 damage
17+5 damage
Sprint (Maneuver) | 1 Malice
Keywords —
Distance Self
Target Self
Effect The warg moves up to their speed.
Mounted Charger
If a warg used as a mount charges, their rider gains an edge on melee strikes until the end of their turn.
Shared Crafty
If the warg’s rider has the Crafty trait, the warg also has the Crafty trait.
Goblin Guide
Level 1 Retainer Harrier
Goblin, Humanoid
EV 13
Stamina 30
Speed 5 (climb)
Size 1S / Stability 0
Free Strike 2
Might -1
Agility +1
Reason 0
Intuition 0
Presence +1
Stabbity Stab (Action) | 2d10 + 0 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object
3 damage
12-165 damage
17+7 damage
Effect The target can’t make opportunity attacks until the end of the guide’s turn.
Crafty
The guide doesn’t provoke opportunity attacks by moving.
Griffon
Griffon
Level 2 Troop Mount
Beast, Griffon
EV 16
Stamina 80
Speed 9 (fly)
Size 2 / Stability 2
Free Strike 5
Might +2
Agility +2
Reason -1
Intuition +1
Presence +2
Claw Swipes (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
7 damage; shift 1
12-1611 damage; shift 2
17+14 damage; shift 3
Effect If this ability is used while charging, the griffon grapples one of the targets.
Crack the Earth (Maneuver) | 2d10 + 2
Keywords Area, Ranged
Distance 3 cube within 8
Target All enemies
Effect **Special** The griffon must be grabbing a creature or object to use this maneuver. The griffon flies up to half their speed towards the ground and then sends the creature or object they've grappled hurtling towards the affected area.
4 damage
12-166 damage; A<1 push 3
17+9 damage; A<2 push 4 and prone
Wing Buffet (Maneuver) | 2d10 + 2 | 3 Malice
Keywords Area, Melee
Distance 4 x 2 line within 1
Target All creatures and objects
Push 3; A<0 forced movement is vertical
12-16Push 4; A<1 forced movement is vertical
17+Push 5; A<2 forced movement is vertical
Zephyr Feint (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The griffon takes damage.
Effect The griffon halves the damage, doesn't suffer any effect associated with it, and shifts 2 squares.
Beast of Prey
Creatures have a double bane on escaping the griffon's grab.
Steady
Creatures have a bane on power rolls that could knock the griffon or their rider prone.
Striped Condor Griffon
Level 2 Troop Brute
Beast, Griffon
EV 16
Stamina 100
Speed 7 (fly)
Size 3 / Stability 3
Free Strike 5
Might +2
Agility +2
Reason -1
Intuition +2
Presence +1
Violent Thrashing (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
7 damage; push 1
12-1611 damage; one target is pushed 2; the other target is vertically pushed 2
17+14 damage; one target is pushed 2; the other target is vertically pushed 3
Bound Ahead (Action)
Keywords —
Distance Self
Target Self
Effect The griffon shifts up to their speed in a straight line. Each enemy who comes within 1 of the griffon during the move can choose to either take 5 damage or be knocked prone.
Wing Buffet (Maneuver) | 2d10 + 2 | 3 Malice
Keywords Area, Melee
Distance 5 x 3 line within 1
Target All creatures and objects
Push 2; M<0 forced movement is vertical
12-16Push 4; M<1 forced movement is vertical
17+Push 6; M<2 forced movement is vertical
Circle and Strike (Free Triggered Action)
Keywords —
Distance Self
Target Triggering creature
Trigger The griffon flies above a creature on the ground within 5.
Effect The griffon falls down upon the target, taking no damage from falling. The target takes 3 damage for each square the griffon fell and is A<2 prone or grabbed.
Beast of Prey
Creatures have a double bane on escaping the griffon's grab.
Steady
Creatures have a bane on power rolls that could knock the griffon prone.
Banded Predator
The griffon is hidden whenever they have cover or concealment.
Hag of the Green and Rot
Hag of the Green and Rot
Level 3 Solo
Fey, Hag
EV 50
Stamina 300
Speed 5 (fly, hover)
Size 1L / Stability 1
Free Strike 6
Might +2
Agility +1
Reason +1
Intuition +3
Presence +3
Corrosive Claws (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
9 corruption damage; A<1 weakened (save ends)
12-1613 corruption damage; A<2 weakened (save ends)
17+16 corruption damage; A<3 weakened (save ends)
Soul Steal (Action) | 2d10 + 3
Keywords Area, Magic
Distance 4 cube within 1
Target All enemies in the cube
5 corruption damage; P<1 4 corruption damage
12-168 corruption damage; P<2 5 corruption damage
17+10 corruption damage; P<3 6 corruption damage
Effect This ability has an edge against creatures with a soul.
3 Malice The hag regains Stamina equal to half the damage dealt.
Shapeshifter (Maneuver)
Keywords Magic
Distance Self
Target Self
Effect The hag alters their body to become any Size-1 creature, such as a house cat. If the hag uses this ability while outside of an enemy’s line of effect, the hag is considered hidden. The hag can return to their original form as a free maneuver.
5 Malice The hag becomes a Size-2 creature instead, such as a bear. While in this form, the distance of their melee abilities increases by 1 and deal an additional 4 damage.
Turned Upside Down (Triggered Action) | 2d10 + 3 | 2 Malice
Keywords Area, Magic
Distance 1 Burst
Target All enemies in burst
Trigger A creature hits the hag with a melee strike.
Slide 2; R<1 slide is vertical
12-16Slide 3; R<2 slide is vertical, restrained (EoT)
17+Vertical slide 5; R<3 restrained (EoT)
Effect A creature restrained by this ability that is force moved vertically is suspended in midair until the condition ends.
Snackies for Sweeties (Villain Action) | 2d10 + 3
Keywords Area, Magic
Distance 5 Burst
Target All creatures
Effect The hag A<2 attaches an ornate explosive pastry to each target. Roll power at the end of the round, targeting each creature with a pastry attached to them.
6 poison damage
12-1610 poison damage
17+13 poison damage
Effect **Special** A creature wearing a pastry or adjacent to a creature wearing a pastry can attempt a hard Agility test to remove the pastry as a maneuver. On success, the pastry is destroyed without exploding. On failure, the hag rolls power for all pastries immediately.
Animal Alacrity (Villain Action)
Keywords Area, Magic, Weapon
Distance 1 Burst
Target All enemies in burst
Effect The hag shifts up to their speed before using this action, uses Corrosive Claws against each target of this ability, pushes each target 2 squares, then shifts up to their speed again.
Open the Oven (Villain Action) | 2d10 + 3
Keywords Area, Melee, Weapon
Distance 5 cube within 1
Target All creatures in the cube
6 fire damage; A<1 weakened (save ends)
12-1610 fire damage; A<2 weakened (save ends)
17+13 fire damage; A<3 weakened (save ends)
Effect The hag turns the affected area into a roiling oven. The hag deals an additional 5 damage on abilities that target creatures in the affected area.
Solo Monster
**Solo Turns** The hag takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the hag can take one action and one maneuver per turn. **End Effect** At the end of their turn, the hag can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Supernatural Resistance
Magic and Psionic abilities used against the hag have a bane.
Hobgoblin
Grilp
Level 4 Minion Ambusher
Devil, Hobgoblin, Infernal
EV 12
Stamina 8
Immunity Fire 2
Speed 7 (fly)
Size 1T / Stability 0
With Captain Speed +2
Free Strike 3
Might -1
Agility +3
Reason 0
Intuition +1
Presence 0
Flyby Bite (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object per minion
3 damage
12-165 damage
17+7 damage; shift 2
Effect The grilp moves up to their speed and hides after attacking.
Bat Out Of Hell
Each enemy has -1 on their saving throws for each adjacent grilp.
Shifting Camouflage
The grilp can hide even if they don’t have cover or concealment.
Hobgoblin Brandbearer
Level 4 Minion Hexer
Goblin, Hobgoblin, Humanoid, Infernal
EV 12
Stamina 7
Immunity Fire 2
Speed 5
Size 1M / Stability 0
With Captain Edge on strikes
Free Strike 2
Might 0
Agility +1
Reason +2
Intuition 0
Presence +3
Searing Grasp (Action) | 2d10 + 3 | Signature
Keywords Magic, Melee, Strike
Distance Melee 1
Target 1 creature or object per minion
2 fire damage
12-164 fire damage; M<2 fire weakness 5 (save ends)
17+6 fire damage; M<3 fire weakness 5 (save ends)
Open Furnace
An enemy that takes fire damage receives 1 additional fire damage for each adjacent brandbearer.
Infernal Ichor
If the brandbearer’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the brandbearer takes 2 fire damage.
Hobgoblin Lancer
Level 4 Minion Harrier
Goblin, Hobgoblin, Humanoid, Infernal
EV 12
Stamina 8
Immunity Fire 2
Speed 7
Size 1M / Stability 0
With Captain Strike damage +2
Free Strike 2
Might +1
Agility +2
Reason 0
Intuition +2
Presence 0
Grim Thrust (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target 1 creature or object per minion
2 corruption damage
12-164 corruption damage; push 1
17+6 corruption damage; push 2
Effect The lancer deals an additional 2 damage if they strike the target from 1 or more squares above.
Infernal Ichor
If the lancer’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the lancer takes 2 fire damage.
Hobgoblin Recruit
Level 4 Minion Brute
Goblin, Hobgoblin, Humanoid, Infernal
EV 12
Stamina 9
Immunity Fire 2
Speed 5
Size 1M / Stability 0
With Captain 34 temporary Stamina
Free Strike 3
Might +3
Agility +2
Reason 0
Intuition 0
Presence +1
Sword Lunge (Action) | 2d10 + 3 | Signature
Keywords Magic, Melee, Strike
Distance Melee 1
Target 1 creature or object per minion
3 damage
12-165 damage
17+7 damage; grabbed or prone
Tactical Positioning
A non-minion ally deals 1 additional damage for each adjacent recruit.
Infernal Ichor
If the recruit’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the recruit takes 2 fire damage.
Hobgoblin Burning Witch
Level 4 Platoon Controller
Goblin, Hobgoblin, Humanoid, Infernal
EV 12
Stamina 50
Immunity Fire 4
Speed 5 (teleport)
Size 1M / Stability 0
Free Strike 5
Might 0
Agility +1
Reason +2
Intuition +2
Presence +3
Soul Burn (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target 2 creatures or objects
8 fire or corruption damage; P<1 weakened (save ends)
12-1612 fire or corruption damage; P<2 weakened (save ends)
17+15 fire or corruption damage; P<3 weakened (save ends)
Burning Legion (Maneuver) | 1 Malice
Keywords —
Distance Self
Target 3 creatures
Effect Teleport 5. Each creature within 1 of a target where they appear takes 3 fire damage.
Infernal Ichor
If the burning witch’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the burning witch takes 3 fire damage.
Hobgoblin Death Captain
Level 4 Platoon Support
Goblin, Hobgoblin, Humanoid, Infernal
EV 12
Stamina 60
Immunity Fire 4
Speed 5
Size 1M / Stability 2
Free Strike 5
Might +2
Agility 0
Reason +1
Intuition 0
Presence +2
Blightblade (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object
8 damage
12-168 damage; 4 corruption damage
17+8 damage; 7 corruption damage
Effect The next strike made against the target has a double edge.
3 Malice 1 ally adjacent to the target uses their signature action.
On My Mark! (Maneuver)
Keywords —
Distance Ranged 5
Target 1 ally
Effect The target moves up to their speed and makes a free strike.
Battle Ready
The death captain and each ally within 2 impose a bane on strikes made against them by hidden creatures.
Infernal Ichor
If the death captain’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the death captain takes 3 fire damage.
Hobgoblin Grandguard
Level 6 Platoon Defender
Goblin, Hobgoblin, Humanoid, Infernal
EV 16
Stamina 111
Immunity Fire 6
Speed 4
Size 2 / Stability 4
Free Strike 6
Might +3
Agility +2
Reason +3
Intuition 0
Presence +2
Tower Shield Smash (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target 1 creature or object
9 damage
12-1614 damage
17+17 damage; prone
3 Malice Each ally adjacent to a target that is knocked prone can make a free strike.
Thunder Rush (Action) | 2d10 + 3 | 3 Malice
Keywords Area, Charge, Melee, Weapon
Distance 1 x 2 line within 1
Target All enemies or objects
6 damage
12-1611 damage
17+14 damage
Effect Push 10. The grandguard shifts into every 2 squares left behind by targets.
Wide Guard
The grandguard imposes a bane on strikes against each ally within 2.
Infernal Ichor
If the grandguard’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the grandguard takes 3 fire damage.
Hobgoblin Firerunner
Level 5 Platoon Harrier
Goblin, Hobgoblin, Humanoid, Infernal
EV 14
Stamina 70
Immunity Fire 5
Speed 8
Size 1M / Stability 0
Free Strike 6
Might +2
Agility +3
Reason +1
Intuition +1
Presence 0
Flaming Kick (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object
9 fire damage
12-1613 fire damage
17+16 fire damage; A<3 dazed (EoT)
Blazing Trail (Maneuver)
Keywords Magic
Distance Self
Target Self
Effect The firerunner moves up to their speed and creates a 8 wall of fire. Each segment must include one of the squares the firerunner touched. Creatures can enter and pass through the wall. Any enemy who enters the wall for the first time in a round or starts their turn there takes 5 fire damage.
Hot to Go
The firerunner ignores difficult terrain. Whenever the firerunner takes fire damage, their speed and the wall they can create with Blazing Trail increases by 4 until the end of their next turn.
Infernal Ichor
If the firerunner’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the firerunner takes 3 fire damage.
Hobgoblin Incendiarist
Level 5 Platoon Artillery
Goblin, Hobgoblin, Humanoid, Infernal
EV 14
Stamina 60
Immunity Fire 5
Speed 5
Size 1M / Stability 0
Free Strike 6
Might +1
Agility +3
Reason 0
Intuition +2
Presence +1
Fire Crossbow (Action) | 2d10 + 3 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10
Target 1 creature or object
9 fire damage
12-1614 fire damage
17+17 fire damage; A<3 burning (save ends)
Effect A burning target takes 1d6 fire damage at the start of each of their turns until the condition ends.
Fire Ball Volley (Action) | 2d10 + 3 | 3 Malice
Keywords Area, Ranged
Distance 4 cube within 10
Target All enemies and objects
5 fire damage; A<1 burning (save ends)
12-169 fire damage; A<2 burning (save ends)
17+11 fire damage; prone; A<3 burning (save ends)
Raining Cinders
The ranged free strike of each ally within 3 of the incendiarist has a distance of 10 and it now deals fire damage.
Infernal Ichor
If the incendiarist’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the incendiarist takes 3 fire damage.
Hobgoblin Redglare
Level 6 Platoon Hexer
Goblin, Hobgoblin, Humanoid, Infernal
EV 16
Stamina 70
Immunity Fire 6
Speed 5 (teleport)
Size 1L / Stability 4
Free Strike 6
Might 0
Agility +2
Reason +2
Intuition +3
Presence +3
Eye Flash (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target 1 creature or object
9 corruption damage; P<1 slowed (save ends)
12-1614 corruption damage; P<2 restrained (save ends)
17+17 corruption damage; P<3 restrained (save ends)
Glare of the Old Judgements (Action) | 2d10 + 3 | 5 Malice
Keywords Magic, Ranged
Distance Ranged 10
Target 1 creature
10 corruption damage
12-1610 corruption damage or P<2 Target is judged
17+Target is judged
Effect A judged target takes 10 corruption damage for each turn they’ve taken during the encounter. The target then regains 5 Stamina for each recovery they enabled a creature to spend during the encounter.
Infernal Ichor
If the redglare’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the redglare takes 3 fire damage.
Hobgoblin Smokebinder
Level 5 Platoon Ambusher
Goblin, Hobgoblin, Humanoid, Infernal
EV 14
Stamina 70
Immunity Fire 5
Speed 7 (fly, hover)
Size 1M / Stability 0
Free Strike 6
Might +1
Agility +3
Reason +2
Intuition +1
Presence 0
Choking Bolt (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 4
Target 1 creature or object
9 fire damage
12-1614 fire damage
17+17 fire damage; R<3 slowed (save ends)
Effect If the smokebinder had an edge on the power roll, the target cannot communicate with anyone until the end of their next turn.
Smoke Bomb (Maneuver) | 2d10 + 3 | 3 Malice
Keywords Area, Magic, Melee
Distance 3 Burst
Target All enemies in the burst
Effect Each target makes a **Might test**.
11 damage; target has a double bane on their next power roll
12-169 damage; target has a bane on their next power roll
17+5 damage
Essence of Smoke
The smokebinder can move through other creatures and objects at normal speed. The smokebinder automatically hides at the end of their turn if they didn’t take any damage since their last turn.
Infernal Ichor
If the smokebinder’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the smokebinder takes 3 fire damage.
Hobgoblin Soldier
Level 4 Platoon Brute
Goblin, Hobgoblin, Humanoid, Infernal
EV 12
Stamina 70
Immunity Fire 4
Speed 5
Size 1M / Stability 2
Free Strike 6
Might +3
Agility +2
Reason 0
Intuition 0
Presence +1
Fire Flail (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target 2 creatures or objects
7 fire damage
12-1610 fire damage
17+13 fire damage
Effect The soldier doesn’t provoke opportunity attacks from each target until the end of the trooper’s turn.
Fight Me, Coward! (Maneuver)
Keywords Magic, Ranged
Distance Ranged 5
Target 1 creature
Effect The target is P<2 taunted (EoT). While taunted by this ability, a creature takes 1d6 fire damage whenever they use an ability or attack that doesn’t target the soldier.
Infernal Ichor
If the soldier’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the soldier takes 3 fire damage.
Hobgoblin War Mage
Level 5 Troop Controller
Goblin, Hobgoblin, Humanoid, Infernal
EV 28
Stamina 120
Immunity Fire 5
Speed 5 (teleport, hover)
Size 1M / Stability 0
Free Strike 6
Might 0
Agility +2
Reason +3
Intuition +2
Presence +2
Hellfire (Action) | 2d10 + 3 | Signature
Keywords Area, Magic, Ranged
Distance 3 cube within 10
Target All enemies in the cube
5 fire damage; M<1 weakened (save ends)
12-169 fire damage; M<2 weakened (save ends)
17+11 fire damage; M<3 weakened (save ends)
Effect The war mage can teleport a creature within 10 up to 2 squares before using this ability.
Enchantments of War (Action)
Keywords Magic, Ranged
Distance Ranged 10
Target 2 allies
Effect Each target gains 10 temporary Stamina and has a double edge on their next power roll. The war mage can spend any amount of their Stamina to increase the temporary Stamina each target gains by an equivalent amount.
Unhallowed Ground (Maneuver) | 3 Malice
Keywords Area, Magic
Distance 5 cube within 10
Target Special
Effect The war mage consecrates the affected area and causes it to smolder. Until the end of the encounter, the affected area is considered difficult terrain and enemies have fire weakness 10 while occupying an affected square.
Magic Siphon (Triggered Action) | Signature
Keywords Magic
Distance Ranged 10
Target Triggering creature
Trigger A creature within distance uses a strike or ability with the magic keyword
Effect Any damage dealt or Stamina regained by the attack or ability is halved. The war mage regains Stamina equal to the remainder.
Infernal Ichor
If the war mage’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the war mage takes 3 fire damage.
Despair, You Who Faces Death
Each enemy has -2 on saving throws while within 2 squares of the war mage.
Slaughter Demon
Level 4 Troop Brute
Abyssal, Demon, Hobgoblin
EV 24
Stamina 140
Immunity Fire 5
Speed 7 (burrow)
Size 3 / Stability 3
Free Strike 6
Might +3
Agility 0
Reason -1
Intuition +1
Presence 0
Steely Skewer (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 3
Target 2 creatures or objects
9 damage
12-1614 damage; A<2 bleeding (save ends)
17+17 damage; A<3 bleeding and restrained (save ends)
Effect A creature restrained by this attack moves along with the slaughter demon until the condition ends. The slaughter demon can have up to 6 creatures or objects restrained on their weapons.
Tail Stinger (Action) | 2d10 + 3 | 3 Malice
Keywords Ranged, Strike, Weapon
Distance Melee 5
Target 1 creature or object
10 poison damage; M<1 weakened (save ends)
12-1616 poison damage; M<2 weakened (save ends)
17+20 poison damage; M<3 weakened (save ends)
Effect A target weakened by this ability has damage weakness 3 until the condition ends.
Drag Below (Maneuver)
Keywords Melee, Strike, Weapon
Distance Melee 3
Target 1 creature or object
Effect The slaughter demon makes a free strike against the target and burrows up to their speed. The target is pulled the same number of squares the slaughter demon burrows into, including vertically.
Devour Soul (Triggered Action)
Keywords Magic
Distance 5 Burst
Target Triggering creature
Trigger A creature with a soul dies.
Effect The target can’t be brought back to life. The slaughter demon gains an edge on all power rolls for the rest of the encounter.
Soulsight
Each creature within 2 of the slaughter demon can’t be hidden from them.
Lethe
While winded, the slaughter demon has an edge on strikes, and strikes have an edge against them.
Hobgoblin Bloodlord
Level 6 Leader
Goblin, Hobgoblin, Humanoid, Infernal
EV 32
Stamina 180
Immunity Fire 6
Speed 6 (teleport)
Size 1M / Stability 2
Free Strike 7
Might +4
Agility +2
Reason +2
Intuition +3
Presence +3
Soul Sword (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 2 creatures or objects
11 corruption damage; P<2 bleeding (save ends)
12-1616 corruption damage; P<3 bleeding (save ends)
17+19 corruption damage; P<4 bleeding (save ends)
2 Malice Each target is marked until they die or the end of the encounter. Allies have an edge on strikes against marked targets. The bloodlord can only have up to 3 targets marked this way, removing the oldest mark first.
Take Point! (Maneuver)
Keywords —
Distance Ranged 10
Target 1 ally
Effect The target moves up to their speed and uses a signature action.
An Army From Blood (Triggered Action) | 3 Malice
Keywords —
Distance Ranged 10
Target 1 non-minion hobgoblin
Trigger The target takes damage
Effect 3 hobgoblin recruits crawl out of the target’s blood and appear in unoccupied spaces adjacent to the target.
Advance! (Villain Action)
Keywords Area
Distance Self
Target Self and all allies
Effect Each target gains 10 temporary Stamina, moves up to their speed, and makes a free strike.
Skulls Abound (Villain Action)
Keywords Area, Magic, Melee
Distance Distance Unknown
Target Self
Effect The bloodlord surrounds themselves with a storm of flying skulls until the end of the encounter. An enemy that first enters the aura or starts their turn there takes 8 corruption damage and has a bane on their next power roll until the start of their next turn.
I am Fire! I am Death! (Villain Action) | 2d10 + 4
Keywords Area, Magic, Melee
Distance 5 Burst
Target All enemies in the burst
5 fire damage; P<2 2 fire damage; push 2, prone
12-165 fire damage; P<3 7 fire damage; push 3, prone
17+5 fire damage; P<4 10 fire damage; push 5, prone
Effect The bloodlord is wreathed in black flames until the end of the encounter. When an adjacent enemy touches or uses a melee ability against the bloodlord, they take 5 corruption damage.
Infernal Ichor
If the bloodlord’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the bloodlord takes 3 fire damage.
End Effect
At the end of their turn, the bloodlord can take 10 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Hobgoblin Flameslinger
Level 4 Retainer Controller
Goblin, Hobgoblin, Humanoid, Infernal
EV 20
Stamina 50
Immunity Fire 4
Speed 5
Size 1M / Stability 0
Free Strike 5
Might +1
Agility 0
Reason +2
Intuition +1
Presence +3
Fire Curse (Action) | 2d10 + 0 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target 1 creature or object
5 fire damage
12-169 fire damage
17+12 fire damage; A (strong) burning (save ends)
Effect A burning target takes 1d6 fire damage at the start of each of their turns until the condition ends.
Fuel for the Fire (Action)
Keywords —
Distance Ranged 10
Target 1 creature
Effect The target gains fire weakness 10 until the end of the flameslinger’s next turn. If the target is the flameslinger’s mentor, they instead gain fire immunity 10.
Infernal Ichor
If the flameslinger’s Stamina drops to 0, they spray burning blood. Each creature within 1 of the flameslinger takes 3 fire damage.
Human
Human Apprentice Mage
Level 2 Minion Controller
Human, Humanoid
EV 8
Stamina 4
Immunity Corruption 2
Speed 5
Size 1M / Stability 0
With Captain Ranged distance +5
Free Strike 2
Might 0
Agility +1
Reason 0
Intuition 0
Presence +2
Lightning Strike (Action) | 2d10 + 2 | Signature
Keywords Magic, Strike, Ranged
Distance Ranged 10
Target One creature or object per minion
2 lightning damage
12-163 lightning damage
17+5 lightning damage
Effect If the apprentice mage doesn’t use a maneuver or a move action this turn, the target is slowed (EoT).
Supernatural Insight
The apprentice mage ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Guard
Level 1 Minion Brute
Human, Humanoid
EV 6
Stamina 5
Immunity Corruption 1
Speed 5
Size 1M / Stability 0
With Captain Speed +2
Free Strike 2
Might +2
Agility 0
Reason 0
Intuition 0
Presence 0
Halberd (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Effect If the guard is flanked, they can make a free strike against an additional target adjacent to them.
Supernatural Insight
The guard ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Archer
Level 1 Minion Artillery
Human, Humanoid
EV 6
Stamina 3
Immunity Corruption 1
Speed 5
Size 1M / Stability 0
With Captain Ranged distance +5
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition 0
Presence 0
Crossbow (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Supernatural Insight
The archer ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Raider
Level 1 Minion Harrier
Human, Humanoid
EV 6
Stamina 4
Immunity Corruption 1
Speed 7
Size 1M / Stability 0
With Captain Edge on strikes
Free Strike 1
Might 0
Agility +2
Reason 0
Intuition 0
Presence 0
Handaxe (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage
17+3 damage
Effect If this ability is used while charging, the raider can make a ranged free strike before using the ability.
Supernatural Insight
The raider ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Death Acolyte
Level 1 Minion Hexer
Human, Humanoid
EV 6
Stamina 3
Immunity Corruption 1
Speed 5
Size 1M / Stability 0
With Captain Ranged Distance +5
Free Strike 1
Might 0
Agility +1
Reason 0
Intuition 0
Presence +2
Necrotic Bolt (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target One creature or object per minion
1 corruption damage
12-162 corruption damage
17+3 corruption damage
Effect A creature within 5 squares of the death acolyte regains 1 Stamina.
Supernatural Insight
The death acolyte ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Rogue
Level 1 Minion Ambusher
Human, Humanoid
EV 6
Stamina 4
Immunity Corruption 1
Speed 7
Size 1M / Stability 0
With Captain Edge on strikes
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Concealed Dagger (Action) | 2d10 + 2 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 corruption damage
12-164 corruption damage
17+5 corruption damage
Effect This ability deals an additional 3 damage if the rogue was disguised or hidden before using it.
Supernatural Insight
The rogue ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Brawler
Level 1 Platoon Brute
Human, Humanoid
EV 6
Stamina 40
Immunity Corruption 1
Speed 5
Size 1M / Stability 0
Free Strike 4
Might +2
Agility +1
Reason 0
Intuition 0
Presence 0
Haymaker (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage
12-169 damage
17+12 damage; M<2 grabbed, target has a bane on escaping the grab
Effect The brawler deals an additional 2 damage if the target is already grabbed.
Throw (Maneuver) | 1 Malice
Keywords —
Distance Melee 1
Target One creature grabbed by the brawler
Effect Push 5.
Shoot the Hostage
The brawler takes half damage from strikes if they have a creature or object grabbed. The grabbed creature or object takes the other half of the damage.
Supernatural Insight
The brawler ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Knave
Level 2 Platoon Defender
Human, Humanoid
EV 8
Stamina 50
Immunity Corruption 2
Speed 5
Size 1M / Stability 0
Free Strike 4
Might +2
Agility 0
Reason +1
Intuition 0
Presence 0
Morningstar & Javelin (Action) | 2d10 + 2 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage
12-169 damage
17+12 damage; M<2 the target has a double bane on escaping their next power roll
Effect Taunted (EoT).
I'm Your Enemy
The knave can make a free strike against an adjacent creature they have taunted whenever the creature deals damage to a creature other than the knave.
Overwhelm
An enemy who starts their turn adjacent to the knave can’t shift.
Supernatural Insight
The knave ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Death Cultist
Level 2 Platoon Support
Human, Humanoid
EV 8
Stamina 40
Immunity Corruption 2
Speed 5
Size 1M / Stability 0
Free Strike 4
Might 0
Agility +1
Reason 0
Intuition 0
Presence +2
Death Scythe (Action) | 2d10 + 2 | Signature
Keywords Magic, Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage
12-169 damage
17+12 damage; I<2 weakened (save ends)
2 Malice The death cultist regains Stamina equal to half the damage dealt by this ability.
Rise, My Minions (Maneuver) | 1 Malice
Keywords Area
Distance 5 Burst
Target One or more dead minions (each target must have died during this encounter)
Effect Each target revives with their full Stamina. They immediately die at the end of the encounter or if the death cultist is killed. A target can be revived multiple times by this ability.
Supernatural Insight
The death cultist ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Soundrel
Level 1 Platoon Ambusher
Human, Humanoid
EV 6
Stamina 30
Immunity Corruption 1
Speed 5
Size 1M / Stability 0
Free Strike 4
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Rapier & Dagger (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage
12-169 damage
17+12 damage
Effect This ability deals an additional 2 damage if the scoundrel has an edge on the power roll.
Dagger Storm (Action) | 5 Malice
Keywords —
Distance Distance Unknown
Target
Effect The scoundrel uses Rapier & Dagger targeting three creatures or objects. They can shift 2 before or after each strike.
Supernatural Insight
The scoundrel ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Storm Mage
Level 3 Platoon Controller
Human, Humanoid
EV 10
Stamina 40
Immunity Corruption 3
Speed 5
Size 1M / Stability 0
Free Strike 5
Might 0
Agility 0
Reason +2
Intuition 0
Presence +1
Lightning Bolt (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 15
Target One creature or object
7 lightning damage
12-1610 lightning damage
17+13 lightning damage
5 Malice The ability takes the Area keyword and becomes a 10 × 1 line that targets each enemy and object in the area.
Gust of Wind (Maneuver) | 2d10 + 2 | 3 Malice
Keywords Area, Magic
Distance 5 cube within 1
Target All enemies and objects
Slide 2; M<0 slowed (save ends)
12-16Slide 4; M<1 slowed (save ends)
17+Slide 6; M<2 slowed (save ends)
Effect The gust of wind disperses gas or vapor and extinguishes any flames, including persistent effects.
Arcane Shield
The mage imposes a bane on incoming melee strikes and abilities. Whenever the mage takes damage from an adjacent enemy, the enemy takes 2 lightning damage and is R<1 pushed 2.
Supernatural Insight
The storm mage ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Trickshot
Level 1 Platoon Artillery
Human, Humanoid
EV 6
Stamina 20
Immunity Corruption 1
Speed 5
Size 1M / Stability 0
Free Strike 4
Might 0
Agility +2
Reason 0
Intuition +1
Presence 0
Trick Crossbow (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage
12-169 damage
17+12 damage
Effect The trickshot ignores cover and concealment.
3 Malice The trickshot targets an additional creature or object.
Supernatural Insight
The trickshot ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Blackguard
Level 1 Leader
Human, Humanoid
EV 12
Stamina 80
Immunity Corruption 2
Speed 5
Size 1M / Stability 2
Free Strike 4
Might +3
Agility +2
Reason +2
Intuition 0
Presence +2
Zweihander Swing (Action) | 2d10 + 3 | Signature
Keywords Area, Melee, Weapon
Distance 1 Burst
Target All enemies in the burst
3 damage; M<1 slowed (save ends)
12-166 damage; M<2 slowed (save ends)
17+8 damage; M<3 slowed (save ends)
Effect An ally within 10 of the blackguard can make a free strike.
1 Malice The ally can use their signature action instead.
You! (Maneuver)
Keywords —
Distance Ranged 10
Target One enemy
Effect The target is marked until the start of the blackguard’s next turn. The blackguard and each of their allies gain an edge on abilities used against targets marked by the blackguard.
Parry! (Triggered Action)
Keywords —
Distance Melee 1
Target Self or one ally
Trigger A creature targets the blackguard or an ally adjacent to the blackguard with a strike.
Effect The damage is halved.
Advance! (Villain Action)
Keywords —
Distance Self
Target Self
Effect The blackguard shifts up to their speed. During or after this movement, they can use their Zweihander Swing twice.
Back! (Villain Action)
Keywords Area, Magic
Distance 5 Burst
Target All enemies in the burst
Effect Slide 5.
I Can Throw My Blade and So Should You! (Villain Action)
Keywords Area, Magic, Ranged, Weapon
Distance 3 cube within 5
Target Each enemy in the cube
Effect The blackguard uses their Zweihander Swing against each enemy in the area. Each ally within 5 of the area can make a free strike against any enemy in the area.
End Effect
At the end of their turn, the blackguard can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Supernatural Insight
The blackguard ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Human Bandit Chief
Level 3 Leader
Human, Humanoid
EV 20
Stamina 120
Immunity Corruption 4
Speed 5
Size 1M / Stability 2
Free Strike 5
Might +2
Agility +3
Reason +2
Intuition +3
Presence +2
Whip & Magic Longsword (Action) | 2d10 + 3 | Signature
Keywords Magic, Melee, Strike, Weapon
Distance Melee 3
Target Two enemies or objects
8 damage; pull 1
12-1612 damage; pull 2
17+15 damage; pull 3
Effect A target who is adjacent to the bandit chief after the ability resolves takes 5 corruption damage.
2 Malice The bandit chief targets an additional enemy or object.
Kneel, Peasant! (Maneuver) | 2d10 + 3
Keywords Melee, Weapon
Distance Melee 1
Target One enemy or object
Push 1; M<1 prone
12-16Push 2; M<2 prone
17+Push 3; M<3 prone
2 Malice This ability targets each enemy adjacent to the bandit chief.
Bloodstones (Triggered Action)
Keywords Magic
Distance Self
Target Self
Trigger The bandit chief makes a power roll.
Effect The bandit chief takes 4 corruption damage and increases the result of the power roll by one tier.
Shoot! (Villain Action)
Keywords Area
Distance 10 Burst
Target All allies in the hurst
Effect Each target makes a ranged free strike
Form UP! (Villain Action)
Keywords Area
Distance 10 Burst
Target All allies in the burst
Effect Each target shifts up to their speed. Until the end of the encounter, the bandit chief and all allies have damage immunity 2 while adjacent to a target.
Lead From the Front (Villain Action)
Keywords —
Distance Self
Target Self
Effect Shift 10. During or after this movement, the bandit chief can use their Whip & Magic Longsword against up to four targets. Each ally adjacent to a target can make a free strike against them.
End Effect
At the end of their turn, the bandit chief can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Supernatural Insight
The blackguard ignores concealment if it’s granted by a supernatural effect, or the target is supernatural.
Giant Hawk
Level 1 Platoon Mount
Human, Animal
EV 6
Stamina 30
Speed 7 (flying)
Size 2 / Stability 0
Free Strike 3
Might +2
Agility +2
Reason -3
Intuition +1
Presence -2
Talons (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
5 damage
12-167 damage
17+9 damage; grabbed
Dive (Maneuver)
Keywords —
Distance Distance Unknown
Target
Effect The hawk moves up to their speed.
Mounted Platform
Any creature riding the hawk can make a free strike during or after the hawk’s movement.
Human Warrior
Level 1 Retainer Defender
Human, Humanoid
EV 15
Stamina 40
Speed 5
Size 1M / Stability 3
Free Strike 2
Might +2
Agility 0
Reason 0
Intuition 0
Presence +1
Chop (Action) | 2d10 + 0 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
3 damage
12-165 damage
17+7 damage
Effect The attack gains an edge if the warrior is adjacent to their mentor.
Supernatural Insight
The warrior ignores concealment if it’s granted by a supernatural effect, or if the target is supernatural.
Human Bouncer
Level 3 Minion Brute
Human, Humanoid
EV 10
Stamina 8
Immunity Corruption 3
Speed 5
Size 1M / Stability 0
With Captain Strike damage +1
Free Strike 3
Might +2
Agility +1
Reason +2
Intuition +1
Presence +1
Brick Wall Fist (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage; push 1
12-165 damage; push 2
17+6 damage; push 3; prone
Foresight
The myriad doesn't have a bane on strikes against concealed creatures.
Kobold
Kobold Princeps
Level 1 Minion Support
Humanoid, Kobold
EV 6
Stamina 4
Speed 5
Size 1S / Stability 0
With Captain 2 temporary Stamina
Free Strike 1
Might 0
Agility +2
Reason 0
Intuition 0
Presence 0
Hasta (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object per minion
1 damage
12-162 damage
17+3 damage
Effect The princeps lunges with their spear. One ally within 3 can shift 2.
Shield? Shield!
The princeps has cover, a Stability of 1, and can act as cover for allies when adjacent to an ally who also has this trait.
Kobold Sagittarion
Level 1 Minion Artillery
Humanoid, Kobold
EV 6
Stamina 3
Speed 5
Size 1S / Stability 0
With Captain Ranged distance +5
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition 0
Presence 0
Composite Bow (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Effect The sagittarius has an edge on this ability while adjacent to an ally.
Shield? Shield!
The sagittarius has cover, a Stability of 1, and can act as cover for allies when adjacent to an ally who also has this trait.
Kobold Tiro
Level 1 Minion Defender
Humanoid, Kobold
EV 6
Stamina 5
Speed 5
Size 1S / Stability 0
With Captain Speed +1
Free Strike 1
Might 0
Agility +2
Reason 0
Intuition 0
Presence 0
Pugio (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage; shift 1
17+3 damage; shift 2
Effect The tiro slices the target with their dagger. The target can’t shift until the start of the tiro’s next turn.
Shield? Shield!
The tiro has cover, a Stability of 1, and can act as cover for allies when adjacent to an ally who also has this trait.
Kobold Veles
Level 1 Minion Harrier
Humanoid, Kobold
EV 6
Stamina 4
Speed 6
Size 1S / Stability 0
With Captain Speed +1
Free Strike 1
Might 0
Agility +2
Reason 0
Intuition 0
Presence 0
Hasta (Action) | 2d10 + 2 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage
17+3 damage
Effect All kobolds ignore opportunity attacks from the target until the start of the vele’s next turn.
Shield? Shield!
The veles has cover, a Stability of 1, and can act as cover for allies when adjacent to an ally who also has this trait.
Kobold Adeptus
Level 1 Band Artillery
Humanoid, Kobold
EV 3
Stamina 10
Speed 5
Size 1S / Stability 0
Free Strike 2
Might 0
Agility +1
Reason +2
Intuition 0
Presence 0
Shocking Bolt (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 15
Target One creature or object
4 lightning damage
12-166 lightning damage
17+7 lightning damage
Effect The adeptus has an edge on the ability if the target is adjacent to another enemy. All enemies adjacent to the target take 2 lighting damage.
Arcane Telum (Maneuver) | 2d10 + 2 | 3 Malice
Keywords Magic, Ranged, Strike
Distance Ranged 15
Target Three creatures or objects
3 damage
12-165 damage
17+6 damage
Effect This attack ignores all banes and damage reduction.
Shield? Shield!
The adeptus has cover, a Stability of 1, and can act as cover for allies when adjacent to an ally who also has this trait.
Kobold Artifax
Level 1 Band Controller
Humanoid, Kobold
EV 3
Stamina 10
Speed 5
Size 1S / Stability 0
Free Strike 1
Might 0
Agility +2
Reason +1
Intuition 0
Presence 0
Chain Hook (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 5
Target One creature or object
3 damage; pull 1
12-164 damage; pull 2
17+5 damage; pull 3
Effect If the target’s forced movement triggers a trap, the trap has a double edge on its power roll.
Activate Trap (Maneuver)
Keywords —
Distance Ranged 10
Target One trap or terrain object
Effect The trap or terrain object instantly triggers.
3 Malice The artifex can place a new trap in the encounter and instantly trigger it.
Shield? Shield!
The artifax has cover, a Stability of 1, and can act as cover for allies when adjacent to an ally who also has this trait.
Kobold Legionary
Level 1 Band Defender
Humanoid, Kobold
EV 9
Stamina 20
Speed 5
Size 1S / Stability 0
Free Strike 1
Might +2
Agility +1
Reason 0
Intuition 0
Presence 0
Gladius (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
3 damage
12-164 damage
17+5 damage
Effect Taunted (EoT).
3 Malice The legionary and their squad can shift 2 before this ability is used.
Shield Bash (Maneuver) | 2d10 + 2
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
2 damage; push 1; M<0 prone
12-163 damage; push 2; M<1 prone
17+4 damage; push 3; M<2 prone
Shield? Shield!
The legionary has cover, a Stability of 1, and can act as cover for allies when adjacent to an ally who also has this trait.
Kobold Signifier
Level 1 Band Support
Humanoid, Kobold
EV 3
Stamina 15
Speed 5
Size 1S / Stability 0
Free Strike 1
Might 0
Agility +1
Reason 0
Intuition 0
Presence +2
Signum (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
3 damage
12-164 damage
17+5 damage
Effect An ally within 10 can shift their speed, so long as they end their movement adjacent to an ally.
2 Malice One additional ally can shift for every 2 malice spent.
Glory to the Legion (Maneuver) | 5 Malice
Keywords Area
Distance 5 Burst
Target All allies in the burst
Effect Each target regains 5 stamina.
Upholding High Standards
Each ally that starts their turn within 5 of the signifier has their speed increased by 2 and deals an additional 2 damage on their strikes until the end of their turn. If the signifier is killed, a minion can enter their square to retrieve the signum as a free action and replace their stat block with the signifier stat block.
Shield? Shield!
The signifier has cover, a Stability of 1, and can act as cover for allies when adjacent to an ally who also has this trait.
Kobold Venator
Level 1 Band Ambusher
Humanoid, Kobold
EV 3
Stamina 15
Speed 5
Size 1S / Stability 0
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Dolobra & Net (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
4 damage
12-166 damage; M<1 restrained (save ends)
17+7 damage; M<2 restrained (save ends)
3 Malice Each creature and object restrained by this ability takes 2 fire damage at the start of each of their turns until the condition ends.
Lost in the Crowd
If the venator is adjacent to an ally that is not hiding, they can use the hide maneuver, even if observed.
Not What I Seem
The venator begins the encounter disguised as a minion. The venator has a double edge on their first action of the encounter, when they reveal themselves.
Shield? Shield!
The venator has cover, a Stability of 1, and can act as cover for allies when adjacent to an ally who also has this trait.
Shieldscale Drangolin
Level 1 Troop Brute
Animal, Kobold
EV 12
Stamina 80
Speed 7 (burrow)
Size 3 / Stability 0
Free Strike 5
Might +2
Agility +1
Reason -3
Intuition 0
Presence -2
Fiery Claws (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
7 fire damage
12-1610 fire damage
17+13 fire damage
Drangolin Plume (Action) | 5 Malice
Keywords —
Distance Self
Target Self
Effect The drangolin shifts their speed and uses Fiery Claws against each creature who comes within 1 during the move. The drangolin makes one power roll against all targets.
Erupt (Action) | 2d10 + 2 | 3 Malice
Keywords Melee, Strike, Weapon
Distance 2 Burst
Target All creatures
6 damage; push 1; A<0 prone
12-168 damage; push 3; A<1 prone
17+11 damage; push 5; A<2 prone
Effect This attack deals an additional 2 fire damage against targets directly above the dragonlin.
Ash Shot
Each enemy adjacent to the drangolin has a bane on strikes and can’t be hidden.
Trained Gelatinous Cube
Level 1 Troop Hexer
Animal, Kobold
EV 12
Stamina 40
Speed 5
Size 2 / Stability 2
Free Strike 4
Might +2
Agility -1
Reason -3
Intuition 0
Presence -2
Engulf (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
7 acid damage; A<0 dazed (save ends)
12-1610 acid damage; A<1 dazed (save ends)
17+14 acid damage; A<2 restrained (save ends)
Effect A size 2 or smaller creature restrained by this ability is pulled into one of the cube’s squares and moves with the cube. The creature takes 4 acid damage at the start of each of their turn while restrained. When restrained ends, the creature moves to the nearest unoccupied square adjacent to the cube.
2 Malice The cube targets one additional creature or object.
You Didn’t Pay Attention! (Free Triggered Action)
Keywords —
Distance Self
Target Self
Trigger A creature moves or is force moved into the cube.
Effect The cube uses Engulf with a double edge
Translucent Cube
The cube completely occupies their space, blocking line of effect on enemy abilities. The cube is hidden until they act.
Kobold Centurion
Level 1 Leader
Humanoid, Kobold
EV 12
Stamina 80
Speed 5
Size 1S / Stability 2
Free Strike 2
Might +2
Agility +3
Reason +2
Intuition 0
Presence +2
Pilum (Action) | 2d10 + 3 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
7 damage; M<1 weakened (save ends)
12-1610 damage; M<2 weakened (save ends)
17+13 damage; M<3 weakened (save ends)
Effect Each ally adjacent to a target of this ability can make a free strike.
3 Malice Each target weakened by this ability is now restrained while they are weakened.
Concentrate All Fire on That Hero! (Maneuver)
Keywords —
Distance Ranged 10
Target One enemy
Effect The target is marked until the start of the centurion’s next turn. The centurion and each of their allies have an edge on power rolls made against targets marked by the centurion.
3 Malice The centurion targets 1 additional enemy for every 3 malice spent.
Testudo! (Triggered Action)
Keywords —
Distance 5 Burst
Target All enemies in the burst
Trigger A creature uses an ability aginst the centurion or an ally.
Effect Each target shifts 2 before the damage is resolved. All kobolds with Shield? Shield! has damage immunity 2 against the triggering ability.
Firetail Pilum (Villain Action)
Keywords Area, Weapon
Distance 10 x 1 line within 1
Target All enemies in the line
Effect The centurion uses Pilum against each target, dealing an additional 5 damage. Each weakened target takes 2 fire damage at the start of each of their turns until the condition ends.
Boom Pilum! (Villain Action)
Keywords Area, Weapon
Distance 5 cube within 10
Target All enemies in the cube
Effect The centurion uses Pilum against each target with a double edge. Each target is then pushed 3.
Are You Not Entertained? (Villain Action)
Keywords Ranged, Strike, Weapon
Distance 10 Burst
Target All enemies in the burst
Effect Each target is P<2 taunted (save ends). For the rest of the encounter the centurion has damage immunity 2. All allies within 10 of the centurion can make a free strike.
End Effect
At the end of their turn, the centurion can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Shield? Shield!
The centurion has cover, a Stability of 3, and can act as cover for allies when adjacent to an ally who also has this trait.
Kobold Shieldbearer
Level 1 Retainer Defender
Humanoid, Kobold
EV 15
Stamina 40
Speed 5
Size 1S / Stability 0
Free Strike 2
Might +2
Agility +1
Reason 0
Intuition 0
Presence 0
Gladius (Action) | 2d10 + 0 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object
3 damage
12-165 damage
17+7 damage; taunted (EoT)
Shield, Boss?
The shieldbearer and their mentor has cover, their Stability increased by 1, and can act as cover for allies when the shieldbearer is adjacent to their mentor.
lightbender
Lightbender
Level 3 Troop Ambusher
Beast, Lightbender
EV 20
Stamina 100
Speed 10
Size 2 / Stability 1
Free Strike 6
Might +2
Agility +1
Reason -3
Intuition +1
Presence -1
Flash Swipe (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object
9 damage
12-1614 damage
17+18 damage
Effect The lightbender deals an additional 4 damage if they have an edge.
Piercing Tails (Action) | 2d10 + 2
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
8 damage
12-1612 damage; M<1 bleeding (save ends)
17+15 damage; M<2 bleeding (save ends)
Effect A creature who is bleeding from this ability has a bane on tests to search for the lightbender until the condition ends.
Hypnotic Mane (Maneuver) | 2d10 + 2 | 5 Malice
Keywords Area, Magic
Distance 3 Burst
Target All enemies in the burst
I<0 dazed (save ends)
12-16I<1 dazed (save ends)
17+I<2 dazed (save ends)
Effect Targets dazed by this ability have a speed of 0 while dazed. If a dazed target takes damage or if someone else spends an action to shake the creature out of their stupor, the condition ends.
Stalker's Afterimage (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The lightbender takes damage from a strike.
Effect The lightbender halves the damage, doesn't suffer any effect associated with it, and teleports 5 squares. The lightbender immediately hides if they teleport into cover or concealment.
Avoidance
The lightbender always treats a save ends effect as na EoT effect.
Lightbender Pouncer
Level 3 Troop Harrier
Beast, Lightbender
EV 20
Stamina 100
Speed 10
Size 2 / Stability 1
Free Strike 5
Might +2
Agility +2
Reason -3
Intuition +1
Presence -1
Pounce (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
7 damage
12-1611 damage; A<1 prone
17+14 damage; A<2 prone
Effect The pouncer makes a free strike against each target they have knocked prone.
Sparkling Tail Whip (Action) | 2d10 + 2
Keywords Area, Magic
Distance 2 Burst
Target All enemies and objects in the burst
4 damage
12-167 damage; A<1 dazzled (save ends)
17+10 damage; A<2 dazzled (save ends)
Effect A dazzled creature has a bane on strikes and can’t have line of effect to targets who aren’t adjacent to them.
Illusory Feint (Maneuver) | 2d10 + 2 | 5 Malice
Keywords Area, Magic
Distance 3 cube within 10
Target All enemies in the cube
R<0 dazed (save ends)
12-16R<1 dazed (save ends)
17+R<2 dazed (save ends)
Effect Targets dazed by this ability have a speed of 0 while dazed. If a dazed target takes damage or if someone else spends an action to shake the creature out of their stupor, the condition ends.
Striking Afterimage (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The pouncer takes damage from a strike.
Effect The pouncer halves the damage, doesn’t suffer any effect associated with it, and teleports 5 squares. The pouncer makes a free strike if they teleport into a space adjacent to an enemy.
Avoidance
The pouncer always treats a save ends effect as na EoT effect.
Lizardfolk
Lizardfolk Grunt
Level 1 Minion Harrier
Humanoid, Lizardfolk
EV 6
Stamina 4
Speed 6 (swim)
Size 1M / Stability 0
With Captain Speed +2
Free Strike 1
Might +1
Agility +2
Reason 0
Intuition 0
Presence 0
Snap and Toss (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object per minion
1 damage
12-162 damage; slide 2
17+3 damage; slide 4
Reptilian Escape
While the grunt still has a tail, whenever the grunt is grabbed, slowed, weakened, or knocked prone, the grunt can lose their tail to immediately end the effect and shift 2.
Lizardfolk Shellguard
Level 1 Minion Defender
Humanoid, Lizardfolk
EV 6
Stamina 6
Speed 5 (swim)
Size 1L / Stability 1
With Captain 2 temporary Stamina
Free Strike 1
Might +2
Agility +1
Reason 0
Intuition 0
Presence 0
Shield Smash (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object per minion
1 damage
12-162 damage
17+3 damage
Effect The target has a bane on their next strike.
Reptilian Escape
While the shellguard still has a tail, whenever the shellguard is grabbed, slowed, weakened, or knocked prone, the shellguard can lose their tail to immediately end the effect and shift 2.
Lizardfolk Tonguer
Level 1 Minion Artillery
Humanoid, Lizardfolk
EV 6
Stamina 3
Speed 5 (swim)
Size 1S / Stability 0
With Captain Strike damage +1
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition +1
Presence 0
Tonguelash (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 8
Target 1 creature or object per minion
2 damage; shift 1 towards target or pull 1
12-164 damage; shift 2 towards target or pull 2
17+5 damage; shift 3 towards target or pull 3
Effect If the target ends up in a space adjacent to the tonguer, they are also grabbed.
Reptilian Escape
While the tonguer still has a tail, whenever the tonguer is grabbed, slowed, weakened, or knocked prone, the tonguer can lose their tail to immediately end the effect and shift 2.
Lizardfolk Bloodeye
Level 1 Platoon Hexer
Humanoid, Lizardfolk
EV 6
Stamina 20
Speed 5 (swim)
Size 1M / Stability 0
Free Strike 3
Might +1
Agility +1
Reason 0
Intuition +2
Presence 0
Bola Knock (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 5
Target 1 creature or object
5 damage; A<0 restrained (save ends)
12-167 damage; A<1 restrained (save ends)
17+9 damage; A<2 restrained (save ends)
Bloodshot (Action) | 2d10 + 2 | 2 Malice
Keywords Ranged, Strike
Distance Ranged 10
Target 1 creature
5 acid damage; M<0 target can’t establish line of effect beyond 4 squares (save ends)
12-167 acid damage; M<1 target can’t establish line of effect beyond 3 squares (save ends)
17+9 acid damage; M<2 target can’t establish line of effect beyond 2 squares (save ends)
Reptilian Escape
While the bloodeye still has a tail, whenever the bloodeye is grabbed, slowed, weakened, or knocked prone, the bloodeye can lose their tail to immediately end the effect and shift 2.
Lizardfolk Scaletooth
Level 1 Platoon Brute
Humanoid, Lizardfolk
EV 6
Stamina 46
Speed 5 (swim)
Size 1M / Stability 0
Free Strike 4
Might +2
Agility +1
Reason 0
Intuition 0
Presence 0
Razor Bite (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object
6 damage
12-169 damage
17+12 damage; A<2 bleeding (save ends)
Effect The potency of this ability increases by 1 if the target is grabbed by the scaletooth.
Tail Whip (Action) | 2d10 + 2 | 2 Malice
Keywords Melee, Strike, Weapon
Distance Melee 2
Target 2 creatures or objects
5 damage; slide 1
12-168 damage; slide 2; M<1 grappled if within 2 of the scaletooth
17+10 damage; slide 3; M<2 grappled if within 2 of the scaletooth
Effect The scaletooth needs their tail to use this ability. The scaletooth can’t grapple more than one creature or object with this ability.
Reptilian Escape
While the scaletooth still has a tail, whenever the scaletooth is grabbed, slowed, weakened, or knocked prone, the scaletooth can lose their tail to immediately end the effect and shift 2.
Lizardfolk Skyterror
Level 1 Platoon Harrier
Humanoid, Lizardfolk
EV 6
Stamina 30
Speed 7 (swim)
Size 1S / Stability 0
Free Strike 3
Might +1
Agility +2
Reason 0
Intuition 0
Presence +1
Glaive Rush (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 8
Target 1 creature or object
5 damage
12-167 damage
17+9 damage; prone
Effect The skyterror can shift 4 after using this ability if they are flying.
Poison Blowdart (Action) | 2d10 + 2
Keywords Ranged, Weapon
Distance Ranged 5
Target 1 creature or object
3 damage; M<0 weakened (save ends)
12-165 damage; M<1 weakened (save ends)
17+7 damage; M<2 weakened (save ends)
Effect A creature that ends their turn adjacent to a creature or object weakened by this ability is weakened (EoT).
Glider
The skyterror adds the flying keyword to their movement until the end of their next turn whenever they move at least 2 squares along the ground or fall at least 2 squares.
Reptilian Escape
While the skyterror still has a tail, whenever the skyterror is grabbed, slowed, weakened, or knocked prone, the skyterror can lose their tail to immediately end the effect and shift 2.
Lizardfolk Deathrex
Level 1 Leader
Humanoid, Lizardfolk
EV 12
Stamina 80
Speed 5 (climb, swim)
Size 2 / Stability 2
Free Strike 4
Might +3
Agility +2
Reason 0
Intuition +1
Presence +2
Ripper Spear (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 3
Target 2 creatures or objects
7 damage; pull 1; A<1 bleeding (save ends)
12-1610 damage; pull 1; A<2 bleeding (save ends)
17+13 damage; pull 2; A<3 bleeding (save ends)
1 Malice One target that is adjacent to the deathrex is grabbed by the deathrex’s mouth.
Death Roll (Action) | 2d10 + 3 | 3 Malice
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 grabbed creature or object
8 damage; M<1 dazed (save ends)
12-1612 damage; M<2 dazed (save ends)
17+15 damage; M<3 dazed (save ends)
Effect The target is released from the grab and slides 5.
Trundle (Maneuver)
Keywords —
Distance Self
Target Self
Effect The deathrex moves up to their speed. The deathrex can make a free strike on each creature that makes an opportunity attack against them during this movement.
Swat the Fly (Triggered Action)
Keywords —
Distance Melee 1
Target 1 adjacent creature or object
Trigger The target moves or shifts away from the deathrex.
Effect Slide 5.
Sneak Attack (Villain Action)
Keywords Area
Distance 10 Burst
Target Self and all allies in the burst
Effect Each target moves up to their speed and makes a free strike. A target receives temporary Stamina equal to the amount of damage they dealt during this action.
Shed Some Skin (Villain Action)
Keywords —
Distance Self
Target Self
Effect The deathrex shifts up to their speed, leaving behind a skin shed duplicate in the space that they started in. The duplicate has 10 Stamina, has no villain actions, shares the rest of the deathrex’s characteristics, and takes their turn at the same time as the deathrex.
Thresher Thrasher (Villain Action)
Keywords Area
Distance 10 Burst
Target Self and all allies in the burst
Effect Each target moves up to their speed. Until the end of the encounter, when a creature enters or starts their turn adjacent to a target, the target can make a free strike against them..
Rex Reptilian Escape
While the deathrex still has a tail, whenever the deathrex is inflicted with an EoT or save ends effect, the deathrex can lose their tail to immediately end the effect and shift 2.
Lord Syuul
Lord Syuul
Level 6 Solo
Horror, Voiceless Talker
EV 80
Stamina 450
Immunity Psychic 10
Speed 7 (teleport, hover)
Size 1M / Stability 3
Free Strike 7
Might +1
Agility +3
Reason +4
Intuition +4
Presence +3
Tentacle Grab (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
11 damage; A<2 grabbed
12-1617 damage; A<2 grabbed
17+20 damage; A<2 grabbed
2 Malice The distance of this ability increases to Melee 10. Each target grabbed by Lord Syuul is immediately pulled 10.
Dampening Grenade (Action) | 2d10 + 4
Keywords Area, Psionic, Ranged
Distance 2 cube within 5
Target All enemies
6 damage; effect ends after 2 turns.
12-1610 damage; effect ends after 1 round.
17+13 damage; effect ends with the encounter.
Effect All psionic or magical abilities within the affected area have a double bane. All tests against psionic or magical effects within this area have a double edge.
Mind Blown (Action) | 2d10 + 4 | 7 Malice
Keywords Melee, Psionic, Psionic
Distance Melee 1
Target One grabbed enemy
12 damage
12-1620 damage
17+24 damage
Effect If this affect reduces the target to 0 Stamina and they have a brain, their brain explodes, instantly killing them.
You Come With Me (Maneuver)
Keywords —
Distance Self
Target Self
Effect Lord Syuul teleports 5 along with each creature and object he has grabbed. He can release them as part of this maneuver.
Adaptability (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger Lord Syuul takes typed damage.
Effect Lord Syuul gains immunity 5 to the triggering type of damage until the start of his next turn.
See Only Me (Villain Action)
Keywords Area, Psionic
Distance 10 Burst
Target All enemies
Effect Each target makes an **Intuition Test**.
Phantom Pain (Villain Action)
Keywords Psionic
Distance Self
Target Self
Effect Lord Syuul teleports up to 10 and projects an illusory double within 10. The double can’t move or act, but Lord Syuul can use psionic abilities as if he were in its space. When a creature touches or damages the double with a melee strike, they take 10 psionic damage. The double disappears when Lord Syuul takes damage.
Mindshatter (Villain Action) | 2d10 + 4
Keywords Area, Psionic
Distance 5 Burst
Target All creatures
7 psychic damage
12-1613 psychic damage
17+16 psychic damage
Effect Each target gains damage weakness 3 until the end of the encounter.
Solo Monster
**Solo Turns** Lord Syuul takes up to two turns each round. He can’t take turns consecutively. He can use two actions on each of his turns. While dazed, Lord Syuul can take one action and one maneuver per turn. **End Effect** At the end of his turn, Lord Syuul can take 10 damage to end one save ends effect affecting him. This damage can’t be reduced in any way.
Mind Over Manners
When Lord Syuul uses an ability with the Psionic keyword, he can do so as if he were in the space of any creature within line of effect he has observed using an ability with the Psionic keyword.
Voiceless Talker Exile
Level 6 Retainer Artillery
Horror, Voiceless Talker
EV 27
Stamina 70
Immunity Psychic 3
Speed 5 (flying, teleport)
Size 1M / Stability 2
Free Strike 6
Might 0
Agility +3
Reason +1
Intuition +2
Presence +1
Psychic Erasure (Action) | 2d10 + 0 | Signature
Keywords Ranged, Psionic, Strike
Distance Ranged 10
Target 1 creature or object
7 psychic damage
12-1612 psychic damage
17+15 psychic damage
Effect The exile is invisible to the target until the end of the target’s next turn.
Mindspace Jaunt (Maneuver)
Keywords Area, Psionic
Distance 5 Burst
Target Self and mentor
Effect The exile and their mentor turn invisible until the start of their next turn. While this invisibility lasts, the exile and their mentor take half damage from all attacks and their attacks do half damage to enemies.
Psionic Conductor
When an ally within 5 of the exile uses an ability with the Psionic keyword, they can do so as if they were in the exile’s space.
Manticore
Manticore
Level 4 Solo
Beast, Manticore
EV 60
Stamina 350
Speed 10 (fly)
Size 2 / Stability 3
Free Strike 6
Might +4
Agility +3
Reason 0
Intuition 0
Presence -1
Carniverous Bite (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 1 creature or object
12 damage; A<2 bleeding (save ends)
12-1617 damage; A<3 bleeding (save ends)
17+21 damage; A<4 bleeding (save ends)
Effect This ability has an edge against frightened targets.
Tail Spike (Action) | 2d10 + 4
Keywords Ranged, Weapon
Distance Ranged 10
Target Two creatures or objects
10 damage; M<2 3 poison damage
12-1615 damage; M<3 7 poison damage, weakened (save ends)
17+19 damage; M<4 10 poison damage, weakened (save ends)
1 Malice A target weakened from this ability takes 1d6 poison damage at the start of each of their turns until the condition ends.
Harrying Claws (Maneuver) | 2d10 + 4
Keywords Melee
Distance Melee 1
Target 2 creatures or objects
Slide 1; A<2 3 damage
12-16Slide 2; A<3 5 damage
17+Slide 4; A<4 7 damage
Reflexive Instinct (Triggered Action) | 2 Malice
Keywords —
Distance Ranged 10
Target Triggering creature
Trigger A creature deals damage to the manticore.
Effect The manticore shifts up to 5 into the air, then uses their Tail Spike ability against the target.
Trumpeting Howl (Villain Action) | 2d10 + 4
Keywords Area, Magic
Distance 5 Burst
Target All creatures
Frightened (EoT) or I<2 (save ends)
12-16Frightened (EoT) or I<3 (save ends)
17+Frightened (save ends); I<4 dazed (save ends)
Cornered Predator (Villain Action)
Keywords Ranged, Weapon
Distance Self
Target Self
Effect The manticore shifts up to their speed, then uses their Tail Spike ability against each enemy within 10 squares.
Debilitating Poison (Villain Action)
Keywords —
Distance Self
Target Special
Effect The manticore sours their own poison with enmity. Until the end of the encounter, the manticore has a double edge on power rolls targeting weakened creatures. A creature weakened by the manticore’s Tail Spike ability has their speed halved and takes an additional 1d3 poison damage at the start of each of their turns until the condition ends.
Solo Monster
**Solo Turns** The manticore takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the manticore can take one action and one maneuver per turn. **End Effect** At the end of their turn, the manticore can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Agile Predator
When the manticore deals damage to a creature, they don’t provoke opportunity attacks from that creature during that turn.
Medusa
Medusa
Level 5 Solo
Accursed, Humanoid, Medusa
EV 70
Stamina 400
Immunity Poison 5 Immunity Acid 5
Speed 5
Size 1M / Stability 0
Free Strike 7
Might +2
Agility +4
Reason 0
Intuition 0
Presence 0
Snake Bite (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target 2 creatures or objects
11 damage; M<2 slowed (save ends)
12-1616 damage; M<3 slowed (save ends)
17+19 damage; M<4 slowed (save ends)
Damning Gaze (Action) | 2d10 + 4
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target 2 creatures or objects
11 damage; push 3
12-1616 damage; push 5
17+19 damage; push 7
3 Malice The medusa targets two additional creatures or objects.
Petrify (Action) | 5 Malice
Keywords Area, Magic
Distance 3 Burst
Target Each enemy in the burst
Effect The medusa turns dozens of eerie snake eyes on their foes. Each target must make a Might test. A target with cover has an edge on the test.
Effect An already slowed target has -1 to resist the potency. A target restrained by this ability magically begins to turn to stone. A target that ends two consecutive turns restrained by this ability is petrified (see Petrification)
Nimble Escape (Maneuver)
Keywords —
Distance Self
Target Self
Effect The medusa shifts 3 and hides, even if observed.
Venomous Spit (Triggered Action) | 2d10 + 4 | 2 Malice
Keywords —
Distance Melee 1
Target One creature
Trigger A creature deals damage to the medusa.
13 acid damage
12-1618 acid damage
17+22 acid damage
Mass Petrify (Villain Action)
Keywords Area, Melee, Weapon
Distance Line of effect
Target All enemies
Effect The medusa uses their Petrify ability against each target without spending Malice. Each target not behind cover has a bane on the test.
Serpent Wings (Villain Action)
Keywords —
Distance Self
Target Self
Effect The medusa manifests temporary wings and vertically shifts up to their speed. During or after this movement, they can use Snake Bite and Damning Gaze once each.
Stone Puppets (Villain Action)
Keywords Area, Magic
Distance 10 Burst
Target Special
Effect Each stone statue and creature affected by Petrify within distance moves up to their speed and uses a signature action with an edge targeting an enemy of medusa’s choice as a free triggered action. A stone statue without its own stats has a speed of 5 and uses the Medusa’s free strike instead.
Solo Monster
**Solo Turns** The ashen hoarder takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the ashen hoarder can take one action and one maneuver per turn. **End Effect** At the end of their turn, the ashen hoarder can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Cunning Edge
The medusa has an edge on power rolls made against any creature affected by their Petrify ability.
Many Peering Eyes
The medusa can’t be flanked.
Minotaur
Minotaur
Level 3 Troop Harrier
Accursed, Humanoid, Minotaur
EV 20
Stamina 100
Speed 8
Size 2 / Stability 2
Free Strike 5
Might +2
Agility +2
Reason 0
Intuition +1
Presence -1
Flail and Blade (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target 2 creatures or objects
7 damage; push 1
12-1611 damage; push 2
17+14 damage; push 3
Effect Shift 3.
Primal Bay (Action) | 3 Malice
Keywords —
Distance Self
Target Self
Effect The minotaur has damage immunity 2 and deals an additional 5 damage with their strikes until the end of their next turn. On their next turn, they have access to an additional maneuver.
Goring Horns (Maneuver) | 2d10 + 2 | 5 Malice
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target 1 creature or object
5 damage; I<0 dazed (save ends)
12-168 damage; I<1 dazed (save ends)
17+9 damage; I<2 dazed (save ends)
Effect The potency of this ability increases by 1 if it’s used while charging.
Retaliatory Gore (Triggered Action)
Keywords —
Distance Self
Target Triggering creature
Trigger The minotaur takes damage from a creature within 8.
Effect The minotaur charges the target using Flail and Blade or Goring Horns.
Minotaur Sense
The minotaur cannot get a result lower than tier 2 when making Tests to navigate, search, or seek.
Minotaur Sunderer
Level 3 Troop Brute
Accursed, Humanoid, Minotaur
EV 20
Stamina 120
Speed 6
Size 2 / Stability 2
Free Strike 6
Might +2
Agility +1
Reason 0
Intuition +2
Presence -1
Spiked Maul (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target 2 creatures or objects
8 damage; pull 1
12-1612 damage; pull 2
17+15 damage; pull 3
Effect A target is grabbed if they are pulled adjacent to the sunderer.
Fearsome Bay (Action) | 2d10 + 2 | 5 Malice
Keywords Area
Distance 3 Burst
Target All enemies in the burst
I<0 frightened (save ends)
12-16I<1 frightened (save ends)
17+I<2 frightened (save ends)
Effect The minotaur has damage immunity 2 and deals an additional 5 damage with their strikes until the end of their next turn.
Disemboweling Horns (Maneuver) | 2d10 + 2 | 3 Malice
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target 1 grabbed creature
5 damage; push 1; M<0 bleeding (save ends)
12-168 damage; push 3; M<1 bleeding (save ends)
17+9 damage; push 5; M<2 bleeding (save ends)
Effect The target takes 1d6 damage at the start of each of their turns while bleeding from this ability.
Retaliatory Gore (Triggered Action)
Keywords —
Distance Self
Target Triggering creature
Trigger The sunderer takes damage from a creature within 8.
Effect The sunderer charges the target using Spiked Maul.
Minotaur Sense
The sunderer cannot get a result lower than tier 2 when making Tests to navigate, search, or seek.
Minotaur Bully
Level 8 Minion Brute
Accursed, Humanoid, Minotaur
EV 20
Stamina 14
Speed 6
Size 2 / Stability 2
With Captain Strike damage +3
Free Strike 4
Might +4
Agility +2
Reason 0
Intuition +3
Presence -1
Javelin and Bellow (Action) | 2d10 + 4 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target One creature or object per minion
4 damage
12-167 damage
17+9 damage; I<4 taunted (EoT) or frightened of all minotaurs (save ends)
Minotaur Sense
The bully cannot get a result lower than tier 2 when making Tests to navigate, search, or seek.
Minotaur Lackey
Level 8 Minion Harrier
Accursed, Humanoid, Minotaur
EV 20
Stamina 13
Speed 8
Size 2 / Stability 2
With Captain Speed +2
Free Strike 3
Might +3
Agility +4
Reason 0
Intuition +1
Presence -1
Horn Vault (Action) | 2d10 + 4 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target One creature or object per minion
3 damage
12-166 damage; slide 1
17+8 damage; slide 3
Effect A target that is force moved into an obstacle is M<3 bleeding (save ends).
Minotaur Sense
The lackey cannot get a result lower than tier 2 when making Tests to navigate, search, or seek.
Minotaur Stampede
Level 10 Minion Defender
Accursed, Humanoid, Minotaur, Swarm
EV 24
Stamina 17
Speed 8
Size 4 / Stability 2
With Captain Edge on strikes
Free Strike 4
Might +5
Agility +5
Reason 0
Intuition +2
Presence -1
Bull Rush (Action) | 2d10 + 5 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target One creature or object per minion
4 damage
12-167 damage; prone
17+9 damage; prone and M<5 can’t stand (save ends)
Effect Each creature that the stampede moves through as a part of charging with this ability is M<4 knocked prone.
Swarm
The stampede can move through squares as if they were size-2, and can occupy other creatures’ spaces. At the start of the stampede’s turn, they can make a free strike against each creature they share a square with.
Minotaur Gorer
Level 10 Retainer Brute
Accursed, Humanoid, Minotaur
EV 22
Stamina 60
Speed 6
Size 2 / Stability 2
Free Strike 6
Might +2
Agility +1
Reason 0
Intuition +1
Presence 0
Gore (Action) | 2d10 + 0 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
5 damage
12-169 damage
17+12 damage; M (strong) prone
Retaliatory Gore (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The gorer takes damage from a creature within 6.
Effect The gorer charges the target using Gore.
Minotaur Sense
The gorer cannot get a result lower than tier 2 when making Tests to navigate, search, or seek.
Ogre
Ogre Goon
Level 2 Troop Brute
Giant, Ogre
EV 16
Stamina 100
Speed 5
Size 2 / Stability 4
Free Strike 5
Might +2
Agility 0
Reason -1
Intuition 0
Presence -1
Club Swing (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
7 damage; push 2
12-1611 damage; push 4
17+14 damage; push 6; prone
Effect This attack deals an additional 4 damage to each creature and object that takes damage from any force movement it causes.
Grabby Hand (Maneuver) | 2d10 + 2
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
7 damage
12-1611 damage; grabbed
17+14 damage; grabbed
Effect The goon can only have one target grabbed at a time.
1 Malice The target has a bane on escaping the grab while the goon crushes the target in their hand.
People Bowling (Maneuver) | 2d10 + 3 | 3 Malice
Keywords Area, Melee, Weapon
Distance 6 x 1 line within 1
Target All creatures and objects
Effect The goon must be grabbing a size-1 creature or object to use this maneuver. The goon hurls what’s in their hand down the line and rolls power. The hurled creature or object counts as a target and lands in the last square of the line (or nearest unoccupied square of the goon’s choice).
5 damage
12-169 damage
17+12 damage; prone
Swat the Fly (Triggered Action)
Keywords —
Distance Melee 1
Target 1 adjacent creature or object
Trigger The target moves or shifts away from the goon.
Effect Slide 5.
Defiant Anger
The goon has damage immunity 2 while they are winded.
Ogre Juggernaut
Level 2 Troop Harrier
Giant, Ogre
EV 16
Stamina 80
Speed 6
Size 2 / Stability 2
Free Strike 5
Might +2
Agility +1
Reason -1
Intuition 0
Presence -1
Pitchfork Catapult (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
7 damage
12-1610 damage; A<1 vertical push 3
17+13 damage; A<2 vertical slide 5
1 Malice Each target is M<1 bleeding (save ends).
Earth Breaking Jump (Action) | 2d10 + 2
Keywords Area, Melee, Weapon
Distance 3 Burst
Target All creatures in the burst
Effect The juggernaut jumps up to 6 squares before using this ability.
4 damage
12-166 damage; push 2; M<1 prone
17+9 damage; push 4; M<2 prone
Horrible Bellow (Maneuver) | 2d10 + 2 | 2 Malice
Keywords Area
Distance 3 Burst
Target All enemies in the burst
I<0 frightened (save ends)
12-16I<1 frightened (save ends)
17+I<2 frightened (save ends)
Effect All ogres have an edge on strikes against creatures frightened by this ability.
Hrraaaaaagh! (Free Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The juggernaut takes damage.
Effect The juggernaut moves up to their speed and makes a free strike.
Defiant Anger
The juggernaut has damage immunity 2 while they are winded.
Cyclops
Level 10 Minion Controller
Giant, Ogre
EV 24
Stamina 14
Speed 6
Size 3 / Stability 5
With Captain Speed +4
Free Strike 4
Might +5
Agility -1
Reason -1
Intuition +3
Presence -1
Wild Slam (Action) | 2d10 + 5 | Signature
Keywords Area, Melee, Weapon
Distance 1 Burst
Target All enemies and objects in the burst
3 damage; A<3 3 damage
12-166 damage; push 3; A<4 4 damage
17+7 damage; prone; A<5 5 damage, restrained (save ends)
Effect The cyclops automatically has a 17 on the power roll. They can still roll to see if they get a crit.
Limited Vision
The cyclops can’t establish line of effect beyond 3 squares. Whenever the cyclops takes damage from a ranged ability, they can move 3 squares towards the source of the damage.
Ogre Blue Blood
Level 7 Minion Brute
Giant, Ogre
EV 18
Stamina 13
Speed 5
Size 2 / Stability 4
With Captain Edge on strikes
Free Strike 4
Might +4
Agility +1
Reason -1
Intuition 0
Presence +2
Crush Underfoot (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object per minion
4 damage
12-167 damage; M<3 prone
17+8 damage; prone
Effect An already prone target takes an additional 4 damage.
In My Stead
Whenever the blue blood would make a free strike, an ally within 5 can make a free strike instead.
Defiant Anger
The blue blood has damage immunity 2 while they are winded.
Ogre Tantrum
Level 7 Minion Artillery
Giant, Ogre
EV 18
Stamina 10
Speed 5
Size 2 / Stability 2
With Captain Ranged distance +5
Free Strike 4
Might +4
Agility +2
Reason -1
Intuition 0
Presence -1
Throw Fit (Action) | 2d10 + 4 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 8
Target One creature or object per minion
4 damage
12-167 damage; push 2
17+8 damage; push 4
Effect The tantrum unearths a rock or a hunk of terrain and tosses it. The tantrum can A<3 grab an adjacent size-1 or smaller creature or object to use as the projectile for this ability.
Excessive Anger
The tantrum has damage immunity 3 and a speed of 8 while they are winded.
Olothec
Olothec
Level 6 Solo
Horror, Olothec
EV 80
Stamina 450
Immunity Psychic 6
Speed 7 (fly, swim)
Size 2 / Stability 0
Free Strike 7
Might +4
Agility -1
Reason +4
Intuition +2
Presence +3
Devolving Tentacle (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 3
Target 2 creatures or objects
11 damage; M<2 weakened or slimed
12-1617 damage; M<3 weakened or slimed
17+20 damage; M<4 weakened or slimed
Effect A slimed target takes 4 psychic damage whenever they roll power until the condition ends.
Slime Spew (Action) | 2d10 + 4
Keywords Area, Weapon
Distance 7 x 2 line within 1
Target All creatures and objects
6 acid damage; A<2 push (special)
12-1610 acid damage; A<3 push (special)
17+13 acid damage; A<4 push (special), prone
Effect A creature pushed by this ability is pushed to the squares within the line that are furthest from the olothec.
1 Malice The affected area becomes difficult terrain. A creature that enters an affected square for the first time during a turn is A<3 knocked prone.
Oozing Transformation (Action) | 2d10 + 4 | 2 Malice
Keywords Psionic, Ranged, Strike
Distance Ranged 10
Target One creature
13 psychic damage; I<2 transformed (save ends)
12-1620 psychic damage; I<3 transformed (save ends)
17+23 psychic damage; I<4 transformed (save ends)
Effect Each time a creature is transformed, the Director chooses one of the following transformations. When a creature ends the transformed effect, all transformations end. **Head** The creature’s head becomes a ball of slime. They cannot communicate and they can’t establish line of effect beyond 3 squares. **Legs** The creature’s legs become pillars of ooze. They are slowed while on land and add the swim keyword to their speed. **Torso** The creature’s arms become gelatinous. They can’t benefit from edges or surges.
Jaunt (Maneuver)
Keywords Psionic
Distance Self
Target Self
Effect The olothec teleports to an unoccupied square within 10 or swaps places with a creature or object within 5.
Liquify (Triggered Action)
Keywords Psionic, Ranged
Distance Ranged 5
Target One enemy
Trigger Target deals damage to the olothec.
Effect The target takes 8 psychic damage and gains psychic weakness 3 until the end of the olothec’s next turn.
Horrifying Form (Villain Action) | 2d10 + 4
Keywords Psionic, Ranged, Strike
Distance
Target All enemies
10 psychic damage; P<2 frightened (save ends)
12-1614 psychic damage; P<3 frightened (save ends)
17+17 psychic damage; P<4 frightened (save ends)
Effect This ability targets each enemy the olothec has line of effect to. A frightened enemy can’t save against any other effect until they are no longer frightened.
Psychic Pulse (Villain Action)
Keywords Area, Psionic
Distance 10 Burst
Target All creatures
Effect Each target takes 12 psychic damage, slides 5, and is M<3 weakened and slimed (save ends) (see devolving tentacles). The olothec has damage immunity 4 until the start of their next turn.
Return to Perfection (Villain Action) | 2d10 + 4
Keywords Area, Ranged, Psionic
Distance 10 Burst
Target All creatures
7 psychic damage; R<2 devolved (save ends)
12-1613 psychic damage; R<3 devolved (save ends)
17+16 psychic damage; R<4 devolved (save ends)
Effect A devolved creature has a -1 modifier to all their characteristic scores other than Reason until the condition ends.
Solo Monster
**Solo Turns** The olothec takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the olothec can take one action and one maneuver per turn. **End Effect** At the end of their turn, the olothec can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Primordial Mind
The olothec is immune to the frightened and taunted conditions.
Slime Sense
A slimed or transformed creature can’t be hidden or concealed from the olothec.
Orc
Mohler
Level 1 Minion Ambusher
Animal, Orc
EV 6
Stamina 4
Speed 7 (burrow)
Size 1S / Stability 1
With Captain Speed +2
Free Strike 2
Might 0
Agility +2
Reason -4
Intuition +1
Presence -3
Earth Bump (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Effect The target is knocked prone if the mohler is striking from 1 or more squares below.
Ground Grinder
The ground within 1 square of where the mohler moves while burrowing becomes difficult terrain.
Orc Blitzer
Level 1 Minion Harrier
Humanoid, Orc
EV 6
Stamina 4
Speed 7
Size 1M / Stability 0
With Captain Speed +2
Free Strike 1
Might +1
Agility +2
Reason 0
Intuition 0
Presence 0
Lugged Spear (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage
17+3 damage
Effect The target takes 3 damage if they start their next turn adjacent to 3 or more blizters.
Bloodfire Burn
If the blitzer's Stamina drops to 0, they can make a free strike before dying.
Orc Bloodspark
Level 1 Minion Artillery
Humanoid, Orc
EV 6
Stamina 3
Speed 6
Size 1M / Stability 0
With Captain Forced movement +2
Free Strike 2
Might 0
Agility +1
Reason 0
Intuition 0
Presence +2
Explosive Mote (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target One creature or object per minion
2 damage; push 1 or shift 1 away from target
12-164 damage; push 2 or shift 2 away from target
17+5 damage; push 4 or shift 4 away from target
Bloodfire Burn
If the bloodspark's Stamina drops to 0, they can make a free strike before dying.
Orc Glorifier
Level 1 Minion Controller
Humanoid, Orc
EV 6
Stamina 3
Speed 6
Size 1M / Stability 0
Free Strike 1
Might 0
Agility +1
Reason 0
Intuition 0
Presence +2
Call to Victory (Action) | 2d10 + 2 | Signature
Keywords Magic, Melee, Ranged, Strike
Distance Melee 1
Target One creature or object
1 sonic damage
12-162 sonic damage; P<1 slowed (save ends)
17+3 sonic damage; P<2 slowed (save ends)
Effect Each ally has an edge on melee strikes against the target until the glorifier and all other glorifiers in their square are killed.
Bloodfire Burn
If the glorifier's Stamina drops to 0, they can make a free strike before dying.
Orc Razor
Level 1 Minion Brute
Humanoid, Orc
EV 6
Stamina 5
Speed 6
Size 1L / Stability 0
Free Strike 2
Might +2
Agility +1
Reason 0
Intuition 0
Presence 0
Boot and Blade (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
2 damage
12-164 damage; push 3
17+5 damage; push 3 or prone
Effect The razor has an edge on strikes against targets already affected by a condition.
Bloodfire Burn
If the razor's Stamina drops to 0, they can make a free strike before dying.
Orc Bloodrunner
Level 3 Platoon Harrier
Humanoid, Orc
EV 10
Stamina 10
Speed 8
Size 1M / Stability 0
Free Strike 5
Might +2
Agility +2
Reason 0
Intuition +1
Presence +1
Shield Bash (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
7 damage (enemy only); Push X
12-1610 damage (enemy only); Push X
17+13 damage (enemy only); Push X
Effect Push X is equal to the number of squares the bloodrunner moved on their turn before using this ability.
2 Malice An ally pushed by this ability can make a free strike on a creature.
Unimpeded
The bloodrunner can share a prone creature's square. The first time a bloodrunner enters a creature's square on their turn, that creature takes 3 damage.
Relentless
If the blitzer's Stamina drops to 0, they can make a free strike before dying. If the target is reduced to 0 Stamina or killed by the strike, the bloodrunner lives and their Stamina is reduced to 1 instead.
Orc Chainlock
Level 1 Platoon Hexer
Humanoid, Orc
EV 6
Stamina 20
Speed 5
Size 1M / Stability 2
Free Strike 3
Might +2
Agility +2
Reason +1
Intuition 0
Presence 0
Hook and Chain (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 3
Target One creature or object
5 damage; pull 1; M<0 hooked (save ends)
12-167 damage; pull 2; M<1 hooked (save ends)
17+9 damage; pull 3; M<2 hooked (save ends)
Effect A hooked target can't move more than 3 squares away from the chainlock's original position until the condition ends.
Heavy Crossbolt (Action) | 2d10 + 2 | 3 Malice
Keywords Ranged, Strike, Weapon
Distance Ranged 5
Target One creature or object
5 damage; A<0 slowed (save ends)
12-167 damage; A<1 slowed (save ends)
17+9 damage; A<2 slowed (save ends)
Chain Link
Whenever the chainlock is force moved by a creature’s melee ability, the creature is pulled the same distance towards the chainlock.
Relentless
If the chainlock's Stamina drops to 0, they can make a free strike before dying. If the target is reduced to 0 Stamina or killed by the strike, the chainlock lives and their Stamina is reduced to 1 instead.
Orc Eye of Grole
Level 1 Platoon Artillery
Humanoid, Orc
EV 6
Stamina 20
Speed 6
Size 1M / Stability 0
Free Strike 4
Might +1
Agility +1
Reason 0
Intuition 0
Presence +2
Elemental Discharge (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target One creature or object
6 affinity damage; push 2 or shift 2 away from target
12-169 affinity damage; push 4 or shift 4 away from target
17+12 affinity damage; push 6 or shift 6 away from target
Power Burst (Action) | 2d10 + 2
Keywords Area, Magic
Distance 5 x 2 line within 1
Target All enemies in the line
3 affinity damage; push 2
12-165 affinity damage; push 3
17+8 affinity damage; push 4; prone
Effect An enemy has affinity weakness 3 in the affected area.
Affinity
The eye has an affinity for one of the following damage types: cold, fire, or lightning. This type determines the eye’s affinity immunity and the damage type of their attacks.
Relentless
If the eye's Stamina drops to 0, they can make a free strike before dying. If the target is reduced to 0 Stamina or killed by the strike, the eye lives and their Stamina is reduced to 1 instead.
Orc Garroter
Level 1 Platoon Ambusher
Humanoid, Orc
EV 6
Stamina 30
Speed 5
Size 1L / Stability 0
Free Strike 4
Might +1
Agility +2
Reason 0
Intuition +1
Presence -1
Dagger Feint (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage; shift 1
12-169 damage; shift 2
17+12 damage; shift 3
Effect This ability deals an additional 4 damage when it's made with an edge
Strangle (Action) | 2d10 + 2
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature
6 damage
12-169 damage; I<1 dazed (save ends)
17+12 damage; grabbed; I<2 dazed (save ends)
Effect The target can't speak or use magical abilities while grabbed.
Chroma Cloak (Maneuver) | 1 Malice
Keywords —
Distance Distance Unknown
Target
Effect The garroter turns invisible. The effect ends when the garroter uses an ability, takes damage, or at the end of their turn.
Relentless
If the garroter's Stamina drops to 0, they can make a free strike before dying. If the target is reduced to 0 Stamina or killed by the strike, the garroter lives and their Stamina is reduced to 1 instead.
Orc Godcaller
Level 1 Platoon Support
Humanoid, Orc
EV 6
Stamina 30
Speed 6
Size 1M / Stability 0
Free Strike 3
Might +1
Agility 0
Reason 0
Intuition +1
Presence +2
Power Chord (Action) | 2d10 + 2 | Signature
Keywords Magic, Melee, Ranged, Strike
Distance Melee 1
Target One creature or object
5 sonic damage
12-167 sonic damage
17+9 sonic damage; P<2 weakened (save ends)
Cadenza (Action)
Keywords Magic, Ranged
Distance Ranged 10
Target One ally
Effect The target moves up to their speed and uses an action.
3 Malice The godcaller targets a second ally.
Rally Ostinato (Maneuver) | 2 Malice
Keywords Magic
Distance Self
Target Self and up to three allies
Effect Each target regains 15 Stamina and ignores difficult terrain until the end of the encounter.
Relentless
If the godcaller's Stamina drops to 0, they can make a free strike before dying. If the target is reduced to 0 Stamina or killed by the strike, the godcaller lives and their Stamina is reduced to 1 instead.
Orc Juggernaut
Level 3 Platoon Brute
Humanoid, Orc
EV 10
Stamina 60
Speed 6
Size 1L / Stability 0
Free Strike 5
Might +2
Agility +2
Reason -1
Intuition -1
Presence +2
Haymaker Greataxe (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
7 damage
12-1611 damage; prone
17+14 damage; prone; M<2 bleeding (save ends)
Effect The ability deals an additional 6 damage against already prone targets.
Hrraaaaaagh! (Free Triggered Action) | 1 Malice
Keywords —
Distance Self
Target Self
Trigger The juggernaut takes damage.
Effect The juggernaut moves up to their speed and makes a free strike.
Blood in the Water
The juggernaut can move 3 additional squares if they end their movement closer to a prone creature.
Relentless
If the juggernaut's Stamina drops to 0, they can make a free strike before dying. If the target is reduced to 0 Stamina or killed by the strike, the juggernaut lives and their Stamina is reduced to 1 instead.
Orc Rampart
Level 2 Platoon Defender
Humanoid, Orc
EV 8
Stamina 59
Speed 6
Size 1L / Stability 2
Free Strike 4
Might +2
Agility +2
Reason +2
Intuition +2
Presence +2
My Spear, My Foe (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object
6 damage
12-169 damage; taunted (EoT)
17+12 damage; taunted (EoT)
Effect This ability has a double edge if the target dealt damage to the rampart this round.
Castling (Maneuver)
Keywords —
Distance Self
Target 1 ally
Effect The rampart moves or shifts up to their speed to a square adjacent to the target and then swamps places with the target.
No. (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger A creature targets an adjacent ally with an ability
Effect The rampart becomes the new target.
Relentless
If the rampart's Stamina drops to 0, they can make a free strike before dying. If the target is reduced to 0 Stamina or killed by the strike, the rampart lives and their Stamina is reduced to 1 instead.
Orc Terranova
Level 2 Platoon Controller
Humanoid, Orc
EV 8
Stamina 30
Speed 6 (burrow)
Size 1M / Stability 2
Free Strike 4
Might +1
Agility +1
Reason 0
Intuition +1
Presence +2
Earth Pillar (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 10
Target Three creatures touching the ground
6 damage; A<0 prone can't stand (save ends)
12-169 damage; A<1 prone can't stand (save ends)
17+12 damage; A<2 prone can't stand (save ends)
Effect The ground beneath each target rises 1 square.
Sinkhole (Action) | 2d10 + 2 | 3 Malice
Keywords Melee, Weapon
Distance 3 Burst
Target All enemies
4 damage; M<0 restrained (save ends)
12-167 damage; M<1 restrained (save ends)
17+10 damage; M<2 restrained (save ends)
Effect The affected area is considered difficult terrain.
Seismic Step
The terranova ignores difficult terrain. The terranova doesn't need line of effect to target creatures touching the ground with abilities.
Relentless
If the terranova's Stamina drops to 0, they can make a free strike before dying. If the target is reduced to 0 Stamina or killed by the strike, the terranova lives and their Stamina is reduced to 1 instead.
Orc Warleader
Level 3 Leader
Humanoid, Orc
EV 20
Stamina 120
Speed 6
Size 1M / Stability 2
Free Strike 5
Might +3
Agility +2
Reason +1
Intuition +2
Presence +2
Go. (Action) | Signature
Keywords —
Distance Ranged 10
Target One ally
Effect The target moves up to their speed and uses an action.
1 Malice The warleader targets a second ally.
Mace Lariat (Action) | 2d10 + 3
Keywords Melee, Strike, Weapon
Distance Melee 1
Target All enemies
7 damage; push 1; M<1 dazed (save ends)
12-1610 damage; push 3; M<2 dazed (save ends)
17+13 damage; push 5; M<3 dazed (save ends)
Lockdown (Maneuver)
Keywords —
Distance Ranged 10
Target Three allies
Effect Each target moves up to their speed and uses the Grab maneuver with an edge. The warleader moves up to their speed.
Courtesy Call (Triggered Action)
Keywords —
Distance Ranged 10
Target One creature
Trigger The target gets a tier 1 result on a power roll.
Effect The target has a double edge on next power roll.
Close In (Villain Action)
Keywords Area
Distance 10 Burst
Target All allies
Effect Each target moves up to their speed. Each enemy within 1 of a target makes an **Intuition test**.
Familial Reinforcements (Villain Action)
Keywords Area
Distance Ranged 10
Target All allies
Effect The warleader shifts up to their speed and 5 **orc blizters** appear in unoccupied spaces within distance.
I'll Do This Myself (Villain Action)
Keywords Melee, Strike, Weapon
Distance Self
Target Self
Effect The warleader shifts up to their speed and uses Mace Lariat. Then, the warleader shifts up to their speed and uses Mace Lariat. Finally, the warleader shifts up to their speed and uses Mace Lariat.
End Effect
At the end of their turn, the warleader can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Relentless
If the warleader's Stamina drops to 0, they can make a free strike before dying. If the target is reduced to 0 Stamina or killed by the strike, the warleader lives and their Stamina is reduced to 1 instead.
Scyza
Level 3 Troop Mount
Animal, Orc
EV 20
Stamina 100
Speed 6
Size 4 / Stability 3
Free Strike 5
Might +2
Agility -1
Reason -4
Intuition 0
Presence -1
Clawed Kick (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
7 damage
12-1611 damage; prone
17+14 damage; prone
Effect The scyza roars and the target is I<2 frightened (save ends).
Whiptail (Action) | 2d10 + 2
Keywords Melee, Strike, Weapon
Distance Melee 3
Target One creature or object
8 damage
12-1613 damage
17+16 damage; A<2 bleeding (save ends)
Effect This ability has an edge against a target on top of the scyza and knocks the target prone inot an unoccupied adjacent square.
Crestfall (Action) | 2d10 + 2 | 2 Malice
Keywords Area, Melee, Weapon
Distance 3 cube within 2
Target All enemies in the cube
4 damage; 1 sonic damage; R<0 dazed (save ends)
12-167 damage; 2 sonic damage; R<1 dazed (save ends)
17+9 damage; 3 sonic damage; R<2 dazed (save ends)
Sandstorm (Maneuver)
Keywords —
Distance 3 Burst
Target Special
Effect The scyza kicks up a sandstorm concealing themselves and each ally in the affected area until the end of the scyza's next turn. Each enemy in the burst makes an **Intuition test**.
Skitter (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The scyza or an ally riding the scyza is targeted by an ability.
Effect Any damage dealt by the triggering ability is halved. If the creature or object who used the ability is within 3 of the scyza, the scyza makes a free strike against them.
War Harness
Three of the scyza's size 1 allies can occupy the same space while riding the scyza.
Terrible Beast
The scyza deals an additional 6 damage on strikes and abilities used against objects.
Orc Charger
Level 1 Retainer Harrier
Humanoid, Orc
EV 13
Stamina 30
Speed 8
Size 1M / Stability 0
Free Strike 3
Might +2
Agility +2
Reason 0
Intuition 0
Presence 0
Notched Axe (Action) | 2d10 + 0 | Signature
Keywords Charge, Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object
3 damage
12-165 damage
17+7 damage
Relentless
If the charger’s Stamina drops to 0, they can make a free strike before dying. If the target is reduced to 0 Stamina or killed by the attack, the charger lives and their Stamina is reduced to 1 instead.
Radenwight
Radenwight Mischiever
Level 1 Minion Ambusher
Humanoid, Radenwight
EV 6
Stamina 4
Speed 7 (climb)
Size 1S / Stability 0
With Captain Strike damage +1
Free Strike 2
Might -1
Agility +2
Reason 0
Intuition +1
Presence 0
Dagger Dance (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature per minion
2 damage
12-164 damage
17+5 damage
Effect If the mischiever is hidden when they use this ability, they can target two creatures.
Ready Rodent (Triggered Action)
Keywords Melee, Weapon
Distance Melee 1
Target One creature
Trigger An ally deals damage to the target.
Effect The mischiever makes a free strike against the target.
Radenwight Scrapper
Level 1 Minion Defender
Humanoid, Radenwight
EV 6
Stamina 5
Speed 6 (climb)
Size 1S / Stability 1
With Captain Melee distance +2
Free Strike 1
Might -1
Agility +1
Reason 0
Intuition 0
Presence +2
Buckler Bash (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage; taunted (EoT)
17+3 damage; taunted (EoT)
Ready Rodent (Triggered Action)
Keywords Melee, Weapon
Distance Melee 1
Target One creature
Trigger An ally deals damage to the target.
Effect The scrapper makes a free strike against the target.
Radenwight Swiftpaw
Level 1 Minion Harrier
Humanoid, Radenwight
EV 6
Stamina 4
Speed 7 (climb)
Size 1S / Stability 0
With Captain Edge on strikes
Free Strike 1
Might 0
Agility +2
Reason +1
Intuition 0
Presence -1
Rapier Flunge (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage; slide 1; shift 1
12-162 damage; slide 2; shift 2
17+3 damage; slide 3; shift 3
Ready Rodent (Triggered Action)
Keywords Melee, Weapon
Distance Melee 1
Target One creature
Trigger An ally deals damage to the target.
Effect The swiftpaw makes a free strike against the target.
Radenwight Redeye
Level 1 Minion Artillery
Humanoid, Radenwight
EV 6
Stamina 3
Speed 5 (climb)
Size 1S / Stability 0
With Captain Edge on strikes
Free Strike 2
Might +1
Agility +2
Reason -1
Intuition 0
Presence 0
Eyes-On-Me Shot (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Effect An ally of the redeye within 2 squares of the target can shift up to 2 squares.
Ready Rodent (Triggered Action)
Keywords Melee, Weapon
Distance Melee 1
Target One creature
Trigger An ally deals damage to the target.
Effect The redeye makes a free strike against the target.
Radenwight Bruxer
Level 1 Platoon Brute
Humanoid, Radenwight
EV 6
Stamina 40
Speed 5 (climb)
Size 1S / Stability 2
Free Strike 4
Might +2
Agility +1
Reason -1
Intuition 0
Presence 0
Lockjaw (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage
12-169 damage
17+12 damage; grabbed
Effect While the target is grabbed, they take 2 damage at the start of each of the bruxer’s turns.
Flurry of Bites (Action) | 2d10 + 2 | 3 Malice
Keywords Area, Melee, Weapon
Distance 1 Burst
Target All enemies in the burst
3 damage; A<0 bleeding (save ends)
12-165 damage; A<1 bleeding (save ends)
17+8 damage; A<2 bleeding (save ends)
Ready Rodent (Triggered Action)
Keywords Melee, Weapon
Distance Melee 1
Target One creature
Trigger An ally deals damage to the target.
Effect The bruxer makes a free strike against the target.
Lockdown
An enemy can’t shift while adjacent to the bruxer.
Radenwight Piper
Level 1 Platoon Support
Humanoid, Radenwight
EV 6
Stamina 30
Speed 5 (climb)
Size 1S / Stability 0
Free Strike 3
Might 0
Agility 0
Reason 0
Intuition +2
Presence +1
Piercing Trill (Action) | 2d10 + 2 | Signature
Keywords Magic, Melee, Ranged, Strike
Distance Melee 1
Target One creature or object
5 sonic damage; push 1
12-167 sonic damage; push 3
17+9 sonic damage; push 4
Effect The piper or an ally within distance regains Stamina equal to half the damage dealt.
Vivace Vivace! (Maneuver) | 3 Malice
Keywords Area, Magic
Distance 3 Burst
Target Each ally in the burst
Effect Each target who has used their Ready Rodent ability since their last turn regains the use of their triggered action.
2 Malice The area increases to 6 burst.
Ready Rodent (Triggered Action)
Keywords Melee, Weapon
Distance Melee 1
Target One creature
Trigger An ally deals damage to the target.
Effect The piper makes a free strike against the target.
Musical Suggestion
At the end of the piper’s turn, they can choose an adjacent creature and slide them 2, ignoring stability.
Radenwight Ratcrobat
Level 1 Platoon Harrier
Humanoid, Radenwight
EV 6
Stamina 30
Speed 7 (climb)
Size 1S / Stability 0
Free Strike 3
Might -1
Agility +2
Reason 0
Intuition 0
Presence +1
En Garde! (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
4 damage
12-166 damage
17+8 damage
Effect The ratcrobat can shift up to 2 squares after striking the first target, then can shift 1 square after striking the second target.
Over Here, Thanks (Maneuver)
Keywords Melee
Distance Melee 1
Target One enemy
Effect Slide 3; the ratcrobat can then shift into the any of the squares the target left.
Ready Rodent (Triggered Action)
Keywords Melee, Weapon
Distance Melee 1
Target One creature
Trigger An ally deals damage to the target.
Effect The ratcrobat makes a free strike against the target.
Gymratstics
The ratcrobat has an edge on strikes against larger creatures.
Radenwight Maestro
Level 1 Leader
Humanoid, Radenwight
EV 12
Stamina 80
Speed 5 (climb)
Size 1S / Stability 1
Free Strike 4
Might -2
Agility +2
Reason 0
Intuition 0
Presence +3
Cacophony (Action) | 2d10 + 3 | Signature
Keywords Area, Magic
Distance 5 Burst
Target All enemies in the burst
3 sonic damage; slide 1; shift 1
12-166 sonic damage; slide 3; shift 3
17+8 sonic damage; slide 5; shift 5
Effect Each all within distance can use Ready Roden as a free triggered action once before the end of the round.
Tempo Change (Maneuver) | 2d10 + 3
Keywords Magic, Ranged
Distance Ranged 10
Target Two enemies
P<1 Slowed (save ends)
12-16P<2 Slowed (save ends)
17+P<3 Slowed (save ends)
3 Malice Each ally within 3 of a target has their speed increased by 2 until the end of their next turn.
Ever Ready Rodent (Free Triggered Action) | 2 Malice
Keywords Magic, Melee, Ranged
Distance Ranged 5
Target One creature
Trigger The target deals damage to an ally or takes damage from an ally.
Effect The maestro makes a free strike against the target.
Overture (Villain Action)
Keywords Area
Distance 10 Burst
Target All allies in the burst
Effect Each target shifts up to their speed or takes the Defend action.
Solo Act (Villain Action)
Keywords Ranged
Distance Ranged 15
Target One creature
Effect Until the end of their next turn, the target halves incoming damage, deals an additional 4 damage on strikes, and their speed is doubled.
Rondo of Rat (Villain Action)
Keywords Area
Distance 10 Burst
Target All dead allies in the burst
Effect Each target stands, makes a free strike, then collapses again. Allies of the targets can use Ready Rodent as a free triggered action once in conjunction with these free strikes.
End Effect
At the end of their turn, the maestro can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Radenwight Sidekick
Level 1 Retainer Support
Humanoid, Radenwight
EV 13
Stamina 30
Speed 5 (climb)
Size 1S / Stability 0
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition +1
Presence 0
Dagger's Bite (Action) | 2d10 + 0 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object
3 damage
12-165 damage
17+7 damage
Ready Rodent (Triggered Action)
Keywords Melee, Weapon
Distance Melee 1
Target One creature
Trigger An ally deals damage to the target.
Effect The sidekick makes a free strike against the target.
Shambling Mound
Ashen Hoarder
Level 5 Solo
Plant, Shambling Mound
EV 70
Stamina 400
Speed 3
Size 3 / Stability 5
Free Strike 7
Might +4
Agility -1
Reason 0
Intuition +1
Presence 0
Vine Lash (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 6
Target 2 creatures or objects
11 damage; A<3 grabbed
12-1616 damage; A<4 grabbed
17+19 damage; grabbed
2 Malice The shambling mound can slide one or both targets up to 6 squares.
Seismic Slam (Action) | 2d10 + 4
Keywords Area, Weapon
Distance 6 Burst
Target Each enemy in the burst
4 damage; M<2 dazed (save ends)
12-166 damage; M<3 dazed (save ends)
17+7 damage; M<4 dazed (save ends)
Engulf (Action) | 2 Malice
Keywords Area, Melee
Distance Melee 6
Target One creature or object
Effect The shambling mound reaches out with writhing vines and A<3 engulfs an enemy size 1L or smaller into their sack. The potency increases by 1 if the target is grabbed by the shambling mound. An engulfed creature is restrained, takes 3 poison damage at the start of each turn of combat, and can’t take damage from abilities used from outside the sack. When the shambling mound moves, the engulfed creature moves with them. If the mound dies or their engulfing sack is destroyed, each engulfed creature is freed and shunted to an unoccupied square within 2 squares.
2 Malice The shambling mound can engulf 1 additional enemy for every 2 malice spent.
Leech (Maneuver)
Keywords —
Distance Self
Target Each creature trapped by Engulf
Effect 5 poison damage. The shambling mound gains 5 temporary Stamina for each creature affected by this maneuver.
Tether Down (Triggered Action) | 2d10 + 4 | 1 Malice
Keywords —
Distance Melee 6
Target One creature
Trigger A creature within distance moves.
7 damage; M<2 restrained (EoT)
12-1612 damage; M<3 restrained (EoT)
17+15 damage; M<4 restrained (EoT)
Ravenous Overgrowth (Villain Action) | 2d10 + 4
Keywords Area, Melee, Weapon
Distance 10 x 2 line within 1
Target All creatures in the line
7 damage; pull 3
12-1612 damage; pull 4; target gains poison weakness 3 until the encounter ends
17+15 damage; pull 6; target gains poison weakness 5 until the encounter ends
Composting (Villain Action)
Keywords Area, Melee, Weapon
Distance Melee 6
Target All enemies
Effect The shambling mound attempts to devour each enemy within distance with its Engulf action without spending malice.
Exposed Crux (Villain Action)
Keywords —
Distance Self
Target Self
Effect The shambling mound rips themself apart to lay waste, exposing the crux of magic holding them together. The distance of the shambling mound’s melee abilities increases to 10, they have a double edge on power rolls, and strikes have an edge against them.
Solo Monster
**Solo Turns** The shambling mound takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the shambling mound can take one action and one maneuver per turn. **End Effect** At the end of their turn, the shambling mound can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Engulfing Sack
The shambling mound has a vegetable sack on their body where they carry engulfed creatures. The sack has 30 Stamina, damage immunity 5, and fire weakness 10. Destroying the sack frees creatures trapped by the shambling mound’s Engulf action. The shambling mound regrows the sack at the beginning of their next turn.
False Appearance
While the shambling mound remains motionless, they are indistinguishable from ordinary vegetation.
Frothing Flora
The area within 6 squares of the shambling mound is considered difficult terrain.
Time Raider
Time Raider Archon
Level 3 Minion Harrier
Humanoid, Time Raider
EV 10
Stamina 7
Immunity Psychic 3
Speed 7
Size 1M / Stability 0
With Captain Strike damage +1
Free Strike 2
Might +2
Agility +2
Reason +2
Intuition +1
Presence -1
Brutal Flail (Action) | 2d10 + 2 | Signature
Keywords Melee, Psionic, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage; an ally can make a free strike against the target
Foresight
The archon doesn't have a bane on strikes against concealed creatures.
Time Raider Myriad
Level 3 Minion Brute
Humanoid, Time Raider
EV 10
Stamina 8
Immunity Psychic 3
Speed 5
Size 1M / Stability 0
With Captain Strike damage +1
Free Strike 3
Might +2
Agility +1
Reason +2
Intuition +1
Presence +1
Fifth Fist (Action) | 2d10 + 2 | Signature
Keywords Melee, Psionic, Strike, Weapon
Distance Melee 2
Target One creature or object per minion
3 damage; slide 1
12-165 damage; slide 2
17+6 damage; slide 3; prone
Foresight
The myriad doesn't have a bane on strikes against concealed creatures.
Time Raider Armiger
Level 3 Platoon Defender
Humanoid, Time Raider
EV 10
Stamina 60
Immunity Psychic 3
Speed 5
Size 1M / Stability 0
Free Strike 5
Might 0
Agility +2
Reason +2
Intuition +2
Presence 0
Serrated Saber (Action) | 2d10 + 2 | Signature
Keywords Melee, Psionic, Strike, Weapon
Distance Melee 1
Target One creature or object
7 damage
12-1610 damage
17+13 damage; R<2 weakened (save ends)
2 Malice A creature is bleeding while weakened from this ability.
Shared Sickness (Triggered Action) | 2d10 + 2
Keywords Psionic, Ranged
Distance Ranged 20
Target Triggering creature
Trigger A creature deals damage to any ally of the armiger to whom the armiger has line of effect.
4 psychic damage; R<0 5 poison damage
12-166 psychic damage; R<1 5 poison damage
17+9 psychic damage; R<2 5 poison damage
Foresight
The armiger doesn't have a bane on strikes against concealed creatures.
Kuran'zoi Heraldry
While any time raider starts their turn with line of effect to the armiger, that time raider can end one condition affecting them.
Time Raider Cannonfall
Level 3 Platoon Artillery
Humanoid, Time Raider
EV 10
Stamina 40
Immunity Psychic 3
Speed 5
Size 1L / Stability 3
Free Strike 5
Might 0
Agility +2
Reason +2
Intuition +2
Presence 0
Sunderbuss (Action) | 2d10 + 2 | Signature
Keywords Area, Psionic, Ranged, Weapon
Distance 3 cube within 10
Target All enemies in the cube
4 sonic damage
12-167 sonic damage
17+10 sonic damage; prone; M<2 slowed (save ends)
Effect A layer of ground of floor beneath the area that is 1 square deep is destroyed.
Buss Buffer (Free Triggered Action) | 1 Malice
Keywords Area, Psionic
Distance Self
Target Self and all allies in the burst
Trigger A creature damages the cannonfall with a ranged or area ability.
Effect The damage is reduced by half for the cannonfall and each target also affected by the triggering ability.
Foresight
The cannonfall doesn't have a bane on strikes against concealed creatures.
Time Raider Helix
Level 3 Platoon Controller
Humanoid, Time Raider
EV 10
Stamina 40
Immunity Psychic 3
Speed 5 (fly)
Size 1M / Stability 0
Free Strike 5
Might 0
Agility +2
Reason +2
Intuition +2
Presence +2
Blaster Volley (Action) | 2d10 + 2 | Signature
Keywords Ranged, Psionic, Strike, Weapon
Distance Ranged 10
Target Three creatures
6 corruption damage; push 2
12-168 corruption damage; push 4
17+11 corruption damage; push 6; prone
Kinetic Lane (Maneuver)
Keywords Area, Psionic, Ranged
Distance 4 x 2 line within 10
Target Special
Effect The area becomes a psionically charged treadmill that pushes creatures and objects at high speed in one direction of the helix’s choice. Any creature that moves into the area or starts their turn there immediately slides 3 squares toward the square at the end of the area in the chosen direction. Each enemy in the area when it first appears takes 3 damage before they are moved.
3 Malice The helix creates a second kinetic lane
Foresight
The helix doesn't have a bane on strikes against concealed creatures.
Time Raider Hijack
Level 3 Platoon Ambusher
Humanoid, Time Raider
EV 10
Stamina 50
Immunity Psychic 3
Speed 6
Size 1M / Stability 0
Free Strike 5
Might 0
Agility +2
Reason +2
Intuition +2
Presence +1
Golden Sickles (Action) | 2d10 + 2 | Signature
Keywords Melee, Psionic, Strike, Weapon
Distance Melee 1
Target One creature
7 damage
12-1611 damage
17+14 damage; A<2 bleeding (save ends)
Effect The hijack is hidden from creatures bleeding form this ability until the condition ends.
Psi-Sickle (Maneuver)
Keywords Psionic, Ranged, Weapon
Distance Ranged 5
Target One creature or object
Effect The hijack psychically latches their sickle onto the target and closes the distance between them. If the target is larger than the hijack, the hijack moves adjacent to the target. Otherwise, the target is pulled 4 squares toward the hijack.
Foresight
The hijack doesn't have a bane on strikes against concealed creatures.
Time Raider Mind Punk
Level 3 Platoon Hexer
Humanoid, Time Raider
EV 10
Stamina 40
Immunity Psychic 3
Speed 5
Size 2 / Stability 2
Free Strike 5
Might +2
Agility 0
Reason +2
Intuition +2
Presence +1
Repelling Psihander (Action) | 2d10 + 2 | Signature
Keywords Melee, Psionic, Strike, Weapon
Distance Melee 1
Target Two creatures adjacent ot each other
6 damage
12-168 damage; M<1 dazed (save ends)
17+11 damage; M<2 dazed (save ends)
Effect A target who ends their next turn adjacent to the other target falls prone.
Mindpunk (Action) | 2d10 + 2 | 2 Malice
Keywords Area, Psionic
Distance 3 Burst
Target All enemies in the burst
4 psychic damage; R<0 prone
12-166 psychic damage; push 1; R<1 prone can't stand (save ends)
17+9 psychic damage; push 2; R<2 prone can't stand (save ends)
Foresight
The mind punk doesn't have a bane on strikes against concealed creatures.
Time Raider Nemesis
Level 3 Platoon Harrier
Humanoid, Time Raider
EV 10
Stamina 50
Immunity Psychic 3
Speed 7
Size 1M / Stability 0
Free Strike 5
Might +1
Agility +2
Reason +2
Intuition +1
Presence 0
Golden Scythe (Action) | 2d10 + 2 | Signature
Keywords Melee, Psionic, Strike, Weapon
Distance Melee 2
Target One creature or object
7 damage; pull 1
12-1610 damage; pull 2
17+13 damage; pull 3; A<2 restrained (save ends)
Effect This ability can affect creatures on parallel planes of existence and pull them onto the nemesis's plane.
Kinetic Crush (Action) | 2d10 + 2 | 2 Malice
Keywords Psionic, Ranged, Strike
Distance Ranged 10
Target One creature
7 psychic damage; M<0 slowed (save ends)
12-1610 psychic damage; M<1 slowed (save ends)
17+13 psychic damage; M<2 slowed (save ends)
Effect A creature slowed by this ability takes 2 damage whenever they move into or are force moved into a square until the condition ends.
Foresight
The nemesis doesn't have a bane on strikes against concealed creatures.
Gnoll Vertex
Level 3 Platoon Support
Humanoid, Time Raider
EV 10
Stamina 50
Immunity Psychic 3
Speed 5 (fly, hover)
Size 2 / Stability 3
Free Strike 5
Might +1
Agility +1
Reason +2
Intuition +1
Presence 0
Psionic Slam (Action) | 2d10 + 2 | Signature
Keywords Melee, Psionic, Strike
Distance Melee 2
Target One creature
5 damage; 2 psychic damage
12-167 damage; 3 psychic damage
17+9 damage; 4 psychic damage
Effect Power rolls made against the target have an edge until the start of the vertex's next turn.
Split Space (Action) | 5 Malice
Keywords Area, Psionic, Ranged
Distance 2 cube within 10
Target Special
Effect A portal fills the area, leading to a location the vertex has experienced (in person or otherwise) on any plane of existence. Each creature who touches the portal is instantly teleported to the nearest unoccupied square at the chosen location. The portal lasts until the vertex dies, uses this ability again, dismisses the portal (no action required), or is transported by the portal.
Split Space (Maneuver)
Keywords Area, Psionic
Distance 4 Burst
Target All allies in the burst
Effect Each target shifts up to half their speed.
Foresight
The vertex doesn't have a bane on strikes against concealed creatures.
Time Raider Tyrannis
Level 3 Leader
Humanoid, Time Raider
EV 20
Stamina 120
Immunity Psychic 5
Speed 10 (teleport, hover)
Size 2 / Stability 2
Free Strike 5
Might 0
Agility +3
Reason +3
Intuition +1
Presence 0
Gatling Blaster (Action) | 2d10 + 3 | Signature
Keywords Melee, Psionic, Ranged, Strike, Weapon
Distance Melee 2
Target 2 creatures or objects
8 corruption damage
12-1612 corruption damage
17+15 corruption damage
Effect Each target's speed is reduced by 2 until the start of the tyrannis' next turn.
Air Raid! (Maneuver) | 3 Malice
Keywords Psionic, Ranged
Distance Ranged 10
Target Three time raiders
Effect Each target is psionically lifted into the air, flies up to their speed and makes a free strike. If a target doesn't land in an unoccupied space, they fall.
Precog Reflexes (Triggered Action)
Keywords Psionic, Ranged
Distance Ranged 10
Target One creature
Trigger The target strikes the tyrannis.
Effect The strike has a bane. After the strike resolves, the tyrannis makes a free strike against the target.
2 Malice The strike has a double bane instead.
We Will Won! (Villain Action)
Keywords Psionic, Ranged
Distance Self
Target Self and three allies
Effect Each target gains 15 temporary Stamina and has their speed doubled until the end of their turn.
Stick to the Plan! (Villain Action)
Keywords Area
Distance Self
Target Self and all allies in the burst
Effect Each target can end one effect or condition affecting them or can move up to their speed.
Armageddon (Villain Action)
Keywords Area
Distance 5 Burst
Target Special
Effect The tyrannis fires a sensor mine into each unoccupied square in the burst and a gravity well (see Gravity Well) into one of their own squares. Whenever an enemy moves into a square with a sensor mine in it, the mine explodes, dealing 3 damage to the enemy.
End Effect
At the end of their turn, the tyrannis can take 5 damage to end one save ends effect affecting them. This damage can't be reduced in any way.
Foresight
The tyrannis doesn't have a bane on strikes against concealed creatures.
Time Raider Mind Healer
Level 3 Retainer Support
Humanoid, Psionic, Time Raider
EV 19
Stamina 50
Immunity Psychic 5
Speed 5
Size 1M / Stability 0
Free Strike 4
Might 0
Agility +2
Reason +2
Intuition +2
Presence 0
Laser Lancet (Action) | 2d10 + 0 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 3
Target One creature or object
5 fire damage
12-168 fire damage
17+11 fire damage
Effect The healer can end on EoT or Save Ends effect on the target.
Foresight
The healer doesn't have a bane on strikes against concealed creatures.
Troll
Troll Limbjumble
Level 5 Minion Hexer
Troll
EV 14
Stamina 8
Speed 5
Size 1S / Stability 0
With Captain Edge on strikes
Free Strike 3
Might +3
Agility +1
Reason -2
Intuition -1
Presence -1
Arm and a Leg (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage; A<2 prone
12-165 damage; A<3 prone
17+6 damage; prone
Effect If the target is already prone, they are grabbed instead.
Hyper Regeneration
The limbjumble regains 2 Stamina at the start of each of their turns. The limbjumble instantly dies if they take acid or fire damage.
Troll Whelp
Level 5 Minion Brute
Troll
EV 14
Stamina 10
Speed 6
Size 1L / Stability 3
With Captain Strike damage +2
Free Strike 3
Might +3
Agility +1
Reason -1
Intuition 0
Presence 0
Jaws and Claws (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage
12-166 damage; slide 1
17+7 damage; slide 2; M<2 bleeding (save ends)
Lingering Hunger
Whenever two or more whelps are simultaneously reduced to 0 Stamina with non-acid or fire damage, half of the killed whelps become troll limbjumbles with 4 Stamina.
Troll Butcher
Level 5 Troop Hexer
Troll
EV 28
Stamina 120
Weakness Acid 5 Weakness Fire 5
Speed 8
Size 2 / Stability 2
Free Strike 6
Might +3
Agility +1
Reason +1
Intuition 0
Presence 0
Savoring Bite (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
9 damage; M<1 bleeding (save ends)
12-1614 damage; M<2 bleeding (save ends)
17+17 damage; M<3 bleeding (save ends)
1 Malice The butcher regains Stamina equal to the damage.
Rotten Scraps (Action) | 2d10 + 3
Keywords Area, Ranged
Distance 3 cube within 10
Target Each enemy in the cube
5 poison damage; M<1 weakened (save ends)
12-169 poison damage; M<2 weakened (save ends)
17+11 poison damage; M<3 weakened (save ends)
Effect Each troll in the cube regains 3 Stamina.
Gourmet Flesh (Maneuver) | 2 Malice
Keywords —
Distance Self
Target Self
Effect The butcher enhances their next Savoring Bite ability, changing the damage type and inflicted condition to one of the following combinations: corruption and dazed, acid and restrained, or lightning and frightened.
Acquired Taste (Triggered Action)
Keywords —
Distance Melee 1
Target Triggering creature
Trigger A creature deal damage to the butcher with an Edge or a Surge.
Effect The butcher makes a free strike against the target. The butcher has an edge on power rolls and deals an additional 3 damage on strikes until the end of their next turn.
Bloody Feast
Each ally within 5 of the gourmand has an edge on power rolls that target an enemy suffering from a condition.
Relentless Hunger
The butcher only dies when they are reduced to 0 Stamina by acid or fire damage, end their turn with 0 Stamina, or take acid or fire damage while at 0 Stamina.
Troll Glutton
Level 5 Troop Brute
Troll
EV 28
Stamina 160
Weakness Acid 5 Weakness Fire 5
Speed 6
Size 2 / Stability 4
Free Strike 7
Might +3
Agility +1
Reason -1
Intuition 0
Presence +1
Voracious Mastication (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
10 damage
12-1615 damage
17+18 damage
1 Malice The glutton regains Stamina equal to the damage.
Crash Through (Action) | 3 Malice
Keywords —
Distance Self
Target Self
Effect The glutton shifts up to their speed in a straight line, ignoring difficult terrain. A creature can choose to fall prone or take 10 damage the first time the glutton passes through their space during the movement. If the glutton moves into a creature or object larger than them and the glutton doesn’t knock the creature prone or destroy the object, the glutton’s movement stops early and they become dazed until the end of their next turn.
Food Frenzy (Maneuver)
Keywords —
Distance Self
Target Self
Effect The glutton has a double edge on strikes and strikes have an edge against them, until the start of their next turn.
Spiteful Retort (Free Triggered Action)
Keywords —
Distance Melee 1
Target Self
Trigger The glutton is reduced to 0 Stamina but doesn't die.
Effect The glutton uses their Voracious Mastication ability against an adjacent creature.
Insatiable Appetite
Once per turn, the glutton can take the Charge action as a free maneuver if they target a winded creature.
Relentless Hunger
The glutton only dies when they are reduced to 0 Stamina by acid or fire damage, end their turn with 0 Stamina, or take acid or fire damage while at 0 Stamina.
Troll Mercenary
Level 5 Retainer Brute
Troll
EV 28
Stamina 80
Weakness Acid 5 Weakness Fire 5
Speed 6
Size 2 / Stability 4
Free Strike 6
Might +3
Agility +1
Reason -1
Intuition 0
Presence +1
Big Bite (Action) | 2d10 + 0 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
6 damage
12-1611 damage
17+14 damage
Effect The mercenary regains Stamina equal to half the damage dealt.
Troll Roar (Maneuver) | 2d10 + 0
Keywords Area
Distance 3 Burst
Target All enemies
P (weak) frightened (save ends)
12-16P (average) frightened (save ends)
17+P (strong) frightened (save ends)
Relentless Hunger
The mercenary only dies when they are reduced to 0 Stamina by acid or fire damage, end their turn with 0 Stamina, or take acid or fire damage while at 0 Stamina.
Undead
Crawling Claw
Level 1 Minion Harrier
Undead
EV 6
Stamina 4
Immunity Corruption 1 Immunity Poison 1
Speed 6 (climb)
Size 1T / Stability 0
With Captain Speed +2
Free Strike 1
Might 0
Agility +2
Reason -5
Intuition -1
Presence -1
Fingernails (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
1 damage
12-162 damage
17+3 damage
Effect The crawling claw shifts a number of squares equal to the damage dealt.
Disorganizaed
The crawling claw can’t grant the flanking benefit to allies.
Decrepit Skeleton
Level 1 Minion Artillery
Undead
EV 6
Stamina 3
Immunity Corruption 1 Immunity Poison 1
Speed 5
Size 1M / Stability 0
With Captain Edge on strikes
Free Strike 2
Might 0
Agility +2
Reason -2
Intuition 0
Presence -2
Bone Bow (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Effect The decrepit skeleton chooses one other target within distance to take 1 damage.
Bonetrops
When the decrepit skeleton is reduced to Stamina 0, their square becomes difficult terrain. The first time any enemy enters this space, they take 1 damage.
Rotting Zombie
Level 1 Minion Brute
Undead
EV 6
Stamina 5
Immunity Corruption 1 Immunity Poison 1
Speed 5
Size 1M / Stability 0
With Captain Strike damage +1
Free Strike 2
Might +2
Agility 0
Reason 0
Intuition 0
Presence -1
Rotting Fist (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage; M<2 prone if size 1, slowed (save ends)
Death Grasp
When the rotting zombie is reduced to Stamina 0, their square becomes difficult terrain. The first time any enemy enters this space, they are M<2 slowed (save ends).
Shade
Level 1 Minion Ambusher
Undead
EV 6
Stamina 4
Immunity Corruption 1 Immunity Poison 1
Speed 5 (fly, hover)
Size 1M / Stability 1
With Captain Speed +2
Free Strike 2
Might -5
Agility +1
Reason 0
Intuition 0
Presence +2
Life Drain (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 corruption damage
12-164 corruption damage
17+5 corruption damage; the target moves up to their speed away from all shades
Corruptive Phasing
The shade can move through other creatures and objects at normal speed. The first time in a round that the shade passes through a creature, that creature takes 2 corruption damage. The shade doesn't take damage from being force moved into objects.
Ghoul
Level 1 Band Harrier
Undead
EV 3
Stamina 15
Immunity Corruption 1 Immunity Poison 1
Speed 7
Size 1M / Stability 0
Free Strike 1
Might 0
Agility +2
Reason -2
Intuition 0
Presence -1
Razor Claws (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
3 damage
12-164 damage
17+5 damage; M<2 bleeding (save ends)
Shadow Chains (Maneuver)
Keywords —
Distance Self
Target Self
Effect The ghoul jumps 3 squares. If they land on a size 1 enemy, that enemy is knocked prone and the ghoul makes a free strike against them.
Hunger
If the ghoul charges, their speed increases by 2 until the end of their turn.
Arise
The first time the ghoul is reduced to Stamina 0 by damage that isn’t fire damage or holy damage and their body isn’t destroyed, they regain half their Stamina and fall prone.
Skeleton
Level 1 Band Artillery
Undead
EV 3
Stamina 10
Immunity Corruption 1 Immunity Poison 1
Speed 5
Size 1M / Stability 0
Free Strike 2
Might 0
Agility +1
Reason +1
Intuition 0
Presence -1
Bone Shards (Action) | 2d10 + 2 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object
4 damage
12-166 damage
17+7 damage
Bone Spur (Maneuver) | 2d10 + 2 | 2 Malice
Keywords Area, Weapon
Distance 1 Burst
Target Each enemy in burst
1 damage; M<0 bleeding (save ends)
12-162 damage; M<1 bleeding (save ends)
17+3 damage; M<2 bleeding (save ends)
Arise
The first time the skeleton is reduced to Stamina 0 by damage that isn’t fire damage or holy damage and their body isn’t destroyed, they regain half their Stamina and fall prone.
Specter
Level 1 Band Hexer
Undead
EV 3
Stamina 10
Immunity Corruption 1 Immunity Poison 1
Speed 5 (fly, hover)
Size 1M / Stability 1
Free Strike 1
Might -5
Agility +1
Reason 0
Intuition 0
Presence +2
Decaying Touch (Action) | 2d10 + 2 | Signature
Keywords Magic, Melee, Strike
Distance Melee 1
Target One creature
3 corruption damage; P<0 weakened (save ends)
12-164 corruption damage; P<1 weakened (save ends)
17+5 corruption damage; P<2 weakened (save ends)
2 Malice The potency of this ability increases by 1. A living creature killed by this ability becomes a **specter** who appears in the target's space under the Director's control.
Hidden Movement (Maneuver)
Keywords —
Distance Self
Target Self
Effect The specter turns invisible, moves up to their speed, and becomes visible again.
Corruptive Phasing
The specter can move through other creatures and objects at normal speed. The first time in a round that the specter passes through a creature, that creature takes 2 corruption damage. The specter doesn’t take damage from being force moved into objects.
Umbral Stalker
Level 1 Band Ambusher
Undead
EV 3
Stamina 15
Immunity Corruption 1 Immunity Poison 1
Speed 7 (climb)
Size 1M / Stability 1
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition 0
Presence +1
Chilling Grasp (Action) | 2d10 + 2 | Signature
Keywords Magic, Melee, Strike
Distance Melee 1
Target One creature or object
4 cold damage
12-166 cold damage
17+7 cold damage
Effect The umbral stalker shifts 2 before or after using this ability.
Freezing Dark (Action) | 2d10 + 2 | 3 Malice
Keywords Area, Magic
Distance 3 cube within 1
Target Each enemy in the cube
2 cold damage
12-163 cold damage
17+4 cold damage
Effect Until the end of the umbral stalker’s next turn, the area is concealed and blocks line of effect for all enemies.
Shadow Jump (Free Maneuver) | 1 Malice
Keywords —
Distance Distance Unknown
Target
Effect The umbral stalker teleports to an unoccupied space in concealment within 10 squares.
Corruptive Phasing
The umbral stalker can move through other creatures and objects at normal speed. The first time in a round that the umbral stalker passes through a creature, that creature takes 2 corruption damage. The umbral stalker doesn’t take damage from being force moved into objects.
Wight
Level 1 Band Hexer
Undead
EV 3
Stamina 10
Immunity Corruption 1 Immunity Poison 1
Speed 5
Size 1M / Stability 0
Free Strike 1
Might +2
Agility +1
Reason 0
Intuition 0
Presence +1
Lifestealer Longsword (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
3 corruption damage
12-164 corruption damage; M<1 slowed (save ends)
17+5 corruption damage; M<2 slowed and weakened (save ends)
Effect The target appears to rapidly age each time they take damage from this ability. The target regains their former appearance when the wight is destroyed.
Raise (Maneuver) | 3 Malice
Keywords Magic, Ranged
Distance Ranged 3
Target One dead ally
Effect The target revives with half their Stamina. The wight can't use this maneuver again until they attack a creature with their lifestealer longsword.
Arise
The first time the wight is reduced to Stamina 0 by damage that isn’t fire damage or holy damage and their body isn’t destroyed, they regain half their Stamina and fall prone.
Zombie
Level 1 Band Brute
Undead
EV 3
Stamina 20
Immunity Corruption 1 Immunity Poison 1
Speed 5
Size 1M / Stability 0
Free Strike 2
Might +2
Agility +1
Reason -5
Intuition -2
Presence +1
Clobber and Clutch (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
4 damage
12-166 damage
17+7 damage; grabbed
Effect A target who starts their turn grabbed by the zombie takes 2 corruption damage. If a creature takes 5 or more corruption damage this way, they become insatiably hungry for flesh. The target must complete the Find a Cure project to end this effect.
Breakfall (Maneuver) | 2d10 + 2 | 3 Malice
Keywords Area, Melee
Distance 2 Burst
Target Each enemy in the burst
2 corruption damage
12-163 corruption damage; M<1 weakened (save ends)
17+4 corruption damage; M<2 dazed (save ends)
Endless Knight
The first time the zombie is reduced to Stamina 0 by damage that isn’t fire damage or holy damage and their body isn’t destroyed, they regain their full Stamina and fall prone.
Ghost
Level 1 Leader
Undead
EV 12
Stamina 80
Immunity Corruption 3 Immunity Poison 3
Speed 6 (fly, hover)
Size 1M / Stability 1
Free Strike 4
Might -2
Agility +2
Reason 0
Intuition 0
Presence +3
Heat Death (Action) | 2d10 + 3 | Signature
Keywords Magic, Ranged, Strike
Distance Ranged 5
Target Two creatures
7 cold damage; P<1 slowed (save ends)
12-1610 cold damage; P<2 slowed (save ends)
17+13 cold damage; P<3 slowed (save ends)
Effect The next strike made against the target has an edge.
Haunt (Maneuver)
Keywords —
Distance Ranged 8
Target Self or one incorporeal ally
Effect The target shifts up to their speed.
2 Malice The ghost chooses one additional target.
Shriek (Triggered Action)
Keywords —
Distance Melee 1
Target The triggering creature
Trigger A creature within distance targets the ghost with a strike.
Effect The ghost halves the incoming damage and the target takes 2 sonic damage.
Paranormal Activity (Villain Action)
Keywords Area, Magic
Distance 5 Burst
Target Each size 1S or larger object in the burst
Effect Each target floats 1 square into the air and is pulled 5 squares toward the nearest enemy within 3 squares of them.
Spirited Away (Villain Action) | 2d10 + 2
Keywords Area, Magic
Distance 5 Burst
Target Each enemy in the burst
P<1 levitated (EoT) (see effect)
12-16P<2 levitated (EoT)
17+P<3 levitated for the rest of the encounter
Effect A levitated target floats 1 square off the ground when they are first affected, then rises 1 square at the end of each of their turns. If a levitated target can’t already fly, they can fly but are slowed and weakened while flying in this way.
Awful Wail (Villain Action) | 2d10 + 3
Keywords Area, Magic
Distance 5 Burst
Target Each enemy in the burst
3 sonic damage
12-165 sonic damage
17+8 sonic damage
Effect P<2 the target is reduced to 1 Stamina if they have 2 or more Stamina after taking damage.
Phantom Flow
Each incorporeal undead creature within 10 squares of the ghost ignores difficult terrain.
Corruptive Phasing
The ghost can move through other creatures and objects at normal speed. The first time in a round that the ghost passes through a creature, that creature takes 2 corruption damage. The ghost doesn’t take damage from being force moved into objects.
Undead — 2nd Echelon
Fleshflayed Shambler
Level 4 Minion Brute
Undead
EV 12
Stamina 9
Immunity Corruption 4 Immunity Poison 4
Speed 5
Size 1M / Stability 0
With Captain Strike damage +2
Free Strike 3
Might +3
Agility -1
Reason 0
Intuition 0
Presence 0
Bone Carvers (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage
12-165 damage
17+7 damage
Effect The target is bleeding (save ends) if the shambler has an edge on this ability.
Fleshfused Spines
Whenever an enemy makes physical contact with the shambler or uses a melee ability against the shambler, they take 2 damage.
Ghoul Craver
Level 4 Minion Harrier
Undead
EV 12
Stamina 8
Immunity Corruption 4 Immunity Poison 4
Speed 7 (climb)
Size 1M / Stability 0
With Captain Stike damage +2
Free Strike 2
Might +3
Agility +2
Reason 0
Intuition 0
Presence 0
Taste (Action) | 2d10 + 3 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
2 damage
12-164 damage
17+6 damage
Effect The ghoul craver has a double edge on this ability when targeting bleeding creatures.
Ever So Hungry
While 3 or more ghoul cravers are adjacent to an enemy, that enemy can’t shift.
Hunger
The ghoul craver’s speed increases by 2 while charging, until the end of their turn.
Hollowbone Launcher
Level 4 Minion Artillery
Undead
EV 12
Stamina 7
Immunity Corruption 4 Immunity Poison 4
Speed 5
Size 1M / Stability 0
With Captain Ranged distance +5
Free Strike 3
Might -2
Agility +3
Reason 0
Intuition 0
Presence 0
Hollowbone Sling (Action) | 2d10 + 3 | Signature
Keywords Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage
12-165 damage
17+7 damage; M<3 bleeding (save ends)
Brittle Revenge
The hollowbone launcher explodes when they are reduced to 0 Stamina, dealing 2 damage to each adjacent creature.
Flesh Mournling
Level 4 Band Defender
Undead
EV 6
Stamina 35
Immunity Corruption 4 Immunity Poison 4
Speed 6
Size 2 / Stability 2
Free Strike 2
Might +3
Agility +1
Reason 0
Intuition +2
Presence -1
Multiarm Strike (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object
5 damage
12-167 damage
17+9 damage
Effect The target can't shift away from the mounling until the end of their next turn.
1 Malice The mournling targets an additional creature.
Horrid Wail (Action) | 2d10 + 3
Keywords Area, Magic
Distance 5 Burst
Target All enemies in the burst
2 psychic damage
12-163 psychic damage; I<2 frightened (save ends)
17+4 psychic damage; I<3 frightened (save ends)
Effect If a target is still frightened by this ability at the end of the encounter, they cannot take a respite activity during their next respite.
Immutable Form
The mournling’s shape can’t change via any external effects.
Arise
The first time in an encounter that the mournling is reduced to Stamina 0 with non-fire/non-holy damage and their body isn’t destroyed, they regain half their Stamina and fall prone.
Giant Zombie
Level 4 Troop Brute
Undead
EV 24
Stamina 140
Immunity Corruption 4 Immunity Poison 4
Speed 6
Size 3 / Stability 2
Free Strike 6
Might +3
Agility -1
Reason -2
Intuition +1
Presence +2
Rotten Smash (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 3
Target Two creatures or objects
9 damage
12-1614 damage; A<2 grabbed
17+17 damage; M<3 grabbed
Knocking Heads (Triggered Action)
Keywords —
Distance Self
Target Two creatures or objects
Trigger The giant zombie grabs both targets or starts their turn with each target grabbed.
Effect The giant zombie smashes the targets together, using their Rotten Smash against both targets with a double edge.
Negative Nerves
When the giant zombie is targeted by an ability, they halve the damage from any tier-1 results.
Arise
The first time in an encounter that the giant zombie is reduced to Stamina 0 with non-fire/non-holy damage and their body isn’t destroyed, they regain half their Stamina and fall prone.
Mummy
Level 4 Band Brute
Undead
EV 6
Stamina 50
Immunity Corruption 4 Immunity Poison 4 Weakness Fire 5
Speed 5
Size 1M / Stability 2
Free Strike 3
Might +3
Agility -1
Reason +1
Intuition +3
Presence 0
Accursed Bindings (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 3
Target One creature or object
6 corruption damage; pull 1
12-168 corruption damage; pull 2
17+10 corruption damage; pull 2; M<3 restrained (save ends)
Effect The potency of the mummy's next ability used against the target increases by 1.
Eldritch Curse (Action) | 2d10 + 3 | 3 Malice
Keywords Magic, Ranged
Distance Ranged 10
Target One creature
3 corruption damage; I<1 cursed (save ends)
12-165 corruption damage; I<2 cursed (save ends)
17+7 corruption damage; I<3 cursed (save ends)
Effect A cursed target is bleeding and weakened, and allies have an edge on strikes made against them.
Blast of Mummy Dust (Triggered Action) | 1 Malice
Keywords Area
Distance 1 Burst
Target 1 restrained target
Trigger The mummy comes within distance of the target or starts their turn within distance of the target
Effect 8 poison damage.
Vampire Spawn
Level 4 Band Harrier
Undead
EV 6
Stamina 30
Immunity Corruption 4 Immunity Poison 4
Speed 5 (climb)
Size 1M / Stability 0
Free Strike 2
Might +2
Agility +3
Reason -1
Intuition +1
Presence +2
Exsanguinating Bite (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
5 damage
12-167 corruption damage; M<2 bleeding (save ends)
17+9 corruption damage; M<3 bleeding (save ends)
Effect The vampire spawn regains Stamina equal to the corruption damage they deal.
1 Malice The target takes an additional 3 corruption damage.
Vampire Celerity (Maneuver)
Keywords —
Distance Self
Target Self
Effect The vampire spawn shifts 1 and then moves up to their speed. The next ability the vampire uses before the start of their next turn has an edge.
Unslakable Bloodthirst
The vampire spawn has a speed of 10 while a creature is bleeding within 10. The vampire spawn must strike a bleeding creature on their turn if they are able to.
Wraith
Level 4 Band Hexer
Undead
EV 6
Stamina 25
Immunity Corruption 4 Immunity Poison 4
Speed 8 (fly, hover)
Size 1M / Stability 0
Free Strike 2
Might -2
Agility +2
Reason +1
Intuition +1
Presence +3
Chilling Gravetouch (Action) | 2d10 + 3 | Signature
Keywords Magic, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
5 cold damage; P<1 slowed (save ends)
12-167 cold damage; P<2 slowed (save ends)
17+9 cold damage; P<3 slowed (save ends)
Effect Living creatures killed by this ability return as a ghoul craver the next round, under the Director's control.
Hidden Movement (Maneuver)
Keywords —
Distance Self
Target Self
Effect The wraith truns invisible, moves up to their speed, and becomes visible again.
Stolen Vitality (Free Triggered Action) | 1 Malice
Keywords Magic, Ranged
Distance Ranged 5
Target One enemy
Trigger The target regains Stamina.
Effect The target only regains half the Stamina they would normally. The wraith regains the remaining Stamina.
Agonizing Phasing
The wraith can move through other creatures and objects at normal speed. The first time in a round that the shade passes through a creature, that creature takes 5 corruption damage and has a bane on their next attack. The wraith doesn’t take damage from being force moved into objects.
Mummy Lord
Level 4 Leader
Undead
EV 24
Stamina 155
Immunity Corruption 6 Immunity Poison 6 Weakness Fire 5
Speed 6
Size 1M / Stability 4
Free Strike 6
Might +4
Agility 0
Reason +2
Intuition +4
Presence +2
Accursed Slam (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
10 corruption damage; I<2 bleeding (save ends)
12-1614 corruption damage; I<3 bleeding (save ends)
17+17 corruption damage; I<4 bleeding (save ends)
Effect The potency of ability used against a target bleeding from this ability increase by 1.
Binding Curse (Action) | 2d10 + 4 | 1 Malice
Keywords Magic, Ranged
Distance Ranged 20
Target One creature
7 corruption damage; I<2 frightened (save ends)
12-1612 corruption damage; I<3 frightened (save ends)
17+16 corruption damage; I<4 frightened (save ends)
Effect A target frightened by this ability takes 4 psychic damage whenever they use a move action until the condition ends.
2 Malice The mummy lord targets an addtional creature for every 2 malice spent.
Summon My Guard! (Triggered Action) | 2 Malice
Keywords —
Distance Ranged 10
Target Special
Trigger The Mummy Lord becomes winded for the first time.
Effect Two **mummies** and 4 **ghoul carvers** appear within distance.
Cursed Transference (No Action)
Keywords —
Distance Distance Unknown
Target
Effect At the end of their turn, the mummy lord can take 10 damage to end one save ends effect affecting them. This damage can't be reduced in any way.
5 Malice The effect is transferred to a creature within 10.
Plague of Flies (Villain Action) | 2d10 + 4
Keywords Area, Magic
Distance 5 Burst
Target All enemies
5 poison damage
12-168 poison damage
17+10 poison damage
Effect Each target has a bane on their next strike.
Land's Guardian (Villain Action)
Keywords —
Distance Self
Target Self
Effect The mummy lord’s speed increases by 2 and adds the burrow keyword to their movement. The mummy lord burrows up to their speed. Each enemy within 2 squares of the mummy lord’s movement must make an **Agility test**.
Unbound Horrors (Villain Action) | 2d10 + 4
Keywords Area, Magic
Distance 5 Burst
Target All enemies
5 corruption damage; I<2 frightened (save ends)
12-168 corruption damage; I<3 frightened (save ends)
17+10 corruption damage; I<4 frightened and restrained (save ends)
Voiceless Talker
Voiceless Talker Graywarper
Level 6 Minion Controller
Horror, Voiceless Talker
EV 16
Stamina 9
Speed 5
Size 1M / Stability 0
With Captain 2 temporary Stamina
Free Strike 3
Might -1
Agility 0
Reason +3
Intuition +1
Presence +1
Phase Chant (Action) | 2d10 + 3 | Signature
Keywords Psionic, Ranged, Strike
Distance Ranged 8
Target One creature or object per minion
3 psychic damage
12-165 psychic damage; slide 2
17+7 psychic damage; slide 4
Psionic Conductor
When a non-minion Voiceless Talker within 5 of the graywwarper uses an ability with the Psionic keyword, they can do so as if they were in the graywarper's space.
Mindkiller Whelp
Level 6 Minion Hexer
Horror, Voiceless Talker
EV 16
Stamina 9
Speed 4 (fly, hover)
Size 1S / Stability 0
With Captain Strike damage +2
Free Strike 3
Might -1
Agility +3
Reason +1
Intuition +1
Presence 0
Eager Claws (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object per minion
3 damage
12-165 damage; target has a bane on their next strike
17+7 damage; target has a bane on their next strike
Feast (Triggered Action)
Keywords Psionic
Distance Self
Target Self
Trigger The whelp kills a creature
Effect The whelp transforms into a **mindkiller**. They have Stamina equal to their squad's Stmina pool before transforming.
Psionic Conductor
When a non-minion Voiceless Talker within 5 of the whelp uses an ability with the Psionic keyword, they can do so as if they were in the whelp's space.
Hulking Brain
Level 6 Troop Brute
Horror, Voiceless Talker
EV 32
Stamina 180
Speed 5
Size 1L / Stability 4
Free Strike 7
Might +3
Agility +1
Reason -2
Intuition -2
Presence 0
Four-Way Grasp (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Four creatures or objects
7 damage
12-1610 damage; A<2 grabbed
17+11 damage; A<3 grabbed
2 Malice The potency of this ability increases by 1.
Cerebral Suplex (Action) | 2d10 + 3
Keywords Melee
Distance Melee 1
Target All grabbed enemies
7 damage; M<1 3 damage
12-1610 damage; M<2 3 damage
17+13 damage; M<3 6 damage
Effect Each target is no longer grabbed.
Lumber (Maneuver)
Keywords —
Distance Self
Target Self
Effect Shift 4. This movement ignores difficult terrain.
Brawny Buffer (Free Triggered Action) | 1 Malice
Keywords —
Distance Ranged 5
Target Self
Trigger An ally voiceless talker takes damage from an enemy.
Effect The hulking brain shifts to a square adjacent to the ally and takes the damage instead.
2 Malice The enemy that dealt damage is knocked prone.
Biceps to Spare
The hulking brain can carry up to 4 size 1 grabbed creatures at no penalty to their movement.
Psionic Conductor
When a non-minion Voiceless Talker within 5 of the hulking brain uses an ability with the Psionic keyword, they can do so as if they were in the hulking brain's space.
Mindkiller
Level 6 Troop Hexer
Horror, Voiceless Talker
EV 32
Stamina 140
Immunity Psychic 6
Speed 6 (fly, hover)
Size 1M / Stability 2
Free Strike 7
Might -1
Agility +3
Reason +2
Intuition +2
Presence 0
Killer Claws (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
11 damage
12-1617 damage; A<2 grabbed
17+21 damage; A<3 grabbed
Concealing Strike (Action) | 2d10 + 3 | 2 Malice
Keywords Psionic, Ranged, Strike
Distance Ranged 5
Target Two creatures
10 damage; R<1 the mindkiller is invisible to the target (save ends)
12-1615 damage; R<2 the mindkiller is invisible to the target (save ends)
17+18 damage; R<3 the mindkiller is invisible to the target (save ends)
Mindwipe (Maneuver)
Keywords Psionic, Strike
Distance Melee 1
Target One grabbed creature
Effect R<2 The mindkiller drains one point from the target’s Reason, Intuition, or Presence score (Director’s choice) and adds it to their own score until the end of the encounter.
Meat Shield (Triggered Action)
Keywords —
Distance Self
Target One grabbed creature
Trigger The mindkiller takes damage.
Effect The mindkiller halves the incoming damage. The target takes the other half of the damage.
3 Malice The target takes the full damage in place of the mindkiller.
Psionic Conductor
When a non-minion Voiceless Talker within 5 of the mindkiller uses an ability with the Psionic keyword, they can do so as if they were in the mindkiller's space.
Nimble
The mindkiller can move through other creatures and objects at normal speed.
Voiceless Talker Artillerist
Level 6 Troop Artillery
Horror, Voiceless Talker
EV 32
Stamina 140
Immunity Psychic 6
Speed 5 (teleport, hover)
Size 1M / Stability 2
Free Strike 7
Might 0
Agility +3
Reason +1
Intuition +2
Presence +1
Psionic Rifle Burst (Action) | 2d10 + 3 | Signature
Keywords Psionic, Ranged, Strike, Weapon
Distance Ranged 10
Target One creature or object
11 damage
12-1619 damage; spread 1
17+22 damage; spread 2
Effect The blast hits nearby targets, dealing 3 damage to each enemy within a number of squares of the target equal to the result’s spread value.
2 Malice The attack deals an additional 3 damage to each enemy within the spread distance
Mind Jolt (Action) | 2d10 + 3
Keywords Area, Psionic
Distance 1 x 10 line within 10
Target All enemies
6 lightning damage
12-1610 lightning damage; I<2 slowed (save ends)
17+13 lightning damage; I<3 slowed (save ends)
In Our Sights (Maneuver)
Keywords —
Distance Ranged 10
Target One creature
Effect The next power roll with the psionic keyword made against the target will automatically be a 17 until the start of the artillerist’s next turn.
Tactical Reposition (Triggered Action) | 1 Malice
Keywords —
Distance Self
Target Self
Trigger The artillerist takes damage.
Effect The artillerist teleports 5 and doesn’t suffer any additional effects associated with the damage.
Psionic Conductor
When a non-minion Voiceless Talker within 5 of the artillerist uses an ability with the Psionic keyword, they can do so as if they were in the artillerist's space.
Locked On
The artillerist ignores invisibility, cover, and concealment. A creature can’t hide from the artillerist while the artillerist has line of effect to them.
Voiceless Talker Invader
Level 6 Troop Controller
Horror, Voiceless Talker
EV 32
Stamina 140
Immunity Psychic 6
Speed 5 (teleport, hover)
Size 1M / Stability 2
Free Strike 7
Might -1
Agility +1
Reason +3
Intuition +2
Presence +2
Tentacle (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creature or objects
10 damage
12-1615 damage; M<2 grabbed
17+18 damage; M<3 grabbed
Psionic Boom (Action) | 2d10 + 3 | 3 Malice
Keywords Area, Psionic
Distance 3 Burst
Target All enemies in the burst
6 psychic damage, R<1 push 2
12-1610 psychic damage, R<2 push 3
17+12 psychic damage, R<3 push 4 and prone
2 Malice The area of the burst increases to 5.
Tentacle Toss (Maneuver) | 2d10 + 3
Keywords Melee, Psionic
Distance Melee 1
Target One grabbed creature
6 damage; vertical slide 2
12-1610 damage; vertical slide 3
17+12 damage; vertical slide 5
Brain Drain (Triggered Action)
Keywords Psionic
Distance Melee 1
Target One creature grabbed by the invader
Trigger The target resists an ability's effect.
Effect The potency of the effect increases by 2.
Psionic Amplifier
When a non-minion Voiceless Talker within 5 of the invader uses an ability with the Psionic keyword, they can do so with a double edge as if they were in the invader's space.
Voiceless Talker Evolutionist
Level 6 Leader
Horror, Voiceless Talker
EV 32
Stamina 180
Immunity Psychic 8
Speed 5 (teleport, hover)
Size 1M / Stability 3
Free Strike 7
Might 0
Agility +3
Reason +4
Intuition +1
Presence +2
Psionic Intrusion (Action) | 2d10 + 4 | Signature
Keywords Melee, Psionic, Ranged, Strike
Distance Melee 1
Target Two creatures or objects
11 psychic damage; R<2 slowed (save ends)
12-1616 psychic damage; R<3 slowed (save ends)
17+19 psychic damage; R<4 slowed (save ends)
Carpe Quadratum (Maneuver)
Keywords —
Distance Self
Target Self
Effect The evolutionist teleports, swapping places with one creature within 5.
Adapability (Triggered Action)
Keywords —
Distance Self
Target Self
Trigger The evolutionist takes typed damage.
Effect The evolutionist gains immunity 5 to the triggering type of damage until the start of their next turn.
Show Me Who You Are (Villain Action)
Keywords Area, Psionic
Distance 5 Burst
Target All enemies
Effect Each target must make a **Intuition test**.
Release the Tralls (Villain Action)
Keywords —
Distance Ranged 5
Target Special
Effect The evolutionist teleports 3 minions of level 4 or lower into unoccupied squares within distance. All three minions can be from any monster type but must share the same name.
Brainstorm (Villain Action) | 2d10 + 4
Keywords Area, Psionic
Distance 3 Burst
Target All enemies in the burst
7 lightning damage
12-1612 lightning damage
17+15 lightning damage
Effect The evolutionist is surrounded by a psionic electrical storm until the end of the encounter. The area within 5 of them is considered difficult terrain for enemies. An enemy who enters an affected square for the first time on their turn or starts their turn in it takes 8 lightning damage.
End Effect
At the end of their turn, the evolutionist can take 10 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Witness Evolutionary Superiority
The evolutionist has the first listed trait of every minion in their squad.
War Dog
War Dog Commando
Level 1 Minion Ambusher
War Dog, Humanoid
EV 6
Stamina 4
Speed 5
Size 1M / Stability 0
With Captain Strike damage +1
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition 0
Presence 0
Daggers (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Ranged, Weapon
Distance Melee 1
Target One creature per minion
2 damage
12-164 damage
17+5 damage
Effect The commando can use the Hide maneuver, even if observed.
Loyalty Collar
When the commando dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Tetherite
Level 1 Minion Brute
War Dog, Humanoid
EV 6
Stamina 5
Speed 5
Size 1M / Stability 1
With Captain Edge on strikes
Free Strike 2
Might +2
Agility 0
Reason 0
Intuition 0
Presence 0
Banded Dagger (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Tethered
A captain attached to a tetherite squad has their Stability increased by the number of tetherites within 2 squares of them.
Loyalty Collar
When the tetherite dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Conscript
Level 1 Minion Harrier
War Dog, Humanoid
EV 6
Stamina 4
Speed 7
Size 1M / Stability 0
With Captain Strike damage +1
Free Strike 1
Might +2
Agility 0
Reason 0
Intuition 0
Presence 0
Blade (Action) | 2d10 + 2 | Signature
Keywords Charge, Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature per minion
1 damage
12-162 damage
17+3 damage
Effect This ability has an edge if it’s used while charging.
Loyalty Collar
When the conscript dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Sharpshooter
Level 1 Minion Artillery
War Dog, Humanoid
EV 6
Stamina 3
Speed 7
Size 1M / Stability 0
With Captain Ranged distance +5
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition 0
Presence 0
Bolt Launcher (Action) | 2d10 + 2 | Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 5
Target One creature or object per minion
2 damage
12-164 damage
17+5 damage
Effect This ability ignores cover and concealment.
Loyalty Collar
When the sharpshooter dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Amalgamite
Level 2 Band Brute
Human, Humanoid
EV 4
Stamina 25
Speed 5
Size 2 / Stability 2
Free Strike 3
Might +2
Agility 0
Reason 0
Intuition 0
Presence 0
Several Arms (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
4 damage
12-165 damage; A<1 grabbed
17+6 damage; A<2 grabbed
Effect The amalgamite can have up to four targets grabbed.
3 Malice The amalgamite deals an additional 3 damage to each creature they have grabbed and regains Stamina equal to the damage dealt.
Posthumous Promotion (Maneuver)
Keywords Magic, Ranged
Distance Ranged 10
Target One war dog with a loyalty collar
Effect The target’s loyalty collar detonates, killing them instantly.
Loyalty Collar
When the amalgamite dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Eviscerite
Level 1 Band Harrier
War Dog, Humanoid
EV 3
Stamina 15
Speed 7
Size 1M / Stability 0
Free Strike 1
Might +1
Agility +2
Reason 0
Intuition 0
Presence 0
Chainsaw Whip (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 3
Target One creature or object
3 damage
12-164 damage; pull 1
17+5 damage; pull 2
Effect The eviscerite can grab a target pulled adjacent to them by this ability.
Posthumous Promotion (Maneuver)
Keywords Magic, Ranged
Distance Ranged 10
Target One war dog with a loyalty collar
Effect The target’s loyalty collar detonates, killing them instantly.
Loyalty Collar
When the eviscerite dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Crucibite
Level 1 Band Artillery
War Dog, Humanoid
EV 3
Stamina 10
Immunity Fire 2
Speed 5
Size 1M / Stability 0
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition 0
Presence 0
Flamebelcher (Action) | 2d10 + 2 | Signature
Keywords Area, Weapon
Distance 5 x 1 line within 1
Target All creatures and objects
2 fire damage
12-164 fire damage
17+5 fire damage
Effect The area is covered in sticky fire until the start of the crucibite’s next turn. Whenever a creature enters the area for the first time in a round or starts their turn there, they take 2 fire damage.
3 Malice The area increases to a 10 × 1 line, and if any ally of the crucibite is in the area when it is created, the crucibite deals an additional 2 damage to each target.
Posthumous Promotion (Maneuver)
Keywords Magic, Ranged
Distance Ranged 10
Target One war dog with a loyalty collar
Effect The target’s loyalty collar detonates, killing them instantly.
Loyalty Collar
When the crucibite dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Neuronite
Level 1 Band Defender
War Dog, Humanoid
EV 3
Stamina 20
Immunity Psychic 2
Speed 5 (fly)
Size 1M / Stability 0
Free Strike 1
Might 0
Agility +1
Reason 0
Intuition 0
Presence +2
Synlirii Grafts (Action) | 2d10 + 2 | Signature
Keywords Area, Psionic
Distance 1 Burst
Target Each enemy in the burst
1 psychic damage; vertical slide 1
12-162 psychic damage; vertical slide 2
17+3 psychic damage; vertical slide 3
Posthumous Promotion (Maneuver)
Keywords Magic, Ranged
Distance Ranged 10
Target One war dog with a loyalty collar
Effect The target’s loyalty collar detonates, killing them instantly.
The Voice (Maneuver) | 1 Malice
Keywords Area, Psionic
Distance 5 Burst
Target Each enemy in the burst
Effect The neuronite chooses an ally within 10 squares, then chooses whether each target is taunted by the ally or the ally has damage immunity 3 whenever they’re attacked by a target until the start of the neuronite’s next turn.
Loyalty Collar
When the crucibite dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Pestilite
Level 3 Band Controller
War Dog, Humanoid
EV 5
Stamina 20
Immunity Poison 3
Speed 5
Size 1M / Stability 0
Free Strike 2
Might 0
Agility +1
Reason 0
Intuition 0
Presence +2
Plaguecaster (Action) | 2d10 + 2 | Signature
Keywords Area, Magic, Ranged
Distance 3 cube within 10
Target Each creature in the cube
2 poison damage; I<0 frightened (save ends)
12-164 poison damage; I<1 frightened (save ends)
17+5 poison damage; I<2 frightened (save ends)
Effect The area is covered in a cloud of pestilence that lasts until the start of the pestilite’s next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 2 poison damage.
Posthumous Promotion (Maneuver)
Keywords Magic, Ranged
Distance Ranged 10
Target One war dog with a loyalty collar
Effect The target’s loyalty collar detonates, killing them instantly.
Loyalty Collar
When the pestilite dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Portalite
Level 1 Band Ambusher
War Dog, Humanoid
EV 3
Stamina 15
Speed 5 (teleport)
Size 1M / Stability 0
Free Strike 2
Might 0
Agility +2
Reason 0
Intuition 0
Presence 0
Corrupted Ash Daggers (Action) | 2d10 + 2 | Signature
Keywords Melee, Ranged, Strike, Weapon
Distance Melee 1
Target One creature or object
4 damage; slide 1
12-166 damage; slide 2
17+7 damage; slide 3
Effect The portalite has an edge on this ability if an ally is adjacent to the target.
1 Malice The portalite teleports the target 3 squares before sliding them.
Posthumous Promotion (Maneuver)
Keywords Magic, Ranged
Distance Ranged 10
Target One war dog with a loyalty collar
Effect The target’s loyalty collar detonates, killing them instantly.
Corrupted Ash Teleport (Maneuver) | 1 Malice
Keywords Magic
Distance Self
Target Self
Effect The portalite teleports up to 5 squares and has an edge on strikes until the end of their turn.
Loyalty Collar
When the portalite dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Phosphorite
Level 2 Band Hexer
War Dog, Humanoid
EV 4
Stamina 15
Immunity Acid 2
Speed 5
Size 1M / Stability 0
Free Strike 2
Might 0
Agility +1
Reason 0
Intuition 0
Presence 0
Caustic Detonator (Action) | 2d10 + 2 | Signature
Keywords Magic, Ranged
Distance Ranged 10
Target One creature or object
Effect A detonator attaches to the target. At the end of each round, roll a die. On an odd result, the detonator explodes, triggering the power roll.
4 acid damage; M<0 bleeding (save ends)
12-166 acid damage; M<1 bleeding (save ends)
17+10 acid damage; M<2 bleeding (save ends)
Effect An adjacent creature can attempt an easy Agility test to remove the detonator as a maneuver. A failure does nothing, a success disarms and destroys the detonator, and a success with a reward allows the disarming creature to throw the detonator onto another target within 5 squares.
Posthumous Promotion (Maneuver)
Keywords Magic, Ranged
Distance Ranged 10
Target One war dog with a loyalty collar
Effect The target’s loyalty collar detonates, killing them instantly.
Loyalty Collar
When the phosphorite dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Subcommander
Level 2 Band Support
War Dog, Humanoid
EV 4
Stamina 20
Speed 5
Size 1M / Stability 0
Free Strike 2
Might +2
Agility 0
Reason 0
Intuition 0
Presence +1
Command Saber (Action) | 2d10 + 2 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
4 damage
12-165 damage
17+7 damage
Effect An ally within 5 squares of the subcommander can make a free strike against the target.
Posthumous Promotion (Maneuver)
Keywords Magic, Ranged
Distance Ranged 10
Target One war dog with a loyalty collar
Effect The target’s loyalty collar detonates, killing them instantly.
The Iron Saint Does Not Recognize Retreat
Each ally within 5 squares of the subcommander adds 3 to their stability.
Loyalty Collar
When the subcommander dies, they explode, dealing 1d6 damage to each adjacent enemy.
War Dog Ground Commander
Level 3 Leader
War Dog, Humanoid
EV 20
Stamina 120
Speed 5
Size 1M / Stability 2
Free Strike 4
Might +3
Agility +2
Reason +3
Intuition +2
Presence +2
Conditioning Spear (Action) | 2d10 + 3 | Signature
Keywords Ranged, Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
8 damage; pull 1
12-1612 damage; pull 2
17+8 damage; M<3 slowed (save ends)
Effect One ally within 10 squares of the commander can make a free strike.
1 Malice A target who is adjacent to the ground commander after this ability is resolved is I<2 grabbed (save ends). This grab can’t be escaped using the Escape Grab maneuver. The ground commander can grab up to two creatures at a time.
Highest Posthumous Promotion (Maneuver)
Keywords Ranged, Magic
Distance 10 Burst
Target Each war dog with a loyalty collar
Effect The ground commander selects any number of targets’ loyalty collars and detonates them, killing the target instantly.
Final Orders (Triggered Action)
Keywords Ranged, Magic
Distance Ranged 10
Target One ally
Trigger The target has a condition imposed on them, is force moved, or is killed.
Effect The target can move up to their speed and make a free strike before the triggering effect happens.
Combined Arms (Villain Action)
Keywords Area
Distance 10 Burst
Target Each ally
Effect Each target can make a ranged free strike, then immediately use the Charge action.
Make an Example of Them (Villain Action)
Keywords Ranged, Magic
Distance Ranged 10
Target One enemy
Effect Each ally within 5 squares of the target can move up to their speed and make a free strike against the target. The target is then I<2 frightened of the ground commander (save ends).
Claim Them for the Body Banks (Villain Action)
Keywords Area, Magic
Distance 10 Burst
Target Each ally
Effect Each target can shift 2 and use the Grab maneuver. For the rest of the encounter, each enemy has a bane on escaping grabs.
End Effect
At the end of their turn, the ground commander can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Loyalty Collar
When the ground commander dies, they explode, dealing 2d6 damage to each adjacent enemy.
Werewolf
Werewolf
Level 1 Solo
Accursed, Humanoid, Werebeast
EV 30
Stamina 200
Speed 8
Size 1M / Stability 0
Free Strike 5
Might +3
Agility +2
Reason -1
Intuition +1
Presence +1
Accursed Bite (Action) | 2d10 + 3 | Signature
Keywords Charge, Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
9 damage; 2 ferocity
12-1613 damage; 4 ferocity
17+16 damage; 5 ferocity
Effect A creature afflicted with lycanthropy accumulates 2 ferocity at the end of each of their turns whenever they’re in combat. Their ferocity does not disappear after completing a respite; they must complete the Find a Cure project to end this condition.
2 Malice The target has P<0 lycanthropy. The potency of this attack increases by 1 each time the werewolf forces the same target to resist it.
Claws (Action) | 2d10 + 3
Keywords Melee, Strike, Weapon
Distance Melee 1
Target Two creatures or objects
8 damage
12-1611 damage; 1 ferocity; M<2 push 3
17+14 damage; 3 ferocity; M<3 vertical slide 3
Berserker Slash (Action) | 5 Malice
Keywords —
Distance Self
Target Self
Effect The werewolf shifts up to their speed and uses Claws against each creature who comes within 1 of the werewolf during the move. The werewolf makes one power roll against all targets.
Wall Leap (Maneuver)
Keywords —
Distance Self
Target Self
Effect The werewolf jumps 4 squares. If they end this movement at a wall, the werewolf jumps off the wall 4 squares and makes a melee free strike.
Facepalm and Head Slam (Triggered Action) | 2 Malice
Keywords —
Distance Melee 1
Target One creature
Trigger The target targets the werewolf with a melee ability after charging nor moving 3 or more squares in a straight line towards them.
Effect The target is knocked prone and takes 5 damage before executing the ability.
Howl (Villain Action)
Keywords Area
Distance 5 Burst
Target All enemies in the burst
Effect Enemies that have 1 or more ferocity gain 4 ferocity and howl along with the werewolf.
Full Wolf (Villain Action)
Keywords —
Distance Self
Target Self
Effect The werewolf changes into a massive wolf, pushing adjacent creatures out of their way and moving into a square that can accommodate their new size. Until they die or the end of the encounter, their Speed is 10, their Size is 3, and their Stability is 2. Each of the werewolf’s strikes deal an additional 3 damage and inflict an additional 1 ferocity. The potency of the werewolf’s Accursed Bite increases by 1.
Rampage (Villain Action) | 2d10 + 3
Keywords Area, Melee, Weapon
Distance 2 Burst
Target All creatures in the burst
8 damage; 2 ferocity
12-1611 damage; 4 ferocity
17+14 damage; 8 ferocity; prone
Effect The werewolf shifts up to twice their speed either before or after using this ability.
Solo Monster
**Solo Turns** The werewolf takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the werewolf can take one action and one maneuver per turn. **End Effect** At the end of their turn, the werewolf can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Shapeshifter
The werewolf enters combat in their hybrid humanoid form. Their shape can’t change via any effects beyond their own ability.
Ferocity
The werewolf’s abilities are capable of inflicting ferocity points on non-stormwight enemies. If a creature has 10 or more ferocity at the start of their turn, they spend all their ferocity and either make a free strike at the nearest creature or shift up to their speed towards the nearest creature and take a free strike. Non-stormwight creatures that take damage in this way gain 1 ferocity. All accumulated ferocity disappears after completing a respite.
Vukenstep
The werewolf ignores difficult terrain.
Wyvern
Wyvern Lurker
Level 4 Troop Ambusher
Beast, Wyvern
EV 24
Stamina 120
Immunity Acid 5
Speed 9 (fly)
Size 2 / Stability 2
Free Strike 6
Might +2
Agility +3
Reason -1
Intuition +1
Presence 0
Agonizing Stinger (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 2
Target Two creatures or objects
9 damage
12-1614 damage; M<2 bleeding (save ends)
17+17 damage; M<3 bleeding (save ends)
1 Malice The lurker deals an additional 6 acid damage to one target if they were hidden from them.
Acidic Anguish (Action) | 2d10 + 3 | 3 Malice
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object
10 acid damage; M<1 weakened (save ends)
12-1616 acid damage; M<2 weakened (save ends)
17+20 acid damage; M<3 weakened (save ends)
Effect A target weakened from this ability takes 1d4 acid damage at the start of each of their turns until the condition ends.
Swooping Torment (Maneuver)
Keywords —
Distance Self
Target Self
Effect The lurker flies up to their speed and hides. Each enemy that comes within 1 square of the lurker during this movement can choose to take 3 sonic damage or fall prone.
Retaliatory Dive (Triggered Action)
Keywords —
Distance Ranged 5
Target Triggering creature
Trigger A creature deals damage to the lurker with a ranged ability.
Effect The lurker flies into a square adjacent to the target and makes a free strike against them.
Ruthless Rage
The lurker deals an additional 3 damage on strikes while within 10 squares of another wyvern.
Tenacious Hunter
Any creature suffering a condition inflicted by a wyvern can’t be hidden from the lurker.
Wyvern Predator
Level 4 Troop Brute
Beast, Wyvern
EV 24
Stamina 140
Immunity Acid 5
Speed 7 (fly)
Size 3 / Stability 3
Free Strike 6
Might +3
Agility +2
Reason -1
Intuition +1
Presence 0
Sedating Stinger (Action) | 2d10 + 3 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 3
Target Two creatures or objects
9 damage
12-1614 damage; M<2 slowed (save ends)
17+17 damage; M<3 slowed (save ends)
Effect The target is restrained (save ends) if they are already slowed.
Tail Sweep (Action) | 2d10 + 3
Keywords Area, Melee, Weapon
Distance 3 x 6 line within 1
Target All enemies and objects in the line
6 damage; A<1 3 acid damage
12-1611 damage; A<2 3 acid damage
17+14 damage; A<3 3 acid damage
5 Malice The predator uses this ability a second time. They can target a new line or the same one.
Grasping Jaws (Maneuver) | 2d10 + 3 | 2 Malice
Keywords Melee, Strike, Weapon
Distance Melee 2
Target One creature or object
9 damage; A<1 grabbed
12-1614 damage; A<2 grabbed
17+17 damage; A<3 grabbed (bane to escape)
Deterring Sting (Triggered Action) | 1 Malice
Keywords —
Distance Self
Target Triggering creature
Trigger A creature deals damage to the lurker with a melee ability.
Effect The predator uses their Sedating Stinger ability against the target and then shifts 3.
Stubborn Rage
The predator is immune to being dazed or frightened while winded or while within 10 squares of another wyvern.
Tenacious Hunter
Any creature suffering a condition inflicted by a wyvern can’t be hidden from the lurker.
Xorannox The Tyract
Xorannox the Tyract
Level 6 Solo
Horror, Overmind
EV 80
Stamina 450
Speed 5 (fly, hover)
Size 3 / Stability 3
Free Strike 7
Might +4
Agility +2
Reason +4
Intuition +3
Presence +3
Toothful Thrashing (Action) | 2d10 + 4 | Signature
Keywords Melee, Strike, Weapon
Distance Melee 1
Target One creature or object
12 damage; slide 2; M<2 bleeding (EoT)
12-1620 damage; slide 3; M<3 bleeding (EoT)
17+23 damage; vertical slide 3; M<4 bleeding (EoT)
Grav Spike (Action) | 2d10 + 4
Keywords Area, Psionic, Ranged
Distance 2 Burst
Target All enemies in the burst
Vertical push 3
12-16Vertical push 5
17+Vertical push 7
Effect Xorannox shifts up to his speed before or after using this ability.
Optical Collusion (Maneuver)
Keywords Area, Melee
Distance Self
Target Self
Effect Xorannox commands all eyestalks to move up to their speed.
Shutout (Maneuver) | 2 Malice
Keywords —
Distance 5 x 2 line within 1
Target Special
Effect Xorannox ends all ongoing supernatural effects and suppresses supernatural effects from equipment in the affected area. New supernatural effects cannot activate in the affected area until the end of Xorannox’s next turn.
Cower! (Triggered Action)
Keywords Psionic, Ranged
Distance Ranged 10
Target Special
Trigger A creature deals damage to Xorannox.
Effect The triggering creature is I<3 frightened (save ends).
Disruption Beam (Villain Action) | 2d10 + 4
Keywords Psionic, Ranged, Strike
Distance Ranged 10
Target Three creatures
11 psychic damage; R<2 dazed (save ends)
12-1617 psychic damage; R<3 dazed (save ends)
17+20 psychic damage; R<4 dazed (save ends)
All Eyes, All Rise (Villain Action)
Keywords —
Distance Self
Target Self
Effect Xorannox reforms all destroyed eyestalks and raises them at full Stamina.
Panoptibeam (Villain Action)
Keywords Area, Melee, Weapon
Distance 2 Burst
Target All enemies in the burst
Effect Xorannox directs each remaining eyestalk to use a signature action, targeting each creature in the area.
Solo Monster
**Solo Turns** Xorannox takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, xorannox can take one action and one maneuver per turn. **End Effect** At the end of their turn, xorannox can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Eyes of the Tyract
Six unique eyestalks float around Xorannox and act on his turn at his command. On each of Xorannox’s turns, he directs one eyestalk to move and use a signature action. When an eyestalk is destroyed, Xorannox can’t use that eyestalk’s ability.
Above It All
Xorannox can't be flanked, frightened, or knocked prone.
Natural Enemies
If Xorannox perceives another overmind or voiceless talker on the battlefield, he targets that threat at least once every turn.
Compulsion Eye
Level 6 Controller
Eyestalk, Overmind
EV 0
Stamina 30
Speed 5 (fly, hover)
Size 1M / Stability 0
Free Strike 3
Might -1
Agility +1
Reason +4
Intuition +1
Presence -1
Compulsion Beam (Action) | 2d10 + 4 | Signature
Keywords Psionic, Ranged
Distance Ranged 6
Target One creature
I<2 charmed
12-16I<3 charmed
17+I<4 charmed
Effect A charmed creature moves up to their speed and makes a free strike against an enemy of Xorannox’s choice as a free triggered action, and then is no longer charmed.
Psionic Barrier
The compulsion eye has damage immunity 15. When the compusion eye uses an action, this immunity disappears until the end of the round.
Demolition Eye
Level 6 Artillery
Eyestalk, Overmind
EV 0
Stamina 30
Speed 5 (fly, hover)
Size 1M / Stability 0
Free Strike 3
Might -1
Agility +1
Reason +4
Intuition +1
Presence -1
Explosion (Action) | 2d10 + 4 | Signature
Keywords Area, Psionic, Ranged
Distance 4 cube within 10
Target All enemies in the cube
6 fire damage
12-1610 fire damage; A<3 prone
17+13 fire damage; A<4 prone
Psionic Barrier
The demolition eye has damage immunity 15. When the compusion eye uses an action, this immunity disappears until the end of the round.
Mover Eye
Level 6 Controller
Eyestalk, Overmind
EV 0
Stamina 30
Speed 5 (fly, hover)
Size 1M / Stability 0
Free Strike 3
Might -1
Agility +1
Reason +4
Intuition +1
Presence -1
Telekinetic Beam (Action) | 2d10 + 4 | Signature
Keywords Psionic, Ranged, Strike
Distance Ranged 6
Target Two creatures or objects
11 damage; slide 4
12-1617 damage; slide 5
17+20 damage; slide 6
Psionic Barrier
The mover eye has damage immunity 15. When the compusion eye uses an action, this immunity disappears until the end of the round.
Necrotic Eye
Level 6 Hexer
Eyestalk, Overmind
EV 0
Stamina 30
Speed 5 (fly, hover)
Size 1M / Stability 0
Free Strike 3
Might -1
Agility +1
Reason +4
Intuition +1
Presence -1
Necro Beam (Action) | 2d10 + 4 | Signature
Keywords Psionic, Ranged, Strike
Distance Ranged 10
Target One creature or object
11 corruption damage
12-1617 corruption damage; M<3 bleeding (save ends)
17+20 corruption damage; M<4 bleeding (save ends)
Effect If this effect or the resulting Stamina loss from the bleeding condition reduces a creature's Stamina to 0, the target dies.
Psionic Barrier
The necrotic eye has damage immunity 15. When the compusion eye uses an action, this immunity disappears until the end of the round.
Toxic Eye
Level 6 Hexer
Eyestalk, Overmind
EV 0
Stamina 30
Speed 5 (fly, hover)
Size 1M / Stability 0
Free Strike 3
Might -1
Agility +1
Reason +4
Intuition +1
Presence -1
Toxic Vapors (Action) | 2d10 + 4 | Signature
Keywords Area, Psionic, Ranged
Distance 4 cube within 10
Target All enemies in the cube
6 poison damage
12-1610 poison damage; M<3 weakened (save ends)
17+13 poison damage; M<4 weakened (save ends)
Psionic Barrier
The toxic eye has damage immunity 15. When the compusion eye uses an action, this immunity disappears until the end of the round.
Zapper Eye
Level 6 Artillery
Eyestalk, Overmind
EV 0
Stamina 30
Speed 5 (fly, hover)
Size 1M / Stability 0
Free Strike 3
Might -1
Agility +1
Reason +4
Intuition +1
Presence -1
Suffusing Strike (Action) | 2d10 + 4 | Signature
Keywords Area, Psionic, Ranged
Distance 10 x 1 line within 1
Target All enemies in the line
6 lightning damage
12-1610 lightning damage
17+13 lightning damage
Effect Each target loses all Surges.
Psionic Barrier
The zapper eye has damage immunity 15. When the compusion eye uses an action, this immunity disappears until the end of the round.