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Monsters

1st-Echelon Monster Bands Table
Monster Band Level Typical Organization Page
Angulotls 1 Horde 34
Demons 1-3 Horde 59
Dwarves 1-3 Platoon 105
High Elves 1-3 Platoon 119
Wode Elves 1-3 Platoon 135
Goblins 1 Horde 160
Humans 1-3 Platoon 180
Kobolds 1 Horde 190
Lizardfolk 1 Platoon 198
Orcs 1-3 Platoon 215
Radenwights 1 Platoon 225
Undead 1 Horde 260
War Dogs 1-3 Horde 299
Animals 1-3 Elite 39
Arixx 1 Solo 44
Werewolf 1 Solo 322
Gnolls 2 Horde 153
Bugbears 2 Elite 52
Griffons 2 Elite 166
Ogres 2 Elite 209
Rivals 2 Elite 233
Dragon 2 Solo 92
Fossil Cryptic 2 Solo 142
Time Raiders 3 Platoon 248
Elementals 3 Elite 113
Lightbenders 3 Elite 196
Minotaurs 3 Elite 206
Bredbeddle 3 Solo 50
Chimera 3 Solo 56
Hag 3 Solo 168
2nd-Echelon Monster Bands Table
Monster Band Level Typical Organization Page
Demons 4-6 Horde 65
Shadow Elves 4-6 Platoon 127
Hobgoblins 4-6 Platoon 171
Undead 4 Horde 265
War Dogs 4-6 Horde 304
Wyverns 4 Elite 324
Ashen Hoarder 4 Solo 46
Dragons 4, 6 Solo 96
Manticore 4 Solo 202
Bugbears 5 Minion 52
Devils 5-6 Elite 76
Trolls 5 Elite 254
Elementals 5 Elite 115
Rivals 5 Elite 236
Medusa 5 Solo 204
Shambling Mound 5 Solo 246
Draconians 6 Elite 85
Olothec 6 Solo 212
Voiceless Talkers 6 Elite 286
Lord Syuul 6 Solo 293
Xorannox the Tyract 6 Solo 327
3rd-Echelon Monster Bands Table
Monster Band Level Typical Organization Page
Demons 7-9 Horde 69
Giants 7-9 Elite 144
Ogres 7 Minion 209
Undead 7 Horde 269
War Dogs 7-9 Horde 310
Kingfissure Worm 7 Solo 187
Bugbears 8 Minion 55
Minotaurs 8 Minion 206
Rivals 8 Elite 240
Dragon 8 Solo 100
Trolls 9 Minion 257
Valok 9 Elite 282
4th-Echelon Monster Bands Table
Monster Band Level Typical Organization Page
Demons 10 Horde 73
Minotaurs 10 Minion 208
Ogres 10 Minion 211
Undead 10 Horde 273
War Dogs 10 Elite 315
Rivals 10 Elite 243
Valok 10 Elite 285
Dragon 10 Solo 102
Count Rhodar Von Glauer 10 Solo 276
Lich 10 Solo 279
Ajax the Invincible 11 Solo 31

Ajax the Invincible

"On behalf of the college, I would like to thank Lord Alvaro for his excellent lecture. The whole school owes you a debt for donating your time today. We will now open the floor to questions. Before we do, I would like to remind you that we enjoy a certain amount of informality here at the war college, but when speaking to Lord Alvaro, let not informality topple over into familiarity. We will take the first question now. Francis?"

"Thank you, sir. Lord Alvaro, what we just heard on the topic of Ajax's strategy was pretty chilling. In your opinion, as someone who knew him, how serious is he with his stance on non-humans in Orden? And how should we reconcile this with the treaties he signed with the elves and dwarves of Vasloria? Thank you for your time, my lord."

"Ah, yes," Alvaro said, eyebrows raised theatrically. "Jack's famous 'pro-human' rhetoric." And there was a susurration among the students. For the last hour, Lord Alvaro had only referred to the subject of his lecture as "Ajax." Everyone in the city knew Ajax and Alvaro attended university together, but for the first time, the students in the lecture hall understood-they had been friends.

"The short answer is: no. I don't believe Jack is a raving ah... 'human supremacist,' as the broadsheets put it. That's Mortum. But he does find the idea useful.

"I spoke for the last hour on Jack's tactics. But let's talk about his high-level goals for a moment. Remember everything I just said about Vasloria. The unique problems it presents to someone like Jack. Vasloria is probably as complex a problem as Ajax will ever face. No centralized government, no infrastructure. There's no Vaslorian equivalent of the Heliopolis, or Capital, Kashiato, or Qarat al Ya'tib. So how does one conquer a region with no unified identity and no central command?

"Well, you create that identity. Consider, before the coming of Ajax, most humans in the region only knew the elves and dwarves as a source of trade! Commerce. Large-scale battles were mostly fought between human duchies.

"Ajax systematically defeats those dukes, replacing them with... no one, and he forces the elves and dwarves to sign treaties at swordpoint. Like the dwarves of Kal Kalavar. They pay tribute to Ajax in forced labor. They don't send dwarves, oh no! They capture humans. Those unsuited for labor go into the Body Banks.

"So, what has Jack done? He's chopped the head off the feudal system in Vasloria leaving only far-flung baronies to fend for themselves. The people feel scared, alone. Leaderless. If the people use the roads, they risk capture by the dwarves; if they use the woods for resources, they're cut down by the elves. So they learn to distrust the elves and dwarves.

"I think it's a stroke of genius. Conquering all of Vasloria by force would be a long and bloody affair. Instead, he creates the conditions that will allow him to save Vasloria. He lets this field lie fallow for a few years, and, when he returns, there'll be a whole generation of young people who do not remember a time when the roads or forests were safe. Who hate the dwarves and elves. When Ajax returns, they will welcome him as their protector and he will unite them against these new enemies.

"It's a long plan, but I can't see any way it won't work. Uniting humans by pitting them against everyone else in Orden is a strategy I think he'll rely on more and more. It's working very well for him. Next question."

"Lord Alvaro, according to the broadsheets, there are many new churches in Vasloria dedicated to 'Saint' Ajax. Do you believe this is part of his grand strategy? Thank you, my lord."

"That's Mortum's doing, I'm sure of it. Mortum was a great believer in the power of religion as a tool to manipulate societies. If Jack's given it any thought at all, he'd see it as a sound strategy for his plan to return as, not just the protector, but the savior of the land. I suspect if Mortum hadn't pushed the idea, Jack would have thought of it sooner or later. The Pharoah of Khemhara commands enormous power, more than any political leader in all Orden, because uniquely he is both head of state and the chief religious officer. Even the emperors of Caelila didn't think of that. Next question."

"Thank you. Lord Alvaro, if Ajax is trying to conquer the world... do you think he will succeed?"

"Yes. Unless there's rapid agreement between all the powers of the world to work together and stop him? Yes, he's going to win. It's precisely because he knew such an alliance of powers was practically impossible that he even considered a Caelian-style campaign of conquest in the first place.

"Next question."

On Ajax

He bestrides the land like one of history's great conquerors. A combination of ambition, courage, and study created a master tactician in command of a massive army collecting countless priceless treasures-and no one to stand in his way.

By Might and Merit

Ajax the Invincible has earned his title. He graduated top of his class at Capital's military academy, and then immediately launched into a campaign across his homeland of Phaedros. At his side was his advisor Mortum, a nefarious wizard who guided Ajax in the footsteps of the Caelian Empire's conquests before them.

Together, Ajax and Mortum went on to subjugate and enlist hamlet after town after city after territory with little standing in their way. When they successfully returned the Chrysopolis-an ancient flying sky-elf city-to the sky, and their accomplishments literally rose above the country-no one could ignore their might any longer.

Treasures Abound

Ajax lays claims to many powerful treasures, both gifted to him in exchange for sanctuary and taken by his own hands. The Mantle of the Phoenix Queen, a harness that conjures the wings of a phoenix. Uthgryl, the Negotiator, Blade of the Gol King, a sword so sharp that it could cleave a person's willpower in two. The Hand of Kukai, a gauntlet plated in jade that harbors powerful, forbidden magic.

His arsenal is vast and strategically picked to round out his strength. There are few situations he isn't prepared to handle.

The Iron Saint

While some of his forces may refer to Ajax as the Iron Saint, the version of him presented here hasn't taken up that title yet. Ajax the Invincible will continue to amass followers, treasures, and titles until he can ascend to his rightful status as a saint. It's up to the heroes to make sure this will never come to pass.

Ajax's Languages

Ajax speaks Caelian, Higaran, Khoursirian, Phaedran, Riojan, Vaniric, and Vaslorian.

Ajax the Leader

Ajax is a master tactician. It would stand to reason that he can enter battle leading an army instead of facing the heroes solo.

Future adventures might feature different iterations and stat blocks for Ajax. For now, you can convert Ajax the Invincible into a level 11 leader with the following adjustments:

  • Reduce his encounter value to EV 52.
  • Reduce his Stamina to 280.
  • Remove his Ajax Turns trait.
  • Remove all his maneuvers.
  • Add the following maneuver:

Strike Them Down Two allies within 10 squares of Ajax each move up to their speed and can use a signature ability.

  • Adjust the I'm Not Done Yet trait so that Ajax dies at −140 Stamina instead of −350.
Tactical Stance (Ajax Feature)

At the start of each round, Ajax chooses a new stance from one of the following options and gains its benefits:

⭐️ Insurgent

Ajax automatically treats his initial power roll as a 17. He can still roll to determine if he scores a critical hit.

⭐️ Mastermind

Before he uses an ability, Ajax can either shift up to 2 squares, or can cause one creature within line of effect to slide up to 2 squares, ignoring stability.

⭐️ Vanguard

Ajax has damage immunity 5. Additionally, any enemy who makes a power roll that includes Ajax as a target has a double bane on the roll.

Ajax's Malice

At the start of Ajax's turn, you can spend Malice to activate one of the following features.

👤 Reason (2 Malice)

Ajax attempts to instill doubt into a creature within line of effect through logic and reason. The creature and Ajax make an opposed Reason test. If Ajax wins, he chooses to either deal 11 extra damage to one target on his next strike or to gain an additional triggered action during the current round. Ajax can't use this feature against the same creature during the same encounter.

🌀 Nexus Jewel (5 Malice)

Until the end of the round, Ajax chooses one of the following environments he has previously visited and overlays that environment on top of the encounter map, temporarily merging multiple realities.

Incredibly High Above the Ground: The winds whip and bluster. Any creature who can't fly takes a −3 penalty to stability, and forced movement effects gain a +3 bonus to their distance against such creatures.

Swamp: The ground is difficult terrain for enemies. Any creature who starts and ends their turn in the same space is restrained (save ends).

Volcanic Canyon: The air is stiflingly hot. Each enemy takes 5 fire damage for each square they enter.

☠️ Solo Action (5 Malice)

Ajax takes an additional main action on his turn. He can use this feature even if he is dazed.

🔳 Draw Steel (10 Malice)

Area, Magic, Ranged, Weapon Main Action
📏 Four 3 cubes within 10 🎯 Each enemy and object in the area

Effect: Each target makes a test using their highest characteristic.

  • ≤11: 26 damage; bleeding and slowed (save ends)
  • 12-16: 22 damage; bleeding (save ends)
  • 17+: 16 damage

Ajax then raises his Blade of the Gol King above his head as four giant blades emerge from the ground to fill the area. Each target is pushed into an unoccupied space adjacent to the area after the power roll is resolved. Each blade blocks line of effect and can be dismissed by Ajax at will (no action required).

Ajax the Invincible
Human, Humanoid - Level 11 Solo EV 156
1L
Size
7
Speed
700
Stamina
2
Stability
11
Free Strike
-
Immunities
Fly, hover
Movement
- -
With Captain
-
Weaknesses
+5
Might
+4
Agility
+5
Reason
+5
Intuition
+4
Presence

☠️ Ajax

Ajax Turns: Ajax takes up to three turns each round. He can't take turns consecutively. Additionally, he can use three triggered actions in a round while he isn't dazed.

End Effect: At the end of each of his turns, Ajax can take 20 damage to end up to two effects on him that can be ended by a saving throw. This damage can't be reduced in any way.

🗡 Blade of the Gol King

Charge, Magic, Melee, Strike, Weapon Signature Ability
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 5:

  • ≤11: 16 damage; M < 4 the target loses 1d3 Recoveries
  • 12-16: 22 damage; M < 5 the target loses 1d3 Recoveries
  • 17+: 26 damage; M < 6 prone and the target loses 1d3 Recoveries

Effect: Ajax shifts up to 2 squares between striking each target.

1+ Malice: Ajax can strike one additional target for each Malice spent.

🔳 Decree by the Jade Hand

Area, Magic, Ranged Main Action
📏 3 cube within 10 🎯 Each enemy and object in the area

Power Roll + 5:

  • ≤11: 11 holy damage; slide 2; P < 4 the target is hexed (save ends)
  • 12-16: 17 holy damage; slide 5; P < 5 the target is hexed (save ends)
  • 17+: 21 holy damage; slide 8; P < 6 the target is hexed (save ends)

Effect: A hexed target glows green, and each of their heroic abilities has its cost increased by 2.

3 Malice: The potency increases by 1. Additionally, the ground beneath the area drops 3 squares and is difficult terrain. Each flying target who has M < 5 is knocked prone.

🏹 Divine Vine

Magic, Ranged, Weapon Maneuver
📏 Ranged 5 🎯 One creature or object 1

Power Roll + 5:

  • ≤11: No effect.
  • 12-16: The target is grabbed.
  • 17+: 11 damage; the target is grabbed.

Effect: If the target is grabbed, Ajax can choose to keep the vine extended, pull the target adjacent to him, or pull himself adjacent to the target. The vine stays attached to a grabbed target until it takes damage from a strike, the target escapes the grab, or Ajax causes the vine to release the target (no action required).

Special: This ability can be replaced with the features of a different treasure Ajax has acquired.

🔳 Bead of Hell (2 Malice)

Area, Magic, Ranged Maneuver
📏 5 cube within 20 🎯 Special

Effect: Ajax throws a glowing bead to a square within distance, which ignites at the start of Ajax's next turn and creates an area around it that lasts until the start of Ajax's following turn. Each enemy in the area when the bead ignites takes 20 fire damage, and if they have A < 5, they are dazed (save ends). Any enemy who starts their turn in the area takes 10 fire damage.

⭐️ I'm Not Done Yet.

Ajax dies only when his Stamina reaches −350. While his Stamina is below 0, Ajax is bleeding, he can choose any two options from his Tactical Stance trait each round, and the Director gains 2 additional Malice per round.

❗️ Is This What They Taught You?

Ranged Triggered action
📏 Ranged 10 🎯 The triggering creature

Trigger: A creature within distance marks Ajax.

Effect: The target is marked while Ajax is marked. While the target is marked this way, Ajax gains an edge on power rolls against them, and whenever the target uses a triggered action involving their mark on Ajax, he can make a free strike against them.

❗️ Shieldbreaker Talisman

Magic, Melee Triggered action
📏 Melee 5 🎯 The triggering creature

Trigger: An enemy within distance uses an ability to reduce damage.

Effect: Ajax makes a free strike against the target, dealing extra damage equal to twice the amount that was reduced. This extra damage can't be reduced in any way.

❗️ Who's Hesitating?

- Triggered action
📏 Self 🎯 Self

Trigger: A creature uses the Hesitation is Weakness ability.

Effect: Ajax shifts up to his speed and can make a free strike. If the target has R < 4, this free strike also makes them weakened until the end of their next turn.

❗️ Your Obsession With Me Betrays You

Magic, Ranged Triggered action
📏 Ranged 10 🎯 The triggering creature

Trigger: Ajax causes a creature within distance to gain ferocity or wrath.

Effect: If the target has I < 4, they use a signature ability against a target of Ajax's choice.

❗️ You Would Flounder Your Assault? (2 Malice)

Magic Triggered action
📏 Self 🎯 Self

Trigger: A creature within 10 squares regains Stamina.

Effect: Ajax regains the same amount of Stamina.

☠️ Phoenix Wing King (Villain Action 1)

Area, Magic, Weapon -
📏 5 burst 🎯 Each enemy in the area
  • ≤11: 11 fire damage; A < 4 weakened (save ends)
  • 12-16: 17 fire damage; A < 5 weakened (save ends)
  • 17+: 21 fire damage; A < 6 weakened (save ends)

Effect: Ajax flies at high speed to cut through each target, then appears in an unoccupied space within distance.

☠️ I've Learned Their Tricks (Villain Action 2)

- -
📏 3 burst 🎯 Each enemy in the area

Effect: Ajax uses the shadow elf eclipse's technique to reduce each target's surges to 0. Additionally, until the end of the round, Ajax ignores edges and double edges on any target's abilities, and ignores any nondamaging effects of any target's damage-dealing abilities.

Special: This villain action can be replaced with a villain action from a creature any target has previously encountered.

☠️ Awe of the Iron Crown (Villain Action 3)

Area, Magic -
📏 7 burst 🎯 Each enemy in the area

Effect: Each target who has I < 5 is knocked prone and can't stand until Ajax deals damage to them. For each target not knocked prone, Ajax can move up to his speed toward that target and use Blade of the Gol King against them.

Angulotls

Found in freshwater swamps, rivers, and rainforests, angulotls (angwa-LAH-tuls) are diminutive, brightly colored amphibious humanoids. Rather than defending their settlements and breeding grounds against hostile creatures, these poisonous frog folk prefer to establish their homes in places that are nigh-impossible for other humanoids to find, such as underwater caves and other enclosed spaces accessible only by water. Angulotls are happy to hide and watch a gaggle of noisy adventurers stumble past the entrance to their clutch without realizing it. But though they prefer to avoid combat, whenever they're threatened or pressed, angulotls can turn deadly.

Deadly Toxins

Angulotls are poisonous creatures, which suits their preference to avoid aggression-because they don't need it! The contact toxin secreted by their skin gives them an edge in close combat, and they also distill this toxin into more potent forms for coating blades and tipping darts.

Indicator Species

Angulotl physiology is delicately balanced, and it doesn't take much to upset that balance. While toxins don't kill them, they are still affected by pollutants in their waters. Ongoing contamination of their environment can corrupt angulotls, making them aggressive, confused, and angry. Most pollution-corrupted angulotls eventually attack any creature who crosses their path-even other angulotls! Runoff from magical experimentation seems to affect them the most-and sometimes grants them strange abilities.

Moisture Dependent

Angulotls breathe through their skin, so they need to stay damp or they suffocate. They often avoid travel in dry areas, and they prefer not to stray far from sources of freshwater unless it's raining.

Clawfish

Known as q'ukutxal (koo-OOK-oot-shaal) to angulotls, the clawfish resembles a moray eel with eight reptilian legs. These small animals can slither through grass and clamber up trees nearly as well as they glide through river currents. Angulotls train them not only to pull rafts, but to cleverly fight by grabbing and electrocuting foes.

Angulotl Languages

Most angulotls speak Filliaric.

Wet

Angulotls make use of a unique effect called "wet." While wet, an angulotl doesn't provoke opportunity attacks by moving. At the same time, any non-angulotl who is wet and ends their turn with none of their movement remaining slips and falls prone. Several angulotl abilities can impose this effect, but a creature in an encounter featuring angulotls can also become wet by entering water, as the Director determines.

Angulotl Malice

At the start of any angulotl's turn, you can spend Malice to activate one of the following features.

⭐️ Leapfrog (3 Malice)

Until the end of the round, when an angulotl moves through an inactive angulotl's space, the inactive angulotl can use a free triggered action to jump 3 squares.

❇️ Resonating Croak (5 Malice)

Each angulotl in the encounter puffs out their throat and starts loudly droning Any non-angulotl adjacent to an angulotl makes an Intuition test.

  • ≤11: 5 sonic damage; slowed (EoT)
  • 12-16: 4 sonic damage
  • 17+: No effect.

🌀 Rainfall (7 Malice)

An angulotl calls clouds to cover the encounter map and unleash rain until the end of the round. Any creature or object that is exposed to the sky is wet until the end of the encounter.

On Angulotls

They like humans! Adults tend to freak them out a little. I don't think they realize tall humans are the same species as tiny humans!

Pinna, Hedge Witch, Gravesford

Angulotl Cleaver
Angulotl, Humanoid - Level 1 Minion Ambusher EV 3 for 4 minions
1S
Size
6
Speed
4
Stamina
0
Stability
2
Free Strike
Poison 2
Immunity
Climb, swim
Movement
- +1 damage bonus to strikes
With Captain
-
Weaknesses
0
Might
+2
Agility
+0
Reason
+1
Intuition
+0
Presence

🗡 Hop and Chop (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage

Effect: The cleaver jumps up to 4 squares before or after making this strike.

⭐️ Toxiferous

Whenever an adjacent enemy grabs the cleaver or uses a melee ability against them, that enemy takes 1 poison damage.

Angulotl Dart
Angulotl, Humanoid - Level 1 Minion Artillery EV 3 for 4 minions
1S
Size
5
Speed
3
Stamina
0
Stability
2
Free Strike
Poison 2
Immunity
Climb, swim
Movement
- +4 bonus to ranged distance
With Captain
-
Weaknesses
0
Might
+2
Agility
+1
Reason
+0
Intuition
+0
Presence

🏹 Poison Dart (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 8 🎯 One creature per minion

Power Roll + 2:

  • ≤11: 2 poison damage
  • 12–16: 4 poison damage
  • 17+: 5 poison damage

Effect: The dart gains an edge on this ability against any target who has less than full Stamina.

⭐️ Toxiferous

Whenever an adjacent enemy grabs the dart or uses a melee ability against them, that enemy takes 1 poison damage.

Angulotl Pollywog
Angulotl - Level 1 Minion Harrier EV 3 for 4 minions
1S
Size
6
Speed
4
Stamina
0
Stability
1
Free Strike
Poison 2
Immunity
Climb, swim
Movement
- +2 bonus to speed
With Captain
-
Weaknesses
+0
Might
+2
Agility
-2
Reason
-2
Intuition
+0
Presence

🗡 Nip (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature per minion

Power Roll + 2:

  • ≤11: 1 poison damage
  • 12–16: 2 poison damage; the pollywog can shift 1 square
  • 17+: 3 poison damage; the pollywog shifts up to 3 squares

⭐️ Quick Snack

Any angulotl who can target the pollywog with a melee free strike can eat them as a maneuver. The angulotl regains 4 Stamina and is wet until the end of their next turn.

Clawfish
Angulotl, Animal - Level 1 Minion Brute EV 3 for 4 minions
1S
Size
5
Speed
5
Stamina
0
Stability
2
Free Strike
Lightning 3, Poison 2
Immunity
Climb, swim
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
+0
Might
+2
Agility
-3
Reason
-2
Intuition
+1
Presence

🗡 Hookclaw (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage
  • 12–16: 4 damage
  • 17+: 5 damage; grabbed

Effect: Any target grabbed this way takes 2 lightning damage at the start of each of their turns.

⭐️ Shocking

At the start of each of their turns, the clawfish deals 2 lightning damage to each wet enemy within 2 squares.

Angulotl Needler
Angulotl, Humanoid - Level 1 Horde Artillery EV 3
1S
Size
5
Speed
10
Stamina
0
Stability
2
Free Strike
Poison 2
Immunity
Climb, swim
Movement
- -
With Captain
-
Weaknesses
+0
Might
+2
Agility
+1
Reason
0
Intuition
-1
Presence

🏹 Blowgun (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 15 🎯 One creature

Power Roll + 2:

  • ≤11: 4 poison damage
  • 12-16: 6 poison damage
  • 17+: 7 poison damage

2 Malice: A target who has M < 2 is weakened (save ends). A target weakened this way takes 2 poison damage at the start of each of their turns.

⭐️ Toxiferous

Whenever an adjacent enemy grabs the needler or uses a melee ability against them, that enemy takes 2 poison damage.

Angulotl, Humanoid - Level 1 Horde Ambusher EV 3
1S
Size
5
Speed
15
Stamina
0
Stability
2
Free Strike
Poison 2
Immunity
Climb, swim
Movement
- -
With Captain
-
Weaknesses
+1
Might
+2
Agility
+0
Reason
+0
Intuition
+0
Presence

🗡 Tonguelash (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 6 🎯 One creature or object

Power Roll + 2:

  • ≤11: 4 damage; pull 2
  • 12-16: 6 damage; pull 4
  • 17+: 7 damage; pull 6

Effect: The target is wet (save ends). Any ally targeted by this ability ignores the damage, is wet until the end of the encounter, and is pulled up to 6 squares, ignoring stability.

👤 Hop To It (2 Malice)

- Free maneuver
📏 Self 🎯 Self

Effect: The slink jumps up to 3 squares. If they have cover or concealment when they land, they can attempt to hide.

⭐️ Adhesive

The slink excretes a sticky residue into their square at the end of each of their turns. Any non-angulotl who enters or leaves the square is stuck, and must use a maneuver to break free or be restrained until the end of their turn. Objects are likewise affected, and a creature must use a maneuver to remove an object from the square.

⭐️ Toxiferous

Whenever an adjacent enemy grabs the slink or uses a melee ability against them, that enemy takes 2 poison damage.

Angulotl Wave
Angulotl, Humanoid - Level 1 Horde Controller EV 3
1S
Size
5
Speed
10
Stamina
0
Stability
1
Free Strike
Poison 2
Immunity
Climb, swim
Movement
- -
With Captain
-
Weaknesses
+0
Might
+0
Agility
+0
Reason
+2
Intuition
+2
Presence

🏹 Refulgent Beams (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 8 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 3 holy damage
  • 12-16: 4 holy damage; R < 1 the target is illuminated (save ends)
  • 17+: 5 holy damage; R < 2 the target is illuminated (save ends)

Effect: An illuminated creature or object can't hide or become invisible, and any strike made against an illuminated target gains an edge.

🔳 Noxious Bubble (2 Malice)

Area, Magic, Ranged Main action
📏 2 cube of unoccupied space within 10 🎯 Special

Effect: A bubble of toxic gas fills the area, ready to pop. If any creature or object touches the bubble or if the bubble takes damage, it bursts. Each angulotl adjacent to the bubble is wet until the end of the encounter, and each enemy adjacent to the bubble makes a Might test.

  • ≤11: 3 poison damage; the target is wet and weakened (save ends)
  • 12-16: 2 poison damage; the target is wet (save ends)
  • 17+: 1 poison damage; the target is wet (EoT)

⭐️ Toxiferous

Whenever an adjacent enemy grabs the wave or uses a melee ability against them, that enemy takes 2 poison damage.

Angulotl Tactics

Angulotl Tactics

Angulotls are not generally aggressive, and if confronted, a patrol of frog folk will usually exchange a few blows before performing a harrying retreat to their hidden villages. In defense of their homes, however, they become much fiercer and more determined. In these battles, angulotls try to force fights in or near water to take advantage of their amphibious nature and the wet effect.

Simple patrols are usually made up of slippery captains leaping into the backline and harassing low-Stamina heroes while their minion hordes keep higher-Stamina heroes engaged. In larger engagements their tactics become more defensive to protect their high-value units. They tend to stay in close and coherent groups to take advantage of support abilities.

Angulotl Sample Encounters

  • Clawfish Ranchers, 18 EV: Twelve clawfish, four pollywogs, two needlers
  • Homeguard Scouts, 24 EV: Sixteen cleavers, eight darts, one needler, two slinks
  • Corrupted Clutch, 34 EV: Eight clawfish, twelve cleavers, eight pollywogs, one needler, two slinks, one wave
  • Angulotl Assault Squad, 48 EV: Eight clawfish, twelve cleavers, twelve darts, two needlers, two slinks, one daybringer
Angulotl Daybringer
Angulotl, Humanoid - Level 1 Leader EV 12
1M
Size
5
Speed
80
Stamina
1
Stability
4
Free Strike
Poison 3
Immunity
Climb, swim
Movement
- -
With Captain
-
Weaknesses
+3
Might
+2
Agility
+0
Reason
+2
Intuition
+0
Presence

🗡 Acid Grasp (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 7 acid damage; A < 1 dazed (save ends)
  • 12-16: 10 acid damage; A < 2 dazed (save ends)
  • 17+: 13 acid damage; A < 3 dazed (save ends)

Effect: The next time the target makes a strike against the daybringer, the target takes 4 acid damage after the strike is resolved.

1 Malice: The daybringer jumps up to 3 squares before or after using this ability.

👤 Sun Lamp

- Maneuver
📏 Self 🎯 Self

Effect: The daybringer expands their throat to make it resemble the sun until the start of their next turn. During that time, each angulotl who starts their turn within 10 squares of the daybringer regains 5 Stamina and gains a +3 bonus to speed until the end of their turn.

❗️ Tongue Slap

Melee Triggered action
📏 Melee 5 🎯 One creature

Trigger: The target makes a strike against the daybringer or an ally that isn't a critical hit.

Effect: The outcome of the strike's power roll is reduced by one tier.

2 Malice: The target is pulled up to 4 squares after the strike resolves.

⭐️ Moisturizing End Effect

At the end of each of the daybringer's turns, they can either take 5 damage or end the wet effect on an adjacent creature in order to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

☠️ New Dawn (Villain Action 1)

Ranged -
📏 Ranged 10 🎯 Special

Effect: Four angulotl pollywogs erupt from the daybringer's back and waddle into unoccupied spaces within distance.

☠️ Plague of Frogs (Villain Action 2)

Area -
📏 8 burst 🎯 Self and each ally in the area

Effect: Each target can jump up to 4 squares. Each non-minion target can make a free strike at the end of the jump.

☠️ It Is Day (Villain Action 3)

- -
📏 Special 🎯 Special

Effect: The encounter map dries up and each enemy and object on it is illuminated until the end of the encounter. An illuminated creature or object can't hide or become invisible, and any strike made against an illuminated target gains an edge. Additionally, each enemy in the encounter who is wet has that effect end and takes 6 acid damage. Each angulotl in the encounter has a double edge on their next strike.

⭐️ Toxiferous

Whenever an adjacent enemy grabs the daybringer or uses a me lee ability against them, that enemy takes 3 poison damage.

Animals

The natural denizens of every world, animals ferocious, atrocious, and precocious roam the lands between and among settlements of humanoids and other folk. Whether they graze or hunt, stay solitary or move in packs, fight danger or fly from it, all animals share a singular goal-to live. Most animals are not monsters, but some are twisted by magic and malice to become monsters. A hero wouldn't mercilessly kill a pack of hungry wolves-but they'll slay rot-magic dire wolves created by vampires. In many cases, animals are more likely to be bystanders than threats in an encounter.

Animal Traits

This section presents a number of default animal stat blocks with basic features. You can customize those stat blocks by adding traits from the following categories to more closely model the animal's most identifiable features. You can spend up to 4 points on traits to add to a stat block without increasing the encounter value. Each point you spend after 4 increases the stat block's EV by 2. Unless otherwise specified, you can select a trait only once.

Lots of Options!

When using animal traits, think about using one mobility trait and either a defensive or an offensive trait to capture the sense of the animal. Other animal traits that don't need to be on the stat block can emerge naturally through gameplay, such as a cat taking no damage from a fall.

Mobility Traits

Mobility traits cover a wide range of the options that keep animals moving.

Burrowing (2 Points)

The animal can burrow.

+1 Point: The animal can burrow through stone, creating a tunnel of their size in each square of stone they move through.

Typically Used By: Ants, groundhogs, mohlers.

Climbing (1 Point)

The animal can automatically climb at full speed while moving.

Typically Used By: Jaguars, monkeys.

Flight (2 Points)

The animal can fly, and their stability decreases by 2 (to a minimum of 0).

+1 Point: The animal can also hover.

Typically Used By: Bees, birds.

Leaping (2 Points)

On their turn, the animal can high jump or long jump up to half their speed. This jump can allow the animal to move more squares than their speed.

Typically Used By: Frogs, rabbits.

Slinking (1 Point)

The animal can use a move action to shift up to 3 squares, even while prone.

Typically Used By: Snakes, vermin.

Swiftness (1 Point)

The animal has a +2 bonus to speed, and they ignore difficult terrain. (This trait can be selected twice.)

Typically Used By: Tigers, wolves.

Swimming (1 Point)

The animal can automatically swim at full speed while moving.

Typically Used By: Fish, penguins.

Defensive Traits

Defensive traits help animals stay out of danger-or to set ambushes for unwary prey.

Camouflage (1 Point)

The animal can attempt to hide even while observed. While no enemy has line of effect to the animal, they can automatically hide at the end of their turn.

Typically Used By: Chameleons, foxes, tigers.

Fearsome (2 Points)

As a maneuver, the animal makes an imposing display. Each enemy within 2 squares of the animal who has I < 1 must shift 3 squares in a straight line away from the animal.

Typically Used By: Aardvarks, lions, peacocks.

Pack (1 Point)

While adjacent to an ally, the animal can't be flanked or be made frightened.

Typically Used By: Hyenas, sheep, wolves.

Plated (1 Point)

The animal has a +2 bonus to stability, and melee strikes against them take a bane.

Typically Used By: Beetles, crabs, turtles.

Spiny (1 Point)

Whenever an adjacent enemy grabs the animal or uses a melee ability against them, that enemy takes 3 damage.

Typically Used By: Porcupines, urchins.

Stench (2 Points)

At the start of the animal's turn, each enemy adjacent to the animal who has M < 1 must shift 1 square away from the animal.

Typically Used By: Oxen, skunks, wolverines.

Thick Hide (1 Point)

The animal starts any combat encounter with 10 temporary Stamina. (This trait can be selected twice.)

Typically Used By: Bears, elephants, rhinoceroses.

Unrelenting (2 Points)

Once per combat, when the animal is reduced to 0 Stamina, they can choose to either remain alive with 1 Stamina or immediately move up to their speed and make a free strike before dying.

Typically Used By: Bears, boars.

Wiggly (1 Point)

The animal ignores opportunity attacks and gains an edge on the Escape Grab maneuver.

Typically Used By: Eels, lizards, rats.

Withdraw (2 Points)

Whenever the animal takes damage, they can use a triggered action to halve that damage and all other damage they take until the start of their next turn.

Typically Used By: Armadillos, turtles.

Offensive Traits

When animals hunt or face off against threats, they bring a wide range of offensive traits to bear.

Charger (1 Point)

The animal's signature ability has the Charge keyword, and they gain an edge on that ability if it is used as part of the Charge main action.

Typically Used By: Boars, rhinoceroses, swordfish.

Frenzy (1 Point)

The animal gains an edge on strikes against creatures who are bleeding or winded.

Typically Used By: Blood bats, piranhas, sharks.

Grappler (1 Point)

If the target of the animal's signature ability has A < 1, they are grabbed by the animal.

+1 Point: An enemy grabbed by the animal takes a bane on the Escape Grab maneuver.

Typically Used By: Apes, octopuses, snakes.

Hunter (1 Point)

The animal ignores concealment.

Typically Used By: Eagles, rats, wolves.

Multilimb (2 Points)

The animal can target one additional creature or object whenever they make a free strike, use the Grab maneuver, or use the Knockback maneuver. (This trait can be selected twice.)

Typically Used By: Monkeys, octopuses, quadrakangas.

Pouncer (1 Point)

As a maneuver, the animal jumps up to 3 squares. If they land on an enemy their size or smaller, that enemy is knocked prone and the animal can make a free strike against them.

Typically Used By: Foxes, wild cats.

Power (1 Point)

Whenever the animal force moves a target, they have a +2 bonus to the forced movement distance.

Typically Used By: Bears, bulls, lions.

Projectile (2 Points)

The animal's signature ability gains the Ranged keyword and adds Ranged 10 to its distance.

Optional: The animal's signature ability can deal acid or cold damage.

Typically Used By: Archer fish, snakes.

Reach (1 Point)

The animal's signature ability gains a +2 bonus to distance. (This trait can be selected twice.)

Optional: The animal's signature ability can deal fire or sonic damage.

Typically Used By: Frogs, giraffes, pistol shrimp.

Venom (1 Point)

The animal's signature ability deals an extra 2 poison damage, and if the target has M < 1, they are weakened (save ends).

Typically Used By: Platypuses, snakes, wasps.

Web (2 Points)

The animal gains the following ability.

🔳 Web

Area, Weapon Maneuver
📏 3 cube within 1 🎯 Each creature in the area
  • ≤11: A < 0 restrained (save ends)
  • 12-16: A < 1 restrained (save ends)
  • 17+: A < 2 restrained (save ends)

Effect: The area is difficult terrain for enemies until the end of the encounter.

Typically Used By: Pelagic snails, spiders.

Supernatural Traits

Animals who channel magic or psionic power can show off a range of unusual supernatural traits.

Death Fumes (10 Points)

Whenever the animal takes damage, each creature adjacent to the animal who has M < 1 takes damage equal to half the creature's current Stamina.

Typically Used By: Death snails.

Elemental (2 Points)

The animal has an affinity for one of the following damage types: acid, cold, corruption, fire, lightning, poison. The animal has damage immunity 3 to the chosen damage type, and their strikes deal the chosen damage type instead of their original damage type.

Typically Used By: Fire salamanders, ice bats.

Gelatinous (2 Points)

The animal can move through spaces as if they were size 1T. Whenever the animal takes damage, they can use a triggered action to separate into two animals. Each new animal has the same statistics as the original but has half the original's current Stamina.

Typically Used By: Earthworms, thunderjellies.

Hypnosis (2 Points)

As a maneuver, the animal targets one enemy within 5 squares with their gaze, movements, or vocalizations. If the enemy has R < 1, they are dazed (save ends).

Typically Used By: Angler fish, snakes, tigers.

Imposer (2 Points)

The animal's size increases by 1 (to a minimum of size 2), and they gain a +2 bonus to stability. Additionally, the animal gains a +3 damage bonus to strikes.

Typically Used By: Dire animals, terror lizards.

Pass Through (2 Points)

The animal can move through solid matter, and strikes made against them take a bane. If the animal ends their turn inside solid matter, they are shunted out into the space from which they entered it.

Typically Used By: Barn owls, tiger wraiths.

Translation (2 Points)

The animal can teleport.

+1 Point: The animal can also hover.

Typically Used By: Quantum spiders, thrazzes.

Animal Stat Blocks

The following stat blocks can be used to describe everyday animals capable of acting as threats or challenges to the heroes under appropriate circumstances. Alternatively, you can add traits to these stat blocks to describe animals of a specific type. If you're adding traits to animal stat blocks, build out your custom animals ahead of time to lessen the amount of flipping back and forth between stat blocks and traits during play.

Animal Notation

When building an animal by adding traits to a stat block, you can use a shorthand to describe the animal. For example, a dire wolf might be denoted as "Predator B: Swiftness, Pack, Hunter" to indicate that you're using the Predator B stat block with the Swiftness, Pack, and Hunter traits.

The Example Animals table breaks out a number of animals using this notation. Selected traits are listed in order by category-mobility, defensive, offensive, and supernatural.

Can I Make a Harmless Animal?

You certainly can! Animal traits can be applied to the noncombatant stat block to make unimposing animals the heroes can rescue (see Harmless Creatures in the Introduction section). Surviving a wild animal attack can also be handled through group tests and montage tests as if those animals were environmental challenges to overcome rather than individual threats.

Animal
Animal - Level 1 Elite Harrier EV 12
1M
Size
6
Speed
60
Stamina
0
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+0
Might
+2
Agility
-2
Reason
+1
Intuition
-2
Presence

🗡 Natural Weapon (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage

Effect: The animal shifts up to 2 squares between strikes.

👤 Rush

- Maneuver
📏 Self 🎯 Self

Effect: The animal moves up to their speed.

⭐️ Nature's Spirit

While outdoors or in a natural environment, the animal can negate a bane on their abilities or turn a double bane into a bane.

Animal Swarm
Animal, Swarm - Level 1 Elite Hexer EV 12
2
Size
5
Speed
40
Stamina
1
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
-2
Might
+1
Agility
-3
Reason
+2
Intuition
-3
Presence

🗡 Flurry (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 6 damage
  • 12-16: 9 damage; pull 1
  • 17+: 12 damage; pull 2

Effect: If the target is pulled into the animal swarm, that forced movement deals damage only at the Director's determination.

⭐️ Swarm

The animal swarm can move through spaces as if they were a size 1M creature, and can occupy other creatures' spaces. At the start of each of the animal swarm's turns, they can make a free strike against each creature whose space they share.

❇️ Impede

Area Maneuver
📏 1 aura 🎯 Special

Effect: The area is difficult terrain for enemies until the start of the animal swarm's next turn.

⭐️ Nature's Spirit

While outdoors or in a natural environment, the animal swarm can negate a bane on their abilities or turn a double bane into a bane.

Big Animal A
Animal - Level 1 Elite Mount EV 12
2
Size
6
Speed
60
Stamina
1
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+1
Might
+2
Agility
-2
Reason
+1
Intuition
-2
Presence

🗡 Natural Weapon (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 6 damage
  • 12-16: 9 damage; A < 1 3 damage
  • 17+: 12 damage; A < 2 3 damage

🗡 Toss

Melee Maneuver
📏 Melee 1 🎯 One creature or object

Special: The target must be the animal's size or smaller.

Effect: The target vertical slides up to 3 squares. If the target is an ally, they can make a free strike at the end of the forced movement, then fall without taking damage.

❗️Juke

- Triggered action
📏 Self 🎯 Self

Trigger: The animal is targeted by an area ability.

Effect: The animal shifts up to 2 squares before the ability resolves.

⭐️ Nature's Spirit

While outdoors or in a natural environment, the animal can negate a bane on their abilities or turn a double bane into a bane.

Big Animal B
Animal - Level 2 Elite Mount EV 16
3
Size
6
Speed
80
Stamina
3
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
-1
Reason
+1
Intuition
+0
Presence

🗡 Natural Weapon (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage
  • 12-16: 10 damage; push 1
  • 17+: 13 damage; push 2

👤 Trundle

- Maneuver
📏 Self 🎯 Self

Effect: The animal moves up to their speed. They can make a free strike against each creature who makes an opportunity attack against them during this movement.

❗️ Animal Rally

- Triggered action
📏 Ranged 20 🎯 One ally

Trigger: The target is knocked prone.

Effect: The animal moves up to their speed. If they end their turn adjacent to the target, they can use the Stand Up maneuver to let the target stand, then get on to ride them.

⭐️ Beast of Burden

While riding the animal, two size 1 allies can occupy the same space.

⭐️ Nature's Spirit

While outdoors or in a natural environment, the animal can negate a bane on their abilities or turn a double bane into a bane.

Example Animals Table
Animal Environment Stat Block Animal Traits EV Description
Rot bat Caves, desolate battlefields Animal Flight, Hunter, Elemental (corruption) 14 This large, mangy bat has a skin-peeling bite and a terrible scream.
Thrazz Throughout the timescape Animal Grappler, Hunter, Translation 12 This hexocular, hexapod canine has no fur and knows no fear.
Wild horse Grasslands, canyons Big Animal A Swiftness x2, Charger 12 A grazing equine, a wild horse has a remarkable top speed and a powerful charge.
Quadrakanga Throughout the timescape Big Animal A Leaping, Multilimb, Pouncer 14 This highly aggressive four-armed kangaroo has a punch that can pierce steel.
Rhinoceros Grasslands, deserts Big Animal B Plated, Charger, Power 16 A horn-nosed ungulate with a plated hide, a rhinoceros has poor eyesight.
Cass-o-war Canyons, jungles Big Animal B Swiftness, Fearsome, Reach 16 A cass-o-war is a long-limbed sprinting bird with a colorful collar of waddles and a whiplike tail.
Bear Forests, arctic Predator A Climbing, Thick Hide, Unrelenting 12 A bear is an imposing mammal with loose, thick skin and a huge appetite.
Titan beetle Caves, jungles Predator A Flight, Plated, Multilimb 14 This hardy beetle can stand on their hind legs, creating the appearance of an armored warrior.
Dire wolf Forests, swamps Predator B Swiftness, Pack, Hunter 16 This massive wolf is covered in rot and spiked fur.
Wode toad Any wode Predator B Leaping, Grappler, Reach x2 18 A giant hairy toad, the wode toad has clawed limbs and two tongues, one on both ends.
Piranha school Rivers, swamps Animal swarm Swimming, Spiny, Frenzy 12 Piranhas are an aggressive species of fanged fish that leave no remnants of their prey behind.
Slag mite swarm Desolate battlefields Animal swarm Burrowing, Venom 12 A species of silver bugs, slag mites have powerful mandibles they use to feed on iron and copper.
Predator A
Animal - Level 1 Elite Brute EV 12
2
Size
5
Speed
80
Stamina
0
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+1
Might
+2
Agility
-2
Reason
+1
Intuition
+1
Presence

🗡 Natural Weapon (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage
  • 12-16: 10 damage; M < 1 prone
  • 17+: 13 damage; M < 1 prone

👤 Ready to Strike

- Maneuver
📏 Self 🎯 Self

Effect: The predator assesses their environment or lets loose a threatening roar and gains an edge on their next strike.

❗️ Quick Strike

Melee, Strike, Weapon Triggered action
📏 Melee 1 🎯 The triggering creature or object

Trigger: A creature or object comes within distance.

Effect: The predator makes a free strike against the target. If the predator was hidden from the target, the strike deals an extra 3 damage.

⭐️ Nature's Spirit

While outdoors or in a natural environment, the predator can negate a bane on their abilities or turn a double bane into a bane.

Predator B
Animal - Level 3 Elite Brute EV 16
3
Size
5
Speed
100
Stamina
2
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
-1
Reason
+1
Intuition
+0
Presence

🗡 Natural Weapon (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage
  • 12-16: 11 damage; push 1; M < 1 prone
  • 17+: 14 damage; push 2; M < 1 prone

❇️ Wild Swing

Area, Weapon Main action
📏 1 burst 🎯 Each enemy or object in the area
  • ≤11: 3 damage
  • 12-16: 6 damage
  • 17+: 8 damage; A < 2 bleeding (save ends)

❗️ Swat

Melee Triggered action
📏 Melee 1 🎯 The triggering creature or object

Trigger: A creature or object within distance deals damage to the predator.

Effect: The target is pushed up to 5 squares.

⭐️ Trample

The predator can move through enemies' and objects' spaces at their usual speed. Any mundane size 2 or smaller object whose space they move through is destroyed. When the predator enters a creature's space for the first time on a turn, that creature takes 3 damage.

⭐️ Nature's Spirit

While outdoors or in a natural environment, the predator can negate a bane on their abilities or turn a double bane into a bane.

Arixx

Pebbles dance as the ground quivers. A spray of rock and earth shatters the afternoon's peace, and an arixx blooms from the earth. Their mandibles drip sizzling acid as a talon impales their next meal sometimes a fat sheep, other times a shepherd.

An arixx is a chitinous burrowing insectoid beast who stands taller than a horse. Their hooked claws and serrated mandibles are fearsome weapons, but even more dangerous is the stream of caustic spittle they use to dissolve their prey.

Pastoral Pest

Although arixxi can be found anywhere, they are a particular plague in settled lands. An arixx hunts alone, lurking a few feet below roadways and pastures. When their sensitive antennae detect movement above, they burst from the earth, dragging living prey into their tunnels to be devoured. These hit-and-run tactics make the arixx virtually impossible to eradicate-unless they have the bad luck to ambush a party of well-armed adventurers. Many communities pay a handsome bounty for a slain arixx.

Terror of the Thaw

Arixxi are a year-round menace in the warmest lands. In temperate places, arixxi hibernate during the winter, granting farmers a season of peace. But this respite is paid for on the first thaw of spring, when every arixx awakens ravenous on the same day and bursts from the ground to feed.

Arixx Malice

At the start of an arixx's turn, you can spend Malice to activate one of the following features.

👤 Burning Maw (3 Malice)

The arixx dribbles acid over their mandibles, causing the next strike they make to gain an edge and deal an extra 3 acid damage.

🔳 Geyser (5 Malice)

The arixx's underground tunnels swell with pressure, causing a sudden influx of hot gas to burst from a 3-square-by-3-square area anywhere on the surface. Each enemy in the area makes an Agility test.

  • ≤11: 4 damage; vertical push 5
  • 12-16: 4 damage; vertical push 3
  • 17+: The target shifts to the nearest unoccupied space outside the area.

☠️ Solo Action (5 Malice)

The arixx takes an additional main action on their turn. They can use this feature even if they are dazed.

🌀 Earth Sink (7 Malice)

The encounter map suddenly quakes, then begins to sink. Each creature on the ground who has A < 1 is knocked prone. Until the end of the encounter, each creature who starts their turn on the ground and can't burrow must spend 1 additional square of movement to leave their starting position, or 2 squares if they start their turn prone or underground. A creature who starts and ends their turn in the same space on the ground and can't burrow sinks 1 square into the ground.

Arixx
Arixx, Beast - Level 1 Solo EV 36
2
Size
5
Speed
200
Stamina
2
Stability
5
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weaknesses
+3
Might
+1
Agility
-3
Reason
+1
Intuition
-4
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the arixx can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The arixx can take two turns each round. They can't take turns consecutively.

⭐️ Earthwalk

Difficult terrain composed of earth or loose rock doesn't cost the arixx extra movement.

⭐️ Soft Underbelly

A prone creature making a melee strike against the arixx has a double edge on the strike instead of taking a bane.

🗡 Bite (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object

Power Roll + 3:

  • ≤11: 9 damage; grabbed
  • 12-16: 13 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.

🗡 Claw Swing

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 5 damage; A < 1 grabbed
  • 12-16: 8 damage; A < 2 grabbed
  • 17+: 11 damage; A < 3 grabbed

Effect: The arixx can vertically slide each grabbed target up to 3 squares.

🏹 Spitfire

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 4 acid damage
  • 12-16: 6 acid damage
  • 17+: 7 acid damage; prone

Effect: The ground beneath each target is covered in burning acid until the end of the encounter. Any enemy who enters an affected space for the first time in a round or starts their turn there takes 2 acid damage.

❇️ Dirt Devil (3 Malice)

Area Main action
📏 3 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 4 damage
  • 12-16: 6 damage; push 2
  • 17+: 7 damage; push 4

Effect: The arixx flings rocks and debris to fill the area, and has a double edge on the power roll if they started their turn underground. The area is difficult terrain.

❇️ Dust Cloud

Area Maneuver
📏 1 burst 🎯 Special

Effect: The arixx kicks up dust to fill the area until the start of their next turn, then moves up to their speed. Any enemy in the area or who targets a creature in the area takes a bane on power rolls.

❗️ Skitter

- Triggered action
📏 Self 🎯 Self

Trigger: The arixx takes damage.

Effect: The arixx halves the damage and shifts up to 3 squares after the triggering effect resolves.

☠️ Acid Spew (Villain Action 1)

Area, Weapon -
📏 10 x 2 line within 1 🎯 Each creature and object in the area

Power Roll + 3:

  • ≤11: 5 acid damage
  • 12-16: 8 acid damage
  • 17+: 11 acid damage

Effect: The ground in the area is covered in a puddle of acid until the end of the encounter. Any enemy who enters the area for the first time in a round or starts their turn there takes 2 acid damage.

☠️ Sinkhole (Villain Action 2)

- -
📏 Self 🎯 Self

Effect: The arixx shifts up to their speed. If they end this shift above ground and within 2 squares of a creature, they use Bite against the creature and can then use the Dig maneuver.

☠️ Acid and Claws (Villain Action 3)

Area, Weapon -
📏 2 burst 🎯 Each creature in the area

Power Roll + 3:

  • ≤11: 5 acid damage; M < 1 weakened (save ends)
  • 12-16: 8 acid damage; M < 2 weakened (save ends)
  • 17+: 11 acid damage; M < 3 weakened (save ends)

Ashen Hoarder

Grave robbing is a dangerous business, but necromancers need bodies for their experiments. To procure supplies and stay out of danger, these mages build ashen hoarders-hulking constructs made of magically reinforced humanoid bones.

Appendages and Spikes

Ashen hoarders sport four long legs made from compact columns of bone, allowing them to move quickly and avoid creatures who might try to hinder the construct's grim work. Powerful clawed arms aid the hoarder in digging up corpses and fighting enemies.

When an ashen hoarder obtains corpses, they impale them on the many sharp bones protruding from their back. These spikes secure the corpses and charge them with corruptive energy, ensuring the cargo is ready for experimentation when it arrives at the necromancer's door.

Weaponized Bodies

These automatons are equipped to protect their cargo. If enemies corner an ashen hoarder, the construct can use the energy stored within their corpses to reanimate them as deadly mines, detonating the remains with explosive corruptive energy. Once the threat is dead, the ashen hoarder can retrieve the enemies' remains and recollect the pieces of their original load.

Soul Shackle

Creating and powering an ashen hoarder requires a vast amount of necromantic energy. Along with an entire ossuary worth of bones to construct its body, powering the construct requires a soul. That soul is divided between the hoarder and an object known as a Soul Shackle usually a ring or an amulet-that is used to command the construct. Destroying the Soul Shackle can free the trapped soul, but doing so sends an ashen hoarder into an indiscriminate unshackled rage as they feel part of their stolen soul shredded into oblivion. The construct lashes out against any living creature they can before collapsing in on themself. Freeing the soul still trapped inside the ashen hoarder's remains requires completing the Find a Cure downtime project in Draw Steel: Heroes and the assistance of a powerful holy figure.

Ashen Hoarder Malice

At the start of an ashen hoarder's turn, you can spend Malice to activate one of the following features.

👤 Relentless Strikes (3 Malice)

The ashen hoarder moves up to their speed and can make a free strike against two targets.

🔳 Blade Wall (5 Malice)

The ashen hoarder summons a 10 wall of bones and blades into unoccupied squares within 5 squares of them. Each square of the wall has 5 Stamina. An enemy who comes adjacent to the wall for the first time in a round or starts their turn there takes 3 damage.

☠️ Solo Action (5 Malice)

The ashen hoarder takes an additional main action on their turn. They can use this feature even if they are dazed.

🔳 Bone Storm (7 Malice)

The ashen hoarder launches bone lances into the air, raining them down on enemies and impaling those unlucky enough to be on the receiving end. Each enemy within 20 squares of the ashen hoarder makes an Agility test.

  • ≤11: 14 damage; restrained and bleeding (save ends)
  • 12-16: 11 damage; bleeding (EoT)
  • 17+: 6 damage
Ashen Hoarder
Construct, Undead - Level 4 Solo EV 72
3
Size
8
Speed
350
Stamina
3
Stability
6
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
Holy 5
Weaknesses
+4
Might
-1
Agility
-2
Reason
+0
Intuition
-5
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the ashen hoarder can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The ashen hoarder can take two turns each round. They can't take turns consecutively.

🗡 Claw and Blade (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 10 damage; if one target has M < 2 they are bleeding (save ends); if the other target has A < 2 they are grabbed
  • 12-16: 15 damage; if one target has M < 3 they are bleeding (save ends); if the other target has A < 3 they are grabbed
  • 17+: 18 damage; M < 4 bleeding (save ends); A < 2 grabbed

Effect: The ashen hoarder can have up to two size 1 creatures grabbed at a time. | |

🔳 Corpse Bomb

Area, Magic, Ranged Main Action
📏 4 cube within 20 🎯 Each enemy in the area

Power Roll + 4:

  • ≤11: 4 damage; A < 2 weakened (save ends)
  • 12-16: 8 damage; A < 3 weakened (save ends)
  • 17+: 11 damage; A < 4 weakened (save ends)

2 Malice: Any enemy weakened this way is instead slowed and weakened (save ends).

3 Malice: The ashen hoarder targets a second 4 cube within distance.

🔳 Impale (3 Malice)

Area, Weapon Main action
📏 4 x 1 line within 1 🎯 Each creature in the area

Power Roll + 4:

6 corruption damage; M < 2 the target is impaled (save ends) 11 corruption damage; M < 3 the target is impaled (save ends) 14 corruption damage; M < 4 the target is impaled (save ends)

Effect: An impaled creature is restrained and bleeding, and moves with the ashen hoarder. The ashen hoarder can have three creatures impaled with this ability at a time.

👤 Bone Dozer

- Maneuver
📏 Self 🎯 Self

Effect: The ashen hoarder moves up to twice their speed in a straight line. Each creature or object in the path of this movement is either pushed into the nearest unoccupied space outside the path, or if they have M < 3 is pushed forward until the movement ends. Any creature who is force moved forward into an obstacle is dazed (save ends).

❗️ Armor of Corpses (2 Malice)

- Triggered action
📏 Self 🎯 Self

Trigger: The ashen hoarder takes damage.

Effect: The ashen hoarder halves the damage. If the ashen hoarder has one or more creatures impaled, the Malice cost of this feature is reduced by 1 and one impaled creature takes the other half of the damage.

⭐️ Bladed Body

An adjacent enemy who grabs the ashen hoarder or uses a melee ability against them takes 3 damage.

⭐️ Soul Singularity

When the ashen hoarder is reduced to 0 Stamina, they explode in a swirling singularity of bone shards and soul energy. Each creature within 5 squares of the ashen hoarder who has M < 3 takes 11 corruption damage. A creature killed by this damage has their soul sucked into the vortex and lost somewhere in the Abyssal Wasteland, and can't be brought back to life until their soul is recovered.

☠️ Skeletal Eruption (Villain Action 1)

Area, Weapon -
📏 8 x 3 line within 1 🎯 Each creature and object in the area

Power Roll + 4:

  • ≤11: 6 damage, vertical push 2
  • 12-16: 11 damage, vertical push 2
  • 17+: 14 damage, vertical push 3

Effect: Each target is force moved straight up, then falls. A target who would normally land prone after falling is instead restrained (save ends).

☠️ Mobile Mine Field (Villain Action 2)

Area, Ranged -
📏 10 cube within 20 🎯 Special

Effect: The ashen hoarder sprays out six size 1M zombie mines that appear in unoccupied squares within distance. Any enemy who moves adjacent to a zombie mine for the first time in a round or starts their turn there causes the mine to explode, dealing 4 corruption damage to each creature adjacent to the mine. Any other zombie mines adjacent to the exploding mine also explode. At the start of each of the ashen hoarder's turns, each unexploded zombie mine can be moved up to 2 squares.

☠️ Ossuary Assault (Villain Action 3)

Melee, Strike, Weapon -
📏 Self; see below 🎯 Self

Effect: The ashen hoarder moves up to their speed and uses Claw and Blade with a double edge against one target. On a tier 3 outcome, the ashen hoarder can use Impale without spending Malice.

Basilisks

With eight legs, a scaled rough hide, and razor-sharp teeth coated in poison, the basilisk is a deadly threat-even aside from their petrifying eye beams. This dreadful creature can fell the mightiest of foes with a look, turning them into an immobilized stone statue who remains thankfully unaware when the basilisk later consumes their petrified form at their leisure.

Raising Young

Basilisks typically live in mated pairs and raise small clutches of younglings from the comforts of damp caves. Adults prefer to subsist on berries, fish, fowl, and carrion, resorting to eating their petrified victims only when starving. By contrast, basilisk younglings can eat only petrified victims, and basilisks have been known to travel far from their nest to populated areas in search of prey for their babies.

Dangerous Servitors

Crime lords and overminds seek basilisk eggs to hatch, raising and training basilisks as bodyguards and pets. Training is dangerous, and many handlers (and their unscrupulous colleagues) find themselves turned to stone when a basilisk escapes and runs amok.

Some creatures keep basilisks not for their terrifying abilities, but for their immunity to petrification. Medusas commonly keep basilisks as pets, owing to their own limited options for companionship. Both parties benefit from this relationship, as the medusa feeds their own victims to the basilisk and their younglings.

Alchemical Properties

Alchemists have discovered a gland in the basilisk's mouth that excretes an oil that reverts stone to flesh, making it easier to digest prey. If enough of the oil is collected, a salve can be created to restore a petrified victim. Unsavory alchemists pay good money to those willing to steal a basilisk youngling from their nest.

Restorative Salve

After a basilisk dies, a character can make a Reason test to claim oil from the basilisk's mouth, which can be used to create a special salve. One dose of salve can be applied to a petrified creature as a main action, and 1 minute after the salve is applied, that creature is no longer petrified.

  • ≤11: 1 The character must complete the Find a Cure downtime project in Draw Steel: Heroes to create one dose of salve.
  • 12-16: 2 The character creates one dose of salve and can create two more doses by completing the Find a Cure downtime project.
  • 17+: 3 The character creates three doses of salve.
Basilisk Malice

At the start of any basilisk's turn, you can spend Malice to activate one of the following features.

⭐️ Stone Swim (3+ Malice)

A basilisk acting this turn can burrow until the start of their next turn, and moves up to their speed. They have damage immunity 2 while underground. The basilisk can burrow through stone, but can't drag other creatures underground when they do so. At the start of each of the basilisk's turns, the Director can spend 1 Malice to let the basilisk continue burrowing.

🔳 Upchuck (5 Malice)

Area, Weapon Main action
📏 3 cube within 10 🎯 Each enemy in the area

Effect: The basilisk spits up a chunk of partly digested stone.

Power Roll + 2:

  • ≤11: 4 damage
  • 12-16: 4 damage; A < 1 2 damage, prone
  • 17+: 4 damage; A < 2 5 damage, prone and can't stand (save ends)

🔳 Walleye (7 Malice)

A basilisk spews reflective spittle across an adjacent vertical surface in a 3-square-by-3-square area. The basilisk can use their Petrifying Eye Beams ability to target a square in the area, causing the area and distance of that ability to become a 20 x 3 line within 1 square of the wall.

Basilisk
Basilisk, Beast - Level 1 Elite Brute EV 12
2
Size
8
Speed
80
Stamina
2
Stability
5
Free Strike
Poison 4
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+0
Agility
-3
Reason
-1
Intuition
-1
Presence

🗡 Noxious Bite (Signature Ability)

Melee, Strike, Weapon Main Action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 poison damage
  • 12-16: 10 poison damage
  • 17+: 13 poison damage

Effect: This ability gains an edge against targets the basilisk has previously dealt poison damage to.

🔳 Petrifying Eye Beams

Area, Magic Maneuver
📏 5 × 2 line within 1 🎯 Special

Special: The area extends from both the basilisk's eyes, and this ability targets the first creature without cover on either side of the area.

Power Roll + 2:

  • ≤11: M < 0 restrained (save ends)
  • 12-16: M < 1 restrained (save ends)
  • 17+: Slowed (save ends); or if M < 2 restrained (save ends)

Effect: If a target is already slowed, the potency increases by 1 for that target. A target restrained this way magically begins to turn to stone, and a target who ends two consecutive turns restrained this way is petrified. A target restrained this way or a creature adjacent to them can use a main action to cut encroaching stone from the target's body, dealing 8 damage to the target that can't be reduced in any way and ending this effect.

🔳 Poison Fumes (5 Malice)

Area, Magic Main action
📏 3 cube within 1 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 4 poison damage; M < 0 weakened (save ends)
  • 12-16: 6 poison damage; M < 1 weakened and slowed (save ends)
  • 17+: 9 poison damage; M < 2 weakened and slowed (save ends)

❗️ Lash Out

Area Triggered action
📏 1 burst 🎯 Each enemy in the area

Trigger: The basilisk takes damage from a melee ability.

Effect: Each target takes 5 damage. Any target who has A < 2 is also bleeding (save ends).

⭐️ Calcifying Presence

The area within 3 squares of the basilisk is difficult terrain for enemies.

Basilisk Tonguesnapper
Basilisk, Beast - Level 1 Elite Hexer EV 12
2
Size
8
Speed
40
Stamina
2
Stability
4
Free Strike
Acid 2, Poison 2
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+1
Might
+2
Agility
-3
Reason
-1
Intuition
-1
Presence

🗡 Prehensile Tongue (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 3 🎯 One creature or object

Power Roll + 2:

  • ≤11: 8 acid damage; pull 1
  • 12-16: 10 acid damage; pull 2
  • 17+: 14 acid damage; pull 3

Effect: This ability can pull targets restrained by Petrifying Eye Beams, and ignores stability if it does so.

3 Malice: The tonguesnapper targets two additional creatures or objects.

🔳 Petrifying Eye Beams

Area, Magic Maneuver
📏 5 x 2 line within 1 🎯 Special

Special: The area extends from both the tonguesnapper's eyes, and this ability targets the first creature without cover on either side of the area.

Power Roll + 2:

  • ≤11: A < 0 restrained (save ends)
  • 12-16: A < 1 restrained (save ends)
  • 17+: Slowed (save ends); or if M < 2 restrained (save ends)

Effect: If a target is already slowed, the potency increases by 1 for that target. A target restrained this way magically begins to turn to stone, and a target who ends two consecutive turns restrained this way is petrified. A target restrained this way or a creature adjacent to them can use a main action to cut encroaching stone from the target's body, dealing 8 damage to the target that can't be reduced in any way and ending this effect.

⚔️ Wink (2 Malice)

Magic, Melee, Ranged, Strike Main action
📏 Melee 1 or ranged 10 🎯 One creature
  • ≤11: 8 corruption damage; R < 0 dazed (save ends)
  • 12-16: 10 corruption damage; R < 1 dazed (save ends)
  • 17+: 14 corruption damage; R < 2 dazed and slowed (save ends)

Effect: A creature dazed this way can't benefit from edges or double edges and can't gain or use surges.

❗️ Neurotoxin Splash

Area Triggered action
📏 2 burst 🎯 Each enemy in the area

Trigger: The tonguesnapper takes damage from a melee ability.

Effect: Each target takes 4 acid damage. Any target who has M < 2 is also slowed (save ends).

⭐️ Petrifying Fumes

Any creature who starts their turn adjacent to the tonguesnapper and has M < 1 is slowed (save ends).

Bredbeddle

In their true forms, bredbeddles are ogre-sized headless giants. Forever searching for their missing heads, they are drawn to populous lands, where they decapitate passers-by and magically adopt their victims' forms.

Although bredbeddles have no traditional sensory organs of their own, they are keenly aware of their surroundings. Some lurk along dark country lanes in their monstrous true forms. Others walk disguised among crowds, dropping their facade only long enough to waylay a stranger and lop off their head.

Immortal Wanderers

Bredbeddles don't age, and if they are slain, their bodies reform a few days later. Long ago, bredbeddles were giants who stood high among the nobility of giant kind. But when they declared themselves rulers of all giant kind, their kin thwarted the coup and beheaded the bredbeddles. Now these fallen nobles search the world for their missing heads, each wielding the axe that decapitated them. Tales tell of how their heads are kept for safekeeping in a fire giant's cellar to be returned after an indeterminate period of good behavior, which no bredbeddle has exhibited thus far.

Green with Frenzy

The longer a bredbeddle goes without a head, the more twisted and desperate their power grows. Their desire to be whole stretches out of their body in the form of shadowy dark-green ribbons, wrapping around and clinging to every surface they spill onto.

Travelers warn one another of roads rumored to be haunted by "wild green knights," often avoiding these routes for months. No journey is worth losing your head over.

Bredbeddle Languages

When a bredbeddle communicates, they typically use High Kuric or the languages that their head's previous owner knew. A bredbeddle who has taken multiple heads over their lifetime most likely knows Caelian as well.

Bredbeddle Malice

At the start of a bredbeddle's turn, you can spend Malice to activate one of the following features.

⭐️ Engreen (3 Malice)

The bredbeddle's axe lengthens and turns a ghastly green, granting a +1 bonus to the distance of the bredbeddle's melee strikes and the dimensions of their burst area abilities until the end of their turn.

🔳 Shadow Stockade (5 Malice)

A ghostly size 1L stockade seeps out from under the bredbeddle's feet to fill an unoccupied square within 10 squares. When a size 1L or smaller enemy enters the stockade's square, they are restrained (save ends). When a restrained creature is no longer restrained, the stockade fades away. At the start of each of the bredbeddle's turns, they can slide an active stockade and any creature in it up to 5 squares.

☠️ Solo Action (5 Malice)

The bredbeddle takes an additional main action on their turn. They can use this feature even if they are dazed.

🌀 Green Phantom (7 Malice)

A phantom second bredbeddle phases into view, appearing in an unoccupied space anywhere on the encounter map, then vanishing at the end of the round. The phantom bredbeddle shares the original bredbeddle's statistics but has 24 Stamina, corruption immunity 10, and can fly. The phantom bredbeddle can take one turn and use any of the bredbeddle's abilities except for villain actions. Only one phantom bredbeddle can be active at a time.

Bredbeddle
Bredbeddle, Giant - Level 3 Solo EV 60
2
Size
5
Speed
300
Stamina
4
Stability
6
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+3
Might
+0
Agility
-3
Reason
+2
Intuition
+2
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the bredbeddle can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The bredbeddle can take two turns each round. They can't take turns consecutively.

⭐️ Heady or Not

While headless, the bredbeddle can move into a space containing a severed head and attach it to their neck as a main action. Doing so physically transforms the bredbeddle, who takes on the appearance, size, weight, and stability of the head's original owner. If the bredbeddle takes the form of a creature of size 1L or smaller, the distance of their melee and burst area abilities decreases by 1. These effects last until the bredbeddle is killed or beheaded, or until the head falls off after 24 hours. A head that falls off this way can no longer be attached to this bredbeddle.

A creature must succeed on a hard Might test made as a maneuver to rip a head off the bredbeddle. If they fail, the bredbeddle can make a free strike against them.

⭐️ Resilient Form

The bredbeddle can't be physically transformed in any way except by their Heady or Not trait.

❇️ Executioner's Swing (Signature Ability)

Area, Weapon Main action
📏 2 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 2 damage; A < 1 bleeding (save ends)
  • 12-16: 4 damage; A < 2 bleeding (save ends)
  • 17+: 5 damage; A < 3 bleeding (save ends); M < 2 dazed (save ends)

Malice: The bredbeddle shifts up to 2 squares, and can target additional enemies who come within distance of this ability during the shift.

🗡 Lop (3 Malice)

Magic, Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature

Power Roll + 3:

  • ≤11: 9 damage; bleeding (save ends); or if the target has M < 1 they are beheaded
  • 12-16: 13 damage; bleeding (save ends); or if the target has M < 2 they are beheaded
  • 17+: 16 damage; bleeding (save ends); or if the target has M < 3 they are beheaded

Effect: A beheaded target has their head fall into an unoccupied square adjacent to the bredbeddle, but they remain alive. While beheaded this way, the target is bleeding and has line of effect only to adjacent squares. The beheaded target can survive without their head for 24 hours, and can reattach their head as a maneuver by entering its square. A target who remains beheaded for 24 hours dies.

👤 Scramble

- Maneuver
📏 Self 🎯 Self

Effect: While the bredbeddle is headless, they shift up to their speed. Each time a creature comes adjacent to the bredbeddle during the shift, the bredbeddle can push that creature 1 square. Each square the bredbeddle exits during the shift is difficult terrain.

🏹 Headway (5 Malice)

Ranged, Strike, Weapon Maneuver
📏 Ranged 20 🎯 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 is left headless.

Power Roll + 3:

  • ≤11: 9 damage; M < 1 dazed (save ends)
  • 12-16: 13 damage; prone; M < 2 dazed (save ends)
  • 17+: 16 damage; prone; M < 3 dazed (save ends)

❗️ Envious Imitation (2 Malice)

Magic Triggered action
📏 Self 🎯 Self

Trigger: A creature targets the bredbeddle with a ranged strike.

Effect: The bredbeddle uses the same ability against the triggering creature after the triggering strike is resolved, using that creature's bonus to any power rolls they make.

☠️ Turn Green (Villain Action 1)

Area, Magic -
📏 3 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: P < 1 the target turns green (save ends)
  • 12-16: P < 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 turn each target green. The bredbeddle has a double edge on power rolls against any target turned green this way.

☠️ Challenge (Villain Action 2)

Ranged -
📏 Ranged 5 🎯 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 challenge, the bredbeddle shifts adjacent to the target, who makes a Might test with no additional modifiers.

  • ≤11: The target is beheaded (see Lop).
  • 12-16: The target makes the test again.
  • 17+: The target can choose to deal 40 damage to the bredbeddle or remove the bredbeddle's head.

☠️ Headlam Rampage (Villain Action 3)

Melee, Strike, Weapon -
📏 Melee 2 🎯 Four creatures
  • ≤11: 6 damage; bleeding (save ends); or if the target has A < 1 they are beheaded (see Lop).
  • 12-16: 7 damage; bleeding (save ends); or if the target has A < 2 they are beheaded
  • 17+: 8 damage; bleeding (save ends); or if the target has A < 3 they are beheaded

Bugbears

Bugbears are the bu'gath in the Khelt language, or "the bearers of the great fear." Modern bugbears come from early goblins who first stepped into the wode centuries ago. Fey magic twisted their bodies, making them grow imposingly tall and hairy while removing all sound from their footsteps.

Many bugbears become legendary hunters and mercenaries. Many more become reclusive and hide their whole lives in the shadows. A rare few dive into their magic potential and become living nightmares who haunt the wode.

Thrown Into the Fray

Bugbears seldom seek the settlements of others for trade or allyship, and are known to tenaciously defend their own homes or their neighbors' homes. This has given them a reputation of being covert, insurgent warriors, when in reality, bugbears simply fight to maintain their quiet solitude.

When bugbears are compelled to take action, they take to the high ground and use their powerful arms to throw anything they can down at the problem. This includes daggers, heavy iron balls, each other, and sometimes throwing the enemy at the enemy.

Goblin Bond

Bugbears value their shared origin with goblins and hobgoblins despite the three lines branching apart so dramatically. They think of themselves as goblinoids first and humanoids second, with that relationship providing a sense of common ground when cloistered bugbears come out of isolation.

Bugbear Malice

At the start of any bugbear's turn, you can spend Malice to activate one of the following features.

⭐️ Goblin Malice Features (3-7 Malice)

The bugbear activates a Malice Feature available to goblins.

👤 Grab Iron Ball (3+ Malice)

For every 3 Malice spent, one non-minion bugbear acting this turn grabs an iron ball and can use a maneuver to throw it at a creature within 5 squares of them. The creature takes damage equal to 8 - the number of squares the iron ball was thrown, and if they have M < 1, they are slowed (save ends).

👤 Grab Javelin (5+ Malice)

For every 5 Malice spent, one non-minion bugbear acting this turn grabs a javelin and can use a maneuver to throw it at a creature within 5 squares of them. The creature takes damage equal to 12 - the number of squares the javelin was thrown, and if they have M < 1, they are bleeding (save ends). While a creature is bleeding this way, any ally of the bugbear within 2 squares of them can use a free maneuver to pull the bleeding creature up to 2 squares.

🌀 Show Them the Great Fear (10 Malice)

A bugbear infuses the encounter map with bu'gathic magic. Until the end of the encounter, all bugbears and allies have their speed doubled and can automatically climb at full speed while moving. Additionally, if the target of any bugbear or ally's strike has I < 1, the target is also frightened (save ends) and must move their speed in a straight line away from the creature who made the strike.

Bu'gathic Magic

Most bugbears have some control over their inherent magic, enabling them to perform a trick or two. Dedicated bugbear channelers have learned to evoke powerful shadow and rot magic. These mages can reshape the appearance of the world around them and temporarily alter their foes as defensive tactics, providing ample warning to enemies that they are capable of far worse if those enemies push onward. Bu'gathic magic also enables bugbears to hide their settlements behind shadowy veils within canyons and impenetrable swamplands.

Bugbear Languages

Most bugbears speak Caelian, Khelt, and Szetch.

Bugbear Channeler
Bugbear, Fey, Goblin, Humanoid - Level 2 Elite Controller EV 16
1L
Size
5
Speed
60
Stamina
0
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+1
Might
+1
Agility
+2
Reason
+2
Intuition
+2
Presence

🏹 Shadow Drag (Signature Ability)

Magic, Ranged. Strike Main Action
📏 Ranged 8 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage; pull 2
  • 12-16: 10 damage; pull 3
  • 17+: 13 damage; pull 4

Effect: Each target must be on the ground, and each square a target is pulled through is difficult terrain for enemies.

❇️ Blistering Element

Area, Magic Main Action
📏 3 burst 🎯 Each enemy in the area

Effect: The channeler chooses one of the following damage types: acid, cold, corruption, fire, or poison.

Power Roll + 2:

  • ≤11: 2 damage; M < 0 bleeding (save ends)
  • 12-16: 3 damage; M < 1 bleeding (save ends)
  • 17+: 4 damage; M < 2 bleeding (save ends)

🏹 Twist Shape (5 Malice)

Magic, Ranged, Strike Main Action
📏 Ranged 5 🎯 One creature

Power Roll + 2:

  • ≤11: 5 corruption damage; P < 0 slowed (save ends)
  • 12-16: 8 corruption damage; P < 1 the target is shapechanged (save ends)
  • 17+: 11 corruption damage; P < 2 the target is shapechanged (save ends)

Effect: A shapechanged creature is slowed and has fire weakness 10 as their limbs stretch and their skin becomes paper thin.

🗡 Throw

Melee, Strike Maneuver
📏 Melee 1 🎯 One creature or object

Special: The target must be grabbed by the channeler.

Effect: The target is vertical pushed up to 3 squares. An ally doesn't take damage from being force moved this way.

❗️ Catcher

Melee Free triggered action
📏 Melee 1 🎯 The triggering creature or object

Trigger: A size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance.

Effect: The target is grabbed by the channeler.

❗️ Shadow Veil

Magic, Ranged Triggered action
📏 Ranged 5 🎯 The triggering ally

Trigger: An ally within distance takes damage.

Effect: The target is wrapped in shadow and halves the damage. The target can't be targeted by strikes until the start of their next turn.

Bugbear Commander
Bugbear, Fey, Goblin, Humanoid - Level 2 Elite Support EV 16
1L
Size
5
Speed
80
Stamina
0
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
+2
Reason
+0
Intuition
+0
Presence

🗡 Inspiring Swordplay (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage
  • 12-16: 10 damage
  • 17+: 13 damage; one target is grabbed

Effect: One ally within 5 squares of the commander gains an edge on their next strike until the start of the commander's next turn.

🏹 You Next!

Ranged Main Action
📏 Ranged 8 🎯 One ally

Effect: The target moves up to their speed and uses a signature ability.

❇️ Fall Back! (5 Malice)

Area Main Action
📏 5 burst 🎯 Each ally in the area

Effect: Each target shifts up to their speed, then can use the Throw maneuver.

🗡 Throw

Melee, Strike Maneuver
📏 Melee 1 🎯 One creature or object

Special: The target must be grabbed by the commander.

Effect: The target is vertical pushed up to 4 squares. An ally doesn't take damage from being force moved this way.

❗️ Catcher

Melee Free triggered action
📏 Melee 1 🎯 The triggering creature or object

Trigger: A size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance.

Effect: The target is grabbed by the commander.

⭐️ The Commander's Watching

Any ally who has line of effect to the commander can end one condition on themself at the start of each of their turns.

Bugbear Roughneck
Bugbear, Fey, Goblin, Humanoid - Level 2 Elite Brute EV 16
1L
Size
6
Speed
109
Stamina
0
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+2
Agility
+0
Reason
+0
Intuition
+0
Presence

🗡 Haymaker (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage
  • 12-16: 11 damage; one target is grabbed; one target is pushed up to 2 squares
  • 17+: 14 damage; one target is grabbed; one target is vertical pushed up to 3 squares

5 Malice: The ability takes the Area keyword and loses the Strike keyword, its distance becomes a 1 burst, and it targets each enemy in the area.

🗡 Leaping Fury

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 8 damage; M < 1 prone
  • 12-16: 13 damage; M < 2 prone
  • 17+: 16 damage; M < 3 prone

Effect: The roughneck can jump up to 5 squares to an unoccupied space within distance of the target before making this strike.

🗡 Drag Through Hell (3 Malice)

Melee Maneuver
📏 Melee 1 🎯 One creature or object

Special: The target must be grabbed by the roughneck.

Effect: The roughneck moves up to their speed across the ground, dragging the target with them. The target takes 2 damage for each square they were dragged through. When this movement ends, the target is no longer grabbed and falls prone. Each square the target was dragged through is difficult terrain for enemies.

🗡 Throw

Melee, Strike Maneuver
📏 Melee 1 🎯 One creature or object

Special: The target must be grabbed by the roughneck.

Effect: The target is vertical pushed up to 5 squares. An ally doesn't take damage from being force moved this way.

❗️ Catcher

Melee Free triggered action
📏 Melee 1 🎯 The triggering creature or object

Trigger: A size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance.

Effect: The target is grabbed by the roughneck.

❗️ Flying Sawblade

Melee Triggered action
📏 Self 🎯 Self

Trigger: The roughneck is vertical force moved by another creature.

Effect: The roughneck uses Haymaker against a creature or object at any point during the forced movement, or after falling as a result of it.

Bugbear Sneak
Bugbear, Fey, Goblin, Humanoid - Level 2 Elite Ambusher EV 16
1L
Size
7
Speed
80
Stamina
0
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+2
Agility
+0
Reason
+0
Intuition
+0
Presence

🗡 Sucker Punch (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 8 damage; A < 1 grabbed
  • 12-16: 13 damage; A < 2 grabbed
  • 17+: 16 damage; grabbed

Effect: The target can't use triggered actions until the start of the next round. Additionally, if the sneak started their turn hidden from the target, this ability deals an extra 4 damage.

❇️ Shadow Cloak (3 Malice)

Area Main action
📏 2 burst 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 2 damage; I < 0 the sneak has concealment from the target (save ends)
  • 12-16: 3 damage; I < 1 the sneak has concealment from the target (save ends)
  • 17+: 4 damage; I < 2 the sneak has concealment from the target (save ends)

Effect: The sneak shifts up to their speed and can attempt to hide.

🏹 Carving Dagger

Ranged, Strike, Weapon Main action
📏 Ranged 8 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage; M < 0 bleeding (save ends)
  • 12-16: 11 damage; M < 1 bleeding (save ends)
  • 17+: 14 damage; M < 2 bleeding (save ends)

Effect: While bleeding this way, the target can't hide from the sneak or their allies.

🗡 Throw

Melee, Strike Maneuver
📏 Melee 1 🎯 One creature or object

Special: The target must be grabbed by the sneak.

Effect: The target is vertical pushed up to 4 squares. An ally doesn't take damage from being force moved this way.

❗️ Catcher

Melee Free triggered action
📏 Melee 1 🎯 The triggering creature or object

Trigger: A size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance.

Effect: The target is grabbed by the sneak.

❗️ Clever Trick (1 Malice)

- Triggered action
📏 Special 🎯 One enemy

Trigger: The sneak is targeted by a strike.

Effect: The sneak chooses one enemy within distance of the strike to become the target of the strike.

Bugbear Knightmare
Bugbear, Fey, Goblin, Humanoid - Level 8 Minion Hexer EV 10 for four minions
1L
Size
5
Speed
12
Stamina
2
Stability
3
Free Strike
-
Immunity
-
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
+4
Might
+3
Agility
+1
Reason
+1
Intuition
+4
Presence

🗡 Corrosive Blade (Signature Ability)

Magic, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 4:

  • ≤11: 3 corruption damage
  • 12-16: 6 corruption damage; P < 3 bleeding (save ends)
  • 17+: 8 corruption damage; grabbed; P < 4 bleeding (save ends)

Effect: A target grabbed this way or already grabbed by the knightmare can be vertical pushed up to 5 squares.

⭐️ Bu'gathic Inspiration

Any ally has a +1 bonus to power rolls, saving throws, or damage rolled as a d6 or a d3 for each knightmare adjacent to them.

⭐️ Magic Terror

Each enemy has a −1 penalty to power rolls, saving throws, or damage rolled as a d6 or a d3 for each knightmare adjacent to them.

Bugbear Mob
Bugbear, Fey, Goblin, Humanoid - Level 5 Minion Brute EV 7 for four minions
3
Size
6
Speed
10
Stamina
2
Stability
3
Free Strike
-
Immunity
-
Movement
- +2 damage bonus to strikes
With Captain
-
Weaknesses
+3
Might
-1
Agility
+0
Reason
+1
Intuition
+0
Presence

🗡 Mug and Tear (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 3 damage; pull 2
  • 12-16: 6 damage; pull 3
  • 17+: 7 damage; pull 4, grabbed

Effect: If the target is pulled into the mob, that forced movement deals damage only at the Director's determination.

⭐️ Swarm

The mob can move through spaces as if they were a size 1L creature, and can occupy other creatures' spaces. At the start of each of the mob's turns, they can make a free strike against each creature whose space they share.

Bugbear Snare
Bugbear, Fey, Goblin, Humanoid - Level 5 Minion Ambusher EV 7 for four minions
1L
Size
6
Speed
9
Stamina
2
Stability
3
Free Strike
-
Immunity
-
Movement
- +3 bonus to speed
With Captain
-
Weaknesses
+2
Might
+3
Agility
+0
Reason
+0
Intuition
+1
Presence

🗡 Cut 'Em Low! Signature Ability

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 3 damage
  • 12-16: 6 damage
  • 17+: 7 damage; A < 3 slowed (save ends)

Effect: If the snare started their turn hidden from the target, the target is automatically grabbed. A target grabbed this way or already grabbed by the snare can be vertical pushed up to 4 squares.

Chimera

Massive flexing claws. Lashing draconic tail. Nimble leathery wings. And not one, but three menacing heads: a snarling lion, a helix-horned ram, and a dragon with fire sparking in their throat. Many see the chimera as an aggressor-but few know this creature's origins as a divine guardian.

The First Chimera

The first chimera was a gift. A deity gave a devout queen this young guardian-one with a dragon's cunning, a lion's bravery, and a ram's tenacity. The queen raised the chimera to be a strong protector not just for herself but also her people, who loved the chimera and their ruler. But neighboring lands feared the beast. As a conquering force swept into the land, slaughtering the chimera was their fell goal.

The queen's resulting fury was said to be felt by the gods. As she screamed, a nearby volcano erupted, spewing basalt and chimeras over the land. With fiery might, the chimeras destroyed the opposing army, then dispersed. Each found a new territory and claimed the role of divine protector over that place, its inhabitants, and its treasures.

Tactical Warriors

Chimeras have many ways to keep themselves and their charges from being cornered. The lion head snaps up enemies in massive jaws and hurls them away, the ram head pummels them to the ground, and the dragon head bathes them in fire. The three heads crying out together can shake even the most stalwart warriors.

One Being, Three Heads

Unlike some other multiheaded creatures, a chimera possesses a single unified mind. Their heads work together, never snapping at one another over food, favors, or personality conflicts. The heads often express the chimera's emotions in unison, braying together in times of battle or purring all at once to show affection.

Chimera Malice

At the start of a chimera's turn, you can spend Malice to activate one of the following features.

⭐️ Defensive Snapping (3 Malice)

The chimera takes up a defensive stance. Until the start of their next turn, the chimera can make a free strike against each enemy who comes within 2 squares of them.

☠️ Solo Action (5 Malice)

The chimera takes an additional main action on their turn. They can use this feature even if they are dazed.

🔳 Unstable Terrain (5 Malice)

The chimera shakes the ground, causing an eruption of loose rocks and debris that creates three size 2 stone objects anywhere on the encounter map. Each creature adjacent to one or more objects when they appear who has A < 2 takes 5 damage.

🌀 Ashen Clouds (7 Malice)

Until the start of the chimera's next turn, all areas of the encounter map are shrouded in a thick cloud of ash. All creatures and objects on the map have concealment that the chimera ignores. Additionally, each enemy in the cloud who has I < 1 has line of effect only within 3 squares. The potency of this feature increases by 1 each time it's used.

Chimera
Beast, Chimera - Level 3 Solo EV 60
2
Size
10
Speed
300
Stamina
1
Stability
6
Free Strike
Fire 6
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+3
Might
+2
Agility
-2
Reason
+1
Intuition
+0
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the chimera can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The chimera can take two turns each round. They can't take turns consecutively.

⭐️ Volant

When the chimera makes a creature winded or reduces them to 0 Stamina, they can move their speed toward an enemy.

🗡 Bite (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 9 damage
  • 12-16: 13 damage
  • 17+: 16 damage

Effect: This strike deals an extra 3 damage if it gains an edge or has a double edge.

🔳 Dragon's Eruption (5 Malice)

Area, Magic, Ranged Main action
📏 3 cube within 10 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 3 fire damage; A < 1 3 fire damage
  • 12-16: 5 fire damage; A < 2 5 fire damage
  • 17+: 7 fire damage; A < 3 7 fire damage

❇️ Roar (5 Malice)

Area, Magic Main action
📏 5 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 4 psychic damage
  • 12-16: 8 psychic damage; I < 2 frightened (save ends)
  • 17+: 10 psychic damage; I < 3 frightened (save ends)

🗡 Lion's Toss

Melee, Weapon Maneuver
📏 Melee 2 🎯 One creature or object

Power Roll + 3:

  • ≤11: Vertical push 2
  • 12-16: Vertical push 3
  • 17+: Vertical push 5

❗️ Ram's Defiance

Melee, Strike, Weapon Triggered action
📏 Melee 2 🎯 The triggering creature

Trigger: A creature makes a strike against the chimera and obtains a tier 1 outcome.

Effect: The chimera shifts up to 5 squares. If they end this shift within distance of the target, make a power roll.

Power Roll + 3

  • ≤11: 6 damage; M < 1 slowed (save ends)
  • 12-16: 8 damage; prone; M < 2 slowed (save ends)
  • 17+: 10 damage; prone; M < 3 slowed (save ends)

☠️ Overture of Destruction (Villain Action 1)

Area -
📏 1 burst 🎯 Each enemy in the area

Effect: The chimera can use Bite and Lion's Toss against each target.

☠️ Fire Solo (Villain Action 2)

- -
📏 Self 🎯 Self

Effect: The chimera uses Dragon's Eruption and Roar without spending Malice.

☠️ Chorus of Destruction (Villain Action 3)

- -
📏 Self 🎯 Self

Effect: The chimera uses Roar, then shifts up to their speed and can make a free strike against each enemy who comes adjacent to them during the shift. When the chimera ends this shift, they use Dragon's Eruption. The use of these abilities as part of this villain action costs no Malice.

Demons

Creatures of incarnate hate, demons spawn naturally in the Abyssal Wasteland. They crave violence and suffering the way other creatures need food. A demon cares only for themself, and they torture and tear lesser demons apart for fun.

The bestial appearance of each demon is unique, composed of a chaotic arrangement of teeth, claws, and limbs meant for killing. Even demons of the same kind have unique features. One might bear an extra set of eyes or teeth, while another has a humanoid arm growing from their forehead.

Demon Stat Block Table
Echelon Name Level Organization Role EV
1st Ensnarer 1 Minion Brute 3 for four minions
1st Frenzied 1 Minion Harrier 3 for four minions
1st Pitling 1 Minion Artillery 3 for four minions
1st Bendrak 2 Horde Hexer 4
1st Muceron 3 Horde Brute 5
1st Remasch 2 Horde Ambusher 4
1st Ruinant 1 Horde Harrier 3
1st Torlas 1 Horde Controller 3
1st Chorogaunt 3 Leader - 20
2nd Grulqin 4 Minion Brute 6 for four minions
2nd Orliq 4 Minion Harrier 6 for four minions
2nd Wobalas 4 Minion Artillery 6 for four minions
2nd Bale Eye 5 Horde Hexer 7
2nd Fangling 4 Horde Harrier 6
2nd Fiktin 5 Horde Ambusher 7
2nd Gunge 4 Horde Controller 6
2nd Tormenauk 6 Horde Brute 8
2nd Lumbering Egress 6 Leader - 32
3rd Soulraker Scout 7 Minion Harrier 9 for four minions
3rd Soulraker Soldier 7 Minion Brute 9 for four minions
3rd Soulraker Stinger 7 Minion Artillery 9 for four minions
3rd Blight Phage 7 Horde Controller 9
3rd Chimeron 9 Horde Brute 11
3rd Styrich 8 Horde Hexer 10
3rd Soulraker Handmaiden 8 Horde Ambusher 10
3rd Soulraker Praetorian 7 Horde Harrier 9
3rd Soulraker Hivequeen 9 Leader - 44
4th Optacus 10 Minion Artillery 12 for four minions
4th Tyburaki 10 Minion Harrier 12 for four minions
4th Unguloid 10 Minion Brute 12 for four minions
4th Izyak 10 Horde Controller 12
4th Vicisitator 10 Horde Harrier 12
4th Aurumvas 10 Leader - 48

Mortal Alliances

Demons form temporary alliances with evil mortals in exchange for souls to consume. Such alliances create carnage with alarming efficiency, though they inevitably collapse when the demons decide to devour their foolish partners. The only creature who can truly keep a demon in line is a more powerful demon.

Soul Reavers

Demons feast not on food or liquids, but on souls. Souls fuel their anarchic powers, and while a demon is starved for souls, they can scarcely think. Whenever a demon kills a creature who has a soul, they consume that soul and keep its energy within their body. A demon can then burn that soul energy to enact their most devastating abilities.

Lethe

When a demon's soul energy begins to flag, they fall into a state known as lethe-a violent hunger wherein they can only lash out in a desperate search for sustenance. Demons who have fallen into lethe become single-minded and violent, seeking only to consume.

Demonic Hierarchy

Mortal scholars have classified demons into ten categories, each increasingly more powerful. Though demons don't use these classifications themselves, this system reflects their hierarchy, as stronger demons bully the weak into service.

Each time a demon consumes a soul, there's a chance they might evolve into a more powerful demon. The evolution from one category to the next can be instantaneous, or it can take years. This inconsistency has led to much scholarly debate on whether all souls are equal, or whether demonic evolution is aided by the consumption of souls that are especially corrupt-or heroic.

Demon Languages

Lower categories of demons speak Proto-Ctholl. As demons evolve and reach category 3 or higher, their speech turns into proper Tholl.

Demons-1st Echelon

A number of lesser demons have been identified across categories 1 to 3.

Pitlings resemble rodents or insects with gleaming green eyes and terrible body odor, and disgorge a viscous, toxic phlegm.

Ensnarers are the result of pitlings getting hold of an unfortunate soul. A pitling in the process of digesting the soul of a creature has that soul physically bore through their head to become a fanged appendage. Mouths form across the creature's body, each attacking with long, barbed tongues.

Frenzieds are similar to ensnarers, but their transformation into a true demon is more advanced. This results in a fast and vicious creature full of energy and hungry for more souls.

Bendraks (BEN-drax) appear as an amalgamation of flesh and the shards of broken mirrors, which they use to distract and confuse their foes. A bendrak can divert an enemy's attack to another enemy, and can hide themselves or allies behind dazzling reflections.

Mucerons (MIU-sur-onz) are the result of an ensnarer going through repeated demon evolutions to become a brutish creature. They are covered in multiple mouths that shoot out barbed tongues, tearing at enemies as they are dragged out of position.

Remasches (REE-mash-iz) have physical forms blended with the nature of the wastes where they dwell. A remasch teleports around the battlefield, inflicting chaos on their enemies directly or through the minions they control. These demons are rumored to be the initial source of the teachings of all shadows through the College of Black Ash.

Ruinants (rew-in-ANSE) are possessed of glowing eyes and tendrilringed maws, their bodies covered in inflamed scars and their breath coming as a sickening wheeze. A ruinant can inflict fresh wounds and burns on their victims in a pattern mirroring those on the demon's own body.

Torlases (TORR-lahs-iz) are piecemeal abominations whose physical forms don't obey the mundane laws of geometry. They control the battlefield by using living flesh and whipping allies and enemies alike into advantageous position.

Chorogaunts (cor-roh-GAWNTS) are terrifying demon leaders. Each is an amalgamation of several demon bodies formed into a mobile musical instrument. Several heads are arranged into a chorus embedded in the demon's chest, and their ribs are upturned into a fleshy pipe organ. Their attacks entrance and confuse enemies, making them more vulnerable to other demons.

Demon Malice (Level 1+ Malice Features)

At the start of any demon's turn, you can spend Malice to activate one of the following features.

⭐️ Soulburn (3 Malice)

Each demon acting this turn has a double edge on abilities.

🌀 Abyssal Evolution (7 Malice)

A demon minion of your choice transforms into a non-minion horde demon of the same level.

🔳 Abyssal Rift (7 Malice)

Two size 2 rifts to the Abyssal Wasteland appear at locations of your choice. Any demon can use an abyssal rift as a portal to another abyssal rift in the encounter, moving into any space in one rift and appearing immediately in any unoccupied space in the other rift. A non-demon who enters a rift for the first time in a round or starts their turn there takes corruption damage equal to the level of the highest-level demon on the encounter map. An abyssal rift is an immovable object that has 25 Stamina, damage immunity 2, and holy weakness 5. The rift closes when there are no demons remaining on the encounter map. Additionally, a creature who has the Magic or Psionics skill can make a Reason test or Intuition test as a maneuver while adjacent to a rift to destabilize and close it.

  • ≤11: The rift remains open and regains 5 Stamina.
  • 12-16: The rift remains open.
  • 17+: The rift closes.
Ensnarer
Abyssal, Demon - Level 1 Minion Brute EV 3 for four minions
1M
Size
5
Speed
5
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- +2 bonus to melee distance
With Captain
Holy 3
Weaknesses
+2
Might
+0
Agility
-1
Reason
-1
Intuition
-1
Presence

🗡 Barbed Tongues (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 3 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage; pull 1
  • 12-16: 4 damage; pull 2
  • 17+: 5 damage; pull 3

Effect: If the target is pulled adjacent to the ensnarer, the ensnarer can make a free strike against them.

⭐️ Soulsight

Any creature within 2 squares of the ensnarer can't be hidden from them.

Frenzied
Abyssal, Demon - Level 1 Minion Harrier EV 3 for four minions
1M
Size
6
Speed
4
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- +2 bonus to speed
With Captain
Holy 3
Weaknesses
+0
Might
+2
Agility
-1
Reason
-1
Intuition
-1
Presence

🗡 Rip and Tear (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

⭐️ Soulsight

Any creature within 2 squares of the frenzied can't be hidden from them.

Pitling
Abyssal, Demon - Level 1 Minion Artillery EV 3 for four minions
1T
Size
5
Speed
3
Stamina
0
Stability
2
Free Strike
-
Immunity
Fly
Movement
- +2 bonus to speed
With Captain
Holy 3
Weaknesses
-2
Might
+2
Agility
-2
Reason
-2
Intuition
-2
Presence

🏹 Spit (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature per minion

Power Roll + 2:

  • ≤11: 2 poison damage
  • 12-16: 4 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

Any creature within 2 squares of the pitling can't be hidden from them.

Bendrak
Abyssal, Demon - Level 2 Horde Hexer EV 4
1L
Size
5
Speed
15
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 3
Weaknesses
+0
Might
+1
Agility
+0
Reason
+0
Intuition
+2
Presence

🏹 Warp Perceptions (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature

Power Roll + 2:

  • ≤11: 4 psychic damage
  • 12-16: 5 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. The first target takes half of any damage from the strike and the second target takes any remaining damage.

🏹 Vanish (1 Malice)

Magic, Ranged Maneuver
📏 Ranged 10 🎯 Self or one ally

Power Roll + 2:

Effect: The target is invisible until the start of their next turn. They can then move up to 3 squares and attempt to hide.

⭐️ Lethe

While the bendrak is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the bendrak can't be hidden from them.

Muceron
Abyssal, Demon - Level 3 Horde Brute EV 5
1M
Size
5
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 3
Weaknesses
+2
Might
+2
Agility
+0
Reason
+0
Intuition
+1
Presence

🗡 Barbed Tongues (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage; pull 2
  • 12-16: 7 damage; pull 3
  • 17+: 8 damage; pull 4

Effect: If the target is pulled adjacent to the muceron, the muceron can either make a free strike or use the Grab maneuver against them.

🏹 Tongue Pull (2 Malice)

Ranged, Strike, Weapon Maneuver
📏 Ranged 5 🎯 Three creatures or objects

Effect: The muceron pulls each target up to 5 squares.

⭐️ Lethe

While the muceron is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the muceron can't be hidden from them.

Remasch
Abyssal, Demon - Level 2 Horde Ambusher EV 4
1S
Size
5
Speed
20
Stamina
0
Stability
3
Free Strike
-
Immunity
Teleport
Movement
- -
With Captain
Holy 3
Weaknesses
+0
Might
+2
Agility
+0
Reason
+0
Intuition
+2
Presence

🗡 Abyssal Strike (Signature Ability)

Magic, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage; the remasch can teleport up to 2 squares
  • 12-16: 6 damage; the remasch can teleport up to 3 squares
  • 17+: 8 damage; the remasch can teleport up to 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 Shadow (3 Malice)

Magic Maneuver
📏 Self 🎯 Self

Effect: The remasch can teleport up to 2 squares and uses Abyssal Strike.

⭐️ Lethe

While the remasch is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the remasch can't be hidden from them.

Ruinant
Abyssal, Demon - Level 1 Horde Harrier EV 3
1M
Size
6
Speed
15
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 3
Weaknesses
+0
Might
+2
Agility
+0
Reason
+0
Intuition
+1
Presence

🗡 Bloodletting Claws (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 3 damage
  • 12-16: 4 damage
  • 17+: 5 damage; M < 2 bleeding (save ends)

🏹 Salt Wounds (3 Malice)

Magic, Ranged, Strike Maneuver
📏 Ranged 10 🎯 Three creatures

Special: Each target must be at less than full Stamina.

Power Roll + 2:

  • ≤11: 1 corruption damage
  • 12-16: 2 corruption damage
  • 17+: 3 corruption damage

⭐️ Lethe

While the ruinant is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the ruinant can't be hidden from them.

Torlas
Abyssal, Demon - Level 1 Horde Controller EV 3
1S
Size
5
Speed
10
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 3
Weaknesses
+0
Might
+1
Agility
+0
Reason
+0
Intuition
+2
Presence

🔳 Floor to Flesh (Signature Ability)

Area, Magic, Ranged Main action
📏 3 cube within 10 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: Slide 3
  • 12-16: Slide 4
  • 17+: Slide 5

Effect: The ground in the area turns into a morass of spongy flesh before the targets are force moved. Until the start of the torlas's next turn, the area is difficult terrain, and each creature who moves in the area takes 1 damage for each square moved.

🏹 Grasping Tendons

Magic, Ranged Maneuver
📏 Ranged 10 🎯 Three creatures

Effect: The torlas pulls each target up to 3 squares.

⭐️ Lethe

While the torlas is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the torlas can't be hidden from them.

Chorogaunt
Abyssal, Demon - Level 3 Leader EV 20
1L
Size
5
Speed
120
Stamina
2
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+2
Might
+2
Agility
+2
Reason
+2
Intuition
+3
Presence

❇️ Agonizing Harmony (Signature Ability)

Area, Weapon Main action
📏 5 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 4 psychic damage; I < 1 slowed (save ends)
  • 12-16: 7 psychic damage; I < 2 slowed (save ends)
  • 17+: 10 psychic damage; I < 3 slowed (save ends)

Effect: One ally within 10 squares of the chorogaunt shifts up to their speed.

❇️ Chaotic Entrancing Harmony

Area Maneuver
📏 10 burst 🎯 Each enemy in the area

Effect: The chorogaunt slides each target up to 3 squares, ignoring stability.

❗️ I Thrive on Pain (3 Malice)

Magic Triggered action
📏 Self 🎯 Self

Trigger: The chorogaunt is targeted by a strike.

Effect: Any damage from the strike is halved, and the chorogaunt's abilities deal an extra 3 damage until the end of their next turn.

⭐️ End Effect

At the end of each of their turns, the chorogaunt can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

⭐️ Lethe

While the chorogaunt is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the chorogaunt can't be hidden from them.

☠️ Frightening Tones (Villain Action 1)

Ranged -
📏 Ranged 10 🎯 Three enemies

Effect: Each target must choose between taking 5 psychic damage, or being frightened (save ends).

☠️ Bully the Weak (Villain Action 2)

Magic, Ranged -
📏 Ranged 10 🎯 One ally

Effect: The chorogaunt kills the target, and each other ally in the encounter deals an extra 3 damage with strikes until the end of the round. The Director gains Malice equal to the number of heroes in the encounter.

☠️ Running Cacophony (Villain Action 3)

Magic -
📏 Self 🎯 Self

Effect: The chorogaunt shifts up to their speed, uses Agonizing Harmony, shifts up to their speed, and then uses Agonizing Harmony again.

Demons-2nd Echelon

As demons consume more souls and their mercurial forms shift into more powerful ones, they begin to evolve more distinct personalities, desires, and intelligence-often based on the souls consumed. Across categories 4 to 6, demons develop a particular taste for certain types of souls, which eventually come to define them should they survive long enough.

Grulqins (GRUHL-kinz) consist of a bulbous head, two powerful arms, and a circular serrated blade of bone that runs down the middle of their head.

Orliq (or-LEEK) are made of shifting bone plates surrounding a swirling core of corruptive energy.

Wobalas (WOH-buh-luss) prefer to kill from afar while protected by allies, firing psychic bolts from bows shaped of their own flesh and sinew.

Bale eyes, sometimes called "flesh moons," are colossal floating orbs of roiling, dripping flesh. A weeping seam in that flesh opens to reveal a demonic eye whose gaze turns creatures' mental and physical faculties upside down.

Fanglings have bodies overgrown with teeth, fangs, and tusks from countless creatures. They are deadly in close quarters, to attackers and bystanders alike.

Fiktin (FIK-ten) are cunning hunters who disguise themselves as mundane objects, leaving a foul-smelling oily red residue wherever they have been. Their true form is a humanoid shape made of red oil.

Gunge (GUHNJ) demons are horrifically distended, with maws that can swallow a horse whole. A gunge vomits up bilious slime that traps and dissolves any creature unlucky enough to get caught in it.

Tourmenauks (tor-min-AUX) resemble a hulking ape with a dozen or more extra mouths distributed around their body. Though their brute force is formidable, this demon also inflicts raw psychic pain by wailing from their mouths in different voices-often the agonized voices of souls the tormenauk has devoured.

Lumbering egresses are mobile masses of warped flesh set around an enormous whirling portal to the demonic realms. Lesser demons pour out through these portals at alarming rates, letting these creatures act as devastating siege engines.

Demon Malice (Level 4+ Malice Features)

At the start of any level 4 or higher demon's turn, you can spend Malice to activate one of the following features.

⭐️ Prior Malice Features (3-7 Malice)

The demon activates a Malice feature available to demons of level or lower.

👤 Abyssal Jaunt (3 Malice)

One demon acting this turn folds space around them, temporarily slipping in and out of the Abyssal Wasteland. Until the start of the demon's next turn, they ignore difficult terrain, can move through solid matter, and don't provoke opportunity attacks by moving. If the demon ends their turn inside solid matter, they are shunted out into the space from which they entered it.

Grulqin
Abyssal, Demon - Level 4 Minion Brute EV 6 for four minions
1L
Size
8
Speed
9
Stamina
1
Stability
3
Free Strike
-
Immunity
-
Movement
- +2 damage bonus to strikes
With Captain
Holy 5
Weaknesses
+3
Might
+2
Agility
-1
Reason
-1
Intuition
-1
Presence

🗡 Spinning Bone Blade (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 3 damage
  • 12-16: 5 damage
  • 17+: 7 damage

Effect: The grulqin gains an edge on this ability if they previously moved 3 or more squares in a straight line on their turn.

⭐️ Soulsight

Any creature within 2 squares of the grulqin can't be hidden from them.

Orliq
Abyssal, Demon - Level 4 Minion Harrier EV 6 for four minions
1T
Size
6
Speed
8
Stamina
0
Stability
2
Free Strike
-
Immunity
Fly
Movement
- +2 bonus to speed
With Captain
Holy 5
Weaknesses
-1
Might
+3
Agility
+1
Reason
+0
Intuition
-1
Presence

🗡 Soul Prism (Signature Ability)

Magic, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 2 corruption damage; slide 2
  • 12-16: 4 corruption damage; vertical slide 2
  • 17+: 6 corruption damage; vertical slide 2

⭐️ Imposing Energy

Any enemy who starts their turn with two or more orliq adjacent to them is slowed (EoT).

⭐️ Soulsight

Any creature within 2 squares of the orliq can't be hidden from them.

Wobalas
Abyssal, Demon - Level 4 Minion Artillery EV 6 for four minions
1M
Size
6
Speed
7
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- +2 damage bonus to strikes
With Captain
Holy 5
Weaknesses
+1
Might
+3
Agility
+1
Reason
+2
Intuition
+1
Presence

🏹 Despair Bolt (Signature Ability)

Magic, Ranged, Strike, Weapon Main action
📏 Ranged 20 🎯 One creature per minion

Power Roll + 2:

  • ≤11: 3 psychic damage
  • 12-16: 5 psychic damage
  • 17+: 7 psychic damage

Effect: The target takes a bane on their next strike. If the target is winded, they have a double bane on their next strike instead.

Bale Eye
Abyssal, Demon - Level 5 Horde Hexer EV 7
4
Size
6
Speed
30
Stamina
2
Stability
3
Free Strike
-
Immunity
Fly
Movement
- -
With Captain
Holy 5
Weaknesses
+0
Might
+0
Agility
+3
Reason
+3
Intuition
+3
Presence

🏹 Wilting Visions (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 15 🎯 One creature

Power Roll + 3:

  • ≤11: 6 psychic damage
  • 12-16: 8 psychic damage
  • 17+: 9 psychic damage

Effect: The target has corruption weakness 5 (EoT).

2 Malice: If the target has I < 2, they have corruption weakness 5 (save ends).

🔳 Demonwarp Tears (5 Malice)

Area, Magic, Ranged Main action
📏 4 cube within 5 🎯 Each enemy in the area

Special: The bale eye must create the cube beneath themself.

Power Roll + 3:

  • ≤11: 3 psychic damage; A < 1 the target is warped (save ends)
  • 12-16: 5 psychic damage; A < 2 the target is warped (save ends)
  • 17+: 6 psychic damage; A < 3 the target is warped (save ends)

Effect: While warped, a creature has a double bane on power rolls using any characteristic higher than 0, and has a double edge on power rolls using any characteristic lower than 0.

⭐️ Lethe

While the bale eye is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 5 squares of the bale eye can't be hidden from them.

Fangling
Abyssal, Demon - Level 4 Horde Harrier EV 6
1L
Size
8
Speed
30
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+3
Might
+2
Agility
+0
Reason
+0
Intuition
+0
Presence

🗡 Tooth! Tusk! Claw! (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 3:

  • ≤11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage

Effect: Each enemy adjacent to the fangling takes 2 damage.

🔳 Tumbling Gore (2 Malice)

Area, Weapon Maneuver
📏 8 x 3 line within 1 🎯 Each enemy in the area

e 8 x 3 line within 1 x Each enemy in the area

Power Roll + 2:

  • ≤11: 2 damage; pull 1; A < 1 bleeding (save ends)
  • 12-16: 3 damage; pull 1; A < 2 bleeding (save ends)
  • 17+: 4 damage; pull 1; A < 3 bleeding (save ends)

⭐️ Made of Teeth

Whenever an adjacent enemy grabs the fangling or uses a melee ability against the fangling, they take 2 damage.

⭐️ Lethe

While the fangling is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the fangling can't be hidden from them

Fiktin
Abyssal, Demon - Level 5 Horde Ambusher EV 7
1M
Size
6
Speed
35
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+2
Might
+2
Agility
+2
Reason
+1
Intuition
+3
Presence

❇️ Violent Transformation (Signature Ability)

Area, Magic Main action
📏 2 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 3 corruption damage
  • 12-16: 6 corruption damage
  • 17+: 7 corruption damage; I < 3 dazed (save ends)

Effect: The fiktin violently changes shape, dealing an extra 6 damage to any target they were hidden from with their Aggressive Mimicry ability.

👤 Aggressive Mimicry (1 Malice)

Magic Maneuver
📏 Self 🎯 Self

Effect: The fiktin transforms into a mundane object of their size or smaller and is automatically hidden. They can revert to their true form as a free maneuver.

⭐️ Lethe

While the fiktin is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the fiktin can't be hidden from them.

Gunge
Abyssal, Demon - Level 4 Horde Controller EV 6
3
Size
6
Speed
25
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+3
Might
+2
Agility
+1
Reason
+2
Intuition
-1
Presence

🔳 Bilious Expulsion (Signature Ability)

Area, Ranged, Weapon Main action
📏 1 burst, or 3 cube within 5 🎯 One creature or object in the area

Power Roll + 3:

  • ≤11: 5 acid damage; M < 1 slowed (save ends)
  • 12-16: 7 acid damage; M < 2 slowed (save ends)
  • 17+: 9 acid damage; M < 3 restrained (save ends)

Effect: The ground and any surfaces in the area pool with slime. The slime is difficult terrain for enemies, and any enemy is bleeding while in the area.

❗️ Spew Slide (1 Malice)

- Free triggered action
📏 Self 🎯 Self

Trigger: The gunge takes damage from a melee strike.

Effect: The gunge vomits with great force, letting them shift up to their speed and ignore any additional effects from the strike. The space the gunge occupied before the shift is covered in slime that is difficult terrain for enemies. Additionally, any enemy is bleeding while in the slime.

⭐️ Lethe

While the gunge is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the gunge can't be hidden from them.

Tormenauk
Abyssal, Demon - Level 6 Horde Brute EV 8
2
Size
6
Speed
45
Stamina
2
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+3
Might
+0
Agility
+2
Reason
+1
Intuition
+2
Presence

🗡 Many Maws (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 3:

  • ≤11: 7 damage
  • 12-16: 9 damage
  • 17+: 11 damage; grabbed, and the target takes a bane on the Escape Grab maneuver

Effect: Any target grabbed this way takes 4 psychic damage at the start of each of the tormenauk's turns.

❇️ Agony Wail (5 Malice)

Area, Magic Maneuver
📏 3 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 4 psychic damage; I < 1 dazed (save ends)
  • 12-16: 6 psychic damage; I < 2 dazed (save ends)
  • 17+: 8 psychic damage; I < 3 dazed (save ends)

Effect: The potency increases by 1 if the target is grabbed by the tormenauk.

⭐️ Lethe

While the tormenauk is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the tormenauk can't be hidden from them.

Lumbering Egress
Abyssal, Demon - Level 6 Leader EV 32
3
Size
6
Speed
180
Stamina
3
Stability
7
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+4
Might
-1
Agility
+1
Reason
+2
Intuition
+2
Presence

🏹 Ensnarer Cannon (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 11 corruption damage; A < 2 restrained (save ends)
  • 12-16: 16 corruption damage; A < 3 restrained (save ends)
  • 17+: 19 corruption damage; A < 4 restrained (save ends)** |

2 Malice: Two ensnarers appear in unoccupied spaces adjacent to each target. On a tier 3 outcome, four ensnarers appear.

❇️ Demonic Egress (2 Malice)

Area Maneuver
📏 3 burst 🎯 Special

Effect: Four level 1 demon minions (most commonly ensnarers, frenzieds, and pitlings) burst forth from the egress and appear in unoccupied spaces in the area.

2 Malice: Four level 4 demon minions (most commonly orliq, grulqins, and wobalas) appear instead.

❗️ Abyssal Protectors (2 Malice)

Area, Magic Triggered action
📏 5 burst 🎯 Special

Trigger: The last ally minion on the encounter map dies, or the egress is reduced below 25 Stamina.

Effect: Eight ensnarers appear anywhere in the area.

⭐️ End Effect

At the end of each of their turns, the egress can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

☠️ Frenzied Deluge (Villain Action 1)

Ranged -
📏 Ranged 10 🎯 Three enemies

Power Roll + 4:

  • ≤11: 7 corruption damage
  • 12-16: 2 12 corruption damage
  • 17+: 3 15 corruption damage; two frenzieds appear in unoccupied spaces adjacent to each target

☠️ Fold Space (Villain Action 2)

Ranged -
📏 Ranged 20 🎯 Self

Effect: The egress folds into their own portal and teleports to an un occupied space within distance. Four level 4 demon minions (most commonly orliq, grulqins, and wobalas) appear in squares in the egress's former space.

☠️ Blood of the Abyss (Villain Action 3)

Area, Magic -
📏 10 x 3 line within 1 🎯 Each enemy and object in the area

Power Roll + 4:

  • ≤11: 6 corruption damage; R < 2 weakened (save ends)
  • 12-16: 2 11 corruption damage; R < 3 weakened (save ends)
  • 17+: 3 14 corruption damage; R < 2 weakened (save ends)

Effect: The egress recalls and instantly destroys any minion allies on the encounter map. A torrent of churned-up minion bodies, blood, and ichor erupts from the egress, dealing an extra 1 damage for each minion destroyed this way.

Demons-3rd Echelon

Demons of categories 7 to 9 continue to mutate in new and unpredictable ways, or are sometimes corrupted and spawned from other powerful creatures to become part of the demonic hierarchy. Additionally, in a plane of chaos, the soulraker demon is notable for fashioning a facsimile of order within themself. These demonic wasps make up a single, chaotic hive mind. They serve a demonic hivequeen, who relies on cannibalizing her children to ingest any souls they've consumed.

Soulraker scouts are the vile progeny of a soulraker hivequeen demonic wasps who emerge from her distended abdomen with an earsplitting buzz.

Soulraker soldiers are demonic wasps armored in dense chitin who favor driving foes before them.

Soulraker stingers are wasps covered in poisonous barbed stingers that they launch like quills, their wings atrophied and unusable.

Blight phages were once angelic creatures. Corrupted by demonic forces, each is now a cruel, distended mockery of a cherubic form, covered in pestilent boils that seep ruinous blight.

Chimerons (kai-MEHR-ons) are a horrifying amalgam of multiple demonic forms melded into a unique monstrosity, driven by an unslakable hunger for souls.

Styrichs (STEE-rix) feature lanky bodies covered with manes of long, razor-sharp hair, which they whip around the battlefield to shred their enemies.

Soulraker handmaidens are abyssal parasites implanted in victims by a soulraker hivequeen. Handmaidens gestate inside a host until they're ready to emerge from the body, then consume souls until they're strong enough to transform into a new hivequeen.

Soulraker praetorians are the elite guards of a hivequeen, dripping foul-smelling ichor and using their barbed stingers to lay waste to foes.

A soulraker hivequeen is a demonic wasp whose abdomen houses their own soulraker wasp hive, and whose stinging ovipositor implants victims with handmaiden parasites.

Demon Malice (Level 7+ Malice Features)

At the start of any level 7 or higher demon's turn, you can spend Malice to activate one of the following features.

⭐️ Prior Malice Features (3-7 Malice)

The demon activates a Malice feature available to demons of level 6 or lower.

❇️ Seeping Blight (5 Malice)

One demon acting this turn expels blight-digested soul juice onto the ground around them in a 3 burst that lingers until the start of their next turn. Any enemy who enters the area or starts their turn there takes 6 corruption damage, and has a double bane on power rolls until the start of their next turn.

Soulraker Scout
Abyssal, Demon, Soulraker - Level 7 Minion Harrier EV 9 for four minions
1M
Size
7
Speed
12
Stamina
0
Stability
3
Free Strike
-
Immunity
Fly
Movement
- Gain an edge on strikes
With Captain
Holy 5
Weaknesses
+2
Might
+4
Agility
+1
Reason
+0
Intuition
-1
Presence

🗡 Soul Stinger (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature per minion

Power Roll + 4:

  • ≤11: 3 poison damage
  • 12-16: 6 poison damage; the scout can shift 1 square
  • 17+: 7 poison damage; the scout shifts up to 3 squares

⭐️ Abyssal Buzzing

Any enemy who starts their turn with two or more soulraker minions adjacent to them takes 3 sonic damage.

Soulraker Soldier
Abyssal, Demon, Soulraker - Level 7 Minion Brute EV 9 for four minions
2
Size
6
Speed
13
Stamina
2
Stability
4
Free Strike
-
Immunity
-
Movement
- Gain an edge on strikes
With Captain
Holy 5
Weaknesses
+4
Might
+2
Agility
-1
Reason
-1
Intuition
-1
Presence

🗡 Chitin Bash (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 4:

  • ≤11: 4 damage; push 2
  • 12-16: 7 damage; push 2
  • 17+: 8 damage; push 4

⭐️ Abyssal Buzzing

Any enemy who starts their turn with two or more soulraker minions adjacent to them takes 3 sonic damage.

Soulraker Stinger
Abyssal, Demon, Soulraker - Level 7 Minion Artillery EV 9 for four minions
1M
Size
6
Speed
10
Stamina
0
Stability
4
Free Strike
-
Immunity
Climb
Movement
- Gain an edge on strikes
With Captain
Holy 5
Weaknesses
+0
Might
-1
Agility
+4
Reason
+4
Intuition
+0
Presence

🏹 Barb Launch (Signature Ability)

Magic, Ranged, Strike, Weapon Main action
📏 Ranged 20 🎯 One creature per minion

Power Roll + 4:

  • ≤11: 4 poison damage
  • 12-16: 7 poison damage
  • 17+: 8 poison damage

Effect: All soulraker demons have concealment from the target until the start of the stinger's next turn.

⭐️ Abyssal Buzzing

Any enemy who starts their turn with two or more soulraker minions adjacent to them takes 3 sonic damage.

Blight Phage
Abyssal, Demon - Level 7 Horde Controller EV 9
3
Size
6
Speed
40
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+0
Might
+0
Agility
+4
Reason
+2
Intuition
+4
Presence

🏹 Blight Pus (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + 4:

  • ≤11: 7 corruption damage
  • 12-16: 10 corruption damage
  • 17+: 11 corruption damage

Effect: A puddle of blight-digested soul juice-covers the ground in the target's square, which is affected as if by Seeping Blight (see the Level 7+ Demon Malice feature).

🔳 Blight Rain (3 Malice)

Area, Magic Maneuver
📏 5 cube within 1 🎯 Each enemy in the area

Special: The blight phage must create the cube beneath themself.

Effect: The blight phage spins and sheds corruptive blight to fill the area, which is treated as if affected by Seeping Blight.

2 Malice: The blight phage chooses three 2 cube areas within 10 squares of the phage. Each area is covered with blight and treated as if affected by Seeping Blight.

⭐️ Lethe

While the blight phage is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the blight phage can't be hidden from them.

Chimeron
Abyssal, Demon - Level 9 Horde Brute EV 9
3
Size
6
Speed
90
Stamina
2
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+4
Might
+0
Agility
+2
Reason
+1
Intuition
+2
Presence

🗡 Flux Gnash (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object

Power Roll + 4:

  • ≤11: 9 cold, fire, or sonic damage
  • 12-16: 11 cold, fire, or sonic damage
  • 17+: 13 cold, fire, or sonic damage; M < 4 bleeding, dazed, or slowed (save ends)

Special: After making the power roll, the chimeron decides what damage type the ability deals and which condition it imposes.

❗️ Pain Absorption (1 Malice)

- Triggered action
📏 Self 🎯 Self

Trigger: The chimeron is targeted by a damage-dealing strike.

Effect: The chimeron halves the damage.

⭐️ Lethe

While the chimeron is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the chimeron can't be hidden from them.

Styrich
Abyssal, Demon - Level 8 Horde Hexer EV 10
1L
Size
6
Speed
45
Stamina
1
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+2
Might
+4
Agility
+0
Reason
+2
Intuition
+0
Presence

🗡 Hair Whip (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 4 🎯 One creature or object

Power Roll + 4:

  • ≤11: 7 damage; pull 1
  • 12-16: 10 damage; pull 2, grabbed
  • 17+: 12 damage; pull 3, grabbed

Effect: Any target restrained by the styrich's Tangled Nest ability can be pulled the distance determined by the power roll.

❇️ Tangled Nest (5 Malice)

Area Maneuver
📏 4 burst 🎯 Each enemy in the area

Power Roll + 4:

  • ≤11: A < 2 slowed (save ends)
  • 12-16: Slowed (EoT) or A < 3 3 damage and restrained (EoT)
  • 17+: Restrained (EoT) or A < 4 3 damage and restrained (save ends)

⭐️ Lethe

While the styrich is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the styrich can't be hidden from them.

Soulraker Praetorian
Abyssal, Demon, Soulraker - Level 7 Horde Harrier EV 9
1L
Size
8
Speed
45
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+2
Might
+4
Agility
+0
Reason
+2
Intuition
+0
Presence

🗡 Barbed Stinger (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature

Power Roll + 4:

  • ≤11: 7 poison damage; push 2
  • 12-16: 10 poison damage; push 2
  • 17+: 11 poison damage; push 4; A < 4 grabbed

Effect: The praetorian can shift into each square the target leaves.

❗️ Stinging Departure (2 Malice)

- Triggered action
📏 Self 🎯 The triggering creature

Trigger: A creature ends the praetorian's grab.

Effect: The praetorian makes a free strike against the target, breaks off part of their stinger in the target, and shifts up to half their speed. The target is bleeding until they remove the stinger fragment as a free maneuver, taking 6 damage in the process.

⭐️ Lethe

While the praetorian is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Praetorian Buzzing

Any creature who starts their turn with two or more praetorians adjacent to them takes 6 sonic damage.

Soulraker Handmaiden
Abyssal, Demon, Soulraker - Level 8 Horde Ambusher EV 10
1M
Size
0
Speed
50
Stamina
0
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+3
Might
+0
Agility
+2
Reason
+2
Intuition
+4
Presence

⭐️ Implanted Parasite

A host creature implanted by a soulraker hivequeen's Stinging Ovipositor has no physical or mental signs of the handmaiden gestating inside the host's body.

After 1d3 + 1 weeks of gestation, the handmaiden fully forms inside the host. The handmaiden always moves with and occupies the same space as the host and can't be separated from them. While totally within the creature, the handmaiden doesn't have line of effect to the host or targets outside the host and vice versa. As a maneuver, the handmaiden can emerge from the host as a horrifying tower of flesh and bone that remains attached to the host's insides. While emerged, the handmaiden can use a move action to make the host move up to their speed and has access to the host's signature abilities, using the host's modifiers for any power rolls. The handmaiden has the same Stability as the host. If the handmaiden or host is force moved, the other moves with them. While emerged, the handmaiden can be targeted independently of the host. The handmaiden can retreat totally within the host's body as a maneuver. If the handmaiden dies, their remains separate from the host.

The Find a Cure downtime project in Draw Steel: Heroes can be used to find a cure that removes a handmaiden from a host. The cure kills the handmaiden when consumed.

🗡 Emergent Horrors (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object

Power Roll + 4:

  • ≤11: 8 corruption damage
  • 12-16: 11 corruption damage
  • 17+: 13 corruption damage; M < 4 frightened (save ends)

Effect: If the handmaiden was totally within their host's body at the start of this turn, the ability deals an extra 8 damage.

⭐️ Lethe

While the handmaiden is winded, they gain an edge on strikes, and any strike made against them gains an edge.

Soulraker Hivequeen
Abyssal, Demon, Soulraker - Level 9 Leader EV 44
5
Size
6
Speed
240
Stamina
2
Stability
9
Free Strike
-
Immunity
Fly
Movement
- -
With Captain
Holy 5
Weaknesses
+5
Might
-1
Agility
+3
Reason
+3
Intuition
+2
Presence

⚔️ Stinging Ovipositor (Signature Ability)

Magic, Melee, Ranged, Strike Main action
📏 Melee 1 or ranged 10 🎯 Two creatures

Power Roll + 5:

  • ≤11: 14 poison damage; M < 3 bleeding (save ends)
  • 12-16: 19 poison damage; M < 4 bleeding (save ends)
  • 17+: 23 poison damage; M < 5 the target is implanted

Effect: An implanted target has a soulraker handmaiden parasite gestating in them (see the handmaiden's Implanted Parasite trait).

❇️ Forced Gestation (3 Malice)

Area Maneuver
📏 10 burst 🎯 Each implanted handmaiden parasite in the area

Effect: The hivequeen lets loose a subsonic call to each target, forcing them to immediately emerge from their host's body as a mature soulraker handmaiden and make a free strike.

❗️ For the Queen! (2 Malice)

Area Triggered action
📏 5 burst 🎯 Special

Trigger: The hivequeen is targeted by a strike for the second time on an attacker's turn, whether by the attacker or another creature acting on the attacker's turn.

Effect: Two soulraker minions appear within distance.

2 Malice: A soulraker praetorian also appears within distance.

⭐️ Cannibal Queen

At the end of their turn, the hivequeen can consume an adjacent soulraker demon to end one effect on them that can be ended by a saving throw (no action required).

⭐️ Hive Soulsight

Any creature within 2 squares of a soulraker demon within 100 miles of the hivequeen can't be hidden from the hivequeen. The hivequeen has line of effect to such creatures.

☠️ Kicking the Nest (Villain Action 1)

Area -
📏 10 burst 🎯 Each soulraker minion in the area

Effect: Each target can move their speed and make a free strike. If no minions are present, four soulraker minions are summoned into unoccupied spaces within distance before the hivequeen uses this villain action.

☠️ Buzz Off! (Villain Action 2)

Area -
📏 5 burst 🎯 Each enemy in the area

Power Roll + 5:

  • ≤11: Push 3; I < 3 dazed (save ends)
  • 12-16: Push 3; I < 4 dazed (save ends)
  • 17+: 11 sonic damage; push 3; I < 5 dazed (save ends)

Effect: The hivequeen shifts up to her speed.

☠️ Bomber Wasp Warfare (Villain Action 3)

Area, Magic, Ranged -
📏 Four 2 cubes within 10 🎯 Each enemy in the area

Power Roll + 4:

  • ≤11: 7 poison damage; M < 3 bleeding (save ends)
  • 12-16: 11 poison damage; M < 4 bleeding (save ends)
  • 17+: 14 poison damage; M < 5 bleeding (save ends)

Demons-4th Echelon

The more souls a demon consumes, the more they evolve. The more they evolve, the more refined their tastes become, until eventually demons of category 10 can be satisfied only by consuming souls that exemplify particular qualities. Many demons of this category have their tastes honored by their titles, such as Gorgino, the Sensuous Feast; Tyx, the Obliviated Spiral; and Lorikta, the Discarded Dream.

Optacus (OHP-tih-cus) demons are abyssal eyes atop a spindly flesh stalk supported by innumerable legs. Able to affix to any surface, they shoot deadly beams of fire at distant foes.

Tyburakis (tee-berr-AH-kees) appear as a horrifying cross between a thresher shark and a terror lizard, their tails lined with tiny shark maws that allow them to bite multiple foes at once.

Unguloids (UHN-jyl-oids) have a centaur-like form, with a body and head resembling a demonic rhinoceros. They are known for their devastating charge.

Izyaks (ee-zi-YAHKS) have a mercurial form that ripples with psionic energy, making these demons appear different to all those who observe them. Their true form is a brain supported on four bone legs.

Vicisitators (vih-SIS-ih-tay-tors) are dangerous and horrifically unstable, the flesh and bone of their bodies trapped in a state of perpetual agonizing flux. Their very touch results in excruciating pain as it warps flesh, bone, and soul.

Aurumvas (or-UM-vahs) the demon king stands alone among named demons for craving not only wealth, but highly avaricious souls. A towering figure with a stack of crowns atop his ophidian head, he is a vision of opulence, excess, and absolute debasement. He lords over other powerful demons by virtue of the wealth held in his vast vaults in the Abyssal Wasteland, acquired through the slaughter of countless creatures. But even as he gazes upon his riches and supernatural treasures, Aurumvas wants for more. He draws lesser demons and wicked mortals to his service with the promise of minor treasures, knowing full well that one needs to spend wealth to make it. If left unchecked, Aurumvas's servile armies and glittering hoards might one day encompass the entire timescape.

Demon Malice (Level 10+ Malice Features)

At the start of any level 10 or higher demon's turn, you can spend Malice to activate one of the following features.

⭐️ Prior Malice Features (3-7 Malice)

The demon activates a Malice feature available to demons of level 9 or lower.

❇️ Soul Flense (7 Malice)

One demon acting this turn unleashes their pent-up agony and pain on every non-demon in a 5 burst. Each target makes a Presence test.

  • ≤11: 10 corruption damage; the target is soul flensed
  • 12-16: The target is soul flensed
  • 17+: No effect.

Effect: The demon removes all conditions and effects on themself that can be ended by a saving throw, and transfers all those effects to each creature soul flensed this way.

Optacus
Abyssal, Demon - Level 10 Minion Artillery EV 12 for four minions
1S
Size
6
Speed
14
Stamina
0
Stability
5
Free Strike
-
Immunity
Climb
Movement
- +4 bonus to speed
With Captain
Holy 5
Weaknesses
+1
Might
+3
Agility
+1
Reason
+5
Intuition
+1
Presence

🏹 Optical Flare (Signature Ability)

Magic, Ranged, Strike, Weapon Main action
📏 Ranged 20 🎯 One creature or object per minion

Power Roll + 5:

  • ≤11: 5 fire damage
  • 12-16: 8 fire damage
  • 17+: 10 fire damage; this damage ignores immunity

Effect: This ability ignores concealment. A winded target takes an extra 5 damage.

Tyburaki
Abyssal, Demon - Level 10 Minion Harrier EV 12 for four minions
2
Size
8
Speed
15
Stamina
0
Stability
4
Free Strike
-
Immunity
Swim
Movement
- +4 damage bonus to strikes
With Captain
Holy 5
Weaknesses
+2
Might
+5
Agility
+0
Reason
+3
Intuition
-1
Presence

🗡 Tail Bite (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 3 🎯 One creature or object per minion

Power Roll + 5:

  • ≤11: 4 damage
  • 12-16: 7 damage
  • 17+: 9 damage

Effect: The tyburaki can make a free strike against each enemy adjacent to the target.

⭐️ Breacher

While swimming, the tyburaki can jump 5 squares as part of their movement.

⭐️ Soulsight

Any creature within 2 squares of the tyburaki can't be hidden from them.

Unguloid
Abyssal, Demon - Level 10 Minion Brute EV 12 for four minions
2
Size
8
Speed
17
Stamina
3
Stability
5
Free Strike
-
Immunity
-
Movement
- Have a double edge on strikes
With Captain
Holy 5
Weaknesses
+5
Might
+5
Agility
-1
Reason
-1
Intuition
-1
Presence

🗡 Gore Horn (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 5:

  • ≤11: 5 damage; push 2
  • 12-16: 8 damage; push 4
  • 17+: 10 damage; push 6

Effect: If this ability is used as part of a charge for which the unguloid moves 2 squares or more, it deals an extra 10 damage.

⭐️ Soulsight

Any creature within 2 squares of the unguloid can't be hidden from them.

Izyak
Abyssal, Demon - Level 10 Horde Controller EV 12
2
Size
6
Speed
55
Stamina
0
Stability
4
Free Strike
-
Immunity
Teleport
Movement
- -
With Captain
Holy 5
Weaknesses
+0
Might
+0
Agility
+5
Reason
+2
Intuition
+4
Presence

🏹 Nostalgic Wanderlust (Signature Ability)

Psionic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature

Power Roll + 5:

  • ≤11: 9 psychic damage; R < 3 restrained (save ends)
  • 12-16: 12 psychic damage; R < 4 restrained (save ends)
  • 17+: 14 psychic damage; R < 5 restrained (save ends)

Effect: The izyak can slide any target restrained this way up to 3 squares.

3 Malice: The izyak can vertical slide any target restrained this way up to 6 squares instead. A target left in midair doesn't fall until the restrained condition ends.

🔳 Ruinous Temptation (3 Malice)

Area, Psionic, Ranged Main action
📏 4 cube within 10 🎯 Each enemy in the area

Power Roll + 5:

  • ≤11: 4 psychic damage; I < 3 dazed (save ends)
  • 12-16: 7 psychic damage; I < 4 dazed (save ends)
  • 17+: 9 psychic damage; I < 5 dazed (save ends)

Effect: Any target dazed this way must use a move action to move their speed toward the izyak on their next turn.

2 Malice: The area increases to a 6 cube.

⭐️ Lethe

While the izyak is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the izyak can't be hidden from them.

Vicisitator
Abyssal, Demon - Level 10 Horde Harrier EV 12
1M
Size
9
Speed
60
Stamina
0
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
Holy 5
Weaknesses
+4
Might
+5
Agility
-1
Reason
-2
Intuition
-3
Presence

⚔️ Warp Touch (Signature Ability)

Magic, Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 10 🎯 One creature or object

Power Roll + 5:

  • ≤11: 9 damage
  • 12-16: 12 damage
  • 17+: 14 damage; I < 5 the target is slowed and weakened (save ends)

Special: The effects of being slowed and weakened this way can't be ignored.

🔳 Soul Flay (5 Malice)

Area Maneuver
📏 6 x 3 line within 1 🎯 Each enemy in the area

Power Roll + 5:

  • ≤11: 4 psychic damage; P < 3 bleeding (save ends)
  • 12-16: 7 psychic damage; P < 4 bleeding (save ends)
  • 17+: 9 psychic damage; P < 5 bleeding (save ends)

Effect: Any creature who is bleeding from this ability loses 2d6 Stamina instead of 1d6.

⭐️ Lethe

While the vicisitator is winded, they gain an edge on strikes, and any strike made against them gains an edge.

⭐️ Soulsight

Any creature within 2 squares of the vicisitator can't be hidden from them.

Aurumvas
Abyssal, Demon - Level 10 Leader EV 48
3
Size
8
Speed
260
Stamina
2
Stability
10
Free Strike
-
Immunity
Fly
Movement
- -
With Captain
Holy 5
Weaknesses
+5
Might
+2
Agility
+5
Reason
+3
Intuition
+5
Presence

⭐️ Absorb Soul

Whenever any demon is reduced to 0 Stamina within 10 squares of Aurumvas, the Director gains 1 Malice. Aurumvas loses this trait while he is dazed.

🗡 Greedy Hands (Signature Ability)

Magic, Melee, Strike Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 5:

  • ≤11: 15 corruption damage; R < 4 weakened (save ends)
  • 12-16: 20 corruption damage; R < 5 weakened (save ends)
  • 17+: 24 corruption damage; R < 6 weakened (save ends)

2 Malice: Aurumvas regains Stamina equal to the damage dealt.

🏹 Covetous Bolts (3 Malice)

Magic, Ranged, Strike Main action
📏 Ranged 20 🎯 Two creatures

Power Roll + 5:

  • ≤11: 15 psychic damage; P < 4 dazed (save ends)
  • 12-16: 20 psychic damage; P < 5 dazed (save ends)
  • 17+: 24 psychic damage; P < 6 dazed (save ends)

2 Malice: While dazed this way, a target can't gain Heroic Resources.

🏹 Greed Is Good (2 Malice)

Ranged Maneuver
📏 Ranged 10 🎯 Special

Effect: Aurumvas chooses a supernatural treasure or an item made of gold and teleports to an unoccupied space adjacent to that object, then ends one effect on him that can be ended by a saving throw.

⭐️ More... More...

While Aurumvas is winded, he has a double edge on strikes.

⭐️ Soulsight

Any creature within 5 squares of Aurumvas can't be hidden from him.

☠️ Time Is Money (Villain Action 1)

Area, Magic -
📏 20 burst 🎯 Self and each ally in the area

Effect: Aurumvas warps time with his abyssal avarice. Each target can teleport up to their speed and make a free strike.

☠️ Hostile Acquisition (Villain Action 2)

Ranged -
📏 Ranged 10 🎯 Special

Effect: Aurumvas chooses up to three treasures within distance that he has line of effect to and that aren't artifacts. Until the end of the encounter, ethereal golden snakes swirl around the target treasures. While an affected treasure is worn or held by a hero, each time that hero gains any amount of their Heroic Resource, the Director gains 1 Malice.

☠️ No Matter the Cost (Villain Action 3)

Area, Magic, Ranged -
📏 Four 3 cubes within 10 🎯 Each creature in the area

Effect: Aurumvas summons treasures from his vaults into the area, then causes them to explode.

Power Roll + 5:

  • ≤11: 1 10 fire damage; push 1
  • 12-16: 2 15 fire damage; push 2
  • 17+: 3 19 fire damage; push 3

Devils

In the lower plane of Hell, devils of the Seven Cities vie unceasingly for power and control-a conflict fought foremostly through cunning and schemes. Devils are distinguished from other humanoids by skin in shades of azure and crimson, as well as their hellmarks: horns, tails, hooves, wings, and other infernal features.

Precarious Pyramids

The Seven Cities of Hell stand atop strict hierarchy and bureaucracy. Primordial chains of command place each devil in service to a more powerful devil, with the seven archdevil rulers of Hell at the top. While devils are lawful, they're always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy.

Silver Tongues

Winsome devils can acquire significant influence by bargaining for the souls of mortals on behalf of the archdevil they ultimately serve. Virtuosos with words, devils are skilled at striking deals and forging contracts. They exploit the weaknesses of mortals, whether greed, revenge, vanity, or simple desperation. In the heat of battle, a devil's supernatural charisma can influence a mortal to do their bidding, often without realizing until it's too late.

Negotiations with Devils

Devils are eager to negotiate and strike deals, but often require more compelling arguments and concrete evidence from the other party. You can pick from the following motivations and pitfalls to quickly create a devil from one of the Seven Cities for a negotiation (see Chapter 11 in Draw Steel: Heroes):

  • Motivation: Greed, Power, Legacy
  • Pitfall: Benevolence, Freedom, Protection

During a negotiation, an NPC devil has their impression and patience increased by 1 (to a maximum of 5). Their interest goes up to 10 instead of 5.

When an NPC devil is ready to make an offer, divide their interest by 2 to get their final response. A devil typically never settles a negotiation unless they're promised something desirable in return.

True Names

All devils have two names: one by which they're commonly known, and another secret true name. Each devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning them-or in stripping them of their power.

Hell's Defectors

Not every devil in the Seven Cities wants to ruthlessly ascend the hierarchy. Some desire advancement, but they remain dissatisfied at the bottom. As luck would have it, these fiends can free themselves from Hell's bureaucracy, for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it can leave an enterprising devil stranded in the mundane world.

Devil Languages

Most devils speak Anjal and Caelian, among other languages. The more powerful a devil, the more languages they learn in order to more easily make ironclad contracts with a wide variety of people and cultures. Outside of rare circumstances, devils are always willing to negotiate, ever desiring to twist a situation in their favor.

Devil Malice

At the start of any devil's turn, you can spend Malice to activate one of the following features.

👤 Bureaucratic Tape (3 Malice)

One devil acting this turn uses a signature ability against an adjacent creature. On a tier 3 outcome, the target of the ability has a double bane on strikes (save ends).

⭐️ Underhanded Tactics (5+ Malice)

One or two devils can teleport to a space adjacent to one or more creatures who aren't hidden and make a free strike. For each 2 additional Malice spent on this feature, one additional devil can teleport.

🌀 Read the Small Print (7 Malice)

Each enemy in the encounter is subject to a bad deal proposed by the devils. An enemy must choose between having damage weakness 5 or taking a bane on power rolls. The bad deal lasts until the end of the encounter.

Devil Temptations

Although some devils enjoy comfort and opulence for their own sake, they primarily use treasure as bargaining chips in fiendish compacts: bait on the devils' infernal barbs.

Even more sinister than a prize won in a devil's hard bargain is a gift freely given by a devil. The advantages of such a gift are conditional, lasting only until the devil revokes it at some inconvenient time.

The following are samples of the wonders that a devil can offer-to only the most discriminating customers, of course. A devil might only have two or three of these items available for trade, but others (such as an archdevil's wing) can be won by force. See Draw Steel: Heroes for more information about how these items can be used by heroes.

Components: An archdevil's wing, archdevil's blood, soul chalk, a wide selection of true names

Project Sources: Notes in Anjali for the Devil's Bargain armor enhancement or a Hellcharger Helm, notes in Hyrallic for a Mediator's Charm

Titles: Diabolist, Maestro

Treasures: G'Allios Visiting Card, Thief of Joy

Wealth: Each hero can earn 1 wealth in exchange for a small favor

Devil Clerk
Devil, Infernal - Level 5 Minion Brute EV 7 for four minions
1M
Size
6
Speed
10
Stamina
0
Stability
3
Free Strike
Fire 5
Immunity
-
Movement
- +2 damage bonus to strikes
With Captain
-
Weaknesses
+3
Might
+0
Agility
+1
Reason
+1
Intuition
+2
Presence

🗡 Quill Pushing (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 3 damage; push 1
  • 12-16: 6 damage; push 2
  • 17+: 7 damage; push 3

Effect: Any target adjacent to two or more clerks is taunted until the end of their next turn.

⭐️ True Name

If a creature within 10 squares speaks the clerk's true name, the clerk loses their fire immunity and any nondamaging effects of their signature ability until the end of the encounter.

Devil Notary
Devil, Infernal - Level 5 Minion Hexer EV 7 for four minions
1M
Size
6
Speed
8
Stamina
0
Stability
3
Free Strike
Fire 5
Immunity
-
Movement
- +5 bonus to ranged distance
With Captain
-
Weaknesses
+0
Might
+1
Agility
+3
Reason
+1
Intuition
+2
Presence

🏹 Importunity (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 5 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 3 fire damage
  • 12-16: 5 fire damage; R < 2 the target takes a bane on their next strike
  • 17+: 6 fire damage; R < 3 the target takes a bane on their next strike

Effect: One non-minion devil within 5 squares of the notary gains an edge on their next strike.

⭐️ True Name

If a creature within 10 squares speaks the notary's true name, the notary loses their fire immunity and any nondamaging effects of their signature ability until the end of the encounter.

Devil Scrivener
Devil, Infernal - Level 5 Minion Harrier EV 7 for four minions
1M
Size
6
Speed
9
Stamina
0
Stability
3
Free Strike
Fire 5
Immunity
Fly
Movement
- +3 bonus to speed
With Captain
-
Weaknesses
+0
Might
+3
Agility
+1
Reason
+1
Intuition
+2
Presence

🗡 Litigation (Signature Ability)

Charge, Magic, Melee, Strike Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 3 corruption damage
  • 12-16: 5 corruption damage; slowed (EoT)
  • 17+: 6 corruption damage; slowed (EoT)

Effect: The scrivener can shift 1 square.

⭐️ True Name

If a creature within 10 squares speaks the scrivener's true name, the scrivener loses their fire immunity and any nondamaging effects of their signature ability until the end of the encounter.

Devil Adjudicator
Devil, Infernal - Level 6 Elite Controller EV 32
1M
Size
6
Speed
140
Stamina
1
Stability
7
Free Strike
Fire 5
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+0
Might
+1
Agility
+2
Reason
+1
Intuition
+3
Presence

🏹 Infernal Injunction (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 10 fire damage; I < 1 frightened (save ends)
  • 12-16: 15 fire damage; I < 1 frightened (save ends)
  • 17+: 18 fire damage; I < 1 frightened (save ends)

Effect: The adjudicator can slide a target frightened by this ability up to 2 squares.

🏹 Adjudicator's Interdiction

Magic, Ranged Main action
📏 Ranged 10 🎯 One creature

Effect: The target makes a Presence test

  • ≤11: The target is slowed, takes a bane on power rolls, and can't regain Stamina (save ends).
  • 12-16: The target is slowed and takes a bane on power rolls (save ends).
  • 17+: Slowed (save ends)

🏹 Quid Pro Quo

Magic, Ranged Maneuver
📏 Ranged 10 🎯 One ally or frightened creature

Effect: The adjudicator and the target teleport to switch places.

❗️ Devilish Charm (2 Malice)

Magic, Ranged Triggered action
📏 Ranged 5 🎯 The triggering creature

Trigger: A creature targets the adjudicator with a strike.

Effect: The target makes a Presence test

  • ≤11: The adjudicator chooses a new target for the strike.
  • 12-16: The adjudicator halves the triggering damage.
  • 17+: The target takes a bane on the strike.

⭐️ Vexatious Litigation

Any creature within 10 squares of the adjudicator who has P < 3 takes a −2 penalty to saving throws.

⭐️ True Name

If a creature within 10 squares speaks the adjudicator's true name, the adjudicator loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.

Devil Jurist
Devil, Infernal - Level 5 Elite Artillery EV 28
1M
Size
6
Speed
120
Stamina
0
Stability
7
Free Strike
Fire 5
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+0
Might
+2
Agility
+1
Reason
+1
Intuition
+3
Presence

⭐️ Hellfire

Fire damage dealt by the jurist ignores damage immunity.

🏹 Fire and Brimstone (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 12 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 10 fire damage
  • 12-16: 15 fire damage; A < 2 burning (save ends)
  • 17+: 18 fire damage; A < 3 burning (save ends)

Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

1+ Malice: The jurist can target one additional creature or object for each Malice spent.

❇️ Dismissal with Prejudice

Area, Magic Main action
📏 2 burst 🎯 Each enemy in the area

Power Roll + 3

  • ≤11: 6 damage; slide 1
  • 12-16: 10 damage; slide 3
  • 17+: 12 damage; slide 5

Effect: If the target has M < 2, the forced distance movement gains a +3 bonus.

🏹 Ashes to Ashes

Magic, Ranged Maneuver
📏 Ranged 12 🎯 One creature

If the target is burning (see Fire and Brimstone), they take 6 fire damage.

❗️ Devilish Charm (2 Malice)

Magic, Ranged Triggered action
📏 Ranged 5 🎯 The triggering creature

Trigger: A creature targets the jurist with a strike.

Effect: The target makes a Presence test

  • ≤11: The jurist chooses a new target for the strike.
  • 12-16: The jurist halves the triggering damage.
  • 17+: The target takes a bane on the strike.

⭐️ True Name

If a creature within 10 squares speaks the jurist's true name, the jurist loses their fire immunity, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.

Devil Legate
Devil, Infernal - Level 5 Elite Defender EV 28
1M
Size
6
Speed
160
Stamina
2
Stability
6
Free Strike
Fire 5
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+3
Might
+1
Agility
+0
Reason
+1
Intuition
+2
Presence

🗡 Infernal Pike (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 9 damage
  • 12-16: 14 damage; A < 2 slowed (save ends)
  • **17+:**17 damage; A < 3 slowed (save ends)

Effect: If the targets are adjacent to each other, this ability deals an extra 3 damage.

🗡 Writ of Execution

Charge, Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 3

  • ≤11: 6 damage; M < 1 prone
  • 12-16: 11 damage; M < 2 prone and can't stand (save ends)
  • **17+:**14 damage; M < 3 prone and can't stand (save ends)

Effect: If this ability is used as part of the Charge main action, the legate ignores difficult terrain during the charge. Each creature and object whose space the legate moves through takes the damage from this ability, but not its additional effects.

🗡 Law and Order

Melee Maneuver
📏 Melee 1 🎯 One creature

Effect: The target is taunted by the legate (save ends). The legate can have only one creature taunted at a time.

❗️ Devilish Charm (2 Malice)

Magic, Ranged Triggered action
📏 Ranged 5 🎯 The triggering creature

Trigger: A creature targets the legate with a strike.

Effect: The target makes a Presence test

  • ≤11: The legate chooses a new target for the strike.
  • 12-16: The legate halves the triggering damage.
  • 17+: The target takes a bane on the strike.

⭐️ Hellish Bailiff

The legate has damage immunity 3 while in one of the Seven Cities of Hell or within 10 squares of a non-minion devil who is of a higher level than them.

⭐️ True Name

If a creature within 10 squares speaks the legate's true name, the legate loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.

Devil Magistrate
Devil, Infernal - Level 6 Elite Harrier EV 32
1M
Size
7
Speed
160
Stamina
0
Stability
7
Free Strike
Fire 5
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+1
Might
+3
Agility
+0
Reason
+1
Intuition
+2
Presence

🗡 Edge of the Law (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 10 damage
  • 12-16: 15 damage
  • 17+: 18 fire damage; R < 3 dazed (save ends)

Effect: The magistrate shifts up to 3 squares before or after using this ability, or between each strike.

🗡 Verdict

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature

Power Roll + 3

  • ≤11: 11 damage
  • 12-16: 17 damage
  • 17+: 21 damage

Effect: This ability has a double edge if the magistrate was hidden from the target, and deals an extra 5 damage if the target is dazed.

👤 Justice Turns Its Gaze

- Maneuver
📏 Self 🎯 Self

Effect: The magistrate turns invisible until the start of their next turn, and can attempt to hide as a free maneuver before the end of the current turn.

❗️ Devilish Charm (2 Malice)

Magic, Ranged Triggered action
📏 Ranged 5 🎯 The triggering creature

Trigger: A creature targets the magistrate with a strike.

Effect: The target makes a Presence test

  • ≤11: The magistrate chooses a new target for the strike.
  • 12-16: The magistrate halves the triggering damage.
  • 17+: The target takes a bane on the strike.

⭐️ Leading

Whenever the magistrate moves away from an enemy who is adjacent to one of the magistrate's allies, they can shift instead.

⭐️ True Name

If a creature within 10 squares speaks the magistrate's true name, the magistrate loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.

Devil High Judge
Devil, Infernal - Level 6 Leader EV 32
1M
Size
7
Speed
181
Stamina
2
Stability
6
Free Strike
Fire 5
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+1
Might
+3
Agility
+0
Reason
+1
Intuition
+2
Presence

🏹 Infernal Decree (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 12 🎯 Three creatures or objects

Power Roll + 4:

  • ≤11: 10 damage; P < 2 the target can't hide (save ends)
  • 12-16: 15 damage; P < 3 the target can't hide (save ends)
  • 17+: 19 damage; P < 4 the target can't hide (save ends)

2 Malice: While a target is unable to hide this way, any strike against them made by a devil gains an edge.

🏹 Compel the Jury

Magic, Ranged, Strike Maneuver
📏 Ranged 12 🎯 Two creatures

Power Roll + 4

  • ≤11: I < 2 the target is charmed (save ends)
  • 12-16: I < 3 the target is charmed (save ends)
  • 17+: I < 4 the target is charmed (save ends)

Effect: While charmed this way, a creature treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to make that creature move up to 3 squares.

❗️ Devilish Suggestion (2 Malice)

Magic, Ranged Triggered action
📏 Ranged 5 🎯 The triggering creature

Trigger: A creature targets the high judge with a strike.

Effect: The target makes a Presence test.

  • ≤11: The target is charmed (save ends).
  • 12-16: The high judge chooses a new target for the strike.
  • 17+: The target takes a bane on the strike.

While charmed this way, a creature treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to make that creature move up to 3 squares.

⭐️ End Effect

At the end of each of their turns, the high judge can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

⭐️ True Name

If a creature within 10 squares speaks the high judge's true name, the high judge loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Suggestion triggered action until the end of the encounter.

☠️ All Rise (Villain Action 1)

Area, Magic -
📏 3 burst 🎯 Each enemy in the area

Effect: The target makes a Presence test.

  • ≤11: 15 psychic damage; the target is charmed (save ends)
  • 12-16: 12 psychic damage; the target is charmed (save ends)
  • 17+: 7 psychic damage

While charmed this way, a creature treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to make that creature move up to 3 squares.

☠️ Heed My Decree (Villain Action 2)

Area -
📏 5 burst 🎯 Self and each ally in the area

Effect: Each target shifts up to their speed. The high judge can make each creature charmed by All Rise, Compel the Jury, or Devilish Suggestion move up to half that creature's speed.

☠️ Deceptive Stratagem (Villain Action 3)

Magic, Ranged -
📏 Ranged 12 🎯 One creature

Effect: If the target is an ally or a creature charmed by All Rise, Compel the Jury, or Devilish Suggestion, the high judge and the target teleport to swap places. Each ally within 12 squares of the high judge can then make a free strike against a target of the high judge's choice. Each creature charmed by All Rise, Compel the Jury, or Devilish Suggestion makes a free strike against a target of the high judge's choice.

Draconians

Draconians-wyrmwights as some call them, also known as dragon knights in Orden-are a people created through an obscure ritual known as Dracogenesis. Most draconians have an elemental affinity connected to their draconic scales, which they can change given enough time and training.

Six individual draconians are presented in this section-not an adventuring party, but six warriors whose reputations precede them. All are likely to be found serving in various military forces as high-ranking commanders.

Aeolyxria the Uncanny

From the moment she hatched, Aeolyxria (ay-oh-LIX-ree-ah) has enjoyed a fascination with the occult. She wanders the land, gathering strange tomes and artifacts to study. When she takes a job, it's because she has a new doohickey she wants to test out. Aeolyxria possesses a sharp, tactical mind that lets her treat any battlefield as if it offered homefield advantage. If she could just get a handle on all her equipment, she'd be unstoppable!

Locratix the Morningstar

A traveler from a faraway land and the sole progeny of her Dracogenesis clutch, Locratix (low-CRA-tics) focuses on survival over all other things. The very concept of the dragon knights is anathema to her, as there is no reason a wyrmwight should hand over the power that keeps them alive. Locratix travels widely while taking on mercenary jobs, but she is always just one better deal away from skewering her present employer on the end of her lance.

Lydixavus the Deadeye

Nothing escapes Lydixavus (lee-DIX-uh-vas) or their unrivaled precision. After decades of careful training, they have honed their breath weapon into a swift and far-traveling bullet of ice. Lydixavus is motivated by revenge. Each scar, each dent in their scales tells a story, and Lydixavus aims to return those gifts tenfold to those who bestowed them.

Myxovidan the Sintaker

Myxovidan (mix-OH-vih-din) was raised by a secluded order of monks who claimed his obsidian-black scales and nausea-inducing breath were an evil that must be purged. They subjected him to an austere lifestyle, full of intense training, meditation, and denial of worldly pleasures. But Myxovidan's hunger would be satisfied, one way or another. When Myxovidan departed the order, he left behind a collection of emaciated monk corpses who looked as though they'd had the life sucked out of them.

Phrrygalax the Subduer

Phrrygalax (fuh-RIJ-ih-lax) was once a dragon knight in the service of Good King Omund. Though he took the oath to defend others against tyranny, he was always keenly aware he was created for violence. When the betrayal of the dragon knight Mandrake fractured the Dragon Phalanx that was the order of the dragon knights, Phrrygalax gleefully renounced his oath to follow what he believes to be his true, brutal purpose. Many who served with him believed he was merely waiting for a convenient excuse to do so.

Dorzinuuth the Base

To those who know the Dragon Phalanx of old, no name inspires more awe and fear than that of Dorzinuuth (dor-ZIN-yew-uth). A mastermind on the battlefield and the foundation of the dragon knights' fraternity, Dorzinuuth was known for mounting daring campaigns and always returning with the same number of soldiers and often alongside new recruits. In the wake of the death of Good King Omund, many were shocked to see Dorzinuuth debase himself with banditry and petty mercenary jobs. Others hold on to the hope that he makes unknown moves in darkness, waiting for the day when he can again uphold his oath in the light.

Draconian Languages

Most draconians speak Caelian in addition to the languages of their employers and creators. Lydixavus, Phrrygalax, and Dorzinuuth all speak Caelian and Vastariax. Aeolyxria speaks Caelian and the First Language. Locratix speaks Caelian and Oaxuatl. Myxovidan speaks Caelian and Axiomatic.

Draconian Malice

At the start of any draconian's turn, you can spend Malice to activate one of the following features.

👤 Guarding Gale (3 Malice)

A draconian acting this turn flaps their wings and creates a mighty gale. Each creature adjacent to the draconian is pushed up to 4 squares, and if they have M < 2, , they are knocked prone.

🔳 Breath Weapon (5 Malice)

Area, Magic Main action
📏 4 x 2 line within 1 🎯 Each enemy in the area

Special: The damage dealt by this ability matches a damage type the draconian has immunity to.

Power Roll + 3:

  • ≤11: 6 damage
  • 12-16: 10 damage
  • 17+: 13 damage

❇️ Scaleshatter Burst (7 Malice)

Area, Magic Free maneuver
📏 2 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 7 damage
  • 12-16: 13 damage
  • 17+: 16 damage

Effect: The draconian's scales shatter from battle damage. The draconian has damage weakness 5 but can take two turns per round until the end of the encounter.

Aeolyxria the Uncanny
Draconian, Dragon, Humanoid - Level 6 Elite Controller EV 32
1M
Size
5
Speed
140
Stamina
2
Stability
7
Free Strike
Poison 6
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
-1
Might
+2
Agility
+2
Reason
+3
Intuition
+1
Presence

🏹 Spittlesplash (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 Two enemies

Power Roll + 3:

  • ≤11: 10 poison damage; M < 1 slowed (save ends)
  • 12-16: 15 poison damage; M < 2 slowed (save ends)
  • 17+: 18 poison damage; M < 3 slowed (save ends)

🏹 Experimental Treasure

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 Two creature or objects

Power Roll + 3:

  • ≤11: The targets regains 10 Stamina.
  • 12-16: 12 corruption damage; A < 2 weakened (save ends)
  • 17+: 12 lightning damage; A < 2 bleeding (save ends)

Effect: The first time in an encounter that Aeolyxria makes a power roll for this ability, she can subsequently use the outcome of that roll instead of rolling whenever she uses this ability until the end of the encounter.

2+ Malice: The ability targets one additional target for each 2 Malice spent.

🔳 Elevate (2 Malice)

Area, Ranged Maneuver
📏 1 cube within 5 🎯 Special

Effect: The ground in the area rises 5 squares, creating a pillar of dirt. Any creature in the area moves with the ground to its new elevation.

1+ Malice: Aeolyxria creates an additional pillar for each Malice spent.

❗️ Blood For Blood

Ranged, Weapon Triggered action
📏 Ranged 5 🎯 One creature

Trigger: An ally is made bleeding by the target.

Power Roll + 3:

  • ≤11: 7 poison damage; A < 2 bleeding (save ends)
  • 12-16: 12 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 imposes a condition on an enemy.

Locratix the Morningstar
Draconian, Dragon, Humanoid - Level 6 Elite Harrier EV 32
1M
Size
8
Speed
160
Stamina
2
Stability
7
Free Strike
Acid 6
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+1
Might
+3
Agility
+1
Reason
+2
Intuition
+2
Presence

🗡 Skewer (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 1 10 damage
  • 12-16: 2 15 damage; M < 1 slowed (save ends)
  • 17+: 3 18 damage; M < 2 slowed (save ends)

Effect: Locratix deals 6 damage to each creature or object in a 2 x 1 line behind the target.

🔳 Acidic Stun (2 Malice)

Area, Magic Main action
📏 3 x 1 line within 1 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 7 acid damage; M < 1 dazed (save ends)
  • 12-16: 12 acid damage; M < 2 dazed (save ends)
  • 17+: 15 acid damage; M < 3 dazed (save ends)

Effect: While dazed this way, a target takes an extra 6 damage from Locratix's abilities.

👤 Takeoff

- Maneuver
📏 Self 🎯 Self

Effect: Locratix flies up to her speed. Any creature adjacent to the space on the ground she took off from who has A < 2 is knocked prone.

❗️ Stay Back!

Melee Triggered action
📏 Melee 2 🎯 The triggering creature

Trigger: A creature within distance moves or is forced moved.

Power Roll + 3:

  • ≤11: 7 acid damage; A < 1 the target's speed is 0 (EoT)
  • 12-16: 12 acid damage; A < 2 the target's speed is 0 (EoT)
  • 17+: 15 acid damage; A < 3 the target's speed is 0 (EoT)

⭐️ Flighty

When Locratix deals rolled damage to an enemy, that enemy can't use Locratix as the trigger for any of their triggered actions until the start of Locratix's next turn.

⭐️ Absorbing Scales

When Locratix takes damage of any type for which she has damage immunity, she has damage immunity 6 against the next strike made against her.

Lydixavus the Deadeye
Draconian, Dragon, Humanoid - Level 6 Elite Artillery EV 32
1M
Size
5
Speed
140
Stamina
2
Stability
7
Free Strike
Acid 6
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
-1
Might
+3
Agility
+3
Reason
+3
Intuition
+1
Presence

🏹 Breathsnipe (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 15 🎯 One enemy

Power Roll + 3:

  • ≤11: 10 cold damage
  • 12-16: 16 cold damage; the target takes a bane on their next strike
  • 17+: 19 cold damage; the target has a double bane on their next strike

🔳 Ice Lob

Area, Magic, Ranged Main action
📏 2 cube within 10 🎯 Each enemy and object in the area

Power Roll + 3:

  • ≤11: 7 cold damage; M < 1 dazed (save ends)
  • 12-16: 12 cold damage; M < 2 dazed (save ends)
  • 17+: 15 cold damage; M < 3 dazed (save ends)

👤 Parting Gift

- Maneuver
📏 Self 🎯 Self

Effect: Lydixavus flies up to their speed, leaving a size 1S ice mine in the space they took off from. The ice mine explodes when an enemy enters its space, using the power roll for the Ice Lob ability, and targeting the triggering creature and each creature and object adjacent to the ice mine.

❗️ Wasn't Aiming For You

- Triggered action
📏 Self 🎯 Self

Trigger: Lydixavus obtains a tier 1 outcome on their signature ability.

Effect: Lydixavus uses their signature ability again, targeting a creature within 5 squares of the original target.

⭐️ Scorekeeping Scales

Lydixavus knows the location of every creature who has ever dealt damage to them. If any of those creatures are within 20 squares of Lydixavus, Lydixavus always has line of effect to them as long as a size 1 opening exists between Lydixavus and the target.

Myxovidan the Sintaker
Draconian, Dragon, Humanoid - Level 6 Elite Hexer EV 32
1M
Size
5
Speed
140
Stamina
2
Stability
7
Free Strike
Corruption 6
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
-1
Might
+3
Agility
+2
Reason
+2
Intuition
+1
Presence

🗡 Breaking Palm (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two enemies

Power Roll + 3:

  • ≤11: 10 damage; M < 1 weakened (save ends)
  • 12-16: 15 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

Area, Magic Main action
📏 2 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 7 corruption damage; M < 1 the target has corruption weakness 3 (save ends)
  • 12-16: 12 corruption damage; M < 2 the target has corruption weakness 3 (save ends)
  • 17+: 15 corruption damage; M < 3 the target has corruption weakness 3 (save ends)

🏹 Step and Swap

Ranged Maneuver
📏 Ranged 3 🎯 One ally

Effect: Myxovidan and the target shift to swap places.

❗️ Anyone Can Do That (2 Malice)

- Triggered action
📏 Self 🎯 Self

Trigger: An adjacent creature damages Myxovidan with a melee ability.

Effect: Myxovidan recreates the ability to use it against the triggering creature. If the ability has a power roll, Myxovidan uses his highest characteristic score for the roll. If Myxovidan gets a higher tier outcome than the triggering creature, the Director gains 2 Malice.

⭐️ Stench of Death

Whenever an enemy regains Stamina while within 5 squares of Myxovidan, they regain 3 less Stamina.

Phrrygalax the Subduer
Draconian, Dragon, Humanoid - Level 6 Elite Brute EV 32
1L
Size
5
Speed
180
Stamina
3
Stability
7
Free Strike
Acid 6
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+3
Might
+2
Agility
+0
Reason
+0
Intuition
+3
Presence

🗡 Baneful Blade (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 10 damage
  • 12-16: 16 damage; M < 1 bleeding (save ends)
  • 17+: 19 damage; M < 2 3 damage, bleeding (save ends)

❇️ Spinning Spit (2 Malice)

Area, Magic Main action
📏 1 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 7 fire damage
  • 12-16: 13 fire damage
  • 17+: 16 fire damage

👤 Heavy Landing

Area Maneuver
📏 Self 🎯 Self

Effect: Phrrygalax flies up to his speed and lands in an unoccupied space on the ground. Each creature adjacent to where he lands who has A < 2 is knocked prone.

❗️ Armor of the Ancients (2 Malice)

- Triggered action
📏 Self 🎯 Self

Trigger: Phrrygalax takes acid, cold, corruption, fire, lightning, or poison damage.

Effect: Phrrygalax takes no damage and instead regains the same amount of Stamina. He then swaps his current damage immunity with the triggering damage type.

❗️ Still Your Tongue!

- Free triggered action
📏 Self 🎯 Self

Trigger: Phrrygalax hears a creature within 5 squares reciting the oath of Good King Omund's Dragon Phalanx.

Effect: Phrrygalax shifts up to his speed and uses Baneful Blade against the triggering creature. That ability deals an extra 7 damage.

⭐️ Oathbreaker's Vengeance

Whenever Phrrygalax fails a saving throw, he deals an additional 7 damage on his next strike.

Dorzinuuth the Base
Draconian, Dragon, Humanoid - Level 6 Leader EV 32
2
Size
5
Speed
180
Stamina
3
Stability
7
Free Strike
Lightning 6
Immunity
Fly, hover
Movement
- -
With Captain
-
Weaknesses
+4
Might
+1
Agility
+1
Reason
+2
Intuition
+3
Presence

🗡 Punishing Flail (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 11 damage; M < 2 prone
  • 12-16: 16 damage; M < 3 prone
  • 17+: 19 damage; M < 4 prone

2 Malice: If the target has M < 4, they are also bleeding (save ends).

🔳 I'll Cut A Path

Area, Weapon Maneuver
📏 5 x 2 line within 1 🎯 Each enemy in the area

Effect: Before the power roll is made, Dorzinuuth shifts to an unoccupied space adjacent to the end of the line.

Power Roll + 4:

  • ≤11: 7 damage
  • 12-16: 13 damage; M < 3 prone
  • 17+: 15 damage; M < 4 prone

❗️ Watch Your Six!

Melee Triggered action
📏 Melee 1 🎯 One ally

Trigger: An ally within distance takes damage while Dorzinuuth isn't flying.

Effect: Dorzinuuth shields the triggering ally with his wings, halving the damage.

⭐️ End Effect

At the end of each of his turns, Dorzinuuth can take 10 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.

⭐️ Remember Your Oath

If Dorzinuuth hears a creature recite the Dragon Phalanx oath, he takes a bane on strikes made against that character until the end of the encounter.

⭐️ Sheltering Wings

While Dorzinuuth isn't flying, strikes made against him take a bane.

☠️ Roaring Gambit (Villain Action 1)

Area -
📏 5 burst 🎯 Each enemy in the area

Effect: Dorzinuuth lets loose a powerful roar. Each target makes a Reason test.

  • ≤11: Frightened (save ends)
  • 12-16: Frightened (EoT)
  • 17+: No effect.

Effect: Each ally in the area gains an edge on their next strike.

☠️ Wings of Second Wind (Villain Action 2)

Area -
📏 10 burst 🎯 Self and each ally in the area

Effect: Each target shifts or flies up to their speed and regains 10 Stamina.

☠️ Snap, Crackle, Pop (Villain Action 3)

Area, Magic -
📏 5 burst 🎯 Each ally in the area

Effect: Dorzinuuth covers the targets in an electrifying mesh. Whenever a target takes damage from a melee ability, the attacker takes 6 lightning damage.

Dragons

"John, you don't have to do this."

Sir John ignored his draconian friend.

"Maybe ditch the arms and armor," Bootblack said.

"Nah, I thought of that." John looked down at his gear. "This is who I am. I go in there under some... some pretense and I might foul the whole thing up." He shook his head. "Just another kind of trick."

He turned to Embers. "Any luck?" he asked.

Ember's eyes, currently solid starscape, faded into her normal, goldflecked azure eyes. "Yes," she said, and some tension fled from the group. "Choryvixiar, the Forge of Pain."

"Oh, wonderful," Jackson Bootblack said while the rest of the team groaned.

Embers recalled her void vision. "I know this dragon," she said and closed her eyes. "Wings like sword blades. Choryvixiar razed a dwarven city, the city of Kal Aethyrion."

Dazar gave John a look. "John, Kal Aethyrion was sacked twelve thousand years ago," he said.

"It wanted the legendary armory of Zor, the Metalmaster of Aethyrion. They treated with it. It allowed them to evacuate the city first." Embers opened her eyes and looked at John. "It can be reasoned with," she said, and nodded.

"I think it'll work," John said.

Vaantikalisax put a hand on the pommel of his mace. "Why?" he demanded.

"I'll tell you why," Jackson said. Everyone looked at the polder. "Well, we all know it's in there, right?" Jackson asked, gesturing to the cave. They nodded.

"Then it... or he, I guess, knows we're out here. And he hasn't roasted us, so... maybe he's waiting to hear our offer?"

John smiled at the troubadour having come to the same conclusion he had. He turned to Embers. "A crucible dragon?" She nodded. He sighed.

"The crucibles make fortresses of iron. Steel. And they burn with eternal heat," Dazar said, the second most qualified loremaster among them. "This is just a cave," he said.

Gwillyv appeared with what looked like a metal roof shingle. She passed it to A Mist Curls Around Dying Embers. You could see how heavy it was by the way she held it.

"Yes," Embers said, looking at the metal dragonscale made of blackened iron. She pressed her palm against it. Metal scored over centuries and impregnated with ancient soot. "This creature had a home recently, such as you describe, theochron. But something happened and it was forced to flee. Wounded, probably. This would have been years ago, and it slumbered here since. Then something woke it."

She turned the heavy, metal scale over in her hands. "When a dragon gets this old, all it knows is pain. It becomes hateful, spiteful."

"Yeah, I had a bad toothache once, it was a bitch, I know how it feels," Bootblack said. Everyone ignored him.

"There has to be some other option," Sir Vaantikalisax said.

"Well, I talked to Ffyllynvir or however you pronounce it," John said. "The Thorns are at an impasse. They can't pull back without exposing whole villages to this thing, and they can't bring it down."

"So we fight!" Dazar said and gripped his staff in a battle stance. John shrugged. "They tried that," he said. "If the Thorns couldn't take this thing down I doubt we could. Time to try something else."

Dazar came to inspect the dragonscale. Vaantikalisax grabbed John by the arm. "John, do you know what you're doing?" he said under his breath. Others had asked essentially the same question, but this was Vaant.

John smiled at his friend. "Yeah." He looked at the group arguing about the wisdom of his plan and gestured with his head toward a boulder before walking away from the group. Vaant followed. When they were out of earshot, John explained his plan.

"Look. I don't believe in coincidences, okay? We need the Thorns, at the keep, when Saxton shows up. So what happens? They're tied up with this dragon. Well that's pretty nice for Saxton, isn't it?" He left it at that. Waited for Vaant to catch up.

Vaant looked around. It took him a second. Then he looked at John. "You think Saxton got here before us."

"Yes, I do," John said. "I told you I talked to Ffyllynvir, right? Do you know what they said?" John paused for a moment and his eyes unfocused as he remembered what Embers said the dragon's name was. "Choryvixiar," he said, suddenly coming back to reality, "started this vendetta against the wode elves a week after Saxton came to power. And I think? It might have been less than a week."

"Ah," Vaant said, impressed. "And you don't believe in coincidences."

"If Embers is right, this dragon might be the most dangerous thing, of any kind, in the entire duchy. If I were Saxton? Getting that thing on my side would be my first priority."

"Because if it works," Vaant said, "you start your campaign with a powerful ally. And if it doesn't..."

"Then he starts with a powerful enemy. So, first thing he does is find out whose side the dragon's on."

"Because that dictates his entire strategy." Vaant was impressed and more impressed because he'd known John for years and was still surprised. "Well done, John." Vaant acted like the dragon was already on their side.

"Everyone thinks this is some big risk, some daring ploy," John was looking at the rest of the team. He shook his head, then looked back at Vaant. "But if Saxton did it, if he talked to this thing? I can. And I'm a better negotiator."

"Because you're not an... an 'unrepentant...'" He couldn't remember what the polder, Jackson Bootblack, had called Lord Saxton earlier.

"Cockbag," John finished for him. "I'm not an unrepentant cockbag, yeah, that's the idea."

"Smart," Vaant said and shook John's hand. "Good luck."

"Hey!" Jackson Bootblack said. John turned to look at him. "Saxton's armor is made from the whispering iron," he said. "It's only found in Hell. Pretty good prize for a dragon with taste who turned out to be on the right side. Or no side."

John looked from the polder to the others. "Is that true or did you make it up?"

"I'll tell you after you come out." Bootblack smiled. "If you come out." John shook his head with amused exasperation. Bootblack spread his hands and bowed deeply.

Sir John proceeded toward the cave.

"John," Embers said. John sighed and stopped. "Flatter him," the void mage said. "Appeal to his vanity. Remind him that he's the most powerful thing in all Omund's Land."

"I got it," John said and filed the information away. He didn't really know what he was going to say. He was going to present himself and see what happened.

"And if you're wrong?" Gwylliv whispered. John could barely hear her, but he could guess what she said.

John shrugged with one shoulder. "If I'm wrong, we're all going to die anyway. No point living in fear. Anyone else?" No one said anything. Only Vaant and Embers could look him in the eye.

"Wish me luck," Sir John said, and walked alone into the dragon's lair.

On Dragons

Terrifying behemoths. Harbingers of destruction and woe. Dragons claim the world for themselves, throw the innocent into despair, and inspire heroes to draw steel.

Where the Elements Meet Anguish

As elementals are pure expressions of the mundane world, their shapes can become hardened and bent by intense energies permeating that world. Over time, an elemental entangled in extreme concentrations of rancor or grief might crystallize into a terrifying creature known as a dragon.

Dragons are both a provocateur and a consequence of people's anguish. A thorn dragon will cover crops and forests in a fortress of bramble vines and threaten to starve the people living there, yet they were born out of decades of hunger and strife that came before them. Vanquishing a dragon might be necessary to save innocent lives, but unless the underlying problems are addressed, another dragon will take their place in time.

Draco Vulgaris

Many regular dragons share a number of commonalities between them, such as powerful wings, whiplike tails, and reptilian faces adorned with horns. People categorize dragons more specifically based on where they're found and how those environments have shaped their forms, such as the gloom dragon having a telltale mantle of fog. Some individual dragons retain a trait or two from their primordial forms, while more powerful dragons have been known to intentionally change their shapes to distinguish themselves even further.

Across all dragons, their breath is their most violent form of self-expression. Whether they roar to ward off threats or charge their breath with elemental energy, no good comes from a dragon opening their mouth.

Wyrmscale

Most dragons are covered in wyrmscale, a hardy plate that both absorbs and emits elemental energy. Wyrmscale not only protects dragons, but allows them to catalyze their bodies and further shape their environment. The crucible dragon, for example, erupts with blasts of steam that let them take to the air and rain down death upon their foes.

When a dragon feels threatened, their wyrmscale radiates massive amounts of energy and creates a barrier around them. This barrier buffers both incoming and outgoing force, allowing the dragon to become even more fearsome should their defenses break down.

Lords of Their Domains

It is said that a dragon's physical form includes the land they're found in. The longer a dragon spends time in a location, the more control they have over it. In an omen dragon's domain, for instance, the land becomes barren as old souls become suspended in its thickened air, with new life unable to breach the soil.

This impact is more than a passive consequence of a dragon's presence, for dragons use their magic to set seals upon creatures and lands they claim as their own. To be "dragonsealed" in this way is to become an extension of the dragon's might and subject to their fury.

Folk in cultures that have developed in close proximity to a dragon might give alms to a dragon as if they were a saint, and treat the dragon's seal as a blessing. There is some value to this, for few other predators are foolish enough to encroach on a dragon's territory.

Dragon Hoards

Legendary heroes protect the common folk from dragons. Foolhardy adventurers brave a dragon's lair to take their treasure.

Mature dragons hoard vast amounts of treasure and wealth as a hunting technique. The more valuable their trove, the more prey they lure into their clutches. Desperate kings have sent whole armies to their deaths for the opportunity to expand a kingdom's wealth. Their efforts only expand a dragon's hoard, though, as weapons, armor, and magic trinkets add to the wealth that can't be ignored.

Younger dragons still settling their domains have been known to scour ruins and ancient cities for treasures to start their hoard. It is not unheard of for a dragon to either repeatedly visit or settle near people who willingly give them their valuables and heirlooms.

What's In A Hoard?

It's said that the only creature greedier than a dragon is a dragon hunter. Dragons know this all too well, and their lairs are accordingly well-hidden and guarded. Even if would-be thieves stumble upon an absent dragon's hoard, their troubles are only beginning: some dragons magically know the locations of every treasure purloined from their hoard, while others maintain discreet contacts with local fences and dealers in rare goods.

The following are sample treasures from a dragon's hoard. The hoard contains the treasure from each echelon up to and including the dragon's echelon. These items can be found in Draw Steel: Heroes.

1st Echelon

  • Components: Dragon scales, horns, or venom glands
  • Titles: Dragon Blooded
  • Wealth: Each hero earns 1 wealth

2nd Echelon

  • Treasures: Kuran'zoi Prismscale, Purified Jelly

3rd Echelon

  • Project Sources: Notes in Vastariax for the Dragon Soul armor enhancement, notes in Zaliac for a Thunderhead Bident

4th Echelon

  • Treasures: Blade of Quintessence, Page from the Infinite Library: Solaris

Draco Nobilis

Regular dragons should not be confused with the elder dragons, otherwise known as true dragons. These legendary beings are said to be able to devour entire worlds. Even the most fearsome meteor dragon possesses only a modicum of a true dragon's power and wiles.

(The draco nobilis will be explored in future adventures and products.)

Thorn Dragon

Thorn dragons take root in the destitution of nature, and are cultivated by the suffering of those who struggle against the cruelty of drought, fire, flood, and more. Though a region's people might have long overcome past famine, the desperation of those who suffered long before has already nurtured their future scourge.

These dragons appear born of the wood, resembling living thickets bedecked in torturous thorns. With twisting briar horns and wings shaped by tangled roots, thorn dragons embody the richness of nature they so readily leech the life from.

Conquerors of the Green

Thorn dragons cultivate their lairs in lush farmlands or flourishing forests. They engulf these beautiful regions in massive briar thickets, choking out existing flora until their own brambles are the only things that grow. In forests, this process drives out local fauna smart enough to flee rather than foolishly fight against the wood's new ruler. When a thorn dragon establishes their lair over a village's farmlands, local folk either wisely relocate or slowly starve for the sake of stubborn pride.

Natural Curators

More intelligent dragons seek all forms of riches for their hoard, but thorn dragons have no eye for worldly treasures. Instead, they amass the wealth of the wild they represent. Thorn dragons stockpile food even food they won't eat-alongside uncut gemstones, minerals and ore, wood, oils, and spices.

Bestial Instincts

Compared to more powerful dragons, thorn dragons are closer to beasts in temperament. They are incapable of speech and act primarily on instinct as they expand their territories, defend their lairs, and grow their hoards.

Despite this, the folk of certain settlements manage to avoid being driven from their homes or starved at the expense of being dependent on a thorn dragon's bestial ego. These farmers and woods folk come to a tenuous understanding with the dragon, trading them the kinds of treasure they desire in exchange for meager foodstuffs from the dragon's hoard.

Territorial Brutes

Thorn dragons are highly territorial, and are vigilant against potential threats to their lairs. To defend their homes, these dragons take advantage of their thickets by dragonsealing intruders, pushing and pulling them across the briars, and letting the thorns bleed them dry. When mere brambles aren't enough, thorn dragons either imbue those brambles' barbs with poison or breathe out those toxins directly, taking pleasure in slowly draining the life from their enemies.

Thorn Dragon's Domain

If the encounter map is a location the dragon has occupied for 1 week or more, all surfaces on the map are covered in overgrowth. Any creature other than the dragon who starts their turn on the encounter map has their speed reduced by 2 (to a minimum of 1). Any creature made restrained while on the ground is also made bleeding.

Thorn Dragon
Dragon, Elemental - Level 2 Solo EV 48
3
Size
8
Speed
250
Stamina
6
Stability
5
Free Strike
Poison 5
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+2
Might
+3
Agility
-1
Reason
+1
Intuition
+2
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the dragon can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The dragon can take two turns each round. They can't take turns consecutively.

❇️ Withering Wyrmscale Aura

The dragon's scales create a 2 aura of withering green magic around them. Any creature other than the dragon who regains Stamina in the area regains only half the expected amount. Any winded creature who enters the area for the first time in a round or starts their turn there takes 1d3 corruption damage.

🔳 Virulent Breath (Signature Ability)

Area, Magic Main action
📏 10 x 1 line within 1 🎯 Each enemy and object in the area

Effect: Each target makes a Might test.

  • ≤11: 12 poison damage; the target is dragonsealed (save ends)
  • 12-16: 9 poison damage; the target is dragonsealed (save ends)
  • 17+: 5 poison damage

A dragonsealed creature has their wounds bound by nettles and thorns, causing them to take an extra 1d3 damage whenever they take damage rolled as a d6 or a d3.

🗡 Spinous Tail Swing

Charge, Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two enemies or objects

Power Roll + 3:

  • ≤11: 8 damage; push 2
  • 12-16: 12 damage; push 4
  • 17+: 15 damage; push 8

2 Malice: Each target takes an extra 1d3 damage, and if they have A < 2, they are bleeding (save ends).

⭐️ Provoking Nettles

Once per turn, the dragon shifts up to 5 squares and can move through enemies' spaces at their usual speed. The first time the dragon moves through an enemy's space during this movement, the enemy takes 3 damage.

❇️ Investiture of Verdure (5 Malice)

Area Maneuver
📏 10 burst 🎯 Each enemy in the area

Effect: Each target must be dragonsealed. Each target is pulled up to 5 squares toward the dragon, who gains 5 temporary Stamina for each target pulled.

❗️ Prickly Situation

Magic, Ranged Free triggered action
📏 Ranged 10 🎯 The triggering creature

Trigger: A dragonsealed creature within distance ends the dragonsealed effect.

Effect: The target is pulled up to 5 squares toward the dragon, and if they have A < 2, they are restrained until the end of their next turn.

❗️ Thorny Scales (1 Malice)

Melee Free triggered action
📏 Melee 1 🎯 The triggering creature

Trigger: A creature within distance deals damage to the dragon with a melee strike.

Effect: The dragon makes a free strike against the target, and if the target has M < 2, they are bleeding until the end of their next turn.

☠️ Briar Bindings (Villain Action 1)

Area, Magic -
📏 4 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 5 damage; A < 1 restrained (save ends)
  • 12-16: 9 damage; A < 2 restrained (save ends)
  • 17+: 12 damage; A < 3 restrained (save ends)

☠️ Thorned Armor (Villain Action 2)

- -
📏 Self 🎯 Self

Effect: The thorns upon the dragon's scales grow longer and sharper. Until the end of the encounter, any adjacent creature who targets the dragon with a melee strike takes 3 damage. The dragon then uses their Provoking Nettles ability.

☠️ Malign Thicket (Villain Action 3)

- -
📏 Special 🎯 Special

Effect: Poisonous overgrowth and seeking vines cover all surfaces on the encounter map. The dragon uses their Bramble Barricade Malice feature twice at no cost. Until the end of the encounter, any creature force moved by the dragon takes 1d3 poison damage, and if they have M < 2, they are weakened (save ends).

Special: If the Thorn Dragon's Domain trait is in effect, any creature other than the dragon who starts their turn on the encounter map takes 1d3 poison damage.

Thorn Dragon Malice

At the start of a thorn dragon's turn, you can spend Malice to activate one of the following features.

⭐️ Cage of Thorns (3 Malice)

A cage of thorns grows around one dragonsealed enemy on the encounter map, making that enemy restrained until the end of their next turn.

🔳 Bramble Barricade (5 Malice)

The dragon grows a 10 wall of briars in unoccupied spaces on the encounter map. The wall blocks line of effect for all creatures except the dragon. Each square of the wall has 5 Stamina and fire weakness 5. The area can be moved through but is difficult terrain. Any creature who is force moved into or within the area takes 1 damage for each square of the area entered and is bleeding until the end of their next turn.

☠️ Solo Action (5 Malice)

The dragon takes an additional main action on their turn. They can use this feature even if they are dazed.

🌀 Afflictive Overgrowth (7 Malice)

The dragon summons poisonous, biting thorns around their foes. Each enemy on the encounter map makes an Agility test.

  • ≤11: 12 poison damage; restrained (save ends)
  • 12-16: 9 poison damage; bleeding (save ends)
  • 17+: 5 poison damage; bleeding (EoT)

Gloom Dragon

Where twilight spills long and cold over the lands and chilling fog hangs heavy and wet through long autumns and winters, there you will find gloom dragons. Wreathed in churning shadows and wrapped in glittering dark scales, gloom dragons bring with them heavy fog and mist that manifests hallucinations, trapping their prey in nightmares.

Thrill of the Hunt

While many dragons command grand enclosed spaces, gloom dragons make their lairs within sprawling, murky wilds, commanding vast territories. As clever as ravens and as cunning as hunting beasts, they use mimicry and hallucinations to draw unsuspecting travelers ever farther into the mists of their domain, until the fog swallows the sound of those travelers' screams.

In areas where gloom dragons settle, people are known to have more nightmares than usual.

Intangible Treasures

Gloom dragons are eerie collectors of voices, memories, and nightmares, as well as material items. Though able to speak, they can only repeat exactly what they've already heard, and so they prize their vast collections of voices and phrases, using these sounds to lure mortals close enough to draw out their memories and fears. Endlessly curious and fascinated by terror, gloom dragons are keen to see what hallucinations terrorize their prey before they slaughter them.

When a gloom dragon slays a victim, they take not just their valuables, but also whatever is most meaningful to their fears. A broken mirror from a dead lover will always fascinate a gloom dragon more than a perfect ruby brooch.

Unnerving Neighbors

Instinct and curiosity drive these enshrouded hunters. It is rare to find a gloom dragon who can be reasoned with, but some might develop an understanding with nearby settlements, such that each leaves the other to their business. Since gloom dragons focus on individual terrorizing over mass destruction, it is relatively easy to coexist with one lurking in the swamps nearby. But in such cases, these dragons become the subject of stories told to children, warning them to never follow voices into the fog.

Gloom Dragon Languages

Eerie myths surround the gloom dragons, for they wield languages they do not themselves speak. These draconic nightmares can mimic any sound they've heard. But more mysteriously, the magic that produces their hallucinations also mimics the sounds a foe's mind produces, no matter their language. If a hero hallucinates a loved one dying, everyone around will hear that loved one's screams for help.

Gloom Dragon's Domain

If the encounter map is a location the dragon has occupied for 1 week or more, illusory magic suffuses the location with shadowy malevolence. Each creature on the encounter map other than the dragon takes a −2 penalty to saving throws made to end the frightened condition. Additionally, whenever a frightened enemy on the encounter map takes damage, they take an extra 3 psychic damage.

Gloom Dragon
Dragon, Elemental - Level 4 Solo EV 72
4
Size
8
Speed
350
Stamina
2
Stability
6
Free Strike
Psychic 5
Immunity
Fly, hover
Movement
- -
With Captain
-
Weaknesses
+2
Might
+4
Agility
+1
Reason
+3
Intuition
+4
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the dragon can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The dragon can take two turns each round. They can't take turns consecutively.

❇️ Gloaming Wyrmscale Aura

The dragon's scales create a 3 aura of dark supernatural fog around them that feeds on their victims' fears and provides concealment to the dragon only. Each enemy who starts their turn in the area takes 2 psychic damage. Additionally, whenever one or more enemies is in the area, the dragon's abilities deal an extra 3 psychic damage.

🔳 Breath of Brume (Signature Ability)

Area, Magic, Ranged Main action
📏 4 cube within 10 🎯 Each enemy and object in the area

Effect: Each target makes an Agility test.

Power Roll + 4:

  • ≤11: 14 cold damage; the target is dragonsealed (save ends)
  • 12-16: 11 cold damage; the target is dragonsealed (save ends)
  • 17+: 6 cold damage

A dragonsealed creature has psychic weakness 3 and cold weakness 3. Additionally, the area is filled with magical darkness. The dragon ignores concealment created by this darkness.

🗡 Phantom Tail Swing

Charge, Magic, Melee, Strike Main action
📏 Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 10 psychic damage; pull 2
  • 12-16: 15 psychic damage; pull 4
  • 17+: 18 psychic damage; pull 6

3 Malice: The pull becomes a vertical slide.

⭐️ Shadow Skulk

Once per turn, the dragon can shift up to their speed, leaving behind a 4 cube area of magical darkness in their starting space that lasts until the end of the encounter. The dragon ignores concealment created by this darkness. Any enemy who ends their turn in the area and has I < 3 is frightened of the dragon until the end of their next turn.

❇️ Visions in the Dark (5 Malice)

Area, Magic Maneuver
📏 10 burst 🎯 Each enemy in the area

Effect: Each target must be dragonsealed. Each target takes 3 psychic damage, and if they have I < 3 they immediately make a free strike against one ally of the dragon's choice.

❗️ Encroaching Darkness (1 Malice)

- Free triggered action
📏 Self 🎯 Self

Trigger: A creature within 10 squares moves.

Effect: The dragon moves two existing cubes of magical darkness they created up to 10 squares each.

☠️ Enveloping Umbrage (Villain Action 1)

Area, Magic -
📏 5 burst 🎯 Each enemy in the area

Power Roll + 4:

  • ≤11: Pull 2; I < 2 frightened (EoT)
  • 12-16: Pull 4; I < 3 frightened (save ends)
  • 17+: Pull 6; I < 4 frightened (save ends)

☠️ Pall of Nightmares (Villain Action 2)

Area, Magic -
📏 10 burst 🎯 Each enemy in the area

Power Roll + 4:

  • ≤11: 6 psychic damage
  • 12-16: 11 psychic damage
  • 17+: 14 psychic damage

Effect: Each target must be dragonsealed. Any target who has I < 3 is also dazed (save ends).

☠️ Absence of All Light (Villain Action 3)

- -
📏 Special 🎯 Special

Effect: The dragon disappears from the encounter map. The dragon and three hallucinatory illusions of themself then immediately reappear in unoccupied spaces on the encounter map, and the dragon and each illusion uses Breath of Brume. Each illusion is indistinguishable from the dragon except by supernatural means, has 1 Stamina, and has the dragon's speed. An illusion acts on the dragon's turns but can take only move actions. Once per round before or after using an ability, the dragon can trade places with any duplicate.

Gloom Dragon Malice

At the start of a gloom dragon's turn, you can spend Malice to activate one of the following features.

⭐️ Dread and Terror (3 Malice)

The dragon thickens the fog of their Gloaming Wyrmscale Aura trait and the horrors within it. Each creature in the area takes a bane on strikes made against the dragon until the start of the dragon's next turn.

🔳 Doleful Visions (5 Malice)

The dragon manifests four 2 cubes of nightmarish apparitions anywhere on the encounter map. Each creature in the area when it appears makes an Intuition test.

  • ≤11: 14 damage; dazed (save ends)
  • 12-16: 11 damage; dazed (EoT)
  • 17+: 6 damage

☠️ Solo Action (5 Malice)

The dragon takes an additional main action on their turn. They can use this feature even if they are dazed.

🔳 Phantasmagoria! (7 Malice)

The dragon summons macabre, disquieting phantasms in a 10 cube within 1 square that lasts until the end of the encounter. Any enemy who enters the area for the first time in a round or starts their turn there takes 6 psychic damage, or 8 psychic damage if they are dragonsealed by the gloom dragon. Additionally, the enemy's Intuition score is treated as 1 lower for the purpose of resisting potencies until the end of the encounter.

Crucible Dragon

Crucible dragons are born from metallic elementals touched by the toxic combination of fiery rage and ice-cold grief-often the result of failure in the pursuit of perfection. Each dragon is a dark forge of abandoned creativity melted down in fires of spite, jealousy, and hate.

These metallic dragons are massive, heavy creatures requiring an immense release of heat to engage in flight. Their scales range from gleaming silver to blackened iron, depending on how fastidious they are about cleaning, and are occasionally gilded with more-precious metals. Their long tails terminate with a massive, hammer-like tip that can freeze over and instantly cool hot metal.

Bastions of Steel

Crucible dragons make their homes high in the mountains, most commonly in peaks cut through with thick veins of iron ore. Occasionally, one will take over a fortress or outpost, but wherever they settle, the first thing a crucible dragon sets in place is a colossal anvil. From there, the dragon consumes vast amounts of iron, slagging that iron in their belly to create a fortress of steel around them. Much of the slag is expelled into heated vats for forging, but a dragon keeps a small reserve inside their gut in case they need to melt any intrusive adventurers.

Discerning Collectors

Crucible dragons are obsessive collectors, and have a habit of narrowly focusing on a singular creation when it comes to collection and replication. Bynirak, the Rain of Ten Thousand Spears, is known to collect only the most finely crafted and powerful magic polearms in Vasloria. Joris'nyrathi, the Scorching Aegis, is said to have a collection of shields that would rival any god of the forge.

All crucible dragons manage to accrue large amounts of armaments and armor in their hoards. They care little for gems and gold, other than for melting down as filigree or embossing the weapons and armor they forge.

Flawed Pursuits

The failure that spawned a crucible dragon drives their obsessive pursuits. They endlessly attempt to reproduce the perfect treasures they count among their most prized possessions, but can only recreate flawed copies at a fraction of their original power. Discarded projects, melted heaps of raw iron, and scrap angrily embedded into cavern walls perpetually surround a crucible dragon as examples of their failures, perpetuating a cycle of obsessive rage, grief, and inescapable decline.

Crucible Dragon Languages

The oldest of crucible dragons are known to speak some Vastariax, though younger dragons are typically silent. However, survivors of an encounter with a younger crucible dragon sometimes report the monster using the Caelian phrases "not enough" and "mine."

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 surface. Any creature other than the dragon who starts their turn in physical contact with a surface on the encounter map takes 5 damage. Such creatures take an additional 5 damage when they take damage from being force moved into a surface on the map. Whenever an enemy in the encounter uses an ability that deals lightning damage, they take 1d6 damage to themself and each enemy and object adjacent to them.

Crucible Dragon
Dragon, Elemental - Level 6 Solo EV 96
4
Size
8
Speed
450
Stamina
6
Stability
7
Free Strike
Fire 6
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+4
Might
-1
Agility
+3
Reason
+3
Intuition
+2
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the dragon can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The dragon can take two turns each round. They can't take turns consecutively.

❇️ Magnetized Wyrmscale Aura

The dragon's scales create a 3 aura of magnetism around them that affects large masses of metal. Any creature who enters the area for the first time in a round or starts their turn there while wearing metal or while slagged (see Slag Spew) is pulled up to 2 squares toward the dragon. A creature pulled this way who has M < 3 is unable to willingly move away from the dragon.

🔳 Slag Spew (Signature Ability)

Area, Magic Main action
📏 10 x 2 line within 1 🎯 Each creature and object in the area

Effect: Each target makes an Agility test.

  • ≤11: 13 fire damage; the target is slagged (save ends)
  • 12-16: 10 fire damage; the target is slagged (save ends)
  • 17+: 6 fire damage

A slagged target is coated in molten metal and takes 2d6 fire damage at the start of each of their turns. If a slagged target has M < 3 they are restrained (save ends) whenever they take cold damage.

🗡 Forge Hammer Tail Slam

Melee, Strike, Weapon Main action
📏 Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 11 damage; M < 2 prone
  • 12-16: 17 damage; M < 3 prone
  • 17+: 20 damage; M < 4 prone

Effect: The dragon can make a free strike against each slagged target knocked prone this way.

1 Malice: The strike deals 1d6 cold damage.

⭐️ Heat Buffer

Once per round while the dragon is flying using their Thermodynamic Flight ability, they give off a blast of steam to extend the duration of their flight until the end of the next round. Each creature in a 4 cube within 1 underneath the dragon when they use this ability takes 7 fire damage.

❇️ Thermodynamic Flight (1 Malice)

Area Maneuver
📏 2 burst 🎯 Each enemy in the area

Effect: The dragon expels blistering steam, dealing 7 fire damage to each target in the area. The dragon then shifts up to their speed vertically and can fly until the end of the round.

❗️ Hammer and Anvil (1 Malice)

- Free triggered action
📏 Self 🎯 Self

Trigger: While flying, the dragon starts their turn or moves.

Effect: The dragon drops to the ground and uses Forge Hammer Tail Slam, which deals an extra 4 damage for each square they descended.

❗️ Polarize Aura (1 Malice)

Area, Magic Triggered action
📏 3 burst 🎯 Each creature and object in the area

Trigger: The dragon is targeted by two melee strikes in the current turn.

Special: The target must be size 2 or smaller.

Power Roll + 4:

  • ≤11: Push 5
  • 12-16: Push 7
  • 17+: Push 10, ignoring stability

☠️ Heart of the Forge (Villain Action 1)

Area, Magic -
📏 6 burst 🎯 Each enemy in the area

Power Roll + 4:

  • ≤11: 4 fire damage; I < 2 frightened (save ends)
  • 12-16: 6 fire damage; I < 3 frightened (save ends)
  • 17+: 8 fire damage; I < 4 frightened (save ends)

☠️ Subdermal Shielding (Villain Action 2)

- -
📏 Self 🎯 Self

Effect: Shields embedded under the dragon's scales emerge, and the dragon gains damage immunity 6 at the start of each round until the end of the encounter. If the dragon takes any damage, they lose this immunity until the end of the current round.

☠️ Polarity Chaos (Villain Action 3)

- -
📏 10 burst 🎯 Each creature and object in the area

Effect: Each target makes a Might test.

  • ≤11: 16 damage; pull 10 or push 10
  • 12-16: 13 damage; pull 8 or push 8
  • 17+: 7 damage; pull 5 or push 5.
Crucible Dragon Malice

At the start of a crucible dragon's turn, you can spend Malice to activate one of the following features.

🔳 Swordfall (3 Malice)

While the dragon is flying, they shape themself into a blade and fall. Each creature and object in the dragon's space when they hit the ground and in a 6 x 4 line within 1 square of the dragon takes 7 damage. A creature who takes this damage and has A < 4 takes 4 extra damage per square the dragon fell and is restrained (save ends). A creature not restrained this way can move into the nearest unoccupied space.

🔳 Shower of Blades (5 Malice)

The dragon shakes loose a cloud of shattered weapons in a 6 x 4 line within 1 square of them. Each creature and object in the area makes an Agility test.

  • ≤11: 16 damage; bleeding (save ends)
  • 12-16: 13 damage; bleeding (EoT)
  • 17+: 7 damage

☠️ Solo Action (5 Malice)

The dragon takes an additional main action on their turn. They can use this feature even if they are dazed.

🌀 Meltdown (7 Malice)

The dragon superheats the ground across the encounter map until the end of the round. Any enemy who starts their turn on the ground is slagged as if affected by the dragon's Slag Spew ability.

Omen Dragon

They have been known by many names: Reaper, Blight, Sorrow, Stillness, Vengeance, Grief. The omen dragons carry as many meanings and interpretations as death itself-for they are death embodied. This dragon is a coalescing of wayward souls, the stench of death solidified, that clings to the last vestiges of this world-to the detriment of their surroundings.

Life and Death

The opposite of life isn't death-it's stagnation. When a soul refuses to move on, it lives outside the cycle of life. Souls can have any number of reasons to linger: anger, fear, sadness, a thirst for revenge. One skilled at dealing with the undead might even be able to shepherd such a soul back into its cycle. But when hundreds of souls with hundreds of unique motivations bind themselves to an elemental and form an omen dragon, the only practical way to stop them is to destroy what they've become.

As the embodiment of these wayward souls, the omen dragon wields them like weapons. They can send restless souls to grab creatures and pull them in, or to possess their attackers, compelling them to distraction in the middle of a fight. They even wrap themselves in the most durable of souls, creating a stifling aura.

Life Outside Life

Just as the omen dragon exists outside the cycle of life, so too does their domain. The omen dragon's dragonseal brings desolation and stagnancy to all living things. Growth does not happen. Living things that grow or creatures who dwell near an omen dragon's domain do not age. One can often find secret societies researching lichdom residing in

such sites, for what better place to study than a stagnant wasteland that grants one infinite time?

The effects that surround an omen dragon also mean that new life cannot begin. Civilization cannot exist, let alone prosper, without a reliable food source. When living creatures die in these dragons' domains, their bodies do not decompose. Their souls are sucked into the omen dragon, granting the creature ever more power.

Wicked Visions

To face off against an omen dragon is to stare down death itself. One can spend only so long near a choir of restless souls before being compelled to sing. For the sin of defiance, this dragon bestows upon their attackers an omen of their own death. Tarry too long near the creature, and a hero risks fulfilling that prophecy, even if they can weather the dragon's unrelenting attacks.

Omen Dragon Languages

An omen dragon speaks with the voices of all the souls they have collected. In addition to Vastariax, the dragon speaks and understands whatever languages those souls knew in life.

Omen Dragon's Domain

If the encounter map is a location the dragon has occupied for 1 week or more, any creature on the map who regains Stamina regains only half the expected amount. Additionally, when a creature on the map who has a soul dies, the dragon absorbs the soul, granting the Director 1 Malice. The creature can't be brought back to life until the dragon is destroyed.

Omen Dragon
Dragon, Elemental - Level 8 Solo EV 120
5
Size
10
Speed
550
Stamina
6
Stability
9
Free Strike
Corruption 6
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+3
Might
+4
Agility
+2
Reason
+3
Intuition
+5
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the dragon can take 15 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The dragon can take two turns each round. They can't take turns consecutively.

⭐️ Deathcount

Several of the dragon's abilities impose a Deathcount on a target. At the end of every turn, a creature with a Deathcount who is within the area of the dragon's Stagnant Wyrmscale Aura has that Deathcount reduced by 1. When a creature's Deathcount hits 0, they die. If multiple Deathcounts are imposed on a creature, they don't stack. Only the lowest Deathcount takes effect. All Deathcounts are lost when the dragon is reduced to 0 Stamina.

❇️ Stagnant Wyrmscale Aura

The dragon's scales create a 4 aura of supernatural stagnancy around them. The area is difficult terrain for enemies, and no creature except the omen dragon can regain Stamina while in the area. Any creature dragonsealed by the omen dragon who starts their turn in the dragon's aura and doesn't have a Deathcount gains a Deathcount of 12.

🔳 Corroding Breath (Signature Ability)

Area, Magic, Ranged Main action
📏 5 cube within 10 🎯 Each creature and object in the area

Effect: Each target makes an Agility test.

  • ≤11: 18 corruption damage; the target is dragonsealed (save ends)
  • 12-16: 14 corruption damage; the target is dragonsealed (save ends)
  • 17+: 9 corruption damage

Only creatures with souls can be dragonsealed by the omen dragon. A dragonsealed creature appears ghastly and pale, their Presence score is treated as 1 lower for the purpose of resisting potencies, and they can't treat other creatures as allies.

🗡 Barbed Tail Swing

Charge, Melee, Strike, Weapon Main action
📏 Melee 4 🎯 Two creatures or objects

Power Roll + 5:

  • ≤11: 14 damage; M < 3 bleeding (save ends)
  • 12-16: 19 damage; M < 4 bleeding (save ends)
  • 17+: 23 damage; M < 5 bleeding (save ends)

3 Malice: The potency increases by 2, and each target is also pulled up to 5 squares.

⭐️ Death or Victory

Once per turn, the dragon chooses one creature with a Deathcount within line of effect. That creature can choose to take 1d6 damage and lose a recovery to increase their Deathcount by 5.

❇️ Detonation (5 Malice)

Area Maneuver
📏 10 burst 🎯 Each enemy in the area

Effect: Each target must be dragonsealed. Each target takes 9 corruption damage, and the omen dragon regains Stamina equal to half the total damage dealt. The target then loses their dragonseal.

❗️ Don't Turn Away (1 Malice)

- Free triggered action
📏 Self 🎯 Self

Trigger: A creature leaves the area of the dragon's Stagnant Wyrmscale Aura trait.

Effect: The dragon shifts up to their speed, and the Deathcount of each dragonsealed creature who comes adjacent to the dragon during this shift is reduced by 1.

❗️ Repent! (2 Malice)

Ranged Free triggered action
📏 Ranged 5 🎯 The triggering creature

Trigger: A dragonsealed creature within distance deals damage to the dragon.

Effect: The target must choose between making a free strike against themself or gaining a Deathcount of 5.

☠️ What You Deserve (Villain Action 1)

Area, Magic -
📏 5 burst 🎯 Each enemy in the area

Power Roll + 5:

  • ≤11: Pull 1; the target has a Deathcount of 10
  • 12-16: Pull 2; the target has a Deathcount of 8
  • 17+: Pull 3; the target has a Deathcount of 6

Effect: Each target receives a premonition of their imminent death.

☠️ Souls of the Broken (Villain Action 2)

Magic, Ranged, Strike -
📏 Ranged 10 🎯 Five creatures

Effect: The dragon spits fragments of souls to attempt to possess the targets, making a separate power roll for each target.

Power Roll + 5:

  • ≤11: P < 5 frightened (save ends)
  • 12-16: P < 5 the target moves up to their speed toward the dragon
  • 17+: P < 5 the target makes a free strike against the nearest ally

☠️ So Long and Goodnight (Villain Action 3)

Area, Magic -
📏 6 burst 🎯 Each creature in the area

Effect: Each target must be dragonsealed. The dragon's eyes glow with unequalled malevolence, and any target who has a Deathcount has that Deathcount reduced to 1.

Omen Dragon Malice

At the start of an omen dragon's turn, you can spend Malice to activate one of the following features.

⭐️ Black Skies (3 Malice)

The dragon expands their wings to create a shroud of shadow. Until the start of the dragon's next turn, any strike made against them takes a bane.

❇️ Rise and Fall (5 Malice)

The dragon flies up to 10 squares and carries fated souls with them. Each creature in the area of the dragon's Stagnant Wyrmscale Aura trait makes a Presence test.

  • ≤11: Vertical pull 10
  • 12-16: Vertical pull 6
  • 17+: Vertical pull 4

☠️ Solo Action (5 Malice)

The dragon takes an additional main action on their turn. They can use this feature even if they are dazed.

🌀 Burn It Right Down (10 Malice)

Each edge of the encounter map burns with intangible purple flames until the end of the encounter. The flames expand by 1 square at the end of every turn. Any enemy takes 5 corruption damage for each square of flames they enter.

Meteor Dragon

They dwell in the cold, airless depths of space in lair-cities built of stolen kingdoms for centuries at a time. Then without warning or mercy, a meteor dragon attacks.

Kingdom Killers

A meteor dragon's territory is hard to define. Their attacks might come ages apart, and not every dead civilization or ruined city is the work of a dragon. But when a city grows too great, an empire too powerful, or a culture too advanced, the meteor dragon descends. Their violence isn't mindless or wanton, but cold and calculated. Often, they breach dams, trigger landslides, and devastate granaries and fields, knowing that the chaos and devastation they unleash will continue long after they return to their lairs.

Cities in the Sky

Other dragons hoard trinkets and baubles. Meteor dragons claim their domain over infrastructure. Palaces, fortresses, monuments, and towers are often stolen by these creatures and brought back to their spacefaring lairs, arranged into dilapidated tableaus of the places they have obliterated. A meteor dragon's floating lair-city is both their hoard and home, fused together and secured by the dragon's glittering crystal dragonseal. Within this labyrinthine jumble of ruination, a meteor dragon lurks in wait for the next civilization to grow too comfortable.

Avatar of the Infinite

Meteor dragons have an innate mastery over gravitational forces that allows them to crush enemies and buildings on a whim. They're among the smallest of the dragons, but the density of their bodies exudes an intense field of the cold, airless void of space around them wherever they go.

A meteor dragon's body is infused with crystalline starlight, which they can convert to a barrage of white-hot energy rays. At any distance, the dragon's presence can forever sear the minds of lesser creatures.

Voidlight Annihilation

Voidlight is the name given to the unique energy produced by the breath of a meteor dragon. It is anathema to existence, an evil energy that destroys all. Anything that exists, no matter its material, strength, or potency, is inverted and ceases to exist when bathed in voidlight.

Meteor Dragon Languages

Meteor dragons are not known for their conversational habits. When they do deign to speak, it is exclusively in Vastariax and the First Language.

Meteor Dragon's Domain

If the encounter map is a location the dragon has occupied for 1 week or more, each creature other than the dragon has their stability reduced to 0 and automatically obtains a tier 1 outcome on Agility tests. Additionally, any creature who is suffocating during the encounter takes an extra 1d6 damage at the end of each round.

Meteor Dragon
Dragon, Elemental - Level 10 Solo EV 144
3
Size
15
Speed
650
Stamina
6
Stability
10
Free Strike
-
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+5
Might
+5
Agility
+3
Reason
+3
Intuition
+5
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the dragon can take 20 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The dragon can take two turns each round. They can't take turns consecutively.

❇️ Voidshroud Wyrmscale Aura

The dragon's scales create a 1 aura of void space around them. Any enemy who starts their turn in the area takes 10 cold damage and is suffocating. Each time the dragon takes damage, the area of the aura increases by 1 (to a maximum of 5), and they deal an extra 5 damage the next time they use an ability that deals rolled damage.

🔳 Gravity Well (Signature Ability)

Area, Magic, Ranged Main action
📏 4 cube within 10 🎯 Each creature and object in the area

Effect: Each target makes a Might test.

  • ≤11: 20 sonic damage; the target is dragonsealed (save ends)
  • 12-16: 16 sonic damage; the target is dragonsealed (save ends)
  • 17+: 10 sonic damage

A dragonsealed target emits a golden aura, and takes 2 damage per square moved when falling or when force moved into an obstacle.

⚔️ Cosmic Tail Ray

Magic, Melee, Ranged, Strike Main action
📏 Melee 2 or ranged 15 🎯 Two creatures or objects

Power Roll + 5:

  • ≤11: 15 holy damage; A < 4 weakened (save ends)
  • 12-16: 21 holy damage; A < 5 weakened (save ends)
  • 17+: 25 holy damage; A < 6 weakened (save ends)

Effect: If a target made weakened this way is already weakened, they are instead dazed until the end of their next turn.

⭐️ Crescent Claws

Once per turn, the dragon chooses a target within 3 squares. The dragon can make a free strike against the target, and ignores banes when using abilities against the target until the start of their next turn.

❇️ Investiture of Gravity (5 Malice)

Area, Magic Maneuver
📏 15 burst 🎯 Each enemy in the area

Effect: Each target must be dragonsealed. The dragon chooses a direction and vertical slides each target 10 squares in that direction, ignoring stability. A target who strikes an obstacle takes damage as if they had fallen the forced movement distance.

❗️ Field Collapse

- Free triggered action
📏 Self 🎯 Self

Trigger: The dragon takes damage from an ability while the area of their Voidshroud Wyrmscale Aura is 2 or more.

Effect: The dragon halves the damage. Each enemy and object in the area of the dragon's Voidshroud Wyrmscale Aura trait takes 5 sonic damage and is pulled up to 5 squares toward the dragon. The area of the wyrmscale aura then resets to 1.

❗️ A Hero Faces the Void (2 Malice)

Magic, Ranged Free triggered action
📏 Ranged 5 🎯 The triggering creature

Trigger: A creature within distance spends their Heroic Resource to use an ability.

Power Roll + 5:

  • ≤11: 10 psychic damage; P < 4 frightened (save ends)
  • 12-16: 16 psychic damage; P < 5 frightened (save ends)
  • 17+: 20 psychic damage; P < 6 frightened (save ends)

Effect: While frightened this way, the target can't use the triggering ability.

☠️ Impactful Arrival (Villain Action 1)

Area, Magic -
📏 1-mile burst 🎯 Each creature and object in the area

Effect: Each target takes 30 fire damage, and if they have M < 5, they are knocked prone.

Special: The dragon can use this ability before the encounter begins.

☠️ Burning Aurora (Villain Action 2)

- -
📏 Self 🎯 Self

Effect: Until the end of the encounter, each enemy who is dragonsealed and weakened and who the dragon has line of effect to loses 1 of their Heroic Resource at the start of each of their turns (to a minimum of 0). The dragon then uses their Cosmic Tail Ray ability with a double edge, targeting four creatures or objects.

☠️ Voidlight Breath (Villain Action 3)

Area, Magic -
📏 ∞ x 3 line within 1 🎯 Each enemy and object in the area

Effect: Each target makes an Agility test.

  • ≤11: 25 damage; I < 6 the target is annihilated
  • 12-16: 21 damage; I < 5 the target is annihilated
  • 17+: 15 damage; I < 4 the target is annihilated

An annihilated target must make the test again, decreasing the potency for themself by 2 each time they are annihilated. A creature reduced to 0 Stamina by this dies and their soul is destroyed.

Meteor Dragon Malice

At the start of a meteor dragon's turn, you can spend Malice to activate one of the following features.

⭐️ Liftoff (3 Malice)

The next time the dragon uses their Crescent Claws ability, they can also slide the target up to 5 squares. If the target is dragonsealed, the dragon can vertical slide them instead.

☠️ Solo Action (5 Malice)

The dragon takes an additional main action on their turn. They can use this feature even if they are dazed.

🔳 Starfall (5 Malice)

The dragon drops stars into five 2 cubes anywhere on the encounter map. The area is difficult terrain, and each creature and object in the area when it appears makes an Agility test.

  • ≤11: 20 holy damage; slowed (save ends), prone
  • 12-16: 16 holy damage; slowed (save ends)
  • 17+: 10 holy damage

☠️ Event Horizon (10 Malice)

A black hole manifests as a 1 cube within 20 squares of the dragon in an unoccupied space. Each creature who has M < 5 and each object of size 3 or smaller is vertical pulled 2 squares toward the area at the start of each round, ignoring stability. Any creature who starts their turn in the area or any object in the area at the end of the round suffers the effect of the dragon's Voidlight Breath ability, and the black hole disappears.

Dwarves

Possessed of a strength that belies their size, dwarves have flesh infused with stone-a silico-organic hybrid that makes them physically denser than humans or elves. They enjoy a reputation in Orden as savvy engineers and technologists thanks to the lore they inherited from their elder siblings, the long-extinct steel dwarves.

They are the children of the Elder God Ord. A common phrase among the dwarves is "Ord made the world." Their way of saying, "What will be, will be." Dwarves take great pride in knowing that along with Aan, Eth, and Kul, their god created the mundane world, and many dwarves leave their homes to see the world and seek glory in Ord's name.

Tools of the Trade

Those raised within dwarven enclaves have a relationship with technology not found in many other places on Orden. The gifts of the steel dwarves are many in number, but the most prominent is that of pneumatic steam power.

Dwarves have incorporated steam into much of their warfare and weaponry, making them deadly opponents. But like all technology, it's a double-headed hammer. As much as they use steam for destruction, construction is where it truly shines. Creating the formidable and brutalist facades common to dwarven architecture is made much easier with the use of tools designed to utilize pneumatic power. Some of the larger and more metropolitan dwarven cities are rumored to power wealthier districts using steam from geothermal vents.

Innovative Operation

The dwarves have yet to crack all the secrets of the valok, the autonomous machines that were their ancestors' greatest achievement, but they've made great strides in researching them. They've innovated ways to repurpose, recycle, and reverse engineer (to a limited degree) valok assemblage, giving rise to a new multifaceted occupation: the operator.

Operators now span the world and come from all walks of life, but the first among them were dwarves who built powered suits from excavated valok parts. These suits were initially used for construction and utility purposes, but can be repurposed and refitted for warfare when the need arises.

Word of these wonderous dwarven creations quickly spread among the tunnels of the underground, and up into the overworld. This led to a brief arms race where artisans, craftspeople, and smiths from all over were commissioned by wealthy rulers and aristocrats to create mechanized suits to bolster their armies and personal guard.

The Press-Gangs of Kal Kalavar

Before Ajax came to power, the dwarves of Kal Kalavar were renowned for their disciplined constabulary. The constables were kind, kept order, and kept the city safe.

But now, the dwarves of Kal Kalavar have submitted to Ajax's rule and pay him tribute in prisoners. Ajax has need of bodies, to be used as either forced labor or as fodder for the Body Banks, whether to make war dogs or grant eternal life to those in Ajax's favor. Most dwarves don't like this deal, but the press-gangs are committed to their work.

The marauder lords who lead the press-gangs make use of salvaged valok communication arrays that they wear like a mohawk on their heads. The array gives them access to magnetomancy, allowing them to shape and levitate metal, including wielding multiple axes in battle.

Servitor War Walkers

The war walker is a common sight in both dwarven armies and dwarven cities. They vary widely in appearance and make, ranging from cobbled-together heaps of belts, gears, and plates to elegant and sleek marvels of dwarven engineering. In battle, war walkers carry multiple dwarves and keep foes at a distance. In society, they're used for public transit and accessibility needs within dwarven cities.

Stone Whisperers

Some dwarves are born with an innate talent to communicate with stone. Young dwarves identified with this gift are taken to a secretive enclave where they are trained to manipulate the movement and shape of stones using only whispers. The stone whispering technique is a deadly and quiet force in battle, and often the rumble of stone is the only precursor to an enemy's crushing defeat.

Legends speak of stone singers, dwarves who could move mountains with their song. However, those same legends tell a tale of two stone singers who harmonized their voices and nearly ended the world. This is why today's stone whisperers stay quiet, afraid of their own potential.

Dwarf Languages

Most dwarves speak Caelian and Zaliac.

Dwarf Malice

At the start of any dwarf's turn, you can spend Malice to activate one of the following features.

👤 Breaching Charge (3 Malice)

A dwarf can destroy one adjacent object or square of wall for each 3 Malice spent. Each enemy adjacent to the destroyed object or square takes the object's Stamina in damage (3 for wood, 6 for stone, or 9 for metal).

⭐️ Rappelling Barrage (5 Malice)

Each dwarf acting this turn can automatically climb at full speed while moving. At any point during this movement, they can make a free strike.

🔳 Snaring Line (7 Malice)

Area, Magic, Ranged Main action
📏 10 x 1 line within 10 🎯 Each enemy in the area

Effect: Each target makes an Agility test.

  • ≤11: 8 damage; restrained (EoT)
  • 12-16: 6 damage; slowed (EoT)
  • 17+: No effect.

The snaring line remains until the end of the encounter. Any enemy who moves into the area for the first time in a round or starts their turn there must make the test.

Special: This ability can't be used by a minion.

Dwarf Axethrower
Dwarf, Humanoid - Level 1 Minion Defender EV 3 for 4 minions
1M
Size
5
Speed
7
Stamina
2
Stability
1
Free Strike
-
Immunity
-
Movement
- +2 bonus to Stamina
With Captain
-
Weaknesses
+1
Might
+0
Agility
+0
Reason
+2
Intuition
+0
Presence

⚔️ Whistling Axes (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage; one ally adjacent to the target can make a free strike

Effect: The target can't use triggered actions until the start of the next round.

Dwarf Catchpole
Dwarf, Humanoid - Level 1 Minion Brute EV 3 for 4 minions
1M
Size
5
Speed
7
Stamina
2
Stability
2
Free Strike
-
Immunity
-
Movement
- +2 bonus to Stamina
With Captain
-
Weaknesses
+2
Might
+0
Agility
+0
Reason
+0
Intuition
+0
Presence

🗡 Maul (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage; grabbed or prone

Effect: If the target is restrained, they take an extra 2 damage.

Dwarf Driver
Dwarf, Humanoid - Level 1 Minion Harrier EV 3 for 4 minions
1M
Size
7
Speed
6
Stamina
1
Stability
1
Free Strike
-
Immunity
-
Movement
- +2 bonus to Stamina
With Captain
-
Weaknesses
+2
Might
+1
Agility
+0
Reason
+0
Intuition
+0
Presence

⚔️ Handaxes (Signature Ability)

Charge, Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage; push 1
  • 12-16: 2 damage; push 2
  • 17+: 3 damage; push 4

Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

Dwarf Hunter
Dwarf, Humanoid - Level 1 Minion Support EV 3 for 4 minions
1M
Size
5
Speed
6
Stamina
1
Stability
1
Free Strike
-
Immunity
-
Movement
- +2 bonus to Stamina
With Captain
-
Weaknesses
+1
Might
+2
Agility
+0
Reason
+0
Intuition
+0
Presence

🏹 Snaring Javelin (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage; pull 1
  • 12-16: 2 damage; pull 2
  • 17+: 3 damage; pull 4

Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

Dwarf Gunner
Dwarf, Humanoid - Level 1 Platoon Artillery EV 6
1M
Size
5
Speed
26
Stamina
1
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+0
Might
+2
Agility
+0
Reason
+1
Intuition
+0
Presence

🏹 Portable Ballista (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≤11: 6 damage; push 1
  • 12-16: 9 damage; push 3
  • 17+: 12 damage; push 5

Effect: If the target is adjacent to an object or a wall after the power roll is resolved, they are restrained until the end of their next turn. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

5 Malice: If the target is pushed into another creature, the target and the creature are each restrained until the end of their next turn.

🏹 Ensnaring Chains (5 Malice)

Ranged, Weapon Maneuver
📏 Ranged 10 🎯 One prone, restrained, or slowed creature

Effect: The gunner makes a free strike against the target, and the prone, restrained, and slowed conditions on the target end. The target is then restrained (save ends).

⭐️ Split Shot

Whenever the gunner deals rolled damage to a target, one creature or object adjacent to the target takes 3 damage.

Dwarf Launcher
Dwarf, Humanoid - Level 1 Platoon Hexer EV 8
1M
Size
5
Speed
39
Stamina
3
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+1
Might
+0
Agility
+0
Reason
+2
Intuition
+0
Presence

🔳 Concussive Grenade (Signature Ability)

Area, Ranged, Weapon Main action
📏 3 cube within 5 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 3 damage; push 1
  • 12-16: 6 damage; push 3; M < 1 slowed (save ends)
  • 17+: 8 damage; push 3; M < 2 slowed (save ends)

Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

🔳 Sleep Grenade (3 Malice)

Ranged, Weapon Main action
📏 3 cube within 5 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 3 poison damage; I < 0 dazed (save ends)
  • 12-16: 6 poison damage; I < 1 dazed (save ends)
  • 17+: 8 poison damage; I < 2 dazed (save ends)

Effect: A target dazed this way treats their characteristic scores as 1 lower for the purpose of resisting potencies.

⭐️ Indirect Fire

The launcher ignores concealment and cover, and doesn't need line of effect to use their abilities as long as a size 1 opening exists between the dwarf and the target.

Dwarf Reel Winch
Dwarf, Humanoid - Level 1 Platoon Support EV 6
1M
Size
5
Speed
36
Stamina
2
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+0
Might
+2
Agility
+0
Reason
+1
Intuition
+0
Presence

🏹 Snaring Crossbow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage; M < 0 slowed (save ends)
  • 12-16: 7 damage; M < 1 slowed (save ends)
  • 17+: 9 damage; M < 2 slowed (save ends)

Effect: The target is pulled up to 5 squares. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

🏹 Reel Them In (3 Malice)

Ranged, Weapon Maneuver
📏 Ranged 10 🎯 Three creatures

Effect: The target is pulled up to 8 squares. A restrained or slowed target can be pulled an additional 2 squares. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

⭐️ We Have a Quota!

If a target made slowed by the reel winch is already grabbed or slowed, the grabbed and slowed conditions end and the target is restrained (save ends).

Dwarf Shieldwall
Dwarf, Humanoid - Level 3 Platoon Defender EV 10
1M
Size
5
Speed
72
Stamina
4
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+0
Agility
+0
Reason
+0
Intuition
+1
Presence

🗡 Wide Axe (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 7 damage; slide 1
  • 12-16: 10 damage; slide 1
  • 17+: 13 damage; slide 1

Effect: The shieldwall can shift 1 square to remain adjacent to the target. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

3 Malice: This ability targets one additional target.

❗️ Intercepting Shield (1 Malice)

- Triggered action
📏 Self 🎯 Self

Trigger: A creature makes a strike against an ally adjacent to the shieldwall.

Effect: The shieldwall becomes the target of the triggering strike and halves the damage.

⭐️ Call to the Wall

Whenever a creature deals damage to or takes damage from the shieldwall, the shieldwall can make that creature taunted until the end of the creature's next turn.

Dwarf Stone Whisperer
Dwarf, Humanoid - Level 3 Platoon Controller EV 10
1M
Size
5
Speed
52
Stamina
2
Stability
5
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weaknesses
+1
Might
+0
Agility
+2
Reason
+2
Intuition
+0
Presence

🔳 Tile Slide (Signature Ability)

Area, Magic Main action
📏 2 cube within 1 🎯 Each creature and object in the area

Power Roll + 2:

  • ≤11: 5 damage; slide 1; M < 0 slowed (save ends)
  • 12-16: 8 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 force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

🔳 Stone Wave (3 Malice)

Area, Magic, Ranged Maneuver
📏 3 cube within 10 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 4 damage; push 2; R < 1 slowed (save ends)
  • 12-16: 6 damage; push 3; R < 2 slowed (save ends)
  • 17+: 9 damage; push 3; R < 3 slowed (save ends)

Effect: The area is difficult terrain for enemies. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

⭐️ Stone Walker

Whenever the stone whisperer willingly moves, they can phase through up to 2 squares of stone as part of that movement. If they end their movement inside stone, they are shunted out into the space from which they entered it.

Dwarf Trapper
Dwarf, Humanoid - Level 1 Platoon Harrier EV 6
1M
Size
7
Speed
36
Stamina
2
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+0
Might
+2
Agility
+0
Reason
+1
Intuition
+0
Presence

⚔️ Concussive Bolts (Signature Ability)

Charge, Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage; push 2
  • 12-16: 7 damage; push 4
  • 17+: 9 damage; push 6

Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

🔳 Steam-Powered Snare (3 Malice)

Area, Ranged, Weapon Maneuver
📏 3 cube within 5 🎯 Each enemy in the area

Effect: Each target makes a Might test.

  • ≤11: 7 damage; restrained (EoT)
  • 12-16: 5 damage; slowed (EoT)
  • 17+: No effect.

The snare remains until the end of the encounter. Any enemy who moves into the area for the first time in a round or starts their turn there must make the test.

Dwarf Warden
Dwarf, Humanoid - Level 2 Platoon Brute EV 8
1M
Size
5
Speed
59
Stamina
3
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+0
Agility
+0
Reason
+1
Intuition
+0
Presence

🗡 Concussive Maul (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 7 damage; push 1
  • 12-16: 10 damage; push 3
  • 17+: 13 damage; push 5; M < 2 restrained (save ends)

Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

🔳 Concussive Shockwave (5 Malice)

Area, Weapon Main action
📏 3 cube within 1 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 5 damage; push 2; A < 0 slowed (save ends)
  • 12-16: 8 damage; push 2; A < 1 slowed (save ends)
  • 17+: 11 damage; push 2; A < 2 slowed (save ends)

Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

⭐️ Escort the Prisoners

Whenever the warden moves, they can carry an adjacent restrained enemy as if the enemy were grabbed by them.

Dwarf Marauder
Dwarf, Humanoid - Level 3 Leader EV 20
1M
Size
5
Speed
132
Stamina
4
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+3
Might
+0
Agility
+2
Reason
+1
Intuition
+0
Presence

⚔️ Levitating Axes (Signature Ability)

Melee, Psionic, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 10 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 8 damage; slide 1
  • 12-16: 12 damage; slide 3
  • 17+: 15 damage; slide 5

Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

3 Malice: A target force moved adjacent to an ally of the marauder lord is restrained until the end of their next turn.

🏹 Magnetomancy

Psionic, Ranged Maneuver
📏 Ranged 10 🎯 One creature or object

Effect: The target vertical slides up to 5 squares. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

5 Malice: This ability takes the Area keyword and loses the Ranged keyword, its distance becomes a 10 burst, and it targets each restrained creature in the area.

❗️ Your Weapon Is Useless

Psionic, Ranged Triggered action
📏 Ranged 10 🎯 Self or one ally

Trigger: A creature makes a melee strike against the target.

Effect: The target halves any damage from the strike and the triggering creature takes 4 damage.

⭐️ End Effect

At the end of each of their turns, the marauder lord can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

☠️ Ajax Will Pay Well for These Specimens (Villain Action 1)

Area, Psionic, Ranged, Weapon -
📏 5 cube within 10 🎯 Each enemy in the area

Effect: The marauder lord uses Levitating Axes against each target, making one power roll against all targets.

☠️ Don't Let Them Escape! (Villain Action 2)

Area -
📏 5 burst 🎯 Each ally in the area

Effect: Each target shifts up to their speed. The marauder lord then uses Levitating Axes.

☠️ Test Your Metal! (Villain Action 3)

Psionic, Ranged -
📏 Ranged 10 🎯 Special

Effect: The marauder lord creates three size 2 metal objects in unoccupied spaces within distance. Whenever the marauder lord uses Magnetomancy, they can additionally target one of these objects.

Servitor War Walker
Dwarf, Humanoid - Level 1 Elite Mount EV 12
3
Size
8
Speed
60
Stamina
2
Stability
4
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
+2
Might
+0
Agility
-2
Reason
+0
Intuition
-2
Presence

🗡 Grasping Claws (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage; M < 2 restrained (save ends)

Effect: A target already restrained or restrained by this ability is pulled up to 3 squares. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.

❇️ Stunning Blast (3 Malice)

Area, Weapon Maneuver
📏 3 burst 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 3 lightning damage; A < 0 slowed (save ends)
  • 12-16: 6 lightning damage; A < 1 slowed (save ends)
  • 17+: 7 lightning damage; A < 2 slowed (save ends)

⭐️ Cupola

While riding the war walker, three size 1 allies can occupy the same space. Creatures riding the war walker have cover.

⭐️ Mobile Prison Harness

Any restrained or slowed creature who comes adjacent to the war walker is automatically restrained (save ends) and takes a bane on power rolls. A creature restrained this way moves with the war walker.

Elementals

When the gods formed the mundane world, they took sparks of creation from the roiling plane of Quintessence and gave sentience to some of the multiverse's most basic elements-air, earth, fire, and water. Many elementals contain just one of these components, but can come to embody multiple reagents as they age.

Duality of Form

Elementals are mercurial creatures of creation, destruction, and transformation. Though the deities first created the mundane world, elementals cultivated and shaped it. When a tree, stone, or other aspect of the world doesn't suit an elemental, they break it down with elemental fury then build it anew.

Elementals change like the winds and the tides, and from age to age, they remake themselves to reflect what the world has become. They are protectors armored by stone, lizards ablaze with fire, and sometimes dragons clad in steel.

Rebirth and Reformation

When an elemental dies in the mundane world, their spirit returns to Quintessence, where they must rest for decades to regain their strength. Should the spirit return to the mundane world, they take on a form that reflects a creature or other aspect of that plane.

Crux of Fire

Cruxes of fire, often called blazecasters, take the form of fiery lizards. They commonly live in hot zones of planar convergence or areas of volcanic activity. These territorial elementals usually question interlopers from afar-and if they don't like the answers, they rain down fire before their foes can draw near.

Though many elementals weave their innate gifts into oral storytelling, cruxes of fire are particularly adroit at animating their stories in silhouettes of flame.

Essence of Storms

At a distance, most would mistake an essence of storms, sometimes known as a galeweaver, for a large bird of prey. This majestic creature is formed from streaks of colored cloud stuff woven into the silhouette of a large eagle or falcon.

Galeweavers act as scouts for their handlers or for groups of elementals, and they're usually the first to spot trouble. Insatiably curious, an essence of storms often swoops down to talk when they observe travelers.

Essence of Tides

An essence of tides looks like a shimmering blue manta ray that glides over land as easily as through water, earning them the common name of tidedrifter. Most common along coastlines, essences of tides enjoy harmless pranks, especially against folk who regularly sail or swim in their waters.

Tidedrifters have a healthy sense of humor that makes it easy to win their friendship-but their relaxed demeanor evaporates if friends or family face threats.

Field of Growth

The field of growth takes the form of a massive centipede made of vegetation. Often called verdant primevals, these caretakers of the natural cycle of life (and death) fight those they see as upsetting that cycle. Fields of growth seek not only to destroy undead and those who create them, but to sabotage divine servitors who casually peddle resurrection magic.

Force of Earth

A protective earth elemental, a force of earth resembles a nine-foot-tall great ape formed of dirt and rough stone. They act as guardians and historians when among other elementals, working tirelessly to thwart ills from befalling the group. These elementals are sometimes called earthen bulwarks.

Elemental Languages

Most elementals speak Low Kuric. Some can use Caelian when they need to.

It is in changing that we find purpose.

Atæshia, Queen of Ash

Elemental Malice

At the start of any elemental's turn, you can spend Malice to activate one of the following features.

⭐️ Elemental Swap (3 Malice)

Two elementals on the encounter map teleport to swap places, and each has damage immunity 2 until the end of the round.

👤 Split (5 Malice)

An elemental acting this turn cleaves themself into two separate elementals. Each elemental has the same statistics as the original, except that each has half the original's current Stamina and is one size smaller. Both elementals can then shift up to their speed.

🏹 Convocation of Chaos (7 Malice)

Magic, Ranged Maneuver
📏 Ranged 8 🎯 Self or one elemental

Effect: Until the end of the encounter, the target has a +5 bonus to speed and a +5 damage bonus to strikes. Additionally, whenever an elemental within the target's line of effect uses an ability with "Convocation" in the name, the target also gains the effects of that ability.

Crux of Fire
Elemental - Level 3 Elite Artillery EV 20
1T
Size
6
Speed
80
Stamina
0
Stability
6
Free Strike
Fire 5
Immunity
-
Movement
- -
With Captain
-
Weaknesses
-1
Might
+2
Agility
+0
Reason
+1
Intuition
+2
Presence

🏹 Spitfire (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 12 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 8 fire damage
  • 12-16: 12 fire damage; A < 1 the target is burning (save ends)
  • 17+: 15 fire damage; A < 2 the target is burning (save ends)

Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

🏹 Convocation of Flames

Magic, Ranged Maneuver
📏 Ranged 5 🎯 Self or one elemental

Effect: Until the start of the crux's next turn, the target has fire immunity 5.

3 Malice: Until the end of the encounter, the ground within 3 squares of the target is wreathed in fire. Any enemy who enters that area for the first time in a round or starts their turn there takes 3 fire damage.

❗️ Flame Jet (1 Malice)

Magic Triggered action
📏 Self 🎯 Self

Trigger: The crux takes damage.

Effect: The crux ignores any effects associated with the damage and can fly up to their speed. If the crux doesn't end this movement on solid ground, they fall.

⭐️ Fickle and Free

The crux can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.

Essence of Storms
Elemental - Level 3 Elite Harrier EV 20
1S
Size
8
Speed
100
Stamina
0
Stability
5
Free Strike
Lightning 5
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+1
Might
+2
Agility
-1
Reason
+0
Intuition
+2
Presence

❇️ Bluster (Signature Ability)

Area, Magic Main action
📏 1 burst 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 5 damage
  • 12-16: 5 damage, 4 lightning damage; push 1
  • 17+: 5 damage, 7 lightning damage; push 3

Effect: The essence shifts up to 3 squares before or after using this ability.

🏹 Convocation of Squalls

Magic, Ranged Maneuver
📏 Ranged 5 🎯 Self or one elemental

Effect: Until the start of the essence's next turn, the target has lightning immunity 5.

3 Malice: Until the end of the encounter, a vortex surrounds the target in a 3 aura. The area is difficult terrain for enemies. Additionally, at the end of each of the target's turns, they can push one creature in the area up to 5 squares.

❗️ Thunderclap (1 Malice)

Magic, Ranged Triggered action
📏 Ranged 5 🎯 The triggering creature

Trigger: A creature within distance deals damage to the essence.

Effect: The target takes 5 lightning damage.

⭐️ Fickle and Free

The essence can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.

Essence of Tides
Elemental - Level 3 Elite Controller EV 20
1M
Size
7
Speed
80
Stamina
1
Stability
5
Free Strike
Cold 5
Immunity
Swim
Movement
- -
With Captain
-
Weaknesses
+2
Might
+0
Agility
+1
Reason
-1
Intuition
+2
Presence

🗡 Water Wing (Signature Ability)

Magic, Melee, Strike Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage; slide 1
  • 12-16: 11 damage; slide 2
  • 17+: 14 damage; slide 3

Effect: If a target has P < 2, their stability is reduced to 0 and they move 2 additional squares whenever they are force moved (save ends).

🏹 Convocation of Waves

Magic, Ranged Maneuver
📏 Ranged 5 🎯 Self or one elemental

Effect: Until the start of the essence's next turn, the target has cold immunity 5.

3 Malice: Until the end of the encounter, the ground within 1 square of the target is a pool of water that is difficult terrain. This water extends out behind the target as they move, creating a stream that lasts until the end of the encounter. Any enemy who ends their turn in the stream and has M < 2 is slowed (save ends).

❗️ Sea-Salted Wounds (1 Malice)

Melee Triggered action
📏 Melee 1 🎯 One enemy

Trigger: An ally deals rolled damage to the target.

Effect: The essence makes a free strike against the target.

⭐️ Fickle and Free

The essence can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.

⭐️ Water Glide

Whenever the essence starts their turn in a space containing water, they can fly until the end of their turn. While flying, the essence doesn't provoke opportunity attacks.

Field of Growth
Elemental - Level 3 Elite Controller EV 28
3
Size
8
Speed
120
Stamina
2
Stability
6
Free Strike
Poison 5
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
+2
Might
+0
Agility
+0
Reason
+2
Intuition
+2
Presence

🏹 Hampering Roots (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 8 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 8 damage
  • 12-16: 13 damage; R < 1 prone and can't stand (save ends)
  • 17+: 16 damage; R < 2 prone and can't stand (save ends)

Effect: If a target made prone this way is already prone, they are instead restrained (save ends). If the target was also unable to stand, that effect ends when they are no longer restrained this way.

🏹 Convocation of Verdure

Magic, Ranged Maneuver
📏 Ranged 5 🎯 Self or one elemental

Effect: The target gains 15 temporary Stamina that lasts until the start of the field's next turn.

3 Malice: Until the end of the encounter, the ground within 1 square of the target is overgrown with underbrush and vines. Whenever any enemy makes a strike against the target while within line of effect of that area, the enemy is pulled 5 squares toward the area after the strike is resolved. Any enemy who enters the area for the first time in a round or starts their turn there is knocked prone.

❗️ Rose Thorn Lash (1 Malice)

Magic, Melee Triggered action
📏 Melee 3 🎯 The triggering creature or object

Trigger: A creature or object within distance deals damage to the field.

Effect: The target takes 6 damage, and if they have A < 2, they are bleeding (save ends).

⭐️ Fickle and Free

The field can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.

⭐️ Roots Run Deep

The field can target any creature touching the ground with their abilities, even if they don't have line of effect to that creature.

Force of Earth
Elemental - Level 3 Elite Brute EV 20
2
Size
5
Speed
132
Stamina
2
Stability
6
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weaknesses
+2
Might
-1
Agility
+0
Reason
+1
Intuition
+2
Presence

🗡 Slam Into Dirt (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 8 damage
  • 12-16: 12 damage; M < 1 restrained (save ends)
  • 17+: 15 damage; M < 2 restrained (save ends)

Effect: The target's space is difficult terrain.

🏹 Convocation of Quartz

Magic, Ranged Maneuver
📏 Ranged 5 🎯 Self or one elemental

Effect: Until the start of the force's next turn, any melee strike made against the target takes a bane if it doesn't already have a bane or double bane.

3 Malice: Until the end of the encounter, the target grows a carapace of stone. They have a +3 bonus to stability and gain 15 temporary Stamina.

❗️ Break Armor (1 Malice)

- Triggered action
📏 Self 🎯 Self

Trigger: The force takes damage.

Effect: The force halves the damage, and has damage weakness 3 and a +3 bonus to speed until the end of the encounter. This damage weakness increases by 3 each time the force uses this ability in the same encounter.

⭐️ Fickle and Free

The force can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.

⭐️ Primordial Strength

The force's strikes gain a +6 damage bonus against objects.

⭐️ Stone Swim

The force can burrow through stone, but can't drag other creatures underground when they do so.

Elves, High

The children of the solar celestials, the high elves were created to tend to the sun elves as librarians and heralds. Now they sequester themselves away from the world amid the fallen cities of the sky elves, remembering a better age, before the arrival of humans and war to the world made the high elves who they are today.

Glamorous

The high elves hold an unwavering poise worthy of a noble background. They also emit a glamor that allows them to take on physical features and aspects of personality as they desire. Each person sees this glamor slightly differently, emphasizing some details over others based on one's own values and fascinations.

Loremasters

The adage "knowledge is power" is a rough translation of an ancient Hyrallic saying. A closer translation is "knowledge before power." High elves believe knowledge is the pursuit from which all good things flow: life, power, legacy.

In their ruined towers, they study ancient history and magic thought long extinct. They revive dead spells and languages and manipulate their use to suit their means. High elves can use this magic for wondrous creations. They can also use it to kill by lifting a finger.

Elemental Summoners

Through their studies of ancient magic, many high elves have cultivated a strong bond to elemental creatures and can call upon their aid. In service to high elves, soot crows scout from the sky, living vine walls called brambleguards create labyrinthine barricades, and ceramic horses provide fast transport over long distances.

Many high elves can also summon magical wisps called elemental motes. These sprites enervate their foes against high elf magic and revive fallen elementals in a brilliant flash by sacrificing their own energy.

Surround and Suppress

Foes who threaten high elf armies are dealt with quickly and entirely. High elves take advantage of each other's magic to corral enemies together and throw huge waves of destruction upon them. The more exposure a victim has to high elf magic, the more effective that magic is in destroying them. High elf wyrds ensure there's no escape, warping the environment into treacherous pits-and eventually, graveyards.

Magical Manipulation

The high elves practice a tradition of group-casting magic that empowers their abilities as more elves participate. This enables them to extend their spells farther, sometimes even miles away from the caster when an entire platoon works in unison.

Many high elves have also collected extensive libraries of tomes over the centuries. Even on the battlefield, an elf can turn to a book to transform a mundane weapon volley into a magical one.

The Unseen Hands

The Unseen Hands is a sect of high elf radicals who believe they have stumbled upon sky elf texts detailing their downfall at the hands of the sun elves. The story surrounding their purported discoveries has twisted into a narrative decrying modern society for benefiting from the lore accumulated in service to the sun elves. The sect hides among high elf society in plain sight, slowly manipulating nobles as they attempt to dismantle that society and plunge the world into anarchy.

The Ordinator

Being in the presence of a high elf ordinator inspires an ancient fear in those who know high elf history. Occupying a position of both military and clerical authority, an ordinator is capable of focusing a force of high elves to precisely strike an arrow's tip from the other end of the battlefield. These spellcasters are among the most studied elves in their communities and courts, and their strategic minds are matched only by their affinity with elementals. The ordinator is not only an illuminating beacon of command for their platoon; they are a spiritual beacon of hope for their people.

High Elf Languages

Most high elves speak Caelian and Hyrallic, with some also speaking Yllyric.

The Ordinator is a Magic Beacon

Whenever a high elf ordinator appears on an encounter map, the Chaincast Malice feature is improved and always active. When any elf uses a magic ability as if they were in the ordinator's space, that ability has a double edge.

High Elf Malice

At the start of any high elf's turn, you can spend Malice to activate one of the following features.

🌀 Chaincast (3 Malice)

Until the end of the round, whenever a high elf uses a magic ability, they can use it as if they were occupying the square of another high elf on the encounter map to whom they have line of effect.

🔳 **Gift From an Accursed Tome (5 Malice)

Area, Magic Main action
📏 5 x 1 line within 1 🎯 Each enemy in the area

Effect: The high elf chooses a damage type and condition from one of the following combinations: cold damage and slowed, poison damage and weakened, or corruption damage and frightened.

Power Roll + 2:

  • ≤11: 5 damage; R < 1 chosen condition (save ends)
  • 12-16: 9 damage; R < 2 chosen condition (save ends)
  • 17+: 12 damage; R < 3 chosen condition (save ends)

Special: This ability can't be used by a minion.

🌀 In Defiance of Time (7 Malice)

Until the end of the round, each high elf in the encounter gains a +4 bonus to speed, and whenever a high elf uses an ability against an enemy, each high elf adjacent to that enemy can make a free strike against them.

Elemental Mote
Elemental, High Elf, Soulless - Level 1 Minion Hexer EV 3 for four minions
1T
Size
5
Speed
3
Stamina
0
Stability
1
Free Strike
-
Immunity
Fly
Movement
- +2 bonus to speed
With Captain
-
Weaknesses
0
Might
0
Agility
0
Reason
0
Intuition
+2
Presence

🗡 Dweomer Plume (Signature Ability)

Magic, Melee, Strike Main action
📏 Melee 2 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage; R < 1 damage weakness 3 (save ends)
  • 17+: 3 damage; R < 2 damage weakness 3 (save ends)

⭐️ Spark of Life

On their turn, the mote can leave the encounter in a flash of light to revive one adjacent dead soot crow, brambleguard, or ceramic horse. The revived creature returns with 3 Stamina.

High Elf Dawn Mage
Fey, High Elf, Humanoid - Level 1 Minion Controller EV 3 for four minions
1M
Size
5
Speed
3
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- +5 bonus to ranged distance
With Captain
-
Weaknesses
0
Might
0
Agility
+2
Reason
-1
Intuition
+1
Presence

🏹 Bright Bolt (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 holy damage
  • 12-16: 2 holy damage
  • 17+: 3 holy damage

Effect: Until the start of the dawn mage's next turn, the target can't hide.

⭐️ Otherworldly Grace

At the start of each of their turns, the dawn mage can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.

High Elf Quiver
Fey, High Elf, Humanoid - Level 1 Minion Artillery EV 3 for four minions
1M
Size
5
Speed
3
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- +5 bonus to ranged distance
With Captain
-
Weaknesses
0
Might
+2
Agility
+1
Reason
0
Intuition
0
Presence

🏹 Heavy Arrow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage

Effect: Each ally adjacent to the target shifts up to 2 squares

⭐️ Otherworldly Grace

At the start of each of their turns, the quiver can choose one effect on them that can be ended by a saving throw. They change the duration of the effect to instead end at the end of their turn

Soot Crow
Elemental, High Elf - Level 1 Minion Harrier EV 3 for four minions
1T
Size
7
Speed
4
Stamina
0
Stability
1
Free Strike
-
Immunity
Fly
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Heckle (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage; taunted (EoT)

Effect: Until the end of their turn, the soot crow ignores opportunity attacks from the target.

Brambleguard
Elemental, High Elf - Level 2 Platoon Defender EV 8
2
Size
4
Speed
59
Stamina
3
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
0
Agility
0
Reason
0
Intuition
+2
Presence

🔳 Wall of Roses (Signature Ability)

Area, Magic Main action
📏 Special; see below 🎯 Self

Effect: Until the start of the brambleguard's next turn, their speed is 0 and they extend themself into a 5 wall. Each ally who starts their turn adjacent to the brambleguard regains 5 Stamina and can apply the Magic keyword to their weapon abilities until the end of their turn.

❇️ Whip Frenzy

Area, Weapon Main action
📏 2 burst 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 4 damage
  • 12-16: 7 damage; push 3
  • 17+: 10 damage; push 3; A < 2 bleeding (save ends)

⭐️ Thicket and Thorns

The brambleguard blocks line of effect for enemies. Each enemy who starts their turn adjacent to a brambleguard takes 4 damage

High Elf Bloodletter
Fey, High Elf, Humanoid - Level 1 Platoon Ambusher EV 6
1M
Size
7
Speed
30
Stamina
0
Stability
4
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
+1
Intuition
0
Presence

🗡 Razor's Edge (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage; R < 2 bleeding (save ends)

Effect: The bloodletter and each of their allies has a double edge on abilities targeting a creature bleeding this way.

❇️ Blood Haze (2 Malice)

Area, Magic Maneuver
📏 1 burst 🎯 Special

Effect: Until the end of the next round, a cloud of blood vapor fills the area. The cloud blocks line of effect for enemies , and any enemy has damage weakness 3 while in the area. The bloodletter can then shift up to their speed, and can attempt to hide if they end that shift with concealment.

⭐️ Otherworldly Grace

At the start of each of their turns, the bloodletter can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.

High Elf Deathtouch
Fey, High Elf, Humanoid - Level 2 Platoon Artillery EV 8
1M
Size
5
Speed
30
Stamina
0
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
0
Agility
+1
Reason
0
Intuition
+1
Presence

🏹 Heartpiercer (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 15 🎯 One creature

Power Roll + 2:

  • ≤11: 7 damage
  • 12-16: 10 damage
  • 17+: 13 damage; R < 1 bleeding (save ends); I < 1 frightened (save ends); P < 1 restrained (save ends)

5 Malice: The ability takes the Area keyword and loses the Strike keyword, its distance becomes a 3 cube within 10, and it targets each enemy in the area.

🗡 Kiss of Death

Magic, Melee Maneuver
📏 Melee 1 🎯 One willing ally

Effect: The target has a +5 bonus to speed and automatically obtains a tier 3 outcome on power rolls. They can still roll to determine if they score a critical hit. At the end of their next turn, the target immediately dies.

⭐️ Otherworldly Grace

At the start of each of their turns, the deathtouch can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.

High Elf Orbweaver
Fey, High Elf, Humanoid - Level 3 Platoon Hexer EV 10
1M
Size
5
Speed
40
Stamina
0
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
0
Agility
+2
Reason
+2
Intuition
+2
Presence

🔳 Awash (Signature Ability)

Area, Magic Main action
📏 3 cube within 1 🎯 Each creature in the area

Power Roll + 2:

  • ≤11: 4 cold damage; M < 0 push 3
  • 12-16: 6 cold damage; M < 1 push 5 or prone
  • 17+: 9 cold damage; M < 2 slide 5 or prone

🏹 Aetherweb

Magic, Ranged, Strike Main action
📏 Ranged 8 🎯 Two enemies or objects

Power Roll + 2:

  • ≤11: 5 damage; R < 0 slowed (save ends)
  • 12-16: 8 damage; R < 1 slowed (save ends)
  • 17+: 11 damage; R < 2 restrained (save ends)

Effect: Each enemy within 3 squares of a target suffers the same potency effect as the target unless they are already adjacent to them, or if they immediately shift into an unoccupied space adjacent to the target (no action required).

⭐️ Otherworldly Grace

At the start of each of their turns, the orbweaver can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.

High Elf Palinode
Fey, High Elf, Humanoid - Level 1 Platoon Support EV 6
1M
Size
5
Speed
30
Stamina
0
Stability
3
Free Strike
Psychic 5
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
0
Agility
0
Reason
+2
Intuition
+1
Presence

🏹 Instill Regret (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 8 🎯 One creature

Power Roll + 2:

  • ≤11: 5 psychic damage
  • 12-16: 7 psychic damage; I < 1 weakened (save ends)
  • 17+: 9 psychic damage; I < 2 weakened (save ends)

2 Malice: The potency increases by 1. If the target is weakened this way at the end of the encounter, they can't take a respite activity during their next respite.

🏹 Recall

Magic, Ranged Maneuver
📏 Ranged 5 🎯 Two allies

Effect: Each target can teleport to an unoccupied space adjacent to the palinode. The palinode and each target then gain 5 temporary Stamina.

⭐️ Otherworldly Grace

At the start of each of their turns, the palinode can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.

High Elf Deployments

High Elf Deployments

High elves are obsessed with knowledge: discovering it, documenting it, and protecting it. While this means that many of them are cloistered in towers with noses buried firmly in ancient tomes, lost knowledge is often found in dangerous ruins or in the collections of powerful individuals with no intent to share. When this happens, strike teams of like- minded high elves deploy to infiltrate and "forcefully acquire" such knowledge.

Many high elves also consider themselves guardians of dangerous or forbidden lore and are ready to defend it with their lives. Many illusory groves and glamoured ruins conceal repositories and powerful warriors sworn to keep these secrets out of the hands of those who would use them for ill.

High Elf Sample Encounters

  • Ruin Hunters, 24 EV: Eight soot crows, eight dawn mages, one palinode, one zephyr
  • Grove Guardians, 36 EV: Eight elemental motes, eight soot crows, one brambleguard, one wyrd, one ceramic horse
  • Acquisitor Strike Team, 46 EV: Eight quivers, eight soot crows, one brambleguard, three bloodletters, one deathtouch
  • Relic Wardens, 74 EV: Sixteen elemental motes, eight dawn mages, two bloodletters, one brambleguard, one palinode, one orbweaver, one ordinator
High Elf Wyrd
Fey, High Elf, Humanoid - Level 3 Platoon Controller EV 10
1M
Size
5
Speed
40
Stamina
0
Stability
5
Free Strike
Psychic 5
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+1
Agility
+2
Reason
-1
Intuition
+2
Presence

🔳 Twystrd (Signature Ability)

Area, Magic Main action
📏 1 cube within 5 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: Vertical push 3
  • 12-16: Vertical push 5
  • 17+: Vertical push 6

Effect: For each elemental mote adjacent to the wyrd, the size of the cube increases by 1.

🏹 Summon Elemental (2 Malice)

Ranged Maneuver
📏 Ranged 5 🎯 Special

Effect: The wyrd summons two elemental motes or two soot crows into unoccupied spaces within distance.

🔳 Wyrd Warp (2 Malice)

Area, Magic Maneuver
📏 8 wall within 8 🎯 Special

Effect: The wyrd shapes the land in the area as if it were loose clay, either raising the ground or pushing it down to create a trench. Any creature in the area moves with the terrain to its new higher elevation, or falls if the ground is lowered beneath them.

⭐️ Otherworldly Grace

At the start of each of their turns, the wyrd can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.

High Elf Zephyr
Fey, High Elf, Humanoid - Level 1 Platoon Harrier EV 6
1M
Size
7
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Sweeping Blade (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage

Effect: On a tier 3 outcome, the zephyr can make a free strike against a creature adjacent to the target. If they do so and that creature and the target both have A < 2, the creature and the target are both prone. On any tier outcome, the zephyr can then shift up to 2 squares

👤 Windwalk

- Maneuver
📏 Self 🎯 Self

Effect: The zephyr flies up to their speed. If they don't end this movment on solid ground, they are prone.

⭐️ Like the Wind

The zephyr doesn't provoke opportunity attacks by moving.

⭐️ Otherworldly Grace

At the start of each of their turns, the zephyr can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.

High Elf Ordinator
Fey, High Elf, Humanoid - Level 3 Leader EV 20
1M
Size
5
Speed
120
Stamina
0
Stability
5
Free Strike
-
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
+3
Reason
+2
Intuition
+3
Presence

🏹 Lightning Rod (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + 3:

  • ≤11: 9 lightning damage; R < 1 dazed (save ends)
  • 12-16: 14 lightning damage; R < 2 dazed (save ends)
  • 17+: 17 lightning damage; R < 3 dazed (save ends)

Effect: Until the start of the ordinator's next turn, each ally high elf in the encounter gains an edge on ability rolls against the target.

❇️ Elemental Uproar

Area, Magic Maneuver
📏 10 burst 🎯 Each elemental ally in the area

Effect: Each target can move up to their speed or make a free strike. Elemental mote targets can, instead, use their Spark of Life trait.

🏹 Summon Elemental (2 Malice)

Ranged Maneuver
📏 Ranged 10 🎯 Special

Effect: The ordinator summons four elemental motes or four soot crows into unoccupied space within distance.

3 Malice: The ordinator instead summons one ceramic horse or one winded brambleguard into an unoccupied space within distance.

❗️ Enough!

Ranged Triggered action
📏 Ranged 10 🎯 The triggering enemy

Trigger: An enemy within distance uses an ability against the ordinator or any ally within distance.

Effect: The ordinator uses Lightning Rod against the target after the ability is resolved.

⭐️ Otherworldly Blessing

At the start of each of their turns, the ordinator can choose one or more effects on them that can be ended by a saving throw. The effects instead end at the end of the ordinator's turn

☠️ Fountains Roar, Now Free From the Earth (Villain Action 1)

Area, Magic -
📏 10 burst 🎯 Each ally in the area

Effect: Each target glows briefly, and can end one effect on themself then move up to their speed.

☠️ And the Sun Forsook Her Children (Villain Action 2)

Area, Magic, Ranged -
📏 5 cube within 10 🎯 Each enemy in the area

Effect: Each target makes a Presence test.

  • ≤11: 12 corruption damage; pull 5 toward the center of the cube
  • 12-16: 9 corruption damage; pull 3 toward the center of the cube
  • 17+: Pull 1 toward the center of the cube

Effect: The area turns dark and distorted, and is difficult terrain for enemies.

☠️ But We Will Change Her Mind (Villain Action 3)

Area, Magic -
📏 10 burst 🎯 Self and each ally in the area

Effect: Each target's free strike now has the Magic keyword and can target two creatures or objects. Additionally, each target glows with magic.

Ceramic Horse
Elemental, High Elf - Level 1 Platoon Mount EV 6
2
Size
10
Speed
30
Stamina
2
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Elemental Charge (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage
  • 12-16: 7 fire damage
  • 17+: 9 lightning damage; M < 2 prone

❇️ Stomp

Area, Weapon Main action
📏 1 burst 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 3 damage
  • 12-16: 5 damage
  • 17+: 7 damage

Effect: Any target who is prone takes an extra 2 damage.

👤 Buck (2 Malice)

- Maneuver
📏 Self 🎯 The horse's rider

Effect: The horse vertical slides the target up to 3 squares, ignoring stability. The target can use a ranged ability at any point during this forced movement, and takes no damage if they then fall.

⭐️ Shared Otherworldly Grace

If the ceramic horse's rider has the Otherworldly Grace trait, the ceramic horse also has that trait.

Elves, Shadow

Children of the Twilight Celestials, the shadow elves are the native denizens of the parasitic manifold of Equinox, also known as Dusk. Theirs is a world of perpetual twilight, a sun that never rises nor sets, a world that knows neither noon nor midnight.

Equinox is a dying world. The shadow elves plan to use their magic to rewrite Orden's topography, creating a new home with themselves as rulers over all.

In Equinox's Shadow

Shadow elves are lit by an unseen sun. In places like Orden, they appear washed out, silhouetted, or grayscale. In Equinox, they have lived in the shadow of their manifold's eternal dusk, making them incompatible with other light sources. Their skills, magic, and weapons do not fare well in the sun. But in turn, they can blend in with existing darkness and dissolve out of sight.

Manifold Weaponry

The shadow elves have mastered the art of combining deep, ancient magic with cutting-edge technology. Their weaponsmiths craft blades of solid shadow that strike and wound in many dimensions at once. A creature hit by one of these blades is injured in multiple worlds at a time. Only a victim of strong mind can compartmentalize and end these effects on their body in the here and now.

Brush Stalkers

When the shadow elves invade Orden, they often ride domesticated dwimmerbeasts known as brush stalkers-quadrupeds who carry entire ecosystems on their rack of antlers. Newly born brush stalkers do not survive translation into Orden, so the ones the shadow elves ride are old: overgrown with bioluminescent moss, cracks on their ancient cloven hooves.

A brush stalker's glamor allows them to look like a mundane deer. But when the glamour falls, the creature devours the light around them and plunges their surroundings into darkness.

Fractured Factions

Equinox is a small world, ruled by Every Strike of Lightning a Lover Betrayed, the Queen of Shadows. It is her shadow elf scouts and assassins who scour Orden seeking allies who might be persuaded that their lives would be better under a different master. But there are other factions of shadow elves in Equinox. Not all who dwell under the invisible sun seek conquest. Others are sages and pacifists who seek to heal their world or find an empty world somewhere in the timescape to resettle to.

Duskcalling

Certain shadow elf warriors have a natural link to the unseen sun that illuminates their world. With this link, a warrior can perform a Lay: a mix of humming and throat singing that aligns celestial bodies across manifolds. Some Lays can temporarily induce an eclipse on the manifold in which the duskcaller is performing, allowing their comrades to gain the advantage.

A skilled duskcaller can lead a band in a group song powerful enough to recreate the conditions of Equinox for a short time. Some shadow elf factions are researching this connection in earnest, considering it a viable step toward terraforming a second Equinox.

Shadow Tactics

Belief that Equinox is a dying world makes the shadow elves desperate, for soon they'll have no home to retreat to. Their tactics rely on both impenetrable defense and a swift and decisive offense. Since they can't benefit from a home advantage, all warriors are taught to create one. If there are no places to hide, form them. If the light is too bright, remove it.

In many shadow elf societies, all people are given basic combat training and are expected to serve at least one military tour in their life. Those who excel move on to become duskcallers, mournblades, and eclipses: paragons of strength who are venerated by the people. Research and discovery are employed for the primary purpose of furthering military goals. Even the popular children's game hide-and-seek is a military device created to prepare a people for constant, imminent conflict.

Shadow Elf Languages

Most shadow elves speak Illyvric, though platoon leaders might speak some Caelian or Hyrallic.

Shadow Elf Malice

At the start of any shadow elf's turn, you can spend Malice to activate one of the following features.

⭐️ Watch Me Disappear (3 Malice)

Each shadow elf acting this turn can attempt to hide as a free maneuver if they have concealment.

⭐️ Extra Dimension (5 Malice)

When any shadow elf acting this turn makes a strike against a target who has I < 2 in addition to the strike's regular effects, the target is bleeding (save ends) or slowed (save ends).

🌀 Home Is Where the Hurt Is (10 Malice)

The shadow elves synthesize a concentrated pocket manifold reminiscent of Equinox and graft it onto the encounter map. Until the end of the encounter, all creatures can see shadow elves in full color, and shadow elves no longer benefit from their Of the Umbra trait. Additionally, the potency of all shadow elf abilities increases by 2, and any enemy making a saving throw against an effect imposed by a shadow elf ability must roll an 8 or higher as they feel the effect across two worlds.

Shadow Elf Cloak
Fey, Humanoid, Shadow Elf - Level 4 Minion Harrier EV 6 for four minions
1M
Size
8
Speed
8
Stamina
0
Stability
2
Free Strike
-
Immunity
Climb
Movement
- +2 bonus to speed
With Captain
-
Weaknesses
+3
Might
+1
Agility
0
Reason
0
Intuition
0
Presence

🗡 Stick and Poke (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 2 damage
  • 12-16: 4 damage
  • 17+: 6 damage

Effect: The cloak shifts up to 2 squares

⭐️ Of the Umbra

The cloak ignores concealment created by darkness. While the cloak is in direct sunlight, they have damage weakness 3. While the cloak has concealment, they have damage immunity 3.

Shadow Elf Dusk Mage
Fey, Humanoid, Shadow Elf - Level 4 Minion Hexer EV 6 for four minions
1M
Size
5
Speed
7
Stamina
0
Stability
2
Free Strike
-
Immunity
Climb
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
0
Might
+3
Agility
+2
Reason
0
Intuition
0
Presence

🏹 Gloom Bolt (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 5 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 2 damage
  • 12-16: 4 damage; A < 2 slowed (save ends)
  • 17+: 6 damage; A < 3 slowed (save ends)

⭐️ Of the Umbra

The dusk mage ignores concealment created by darkness. While the dusk mage is in direct sunlight, they have damage weakness 3. While the dusk mage has concealment, they have damage immunity 3.

Shadow Elf Sniper
Fey, Humanoid, Shadow Elf - Level 4 Minion Artillery EV 6 for four minions
1M
Size
5
Speed
7
Stamina
0
Stability
3
Free Strike
-
Immunity
Climb
Movement
- +2 damage bonus to strikes
With Captain
-
Weaknesses
+1
Might
+3
Agility
0
Reason
0
Intuition
0
Presence

🏹 Lumina Arrow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 7 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 3 damage
  • 12-16: 5 damage
  • 17+: 7 damage

Effect: The next strike made against the target gains an edge.

⭐️ Of the Umbra

The sniper ignores concealment created by darkness. While the sniper is in direct sunlight, they have damage weakness 3. While the sniper has concealment, they have damage immunity 3.

Shadow Elf Nightstrike
Fey, Humanoid, Shadow Elf - Level 4 Minion Ambusher EV 6 for four minions
1M
Size
5
Speed
8
Stamina
0
Stability
3
Free Strike
-
Immunity
Climb
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
+1
Might
+3
Agility
0
Reason
+1
Intuition
0
Presence

🗡 Vault (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 3 damage
  • 12-16: 5 damage
  • 17+: 7 damage

Effect: The nightstrike shifts to leap over the target and into an unoccupied space adjacent to the target, opposite from the nightstrike's original space.

⭐️ Of the Umbra

The nightstrike ignores concealment created by darkness. While the nightstrike is in direct sunlight, they have damage weakness 3. While the nightstrike has concealment, they have damage immunity 3.

Shadow Elf Assassin
Fey, Humanoid, Shadow Elf - Level 6 Platoon Artillery EV 16
1M
Size
5
Speed
70
Stamina
0
Stability
7
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
0
Might
+3
Agility
+2
Reason
+1
Intuition
+1
Presence

🏹 Lumina Assault (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 15 🎯 One creature or object

Power Roll + 3:

  • ≤11: 10 damage
  • 12-16: 15 damage
  • 17+: 18 damage

Effect: The next ability used against the target has a double edge.

5 Malice: Each non-minion ally within 3 squares of the target can make a free strike against them.

🔳 Splitbow (2 Malice)

Area, Ranged, Weapon Main action
📏 4 x 1 line within 10 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 5 damage; I < 1 bleeding (save ends)
  • 12-16: 10 damage; I < 2 bleeding (save ends)
  • 17+: 12 damage; I < 3 bleeding (save ends)

Effect: Each target is pushed up to 4 squares.

⭐️ Of the Umbra

The assassin ignores concealment created by darkness. While the assassin is in direct sunlight, they have damage weakness 3. While the assassin has concealment, they have damage immunity 3.

Shadow Elf Duskcaller
Fey, Humanoid, Shadow Elf - Level 5 Platoon Controller EV 14
1M
Size
5
Speed
60
Stamina
0
Stability
6
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
0
Might
+3
Agility
+3
Reason
+2
Intuition
+1
Presence

🗡 Night Knife (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 3:

  • ≤11: 9 damage
  • 12-16: 13 damage
  • 17+: 16 damage

Effect: If the duskcaller has concealment, they can target one additional creature or object.

🔳 The Lay of Cor'thoroth

Area, Magic, Ranged Maneuver
📏 2 cube within 3 🎯 Special

Effect: Until the start of the duskcaller's next turn, the area is filled with darkness.

2 Malice: The size of the cube increases by 3.

⭐️ Of the Umbra

The duskcaller ignores concealment created by darkness. While the duskcaller is in direct sunlight, they have damage weakness 3. While the duskcaller has concealment, they have damage immunity 3.

Shadow Elf Knightfell
Fey, Humanoid, Shadow Elf - Level 4 Platoon Defender EV 12
1M
Size
5
Speed
70
Stamina
0
Stability
5
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
+3
Intuition
+2
Presence

🏹 Suffusing Strike (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 3 🎯 One creature or object

Power Roll + 3:

  • ≤11: 8 corruption damage
  • 12-16: 12 corruption damage; R < 2 taunted (EoT)
  • 17+: 15 corruption damage; R < 3 taunted (EoT)

❗️ Trick of the Eye

Magic, Melee Triggered action
📏 Melee 2 🎯 One ally

Trigger: An enemy within distance makes a strike against the target.

Effect: The target takes half the damage and the knightfell takes the other half.

⭐️ Of the Umbra

The knightfell ignores concealment created by darkness. While the knightfell is in direct sunlight, they have damage weakness 3. While the knightfell has concealment, they have damage immunity 3.

Shadow Elf Luminator
Fey, Humanoid, Shadow Elf - Level 4 Platoon Support EV 12
1M
Size
5
Speed
60
Stamina
0
Stability
5
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
0
Might
+1
Agility
+1
Reason
+3
Intuition
+2
Presence

🏹 Lumina Mark (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 3 🎯 One creature or object

Power Roll + 3:

  • ≤11: 8 lightning damage
  • 12-16: 12 lightning damage
  • 17+: 15 lightning damage

Effect: The next strike made against the target deals an extra 5 damage.

❇️ Mourning Till Dusk (3 Malice)

Area, Magic Main action
📏 2 burst 🎯 Each ally in the area

Power Roll + 3:

  • ≤11: The target regains 6 Stamina.
  • 12-16: The target regains 9 Stamina.
  • 17+: The target regains 12 Stamina and the Director gains 3 Malice.

Effect: Each target gains an edge on their next strike.

⭐️ Of the Umbra

The luminator ignores concealment created by darkness. While the luminator is in direct sunlight, they have damage weakness 3. While the luminator has concealment, they have damage immunity 3.

Shadow Elf Moondancer
Fey, Humanoid, Shadow Elf - Level 5 Platoon Harrier EV 14
1M
Size
7
Speed
70
Stamina
0
Stability
6
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
+1
Might
+3
Agility
+1
Reason
+2
Intuition
0
Presence

🗡 Crescent Sweep (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 3:

  • ≤11: 9 damage
  • 12-16: 13 damage
  • 17+: 16 damage

Effect: Until the end of the current turn, the moondancer ignores opportunity attacks from the target.

❗️ Dissolve

Magic Triggered action
📏 Self 🎯 Self

Trigger: The moondancer takes damage from a strike.

Effect: The moondancer can teleport up to 10 squares to a space with concealment created by darkness.

⭐️ Of the Umbra

The moondancer ignores concealment created by darkness. While the moondancer is in direct sunlight, they have damage weakness 3. While the moondancer has concealment, they have damage immunity 3.

Shadow Elf Mournblade
Fey, Humanoid, Shadow Elf - Level 6 Platoon Ambusher EV 16
1M
Size
5
Speed
80
Stamina
0
Stability
7
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
+2
Might
+3
Agility
+1
Reason
+2
Intuition
0
Presence

🗡 Knife in the Dark (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 3:

  • ≤11: 10 damage
  • 12-16: 15 damage
  • 17+: 18 damage

Effect: The mournblade is invisible to the target until the start of the mournblade's next turn.

👤 Shadow Step

Magic Maneuver
📏 Self 🎯 Self

Effect: If the mournblade has concealment, they can teleport up to 10 squares to a space with concealment created by darkness.

⭐️ Of the Umbra

The mournblade ignores concealment created by darkness. While the mournblade is in direct sunlight, they have damage weakness 3. While the mournblade has concealment, they have damage immunity 3.

Shadow Elf Noctis Mage
Fey, Humanoid, Shadow Elf - Level 6 Platoon Hexer EV 16
1M
Size
5
Speed
70
Stamina
0
Stability
6
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
+3
Reason
+1
Intuition
+1
Presence

🏹 Blotting Bolt (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 5 🎯 One creature or object

Power Roll + 3:

  • ≤11: 9 damage
  • 12-16: 14 damage
  • 17+: 17 damage

Effect: The target takes a bane on their next strike.

3 Malice: The target instead has a double bane on the next ability they use.

🏹 Enemies in the Dark (3 Malice)

Magic, Ranged, Strike Main action
📏 Ranged 5 🎯 Two enemies

Power Roll + 3:

  • ≤11: 8 damage; R < 1 the target makes a free strike against one enemy of the noctis mage's choice.
  • 12-16: 10 damage; R < 2 the target makes a free strike against one enemy of the noctis mage's choice.
  • 17+: 13 damage; R < 3 the target uses a signature ability against one enemy of the noctis mage's choice.

⭐️ Of the Umbra

The noctis mage ignores concealment created by darkness. While the noctis mage is in direct sunlight, they have damage weakness 3. While the noctis mage has concealment, they have damage immunity 3.

Shadow Elf Panther
Fey, Humanoid, Shadow Elf - Level 4 Platoon Brute EV 12
1M
Size
5
Speed
70
Stamina
0
Stability
6
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
+3
Might
+2
Agility
-1
Reason
+1
Intuition
+1
Presence

🗡 Dusk Cleave (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 3:

  • ≤11: 9 damage
  • 12-16: 13 damage
  • 17+: 16 damage; I < 3 bleeding (save ends)

Effect: The panther can make a free strike against a creature or object adjacent to the target.

❇️ Bladestorm (3 Malice)

Area, Weapon Main action
📏 2 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 5 corruption damage
  • 12-16: 8 corruption damage; I < 2 dazed (save ends)
  • 17+: 10 corruption damage; I < 3 dazed (save ends)

Effect: The panther has a double edge on strikes against targets dazed this way.

⭐️ Of the Umbra

The panther ignores concealment created by darkness. While the panther is in direct sunlight, they have damage weakness 3. While the panther has concealment, they have damage immunity 3.

Shadow Elf Deployments

Shadow Elf Deployments

When under order of the Shadow Queen, shadow elf missions outside of Equinox are usually short, dangerous, and targeted. They rarely last more than a week or two, and the force often appears in Orden not far from their target. Mission goals trend towards the nefarious-kidnapping, assassination, theft, and general skullduggery are the order of the day.

However, not every shadow elf force is affiliate d wit h th queen. Some are exiled rebels plotting their return, others independent groups searching for lost magic to restore their world, and yet others have left Equinox permanently to seek new lives in the caverns and deep woods of Orden. No matter their affiliation , these groups will brook no attempts to thwart their goals and are all deadly warriors.

Shadow Elf Sample Encounters

  • Infiltrator Wing, 44 EV: Eight cloaks, four dusk mages, one moondancer, one luminator
  • Colony Guard, 64 EV: Eight nightstrikes, eight snipers, one knightfell, one brush stalker, one noctis mage
  • Kill Wing, 84 EV: Eight dusk mages, two assassins, two panthers, one mournblade
  • Shadow Incursion, 122 EV: Sixteen cloaks, eight snipers, two moondancers, one luminator, one duskcaller, one eclipse
Shadow Elf Eclipse
Fey, Humanoid, Shadow Elf - Level 6 Leader EV 32
1M
Size
6
Speed
180
Stamina
1
Stability
7
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
+4
Might
+3
Agility
+2
Reason
+1
Intuition
+2
Presence

🗡 Manifold Blade (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 11 damage; I < 2 bleeding (save ends)
  • 12-16: 16 damage; I < 3 bleeding (save ends)
  • 17+: 19 damage; I < 4 bleeding (save ends)

2 Malice: The potency increases by 1.

🏹 Grasping Shadow

Magic, Ranged Maneuver
📏 Ranged 5 🎯 Three creatures or objects casting a shadow

Power Roll + 4:

  • ≤11: Pull 5; I < 2 slowed (save ends)
  • 12-16: Pull 7; I < 3 slowed (save ends)
  • 17+: Pull 10; I < 4 slowed (save ends)

❗️ Put It Out!

Ranged Triggered action
📏 Ranged 10 🎯 The triggering enemy

Trigger: An enemy within distance uses an ability that emits light, including abilities that deal fire or lightning damage .

Effect: The target has a double bane on the ability.

⭐️ End Effec

At the end of each of their turns, the eclipse can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

⭐️ Of the Umbra

The eclipse ignores concealment created by darkness. While the eclipse is in direct sunlight, they have damage weakness 3. While the eclipse has concealment, they have damage immunity 3.

☠️ From the Shadows (Villain Action 1)

Ranged -
📏 Ranged 5 🎯 Special

Effect: The eclipse calls forth one brush stalker into an unoccupied space within distance. Each ally within distance can then shift up to their speed and make a free strike.

☠️ Cast Away All Hope (Villain Action 2)

Area, Magic -
📏 3 burst 🎯 Each enemy in the area

Effect: Each target loses all their surges. Additionally, until the end of the round, allies ignore edges and double edges on any targets' abilities, and ignore any nondamaging effects of any target's damage-dealing abilities.

☠️ Umbral Hunger (Villain Action 3)

Area, Magic -
📏 3 cube within 5 🎯 Each enemy in the area

Power Roll + 4:

  • ≤11: 7 corruption damage; R < 2 the target has speed 0 (save ends)
  • 12-16: 12 corruption damage; R < 3 the target has speed 0 (save ends)
  • 17+: 15 corruption damage; R < 4 the target has speed 0 (save ends)

Effect: The area is shrouded in darkness that creates concealment until the end of the encounter. Any enemy who starts their turn in the area takes 5 corruption damage.

Brush Stalker
Animal, Fey, Shadow Elf - Level 4 Platoon Mount EV 12
2
Size
8
Speed
60
Stamina
3
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+3
Might
+2
Agility
-1
Reason
+1
Intuition
+1
Presence

🗡 Gore (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 7 damage
  • 12-16: 10 damage
  • 17+: 13 damage

❇️ Reclamation (2 Malice)

Area, Magic Main action
📏 2 burst 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 4 corruption damage; M < 1 weakened (save ends)
  • 12-16: 7 corruption damage; M < 2 weakened (save ends)
  • 17+: 10 corruption damage; M < 3 weakened (save ends)

⭐️ Suneater

The area within 2 squares of the brush stalker is devoid of light and provides concealment.

⭐️ Wyrd Dyr

While they have line of effect to the brush stalker , any animal except another brush stalker is frightened

Elves, Wode

Children of the Sylvan Celestials and masters of the elf-haunted wilds for which they are named, wode elves see all forests as their domain by birthright. They know and enjoy their reputation among humans for snatching children who wander too far into the woods. In their eyes, humans should fear the trees.

Wode elves' natural ability to mask their presence, called glamor, complements their guerrilla fighting style, letting them strike quickly from cover and then meld back into the underbrush. These traits also make those few wode elves who dwell in cities naturally adept at urban warfare.

Heart of the Wode

The primary value of wode elf culture is respect and reverence for their home, the wode in which they live. They speak of the wode as though it is alive and conscious, dangerous and delightful. Wode elves are receptive to strangers who respect the land upon which they trespass. However, those who seek to harm the wilds ruin their only chance of treating peacefully with the wode's beating heart.

Wodeworking

Wode elves practice a secret technique to use the trees of the wode to craft materials as strong as metal, and to create magical plant creatures that serve them, including the wodenelgs, their trusted mounts. To breathe life into these creations, the wode elves lift their voices in song. The more intricate the song, the more durable and autonomous the creation becomes. A wodenelg's rider is typically also its singer, creating a connection between the two that lasts a lifetime.

Legends tell of ancient beings, older than the forests themselves, sung to life by an entire wode elf civilization joined in sixteen-part harmony. These beings outlived their creators, and if they truly exist, they now roam the world as unknown and unknowable guardians who answer to nothing but their final set of instructions.

Sylvan Surveillance

The wode elves' natural connection to the wode allows them to stay aware of the forest's goings-on while inside it. This isn't a telepathic connection, but rather a great understanding of every corner of the wode and a hypersensitivity to changes within it. The stench of a badly set campfire, the sudden squawk of a raven, the forced march of a hungry ant colony: all of this information comes together to form a wode elf's understanding of their surroundings.

A wode elf develops this sense for their home over time, meaning that a wode elf who lives in an urban environment has just as much understanding of the streets, alleys, and structures of their neighborhood as their cousin in the forest does of the deer paths, streams, and trees.

Blightless Ambition

Not all wode elves are happy to negotiate with peaceful interlopers in their realms. Some groups view even the very presence of such intruders as a direct threat to their way of life. One group of hunters known as the Blightless searches the forest for trespassing mortals, seeking to eliminate their potential threat by any means possible. Overzealous and aggressive, the Blightless also focus on expanding their home's boundaries, attacking civilizations close to the forest's edge. Because Blightless attacks constitute the majority of mortal interaction with the wode elves, they set the tone for mortal perception of an otherwise peaceful people.

Chirurgeons

When wode elves in combat control the terrain, their primary strategy is divide and conquer. Chirurgeons (kai-RUR-jinz) are master strategists who enact their picture-perfect plans in the thick of battle. Enemies will never know how many wode elves they truly face if the crafty chirurgeon can help it.

Warleader

The warleader of a wode elf court is usually their finest tactician. One warleader alone can command dozens of squadrons across miles of forest with such precision that they can appear to predict an enemy's movements without ever laying an eye on them. In times of peace, a warleader's role is primarily that of teacher-a mentor who scouts and soldiers regard almost as an additional parent.

The wode elves send their warleaders into battle only if the situation is dire. Characters who encounter one should be flattered, for the presence of a warleader means the wode elves consider the heroes a formidable threat.

Wode Elf Languages

Most wode elves speak Caelian and Yllyric.

one of the following features.

Wode Elf Malice

At the start of any wode elf's turn, you can spend Malice to activate

⭐️ Forest Network (3 Malice)

Each wode elf who ends this turn hidden can shift up to their speed while remaining hidden.

⭐️ Punishing Regrowth (5 Malice)

Until the end of the round, each wode elf gains an edge on abilities, and their strikes can slide a target up to 2 squares in addition to their usual effects. If a strike already imposes forced movement, this slide happens after that forced movement. A creature force moved by a wode elf's strike who ends this forced movement in difficult terrain is restrained until the end of their next turn.

🌀 Vines Everywhere (7 Malice)

Vines rapidly grow across the entire encounter map. Each enemy in the encounter makes an Agility test.

  • ≤11: 8 damage; restrained (save ends)
  • 12-16: Restrained (EoT)
  • 17+: No effect.
Wode Elf Lookout
Fey, Humanoid, Wode Elf - Level 1 Minion Support EV 3 for four minions
1M
Size
7
Speed
4
Stamina
0
Stability
1
Free Strike
-
Immunity
Climb
Movement
- +2 bonus to speed
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🏹 Longbow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 8 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

⭐️ There!

Any wode elf within 5 squares of the lookout can make ranged strikes as if occupying the lookout's space.

⭐️ Masking Glamor

Abilities targeting the lookout that would take a bane from cover or concealment have a double bane instead.

Wode Elf Runner
Fey, Humanoid, Wode Elf - Level 1 Minion Harrier EV 3 for four minions
1M
Size
7
Speed
4
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

⚔️ Spear (Signature Ability)

Charge, Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

Effect: If this ability is used as part of the Charge main action, the runner shifts up to 2 squares first

⭐️ Masking Glamor

Abilities targeting the runner that would take a bane from cover or concealment have a double bane instead.

Wode Elf Scout
Fey, Humanoid, Wode Elf - Level 1 Minion Ambusher EV 3 for four minions
1M
Size
10
Speed
4
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

⚔️ Daggers (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage

⭐️ Into the Green

The scout can attempt to hide at the end of each of their turns.

⭐️ Masking Glamor

Abilities targeting the scout that would take a bane from cover or concealment have a double bane instead.

Wode Elf Yeoman
Fey, Humanoid, Wode Elf - Level 1 Minion Artillery EV 3 for four minions
1M
Size
7
Speed
3
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- +1 damage bonus to strikes
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🏹 Heavy Longbow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 12 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage; push 1
  • 12-16: 4 damage; push 2
  • 17+: 5 damage; push 3

⭐️ Masking Glamor

Abilities targeting the yeoman that would take a bane from cover or concealment have a double bane instead.

Wode Elf Chirurgeon
Fey, Humanoid, Wode Elf - Level 2 Platoon Harrier EV 8
1M
Size
7
Speed
40
Stamina
0
Stability
4
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
+1
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

⚔️ Wild Ax (Signature Ability)

Charge, Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≤11: 6 damage; push 1
  • 12-16: 9 damage; push 3
  • 17+: 12 damage; push 5

Effect: The chirurgeon can make a ranged free strike before using this ability.

5 Malice: The chirurgeon uses this ability again.

🏹 The Wode Protects Us (3 Malice)

Magic, Ranged Maneuver
📏 Ranged 5 🎯 Self and three allies

Effect: Each target can teleport up to 10 squares to a space that has cover or concealment.

⭐️ Masking Glamor

Abilities targeting the chirurgeon that would take a bane from cover or concealment have a double bane instead.

Wode Elf Druid
Fey, Humanoid, Wode Elf - Level 2 Platoon Controller EV 8
1M
Size
7
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
0
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

🔳 Entangling Vines (Signature Ability)

Area, Magic, Ranged Main action
📏 3 cube within 10 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 5 damage; pull 1
  • 12-16: 8 damage; pull 3; M < 1 slowed (save ends)
  • 17+: 10 damage; pull 5; M < 2 slowed (save ends)

Effect: While slowed this way, a target can't search for hidden creatures.

3 Malice: The size of the cube and the potency both increase by 1.

🏹 The Wode Protects Us 3 Malice

Magic, Ranged Maneuver
📏 Ranged 5 🎯 Self and three allies

Effect: Each target can teleport up to 10 squares to a space that has cover or concealment.

⭐️ Masking Glamor

Abilities targeting the druid that would take a bane from cover or concealment have a double bane instead.

Wode Elf Tactics

Wode elves are at their most powerful in dense and vertical battlefields and tend to bait attackers into disadvantageous fights with false retreats and hidden reinforcements. Not only does this allow them to make full use of their proficiency in concealment and cover but also lets them utilize their climbing skills to gain height advantages. While they prefer taking fights into the deep woods, the elves settle for urban or mountainous areas if the only other option is a wide-open space.

Wode elves are highly mobile and adept at hindering their enemies. A common tactic is to unleash their panoply of slowing and restraining abilities on melee-oriented opponents while harassing ranged combatants with teleports and surprise attacks from off-angles.

Wode Elf Sample Encounters

  • Scout Patrol, 23 EV: Four lookouts, eight scouts, one chirurgeon, one green seer
  • Blightless Militia, 32 EV: Eight yeomen, eight runners, one druid, one greenskeeper, one sentry
  • Hawkeye Cavalry, 48 EV: Three gweiadur, three wodenelg Reclaimer Force, 74 EV: Sixteen yeomen, sixteen scouts, one guerrilla, one druid, two greenskeepers, one warleader
Wode Elf Green Seer
Fey, Humanoid, Wode Elf - Level 1 Platoon Hexer EV 6
1M
Size
7
Speed
20
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+1
Agility
0
Reason
+2
Intuition
+1
Presence

🏹 The Forest's Embrace (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage
  • 12-16: 7 damage; I < 1 restrained (save ends)
  • 17+: 9 damage; I < 2 restrained (save ends)

Effect: While restrained this way, a target can't search for hidden creatures.

🏹 The Natural Cycle (3 Malice)

Magic, Ranged, Strike Maneuver
📏 Ranged 10 🎯 Two creatures

Power Roll + 2:

  • ≤11: 2 damage
  • 12-16: 4 damage; P < 1 weakened (save ends)
  • 17+: 6 damage; P < 1 bleeding (save ends); the target has a double bane on strikes (save ends)

Effect: While bleeding or weakened this way, a target is covered in lichen.

❗️ Foreseen Punishment

Ranged Free triggered action
📏 Ranged 5 🎯 The 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 after the target's triggered action is resolved.

⭐️ Masking Glamor

Abilities targeting the green seer that would take a bane from cover or concealment have a double bane instead.

Wode Elf Greenskeeper
Fey, Humanoid, Wide Elf - Level 1 Platoon Defender EV 6
1M
Size
7
Speed
40
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Growing Longsword (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage

Effect: The target is taunted until the end of their next turn, and the greenskeeper shifts up to 3 squares

2 Malice: The distance increases to Melee 5.

🔳 Overgrowth (3 Malice)

Area, Ranged Maneuver
📏 3 cube within 10 🎯 Special

Effect: The area is overgrown with heavy brush and brambles until the end of the encounter, providing cover and concealment for the greenskeeper and their allies. The area is difficult terrain for enemies and any enemy who starts their turn in the area takes 3 damage.

⭐️ Masking Glamor

Abilities targeting the greenskeeper that would take a bane from cover or concealment have a double bane instead.

Wode Elf Guerrilla
Fey, Humanoid, Wode Elf - Level 3 Platoon Ambusher EV 10
1M
Size
7
Speed
50
Stamina
0
Stability
5
Free Strike
-
Immunity
Teleport
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

⚔️ Splinter Dagger (Signature Ability)

Magic, Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≤11: 7 damage
  • 12-16: 11 damage
  • 17+: 14 damage; M < 2 bleeding (save ends)

Effect: The guerrilla can teleport up to 3 squares.

3 Malice: This ability targets one additional target, and deals an additional 3 damage if both targets are adjacent to each other.

❗️ Do Not Hesitate in the Wode (3 Malice)

Ranged Free triggered action
📏 Ranged 20 🎯 Self and each ally

Special: The guerrilla must be acting as a captain.

Trigger: An ally ends their turn while the guerrilla hasn't acted this round.

Effect: The targets take their turn immediately. Each target gains an edge on abilities until the end of their turn.

⭐️ Into the Green

The guerrilla can attempt to hide at the end of each of their turns.

⭐️ Masking Glamor

Abilities targeting the guerrilla that would take a bane from cover or concealment have a double bane instead.

Wode Elf Gweiadur
Fey, Humanoid, Wode Elf - Level 3 Platoon Artillery EV 10
1M
Size
7
Speed
40
Stamina
0
Stability
5
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
+1
Intuition
0
Presence

🏹 Snare Bow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 15 🎯 One creature or object

Power Roll + 2:

  • ≤11: 7 damage
  • 12-16: 11 damage
  • 17+: 14 damage; A < 2 restrained (save ends)

Effect: The gweiadur shifts up to 3 squares

3 Malice: If this ability restrains the target, one enemy adjacent to the target is also restrained (save ends).

🔳 You Activated My Trap! (3 Malice)

Area, Magic, Ranged Maneuver
📏 3 cube within 10 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 4 damage; R < 0 the target is marked (save ends)
  • 12-16: 6 damage; R < 1 slowed and the target is marked (save ends)
  • 17+: 9 damage; R < 2 slowed and the target is marked (save ends)

Effect: Allies gain an edge on abilities against a target marked by any wode elf.

⭐️ Masking Glamor

Abilities targeting the gweiadur that would take a bane from cover or concealment have a double bane instead.

Wode Elf Sentry
Fey, Humanoid, Wode Elf - Level 1 Platoon Support EV 6
1M
Size
7
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🏹 Tracer Longbow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage; the target is marked (save ends)

Effect: Allies gain an edge on abilities against a target marked by any wode elf.

3 Malice: The sentry targets two additional creatures or objects.

❇️ Death Blossom (2 Malice)

Area, Weapon Maneuver
📏 5 burst 🎯 Each marked enemy

Effect: Each target takes 3 damage.

⭐️ Masking Glamor

Abilities targeting the sentry that would take a bane from cover or concealment have a double bane instead.

Wode Elf Warleader
Fey, Humanoid. Wode Elf - Level 3 Leader EV 20
1M
Size
7
Speed
120
Stamina
2
Stability
5
Free Strike
-
Immunity
Teleport
Movement
- -
With Captain
-
Weaknesses
+2
Might
+3
Agility
+2
Reason
+2
Intuition
+2
Presence

🗡 Wodeblade (Signature Ability)

Magic, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 8 damage; M < 1 restrained (save ends)
  • 12-16: 12 damage; M < 2 restrained (save ends)
  • 17+: 15 damage; M < 3 restrained (save ends)

Effect: The warleader can teleport up to 3 squares between each strike.

2 Malice: A target restrained by this ability takes an extra 3 damage.

❇️ Fairness Is a Human Concept (5 Malice)

Area Maneuver
📏 10 burst 🎯 Each ally in the area

Effect: Each non-minion target can make a free strike, then each target shifts up to 3 squares . A target who has cover or concealment at the end of this shift can attempt to hide at the end of the warleader's turn.

❗️ Wode Sickness

Ranged Triggered action
📏 Ranged 10 🎯 One enemy

Trigger: An ally ends their turn.

Effect: The target must not have taken their turn this round. The target takes their turn immediately, and if they have P < 2 they are bleeding and take a bane on strikes until the end of their turn.

⭐️ End Effect

At the end of each of their turns, the warleader can take 5 damage to end one effect on them that can be ended by a saving throw . This damage can't be reduced in any way.

⭐️ Into the Green

The warleader can attempt to hide at the end of each of their turns.

⭐️ Masking Glamor

Abilities targeting the warleader that would take a bane from cover or concealment have a double bane instead.

☠️ You Will All Witness my Blade (Villain Action 1)

Area -
📏 5 burst 🎯 Each enemy in the area

Effect: The warleader uses Wodeblade against each target and gains an edge on the power roll.

☠️ Suppressing Volley (Villain Action 2)

Area -
📏 5 burst 🎯 Each ally in the area

Effect: The warleader can use Wodeblade. Each target can then make a free strike.

☠️ Is It Now or Is It Then? (Villain Action 3)

Area -
📏 5 burst 🎯 Self and each ally in the area

Effect: Each target is invisible until the start of the next round. The warleader then uses Wodeblade.

Wodenelg
Plant, Wode Elf - Level 1 Platoon Mount EV 6
2
Size
10
Speed
30
Stamina
1
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
-1
Reason
0
Intuition
-1
Presence

🗡 Gore (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage

Effect: The wodenelg's rider can make a free strike at any point during the charge.

⭐️ Sure-Footed

The wodenelg ignores difficult terrain and doesn't provoke oppotunity attacks by moving.

👤 Where I End the Woods Begin (3 Malice)

- Maneuver
📏 Self 🎯 Self

Effect: The wodenelg and their rider become invisible until the start of the wodenelg's next turn.

⭐️ Mounted Stability

The wodenelg's rider has damage immunity 2.

⭐️ Shared Glamor

If the wodenelg's rider has the Masking Glamor trait, the wodenelg also has that trait.

Fossil Cryptic

The cave-diving humans who first found fossil cryptics initially thought they were the fossilized reanimated skeletons of creatures predating recorded history. When the explorers' priest presented a holy symbol and attempted to turn the cryptics, he learned these fossilized bones aren't mindless undead-and seconds later, he wound up crushed to death by a pillar of stone.

Primal Sentries

In truth, these living fossil amalgamations are inhabited by elemental spirits. Fossil cryptics are found in places of otherworldly beauty with a connection to an elemental plane of Quintessence, often in caves that have remained untouched for eons or whose tunnels are laced with veins of priceless metal in exquisite fractal patterns. Elemental spirits from that plane inhabit the fossils of creatures who once protected the site, carrying on their legacy. Archaeologists, miners, and others who disturb a cryptic's domain are ground into dust and subsumed into the creature's own form.

Bones of the Earth

Though fossil cryptics vary wildly in their chosen shape and form, all contain a central cluster of fossils atop a churning column of rock and metal. With malleable limbs extending from their earthy core, cryptics move with unsettling speed.

Ancient Intelligence

Fossil cryptics often warn trespassers to leave their domains, speaking threats in ancient languages before attacking. Should trespassers persist, cryptics weaponize columns of stone at range and can manipulate the ground around them, pushing and pulling friend and foe alike into the best positions for battle.

Fossil Cryptic Languages

Many fossil cryptics speak Phorialtic, but they are known to also use the ancient languages of the ruins they inhabit.

Fossil Cryptic Malice

At the start of a fossil cryptic's turn, you can spend Malice to activate one of the following features.

🏹 Floor Mosaic (3 Malice)

The fossil cryptic slides one creature on the ground up to 5 squares. If the creature is prone, this forced movement ignores stability.

☠️ Solo Action (5 Malice)

The fossil cryptic takes an additional main action on their turn. They can use this feature even if they are dazed.

🔳 Stone Pillars (5 Malice)

Two pillars of stone 1 square wide either thrust up out of the ground or jut down from the ceiling anywhere on the encounter map, to a height of up to 5 squares. A creature in the area of a pillar before it appears is knocked prone on its surface. If the creature comes into contact with the ceiling above or the floor beneath the pillar and has M < 2 they are restrained (save ends).

🌀 Choking Dust (10 Malice)

The air across the encounter map is thick with dust until the end of the encounter. Each enemy in the dust is suffocating. Additionally, at the end of each round, each enemy in the dust makes a Might test.

  • ≤11: Until the end of the enemy's next turn, their stability is reduced to 0, and any forced movement effects targeting them gain a +2 bonus to the distance moved.
  • 12-16: The enemy's stability is halved (EoT).
  • 17+: No effect.
Fossil Cryptic
Elemental - Level 2 Solo EV 48
1L
Size
8
Speed
250
Stamina
3
Stability
5
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weaknesses
+3
Might
+2
Agility
+1
Reason
+1
Intuition
0
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the cryptic can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The cryptic can take two turns each round. They can't take turns consecutively.

⭐️ Churning Trunk

The cryptic is constantly surrounded by a 1 aura of swirling debris that obscures their form. Ranged abilities that target the cryptic take a bane. Additionally, any enemy who enters the aura for the first time in a round or starts their turn there takes 5 damage

⭐️ Seismic Step

The cryptic ignores difficult terrain. Additionally, they have line of effect to any creature with concealment if that creature is touching the ground.

🗡 Sand Slam (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 8 damage; A < 1 slide 2
  • 12-16: 12 damage; A < 2 slide 2, prone
  • 17+: 15 damage; A < 3 slide 3, prone and can't stand (EoT)

Effect: If a target made prone this way is already prone, they are instead restrained (EoT).

🔳 Stone Bone Storm

Area Main action
📏 6 x 1 line within 1 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 4 damage; M < 1 push 2
  • 12-16: 7 damage; M < 2 prone
  • 17+: 10 damage; M < 3 prone

Effect: The cryptic reforms their body and appears in an unoccupied space in the area.

🏹 Stoneshift

Ranged Maneuver
📏 Ranged 5 🎯 One creature or object on the ground

Effect: The cryptic slides the target up to 3 squares.

2 Malice: The ability targets one additional target.

❗️ Dissipate 1 Malice

- Triggered action
📏 Self 🎯 Self

Trigger: The cryptic takes damage.

Effect: The cryptic halves the damage, ignores any nondamaging effects associated with it, and shifts up to 3 squares

❗️ Shatterstone (5 Malice)

Area Triggered action
📏 2 burst 🎯 Each enemy in the area

Trigger: The cryptic uses the Dig maneuver to resurface.

Effect: Before using the Dig maneuver, the cryptic moves up to their speed. They then create the burst when they breach the surface.

Power Roll + 3:

  • ≤11: 4 damage; push 2
  • 12-16: 7 damage; push 3, prone
  • 17+: 10 damage; push 4, prone

☠️ First Warning Quake (Villain Action 1)

Area -
📏 10 burst 🎯 Each enemy in the area

Special: A target must be on the ground.

Effect: Each target makes a Might test.

  • ≤11: Prone and can't stand (EoT)
  • 12-16: Prone
  • 17+: No effect

☠️ Final Warning Fissure (Villain Action 2)

Area -
📏 5 burst 🎯 Each enemy in the area

Special: A target must be on the ground.

Effect: The area drops 2 squares and is difficult terrain. Each target enemy falls, while each target ally drops safely. Additionally, each target enemy makes an Agility test.

  • ≤11: 9 damage; prone
  • 12-16: 5 damage
  • 17+: The target moves to the nearest unoccupied space outside the area.

☠️ No Escape (Villain Action 3)

Ranged -
📏 Ranged 10 🎯 Two creatures or objects

Effect: The cryptic makes an initial power roll that calls down stone pillars from the ceiling.

Power Roll + 3:

  • ≤11: 5 damage; prone; M < 1 restrained (save ends)
  • 12-16: 9 damage; prone; M < 2 restrained (save ends)
  • 17+: 12 damage; prone; M < 3 restrained (save ends)

The cryptic then makes a second power roll that raises stone pillars from the floor (📏 Ranged 10 | 🎯 Two creatures or objects on the ground)

Power Roll + 3:

  • ≤11: 2 damage; vertical slide 2
  • 12-16: 3 damage; vertical slide 4
  • 17+: 4 damage; vertical slide 6; if this movement brings the target into contact with the ceiling, they are restrained (save ends).

Giants

Supremely well adapted to harsh environments, giants thrive in extreme conditions. Fire giants build floating cities in the hearts of volcanic calderas, while stone giant villages dot the tallest mountains. Most people often go their entire lives blissfully unaware of the local tribe of giants living atop the nearby mountain range. This is for the best, as few "smallfolk" structures can survive even a handful of sufficiently motivated giants.

Adaptable and Elemental

Giants physically resemble the territory they inhabit. A band of frost giants doesn't simply live on a glacial mountain-they're part of that mountain, and it's part of them. Fire giants exude heat like a roaring volcano. Sages have long debated the question, "Does the environment shape a giant, or does the giant shape their environment?"

Distant Cousins

Humanoid scholars generally assume that all giants are related, though giants don't view each other as kin by default. When different giant communities interact, the results depend heavily on the individuals involved and the relationships between their cultures. For instance, stone giants rarely get along with hill giants, as hill giants often detest stone artisanship. Meanwhile, frost giants gladly recruit hill giants into raiding parties if they're willing to be in the vanguard.

Fire Giants

Hailing from sweltering deserts and deep caverns of roiling magma, fire giants embody the passion and ruthlessness of their namesake element. Though they have a reputation for violent growth and expansion, their lesser-known side is a deeply spiritual one, guided by introspection and understanding.

Fire giants rarely wear armor, as their bodies heat to extreme temperatures while they fight, causing leather to melt and metal to deform. They instead hone their own bodies into perfect weapons of war.

Frost Giants

Born of soaring, frigid peaks, frost giants master their environments to rule mountain ranges and build fortresses of unyielding ice. When frost giants march, a blizzard grows overhead, accompanying them like a war banner. To frost giants, battle is a way of life, camaraderie, and glory.

Where frost giants make their homes, a unique form of ice sprouts into flowering crystalline structures. Frost giants harvest this ice, known as issenblau in their dialect, and fashion it into weapons as hard and sharp as steel, which can be used in any environment without melting.

Hill Giants

Of all the giant cultures, hill giants are the most likely to interact with humanoids. Hill giants and smallfolk both love to live in places with rolling, fertile fields, and both appreciate the beauty of nature. However, these commonalities can be quickly forgotten if evil hill giants band together to claim the land solely for themselves, or if the smallfolk let fear of the large get the best of them and attempt to drive off their bigger neighbors. Most hill giants want to be left in peace, but when one is pressed, they can demolish a smallfolk village in minutes.

Most hill giants spend so much time in quiet peace that sudden flashy sights and loud noises can draw their attention. In battle, such distractions can draw a hill giant's ire, making them switch from one target to another.

Stone Giants

Fascinated by the act of creation, stone giants carve cities out of ancient caverns, mine precious metals and gems, and craft relics worthy of glory. To many a stone giant, artisanship is the highest calling, and all their creations are crafted with an eye to beauty and longevity.

Stone giants are made of the same kinds of rocks that form their homes-sandstone, marble, granite, and even basalt. Their stone bodies not only protect them from attack, but also provide them with an additional outlet for self-expression. They often carve runes into their skin, which serve a wide variety of artistic and cultural purposes.

Giant Languages

Most giants speak their kind's dialect of High Kuric. Many hill giants also know Caelian.

Giant Malice

At the start of any giant's turn, you can spend Malice to activate one of the following features.

🔳 Hurl Landscape (3 Malice)

Area, Ranged, Weapon Main action
📏 4 cube within 10 🎯 Each enemy in the area

Effect: A giant unearths a structure, hazard, or chunk of the encounter map and launches it to fill the area. Each target makes an Agility test.

  • ≤11: 18 damage; prone and can't stand (save ends)
  • 12-16: 14 damage; prone
  • 17+: 9 damage

❇️ Bellow (5 Malice)

Each giant in the encounter takes a deep breath and yells, pushing each creature within 3 squares of them up to 10 squares. A creature who can be pushed by more than one giant is pushed by one giant of your choice.

🔳 Titanic Tear (7 Malice)

A giant creates a fissure along the ground, either in a 15 x 2 line within 1 or a 10 x 3 line within 2, and that opens up to a depth of 6 squares. Each giant in the area can shift into the nearest unoccupied space outside the fissure. Each non-giant in the area makes an Agility test.

  • ≤11: 10 damage; the target falls into the fissure, and is prone and can't stand (EoT)
  • 12-16: 10 damage; the target is prone and hanging onto the edge of the fissure
  • 17+: The target can shift into the nearest unoccupied space outside the fissure.
Fire Giant Fireballer
Fire Giant, Giant - Level 9 Minion Harrier EV 11 for four minions
4
Size
7
Speed
13
Stamina
5
Stability
3
Free Strike
Fire 9
Immunity
-
Movement
- +3 bonus to speed
With Captain
-
Weaknesses
+4
Might
+2
Agility
0
Reason
+2
Intuition
+1
Presence

❇️ Blazing Leap (Signature Ability)

Area, Weapon Main action
📏 1 burst 🎯 Each enemy and object in the area

Power Roll + 4:

  • ≤11: 2 fire damage
  • 12-16: 5 fire damage; push 1
  • 17+: 6 fire damage; push 2

Effect: The fireballer can jump up to 4 squares before using this ability.

⭐️ Searing Skin

Whenever an adjacent enemy grabs the fireballer or uses a melee ability against them, that enemy takes 5 fire damage.

Frost Giant Snowblaster
Frost Giant, Giant - Level 8 Minion Artillery EV 10 for four minions
4
Size
7
Speed
12
Stamina
5
Stability
4
Free Strike
Cold 8
Immunity
-
Movement
- +3 damage bonus to strikes
With Captain
-
Weaknesses
+3
Might
-1
Agility
-1
Reason
+4
Intuition
+2
Presence

🏹 Slushfall (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 12 🎯 One creature or object per minion

Power Roll + 4:

  • ≤11: 4 cold damage
  • 12-16: 7 cold damage
  • 17+: 9 cold damage; prone

⭐️ Kingdom of Isolation

The snowblaster is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the snowblaster can't shift.

Hill Giant Mosstooth
Giant, Hill Giant - Level 7 Minion Brute EV 9 for four minions
4
Size
6
Speed
13
Stamina
5
Stability
4
Free Strike
Damage 3
Immunity
Climb
Movement
- +3 damage bonus to strikes
With Captain
-
Weaknesses
+4
Might
-1
Agility
-1
Reason
-1
Intuition
-1
Presence

🗡 Swing (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 3 🎯 One creature or object per minion

Power Roll + 4:

  • ≤11: 4 damage
  • 12-16: 7 damage
  • 17+: 8 damage; grabbed

Effect: The mosstooth can use a creature or object they have grabbed as a weapon for this ability, dealing an extra 5 damage to that creature or object and the target. They then end the grab and leave the creature or object prone in an unoccupied space adjacent to the target.

⭐️ Distracted

Whenever the mosstooth targets a creature or object with an ability, any enemy within distance of the ability can use a free triggered action to distract the mosstooth. The mosstooth targets that enemy instead.

Sand Stone Giant
Giant, Stone Giant - Level 8 Minion Controller EV 10 for four minions
4
Size
7
Speed
14
Stamina
10
Stability
3
Free Strike
-
Immunity
Burrow
Movement
- +6 bonus to Stamina
With Captain
-
Weaknesses
+4
Might
+2
Agility
0
Reason
+3
Intuition
0
Presence

🗡 Buried in Sand (Signature Ability)

Magic, Melee, Strike Main action
📏 Melee 3 🎯 One creature or object per minion

Power Roll + 4:

  • ≤11: 3 damage; slide 2
  • 12-16: 6 damage; slide 3; A < 3 restrained (save ends)
  • 17+: 8 damage; slide 4; A < 4 restrained (save ends)

⭐️ Stonebreaker Flesh

Whenever an enemy obtains a tier 1 outcome on a melee ability used against the sand stone giant, they take a bane on that ability until the end of the encounter.

⭐️ Stone Steps

The sand stone giant ignores difficult terrain

⭐️ Stone Swim

The sand stone giant can burrow through stone, but can't drag other creatures underground when they do so.

Basalt Stone Giant
Giant, Stone Giant - Level 8 Elite Controller EV 40
4
Size
7
Speed
207
Stamina
10
Stability
8
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weaknesses
+4
Might
+2
Agility
+1
Reason
+2
Intuition
+1
Presence

🗡 Rune-Signed Blade (Signature Ability)

Magic, Melee, Strike, Weapon Main action
📏 Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 12 damage; M < 2 slowed (save ends)
  • 12-16: 17 damage; M < 3 slowed (save ends)
  • 17+: 21 damage; M < 4 slowed (save ends)

Effect: If a target was already slowed, that condition continues but their speed is 0 until the end of their next turn.

⚔️ Forked Knife (3 Malice)

Melee, Ranged, Strike, Weapon Main action
📏 Melee 3 or ranged 12 🎯 One creature or object

Power Roll + 4:

  • ≤11: 10 damage; A < 2 restrained (save ends)
  • 12-16: 16 damage; A < 3 restrained (save ends)
  • 17+: 20 damage; prone; A < 4 restrained (save ends)

Effect: The knife lands in the target's square, and has 30 Stamina and damage immunity 5. Whenever the knife takes damage, it deals 4 sonic damage to each enemy within 3 squares. The knife lasts until the end of the encounter, and can't be picked up or manipulated.

👤 Cobblestone Shape

- Maneuver
📏 Self 🎯 Self

Effect: The basalt stone giant moves up to their speed. Each square that they leave during this move is difficult terrain for enemies Giants ignore this difficult terrain.

❗️ Resonate Rune

Area, Magic Triggered action
📏 2 burst 🎯 Each enemy in the area

Trigger: The basalt stone giant takes damage.

Effect: The target is pushed up to 3 squares, or if they have A < 3, they are pushed up to 6 squares and knocked prone.

⭐️ Stonebreaker Flesh

Whenever an enemy obtains a tier 1 outcome on a melee ability used against the basalt stone giant, they take a bane on that ability until the end of the encounter.

⭐️ Stone Steps

The basalt stone giant ignores difficult terrain

⭐️ Stone Swim

The basalt stone giant can burrow through stone, but can't drag other creatures underground when they do so.

Fire Giant Lightbearer
Fire Giant, Giant - Level 9 Elite Support EV 44
4
Size
*8**
Speed
200
Stamina
5
Stability
9
Free Strike
Fire 9
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+4
Might
+2
Agility
0
Reason
+4
Intuition
+1
Presence

🗡 Flamelash (Signature Ability)

Magic, Melee, Strike Main action
📏 Melee 6 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 13 fire damage; slide 2
  • 12-16: 17 fire damage; slide 4
  • 17+: 22 fire damage; slide 6

🏹 Living Blaze (3 Malice)

Magic, Ranged, Strike Main action
📏 Ranged 6 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 15 fire damage
  • 12-16: 21 fire damage
  • 17+: 26 fire damage

Effect: The blaze ricochets, targeting one additional target within 4 squares of an original target and taking a bane against that target, or targeting two additional targets within 2 squares of an original target and having a double bane against those targets. The lightbearer makes one power roll against all targets.

🏹 Travel By Fire

Magic, Ranged Maneuver
📏 Ranged 5 🎯 Two creatures or objects

Effect: The lightbearer can target themself with this ability. Each target takes 1d6 fire damage and teleports in a plume of smoke to swap places with the other target.

❗️ Emergency Beacon

- Triggered action
📏 Self 🎯 Self

Trigger: The lightbearer takes damage.

Effect: The lightbearer emits a beacon of light until the start of their next turn. Each fire giant who has line of effect to the lightbearer has a double edge on abilities.

⭐️ Healing Heat

Any fire giant targeted by the lightbearer's damage-dealing abilities ignores the damage and instead regains Stamina equal to the damage that would have been dealt. If the lightbearer moves a fire giant using an ability, they can choose to ignore stability.

⭐️ Searing Skin

Whenever an adjacent enemy grabs the lightbearer or uses a melee ability against them, that enemy takes 5 fire damage.

Fire Giant Red Fist
Fire Giant, Giant - Level 9 Elite Brute EV 44
4
Size
8
Speed
240
Stamina
5
Stability
10
Free Strike
Fire 9
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+4
Might
+2
Agility
0
Reason
+2
Intuition
+1
Presence

🗡 Flaming Punch (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 14 fire damage; push
  • 12-16: 19 fire damage; push 4; A < 3 burning (save ends)
  • 17+: 23 fire damage; push 6; A < 4 burning (save ends)

Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

❇️ Caldera (5 Malice)

Area Main action
📏 Special 🎯 Each enemy and object in the area

Power Roll + 4:

  • ≤11: The distance is a 2 burst; 8 fire damage; M < 2 pull 2
  • 12-16: The distance is a 3 burst; 12 fire damage; M < 3 pull 4
  • 17+: The distance is a 4 burst; 15 fire damage; M < 4 pull 6

Effect: The outermost squares of the area become a 1-square-tall wall of stone. The rest of the area is on fire until the end of the encounter. A creature who enters the area for the first time in a round or starts their turn there takes 3 fire damage.

👤 Blazing Leap

- Maneuver
📏 Self 🎯 Self

Effect: The red fist jumps up to 5 squares. Each creature adjacent to them when they land takes 5 fire damage.

❗️ Heat and Pressure

Melee Free triggered action
📏 Melee 3 🎯 The triggering creature

Trigger: A creature within distance willingly moves or shifts away from the red fist.

Effect: The target makes a Might test. A target with fire immunity automatically obtains a tier 3 outcome.

  • ≤11: Weakened and slowed (save ends)
  • 12-16: Weakened (EoT)
  • 17+: No effect

❗️ Guardian Block

Melee Triggered action
📏 Melee 3 🎯 Self

Trigger: An ally within distance is targeted by an enemy's ability.

Effect: The red fist becomes the target of the triggering ability, then can make a free strike against the enemy after the ability resolves.

⭐️ Searing Skin

Whenever an adjacent enemy grabs the red fist or uses a melee ability against them, that enemy takes 5 fire damage.

Frost Giant Storm Hurler
Frost Giant, Giant - Level 8 Elite Artillery EV 40
4
Size
7
Speed
180
Stamina
5
Stability
9
Free Strike
Cold 8
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+4
Might
-1
Agility
0
Reason
0
Intuition
0
Presence

🏹 Ice Javelins (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 15 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 13 cold damage
  • 12-16: 18 cold damage; M < 3 bleeding (save ends)
  • 17+: 22 cold damage; M < 4 bleeding (save ends)

Effect: Whenever a creature bleeding this way takes damage from that condition, their speed decreases by 1 (to a minimum of 0) until that condition ends.

🏹 Flower of Frost (3 Malice)

Magic, Ranged Main action
📏 Ranged 15 🎯 Special

Effect: The storm hurler throws three size 1L ice javelins into unoccupied squares within distance. Each javelin has 30 Stamina and fire weakness 5. At the start of the storm hurler's next turn, all javelins not destroyed explode in a shower of icicles. Each enemy and object within 3 squares of an exploding javelin makes an Agility test.

  • ≤11: 14 cold damage; push 4; bleeding (save ends)
  • 12-16: 11 cold damage; push 2; slowed (save ends)
  • 17+: 7 cold damage

🗡 Ice Dance

Melee Maneuver
📏 Melee 1 🎯 One giant ally

Effect: The storm hurler and the target each shift up to 6 squares while staying adjacent to each other. The target can then jump up to 5 squares and make a free strike.

❗️ Frozen Retribution

- Triggered action
📏 Self 🎯 Self

Trigger: The storm hurler is targeted by a ranged strike.

Effect: The triggering strike has a double bane. If the strike obtains a tier 1 outcome, the storm hurler uses Ice Javelins against the creature who made it.

⭐️ Kingdom of Isolation

The storm hurler is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the storm hurler can't shift.

Frost Giant Wind Sprinter
Frost Giant, Giant - Level 8 Elite Harrier EV 40
4
Size
10
Speed
200
Stamina
5
Stability
8
Free Strike
Cold 8
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+4
Might
+4
Agility
-1
Reason
0
Intuition
0
Presence

🗡 Cold Axe (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 12 damage
  • 12-16: 17 damage; A < 3 bleeding (save ends)
  • 17+: 21 damage; A < 4 bleeding (save ends)

Effect: A target who is already bleeding takes an extra 1d6 cold damage.

👤 Blizzard Surge (5 Malice)

- Main action
📏 Self 🎯 Self

Effect: The wind sprinter shifts up to their speed and uses Cold Axe against each enemy who comes within 2 squares of them during the move. The wind sprinter makes one power roll against all targets.

🗡 Ice Dance

Melee Maneuver
📏 Melee 1 🎯 One giant ally

Effect: The wind sprinter and the target each shift up to 6 squares while staying adjacent to each other. The target can then jump up to 5 squares and make a free strike.

❗️ Begone, Smallfolk!

- Triggered action
📏 Self 🎯 Self

Trigger: The wind sprinter takes damage.

Effect: The wind sprinter moves up to their speed and uses Cold Axe against one target.

⭐️ Crush Underfoot

The wind sprinter can move through enemies' spaces at their usual speed. The first time on a turn that a wind sprinter enters a creature's space, that creature can choose to fall prone or to take 8 damage.

⭐️ Kingdom of Isolation

The wind sprinter is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the wind sprinter can't shift.

Granite Stone Giant
Giant, Stone Giant - Level 8 Elite Defender EV 40
4
Size
7
Speed
247
Stamina
10
Stability
8
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weaknesses
+4
Might
+1
Agility
+1
Reason
+2
Intuition
+1
Presence

🗡 Jagged Stone Club (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 12 damage
  • 12-16: 17 damage; R < 3 weakened (save ends)
  • 17+: 21 damage; R < 4 weakened (save ends)

Effect: If the target is already weakened, they are also bleeding (save ends).

❇️ Crag Burst (3 Malice)

Area Main action
📏 2 burst 🎯 Each enemy and object in the area

Power Roll + 4:

  • ≤11: 6 damage; push 2
  • 12-16: 10 damage; push 4
  • 17+: 14 damage; vertical push 4

Effect: The area is difficult terrain . Whenever a creature enters square in the area, they take 3 damage.

👤 Castle Stone Shape

- Maneuver
📏 Self 🎯 Self

Effect: The granite stone giant moves up to their speed and creates a 14 wall of stone in squares adjacent to the path of their movement.

❗️ Pillar

Melee Triggered action
📏 Melee 3 🎯 The triggering creature or object

Trigger: A creature or object within distance moves or shifts away from the granite stone giant.

Effect: A 1-square pillar of stone rises 5 squares out of the ground beneath the target, who moves with the ground to its new elevation, then is vertical pushed 5 squares.

⭐️ Stonebreaker Flesh

Whenever an enemy obtains a tier 1 outcome on a melee ability used against the granite stone giant, they take a bane on that ability until the end of the encounter.

⭐️ Stone Steps

The granite stone giant ignores difficult terrain.

⭐️ Stone Swim

The granite stone giant can burrow through stone, but can't drag other creatures underground when they do so.

Hill Giant Clobberer
Giant, Hill Giant - Level 7 Elite Brute EV 36
4
Size
6
Speed
200
Stamina
5
Stability
8
Free Strike
Damage 3
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
+4
Might
-1
Agility
-1
Reason
-1
Intuition
-1
Presence

🗡 Clobberin' Club (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 3 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 12 damage
  • 12-16: 17 damage; prone
  • 17+: 21 damage; prone

Effect: A target who is already prone takes an extra 12 damage.

🗡 Stomp (3 Malice)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 4:

  • ≤11: 14 damage; prone
  • 12-16: 20 damage; prone; M < 3 can't stand (save ends)
  • 17+: 25 damage; prone; M < 4 can't stand (save ends)

Effect: In suitably soft ground, the target is entrenched in a 2-square deep hole.

❇️ Hill Quake

Area Maneuver
📏 3 burst 🎯 Each enemy in the area

Effect: Each target must make either a Might test or an Agility test.

  • ≤11: 6 damage; vertical push 3
  • 12-16: 2 damage; vertical push 2
  • 17+: Push 2

Effect: The clobberer can choose to fall prone in order to double the forced movement distance.

❗️ You Ain't Getting Away

Melee Triggered action
📏 Melee 3 🎯 The triggering creature

Trigger: A creature within distance moves or shifts away from the clobberer.

Effect: The target makes an Agility test.

  • ≤11: Grabbed, and the target takes a bane on the Escape Grab maneuver
  • 12-16: Grabbed
  • 17+: No effect

2 Malice: A target who would be grabbed by this ability is instead either vertical pushed up to 5 squares; or they take 5 damage, are knocked prone, and can't stand until the end of their next turn.

⭐️ Destructive Path

The clobberer automatically destroys any mundane size 1 objects in their path when they move or are forced moved. They can break through any mundane wall made of wood, stone, or a similarly sturdy material this way as long as the wall is 2 squares thick or less.

⭐️ Distracted

Whenever the clobberer targets a creature or object with an ability, any enemy within distance of the ability can use a free triggered action to distract the clobberer. The clobberer targets that enemy instead

Marble Stone Giant
Giant, Stone Giant - Level 8 Elite Hexer EV 40
4
Size
6
Speed
207
Stamina
10
Stability
8
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weaknesses
+4
Might
+3
Agility
0
Reason
+3
Intuition
0
Presence

🔳 Marble From a Great Sling (Signature Ability)

Area, Ranged, Weapon Main action
📏 3 cube within 15 🎯 Each enemy and object in the area

Power Roll + 4:

  • ≤11: 6 damage; I < 2 dazed (save ends)
  • 12-16: 10 damage; I < 3 dazed (save ends)
  • 17+: 14 damage; I < 4 dazed (save ends)

Effect: If the target has any effect on them that can be ended by a saving throw or that ends at the end of their turn, they are also knocked prone.

🗡 Far Flung (3 Malice)

Melee, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 4:

  • ≤11: Vertical push 7
  • 12-16: Vertical push 10
  • 17+: Vertical push 12

Effect: Against a target who is prone or grabbed, this ability has a double edge.

🔳 Polish Stone Shape

Area Maneuver
📏 10 x 2 line within 1 🎯 Special

Effect: The ground in the area becomes slick and glossy. Any non-giant who starts or ends their turn in the area is knocked prone and slides 2 squares.

❗️ Break Armor (1 Malice)

- Triggered action
📏 Self 🎯 Self

Trigger: The marble stone giant takes damage.

Effect: The marble stone giant halves the damage, and has damage weakness 3 and a +3 bonus to speed until the end of the encounter. The damage weakness increases by 3 each time the marble stone giant uses this ability in the same encounter.

⭐️ Stonebreaker Flesh

Whenever an enemy obtains a tier 1 outcome on a melee ability used against the marble stone giant, they take a bane on that ability until the end of the encounter.

⭐️ Stone Steps

The marble stone giant ignores difficult terrain.

⭐️ Stone Swim

The marble stone giant can burrow through stone, but can't drag other creatures underground when they do so.

Fire Giant Chief
Fire Giant, Giant - Level 9 Leader EV 44
5
Size
10
Speed
240
Stamina
10
Stability
9
Free Strike
Fire 10
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+5
Might
+3
Agility
0
Reason
+2
Intuition
+3
Presence

🔳 Roiling Fist (Signature Ability)

Area, Ranged, Weapon Main action
📏 3 cube within 4 🎯 Each enemy and object in the area

Effect: Each target makes either an Agility test or an Intuition test.

  • ≤11: 18 fire damage; prone; weakened (save ends)
  • 12-16: 14 fire damage; prone
  • 17+: 9 fire damage

🗡 Burning Kick

Charge, Melee, Strike, Weapon Main action
📏 Melee 4 🎯 Two creatures or objects

Power Roll + 5:

  • ≤11: 14 damage; push 5; A < 3, 9 fire damage
  • 12-16: 19 damage; push 10; A < 4, 9 fire damage
  • 17+: 23 damage; push 15; A < 5, 9 fire damage

🔳 Lava Pillar (3 Malice)

Area, Ranged Maneuver
📏 3 cube within 10 🎯 Each enemy and object in the area

Power Roll + 5:

  • ≤11: 5 fire damage; M < 3, vertical push 3
  • 12-16: 7 fire damage; M < 4, vertical push 4
  • 17+: 9 fire damage; M < 5, vertical push 5

❗️ Fuel the Fire (1 Malice)

Ranged Triggered action
📏 Ranged 12 🎯 The triggering ally

Trigger: A fire giant ally within distance makes a strike.

Effect: The strike has a double edge and deals an extra 10 fire damage.

☠️ Forward! (Villain Action 1)

Area -
📏 10 burst 🎯 Self and each ally in the area

Effect: Each target shifts up to their speed and can make a free strike. Any enemy who takes damage from a free strike this way and who has A < 4 is burning (save ends). A burning enemy takes 1d6 fire damage at the start of each of their turns.

☠️ Burning Legion (Villain Action 2)

Ranged -
📏 Ranged 15 🎯 Special

Effect: The chief shifts up to 10 squares. Five fire giant fireballer then arrive in unoccupied spaces within distance.

☠️ All to Cinders (Villain Action 3)

Area -
📏 10 burst 🎯 Self and each fire giant ally in the are

Effect: Each target unleashes a wave of fire, and each enemy within 2 squares of any target makes an Agility test. An enemy affected by two targets takes a bane on the test, while an enemy affected by three or more targets has a double bane.

  • ≤11: 18 fire damage
  • 12-16: 14 fire damage
  • 17+: 9 fire damage

⭐️ Scorching Skin

Whenever an adjacent enemy grabs the chief or uses a melee ability against them, that enemy takes 9 fire damage, and if they have M < 4 they are weakened (save ends)

Gnolls

Edacity. The hyena-faced gnolls know only blood and hunger. These fiends carry with them the evil legacy of an unwitting demonic heritage. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll's muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. A pack's eerie war cry, a wild cackle, presages a night of battle and terror.

Born From Blood

The Abyssal Waste is an alien landscape hostile to most life. Yet amid its desolation, fiendish creatures thrive, including abyssal hyenas-bloodthirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of those predators lapped at the ichor oozing from the wounds of a dying demon prince, As'sylrak the Warper.

As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends "gnoll," an Abyssal word that has many meanings, one of which is "to consume completely." And true to their name, the gnolls immediately devoured their creator.

Ceaseless Hunger

The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were originally followed by some of the abyssal hyenas who didn't receive As'sylrak's blessing, with those tagalongs enjoying the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh-and they hunger for more, longing for a day when they hunt the gods themselves through heavenly halls.

Gnoll War

Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren't choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands constantly battle each other for territory, keeping their numbers reduced.

Abyssal Hyenas

Stronger and smarter than their beastly counterparts, abyssal hyenas crawl out of the Abyssal Wasteland to feed on corpses gnolls leave in their wake. When reinforcements are needed, gnoll spellcasters can use magic to transform abyssal hyenas into gnolls.

Tusker Demons

Towering among the gnolls of a war band, the elephantine tusker demon serves as beast of burden and war machine. Tusker demons have no facial features except a twisted crown of tusks that surrounds their ravening maw. Although they usually follow gnoll commands, tuskers in lethe (see the Demons section) are prone to violent outbursts and charge at anything that moves-enemies and allies alike.

Gnoll Languages

Most gnolls speak Tholl. Gnoll carnages and other older gnolls usually also know Variac.

Heroes Beware!

When gnolls go into a frenzy and coordinate their individual Cackletongue maneuvers, few heroes will leave the battlefield unscarred. Any 1st-echelon encounter that contains more than two non-minion gnolls can be considered one difficulty category harder at the Director's discretion.

Gnoll Malice

At the start of any gnoll's turn, you can spend Malice to activate one of the following features.

🔳 Iron Jaws (3 Malice)

Area, Ranged, Weapon Maneuver
📏 1 cube within 3 🎯 Special

Effect: A gnoll acting this turn drops an iron-jawed snare into the area. The first time any enemy moves into the area, they make an Agility test. If they were unaware of the snare, the test takes a bane.

  • ≤11: 6 damage; bleeding (save ends)
  • 12-16: 4 damage; bleeding (EoT)
  • 17+: No effect.

Effect: While an enemy is bleeding this way, each gnoll in the encounter gains an edge on strikes made against them.

👤 Bloodpool (5 Malice)

One gnoll minion suddenly explodes into a pool of blood, splattering the area within 3 squares of them. Any gnoll who starts their turn in this area deals an extra 5 damage on their next strike before the end of their turn. Once per round, an abyssal hyena who starts their turn in the area turns into a gnoll marauder, keeping their current Stamina.

🌀 Echoes of Laughter (7 Malice)

Until the end of the encounter, the encounter map is encased in a soundscape of laughter and howling. Each enemy takes a bane on the first power roll they make each round. Whenever a gnoll is killed, this effect is suppressed until the start of the next round.

Abyssal Hyena
Abyssal, Animal, Gnoll - Level 2 Minion Brute EV 4 for four minions
1M
Size
8
Speed
7
Stamina
1
Stability
3
Free Strike
-
Immunity
-
Movement
- +2 bonus to speed
With Captain
-
Weaknesses
+2
Might
+1
Agility
-3
Reason
0
Intuition
-2
Presence

🗡 Snapjaw (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 3 damage
  • 12-16: 4 damage
  • 17+: 6 damage; grabbed

⭐️ Death Snap

When the abyssal hyena is reduced to 0 Stamina, they can make a melee free strike before dying.

Gnoll Chainflai
Abyssal, Gnoll - Level 2 Minion Artillery EV 4 for four minions
1M
Size
5
Speed
4
Stamina
1
Stability
3
Free Strike
-
Immunity
-
Movement
- +1 damage bonus to strikes
With Captain
-
Weaknesses
+2
Might
0
Agility
+1
Reason
0
Intuition
-2
Presence

🏹 Chain Shotput (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 8 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 3 damage
  • 12-16: 4 damage; push 1
  • 17+: 6 damage; push 3

⭐️ Death Circle

Whenever a non-minion ally within 5 squares of the chainflail is reduced to 0 Stamina, the chainflail can move up to their speed.

Gnoll Mage Mauler
Abyssal, Gnoll - Level 2 Minion Hexer EV 4 for four minions
1M
Size
5
Speed
4
Stamina
1
Stability
2
Free Strike
-
Immunity
-
Movement
- +2 bonus to melee distance
With Captain
-
Weaknesses
+2
Might
+1
Agility
-1
Reason
0
Intuition
0
Presence

🗡 Wizard Ripper (Signature Ability)

Magic, Melee, Strike Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 acid damage
  • 12-16: 3 cold damage
  • 17+: 5 lightning damage; the target can't use magic abilities (EoT)

Effect: The target takes a bane on their next power roll.

⭐️ Death Circle

Whenever a non-minion ally within 5 squares of the mage mauler is reduced to 0 Stamina, the mage mauler can move up to their speed.

Gnoll Wildling
Abyssal, Gnoll - Level 2 Minion Harrier EV 4 for four minions
1M
Size
7
Speed
5
Stamina
1
Stability
2
Free Strike
-
Immunity
-
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
+1
Might
+2
Agility
+0
Reason
+0
Intuition
-2
Presence

🗡 Flail (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage
  • 12-16: 3 damage
  • 17+: 5 damage; the wildling can make a free strike against a creature adjacent to the target

⭐️ Death Circle

Whenever a non-minion ally within 7 squares of the wildling is reduced to 0 Stamina, the wildling can move up to their speed.

Gnoll Abyssal Archer
Abyssal, Gnoll - Level 2 Horde Artillery EV 4
1M
Size
5
Speed
15
Stamina
1
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
+1
Reason
0
Intuition
-1
Presence

🏹 Dark Longbow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 corruption damage
  • 12-16: 6 corruption damage
  • 17+: 8 corruption damage; M < 2 slowed (save ends)

Effect: This ability gains an edge against any target not at full Stamina.

❇️ Archer's Cackletongue (2 Malice)

Area Maneuver
📏 2 burst 🎯 Self and each ally in the area

Effect: Until the end of their next turn, each target gains an edge on their next strike. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.

⭐️ Distant Death Frenzy

Whenever a non-minion ally within 5 squares of the abyssal archer is reduced to 0 Stamina, the abyssal archer can make a ranged free strike.

⭐️ Bloodscent

The abyssal archer doesn't need line of effect to use their abilities against any creature who isn't at full Stamina, as long as a size 1 opening exists between the archer and the target.

Gnoll Abyssal Summoner
Abyssal, Gnoll - Level 2 Horde Support EV 4
1M
Size
5
Speed
20
Stamina
1
Stability
2
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+1
Might
0
Agility
0
Reason
+2
Intuition
+2
Presence

🏹 Flame Wad (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≤11: 4 fire damage
  • 12-16: 5 fire damage
  • 17+: 7 fire damage; I < 2 the target is burning (save ends)

Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

🏹 Call Abyssal Hyenas (3 Malice)

Ranged Maneuver
📏 Ranged 5 🎯 Special

Effect: Two abyssal hyenas claw up from the ground in unoccupied spaces within distance.

❇️ Summoner's Cackletongue (4 Malice)

Area Maneuver
📏 2 burst 🎯 Each ally in the area

Effect: One abyssal hyena target turns into a gnoll marauder, keeping their current Stamina. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.

⭐️ Death Frenzy

Whenever a non-minion ally within 5 squares of the abyssal summoner is reduced to 0 Stamina, the abyssal summoner moves up to their speed and can make a melee free strike.

Gnoll Bonesplitter
Abyssal, Gnoll - Level 2 Horde Brute EV 4
1L
Size
5
Speed
25
Stamina
1
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Three-Tail Flail (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage; push 2
  • 12-16: 6 damage; push 2
  • 17+: 8 damage; grabbed; M < 2 the target takes a bane on the Escape Grab maneuver

Effect: While the bonesplitter has a target grabbed, they can't use Three-Tail Flail against another target.

❇️ Bonesplitter's Cackletongue (4 Malice)

Area Maneuver
📏 2 burst 🎯 Self and each ally in the area

Effect: Up to three targets can make a free strike. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.

⭐️ Death Frenzy

Whenever a non-minion ally within 5 squares of the bonesplitter is reduced to 0 Stamina, the bonesplitter moves up to their speed and can make a melee free strike.

Gnoll Cackler
Abyssal, Gnoll - Level 2 Horde Hexer EV 4
1S
Size
5
Speed
15
Stamina
1
Stability
2
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
0
Agility
+2
Reason
+2
Intuition
+2
Presence

🏹 Moment of Brutality (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 8 🎯 One creature

Power Roll + 2:

  • ≤11: 4 psychic damage; I < 0 the target makes a free strike against a creature of the cackler's choice
  • 12-16: 5 psychic damage; I < 1 the target makes a free strike against a creature of the cackler's choice
  • 17+: 7 psychic damage; I < 2 the target uses a signature ability against a creature of the cackler's choice

Effect: An ally targeted by this ability ignores the damage and can make a free strike.

❇️ Cackler's Cackletongue (4 Malice)

Area, Magic Maneuver
📏 2 burst 🎯 Each creature in the area

Effect: Each enemy target makes an Intuition test. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.

  • ≤11: Frightened (save ends)
  • 12-16: Frightened (EoT)
  • 17+: No effect

⭐️ Death Frenzy

Whenever a non-minion ally within 5 squares of the cackler is reduced to 0 Stamina, the cackler moves up to their speed and can make a melee free strike.

Gnoll Marauder
Abyssal, Gnoll - Level 2 Horde Harrier EV 4
1M
Size
7
Speed
20
Stamina
1
Stability
2
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+1
Might
+1
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Fury Flail (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 4 damage
  • 12-16: 5 damage
  • 17+: 7 damage; prone; A < 2 bleeding (save ends)

2+ Malice: This ability targets one additional target for each 2 Malice spent.

❇️ Marauder's Cackletongue (3 Malice)

Area Maneuver
📏 2 burst 🎯 Self and each ally in the area

Effect: Each target shifts up to their speed. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.

⭐️ Death Frenzy

Whenever a non-minion ally within 7 squares of the marauder is reduced to 0 Stamina, the marauder moves up to their speed and can make a melee free strike.

Tusker Demon
Abyssal, Demon, Gnoll - Level 2 Elite Brute EV 16
3
Size
7
Speed
100
Stamina
3
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
-1
Agility
-3
Reason
0
Intuition
-1
Presence

🗡 Gore (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage; push 1
  • 12-16: 11 damage; push 2
  • 17+: 14 damage; push 3, prone

Effect: If this ability is used as part of the Charge main action, it deals an extra 4 damage.

❗️ Vengeful Tusker

Ranged Triggered action
📏 Ranged 7 🎯 The triggering enemy

Trigger: An enemy within distance deals damage to the tusker.

Effect: The tusker demon uses the Charge main action and Gore against the target.

⭐️ Trample

The tusker demon can move through enemies' spaces at their usual speed. When the tusker enters a creature's space for the first time on a turn, that creature takes 5 damage. The tusker demon can end their turn in a prone size 1 creature's space, preventing the creature from standing up.

⭐️ Lethe

While the tusker demon is winded, they gain an edge on strikes, and any strike made against them gains an edge

Gnoll Carnage
Abyssal, Gnoll - Level 2 Leader EV 16
1M
Size
5
Speed
100
Stamina
1
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+3
Might
+3
Agility
0
Reason
0
Intuition
+3
Presence

🗡 Shrapnel Whip (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 8 damage; A < 1 bleeding (save ends)
  • 12-16: 11 damage; A < 2 bleeding (save ends)
  • 17+: 14 damage; A < 3 bleeding and dazed (save ends)

Effect: An ally by this ability ignores the damage and can make a free strike.

❇️ Carnage's Cackletongue (4 Malice)

Area Maneuver
📏 5 burst 🎯 Self and each ally in the area

Effect: Each target deals an extra 3 damage with their next strike until the start of the carnage's next turn. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.

⭐️ Death Rampage

Whenever a non-minion ally within 5 squares of the carnage is reduced to 0 Stamina, the carnage can move up to their speed, then can either make a melee free strike against two creatures or use Shrapnel Whip against one creature.

⭐️ End Effec

At the end of each of their turns, the carnage can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

⭐️ Endless Hunger

If the carnage is reduced to 0 Stamina while there are still gnolls on the encounter map, one gnoll on the map is transformed into a gnoll carnage, keeping their current Stamina.

☠️ Call Up From the Abyss (Villain Action 1)

Magic, Ranged -
📏 Ranged 10 🎯 Special

Effect: The carnage summons four abyssal hyenas into unoccupied spaces within distance.

☠️ Edacity (Villain Action 2)

Area -
📏 10 burst 🎯 Self and three allies

Effect: Each target moves up to their speed and can make a free strike. Any creature damaged by one of these free strikes who has M < 2 is knocked prone.

☠️ Deepest Wounds (Villain Action 3)

Area, Magic -
📏 5 burst 🎯 Each winded enemy in the area

Effect: The carnage's eyes and all exposed blood within distance glow bright red. Each target makes a Presence test.

  • ≤11: The target can't regain Stamina until the end of the encounter.
  • 12-16: The target can't regain Stamina (save ends).
  • 17+: No effect

Effect: Until the end of the encounter, all gnolls have a double edge on power rolls that target a winded enemy.

Goblins

Known among themselves as rogabrin, meaning "more of us" in their Szetch language, goblins are one of the most numerous humanoid species in the world. They can be found across many lands, have developed countless distinct cultures, and dare to venture into environments that few other humanoids are willing to hazard.

Their long arms and prehensile toes make goblins particularly well adapted to environments requiring climbing, and they live equally comfortably in treetop cities as in subterranean realms filled with stalactites, ledges, and chasms. However, just as many prefer to dwell in tight-knit neighborhoods within diverse cities. Many of those goblins who cross swords with adventuring heroes are the worst of their society-thieves and murderers shunned by their own people.

Encountered in Groups

Whether within a society or living in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen outlaw goblins are supremely confident-perhaps overly so. Such groups often become bandits who ambush travelers crossing through their territory, be it desert, forest, or underground. Larger goblin hordes might become unscrupulous mercenaries serving powerful villains. No matter how they're encountered, goblins prefer to fight as an overwhelming force and to flee when foes outnumber friends.

Goblin Malice

At the start of any goblin's turn, you can spend Malice to activate one of the following features.

⭐️ Goblin Mode (3 Malice)

Each goblin in the encounter gains a +2 bonus to speed until the end of the round.

❇️ Tiny Stabs (5 Malice)

Each enemy in the encounter takes 1 damage for each goblin adjacent to them.

🌀 Swamp Stink (7 Malice)

The encounter map is covered in a green mist that lasts until the end of the round, and which can't be dispersed by wind. All areas of the map are difficult terrain for non-goblins, and each non-goblin on the map makes a Might test.

  • ≤11: 5 poison damage; the creature is weakened until the mist disappears.
  • 12-16: The creature is weakened until the mist disappears.
  • 17+: No effect.

Mobile and Sneaky

Short, lithe, and long armed, goblins are built for mobility, stealth, and climbing. Goblins who dwell in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies' knees, or unleash arrows as they dart from tree to tree.

Goblin Magic

Some exiled goblins forge pacts with evil entities for magical power, including archfey, deities, and fiends. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay.

Skitterling

A six-legged winged rodent the size of a housecat, a skitterling moves their clawed feet as they fly, making them appear to scurry through the air. Goblins train these pets to claw at the faces of enemies, as their feet secrete a toxin that causes temporary sluggishness.

War Spider

Goblins ride enormous arachnids as mounts in battle. With blades attached to their legs, a war spider cuts a swath through enemy forces while archers fire from atop a platform on the animal's back. During a raid, a war spider arches their body to launch warriors off their back and into the fray.

Worg

Some goblins form a special bond with worgs-canine creatures raised by many goblin communities as mounts, guardians, and companions. A worg stays loyal to the hand that feeds them, and will protect their handler to the bitter end.

Goblin Languages

Most goblins speak Caelian and Szetch.

Goblin Runner
Goblin, Humanoid - Level 1 Minion Harrier EV 3 for four minions
1S
Size
6
Speed
4
Stamina
0
Stability
1
Free Strike
-
Immunity
Climb
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
-2
Might
+2
Agility
0
Reason
0
Intuition
-1
Presence

🗡 Club Charge (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

⭐️ Crafty

The runner doesn't provoke opportunity attacks by moving

Goblin Sniper
Goblin, Humanoid - Level 1 Minion Artillery EV 3 for four minions
1S
Size
5
Speed
3
Stamina
0
Stability
2
Free Strike
-
Immunity
Climb
Movement
- +5 bonus to ranged distance
With Captain
-
Weaknesses
-2
Might
+2
Agility
0
Reason
0
Intuition
-1
Presence

🏹 Bow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage

Effect: If the sniper doesn't use a move action this turn, this ability gains an edge.

⭐️ Crafty

The sniper doesn't provoke opportunity attacks by moving.

Goblin Spinecleaver
Goblin, Humanoid - Level 1 Minion Brute EV 3 for four minions
1S
Size
5
Speed
5
Stamina
0
Stability
2
Free Strike
-
Immunity
Climb
Movement
- +1 damage bonus to strikes
With Captain
-
Weaknesses
+2
Might
0
Agility
0
Reason
0
Intuition
-1
Presence

🗡 Axe (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage; push 1
  • 12-16: 4 damage; push 3
  • 17+: 5 damage; push 4

⭐️ Crafty

The spinecleaver doesn't provoke opportunity attacks by moving

Skitterling
Animal, Goblin - Level 1 Minion Hexer EV 3 for four minions
1T
Size
5
Speed
3
Stamina
0
Stability
1
Free Strike
-
Immunity
Fly
Movement
- +3 bonus to speed
With Captain
-
Weaknesses
-5
Might
+2
Agility
-4
Reason
0
Intuition
-2
Presence

🗡 Claws (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature per minion

Power Roll + 2:

  • ≤11: 1 poison damage
  • 12-16: 2 poison damage
  • 17+: 3 poison damage

Effect: The target takes a bane on their next strike.

Goblin Assassin
Goblin, Humanoid - Level 1 Horde Ambusher EV 3
1S
Size
6
Speed
15
Stamina
0
Stability
2
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
-2
Might
+2
Agility
0
Reason
0
Intuition
-2
Presence

🗡 Sword Stab (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 4 damage
  • 12-16: 6 damage
  • 17+: 7 damage

Effect: If this ability gains an edge or has a double edge, it deals an extra 2 damage.

🏹 Shadow Chains (3 Malice)

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 Three creatures

Power Roll + 2:

  • ≤11: 2 corruption damage; A < 0 restrained (save ends)
  • 12-16: 4 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.

⭐️ Slip Away

The assassin can attempt to hide even while observed

Goblin Cursespitter
Goblin, Humanoid - Level 1 Horde Hexer EV 3
1S
Size
5
Speed
10
Stamina
0
Stability
1
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
-2
Might
+1
Agility
0
Reason
+2
Intuition
0
Presence

🏹 Eye of Surlach (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 15 🎯 One creature

Power Roll + 2:

  • ≤11: 3 corruption damage; I < 0 weakened (save ends)
  • 12-16: 4 corruption damage; I < 1 weakened (save ends)
  • 12-16: 5 corruption damage; I < 2 weakened (save ends)

🏹 Dizzying Hex (1 Malice)

Magic, Ranged, Strike Maneuver
📏 Ranged 10 🎯 One creature

Power Roll + 2:

  • ≤11: I < 0 prone
  • 12-16: I < 1 prone and can't stand (EoT)
  • 17+: Prone; I < 2 can't stand (save ends)

⭐️ Crafty

The cursespitter doesn't provoke opportunity attacks by moving.

Goblin Stinker
Goblin, Humanoid - Level 1 Horde Controller EV 3
1S
Size
5
Speed
10
Stamina
0
Stability
1
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
-2
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

🔳 Toxic Winds (Signature Ability)

Area, Magic, Ranged Main action
📏 3 cube within 15 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 1 poison damage; slide 1
  • 12-16: 2 poison damage; slide 2
  • 17+: 3 poison damage; slide 3

1+ Malice: For each Malice spent, one target can be force moved 1 additional square.

🔳 Swamp Gas

Area, Magic, Ranged Maneuver
📏 3 cube within 10 🎯 Special

Effect: The area is filled with a green haze that lasts until the start of the stinker's next turn or until the stinker is reduced to 0 Stamina, and which can't be dispersed by wind. The area is difficult terrain for non-goblins, and each non-goblin who moves in the area takes 2 poison damage for each square moved.

⭐️ Crafty

The stinker doesn't provoke opportunity attacks by moving

Goblin Underboss
Goblin, Humanoid - Level 1 Horde Support EV 3
1S
Size
5
Speed
15
Stamina
0
Stability
1
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
-1
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Swordplay (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 3 damage
  • 12-16: 4 damage
  • 17+: 5 damage

Effect: One ally adjacent to the target can make a free strike against them.

❇️ Get Reckless!

Area Maneuver
📏 5 burst 🎯 Each ally in the area

Effect: Until the start of the underboss's next turn, each target gains an edge on strikes, and any strike made against a target gains an edge.

2 Malice: Strikes made against targets no longer gain an edge.

⭐️ Crafty

The underboss doesn't provoke opportunity attacks by moving.

Goblin Warrior
Goblin, Humanoid - Level 1 Horde Harrier EV 3
1S
Size
6
Speed
15
Stamina
0
Stability
1
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
-2
Might
+2
Agility
0
Reason
0
Intuition
-1
Presence

🗡 Spear Charge (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 3 damage
  • 12-16: 4 damage
  • 17+: 5 damage

🗡 Bury the Point (2 Malice)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature

Power Roll + 2:

  • ≤11: 5 damage; M < 0 bleeding (save ends)
  • 12-16: 6 damage; M < 1 bleeding (save ends)
  • 17+: 7 damage; M < 3 bleeding (save ends)

⭐️ Crafty

The warrior doesn't provoke opportunity attacks by moving

Goblin Monarch
Goblin, Humanoid - Level 1 Leader EV 12
1S
Size
6
Speed
80
Stamina
1
Stability
4
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
0
Might
+3
Agility
+1
Reason
0
Intuition
+3
Presence

⚔️ Handaxe (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 7 damage
  • 12-16: 10 damage
  • 17+: 13 damage

Effect: One ally within 10 squares of the monarch can make a free strike.

🏹 Get in Here! 1 Malice

Ranged Maneuver
📏 Ranged 20 🎯 Special

Effect: Two goblin runners appear in unoccupied spaces within distance.

❗️ Meat Shield

Melee Triggered action
📏 Melee 1 🎯 One ally

Trigger: A creature targets the monarch with a strike.

Effect: The ally is the target of the triggering strike instead

⭐️ Crafty

The monarch doesn't provoke opportunity attacks by moving.

⭐️ End Effect

At the end of each of their turns, the monarch can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

☠️ What Are You Waiting For? (Villain Action 1)

Area -
📏 10 burst 🎯 Each ally in the area

Effect: Each target can move up to their speed or make a free strike.

☠️ Focus Fire (Villain Action 2)

Ranged -
📏 Ranged 10 🎯 One enemy or object

Effect: Each ally within 10 squares of the target can move up to their speed toward the target.

☠️ Kill! (Villain Action 3)

- -
📏 Special 🎯 Special

Effect: Each enemy in the encounter takes 2 damage for each goblin adjacent to them.

War Spider
Animal, Goblin - Level 1 Elite Mount EV 12
3
Size
7
Speed
60
Stamina
2
Stability
4
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
-4
Reason
0
Intuition
-3
Presence

🗡 Bite (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature

Power Roll + 2:

  • ≤11: 7 poison damage
  • 12-16: 11 poison damage
  • 17+: 14 poison damage; M < 2 weakened (save ends)

2 Malice: For any tier outcome, if the target has M < 3, they are weakened (save ends).

🗡 Leg Blade

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage

👤 Trample 5 Malice

- Main action
📏 Self 🎯 Self

Effect: The spider shifts up to their speed and uses Leg Blade against each creature who comes adjacent to them during the shift. The spider makes one power roll against all targets.

🔳 Web

Area, Weapon Maneuver
📏 3 cube within 1 🎯 Each creature in the area
  • ≤11: A < 0 restrained (save ends)
  • 12-16: A < 1 restrained (save ends)
  • 17+: A < 2 restrained (save ends)

Effect: The area is difficult terrain for enemies.

❗️ Skitter

- Triggered action
📏 Self 🎯 Self

Trigger: The spider or any ally riding the spider takes damage.

Effect: The damage is halved, and the spider shifts up to 2 squares after the triggering effect resolve

⭐️ Ride Launcher

Any ally who leaps off the back of the spider can jump up to 6 squares without making a test, and takes no damage if they fall during the jump. After any ally jumps, the first melee strike the make on the same turn gains an edge.

⭐️ Wide Back

While riding the spider, two size 1 allies can occupy the same space

Worg
Animal, Goblin - Level 1 Horde Mount EV 3
1L
Size
5
Speed
15
Stamina
1
Stability
1
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+1
Might
+2
Agility
-1
Reason
0
Intuition
-1
Presence

🗡 Bite (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 3 damage
  • 12-16: 4 damage
  • 17+: 5 damage

👤 Sprint (1 Malice)

- Maneuver
📏 Self 🎯 Self

Effect: The worg moves up to their speed.

⭐️ Mounted Charger

If a worg used as a mount charges, their rider gains an edge on melee strikes until the end of the rider's turn.

⭐️ Shared Craft

If the worg's rider has the Crafty trait, the worg also has that trait.

Griffons

With the head, front legs, and wings of a bird and the powerful body and haunches of a feline, griffons are the apex predator's apex predator. Highly territorial with ranges spanning hundreds of leagues, these air-superiority hunters make quick work of any humanoids foolish enough to stumble into griffon lands.

Coveted Mounts

Attempting to capture a wild griffon typically ends in injury or worse, though humanoids who hatch griffons in captivity and raise them from birth find they make loyal companions. Some humanoid cultures raise griffons as mounts for the military or city guard, and griffon eggs can fetch a fine price.

Daring poachers sometimes attempt to steal griffon eggs from wild aeries, but such thieves typically meet their end by beak or talon. So great is the death toll that many localities have outlawed the poaching of griffon eggs.

Inaccessible Aeries

Griffons roost alone or in pairs on craggy mountainsides, in forests, or on cliffs overlooking the ocean. They hide their nests in enormous treetops, scrubby thickets clinging to a cliff, or similarly sheltered nooks that are nearly unreachable for creatures who can't fly. Each aerie holds up to three eggs during brooding season, which lasts for three months starting in the early spring. Chicks hatch after forty days of incubation, then remain in or near the nest as their parents feed them. About forty days after hatching, a griffon chick learns to fly-and after that, it's only a matter of days before they set out from their nest into the wider world, generally making their own nest somewhere nearby.

Rare Breeds

Griffons come in many varieties. While the most common griffon is the leonine eagle, others include a falcon-panther variety, a bearded vulture-clouded leopard variety, and a striped condor griffon that combines the features of condor and tiger. Questions abound as to whether these creatures came about naturally or were fashioned by magic hands, and many scholars offer abundant rewards to adventurers who can bring them evidence of rare or undiscovered griffon types.

Griffon Malice

At the start of any griffon's turn, you can spend Malice to activate one of the following features.

👤 Swoop (3 Malice)

- Maneuver
📏 Self 🎯 Self

Effect: The griffon flies up to their speed, and can make a free strike against each creature who makes an opportunity attack against them during this movement.

❇️ Piercing Cry (5 Malice)

A griffon acting this turn unleashes a hideous screech at one enemy within 5 squares of them, forcing that creature to make an Intuition test.

  • ≤11: Frightened (save ends)
  • 12-16: Frightened (EoT)
  • 17+: No effect.

🌀 Wildwinds (10 Malice)

Winds bluster and blow across the encounter map. Until the end of the encounter, each creature who can't fly or isn't mounted on a flying creature takes a −3 penalty to stability, and any forced movement effect targeting such a creature moves them an additional 5 squares.

Griffon
Beast, Griffon - Level 2 Elite Mount EV 16
2
Size
9
Speed
80
Stamina
2
Stability
5
Free Strike
-
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+2
Might
+2
Agility
-1
Reason
+1
Intuition
+2
Presence

🗡 Claw Swipes (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage; the griffon can shift 1 square
  • 12-16: 10 damage; the griffon shifts up to 2 squares
  • 17+: 13 damage; the griffon shifts up to 3 squares

Effect: If this ability is used as part of the Charge main action, the griffon can grab one of the targets

🔳 Crack the Earth

Area, Ranged Maneuver
📏 3 cube within 8 🎯 Each enemy in the area

Special: The griffon must be flying and must have a creature or object grabbed.

Effect: The griffon flies up to half their speed toward the ground, then sends the creature or object they've grabbed hurtling down. The creature or object hits the ground to turn the area into an impact crater, and takes falling damage that can't be reduced in any way.

Power Roll + 2:

  • ≤11: 4 damage
  • 12-16: 6 damage; A < 1 push 3
  • 17+: 9 damage; A < 2 push 4; prone

🔳 Wing Buffet (3 Malice)

Area Maneuver
📏 4 x 2 line within 1 🎯 Each creature or object in the area

Special: A target object must be size 2 or smaller.

Power Roll + 2:

  • ≤11: Push 3; A < 0 the forced movement is vertical
  • 12-16: Push 4; A < 1 the forced movement is vertical
  • 17+: Push 5; A < 2 the forced movement is vertical

❗️ Zephyr Feint (1 Malice)

- Triggered action
📏 Self 🎯 Self

Trigger: The griffon takes damage

Effect: The griffon halves the damage, ignores any nondamaging effects associated with it, and shifts up to 2 squares

⭐️ Beast of Prey

While grabbed by the griffon, a creature has a double bane on the Escape Grab maneuver.

⭐️ Steady

Any power roll that could knock the griffon or their rider prone takes a bane.

Striped Condor Griffon
Beast, Griffon - Level 2 Elite Brute EV 16
3
Size
7
Speed
100
Stamina
3
Stability
5
Free Strike
-
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+2
Might
+2
Agility
-1
Reason
+2
Intuition
+1
Presence

🗡 Violent Thrashing (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage; push 1
  • 12-16: 11 damage; one target is pushed up to 2 squares; the other target is vertical pushed up to 2 squares
  • 17+: 14 damage; one target is pushed up to 2 squares and knocked prone; the other target is vertical pushed up to 3 squares

👤 Bound Ahead (5 Malice)

- Main action
📏 Self 🎯 Self

Effect: The griffon shifts up to their speed along the ground in straight line. Each enemy who comes adjacent to the griffon during this shift can choose to either take 5 damage or be knocked prone

🔳 Power Wing Buffet (3 Malice)

Area Maneuver
📏 5 x 3 line within 1 🎯 Each creature or object in the area

Power Roll + 2:

  • ≤11: Push 2; M < 0 the forced movement is vertical
  • 12-16: Push 4; M < 1 the forced movement is vertical
  • 17+: Push 6; M < 2 the forced movement is vertical

❗️ Circle and Strike

Ranged Triggered action
📏 Ranged 5 🎯 The triggering creature

Trigger: The griffon flies directly above a creature within distance

Effect: The griffon dives down onto the target, taking no damage from falling if they reach the ground. The target takes 3 damage for each square the griffon dove, and if they have A < 2, they are grabbed or knocked prone.

⭐️ Beast of Prey

While grabbed by the griffon, a creature has a double bane on the Escape Grab maneuver.

⭐️ Steady

Any power roll that could knock the griffon prone takes a bane

⭐️ Banded Predator

The griffon can attempt hide even while observed. Additionally, while no enemy has line of effect to them, the griffon can attempt to hide at the end of their turn

Hag

When fear of death or hunger for power grips a mortal spellcaster, often a druid or a witch, they might forge a pact with an evil archfey. The mortal becomes a hag-aged, clawed, and cruel. A ruthlessly powerful fey in their own right, a hag uses their magic to bring about the misery their archfey wills.

Hiding in Plain Sight

Though hags typically appear as older humanoids, their true form is as vicious and nasty as their nature. They prefer to show the world a charitable face, but the general wisdom concerning hags is that the more beautiful their appearance, the deeper the rot within. This theory has never been confirmed, however, as few who see a hag's true form live to tell the tale.

Dealmakers and Heartbreakers

As old age can't kill them, the oldest hags accumulate swathes of knowledge, magic, and repute over time. They are happy to share their wares... for the right price. Rather than ask for paltry coin, a hag usually bargains for something dear to the customer-perhaps their ability to love, the sound of their child's laugh, or their left pinky toe.

Adding insult to injury, those who deal with hags almost always discover the product is worse than advertised. Mortals should pay close attention to the precise wording of their agreements, lest they end up with a hex they thought would be a gift. Such curses often lead to the corruption of good but desperate folk, with some getting so twisted up in fey deals that they become hags themselves.

What's in a Name?

Hags give themselves whimsical names, and older hags often select monikers such as Auntie, Uncle, or Nanny. Such relatable names help entice their favorite prey: the innocent. Who would fear Granny Gumdrops or Uncle Twothumbs?

Loyal Underlings

Hags are treacherous by nature, and they only recruit creatures they can trust to be loyal underlings. Most of these creatures lack sapience (such as animals, constructs, and undead), though hags sometimes command weaker fey who are too scared to betray them.

Hag Languages

Most hags speak Anjali, Caelian, Khelt, and Yllyric, with older hags often knowing several more languages.

Hag Malice

At the start of a hag's turn, you can spend Malice to activate one of the following features.

❇️ Casting Curses and Bodies (3 Malice)

The hag utters terrible words that push each enemy within 2 squares of them up to 3 squares.

🔳 Hag Wyrd (5 Malice)

Area, Magic Main action
📏 10 x 1 line within 1 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 5 fire damage; R < 1 frightened (save ends)
  • 12-16: 8 fire damage; R < 2 frightened (save ends)
  • 17+: 11 fire damage; R < 3 frightened (save ends)

Effect: After making the power roll, the hag can choose to replace the damage type and condition with lightning damage and dazed, or cold damage and slowed.

☠️ Solo Action (5 Malice)

The hag takes an additional main action on their turn. They can use this feature even if they are dazed.

🌀 House Call (10 Malice)

The hag's hut springs to life. It enters the encounter map within 10 squares of the hag if it isn't already there and takes its turn. The hut is size 4, has 75 Stamina and damage immunity 3, and has speed 8 from its powerful set of animal legs. This feature can't be used if the hut is reduced to 0 Stamina. In addition to its move action, the house can take only the following main action.

🔳 Kick (Signature Ability)

Area, Ranged, Weapon Main action
📏 2 cube within 2 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 6 damage; push 3; M < 1 prone
  • 12-16: 10 damage; push 4; M < 2 prone
  • 17+: 13 damage; push 5; M < 3 prone
Wode Hag
Fey, Hag - Level 3 Solo EV 60
1L
Size
5
Speed
300
Stamina
1
Stability
6
Free Strike
-
Immunity
Fly, hover
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
+1
Reason
+3
Intuition
+3
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the hag can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The hag can take two turns each round. They can't take turns consecutively.

⭐️ Supernatural Resistance

Magic and psionic abilities used against the hag take a bane.

🗡 Corrosive Claws (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 9 corruption damage; A < 1 weakened (save ends)
  • 12-16: 13 corruption damage; A < 2 weakened (save ends)
  • 17+: 16 corruption damage; A < 3 weakened (save ends)

🔳 Soul Steal

Area, Magic Main action
📏 4 cube within 1 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 5 corruption damage; P < 1 4 corruption damage
  • 12-16: 8 corruption damage; P < 2 5 corruption damage
  • 17+: 10 corruption damage; P < 3 6 corruption damage

Effect: This ability gains an edge against a target who has a soul.

3 Malice: The hag regains Stamina equal to half the damage dealt.

👤 Shapeshifter

Magic Maneuver
📏 Self 🎯 Self

Effect: The hag alters their body to become any size 1 creature, from a house cat to a humanoid. If the hag uses this ability while outside of any enemy's line of effect , they can choose to be automatically hidden. The hag can return to their original form as a free maneuver.

5 Malice: The hag becomes a size 2 creature instead, from a bear to an ogre. While in this form, the hag's melee abilities gain a +1 bonus to distance and deal an extra 4 damage.

❗️ Turned Upside Down (2 Malice)

Area, Magic Triggered action
📏 1 burst 🎯 Each enemy in the area

Trigger: A creature targets the hag with a melee strike.

Power Roll + 3:

  • ≤11: Slide 2; R < 1 the slide is vertical
  • 12-16: Slide 3; R < 2 the slide is vertical, and the target is restrained (EoT)
  • 17+: Vertical slide 5; R < 3 restrained (EoT)

Effect: While restrained this way, a creature who is vertical force moved is suspended in midair. The creature falls when the condition ends.

☠️ Snackies for Sweeties (Villain Action 1)

Area, Magic -
📏 5 burst 🎯 Each creature in the area

Effect: The hag attaches an ornate explosive pastry to each target who has A < 2. At the end of the round, the hag makes one power roll against each creature with a pastry attached to them.

Power Roll + 3:

  • ≤11: 6 poison damage
  • 12-16: 10 poison damage
  • 17+: 13 poison damage

Special: A creature wearing a pastry or adjacent to a creature wearing a pastry can attempt an Agility test to remove the pastry as a maneuver.

  • ≤11: The hag makes the power roll for all pastries.
  • 12-16: The pastry is not removed.
  • 17+: The pastry is removed and can no longer explode.

☠️ Predator's Alacrity (Villain Action 2)

Area, Weapon -
📏 1 burst 🎯 Each enemy in the area

Effect: Before using this villain action, the hag shifts up to their speed. They then use Corrosive Claws against each target, push each target up to 2 squares, and shift up to their speed again

☠️ Open the Oven (Villain Action 3)

Area, Weapon -
📏 5 cube within 1 🎯 Each creature in the area

Power Roll + 3:

  • ≤11: 6 fire damage; A < 1 weakened (save ends)
  • 12-16: 10 fire damage; A < 2 weakened (save ends)
  • 17+: 13 fire damage; A < 3 weakened (save ends)

Effect: The hag turns the area into a roiling oven until the end of the encounter. Any creature in area takes an extra 5 damage from the hag's damage-dealing abilities.

Hag Goodies

Hag Goodies

Hags collect, craft , and trade a variety of trinkets and talismans over the course of their lifetimes. Most of a hag's prized possessions-a stove with living human feet, a porcelain doll that cries real tears, a book that details the reader's most humiliating memories-are of no apparent use to anyone except perhaps for a museum of the macabre, but a few of a hag's baubles are more generally useful.

The following are sample treasures from a hag's hut. A hag might have two or three of these goodies on hand and know how to obtain the others. These items can be found in Draw Steel: Heroes.

  • Treasures: Evilest Eye, Imp's Tongue, Float Powder, Buzz Balm
  • Components: Rare or extinct cooking ingredients, hairpins, gecko tails, roses, werewolf blood
  • Project Sources: Notes in Khelt for the Awe armor enhancement or the Displacing I implement enhancement, notes in Anjali for Stygian Liquor or a Color Cloak (any color)

Hobgoblins

Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks and one or more horns protruding from their head.

Many hobgoblin settlements constantly and aggressively test each other's boundaries. This isn't normally a problem for other humanoids, but once or twice every generation, a wicked hobgoblin rallies their people and decides it's time to take over everyone else's lands-THEN it's a problem.

Synergized Tactics

Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies can hold their own against other forces with ease.

Playing With Fire

The infernal heritage of hobgoblins allows them to live in extreme heat many other humanoids can't tolerate. They often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing.

Innate Magic

Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or corruptive energy, while others can teleport across the battlefield or run like the fastest predators.

Binding Bargains

Many hobgoblins still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature-hobgoblin or otherwise-who degrades themself by breaking their word.

Grilp

The grilp-a green-skinned devil about the size of a housecat-can change the color and texture of their skin to blend in with their surroundings. They often serve as scouts, spies, messengers, and errand-runners for high-ranking hobgoblins. Beyond the grilp's covert skills, however, hobgoblins value these creatures most highly for their magic-laced saliva, which weakens the defenses of other creatures.

Slaughter Demon

When evil hobgoblins who embrace their fiendish heritage need to wipe an enemy off the map, their war mages ritualistically beseech an archdevil for the service of a grack'tanar, known as a slaughter demon in the Caelian language. Once summoned, this towering, serpent-bodied, six-clawed demon slithers to war alongside the hobgoblins who summoned them.

Devils captured the grack'tanars eons ago. Broken, these demons wait for a call to war, hungry and frothing in the Seven Cities of Hell. Slaughter demons are eager to kill and please their devil captors so they might be sent out again, and they rarely turn on hobgoblins unless they fall into lethe (see the Demons section).

Hobgoblin Languages

Most hobgoblins speak Anjali, Caelian, and Szetch.

Hobgoblin Malice

At the start of any hobgoblin's turn, you can spend Malice to activate one of the following features.

⭐️ Goblin Malice Features (3-7 Malice)

The hobgoblin activates a Malice Feature available to goblins.

⭐️ Operation Goblin Mode (3 Malice)

Each goblin in the encounter gains a +3 bonus to speed until the end of the round.

⭐️ Operation Tactical Swarm (5 Malice)

Each hobgoblin in the encounter shifts up to their speed and can take the Defend main action.

🌀 Operation Earth Sear (7 Malice)

Until the end of the round, the ground throughout the encounter map becomes blazing hot. Any enemy takes 1 fire damage for each square of the ground they enter. Any enemy who ends their turn on the ground has fire weakness 2 until the start of their next turn.

Hobgoblin Brandbearer
Goblin, Hobgoblin, Humanoid, Infernal - Level 4 Minion Hexer EV 6 for four minions
1M
Size
5
Speed
7
Stamina
0
Stability
2
Free Strike
Fire 2
Immunity
-
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
0
Might
+1
Agility
+2
Reason
0
Intuition
+3
Presence

🗡 Searing Grasp (Signature Ability)

Magic, Melee, Strike Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 2 fire damage
  • 12-16: 4 fire damage; M < 2 fire weakness 5 (save ends)
  • 17+: 6 fire damage; M < 3 fire weakness 5 (save ends)

⭐️ Open Furnace

Whenever an enemy takes fire damage, they take 1 extra fire damage for each brandbearer adjacent to them.

⭐️ Infernal Ichor

When the brandbearer is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the brandbearer takes 2 fire damage.

Hobgoblin Lancer
Goblin, Hobgoblin, Humanoid, Infernal - Level 4 Minion Harrier EV 6 for four minions
1M
Size
7
Speed
8
Stamina
0
Stability
2
Free Strike
Fire 2
Immunity
-
Movement
- +2 damage bonus to strikes
With Captain
-
Weaknesses
+1
Might
+3
Agility
0
Reason
+2
Intuition
0
Presence

⚔️ Grim Thrust (Signature Ability)

Magic, Melee, Ranged, Strike, Weapon Main action
📏 Melee 2 or ranged 5 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 2 corruption damage
  • 12-16: 4 corruption damage; push 1
  • 17+: 6 corruption damage; push 2

Effect: The lancer deals an extra 2 damage if they have high ground against the target.

⭐️ Infernal Ichor

When the lancer is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the lancer takes 2 fire damage.

Hobgoblin Recruit
Goblin, Hobgoblin, Humanoid, Infernal - Level 4 Minion Brute EV 6 for four minions
1M
Size
5
Speed
9
Stamina
0
Stability
3
Free Strike
Fire 2
Immunity
-
Movement
- +4 bonus to Stamina
With Captain
-
Weaknesses
+3
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Sword Lunge (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 3 damage
  • 12-16: 5 damage
  • 17+: 7 damage; grabbed or prone

⭐️ Tactical Positioning

Any non-minion ally deals 1 extra damage for each recruit adjacent to them.

⭐️ Infernal Ichor

When the recruit is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the recruit takes 2 fire damage.

Grilp
Devil, Hobgoblin, Infernal - Level 4 Minion Ambusher EV 6 for four minions
1T
Size
7
Speed
8
Stamina
0
Stability
3
Free Strike
Fire 2
Immunity
Fly
Movement
- +2 bonus to speed
With Captain
-
Weaknesses
-1
Might
+3
Agility
0
Reason
+1
Intuition
0
Presence

🗡 Flyby Bite (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 3:

  • ≤11: 3 damage
  • 12-16: 5 damage
  • 17+: 7 damage; the grilp shifts up to 2 squares

Effect: The grilp moves up to their speed and can attempt to hide.

⭐️ Bat Out Of Hell

Any enemy who makes a saving throw takes a −1 penalty to the saving throw for each grilp adjacent to them.

⭐️ Shifting Camouflage

The grilp has concealment from all creatures.

Hobgoblin Burning Witch
Goblin, Hobgoblin, Humanoid, Infernal - Level 4 Platoon Controller EV 12
1M
Size
5
Speed
50
Stamina
0
Stability
5
Free Strike
Fire 4
Immunity
Teleport
Movement
- -
With Captain
-
Weaknesses
0
Might
+1
Agility
+2
Reason
+2
Intuition
+3
Presence

🏹 Soul Burn (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 4 corruption or fire damage
  • 12-16: 6 corruption or fire damage
  • 17+: 8 corruption or fire damage

2 Malice: Each target who has P < 2 is weakened (save ends). Any enemy who starts their turn within 3 squares of a target weakened this way and who has P < 2 is weakened (save ends).

🏹 Burning Legion (1 Malice)

Magic, Ranged Maneuver
📏 Ranged 10 🎯 Three creatures

Effect: Each target can teleport up to 5 squares. Each creature adjacent to a target at their destination takes 3 fire damage.

⭐️ Infernal Ichor

When the burning witch is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the burning witch takes 3 fire damage.

Hobgoblin Death Captain
Goblin, Hobgoblin, Humanoid, Infernal - Level 4 Platoon Support EV 12
1M
Size
5
Speed
60
Stamina
2
Stability
5
Free Strike
Fire 4
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+3
Might
0
Agility
+1
Reason
0
Intuition
+2
Presence

🗡 Blightblade (Signature Ability)

Magic, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 3:

  • ≤11: 8 damage
  • 12-16: 8 damage, 4 corruption damage
  • 17+: 8 damage, 7 corruption damage

Effect: The next strike made against the target has a double edge.

3 Malice: One ally adjacent to the target can use their signature ability.

🏹 On My Mark!

Ranged Maneuver
📏 Ranged 5 🎯 One ally

Effect: The target moves up to their speed and can make a free strike.

⭐️ Battle Ready

Any hidden creature who makes a strike against the death captain or any ally within 2 squares of the death captain takes a bane on the strike.

⭐️ Infernal Ichor

When the death captain is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the death captain takes 3 fire damage.

Hobgoblin Firerunner
Goblin, Hobgoblin, Humanoid, Infernal - Level 5 Platoon Harrier EV 14
1M
Size
8
Speed
70
Stamina
0
Stability
6
Free Strike
Fire 5
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+3
Agility
+1
Reason
+1
Intuition
0
Presence

🗡 Flaming Kick (Signature Ability)

Charge, Magic, Melee, Strike Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 3:

  • ≤11: 9 fire damage
  • 12-16: 13 fire damage
  • 17+: 16 fire damage; A < 3 dazed (EoT)

👤 Blazing Trail

Magic Maneuver
📏 Self 🎯 Self

Effect: The firerunner moves up to their speed and creates an 8 wall of fire along the path of their movement. Creatures can enter and pass through the wall. Any enemy who enters the wall for the first time in a round or starts their turn there takes 5 fire damage.

⭐️ Hot to Go

Whenever the firerunner takes fire damage for the first time in round, their speed and the size of the wall they can create with Blazing Trail increases by 4 until the end of their next turn.

⭐️ Kindlestep

The firerunner ignores difficult terrain.

⭐️ Infernal Ichor

When the firerunner is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the firerunner takes 3 fire damage.

Hobgoblin Grandguard
Goblin, Hobgoblin, Humanoid, Infernal - Level 6 Platoon Defender EV 16
2
Size
4
Speed
111
Stamina
4
Stability
6
Free Strike
Fire 6
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+3
Might
+2
Agility
+3
Reason
0
Intuition
+2
Presence

🗡 Tower Shield Smash (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object

Power Roll + 3:

  • ≤11: 9 damage
  • 12-16: 14 damage
  • 17+: 17 damage; prone

3 Malice: Each ally adjacent to a prone target can make a free strike against that target.

🔳 Thunder Rush (3 Malice)

Area, Charge, Weapon Main action
📏 1 x 2 line within 1 🎯 Each enemy or object in the area

Power Roll + 3:

  • ≤11: 6 damage
  • 12-16: 11 damage
  • 17+: 14 damage

Effect: Each target is pushed up to 10 squares within the area, and the grandguard shifts into the area behind by the targets

⭐️ Wide Guard

Any strike made against an ally within 2 squares of the grandguard takes a bane.

⭐️ Infernal Ichor

When the grandguard is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the grandguard takes 3 fire damage

Hobgoblin Hell Trooper
Goblin, Hobgoblin, Humanoid, Infernal - Level 4 Platoon Brute EV 12
1M
Size
5
Speed
70
Stamina
2
Stability
6
Free Strike
Fire 4
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+3
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Fire Flail (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 7 fire damage
  • 12-16: 10 fire damage
  • 17+: 13 fire damage

Effect: Until the end of their turn, the trooper doesn't provoke opportunity attacks from any target.

🏹 Fight Me, Coward!

Magic, Ranged Maneuver
📏 Ranged 5 🎯 One creature

Effect: If the target has P < 2, they are taunted (EoT). While taunted this way, the target takes 1d6 fire damage whenever they use an ability or strike that doesn't target the trooper.

⭐️ Infernal Ichor

When the trooper is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the trooper takes 3 fire damage.

Hobgoblin Incendiarist
Goblin, Hobgoblin, Humanoid, Infernal - Level 5 Platoon Artillery EV 14
1M
Size
5
Speed
60
Stamina
0
Stability
6
Free Strike
Fire 5
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+1
Might
+3
Agility
0
Reason
+2
Intuition
+1
Presence

🏹 Fire Crossbow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + 3:

  • ≤11: 9 fire damage
  • 12-16: 14 fire damage
  • 17+: 17 fire damage; A < 3 burning (save ends)

Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

🔳 Fireball Volley (3 Malice)

Area, Magic, Ranged Main action
📏 4 cube within 10 🎯 Each enemy or object in the area

Power Roll + 3:

  • ≤11: 5 fire damage; A < 1 burning (save ends)
  • 12-16: 9 fire damage; A < 2 burning (save ends)
  • 17+: 11 fire damage; prone; A < 3 burning (save ends)

Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

⭐️ Raining Cinders

The ranged free strike of each ally within 3 squares of the incendiarist has a distance of 10 and deals fire damage.

⭐️ Infernal Ichor

When the incendiarist is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the incendiarist takes 3 fire damage.

Hobgoblin Redglare
Goblin, Hobgoblin, Humanoid, Infernal - Level 6 Platoon Hexer EV 16
1L
Size
5
Speed
70
Stamina
4
Stability
6
Free Strike
Fire 6
Immunity
Teleport
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
+2
Reason
+3
Intuition
+3
Presence

🏹 Eye Flash (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + 3:

  • ≤11: 9 corruption damage; P < 1 slowed (save ends)
  • 12-16: 14 corruption damage; P < 2 restrained (save ends)
  • 17+: 17 corruption damage; P < 3 restrained (save ends)

🏹 Glare of the Old Judgments (5 Malice)

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature

Power Roll + 3:

  • ≤11: 10 corruption damage
  • 12-16: 10 corruption damage, or if the target has P < 2 they are judged
  • 17+: The target is judged.

Effect: Until the end of the encounter, a judged target takes 10 corruption damage at the start of each of their turns, and regains 5 Stamina each time they use an ability or other effect that allows another creature to spend a Recovery.

⭐️ Infernal Ichor

When the redglare is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the redglare takes 3 fire damage.

Hobgoblin Smokebinder
Goblin, Hobgoblin, Humanoid, Infernal - Level 5 Platoon Ambusher EV 14
1M
Size
7
Speed
70
Stamina
0
Stability
6
Free Strike
Fire 5
Immunity
Fly, hover
Movement
- -
With Captain
-
Weaknesses
+1
Might
+3
Agility
+2
Reason
+1
Intuition
0
Presence

🏹 Choking Bolt (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 5 🎯 One creature or object

Power Roll + 3:

  • ≤11: 9 fire damage
  • 12-16: 14 fire damage
  • 17+: 17 fire damage; R < 3 slowed (save ends)

Effect: If this ability gains an edge or has a double edge, the target can't communicate with anyone until the end of their next turn.

❇️ Smoke Bomb (3 Malice)

Area, Magic Maneuver
📏 3 burst 🎯 Each enemy in the area

Effect: Each target makes a Might test.

  • ≤11: 11 damage; the target has a double bane on their next power roll
  • 12-16: 9 damage; the target takes a bane on their next power roll
  • 17+: 5 damage

⭐️ Essence of Smoke

The smokebinder can move through spaces as if they were size 1T and can occupy another creature or object's space. At the end of their turn, the smokebinder can attempt to hide if they haven't taken any damage since their last turn.

⭐️ Infernal Ichor

When the smokebinder is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the smokebinder takes 3 fire damage.

Hobgoblin War Mage
Goblin, Hobgoblin, Humanoid, Infernal - Level 5 Elite Controller EV 28
1M
Size
5
Speed
120
Stamina
0
Stability
6
Free Strike
Fire 5
Immunity
Hover, teleport
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
+3
Reason
+2
Intuition
+2
Presence

🔳 Hellfire (Signature Ability)

Area, Magic, Ranged Main action
📏 3 cube within 10 🎯 Each enemy in the area

Power Roll + 3:

  • ≤11: 5 fire damage; M < 1 weakened (save ends)
  • 12-16: 9 fire damage; M < 2 weakened (save ends)
  • 17+: 11 fire damage; M < 3 weakened (save ends)

Effect: Before using this ability, the war mage can teleport a creature within 10 squares of them up to 2 squares.

🏹 Enchantments of War

Magic, Ranged Main action
📏 Ranged 10 🎯 Two 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 current Stamina to increase the temporary Stamina each target gains by an equivalent amount.

🔳 Unhallowed Ground (3 Malice)

Area, Magic, Ranged Maneuver
📏 5 cube within 10 🎯 Special

Effect: The war mage consecrates the area and causes it to smolder until the end of the encounter. The area is difficult terrain and an enemy in the area has fire weakness 10.

❗️ Magic Siphon

Magic, Ranged Triggered action
📏 Ranged 10 🎯 The triggering creature

Trigger: A creature within distance uses a magic ability.

Effect: Any damage dealt or Stamina regained from the creature's ability is halved. The war mage regains Stamina equal to the remaining damage dealt or Stamina regained.

⭐️ Infernal Ichor

When the war mage is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the war mage takes 3 fire damage.

⭐️ Despair, You Who Face Death

Any enemy within 2 squares of the war mage has a −2 penalty to saving throws.

Hobgoblin Bloodlord
Goblin, Hobgoblin, Humanoid, Infernal - Level 6 Leader EV 32
1M
Size
6
Speed
180
Stamina
2
Stability
7
Free Strike
Fire 6
Immunity
Teleport
Movement
- -
With Captain
-
Weaknesses
+4
Might
+2
Agility
+2
Reason
+3
Intuition
+3
Presence

🗡 Soul Sword (Signature Ability)

Magic, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 11 corruption damage; P < 2 bleeding (save ends)
  • 12-16: 16 corruption damage; P < 3 bleeding (save ends)
  • 17+: 19 corruption damage; P < 4 bleeding (save ends)

2 Malice: Each target is marked until the end of the encounter or until they die. The bloodlord's allies gain an edge on strikes against any target marked this way. The bloodlord can have up to three targets marked this way. If they mark a new target who would exceed the limit, the oldest mark ends.

🏹 Take Point!

Ranged Maneuver
📏 Ranged 10 🎯 One ally

Effect: The target moves up to their speed and can use a signature ability.

❗️ An Army From Blood (3 Malice)

Ranged Triggered action
📏 Ranged 10 🎯 The triggering creature

Trigger: A non-minion hobgoblin within distance takes damage.

Effect: Three hobgoblin recruits manifest from the target's blood into unoccupied spaces adjacent to the target.

⭐️ Infernal Ichor

When the bloodlord is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the bloodlord takes 3 fire damage.

⭐️ End Effect

At the end of each of their turns, the bloodlord can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way

☠️ Advance! (Villain Action 1)

Area -
📏 10 burst 🎯 Self and each ally in the area

Effect: Each target gains 10 temporary Stamina and can move up to their speed. Then each non-minion target can make a free strike.

☠️ Skulls Abound (Villain Action 2)

Area, Magic -
📏 3 aura 🎯 Self

Effect: Until the end of the encounter, the bloodlord surrounds themself with a storm of flying skulls. Any enemy who enters the area for the first time in a round or starts their turn there takes 8 corruption damage and takes a bane on their next power roll until the start of their next turn.

☠️ I Am Fire! I Am Death! (Villain Action 3)

Area, Magic -
📏 5 burst 🎯 Each enemy in the area

Power Roll + 4:

  • ≤11: 5 fire damage; P < 2 2 fire damage, push 2, prone
  • 12-16: 5 fire damage; P < 3 7 fire damage, push 3, prone
  • 17+: 5 fire damage; P < 4 10 fire damage, push 5, prone

Effect: Until the end of the encounter, the bloodlord is wreathed in black flames. Whenever any adjacent enemy grabs the bloodlord or uses a melee ability against them, that enemy takes 5 corruption damage.

Slaughter Demon
Abyssal, Demon, Hobgoblin - Level 4 Elite Brute EV 24
3
Size
7
Speed
140
Stamina
3
Stability
6
Free Strike
Fire 5
Immunity
Burrow
Movement
- -
With Captain
-
Weaknesses
+3
Might
0
Agility
-1
Reason
+1
Intuition
0
Presence

🗡 Steely Skewer (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 3 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 9 damage
  • 12-16: 14 damage; A < 2 bleeding (save ends)
  • 17+: 17 damage; A < 3 bleeding and restrained (save ends)

Effect: A creature restrained this way moves with the slaughter demon. The slaughter demon can have up to six creatures or objects restrained at once.

🗡 Tail Stinger (3 Malice)

Melee, Strike, Weapon Main action
📏 Melee 5 🎯 One creature or object

Power Roll + 3:

  • ≤11: 10 poison damage; M < 1 weakened (save ends)
  • 12-16: 16 poison damage; M < 2 weakened (save ends)
  • 17+: 20 poison damage; M < 3 weakened (save ends)

Effect: A target weakened this way also has damage weakness 3.

⭐️ Drag Below

The slaughter demon can make a free strike as part of using the Dig maneuver. If the target of the free strike has M < 2, they are grabbed and take a bane on the Escape Grab maneuver.

❗️ Devour Soul

Area, Magic Triggered action
📏 5 burst 🎯 The triggering creature

Trigger: A creature within distance who has a soul dies.

Effect: The target can't be brought back to life. Until the end of the encounter, the slaughter demon gains an edge on power rolls.

⭐️ Soulsight

Any creature within 2 squares of the slaughter demon can't be hidden from them.

⭐️ Lethe

While the slaughter demon is winded, they gain an edge on strikes, and any strike made against them gains an edge.

Humans

Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power.

Villains and Heroes

Recognizing their limited lifespans, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes that their names will be remembered forever.

Violence and greed are close cousins in the human family. Those with power and wealth often strive for more with might or magic. Others turn to theft, sometimes driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons both seeking to exact a toll.

Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek fell power in exchange for service, sacrificing to forbidden gods and courting apocalypse.

Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Human heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice.

Risks and Rewards

Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive nature explains their renowned knack for seizing the moment-knowing when to risk all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent's mistakes and seize the advantage.

Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village, or an ancient dungeon yielding chests filled with coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it's a game worth playing.

Swords for Hire

With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally... if you can afford their price.

Connected to the Natural World

Humans are connected to the natural world in a way that many other folk are not. As such, they have an uncanny knack for detecting when nearby creatures, objects, and phenomena have been created by magic and psionics. This same sense allows them to resist supernatural effects.

Human Languages

Most humans speak Caelian and one Vaslorian human language.

Human Malice

At the start of any human's turn, you can spend Malice to activate one of the following features.

🔳 Alchemical Device (3 Malice)

Area, Magic, Ranged Maneuver
📏 3 cube within 10 🎯 Each enemy and object in the area

Power Roll + 2:

  • ≤11: 4 corruption damage; A < 0 slowed (save ends)
  • 12-16: 6 corruption damage; A < 1 slowed (save ends)
  • 17+: 9 corruption damage; A < 2 restrained (save ends)

Special: This ability can't be used by a minion.

⭐️ Exploit Opening (5 Malice)

Each human acting this turn gains an edge on abilities until the end of their turn, or has a double edge on any ability that targets an enemy affected by a condition.

⭐️ Staying Power (7 Malice)

Each non-minion human in the encounter regains Stamina equal to 5 times their level.

Human Apprentice Mage
Human, Humanoid - Level 2 Minion Controller EV 4 for four minions
1M
Size
5
Speed
4
Stamina
0
Stability
2
Free Strike
Corruption 2, psychic 2
Immunity
-
Movement
- +5 bonus to ranged distance
With Captain
-
Weaknesses
0
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

🏹 Lightning Strike (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 10 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 lightning damage
  • 12-16: 3 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 also slowed (EoT).

⭐️ Supernatural Insight

The apprentice mage ignores concealment if it's granted by a supernatural effect.

Human Archer
Human, Humanoid - Level 1 Minion Artillery EV 3 for four minions
1M
Size
5
Speed
3
Stamina
0
Stability
2
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- +5 bonus to ranged distance
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
0
Presence

🏹 Crossbow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage

⭐️ Supernatural Insight

The archer ignores concealment if it's granted by a supernatural effect.

Human Death Acolyte
Human, Humanoid - Level 1 Minion Hexer EV 3 for four minions
1M
Size
5
Speed
3
Stamina
0
Stability
1
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- +5 bonus to ranged distance
With Captain
-
Weaknesses
0
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

🏹 Necrotic Bolt (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 corruption damage
  • 12-16: 2 corruption damage
  • 17+: 3 corruption damage

Effect: One creature within 5 squares regains 1 Stamina.

⭐️ Supernatural Insight

The death acolyte ignores concealment if it's granted by a supernatural effect.

Human Guard
Human, Humanoid - Level 1 Minion Brute EV 3 for four minions
1M
Size
5
Speed
5
Stamina
0
Stability
2
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- +5 bonus to speed
With Captain
-
Weaknesses
+2
Might
0
Agility
0
Reason
0
Intuition
0
Presence

🗡 Halberd (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage

Effect: If the guard is flanked, they can make a free strike against a different target adjacent to them.

⭐️ Supernatural Insight

The guard ignores concealment if it's granted by a supernatural effect.

Human Raider
Human, Humanoid - Level 1 Minion Harrier EV 3 for four minions
1M
Size
7
Speed
4
Stamina
0
Stability
1
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
0
Presence

🗡 Handaxes (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

Effect: If this ability is used as part of a charge, the raider can make a ranged free strike before using the ability.

⭐️ Supernatural Insight

The raider ignores concealment if it's granted by a supernatural effect.

Human Rogue
Human, Humanoid - Level 1 Minion Ambusher EV 3 for four minions
1M
Size
7
Speed
4
Stamina
0
Stability
2
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- Gain an edge on strikes
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

⚔️ Concealed Dagger (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or Ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

Effect: If the rogue is disguised or hidden when they use this ability, it deals an extra 3 damage.

⭐️ Supernatural Insight

The rogue ignores concealment if it's granted by a supernatural effect.

Human Brawler
Human, Humanoid - Level 1 Platoon Brute EV 6
1M
Size
5
Speed
40
Stamina
0
Stability
4
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
0
Reason
0
Intuition
0
Presence

🗡 Haymaker (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage; M < 2 grabbed and the target takes a bane on the Escape Grab maneuver

Effect: A target who is already grabbed takes an extra 2 damage.

🗡 Throw (1 Malice)

Melee Maneuver
📏 Melee 1 🎯 One creature grabbed by the brawler

Effect: The brawler pushes the target up to 5 squares.

⭐️ Shoot the Hostage

The brawler halves the damage from any strike if they have a creature or object grabbed of size 1S or larger. The grabbed creature or object takes the remaining damage.

⭐️ Supernatural Insight

The brawler ignores concealment if it's granted by a supernatural effect.

Human Death Cultist
Human, Humanoid - Level 2 Platoon Support EV 8
1M
Size
5
Speed
40
Stamina
0
Stability
4
Free Strike
Corruption 2, psychic 2
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

⚔️ Death Scythe (Signature Ability)

Magic, Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≤11: 6 corruption damage
  • 12-16: 9 corruption damage
  • 17+: 12 corruption damage; I < 2 weakened (save ends)

2 Malice: The death cultist regains Stamina equal to half the damage dealt.

❇️ Rise, My Minions (1 Malice per minion)

Area Maneuver
📏 5 burst 🎯 Each dead minion in the area

Effect: Each target who died during this encounter revives with full Stamina. They immediately die at the end of the encounter or if the death cultist is killed. A target can be revived multiple times by this ability.

⭐️ Supernatural Insight

The death cultist ignores concealment if it's granted by a supernatural effect.

Human Knave
Human, Humanoid - Level 2 Platoon Defender EV 8
1M
Size
5
Speed
50
Stamina
0
Stability
4
Free Strike
Corruption 2, psychic 2
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
0
Agility
+1
Reason
0
Intuition
0
Presence

⚔️ Morningstar and Javelin (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≤11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage; M < 2 the target has a double bane on their next power roll

Effect: The target is taunted (EoT).

⭐️ I'm Your Enemy

Whenever an adjacent creature the knave has taunted deals damage to a creature other than the knave, the knave can make a free strike against them.

⭐️ Overwhelm

An enemy who starts their turn adjacent to the knave can't shift

⭐️ Supernatural Insight

The knave ignores concealment if it's granted by a supernatural effect.

Human Scoundrel
Human, Humanoid - Level 1 Platoon Ambusher EV 6
1M
Size
5
Speed
30
Stamina
0
Stability
4
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Rapier and Dagger (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage

2 Malice: If this ability gains an edge or has a double edge, it deals an extra 2 damage.

🌀 Dagger Storm (5 Malice)

- Main action
📏 - 🎯 -

The scoundrel uses Rapier and Dagger against up to three targets. They shift up to 2 squares before or after each strike

⭐️ Supernatural Insight

The scoundrel ignores concealment if it's granted by a supernatural effect.

Human Storm Mage
Human, Humanoid - Level 3 Platoon Controller EV 10
1M
Size
5
Speed
40
Stamina
0
Stability
5
Free Strike
Corruption 3, psychic 3
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
0
Agility
+2
Reason
0
Intuition
+1
Presence

🏹 Lightning Bolt (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 15 🎯 One creature or object

Power Roll + 2:

  • ≤11: 7 lightning damage
  • 12-16: 10 lightning damage
  • 17+: 13 lightning damage

5 Malice: The ability loses the Ranged and Strike keywords, takes the Area keyword, and is a 10 x 1 line within 15 that targets each enemy and object in the area.

🔳 Gust of Wind (3 Malice)

Area, Magic Maneuver
📏 5 cube within 1 🎯 Each enemy and object in the area

Power Roll + 2:

  • ≤11: Slide 2; M < 0 slowed (save ends)
  • 12-16: Slide 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 supernatural effects.

⭐️ Arcane Shield

Any melee ability targeting the storm mage takes a bane.

Additionally, whenever the mage takes damage from an adjacent enemy, the enemy takes 2 lightning damage, and if they have R < 1 they are pushed up to 2 squares.

⭐️ Supernatural Insight

The storm mage ignores concealment if it's granted by a supernatural effect.

Human Trickshot
Human, Humanoid - Level 1 Platoon Artillery EV 6
1M
Size
5
Speed
20
Stamina
0
Stability
4
Free Strike
Corruption 1, psychic 1
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
+1
Intuition
0
Presence

⚔️ Trick Crossbow (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 15 🎯 One creature or object

Power Roll + 2:

  • ≤11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage

Effect: This ability ignores cover and concealment.

3 Malice: This ability targets one additional target.

⭐️ Supernatural Insight

The trickshot ignores concealment if it's granted by a supernatural effect.

Human Blackguard
Human, Humanoid - Level 1 Leader EV 12
1M
Size
5
Speed
80
Stamina
2
Stability
4
Free Strike
Corruption 2, psychic 2
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+3
Might
+2
Agility
+2
Reason
0
Intuition
+2
Presence

❇️ Zweihander Swing (Signature Ability)

Area, Weapon Main action
📏 1 burst 🎯 Each enemy in the area

Power Roll + 2:

  • ≤11: 3 damage; M < 1 slowed (save ends)
  • 12-16: 6 damage; M < 2 slowed (save ends)
  • 17+: 8 damage; M < 3 slowed (save ends)

Effect: One ally within 10 squares can make a free strike.

1 Malice: One ally within 10 squares can use their signature ability instead.

🏹 You!

Ranged Maneuver
📏 Ranged 10 🎯 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.

⭐️ End Effec

At the end of each of their turns, the blackguard can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

⭐️ Supernatural Insight

The blackguard ignores concealment if it's granted by a supernatural effect

❗️ Parry!

Melee Triggered action
📏 Melee 1 🎯 Self or one ally

Trigger: A creature makes a strike against the blackguard or an ally adjacent to them.

Effect: The damage is halved.

☠️ Advance! (Villain Action 1)

- -
📏 Self 🎯 Self

Effect: The blackguard shifts up to their speed. During or after this movement, they can use their Zweihander Swing twice.

☠️ Back! (Villain Action 2)

Area, Magic -
📏 5 burst 🎯 Each enemy in the area

Effect: The blackguard slides each target up to 5 squares.

☠️ I Can Throw My Blade and So Should You! (Villain Action 3)

Area, Magic, Ranged, Weapon -
📏 3 cube within 5 🎯 Each enemy in the area

Effect: The blackguard uses their Zweihander Swing against each target. Each ally within 5 squares of the area can then make a free strike against a target (one target per ally)

Human Bandit Chief
Human, Humanoid - Level 3 Leader EV 20
1M
Size
5
Speed
120
Stamina
2
Stability
5
Free Strike
Corruption 4, psychic 4
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+3
Agility
+2
Reason
+3
Intuition
+2
Presence

🗡 Whip and Magic Longsword (Signature Ability)

Magic, Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two enemies or objects

Power Roll + 2:

  • ≤11: 8 damage; pull 1
  • 12-16: 12 damage; pull 2
  • 17+: 15 damage; pull 3

Effect: Any target who is adjacent to the bandit chief after the power roll is resolved takes 3 corruption damage.

2 Malice: This ability targets one additional target.

🗡 Kneel, Peasant!

Melee Maneuver
📏 Melee 1 🎯 One enemy
  • ≤11: Push 1; M < 1 prone
  • 12-16: Push 2; M < 2 prone
  • 17+: Push 4; M < 3 prone

2 Malice: The ability takes the Area keyword, loses the Melee keyword, and is a 1 burst that targets each enemy in the area.

❗️ Bloodstones

Magic Triggered action
📏 Self 🎯 Self

Trigger: The bandit chief makes a power roll.

Effect: The bandit chief takes 5 corruption damage and increases the outcome of the power roll by one tier. This damage can't be reduced in any way.

⭐️ End Effect

At the end of each of their turns, the bandit chief can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

⭐️ Supernatural Insight

The bandit chief ignores concealment if it's granted by a supernatural effect

☠️ Shoot! (Villain Action 1)

Area -
📏 10 burst 🎯 Each artillery ally in the area

Effect: Each target makes a ranged free strike.

☠️ Form Up! (Villain Action 2)

Area -
📏 10 burst 🎯 Each ally in the area

Effect: Each target shifts up to their speed. Additionally, until the end of the encounter, while the bandit chief or any ally is adjacent to a target, they have damage immunity 2.

☠️ Lead From the Front (Villain Action 3)

- -
📏 Self 🎯 Self

Effect: The bandit chief shifts up to 10 squares. During or after this movement, they can use their Whip and Magic Longsword against up to four targets. Additionally, one ally adjacent to each target can make a free strike against that target.

Giant Hawk
Animal, Human - Level 1 Platoon Mount EV 6
2
Size
5
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+2
Might
+2
Agility
-3
Reason
+1
Intuition
-2
Presence

🗡 Talons (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage; grabbed

2 Malice: If this ability gains an edge or has a double edge, it deals an extra 2 damage.

👤 Dive (1 Malice)

- Maneuver
📏 Self 🎯 Self

Effect: The hawk moves up to their speed.

⭐️ Mounted Platform

Once per turn when the hawk moves, any creature riding the hawk can make a free strike during or after the movement.

Kingfissure Worm

Named for their infamous hunting technique, kingfissure worms terraform the earth as they move, building tunnels and crevasses to accommodate their enormous form. They then lie in wait deep underground. Seasoned adventurers know to be wary when traveling past even the smallest crack in the earth. For when a worm senses the vibrations of their prey above, they shoot their multiple serpentine tongues through the crevasses, dragging prey from the surface into their cavernous maw.

Intestine Inventory

The kingfissure worm eats indiscriminately, swallowing creatures, structures, and precious gems alike. The wealth inside a kingfissure worm would put any dragon's hoard to shame, though the worm cares nothing for treasure and knows nothing of the spoils lodged in their labyrinthine intestines. Few people have managed to claim the treasure lost to the inside of a kingfissure worm, but stories enough have spread to draw scavengers, bandits, and even armies to the corpses of recently slain worms, all hoping to come away with a king's ransom in spoils.

Home Renovators

Most worms build a den of tunnels and fissures, remaining in that lair for as long as the pickings on the surface are good and they aren't disturbed. When a kingfissure worm seeks a new home, they target areas with abundant food-occasionally leading to villagers waking up to find their surrounding lands have been terraformed overnight. Residents of such lands generally have two choices: pack up and leave or prepare for battle. If a worm is somehow defeated, all manner of creatures and communities try to lay claim to the worm's underground structures. These empty dens make wonderful war bunkers, isolated workshops, and even highly defensible villages.

Unstoppable Force

The kingfissure worm is a species determined to outrun, outlast, and out-eat every other living creature. Though the monster might be slowed by a display of great power, only death stops them. Once they have set their sights on their prey, they single-mindedly pursue it regardless of terrain or circumstance. The only thing that gives a kingfissure worm pause are attacks on their tongues, which are left vulnerable when they are dragging creatures to their impending doom.

Unclear Origins

Kingfissure worms have no identifiable sexual characteristics and are extremely territorial. If two kingfissure worms encounter each other, the result is always a cataclysmic duel that ends in one devouring the other. Because of this, most scholars theorize that these creatures reproduce asexually-and that when a kingfissure worm dies, their tongues detach and grow into full-fledged worms. While this has yet to be confirmed, juvenile kingfissure worms have been seen in the wild, most often spotted following animal herds or traveling communities, feeding off of stragglers, refuse, remains, and vermin.

Swallowed Survivors

Kingfissure worms never stop growing, and the oldest are truly immense, easily mistaken in the distance for a strangely mobile mountain range. Deep within the bowels of these behemoths, unusual biomes and oversized gut fauna may flourish. In fact, some people who have survived their trip down the gargantuan gullet of one of the great worms have been able to eke out a life-and even form thriving communities-safe inside the spacious lower abdomen of their living quarters.

Sensitive Giant

For all their might and vitality, kingfissure worms are primarily ambush hunters, and like any ambush hunter, they need delicate and precise senses to detect and target their prey when it approaches. As burrowing creatures, they have a finely tuned sense of touch able to detect even the most minute vibrations while in direct contact with earth and stone. This fills the role of their primary sense, and their rudimentary eyesight leaves them dreadfully nearsighted. In combination, their poor vision and reliance on ground-conducted vibrations means that they have almost no way of pinpointing flying creatures, and many species of birds find kingfissure worm territory exceptionally safe and free from predators.

Kingfissure Worm Malice

At the start of a kingfissure worm's turn or when an action's trigger occurs, you can spend Malice to activate one of the following features.

❗️ Aftershock (3 Malice)

- Free triggered action
📏 Self 🎯 Self

Trigger: A creature deals damage to the kingfissure worm or one of their tongues.

Effect: Each creature within 5 squares of the kingfissure worm takes 5 damage, and if they have A < 4 they are knocked prone. The kingfissure worm can use this ability only once per round.

☠️ Solo Action (5 Malice)

The kingfissure worm takes an additional main action on their turn. They can use this feature even if they are dazed.

👤 Spontaneous Regeneration (5 Malice)

The kingfissure worm loses 35 Stamina and regrows one tongue, to a maximum of three tongues. The worm is then dazed until the end of their turn.

❇️ Megaquake (7 Malice)

Area, Weapon Main action
📏 5 burst 🎯 Each enemy and object in the area

Power Roll + 5:

  • 1 8 damage; M < 3 slide 5
  • 2 13 damage; M < 4 slide 5
  • 3 17 damage; M < 5 slide 5

Effect: Until the end of the next round, each target takes a −3 penalty to stability, treats all terrain as difficult terrain, and takes 10 damage whenever they are knocked prone.

Kingfissure Wor
Beast, Worm - Level 7 Solo EV 108
5
Size
10
Speed
420
Stamina
5
Stability
8
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weaknesses
+5
Might
+1
Agility
-5
Reason
+2
Intuition
-3
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the kingfissure worm can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The kingfissure worm can take two turns each round. They can't take turns consecutively.

⭐️ Multiple Tongues

The kingfissure worm has three tongues. Each tongue is a 5 x 1 line within 1 square of the kingfissure worm, has 35 Stamina and psychic immunity all, and can't be force moved. Each tongue enables the kingfissure worm to grab one size 3 or smaller creature or object. A tongue can be targeted by abilities only while it has a target grabbed.

🗡 Tongue Grab (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 5 🎯 One creature or object per tongue

Power Roll + 5:

  • ≤11: 13 damage; M < 3 grabbed
  • 12-16: 18 damage; M < 4 grabbed
  • 17+: 22 damage; M < 5 grabbed and the target takes a bane on the Escape Grab maneuver

Effect: The kingfissure worm must have one or more tongues to use this ability. As a maneuver, the kingfissure worm can pull up to two creatures grabbed this way adjacent to them.

🗡 Maw

Charge, Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 5:

  • ≤11: 15 damage; push 3
  • 12-16: 20 damage; push 5, prone
  • 17+: 25 damage; the target is swallowed (see Swallowed)

2 Malice: When the kingfissure worm uses the Charge main action, they ignore difficult terrain and automatically destroy mundane size 3 and smaller objects in the path of their charge. The first time the kingfissure worm moves through a creature's space during this charge, that creature takes 8 damage and is pushed up to 3 squares.

🗡 Consume 2 Malice

Melee Main action
📏 Melee 1 🎯 One grabbed creature

Effect: The target is swallowed (see Swallowed).

⚔️ Tongue Whip

Melee, Ranged, Strike, Weapon Maneuver
📏 Melee 5 or ranged 10 🎯 One creature or object

Effect: The kingfissure worm can use this maneuver only while they have a creature or object grabbed. The worm slams the grabbed creature or object against the target, dealing 13 damage to both. If this ability is used at range, it deals an extra 5 damage and the grabbed creature or object is released.

❗️ Tearing Recoil

- Triggered action
📏 Self 🎯 Special

Trigger: A tongue takes damage that doesn't reduce it to 0 Stamina.

Effect: The kingfissure worm deals 5 damage to the creature or object the tongue had grabbed, releases that creature or object, then pulls the damaged tongue back into their mouth.

⭐️ Seismic King

The kingfissure worm has line of effect only within 3 squares However, they ignore concealment for creatures touching the ground and don't need line of effect to use abilities against those creatures.

⭐️ Swallowed

A creature swallowed by the kingfissure worm is restrained and takes 1d6 acid damage at the start of every turn. If the worm takes 25 or more damage in a single round from swallowed creatures, they immediately regurgitate all creatures they have swallowed, who land prone in unoccupied spaces within 3 squares of the kingfissure worm

⭐️ Titanic Tunneler

The kingfissure worm can burrow through stone. When the worm burrows, they create a stable size 3 tunnel in the squares they move through.

⭐️ Unstoppable Crawler

The kingfissure worm can't be frightened or knocked prone. While the worm is restrained or slowed, they take a −2 penalty to speed instead of suffering those conditions' usual effects on speed.

☠️ King's Fissure (Villain Action 1)

Area, Weapon -
📏 20 x 4 line within 1 🎯 Each creature and object in the area

Special: Each target must be on the ground.

Effect: The area becomes a 10-square-deep fissure in the earth. Each target makes an Agility test.

  • ≤11: 10 damage; the target falls into the fissure, lands prone, and can't stand (EoT)
  • 12-16: 10 damage; the target is knocked prone and left hanging at the edge of the area
  • 17+: The target shifts to the nearest unoccupied space outside the area.

☠️ Earth Breach (Villain Action 2)

Weapon -
📏 Self 🎯 Special

Effect: The kingfissure worm can use this villain action only while burrowing. The worm burrows up to half their speed, then breaches the surface and moves 5 squares straight up before dropping back to the ground. Each creature or object whose space the worm moves through during this movement takes 10 damage, and if they have A < 4 they are knocked prone. Any creature who is made winded by this damage is swallowed (see Swallowed).

☠️ Better Out Than In (Villain Action 3)

Area, Weapon -
📏 5 burst 🎯 Each enemy and object in the area

Power Roll + 5:

  • ≤11: 8 acid damage; P < 3 weakened (save ends)
  • 12-16: 13 acid damage; P < 4 weakened (save ends)
  • 17+: 17 acid damage; P < 5 weakened (save ends)

Effect: Each creature swallowed by the worm is regurgitated and automatically subject to the tier 3 outcome, then lands prone in an unoccupied space within 5 squares of the kingfissure worm.

Kobolds

Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry kobold centurion, they can pose a significant threat.

Defensive Masters

In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary, with every warrior carrying a shield into battle and soldiers defending each other in tightly choreographed formations. More than a tool, a kobold's shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds.

Kobold legionaries might join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before.

Unconventional Tactics

Relentless innovators, kobolds can easily outsmart anyone who doesn't take them seriously. Their foes haven't experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy iron dragons and flaming spike pit traps (see the Dynamic Terrain section).

Tiny Dragons

Most kobolds believe their ancestors were created by powerful dragons-and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant, pearlescent scales, but as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives in the domain of a dragon adopts the color of that dragon's scales over several generations.

Domain Expansion

When kobolds settle into the domain of a dragon, they grow more like that dragon in other ways than just coloration. Some groups worship the dragon as a god. Others revere them as an ancestor or a leader, or admire them like a really, REALLY big sibling. This manifests as a desire to understand the dragon's affinity so as to embody it. Kobolds see themselves as an extension of the domain, working with and for it. Meteor kobolds, for example, rely more on hanging traps. Bloodthirsty omen kobolds deny themselves material pleasures and might end up wasting away into little more than skeletons. It has been speculated that kobolds living in a domain influence the strength of the dragon's hold on the territory.

Kobold and Dragon Symbiosis

Most dragons are solitary creatures, but kobolds living in a dragon's domain provide both parties with clear benefits. A dragon can establish their domain over an area in half the time if they allow kobolds to settle in the area as well. Meanwhile, a kobold who spends 1 week or more living in the domain of a dragon becomes immune to the hazardous and negative effects of that domain. The kobold's physical appearance might also change the longer they stay in the area.

Terrain Mastery

The kobolds' affinity for their terrain, creative tactics, group defenses, and innovative spirit gives a kobold legion mastery of the area in which they live. Though they employ traps and tricks of their own creation, kobolds also know the ins and outs of nature's traps. For example, a sagittarion might shoot at a nearby hive of angry bees instead of their opponent. If your kobold opponents retreat over desert sands or a frozen lake, don't give chase. They likely know something you don't about these terrain hazards.

Cute Pets

The gummy brick is a deadly ooze-a monster shaped of acidic goo and driven by endless hunger. But when properly trained, kobolds find these mindless predators good company. They also love the company of shieldscale drangolins-draconic pangolins-who they train to dig residential tunnel networks, neutralize enemy fortifications, and burrow up into the center of an enemy camp with a dozen kobold minions at their side.

Kobold Languages

Most kobolds speak Kethaic and can understand Caelian.

Kobold Malice Malice Features

At the start of any kobolds's turn, you can spend Malice to activate one of the following features.

⭐️ Maniple Tactics (3 Malice)

Up to 3 kobolds make a free strike, swaps positions with an adjacent kobold, and then that kobold makes a free strike.

🌀 Set the Initiative (5 Malice)

Two kobolds take their turns in a row.

⭐️ Shield Wall (7 Malice)

Until the end of the round, all kobolds with Shield? Shield! Impose an additional bane on incoming strikes and abilities.

Kobold Princeps
Humanoid, Kobold - Level 1 Minion Support EV 3 for four minions
1S
Size
5
Speed
4
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- +2 bonus to Stamina
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
0
Presence

🗡 Hasta (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

Effect: One ally within 3 squares of the princeps shifts up to 2 squares

⭐️ Shield? Shield!

While adjacent to an ally who also has this trait, the princeps has stability 1, has cover, and grants cover to allies.

Kobold Sagittarion
Humanoid, Kobold - Level 1 Minion Artillery EV 3 for four minions
1S
Size
5
Speed
3
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- +5 bonus to ranged distance
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
0
Presence

🏹 Composite Bow (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage

Effect: While adjacent to any ally, the sagittarion gains an edge on this ability.

⭐️ Shield? Shield!

While adjacent to an ally who also has this trait, the sagittarion has stability 1, has cover, and grants cover to allies.

Kobold Tiro
Humanoid, Kobold - Level 1 Minion Defender EV 3 for four minions
1S
Size
5
Speed
5
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- +1 bonus to speed
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
0
Presence

🗡 Pugio (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage; the tiro can shift 1 square
  • 17+: 3 damage; the tiro shifts up to 2 squares

Effect: The target can't shift until the start of the tiro's next turn

⭐️ Shield? Shield!

While adjacent to an ally who also has this trait, the tiro has stability 1, has cover, and grants cover to allies.

Kobold Veles
Humanoid, Kobold - Level 1 Minion Harrier EV 3 for four minions
1S
Size
6
Speed
4
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- +1 bonus to speed
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
0
Presence

⚔️ Pilium (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or Ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

Effect: Until the start of the veles's next turn, the target can't make opportunity attacks against any kobold.

⭐️ Shield? Shield!

While adjacent to an ally who also has this trait, the veles has stability 1, has cover, and grants cover to allies.

Kobold Adeptus
Humanoid, Kobold - Level 1 Horde Artillery EV 3
1S
Size
5
Speed
10
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+1
Agility
+2
Reason
0
Intuition
0
Presence

🏹 Shocking Bolt (Signature Ability)

Magic, Ranged, Strike Main action
📏 Ranged 15 🎯 One creature or object

Power Roll + 2:

  • ≤11: 4 lightning damage
  • 12-16: 6 lightning damage
  • 17+: 7 lightning damage

Effect: While the target is adjacent to any enemy, the adeptus gains an edge on this ability. Each enemy adjacent to the target takes 2 lighting damage.

🏹 Arcane Telum (3 Malice)

Magic, Ranged, Strike Maneuver
📏 Ranged 15 🎯 Three creatures or objects

Power Roll + 2:

  • ≤11: 3 damage
  • 12-16: 5 damage
  • 17+: 6 damage

Effect: This ability ignores banes, double banes, and damage immunity.

⭐️ Shield? Shield!

While adjacent to an ally who also has this trait, the adeptus has stability 1, has cover, and grants cover to allies.

Kobold Artifex
Humanoid, Kobold - Level 1 Horde Controller EV 3
1S
Size
5
Speed
10
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
+1
Reason
0
Intuition
0
Presence

🏹 Chain Hook (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≤11: 3 damage; pull 1
  • 12-16: 4 damage; pull 2
  • 17+: 5 damage; pull 3

Effect: If this forced movement triggers a trap that uses a power roll, that roll has a double edge.

⭐️ Activate Trap

Ranged Maneuver
📏 Ranged 10 🎯 One trap or other terrain object

Effect: The trap or terrain object instantly triggers.

3 Malice: The artifex places a new trap in the encounter and can instantly trigger it. The artifex prefers working with angry beehives, flammable oil, snare traps, and spike traps (see Dynamic Terrain).

⭐️ Shield? Shield!

While adjacent to an ally who also has this trait, the artifex has stability 1, has cover, and grants cover to allies.

Kobold Legionary
Humanoid, Kobold - Level 1 Horde Defender EV 3
1S
Size
5
Speed
20
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
0
Reason
0
Intuition
0
Presence

🗡 Gladius (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 5 🎯 One creature or object

Power Roll + 2:

  • ≤11: 3 damage; taunted (EoT)
  • 12-16: 4 damage; taunted (EoT)
  • 17+: 5 damage; taunted (EoT)

3 Malice: If the legionary is acting as a captain, they and each member of their squad shift up to 2 squares before this ability is used.

🗡 Shield Bash

Melee, Strike, Weapon Maneuver
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 2 damage; push 1; M < 0 prone
  • 12-16: 3 damage; push 1; M < 1 prone
  • 17+: 4 damage; push 1; M < 2 prone

⭐️ Shield? Shield!

While adjacent to an ally who also has this trait, the legionary has stability 1, has cover, and grants cover to allies.

Kobold Signifer
Humanoid, Kobold - Level 1 Horde Support EV 3
1S
Size
5
Speed
15
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

🗡 Signum (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 3 damage
  • 12-16: 4 damage
  • 17+: 5 damage

Effect: One ally within 10 squares of the signifer can shift up to their speed if they end that shift adjacent to an ally

2+ Malice: One additional ally can shift for each 2 Malice spent

❇️ Glory to the Legion (5 Malice)

Area Maneuver
📏 5 Burst 🎯 Each ally in the area

Effect: Each target regains 5 Stamina.

⭐️ Shield? Shield!

While adjacent to an ally who also has this trait, the signifer has stability 1, has cover, and grants cover to allies.

⭐️ Upholding High Standards

Any ally who starts their turn within 5 squares of the signifer gains a +2 bonus to speed and a +2 damage bonus to strikes until the end of their turn. Additionally, if the signifer is killed, any kobold minion can enter their space during the same encounter to retrieve the signum battle standard they carry (no action required) and replace their stat block with the signifer stat block.

Kobold Venator
Humanoid, Kobold - Level 1 Horde Ambusher EV 3
1S
Size
5
Speed
15
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Dolabra and Net (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 4 damage
  • 12-16: 6 damage; M < 1 restrained (save ends)
  • 17+: 7 damage; M < 2 restrained (save ends)

3 Malice: The venator lights their net on fire, and a target restrained this way takes 2 fire damage at the start of each of their turns.

⭐️ Lost in the Crowd

While the venator is adjacent to any ally who is not hiding, the venator can attempt to hide as if they had concealment, even if observed.

⭐️ Not What I Seem

The venator starts the encounter disguised as a minion. They have a double edge on their first main action of the encounter, after which they reveal themself.

⭐️ Shield? Shield!

While adjacent to an ally who also has this trait, the venator has stability 1, has cover, and grants cover to allies.

Trained Gummy Brick
Kobold, Ooze, Soulless - Level 1 Elite Hexer EV 12
2
Size
5
Speed
40
Stamina
2
Stability
4
Free Strike
Acid 3
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
-1
Agility
-3
Reason
0
Intuition
-2
Presence

🗡 Engulf (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 7 acid damage; A < 0 dazed (save ends)
  • 12-16: 10 acid damage; A < 1 dazed (save ends)
  • 17+: 14 acid damage; A < 2 restrained (save ends)

Effect: A size 2 or smaller creature restrained this way is pulled into the brick's space, moves with the brick, and takes 4 acid damage at the start of each of their turns. An engulfed creature who is no longer restrained moves to the nearest unoccupied space adjacent to the brick. The brick can have as many creatures or objects engulfed as will fit within their space

2 Malice: This ability targets one additional target.

❗️ You Didn't Pay Attention!

- Free triggered action
📏 Self 🎯 One creature or object

Trigger: A creature moves or is force moved adjacent to the brick.

Effect: The brick uses Engulf against the triggering creature and has a double edge.

⭐️ Translucent Brick

The brick completely occupies their space, blocking line of effect for enemies. The brick is hidden until they act.

Kobold Centurion
Kobold, Humanoid - Level 1 Leader EV 12
1S
Size
5
Speed
80
Stamina
2
Stability
2
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+3
Agility
+2
Reason
0
Intuition
+2
Presence

⚔️ Pilum (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
📏 Melee 1 or ranged 10 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 7 damage; M < 1 weakened (save ends)
  • 12-16: 10 damage; M < 1 weakened (save ends)
  • 17+: 13 damage; M < 1 weakened (save ends)

Effect: Each ally adjacent to a target can make a free strike against that target.

3 Malice: While weakened this way, a target is also restrained.

🏹 Concentrate All Fire on That Hero!

Ranged Maneuver
📏 Ranged 10 🎯 One enemy

Effect: Until the start of the centurion's next turn, the centurion and their allies gain an edge on power rolls against the target.

3 Malice: While weakened this way, a target is also restrained.

3+ Malice: This ability targets one additional target for each 3 Malice spent.

❗️ Testudo!

Area Triggered action
📏 5 Burst 🎯 Each ally in the area

Trigger: A creature uses an ability that targets the centurion or an ally of the centurion within distance.

Effect: Each target shifts up to 2 squares before the damage is resolved. Each kobold with the Shield? Shield! trait gains damage immunity 2 against the triggering ability.

⭐️ End Effect

At the end of each of their turns, the centurion can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

☠️ Firetail Pilum (Villain Action 1)

- -
📏 Special 🎯 Special

Effect: The centurion moves up to their speed, ignoring difficult terrain, and uses Pilum against each creature whose space they move through. They make one power roll against all targets, and the ability deals an extra 5 damage. While weakened by that ability, each target takes 2 fire damage at the start of each of their turns.

☠️ Boom Pilum! (Villain Action 2)

Area, Weapon, Ranged -
📏 5 cube within 10 🎯 Each enemy in the area

Effect: The centurion uses Pilum against each target and has a double edge. Each target is then pushed up to 3 squares.

☠️ Are You Not Entertained?! (Villain Action 3)

Area -
📏 10 burst 🎯 Each enemy in the area

Effect: A target who has P < 2 is taunted (save ends). Each ally within distance can make a free strike. Additionally, until the end of the encounter, the centurion has damage immunity 2.

⭐️ Shield? Shield!

While adjacent to an ally who also has this trait, the venator has stability 1, has cover, and grants cover to allies.

Shieldscale Drangolin
Kobold, Humanoid - Level 1 Elite Brute EV 12
2 or 3 Size
Size
7
Speed
80
Stamina
0
Stability
5
Free Strike
-
Immunity
Burrow
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
-3
Reason
0
Intuition
-2
Presence

🗡 Fiery Claws (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 fire damage
  • 12-16: 10 fire damage
  • 17+: 13 fire damage

Special: If the drangolin is size 3, the distance becomes Melee 2.

👤 Drangolin Plume (5 Malice)

- Main action
📏 Self; see below 🎯 Self

Effect: The drangolin shifts up to their speed and uses Fiery Claws against each creature who comes adjacent to them during the shift. The drangolin makes one power roll against all targets.

❇️ Erupt (3 Malice)

Area, Weapon Main action
📏 2 Burst 🎯 Each creature in the area

Effect: The drangolin uses the Dig maneuver to breach the surface before using this ability. Each target in the area where the drangolin breaches takes an extra 2 fire damage.

Power Roll + 2:

  • ≤11: 6 damage; push 1; A < 0 prone
  • 12-16: 8 damage; push 3; A < 0 prone
  • 17+: 11 damage; push 5; A < 0 prone

⭐️ Ashen Cloud

Any ally adjacent to the drangolin has concealment.

⭐️ Burrow Bond

When the drangolin burrows, each adjacent size 1S or smaller ally can move with them

Lightbender

Lightbenders prowl deserts, plains, forests-any sunbathed wilderness where they can take advantage of the adaptations that make them skilled daylight predators. This monstrous creature's fur bends and refracts light from the surrounding environment, producing mirages that distract and confuse their prey.

Hidden Hunters

At a distance, a lightbender looks akin to a regular lion, but closer inspection reveals their glowing eyes, iridescent mane, and a pair of lashing tails spiked with refractive crystals. The lightbender's pelt magically warps light around them to disguise their movement, letting them teleport while leaving behind a past visual imprint. Unsuspecting prey rarely realize they're staring at an afterimage of the lightbender until the predator pounces.

Ghostly Echoes

Lightbenders can also bend the sounds they make, enabling them to almost completely disappear during a hunt. Many can delay their footsteps to slip into a silent prowl, while others might throw a guttural trill across a field to lure prey out of hiding. The lightbenders' illusory mastery was said to inspire several techniques taught to shadows within the College of the Harlequin Mask.

Protective Companions

Though lightbenders are typically solitary creatures, they sometimes cross into another lightbender's territory to help protect a newborn litter of kittens. A few people have succeeded in taming lightbenders as guards or hunting beasts, and if treated well, they can make loyal protectors, often viewing their smaller humanoid companions as surrogate kittens.

Lightbender Malice

At the start of any lightbender's turn, you can spend Malice to activate one of the following features.

⭐️ Silent Prow (3 Malice)

Each lightbender acting this turn can teleport up to their speed as a move action and attempt to hide as a free maneuver, all until the start of their next turn.

⭐️ Duplicate (5 Malice)

Each lightbender acting this turn can create a duplicate lightbender in an unoccupied space adjacent to them. The duplicate is indistinguishable from the lightbender except by supernatural means, has 1 Stamina, and has the lightbender's speed. A duplicate acts on the lightbender's turn but can take only move actions. Once per round before or after using an ability, a lightbender can trade places with any lightbender duplicate.

❇️ Everything the Light Touches (7 Malice)

Each lightbender in the encounter shines radiantly, distorting the senses of any enemy within 5 squares of them. Each affected enemy makes a Reason test.

  • ≤11: The target doesn't have line of effect to any lightbender (save ends).
  • 12-16: The target doesn't have line of effect to any lightbender (EoT).
  • 17+: No effect.
Lightbender
Beast, Lightbender - Level 3 Elite Ambusher EV 20
2
Size
1
Speed
0100
Stamina
1
Stability
6
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
-3
Reason
+1
Intuition
-1
Presence

🗡 Flash Swipe (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object

Power Roll + 2:

  • ≤11: 9 damage
  • 12-16: 14 damage
  • 17+: 18 damage

Effect: If this ability gains an edge or has a double edge, it deals an extra 4 damage.

🗡 Piercing Tails

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object
  • ≤11: 8 damage
  • 12-16: 12 damage; M < 1 bleeding (save ends)
  • 17+: 15 damage; M < 2 bleeding (save ends)

Effect: While bleeding this way, the target takes a bane on tests to search for the lightbender while they are hidden.

❇️ Hypnotic Mane (5 Malice)

Area, Magic Maneuver
📏 3 burst 🎯 Each enemy in the area
  • ≤11: I < 0 dazed (save ends)
  • 12-16: I < 1 dazed (save ends)
  • 17+: I < 2 dazed (save ends)

Effect: While dazed this way, a target has speed 0. If a target takes damage, or if someone else uses a main action to shake the target out of their stupor, the dazed condition ends.

❗️ Stalker's Afterimage

Magic Triggered action
📏 Self 🎯 Self

Trigger: The lightbender takes damage from a strike.

Effect: The lightbender halves the damage, ignores any nondamaging effects associated with it, and can teleport up to 5 squares. If they teleport into concealment or cover, the lightbender can immediately attempt to hide as a free maneuver.

⭐️ Avoidance

Any effect on the lightbender that would be ended by a saving throw instead ends automatically at the end of their next turn.

Lightbender Pouncer
Beast, Lightbender - Level 3 Elite Harrier EV 20
2
Size
1
Speed
0100
Stamina
1
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
-3
Reason
+1
Intuition
-1
Presence

🗡 Pounce (Signature Ability)

Charge, Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 7 damage
  • 12-16: 11 damage; A < 1 prone
  • 17+: 14 damage; A < 2 prone

Effect: The pouncer can make a free strike against each target they knock prone.

❇️ Sparking Tail Whip

Area, Magic Main action
📏 2 Burst 🎯 Each enemy and object in the area

Power Roll + 2:

  • ≤11: 4 damage
  • 12-16: 7 damage; A < 1 the target is dazzled (save ends)
  • 17+: 10 damage; A < 2 the target is dazzled (save ends)

Effect: A dazzled target takes a bane on strikes and has line of effect only within 1 square.

🔳 Illusory Feint (5 Malice)

Area, Magic, Ranged Maneuver
📏 3 cube within 10 🎯 Each enemy in the area
  • ≤11: I < 0 dazed (save ends)
  • 12-16: I < 1 dazed (save ends)
  • 17+: I < 2 dazed (save ends)

Effect: While dazed this way, a target has speed 0. If a target takes damage, or if someone else uses a main action to shake the target out of their stupor, the dazed condition ends.

❗️ Striking Afterimage

Magic Triggered action
📏 Self 🎯 Self

Trigger: The pouncer takes damage from a strike.

Effect: The pouncer halves the damage, ignores any nondamaging effects associated with it, and can teleport up to 5 squares. If they teleport into concealment or cover, the pouncer can immediately attempt to hide as a free maneuver.

⭐️ Avoidance

Any effect on the pouncer that would be ended by a saving throw instead ends automatically at the end of their next turn.

Lizardfolk

Lizardfolk prefer warm, tropical climates, but they're willing to settle in any humid region-the more moisture in the air, the better. Even in colder environs, lizardfolk can be found in any sufficiently marshy environment. Bogs and wetlands are particularly common nesting grounds.

Homeland Protectors

Lizardfolk aren't especially hostile unless they feel their territory is threatened-which it often is. Respectful travelers entering lizardfolk territory, however, find no great hardship. Lizardfolk cultures often focus on a specific trade, such as boat building, fletching, navigating, or weaving, and sell their services to travelers in need, including lizardfolk from other places.

Adventurers often cross paths with lizardfolk while trekking through their homelands. The reptilian humanoids watch travelers who skirt too close to sources of food and shelter, attacking those who take more than they need. Many lizardfolk dwell in abandoned ruins and caverns for protection. Treasure seekers who delve into these places are typically given one warning before the attack begins.

Focused and Loyal

Most lizardfolk speak plainly, viewing blunt honesty as a sign of respect. When they make a vow or personal promise, they do all they can to honor that word. Lizardfolk who swear to destroy an enemy follow their quarry to the ends of the earth.

Marshland Tyrants

In times of crisis, such as a food shortage, an evil lizardfolk leader can exploit the emergency, oppressing others in the name of defending their territory. But there are always other local lizardfolk tribes who oppose such aggressive, expansionist posturing, and they often seek the aid of other folk who value freedom from tyranny.

Lizardfolk Tactics

Lizardfolk prefer to fight in or near water whenever they can, and if they aren't on a battlefield with water, they perform delaying actions to buy time while they flood the battlefield with their Malice features before attacking with full force. If water is already present, they focus on positioning in the early battle to surround and split up their opponents.

With a wide array of strong grab and forced movement abilities, lizardfolk tactics are that of divide and conquer, locking down strong defenders while abducting and isolating backline heroes. Lizardfolk also have strong teamwork features and rotate units who have lost their tails to more rear positions in favor of healthier units.

Lizardfolk Sample Encounters

  • Marsh Hunters, 18 EV: Eight shellguard, eight tonguers, one scaletooth
  • Ambushers, 24 EV: Sixteen grunts, two skyterrors
  • Scalesworn Detachment, 30 EV: Eight shellguard, sixteen tonguers, one scaletooth, two bloodeyes
  • War Party, 48 EV: Eight shellguard, eight grunts, eight tonguers, one scaletooth, one skyterror, one bloodeye, one deathrex

Lizardfolk Languages

Most lizardfolk speak Caelian and their own dialect of Khamish.

Lizardfolk Malice Malice Features

At the start of any lizardfolk's turn, you can spend Malice to activate one of the following features.

Net Trap (3 Malice)

Area, Ranged, Weapon Maneuver
📏 1 cube within 3 🎯 Special

Effect: A lizardfolk acting this turn sets up a net trap into the area. The first time an enemy steps into a square with a net trap, they make an Agility test. If the creature was unaware of the trap, they take a bane on the test.

  • ≤11: Restrained (save ends).
  • 12-16: Restrained (Eot).
  • 17+: No effect.

Effect: Any creature not also restrained by a net trap who is adjacent to a creature restrained by the trap can free them as a maneuver.

🔳 Water Pit (5 Malice)

A lizardfolk acting this turn unearths a magical size 2 pit that is 2 squares deep and filled with water. Any lizardfolk who moves into, then exits the pit on their turn gains 10 temporary Stamina, regrows their tail if applicable, and ends one effect on them that can be ended by a saving throw. While adjacent to the pit, any creature who can burrow or who has the Nature skill can make a Might test or a Reason test to drain it.

  • ≤11: The creature falls into the pit and is knocked prone.
  • 12-16: The creature fails to empty the pit.
  • 17+: The pit empties of water.

🌀 Flood the Shores (7 Malice)

Waist-high water floods the entire encounter map. Any lizardfolk submerged in water gains an edge on abilities and doubles their speed while swimming. If there are no open water pits on the encounter map, the water drains away at the end of the round.

Lizardfolk Grunt
Humanoid, Lizardfolk - Level 1 Minion Harrier EV 3 for four minions
1M
Size
6
Speed
4
Stamina
0
Stability
1
Free Strike
-
Immunity
Swim
Movement
- +2 bonus to speed
With Captain
-
Weaknesses
+1
Might
+2
Agility
0
Reason
0
Intuition
0
Presence

🗡 Snap and Toss (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage; slide 2
  • 17+: 3 damage; slide 2

⭐️ Reptilian Escape

While the grunt has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.

Lizardfolk Shellguard
Humanoid, Lizardfolk - Level 1 Minion Defender EV 3 for four minions
1L
Size
5
Speed
6
Stamina
1
Stability
1
Free Strike
-
Immunity
Swim
Movement
- +2 bonus to Stamina
With Captain
-
Weaknesses
+2
Might
+1
Agility
0
Reason
0
Intuition
0
Presence

🗡 Shield Smash (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

Effect: The target takes a bane on their next strike.

⭐️ Reptilian Escape

While the shellguard has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.

Lizardfolk Tonguer
Humanoid, Lizardfolk - Level 1 Minion Artillery EV 3 for four minions
1S
Size
5
Speed
3
Stamina
0
Stability
2
Free Strike
-
Immunity
Swim
Movement
- +1 bonus to strikes
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
+1
Intuition
0
Presence

🗡 Tonguelash (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 8 🎯 One creature or object per minion

Power Roll + 2:

  • ≤11: 2 damage; pull 1, or the tonguer can shift 1 square toward the target
  • 12-16: 4 damage; pull 2, or the tonguer shifts up to 2 squares toward the target
  • 17+: 5 damage; pull 3, or the tonguer shifts up to 3 squares toward the target

Effect: If the forced movement or the shift leaves the target adjacent to the tonguer, the target is also grabbed.

⭐️ Reptilian Escape

While the tonguer has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.

Lizardfolk Bloodeye
Humanoid, Lizardfolk - Level 1 Platoon Hexer EV 6
1M
Size
5
Speed
20
Stamina
0
Stability
3
Free Strike
-
Immunity
Swim
Movement
- -
With Captain
-
Weaknesses
+1
Might
1
Agility
+0
Reason
+2
Intuition
+0
Presence

🏹 Bola Knock (Signature Ability)

Ranged, Strike, Weapon Main action
📏 Ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage; A < 0 restrained (save ends)
  • 12-16: 7 damage; A < 1 restrained (save ends)
  • 17+: 9 damage; A < 2 restrained (save ends)

🏹 Bloodshot (2 Malice)

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 One creature

Power Roll + 2:

  • ≤11: 5 acid damage; M < 0 the target has line of effect only within 4 squares (save ends)
  • 12-16: 7 acid damage; M < 1 the target has line of effect only within 3 squares (save ends)
  • 17+: 9 acid damage; M < 2 the target has line of effect only within 2 squares (save ends)

⭐️ Reptilian Escape

While the bloodeye has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.

Lizardfolk Scaletooth
Humanoid, Lizardfolk - Level 1 Platoon Brute EV 6
1M
Size
5
Speed
46
Stamina
0
Stability
4
Free Strike
-
Immunity
Swim
Movement
- -
With Captain
-
Weaknesses
+2
Might
+1
Agility
0
Reason
0
Intuition
0
Presence

🗡 Razor Bite (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 6 damage
  • 12-16: 9 damage
  • 17+: 12 damage; A < 2 bleeding (save ends)

Effect: If the scaletooth has the target grabbed, the potency of this ability increases by 1.

🗡 Tail Whip (2 Malice)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 2:

  • ≤11: 5 damage; slide 1
  • 12-16: 8 damage; slide 2; M < 1 grabbed if within 2 squares of the scaletooth
  • 17+: 10 damage; slide 3; M < 2 grabbed if within 2 squares of the scaletooth

⭐️ Reptilian Escape

While the scaletooth has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.

Lizardfolk Skyterror
Humanoid, Lizardfolk - Level 1 Platoon Harrier EV 6
1S
Size
7
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
Swim
Movement
- -
With Captain
-
Weaknesses
+1
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Glaive Rush (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage; prone

Effect: If the skyterror is flying, they shift up to 4 squares.

🏹 Poison Blow Dart

Ranged, Strike, Weapon Main action
📏 Ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≤11: 3 damage; M < 0 weakened (save ends)
  • 12-16: 5 damage; M < 1 weakened (save ends)
  • 17+: 7 damage; M < 2 weakened (save ends)

Effect: Any creature who ends their turn adjacent to a target weakened this way is weakened until the end of their next turn.

⭐️ Glider

Whenever the skyterror moves 2 or more squares along the ground or falls 2 or more squares, they can fly until the end of their next turn.

⭐️ Reptilian Escape

While the skyterror has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.

Lizardfolk Deathrex
Humanoid, Lizardfolk - Level 1 Leader EV 12
2
Size
5
Speed
80
Stamina
2
Stability
4
Free Strike
-
Immunity
Climb, swim
Movement
- -
With Captain
-
Weaknesses
+3
Might
+2
Agility
0
Reason
+1
Intuition
+2
Presence

🗡 Ripper Spear (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 3 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 7 damage; pull 1; A < 1 bleeding (save ends)
  • 12-16: 10 damage; pull 1; A < 2 bleeding (save ends)
  • 17+: 12 damage; pull 2; A < 3 bleeding (save ends)

1 Malice: One target adjacent to the deathrex is grabbed in the deathrex's mouth.

🗡 Death Roll (3 Malice)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One grabbed creature or object

Power Roll + 2:

  • ≤11: 8 damage; M < 1 dazed (save ends)
  • 12-16: 12 damage; M < 2 dazed (save ends)
  • 17+: 15 damage; M < 3 dazed (save ends)

Effect: The target is no longer grabbed by the deathrex, and the deathrex slides them up to 5 squares.

👤 Trundle

- Maneuver
📏 Self 🎯 Self

Effect: The deathrex moves up to their speed. They can make a free strike against each creature who makes an opportunity attack against them during this movement.

❗️ Swat the Fly

Melee Triggered action
📏 Melee 1 🎯 The triggering creature or object

Trigger: A creature or object within distance moves or shifts away from the deathrex.

Effect: The deathrex slides the target up to 5 squares.

⭐️ Rex Reptilian Escape

While the deathrex has a tail, whenever they are affected by an effect that can be ended by a saving throw or that ends at the end of their turn, they can lose their tail to immediately end that effect, then shift up to 2 squares.

☠️ Snack Attack (Villain Action 1)

Area -
📏 10 Burst 🎯 Self and each ally in the area

Effect: Each target moves up to their speed and can make a free strike. Each target gains temporary Stamina equal to the damage they deal.

☠️ Shed Some Skin (Villain Action 2)

- -
📏 Self 🎯 Self

Effect: The deathrex shifts up to their speed, leaving behind a shed skin duplicate in the space they started in. The duplicate acts on the deathrex's turn and has the deathrex's characteristics, but has 10 Stamina and no villain actions.

☠️ Thresher Thrasher (Villain Action 3)

Area -
📏 10 Burst 🎯 Self and each ally in the area

Effect: Each target moves up to their speed. Until the end of the encounter, whenever a creature comes adjacent to a target or starts their turn there, the target can make a free strike against them.

Manticore

A weary traveler hears a call through the forest or friendly voices from a rocky shelter, and their heart leaps at the promise of refuge-only to find themself at the mercy of serrated teeth and poisonous spikes. In a manticore's territory, people go missing without a trace. These fearsome creatures carve out their hunting grounds in forests near small villages, mountain passes where caravans travel, and other locations with plentiful wildlife. Though manticores can subsist on a carnivorous diet of any nearby prey, their choicest meal is humanoid flesh.

Uncanny Appearances

A manticore has a lion's body, a dragon's wings, and a scorpion's tail barbed with spines, but their most unnerving trait is their humanoid face. Owing to a quirk of magical evolution, manticores develop the features of common ancestries that populate their region of birth. For example, a manticore in an area densely populated by devils inherits fiendish eyes and devilish horns. Manticores are born with an inherent understanding of a regional language, but they can speak only through mimicking that which they've heard-a talent manticores use to lure in prey.

Heralds of Death

Manticores have a magical howl like a trumpet blast. This haunting sound unnerves and terrifies creatures, making them more susceptible to the manticore's bite. While on the hunt, manticores often take to the skies, shooting poison-tipped spikes from their tail to weaken their victims before howling and closing in.

Ferocious Companions

A manticore who develops a taste for humanoids can rarely be tamed. But a young manticore who has yet to cut their teeth on such flesh can be raised into a fearsome ally. Even after a trained manticore companion finally tastes delicious humanoid flesh, they typically remain loyal to their caregiver.

Manticore Languages

Most manticores can mimic Caelian and one language commonly spoken in the region where they dwell. Except in rare cases, manticores don't communicate in full sentences and are too driven by hunger to engage in negotiation.

Manticore Malice

At the start of any manticore's turn, you can spend Malice to activate one of the following features.

🌀 Uncanny Mimicry (3 Malice)

The manticore uses their mimicry in an attempt to unnerve one creature within their line of effect. If the target has R < 4, they take a bane on power rolls against the manticore (save ends). Each time this feature is used against the same target during the encounter, its potency decreases by 2.

☠️ Solo Action (5 Malice)

The manticore takes an additional main action on their turn. They can use this feature even if they are dazed.

🌀 Desperate Howl (5 Malice)

The manticore lets out an unnerving cry. Each enemy within the manticore's line of effect makes an Intuition test.

  • ≤11: Frightened (save ends)
  • 12-16: Frightened (EoT)
  • 17+: No effect.

❇️ Barrage of Barbs (7 Malice)

The manticore sprays tail spikes across the ground within 5 squares of them. Each enemy in that area who has A < 3 is bleeding (save ends). Additionally, the area is difficult terrain, and any enemy takes 3 poison damage for each square of the area they enter. An enemy who takes 9 poison damage this way on one turn is weakened until the end of the encounter.

Manticore
Beast, Manticore - Level 4 Solo EV 72
2
Size
1
Speed
0350
Stamina
2
Stability
6
Free Strike
-
Immunity
Fly
Movement
- -
With Captain
-
Weaknesses
+4
Might
+3
Agility
0
Reason
0
Intuition
-1
Presence

☠️ Solo Monster

End Effect: At the end of each of their turns, the manticore can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns: The manticore can take two turns each round. They can't take turns consecutively.

⭐️ Agile Predator

Whenever the manticore deals damage to a creature, they don't provoke opportunity attacks from that creature during that turn.

🗡 Carnivorous Bite (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 4:

  • ≤11: 12 damage; A < 2 bleeding (save ends)
  • 12-16: 17 damage; A < 3 bleeding (save ends)
  • 17+: 21 damage; A < 4 bleeding (save ends)

Effect: If the target is frightened, this ability gains an edge.

🏹 Tail Spike

Ranged, Strike, Weapon Main action
📏 Ranged 10 🎯 Two creatures or objects

Power Roll + 4:

  • ≤11: 6 damage; M < 2 4 poison damage
  • 12-16: 11 damage; M < 3 4 poison damage, weakened (save ends)
  • 17+: 14 damage; M < 4 8 poison damage, weakened (save ends)

1 Malice: While weakened this way, a target takes 1d6 poison dam- age at the start of each of their turns.

🗡 Harrying Claws

Melee, Strike, Weapon Maneuver
📏 Melee 1 🎯 Two creatures or objects
  • ≤11: Slide 1; A < 2 3 damage
  • 12-16: Slide 2; A < 3 5 damage
  • 17+: Slide 4; A < 4 7 damage

❗️ Reflexive Instinct (2 Malice)

Ranged Triggered action
📏 Ranged 10 🎯 The triggering creature

Trigger: A creature within distance deals damage to the manticore.

Effect: The manticore shifts up to 5 squares into the air, then can use Tail Spike against the target.

☠️ Trumpeting Howl (Villain Action 1)

Area, Magic -
📏 5 Burst 🎯 Each creature in the area
  • ≤11: Frightened (EoT); if the target has I < 2 they are instead frightened (save ends)
  • 12-16: Frightened (EoT); if the target has I < 3 they are instead frightened (save ends)
  • 17+: Frightened (EoT); if the target has I < 4 they are instead dazed (save ends)

☠️ Cornered Predator (Villain Action 2)

- -
📏 Self 🎯 Self

Effect: The manticore shifts up to their speed, then can use Tail Spike against each enemy within distance of that ability.

☠️ Debilitating Poison (Villain Action 3)

- -
📏 Self 🎯 Self

Effect: The manticore sours their poison with enmity. Until the end of the encounter, the manticore has a double edge on power rolls against weakened creatures. Additionally, any creature weakened by the manticore's Tail Spike ability has their speed halved and takes an extra 3 poison damage at the start of each of their turns.

Manticore Treasures

Manticore Treasures

Although manticores have no earthly use for treasure, they tend to collect a lot of it-it comes attached to the humanoids they prey on. Since manticores drag their victims back to their cave lairs to feed, a manticore's cave is typically strewn with bones, broken weapons, coins, and other relics of unfortunate travelers. After a while , a manticore abandons its cluttered lair in favor of a fresh one, leaving unguarded treasure for anyone willing to explore manticore-infested wastes.

The following are sample treasures from a manticore's cave, of which a manticore might have one or two. These items can be found in Draw Steel: Heroes.

  • Treasures: Blade of the Luxurious Fop, Bull Shot, Stop-'n-Go Coin
  • Components: Adamatine spearheads, a mirror blessed by a priest, pixie wings
  • Project Sources: Notes in Zaliac for the Warding II armor enhancement, notes in Khelt for the Celerity implement enhancement, notes in Variac for an Onerous Bow
  • Wealth: If the heroes follow blood trails back to a nearby abandoned caravan, each hero earns 1 wealth