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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)
Features

Tactical Stance

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 (Malice Features)
Malice Features

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
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.

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.
☠️

Solo Action

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

Draw Steel

10 Malice
AreaMagicRangedWeapon
Distance
Four 3 cubes within 10
Targets
Each enemy and object in the area
!26 damage; bleeding and slowed (save ends)
@22 damage; bleeding (save ends)
#16 damage
Effect

Each target makes a test using their highest characteristic.

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

Ajax the Invincible

Level 11
Solo
EV 156
1LSize
7Speed
700Stamina
2Stability
11Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M+5Might
A+4Agility
R+5Reason
I+5Intuition
P+4Presence
**
Trait

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.

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.

ll
Main Action

Blade of the Gol King

Signature
KeywordsChargeMagicMeleeStrikeWeapon
ActionMain Action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 5
!16 damage; M < 4 the target loses 1d3 Recoveries
@22 damage; M < 5 the target loses 1d3 Recoveries
#26 damage; M < 6 prone and the target loses 1d3 Recoveries
Effect

Ajax shifts up to 2 squares between striking each target.

1+ MaliceAjax can strike one additional target for each Malice spent.
ll
Main Action

Decree by the Jade Hand

KeywordsAreaMagicRanged
ActionMain Action
Distance3 cube within 10
TargetEach enemy and object in the area
Power Roll+ 5
!11 holy damage; slide 2; P < 4 the target is hexed (save ends)
@17 holy damage; slide 5; P < 5 the target is hexed (save ends)
#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 MaliceThe 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.
ff
Maneuver

Divine Vine

KeywordsMagicRangedWeapon
ActionManeuver
DistanceRanged 5
TargetOne creature or object
Power Roll+ 5
!No effect.
@The target is grabbed.
#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.

ff
Maneuver

Bead of Hell

2 Malice
KeywordsAreaMagicRanged
ActionManeuver
Distance5 cube within 20
TargetSpecial
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.

**
Trait

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.

))
Triggered action

Is This What They Taught You?

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetThe 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.

))
Triggered action

Shieldbreaker Talisman

KeywordsMagicMelee
ActionTriggered action
DistanceMelee 5
TargetThe 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.

))
Triggered action

Who's Hesitating?

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
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.

))
Triggered action

Your Obsession With Me Betrays You

KeywordsMagicRanged
ActionTriggered action
DistanceRanged 10
TargetThe 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.

))
Triggered action

You Would Flounder Your Assault?

2 Malice
KeywordsMagic
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

A creature within 10 squares regains Stamina.

Effect

Ajax regains the same amount of Stamina.

*Villain Actions
**

Phoenix Wing King

Villain Action 1
KeywordsAreaMagicWeapon
Distance5 burst
TargetEach enemy in the area
Power Roll+ 5
!11 fire damage; A < 4 weakened (save ends)
@17 fire damage; A < 5 weakened (save ends)
#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
KeywordsArea
Distance3 burst
TargetEach 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
KeywordsAreaMagic
Distance7 burst
TargetEach 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 (Malice Features)
Malice Features

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.
!5 sonic damage; slowed (EoT)
@4 sonic damage
#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

Angulotl Cleaver

Level 1
Minion Ambusher
EV 3 for 4 minions
1SSize
6Speed
4Stamina
0Stability
2Free Strike
ImmunityPoison 2
Weakness
MovementClimb, swim
With Captain
M+0Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Hop and Chop

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

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

**
Trait

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

Angulotl Dart

Level 1
Minion Artillery
EV 3 for 4 minions
1SSize
5Speed
3Stamina
0Stability
2Free Strike
ImmunityPoison 2
Weakness
MovementClimb, swim
With Captain
M+0Might
A+2Agility
R+1Reason
I+0Intuition
P+0Presence
ll
Main action

Poison Dart

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 8
TargetOne creature per minion
Power Roll+ 2
!2 poison damage
@4 poison damage
#5 poison damage
Effect

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

**
Trait

Toxiferous

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

Angulotl Pollywog
Angulotl

Angulotl Pollywog

Level 1
Minion Harrier
EV 3 for 4 minions
1SSize
6Speed
4Stamina
0Stability
1Free Strike
ImmunityPoison 2
Weakness
MovementClimb, swim
With Captain
M+0Might
A+2Agility
R-2Reason
I-2Intuition
P+0Presence
ll
Main action

Nip

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature per minion
Power Roll+ 2
!1 poison damage
@2 poison damage; the pollywog can shift 1 square
#3 poison damage; the pollywog shifts up to 3 squares
**
Trait

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

Clawfish

Level 1
Minion Brute
EV 3 for 4 minions
1SSize
5Speed
5Stamina
0Stability
2Free Strike
ImmunityLightning 3, Poison 2
Weakness
MovementClimb, swim
With Captain
M+0Might
A+2Agility
R-3Reason
I-2Intuition
P+1Presence
ll
Main action

Hookclaw

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage; grabbed
Effect

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

**
Trait

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

Angulotl Needler

Level 1
Horde Artillery
EV 3
1SSize
5Speed
10Stamina
0Stability
2Free Strike
ImmunityPoison 2
Weakness
MovementClimb, swim
With Captain
M+0Might
A+2Agility
R+1Reason
I+0Intuition
P-1Presence
ll
Main action

Blowgun

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 15
TargetOne creature
Power Roll+ 2
!4 poison damage
@6 poison damage
#7 poison damage
2 MaliceA 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.
**
Trait

Toxiferous

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

Angulotl, Humanoid

Angulotl Slink

Level 1
Horde Ambusher
EV 3
1SSize
5Speed
15Stamina
0Stability
2Free Strike
ImmunityPoison 2
Weakness
MovementClimb, swim
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Tonguelash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 6
TargetOne creature or object
Power Roll+ 2
!4 damage; pull 2
@6 damage; pull 4
#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.

ff
Free maneuver

Hop To It

2 Malice
Keywords-
ActionFree maneuver
DistanceSelf
TargetSelf
Effect

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

**
Trait

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.

**
Trait

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

Angulotl Wave

Level 1
Horde Controller
EV 3
1SSize
5Speed
10Stamina
0Stability
1Free Strike
ImmunityPoison 2
Weakness
MovementClimb, swim
With Captain
M+0Might
A+0Agility
R+0Reason
I+2Intuition
P+2Presence
ll
Main action

Refulgent Beams

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 8
TargetTwo creatures or objects
Power Roll+ 2
!3 holy damage
@4 holy damage; R < 1 the target is illuminated (save ends)
#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.

ll
Main action

Noxious Bubble

KeywordsAreaMagicRanged
ActionMain action
Distance2 cube of unoccupied space within 10
TargetSpecial
!3 poison damage; the target is wet and weakened (save ends)
@2 poison damage; the target is wet (save ends)
#1 poison damage; the target is wet (EoT)
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.

**
Trait

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, 27 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

Angulotl Daybringer

Level 1
Leader
EV 12
1MSize
5Speed
80Stamina
1Stability
4Free Strike
ImmunityPoison 3
Weakness
MovementClimb, swim
With Captain
M+3Might
A+2Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Acid Grasp

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!7 acid damage; A < 1 dazed (save ends)
@10 acid damage; A < 2 dazed (save ends)
#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 MaliceThe daybringer jumps up to 3 squares before or after using this ability.
ff
Maneuver

Sun Lamp

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
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.

))
Triggered action

Tongue Slap

KeywordsMelee
ActionTriggered action
DistanceMelee 5
TargetOne 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 MaliceThe target is pulled up to 4 squares after the strike resolves.
**
Trait

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.

**
Trait

Toxiferous

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

*Villain Actions
**

New Dawn

Villain Action 1
KeywordsRanged
DistanceRanged 10
TargetSpecial
Effect

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

**

Plague of Frogs

Villain Action 2
KeywordsArea
Distance8 burst
TargetSelf 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
Keywords-
DistanceSpecial
TargetSpecial
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.

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

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

The animal can automatically climb at full speed while moving.

Typically Used By: Jaguars, monkeys.

Flight

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

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

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

Typically Used By: Snakes, vermin.

Swiftness

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

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

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

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

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

Typically Used By: Hyenas, sheep, wolves.

Plated

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

Typically Used By: Beetles, crabs, turtles.

Spiny

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

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

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

Typically Used By: Bears, elephants, rhinoceroses.

Unrelenting

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

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

Typically Used By: Eels, lizards, rats.

Withdraw

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

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

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

Typically Used By: Blood bats, piranhas, sharks.

Grappler

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

The animal ignores concealment.

Typically Used By: Eagles, rats, wolves.

Multilimb

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

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

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

Typically Used By: Bears, bulls, lions.

Projectile

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

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

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

The animal gains the following ability.

🔳 Web

Area, Weapon Maneuver
📏 3 cube within 1 🎯 Each creature in the area

Power Roll + highest characteristic:

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

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

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

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

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

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

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

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

Animal

Level 1
Elite Harrier
EV 12
1MSize
6Speed
60Stamina
0Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R-2Reason
I+1Intuition
P-2Presence
ll
Main action

Natural Weapon

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!6 damage
@9 damage
#12 damage
Effect

The animal shifts up to 2 squares between strikes.

ff
Maneuver

Rush

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The animal moves up to their speed.

**
Trait

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

Animal Swarm

Level 1
Elite Hexer
EV 12
2Size
5Speed
40Stamina
1Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M-2Might
A+1Agility
R-3Reason
I+2Intuition
P-3Presence
ll
Main action

Flurry

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!6 damage
@9 damage; pull 1
#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.

**
Trait

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.

ff
Maneuver

Impede

KeywordsArea
ActionManeuver
Distance1 aura
TargetSpecial
Effect

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

**
Trait

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

Big Animal A

Level 1
Elite Mount
EV 12
2Size
6Speed
60Stamina
1Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+2Agility
R-2Reason
I+1Intuition
P-2Presence
ll
Main action

Natural Weapon

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!6 damage
@9 damage; A < 1 3 damage
#12 damage; A < 2 3 damage
ff
Maneuver

Toss

KeywordsMelee
ActionManeuver
DistanceMelee 1
TargetOne 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.

))
Triggered action

Juke

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

The animal is targeted by an area ability.

Effect

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

**
Trait

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

Big Animal B

Level 2
Elite Mount
EV 16
3Size
6Speed
80Stamina
3Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R-1Reason
I+1Intuition
P+0Presence
ll
Main action

Natural Weapon

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!7 damage
@10 damage; push 1
#13 damage; push 2
ff
Maneuver

Trundle

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
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.

))
Triggered action

Animal Rally

Keywords-
ActionTriggered action
DistanceRanged 20
TargetOne 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.

**
Trait

Beast of Burden

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

**
Trait

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

Predator A

Level 1
Elite Brute
EV 12
2Size
5Speed
80Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+2Agility
R-2Reason
I+1Intuition
P+1Presence
ll
Main action

Natural Weapon

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!7 damage
@10 damage; M < 1 prone
#13 damage; M < 1 prone
ff
Maneuver

Ready to Strike

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

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

))
Triggered action

Quick Strike

KeywordsMeleeStrikeWeapon
ActionTriggered action
DistanceMelee 1
TargetThe 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.

**
Trait

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

Predator B

Level 3
Elite Brute
EV 16
3Size
5Speed
100Stamina
2Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R-1Reason
I+1Intuition
P+0Presence
ll
Main action

Natural Weapon

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!7 damage
@11 damage; push 1; M < 1 prone
#14 damage; push 2; M < 1 prone
ll
Main action

Wild Swing

KeywordsAreaWeapon
ActionMain action
Distance1 burst
TargetEach enemy or object in the area
Power Roll+ 2
!3 damage
@6 damage
#8 damage; A < 2 bleeding (save ends)
))
Triggered action

Swat

KeywordsMelee
ActionTriggered action
DistanceMelee 1
TargetThe 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.

**
Trait

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.

**
Trait

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 (Malice Features)
Malice Features

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.
!4 damage; vertical push 5
@4 damage; vertical push 3
#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

Arixx

Level 1
Solo
EV 36
2Size
5Speed
200Stamina
2Stability
5Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+3Might
A+1Agility
R-3Reason
I+1Intuition
P-4Presence
**
Trait

Solo Monster

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.

**
Trait

Earthwalk

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

**
Trait

Soft Underbelly

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

ll
Main action

Bite

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 3
!9 damage; grabbed
@13 damage; grabbed
#16 damage; grabbed
Effect

A size 1 target grabbed this way takes 3 acid damage at the start of each of their turns.

ll
Main action

Claw Swing

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 3
!5 damage; A < 1 grabbed
@8 damage; A < 2 grabbed
#11 damage; A < 3 grabbed
Effect

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

ll
Main action

Spitfire

KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 3
!4 acid damage
@6 acid damage
#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.

ll
Main action

Dirt Devil

3 Malice
KeywordsArea
ActionMain action
Distance3 burst
TargetEach enemy in the area
Power Roll+ 3
!4 damage
@6 damage; push 2
#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.

ff
Maneuver

Dust Cloud

KeywordsArea
ActionManeuver
Distance1 burst
TargetSpecial
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.

))
Triggered action

Skitter

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

The arixx takes damage.

Effect

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

*Villain Actions
**

Acid Spew

Villain Action 1
KeywordsAreaWeapon
Distance10 x 2 line within 1
TargetEach creature and object in the area
Power Roll+ 3
!5 acid damage
@8 acid damage
#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
Keywords-
DistanceSelf
TargetSelf
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
KeywordsAreaWeapon
Distance2 burst
TargetEach creature in the area
Power Roll+ 3
!5 acid damage; M < 1 weakened (save ends)
@8 acid damage; M < 2 weakened (save ends)
#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 (Malice Features)
Malice Features

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.
!14 damage; restrained and bleeding (save ends)
@11 damage; bleeding (EoT)
#6 damage
Ashen Hoarder
Construct, Undead

Ashen Hoarder

Level 4
Solo
EV 72
3Size
8Speed
350Stamina
3Stability
6Free Strike
Immunity
WeaknessHoly 5
MovementBurrow
With Captain
M+4Might
A-1Agility
R-2Reason
I+0Intuition
P-5Presence
**
Trait

Solo Monster

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.

ll
Main action

Claw and Blade

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 4
!10 damage; if one target has M < 2 they are bleeding (save ends); if the other target has A < 2 they are grabbed
@15 damage; if one target has M < 3 they are bleeding (save ends); if the other target has A < 3 they are grabbed
#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. | |

ll
Main Action

Corpse Bomb

KeywordsAreaMagicRanged
ActionMain Action
Distance4 cube within 20
TargetEach enemy in the area
Power Roll+ 4
!4 damage; A < 2 weakened (save ends)
@8 damage; A < 3 weakened (save ends)
#11 damage; A < 4 weakened (save ends)
2 MaliceAny enemy weakened this way is instead slowed and weakened (save ends).
3 MaliceThe ashen hoarder targets a second 4 cube within distance.
ll
Main action

Impale

3 Malice
KeywordsAreaWeapon
ActionMain action
Distance4 x 1 line within 1
TargetEach 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.

ff
Maneuver

Bone Dozer

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
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).

))
Triggered action

Armor of Corpses

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

Bladed Body

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

**
Trait

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.

*Villain Actions
**

Skeletal Eruption

Villain Action 1
KeywordsAreaWeapon
Distance8 x 3 line within 1
TargetEach creature and object in the area
Power Roll+ 4
!6 damage, vertical push 2
@11 damage, vertical push 2
#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
KeywordsAreaRanged
Distance10 cube within 20
TargetSpecial
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
KeywordsMeleeStrikeWeapon
DistanceSelf; see below
TargetSelf
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 (Malice Features)
Malice Features

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.
🔳
Main action

Upchuck

5 Malice
AreaWeapon
Distance
3 cube within 10
Targets
Each enemy in the area
Power Roll+ 2
!4 damage
@4 damage; A < 1 2 damage, prone
#4 damage; A < 2 5 damage, prone and can't stand (save ends)
Effect

The basilisk spits up a chunk of partly digested stone.

🔳

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

Basilisk

Level 1
Elite Brute
EV 12
2Size
8Speed
80Stamina
2Stability
5Free Strike
ImmunityPoison 4
Weakness
Movement
With Captain
M+2Might
A+0Agility
R-3Reason
I-1Intuition
P-1Presence
ll
Main Action

Noxious Bite

Signature
KeywordsMeleeStrikeWeapon
ActionMain Action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!7 poison damage
@10 poison damage
#13 poison damage
Effect

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

ff
Maneuver

Petrifying Eye Beams

KeywordsAreaMagic
ActionManeuver
Distance5 x 2 line within 1
TargetSpecial
Power Roll+ 2
!M < 0 restrained (save ends)
@M < 1 restrained (save ends)
#Slowed (save ends); or if M < 2 restrained (save ends)
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.

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.

ll
Main action

Poison Fumes

KeywordsAreaMagic
ActionMain action
Distance3 cube within 1
TargetEach enemy in the area
Power Roll+ 2
!4 poison damage; M < 0 weakened (save ends)
@6 poison damage; M < 1 weakened and slowed (save ends)
#9 poison damage; M < 2 weakened and slowed (save ends)
))
Triggered action

Lash Out

KeywordsArea
ActionTriggered action
Distance1 burst
TargetEach 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).

**
Trait

Calcifying Presence

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

Basilisk Tonguesnapper
Basilisk, Beast

Basilisk Tonguesnapper

Level 1
Elite Hexer
EV 12
2Size
8Speed
40Stamina
2Stability
4Free Strike
ImmunityAcid 2, Poison 2
Weakness
Movement
With Captain
M+1Might
A+2Agility
R-3Reason
I-1Intuition
P-1Presence
ll
Main action

Prehensile Tongue

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetOne creature or object
Power Roll+ 2
!8 acid damage; pull 1
@10 acid damage; pull 2
#14 acid damage; pull 3
Effect

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

3 MaliceThe tonguesnapper targets two additional creatures or objects.
ff
Maneuver

Petrifying Eye Beams

KeywordsAreaMagic
ActionManeuver
Distance5 x 2 line within 1
TargetSpecial
Power Roll+ 2
!A < 0 restrained (save ends)
@A < 1 restrained (save ends)
#Slowed (save ends); or if A < 2 restrained (save ends)
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.

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.

ll
Main action

Wink

2 Malice
KeywordsMagicMeleeRangedStrike
ActionMain action
DistanceMelee 1 or ranged 10
TargetOne creature
Power Roll+ 2
!8 corruption damage; R < 0 dazed (save ends)
@10 corruption damage; R < 1 dazed (save ends)
#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.

))
Triggered action

Neurotoxin Splash

KeywordsArea
ActionTriggered action
Distance2 burst
TargetEach 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).

**
Trait

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 (Malice Features)
Malice Features

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

Bredbeddle

Level 3
Solo
EV 60
2Size
5Speed
300Stamina
4Stability
6Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+0Agility
R-3Reason
I+2Intuition
P+2Presence
**
Trait

Solo Monster

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.

**
Trait

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.

**
Trait

Resilient Form

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

ll
Main action

Executioner's Swing

Signature
KeywordsAreaWeapon
ActionMain action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 3
!2 damage; A < 1 bleeding (save ends)
@4 damage; A < 2 bleeding (save ends)
#5 damage; A < 3 bleeding (save ends); M < 2 dazed (save ends)
3 MaliceThe bredbeddle shifts up to 2 squares, and can target additional enemies who come within distance of this ability during the shift.
ll
Main action

Lop

3 Malice
KeywordsMagicMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature
Power Roll+ 3
!9 damage; bleeding (save ends); or if the target has M < 1 they are beheaded
@13 damage; bleeding (save ends); or if the target has M < 2 they are beheaded
#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.

ff
Maneuver

Scramble

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
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.

ff
Maneuver

Headway

5 Malice
KeywordsRangedStrikeWeapon
ActionManeuver
DistanceRanged 20
TargetOne creature or object
Power Roll+ 3
!9 damage; M < 1 dazed (save ends)
@13 damage; prone; M < 2 dazed (save ends)
#16 damage; prone; M < 3 dazed (save ends)
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.

))
Triggered action

Envious Imitation

KeywordsMagic
ActionTriggered action
DistanceSelf
TargetSelf
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.

*Villain Actions
**

Turn Green

Villain Action 1
KeywordsAreaMagic
Distance3 burst
TargetEach enemy in the area
Power Roll+ 3
!P < 1 the target turns green (save ends)
@P < 2 the target turns green (save ends)
#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
KeywordsRanged
DistanceRanged 5
TargetOne enemy
!The target is beheaded (see Lop).
@The target makes the test again.
#The target can choose to deal 40 damage to the bredbeddle or remove the bredbeddle's head.
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.

**

Headlam Rampage

Villain Action 3
KeywordsMeleeStrikeWeapon
DistanceMelee 2
TargetFour creatures
Power Roll+ 3
!6 damage; bleeding (save ends); or if the target has A < 1 they are beheaded (see Lop).
@7 damage; bleeding (save ends); or if the target has A < 2 they are beheaded
#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 (Malice Features)
Malice Features

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

Bugbear Channeler

Level 2
Elite Controller
EV 16
1LSize
5Speed
60Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+1Agility
R+2Reason
I+2Intuition
P+2Presence
ll
Main Action

Shadow Drag

Signature
KeywordsMagicRangedStrike
ActionMain Action
DistanceRanged 8
TargetTwo creatures or objects
Power Roll+ 2
!7 damage; pull 2
@10 damage; pull 3
#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.

ll
Main Action

Blistering Element

KeywordsAreaMagic
ActionMain Action
Distance3 burst
TargetEach enemy in the area
Power Roll+ 2
!2 damage; M < 0 bleeding (save ends)
@3 damage; M < 1 bleeding (save ends)
#4 damage; M < 2 bleeding (save ends)
Effect

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

ll
Main Action

Twist Shape

KeywordsMagicRangedStrike
ActionMain Action
DistanceRanged 5
TargetOne creature
Power Roll+ 2
!5 corruption damage; P < 0 slowed (save ends)
@8 corruption damage; P < 1 the target is shapechanged (save ends)
#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.

ff
Maneuver

Throw

KeywordsMeleeStrike
ActionManeuver
DistanceMelee 1
TargetOne 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.

))
Free triggered action

Catcher

KeywordsMelee
ActionFree triggered action
DistanceMelee 1
TargetThe 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.

))
Triggered action

Shadow Veil

KeywordsMagicRanged
ActionTriggered action
DistanceRanged 5
TargetThe 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

Bugbear Commander

Level 2
Elite Support
EV 16
1LSize
5Speed
80Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+2Reason
I+0Intuition
P+0Presence
ll
Main action

Inspiring Swordplay

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!7 damage
@10 damage
#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.

ll
Main Action

You Next!

KeywordsRanged
ActionMain Action
DistanceRanged 8
TargetOne ally
Effect

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

ll
Main Action

Fall Back!

KeywordsArea
ActionMain Action
Distance5 burst
TargetEach ally in the area
Effect

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

ff
Maneuver

Throw

KeywordsMeleeStrike
ActionManeuver
DistanceMelee 1
TargetOne 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.

))
Free triggered action

Catcher

KeywordsMelee
ActionFree triggered action
DistanceMelee 1
TargetThe 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.

**
Trait

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

Bugbear Roughneck

Level 2
Elite Brute
EV 16
1LSize
6Speed
109Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Haymaker

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!7 damage
@11 damage; one target is grabbed; one target is pushed up to 2 squares
#14 damage; one target is grabbed; one target is vertical pushed up to 3 squares
5 MaliceThe ability takes the Area keyword and loses the Strike keyword, its distance becomes a 1 burst, and it targets each enemy in the area.
ll
Main action

Leaping Fury

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!8 damage; M < 1 prone
@13 damage; M < 2 prone
#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.

ff
Maneuver

Drag Through Hell

KeywordsMelee
ActionManeuver
DistanceMelee 1
TargetOne 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.

ff
Maneuver

Throw

KeywordsMeleeStrike
ActionManeuver
DistanceMelee 1
TargetOne 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.

))
Free triggered action

Catcher

KeywordsMelee
ActionFree triggered action
DistanceMelee 1
TargetThe 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.

))
Triggered action

Flying Sawblade

KeywordsMelee
ActionTriggered action
DistanceSelf
TargetSelf
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

Bugbear Sneak

Level 2
Elite Ambusher
EV 16
1LSize
7Speed
80Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Sucker Punch

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!8 damage; A < 1 grabbed
@13 damage; A < 2 grabbed
#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.

ll
Main action

Shadow Cloak

KeywordsArea
ActionMain action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 2
!2 damage; I < 0 the sneak has concealment from the target (save ends)
@3 damage; I < 1 the sneak has concealment from the target (save ends)
#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.

ll
Main action

Carving Dagger

KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 8
TargetTwo creatures or objects
Power Roll+ 2
!7 damage; M < 0 bleeding (save ends)
@11 damage; M < 1 bleeding (save ends)
#14 damage; M < 2 bleeding (save ends)
Effect

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

ff
Maneuver

Throw

KeywordsMeleeStrike
ActionManeuver
DistanceMelee 1
TargetOne 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.

))
Free triggered action

Catcher

KeywordsMelee
ActionFree triggered action
DistanceMelee 1
TargetThe 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.

))
Triggered action

Clever Trick

Keywords-
ActionTriggered action
DistanceSpecial
TargetOne 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

Bugbear Knightmare

Level 8
Minion Hexer
EV 10 for four minions
1LSize
5Speed
12Stamina
2Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+3Agility
R+1Reason
I+1Intuition
P+4Presence
ll
Main action

Corrosive Blade

Signature
KeywordsMagicMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 4
!3 corruption damage
@6 corruption damage; P < 3 bleeding (save ends)
#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.

**
Trait

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.

**
Trait

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

Bugbear Mob

Level 5
Minion Brute
EV 7 for four minions
3Size
6Speed
10Stamina
2Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A-1Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Mug and Tear

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 damage; pull 2
@6 damage; pull 3
#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.

**
Trait

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

Bugbear Snare

Level 5
Minion Ambusher
EV 7 for four minions
1LSize
6Speed
9Stamina
2Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+3Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Cut 'Em Low!

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 damage
@6 damage
#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 (Malice Features)
Malice Features

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

Chimera

Level 3
Solo
EV 60
2Size
10Speed
300Stamina
1Stability
6Free Strike
ImmunityFire 6
Weakness
MovementFly
With Captain
M+3Might
A+2Agility
R-2Reason
I+1Intuition
P+0Presence
**
Trait

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.

**
Trait

Volant

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

ll
Main action

Bite

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 3
!9 damage
@13 damage
#16 damage
Effect

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

ll
Main action

Dragon's Eruption

KeywordsAreaMagicRanged
ActionMain action
Distance3 cube within 10
TargetEach enemy in the area
Power Roll+ 3
!3 fire damage; A < 1 3 fire damage
@5 fire damage; A < 2 5 fire damage
#7 fire damage; A < 3 7 fire damage
ll
Main action

Roar

KeywordsAreaMagic
ActionMain action
Distance5 burst
TargetEach enemy in the area
Power Roll+ 3
!4 psychic damage
@8 psychic damage; I < 2 frightened (save ends)
#10 psychic damage; I < 3 frightened (save ends)
ff
Maneuver

Lion's Toss

KeywordsMeleeWeapon
ActionManeuver
DistanceMelee 2
TargetOne creature or object
Power Roll+ 3
!Vertical push 2
@Vertical push 3
#Vertical push 5
))
Triggered action

Ram's Defiance

KeywordsMeleeStrikeWeapon
ActionTriggered action
DistanceMelee 2
TargetThe triggering creature
Power Roll+ 3
!6 damage; M < 1 slowed (save ends)
@8 damage; prone; M < 2 slowed (save ends)
#10 damage; prone; M < 3 slowed (save ends)
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.

*Villain Actions
**

Overture of Destruction

Villain Action 1
KeywordsArea
Distance1 burst
TargetEach enemy in the area
Effect

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

**

Fire Solo

Villain Action 2
Keywords-
DistanceSelf
TargetSelf
Effect

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

**

Chorus of Destruction

Villain Action 3
Keywords-
DistanceSelf
TargetSelf
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)
Malice Features

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.
!The rift remains open and regains 5 Stamina.
@The rift remains open.
#The rift closes.
Ensnarer
Abyssal, Demon

Ensnarer

Level 1
Minion Brute
EV 3 for four minions
1MSize
5Speed
5Stamina
0Stability
2Free Strike
Immunity
WeaknessHoly 3
Movement
With Captain
M+2Might
A+0Agility
R-1Reason
I-1Intuition
P-1Presence
ll
Main action

Barbed Tongues

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetOne creature or object per minion
Power Roll+ 2
!2 damage; pull 1
@4 damage; pull 2
#5 damage; pull 3
Effect

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

**
Trait

Soulsight

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

Frenzied
Abyssal, Demon

Frenzied

Level 1
Minion Harrier
EV 3 for four minions
1MSize
6Speed
4Stamina
0Stability
1Free Strike
Immunity
WeaknessHoly 3
Movement
With Captain
M+0Might
A+2Agility
R-1Reason
I-1Intuition
P-1Presence
ll
Main action

Rip and Tear

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
**
Trait

Soulsight

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

Pitling
Abyssal, Demon

Pitling

Level 1
Minion Artillery
EV 3 for four minions
1TSize
5Speed
3Stamina
0Stability
2Free Strike
Immunity
WeaknessHoly 3
MovementFly
With Captain
M-2Might
A+2Agility
R-2Reason
I-2Intuition
P-2Presence
ll
Main action

Spit

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature per minion
Power Roll+ 2
!2 poison damage
@4 poison damage
#5 poison damage
**
Trait

Horrid Stench

Any enemy who has three or more pitlings within 2 squares of them can't regain Stamina.

**
Trait

Soulsight

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

Bendrak
Abyssal, Demon

Bendrak

Level 2
Horde Hexer
EV 4
1LSize
5Speed
15Stamina
0Stability
2Free Strike
Immunity
WeaknessHoly 3
Movement
With Captain
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Warp Perceptions

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature
Power Roll+ 2
!4 psychic damage
@5 psychic damage; P < 1 weakened (save ends)
#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.

ff
Maneuver

Vanish

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetSelf or one ally
Effect

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

**
Trait

Lethe

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

**
Trait

Soulsight

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

Muceron
Abyssal, Demon

Muceron

Level 3
Horde Brute
EV 5
1MSize
5Speed
30Stamina
0Stability
3Free Strike
Immunity
WeaknessHoly 3
Movement
With Captain
M+2Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Barbed Tongues

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 2
!5 damage; pull 2
@7 damage; pull 3
#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.

ff
Maneuver

Tongue Pull

KeywordsRangedStrikeWeapon
ActionManeuver
DistanceRanged 5
TargetThree creatures or objects
Effect

The muceron pulls each target up to 5 squares.

**
Trait

Lethe

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

**
Trait

Soulsight

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

Remasch
Abyssal, Demon

Remasch

Level 2
Horde Ambusher
EV 4
1SSize
5Speed
20Stamina
0Stability
3Free Strike
Immunity
WeaknessHoly 3
MovementTeleport
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Abyssal Strike

Signature
KeywordsMagicMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!5 damage; the remasch can teleport up to 2 squares
@6 damage; the remasch can teleport up to 3 squares
#8 damage; the remasch can teleport up to 5 squares
5 MaliceThe remasch takes an adjacent creature with them when they teleport. The creature appears in an unoccupied space adjacent to the remasch's destination.
ff
Maneuver

Grasping Shadow

KeywordsMagic
ActionManeuver
DistanceSelf
TargetSelf
Effect

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

**
Trait

Lethe

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

**
Trait

Soulsight

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

Ruinant
Abyssal, Demon

Ruinant

Level 1
Horde Harrier
EV 3
1MSize
6Speed
15Stamina
0Stability
1Free Strike
Immunity
WeaknessHoly 3
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Bloodletting Claws

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!3 damage
@4 damage
#5 damage; M < 2 bleeding (save ends)
ff
Maneuver

Salt Wounds

KeywordsMagicRangedStrike
ActionManeuver
DistanceRanged 10
TargetThree creatures
Power Roll+ 2
!1 corruption damage
@2 corruption damage
#3 corruption damage
Special

Each target must be at less than full Stamina.

**
Trait

Lethe

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

**
Trait

Soulsight

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

Torlas
Abyssal, Demon

Torlas

Level 1
Horde Controller
EV 3
1SSize
5Speed
10Stamina
0Stability
1Free Strike
Immunity
WeaknessHoly 3
Movement
With Captain
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Floor to Flesh

Signature
KeywordsAreaMagicRanged
ActionMain action
Distance3 cube within 10
TargetEach enemy in the area
Power Roll+ 2
!Slide 3
@Slide 4
#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.

ff
Maneuver

Grasping Tendons

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetThree creatures
Effect

The torlas pulls each target up to 3 squares.

**
Trait

Lethe

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

**
Trait

Soulsight

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

Chorogaunt
Abyssal, Demon

Chorogaunt

Level 3
Leader
EV 20
1LSize
5Speed
120Stamina
2Stability
5Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+2Might
A+2Agility
R+2Reason
I+2Intuition
P+3Presence
ll
Main action

Agonizing Harmony

Signature
KeywordsAreaWeapon
ActionMain action
Distance5 burst
TargetEach enemy in the area
Power Roll+ 3
!4 psychic damage; I < 1 slowed (save ends)
@7 psychic damage; I < 2 slowed (save ends)
#10 psychic damage; I < 3 slowed (save ends)
Effect

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

ff
Maneuver

Chaotic Entrancing Harmony

KeywordsArea
ActionManeuver
Distance10 burst
TargetEach enemy in the area
Effect

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

))
Triggered action

I Thrive on Pain

KeywordsMagic
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

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.

**
Trait

Lethe

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

**
Trait

Soulsight

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

*Villain Actions
**

Frightening Tones

Villain Action 1
KeywordsRanged
DistanceRanged 10
TargetThree enemies
Effect

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

**

Bully the Weak

Villain Action 2
KeywordsMagicRanged
DistanceRanged 10
TargetOne 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
KeywordsMagic
DistanceSelf
TargetSelf
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)
Malice Features

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

Grulqin

Level 4
Minion Brute
EV 6 for four minions
1LSize
8Speed
9Stamina
1Stability
3Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+3Might
A+2Agility
R-1Reason
I-1Intuition
P-1Presence
ll
Main action

Spinning Bone Blade

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 damage
@5 damage
#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.

**
Trait

Soulsight

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

Orliq
Abyssal, Demon

Orliq

Level 4
Minion Harrier
EV 6 for four minions
1TSize
6Speed
8Stamina
0Stability
2Free Strike
Immunity
WeaknessHoly 5
MovementFly
With Captain
M-1Might
A+3Agility
R+1Reason
I+0Intuition
P-1Presence
ll
Main action

Soul Prism

Signature
KeywordsMagicMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!2 corruption damage; slide 2
@4 corruption damage; vertical slide 2
#6 corruption damage; vertical slide 2
**
Trait

Imposing Energy

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

**
Trait

Soulsight

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

Wobalas
Abyssal, Demon

Wobalas

Level 4
Minion Artillery
EV 6 for four minions
1MSize
6Speed
7Stamina
0Stability
3Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+1Might
A+3Agility
R+1Reason
I+2Intuition
P+1Presence
ll
Main action

Despair Bolt

Signature
KeywordsMagicRangedStrikeWeapon
ActionMain action
DistanceRanged 20
TargetOne creature per minion
Power Roll+ 2
!3 psychic damage
@5 psychic damage
#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

Bale Eye

Level 5
Horde Hexer
EV 7
4Size
6Speed
30Stamina
2Stability
3Free Strike
Immunity
WeaknessHoly 5
MovementFly
With Captain
M+0Might
A+0Agility
R+3Reason
I+3Intuition
P+3Presence
ll
Main action

Wilting Visions

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 15
TargetOne creature
Power Roll+ 3
!6 psychic damage
@8 psychic damage
#9 psychic damage
Effect

The target has corruption weakness 5 (EoT).

2 MaliceIf the target has I < 2, they have corruption weakness 5 (save ends).
ll
Main action

Demonwarp Tears

KeywordsAreaMagicRanged
ActionMain action
Distance4 cube within 5
TargetEach enemy in the area
Power Roll+ 3
!3 psychic damage; A < 1 the target is warped (save ends)
@5 psychic damage; A < 2 the target is warped (save ends)
#6 psychic damage; A < 3 the target is warped (save ends)
Special

The bale eye must create the cube beneath themself.

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.

**
Trait

Lethe

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

**
Trait

Soulsight

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

Fangling
Abyssal, Demon

Fangling

Level 4
Horde Harrier
EV 6
1LSize
8Speed
30Stamina
0Stability
2Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+3Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Tooth! Tusk! Claw!

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!5 damage
@7 damage
#9 damage
Effect

Each enemy adjacent to the fangling takes 2 damage.

ff
Maneuver

Tumbling Gore

KeywordsAreaWeapon
ActionManeuver
Distance8 x 3 line within 1
TargetEach enemy in the area
Power Roll+ 2
!2 damage; pull 1; A < 1 bleeding (save ends)
@3 damage; pull 1; A < 2 bleeding (save ends)
#4 damage; pull 1; A < 3 bleeding (save ends)
**
Trait

Made of Teeth

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

**
Trait

Lethe

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

**
Trait

Soulsight

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

Fiktin
Abyssal, Demon

Fiktin

Level 5
Horde Ambusher
EV 7
1MSize
6Speed
35Stamina
0Stability
3Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+2Might
A+2Agility
R+2Reason
I+1Intuition
P+3Presence
ll
Main action

Violent Transformation

Signature
KeywordsAreaMagic
ActionMain action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 3
!3 corruption damage
@6 corruption damage
#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.

ff
Maneuver

Aggressive Mimicry

KeywordsMagic
ActionManeuver
DistanceSelf
TargetSelf
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.

**
Trait

Lethe

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

**
Trait

Soulsight

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

Gunge
Abyssal, Demon

Gunge

Level 4
Horde Controller
EV 6
3Size
6Speed
25Stamina
0Stability
2Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+3Might
A+2Agility
R+1Reason
I+2Intuition
P-1Presence
ll
Main action

Bilious Expulsion

Signature
KeywordsAreaRangedWeapon
ActionMain action
Distance1 burst, or 3 cube within 5
TargetOne creature or object in the area
Power Roll+ 3
!5 acid damage; M < 1 slowed (save ends)
@7 acid damage; M < 2 slowed (save ends)
#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.

))
Free triggered action

Spew Slide

Keywords-
ActionFree triggered action
DistanceSelf
TargetSelf
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.

**
Trait

Lethe

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

**
Trait

Soulsight

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

Tormenauk
Abyssal, Demon

Tormenauk

Level 6
Horde Brute
EV 8
2Size
6Speed
45Stamina
2Stability
4Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+3Might
A+0Agility
R+2Reason
I+1Intuition
P+2Presence
ll
Main action

Many Maws

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!7 damage
@9 damage
#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.

ff
Maneuver

Agony Wail

KeywordsAreaMagic
ActionManeuver
Distance3 burst
TargetEach enemy in the area
Power Roll+ 3
!4 psychic damage; I < 1 dazed (save ends)
@6 psychic damage; I < 2 dazed (save ends)
#8 psychic damage; I < 3 dazed (save ends)
Effect

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

**
Trait

Lethe

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

**
Trait

Soulsight

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

Lumbering Egress
Abyssal, Demon

Lumbering Egress

Level 6
Leader
EV 32
3Size
6Speed
180Stamina
3Stability
7Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+4Might
A-1Agility
R+1Reason
I+2Intuition
P+2Presence
ll
Main action

Ensnarer Cannon

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 4
!11 corruption damage; A < 2 restrained (save ends)
@16 corruption damage; A < 3 restrained (save ends)
#19 corruption damage; A < 4 restrained (save ends)
2 MaliceTwo ensnarers appear in unoccupied spaces adjacent to each target. On a tier 3 outcome, four ensnarers appear.
ff
Maneuver

Demonic Egress

KeywordsArea
ActionManeuver
Distance3 burst
TargetSpecial
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 MaliceFour level 4 demon minions (most commonly orliq, grulqins, and wobalas) appear instead.
))
Triggered action

Abyssal Protectors

KeywordsAreaMagic
ActionTriggered action
Distance5 burst
TargetSpecial
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.

**
Trait

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.

*Villain Actions
**

Frenzied Deluge

Villain Action 1
KeywordsRanged
DistanceRanged 10
TargetThree enemies
Power Roll+ 4
!7 corruption damage
@12 corruption damage
#15 corruption damage; two frenzieds appear in unoccupied spaces adjacent to each target
**

Fold Space

Villain Action 2
KeywordsRanged
DistanceRanged 20
TargetSelf
Effect

The egress folds into their own portal and teleports to an unoccupied 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
KeywordsAreaMagic
Distance10 x 3 line within 1
TargetEach enemy and object in the area
Power Roll+ 4
!6 corruption damage; R < 2 weakened (save ends)
@11 corruption damage; R < 3 weakened (save ends)
#14 corruption damage; R < 4 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)
Malice Features

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

Soulraker Scout

Level 7
Minion Harrier
EV 9 for four minions
1MSize
7Speed
12Stamina
0Stability
3Free Strike
Immunity
WeaknessHoly 5
MovementFly
With Captain
M+2Might
A+4Agility
R+1Reason
I+0Intuition
P-1Presence
ll
Main action

Soul Stinger

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature per minion
Power Roll+ 4
!3 poison damage
@6 poison damage; the scout can shift 1 square
#7 poison damage; the scout shifts up to 3 squares
**
Trait

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

Soulraker Soldier

Level 7
Minion Brute
EV 9 for four minions
2Size
6Speed
13Stamina
2Stability
4Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+4Might
A+2Agility
R-1Reason
I-1Intuition
P-1Presence
ll
Main action

Chitin Bash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 4
!4 damage; push 2
@7 damage; push 2
#8 damage; push 4
**
Trait

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

Soulraker Stinger

Level 7
Minion Artillery
EV 9 for four minions
1MSize
6Speed
10Stamina
0Stability
4Free Strike
Immunity
WeaknessHoly 5
MovementClimb
With Captain
M+0Might
A-1Agility
R+4Reason
I+4Intuition
P+0Presence
ll
Main action

Barb Launch

Signature
KeywordsMagicRangedStrikeWeapon
ActionMain action
DistanceRanged 20
TargetOne creature per minion
Power Roll+ 4
!4 poison damage
@7 poison damage
#8 poison damage
Effect

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

**
Trait

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

Blight Phage

Level 7
Horde Controller
EV 9
3Size
6Speed
40Stamina
0Stability
3Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+0Might
A+0Agility
R+4Reason
I+2Intuition
P+4Presence
ll
Main action

Blight Pus

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 4
!7 corruption damage
@10 corruption damage
#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).

ff
Maneuver

Blight Rain

KeywordsAreaMagic
ActionManeuver
Distance5 cube within 1
TargetEach 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 MaliceThe 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.
**
Trait

Lethe

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

**
Trait

Soulsight

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

Chimeron
Abyssal, Demon

Chimeron

Level 9
Horde Brute
EV 9
3Size
6Speed
90Stamina
2Stability
5Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+4Might
A+0Agility
R+2Reason
I+1Intuition
P+2Presence
ll
Main action

Flux Gnash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 4
!9 cold, fire, or sonic damage
@11 cold, fire, or sonic damage
#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.

))
Triggered action

Pain Absorption

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

The chimeron is targeted by a damage-dealing strike.

Effect

The chimeron halves the damage.

**
Trait

Lethe

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

**
Trait

Soulsight

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

Styrich
Abyssal, Demon

Styrich

Level 8
Horde Hexer
EV 10
1LSize
6Speed
45Stamina
1Stability
3Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+2Might
A+4Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Hair Whip

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 4
TargetOne creature or object
Power Roll+ 4
!7 damage; pull 1
@10 damage; pull 2, grabbed
#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.

ff
Maneuver

Tangled Nest

KeywordsArea
ActionManeuver
Distance4 burst
TargetEach enemy in the area
Power Roll+ 4
!A < 2 slowed (save ends)
@Slowed (EoT) or A < 3 3 damage and restrained (EoT)
#Restrained (EoT) or A < 4 3 damage and restrained (save ends)
**
Trait

Lethe

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

**
Trait

Soulsight

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

Soulraker Praetorian
Abyssal, Demon, Soulraker

Soulraker Praetorian

Level 7
Horde Harrier
EV 9
1LSize
8Speed
45Stamina
0Stability
3Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+2Might
A+4Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Barbed Stinger

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature
Power Roll+ 4
!7 poison damage; push 2
@10 poison damage; push 2
#11 poison damage; push 4; A < 4 grabbed
Effect

The praetorian can shift into each square the target leaves.

))
Triggered action

Stinging Departure

Keywords-
ActionTriggered action
DistanceSelf
TargetThe 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.

**
Trait

Lethe

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

**
Trait

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

Soulraker Handmaiden

Level 8
Horde Ambusher
EV 10
1MSize
0Speed
50Stamina
0Stability
4Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+3Might
A+0Agility
R+2Reason
I+2Intuition
P+4Presence
**
Trait

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.

ll
Main action

Emergent Horrors

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 4
!8 corruption damage
@11 corruption damage
#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.

**
Trait

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

Soulraker Hivequeen

Level 9
Leader
EV 44
5Size
6Speed
240Stamina
2Stability
9Free Strike
Immunity
WeaknessHoly 5
MovementFly
With Captain
M+5Might
A-1Agility
R+3Reason
I+3Intuition
P+2Presence
ll
Main action

Stinging Ovipositor

Signature
KeywordsMagicMeleeRangedStrike
ActionMain action
DistanceMelee 1 or ranged 10
TargetTwo creatures
Power Roll+ 5
!14 poison damage; M < 3 bleeding (save ends)
@19 poison damage; M < 4 bleeding (save ends)
#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).

ff
Maneuver

Forced Gestation

KeywordsArea
ActionManeuver
Distance10 burst
TargetEach 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.

))
Triggered action

For the Queen!

KeywordsArea
ActionTriggered action
Distance5 burst
TargetSpecial
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 MaliceA soulraker praetorian also appears within distance.
**
Trait

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).

**
Trait

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.

*Villain Actions
**

Kicking the Nest

Villain Action 1
KeywordsArea
Distance10 burst
TargetEach 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
KeywordsArea
Distance5 burst
TargetEach enemy in the area
Power Roll+ 5
!Push 3; I < 3 dazed (save ends)
@Push 3; I < 4 dazed (save ends)
#11 sonic damage; push 3; I < 5 dazed (save ends)
Effect

The hivequeen shifts up to her speed.

**

Bomber Wasp Warfare

Villain Action 3
KeywordsAreaMagicRanged
DistanceFour 2 cubes within 10
TargetEach enemy in the area
Power Roll+ 4
!7 poison damage; M < 3 bleeding (save ends)
@11 poison damage; M < 4 bleeding (save ends)
#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)
Malice Features

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.
!10 corruption damage; the target is soul flensed
@The target is soul flensed
#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

Optacus

Level 10
Minion Artillery
EV 12 for four minions
1SSize
6Speed
14Stamina
0Stability
5Free Strike
Immunity
WeaknessHoly 5
MovementClimb
With Captain
M+1Might
A+3Agility
R+1Reason
I+5Intuition
P+1Presence
ll
Main action

Optical Flare

Signature
KeywordsMagicRangedStrikeWeapon
ActionMain action
DistanceRanged 20
TargetOne creature or object per minion
Power Roll+ 5
!5 fire damage
@8 fire damage
#10 fire damage; this damage ignores immunity
Effect

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

Tyburaki
Abyssal, Demon

Tyburaki

Level 10
Minion Harrier
EV 12 for four minions
2Size
8Speed
15Stamina
0Stability
4Free Strike
Immunity
WeaknessHoly 5
MovementSwim
With Captain
M+2Might
A+5Agility
R+0Reason
I+3Intuition
P-1Presence
ll
Main action

Tail Bite

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetOne creature or object per minion
Power Roll+ 5
!4 damage
@7 damage
#9 damage
Effect

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

**
Trait

Breacher

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

**
Trait

Soulsight

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

Unguloid
Abyssal, Demon

Unguloid

Level 10
Minion Brute
EV 12 for four minions
2Size
8Speed
17Stamina
3Stability
5Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+5Might
A+5Agility
R-1Reason
I-1Intuition
P-1Presence
ll
Main action

Gore Horn

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 5
!5 damage; push 2
@8 damage; push 4
#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.

**
Trait

Soulsight

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

Izyak
Abyssal, Demon

Izyak

Level 10
Horde Controller
EV 12
2Size
6Speed
55Stamina
0Stability
4Free Strike
Immunity
WeaknessHoly 5
MovementTeleport
With Captain
M+0Might
A+0Agility
R+5Reason
I+2Intuition
P+4Presence
ll
Main action

Nostalgic Wanderlust

Signature
KeywordsPsionicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature
Power Roll+ 5
!9 psychic damage; R < 3 restrained (save ends)
@12 psychic damage; R < 4 restrained (save ends)
#14 psychic damage; R < 5 restrained (save ends)
Effect

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

3 MaliceThe 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.
ll
Main action

Ruinous Temptation

KeywordsAreaPsionicRanged
ActionMain action
Distance4 cube within 10
TargetEach enemy in the area
Power Roll+ 5
!4 psychic damage; I < 3 dazed (save ends)
@7 psychic damage; I < 4 dazed (save ends)
#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 MaliceThe area increases to a 6 cube.
**
Trait

Lethe

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

**
Trait

Soulsight

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

Vicisitator
Abyssal, Demon

Vicisitator

Level 10
Horde Harrier
EV 12
1MSize
9Speed
60Stamina
0Stability
4Free Strike
Immunity
WeaknessHoly 5
Movement
With Captain
M+4Might
A+5Agility
R-1Reason
I-2Intuition
P-3Presence
ll
Main action

Warp Touch

Signature
KeywordsMagicMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 10
TargetOne creature or object
Power Roll+ 5
!9 damage
@12 damage
#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.

ff
Maneuver

Soul Flay

KeywordsArea
ActionManeuver
Distance6 x 3 line within 1
TargetEach enemy in the area
Power Roll+ 5
!4 psychic damage; P < 3 bleeding (save ends)
@7 psychic damage; P < 4 bleeding (save ends)
#9 psychic damage; P < 5 bleeding (save ends)
Effect

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

**
Trait

Lethe

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

**
Trait

Soulsight

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

Aurumvas
Abyssal, Demon

Aurumvas

Level 10
Leader
EV 48
3Size
8Speed
260Stamina
2Stability
10Free Strike
Immunity
WeaknessHoly 5
MovementFly
With Captain
M+5Might
A+2Agility
R+5Reason
I+3Intuition
P+5Presence
**
Trait

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.

ll
Main action

Greedy Hands

Signature
KeywordsMagicMeleeStrike
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 5
!15 corruption damage; R < 4 weakened (save ends)
@20 corruption damage; R < 5 weakened (save ends)
#24 corruption damage; R < 6 weakened (save ends)
2 MaliceAurumvas regains Stamina equal to the damage dealt.
ll
Main action

Covetous Bolts

KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 20
TargetTwo creatures
Power Roll+ 5
!15 psychic damage; P < 4 dazed (save ends)
@20 psychic damage; P < 5 dazed (save ends)
#24 psychic damage; P < 6 dazed (save ends)
2 MaliceWhile dazed this way, a target can't gain Heroic Resources.
ff
Maneuver

Greed Is Good

KeywordsRanged
ActionManeuver
DistanceRanged 10
TargetSpecial
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.

**
Trait

More... More...

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

**
Trait

Soulsight

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

*Villain Actions
**

Time Is Money

Villain Action 1
KeywordsAreaMagic
Distance20 burst
TargetSelf 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
KeywordsRanged
DistanceRanged 10
TargetSpecial
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
KeywordsAreaMagicRanged
DistanceFour 3 cubes within 10
TargetEach creature in the area
Power Roll+ 5
!10 fire damage; push 1
@15 fire damage; push 2
#19 fire damage; push 3
Effect

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

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 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 Malice (Malice Features)
Malice Features

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 Clerk
Devil, Infernal

Devil Clerk

Level 5
Minion Brute
EV 7 for four minions
1MSize
6Speed
10Stamina
0Stability
3Free Strike
ImmunityFire 5
Weakness
Movement
With Captain
M+3Might
A+0Agility
R+1Reason
I+1Intuition
P+2Presence
ll
Main action

Quill Pushing

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 damage; push 1
@6 damage; push 2
#7 damage; push 3
Effect

Any target adjacent to two or more clerks is taunted until the end of their next turn.

**
Trait

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

Devil Notary

Level 5
Minion Hexer
EV 7 for four minions
1MSize
6Speed
8Stamina
0Stability
3Free Strike
ImmunityFire 5
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+3Reason
I+1Intuition
P+2Presence
ll
Main action

Importunity

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetOne creature or object per minion
Power Roll+ 3
!3 fire damage
@5 fire damage; R < 2 the target takes a bane on their next strike
#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.

**
Trait

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

Devil Scrivener

Level 5
Minion Harrier
EV 7 for four minions
1MSize
6Speed
9Stamina
0Stability
3Free Strike
ImmunityFire 5
Weakness
MovementFly
With Captain
M+0Might
A+3Agility
R+1Reason
I+1Intuition
P+2Presence
ll
Main action

Litigation

Signature
KeywordsChargeMagicMeleeStrike
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 corruption damage
@5 corruption damage; slowed (EoT)
#6 corruption damage; slowed (EoT)
Effect

The scrivener can shift 1 square.

**
Trait

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

Devil Adjudicator

Level 6
Elite Controller
EV 32
1MSize
6Speed
140Stamina
1Stability
7Free Strike
ImmunityFire 5
Weakness
MovementFly
With Captain
M+0Might
A+1Agility
R+2Reason
I+1Intuition
P+3Presence
ll
Main action

Infernal Injunction

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 3
!10 fire damage; I < 1 frightened (save ends)
@15 fire damage; I < 1 frightened (save ends)
#18 fire damage; I < 1 frightened (save ends)
Effect

The adjudicator can slide a target frightened by this ability up to 2 squares.

ll
Main action

Adjudicator's Interdiction

KeywordsMagicRanged
ActionMain action
DistanceRanged 10
TargetOne creature
!The target is slowed, takes a bane on power rolls, and can't regain Stamina (save ends).
@The target is slowed and takes a bane on power rolls (save ends).
#Slowed (save ends)
Effect

The target makes a Presence test.

ff
Maneuver

Quid Pro Quo

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetOne ally or frightened creature
Effect

The adjudicator and the target teleport to switch places.

))
Triggered action

Devilish Charm

KeywordsMagicRanged
ActionTriggered action
DistanceRanged 5
TargetThe triggering creature
!The adjudicator chooses a new target for the strike.
@The adjudicator halves the triggering damage.
#The target takes a bane on the strike.
Trigger

A creature targets the adjudicator with a strike.

Effect

The target makes a Presence test.

**
Trait

Vexatious Litigation

Any creature within 10 squares of the adjudicator who has P < 3 takes a −2 penalty to saving throws.

**
Trait

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

Devil Jurist

Level 5
Elite Artillery
EV 28
1MSize
6Speed
120Stamina
0Stability
7Free Strike
ImmunityFire 5
Weakness
MovementFly
With Captain
M+0Might
A+2Agility
R+1Reason
I+1Intuition
P+3Presence
**
Trait

Hellfire

Fire damage dealt by the jurist ignores damage immunity.

ll
Main action

Fire and Brimstone

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 12
TargetTwo creatures or objects
Power Roll+ 3
!10 fire damage
@15 fire damage; A < 2 burning (save ends)
#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+ MaliceThe jurist can target one additional creature or object for each Malice spent.
ll
Main action

Dismissal with Prejudice

KeywordsAreaMagic
ActionMain action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 3
!6 damage; slide 1
@10 damage; slide 3
#12 damage; slide 5
Effect

If the target has M < 2, the forced distance movement gains a +3 bonus.

ff
Maneuver

Ashes to Ashes

KeywordsMagicRanged
ActionManeuver
DistanceRanged 12
TargetOne creature
Effect

If the target is burning (see Fire and Brimstone), they take 6 fire damage.

))
Triggered action

Devilish Charm

KeywordsMagicRanged
ActionTriggered action
DistanceRanged 5
TargetThe triggering creature
!The jurist chooses a new target for the strike.
@The jurist halves the triggering damage.
#The target takes a bane on the strike.
Trigger

A creature targets the jurist with a strike.

Effect

The target makes a Presence test.

**
Trait

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

Devil Legate

Level 5
Elite Defender
EV 28
1MSize
6Speed
160Stamina
2Stability
6Free Strike
ImmunityFire 5
Weakness
Movement
With Captain
M+3Might
A+1Agility
R+0Reason
I+1Intuition
P+2Presence
ll
Main action

Infernal Pike

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 3
!9 damage
@14 damage; A < 2 slowed (save ends)
#17 damage; A < 3 slowed (save ends)
Effect

If the targets are adjacent to each other, this ability deals an extra 3 damage.

ll
Main action

Writ of Execution

KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 3
!6 damage; M < 1 prone
@11 damage; M < 2 prone and can't stand (save ends)
#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.

ff
Maneuver

Law and Order

KeywordsMelee
ActionManeuver
DistanceMelee 1
TargetOne creature
Effect

The target is taunted by the legate (save ends). The legate can have only one creature taunted at a time.

))
Triggered action

Devilish Charm

KeywordsMagicRanged
ActionTriggered action
DistanceRanged 5
TargetThe triggering creature
!The legate chooses a new target for the strike.
@The legate halves the triggering damage.
#The target takes a bane on the strike.
Trigger

A creature targets the legate with a strike.

Effect

The target makes a Presence test.

**
Trait

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.

**
Trait

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

Devil Magistrate

Level 6
Elite Harrier
EV 32
1MSize
7Speed
160Stamina
0Stability
7Free Strike
ImmunityFire 5
Weakness
Movement
With Captain
M+1Might
A+3Agility
R+0Reason
I+1Intuition
P+2Presence
ll
Main action

Edge of the Law

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!10 damage
@15 damage
#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.

ll
Main action

Verdict

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 3
!11 damage
@17 damage
#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.

ff
Maneuver

Justice Turns Its Gaze

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
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.

))
Triggered action

Devilish Charm

KeywordsMagicRanged
ActionTriggered action
DistanceRanged 5
TargetThe triggering creature
!The magistrate chooses a new target for the strike.
@The magistrate halves the triggering damage.
#The target takes a bane on the strike.
Trigger

A creature targets the magistrate with a strike.

Effect

The target makes a Presence test.

**
Trait

Leading

Whenever the magistrate moves away from an enemy who is adjacent to one of the magistrate's allies, they can shift instead.

**
Trait

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

Devil High Judge

Level 6
Leader
EV 32
1MSize
7Speed
181Stamina
2Stability
6Free Strike
ImmunityFire 5
Weakness
MovementFly
With Captain
M+1Might
A+3Agility
R+0Reason
I+1Intuition
P+2Presence
ll
Main action

Infernal Decree

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 12
TargetThree creatures or objects
Power Roll+ 4
!10 damage; P < 2 the target can't hide (save ends)
@15 damage; P < 3 the target can't hide (save ends)
#19 damage; P < 4 the target can't hide (save ends)
2 MaliceWhile a target is unable to hide this way, any strike against them made by a devil gains an edge.
ff
Maneuver

Compel the Jury

KeywordsMagicRangedStrike
ActionManeuver
DistanceRanged 12
TargetTwo creatures
Power Roll+ 4
!I < 2 the target is charmed (save ends)
@I < 3 the target is charmed (save ends)
#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.

))
Triggered action

Devilish Suggestion

KeywordsMagicRanged
ActionTriggered action
DistanceRanged 5
TargetThe triggering creature
!The target is charmed (save ends).
@The high judge chooses a new target for the strike.
#The target takes a bane on the strike.
Trigger

A creature targets the high judge with a strike.

Effect

The target makes a Presence test.

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.

**
Trait

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.

**
Trait

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.

*Villain Actions
**

All Rise

KeywordsAreaMagic
Distance3 burst
TargetEach enemy in the area
!15 psychic damage; the target is charmed (save ends)
@12 psychic damage; the target is charmed (save ends)
#7 psychic damage
Effect

The target makes a Presence test.

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

KeywordsArea
Distance5 burst
TargetSelf 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

KeywordsMagicRanged
DistanceRanged 12
TargetOne 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 (Malice Features)
Malice Features

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.
🔳
Main action

Breath Weapon

5 Malice
AreaMagic
Distance
4 x 2 line within 1
Targets
Each enemy in the area
Power Roll+ 3
!6 damage
@10 damage
#13 damage
Special

The damage dealt by this ability matches a damage type the draconian has immunity to.

❇️
Free maneuver

Scaleshatter Burst

7 Malice
AreaMagic
Distance
2 burst
Targets
Each enemy in the area
Power Roll+ 3
!7 damage
@13 damage
#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

Aeolyxria the Uncanny

Level 6
Elite Controller
EV 32
1MSize
5Speed
140Stamina
2Stability
7Free Strike
ImmunityPoison 6
Weakness
MovementFly
With Captain
M-1Might
A+2Agility
R+2Reason
I+3Intuition
P+1Presence
ll
Main action

Spittlesplash

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetTwo enemies
Power Roll+ 3
!10 poison damage; M < 1 slowed (save ends)
@15 poison damage; M < 2 slowed (save ends)
#18 poison damage; M < 3 slowed (save ends)
ll
Main action

Experimental Treasure

KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 3
!The targets regains 10 Stamina.
@12 corruption damage; A < 2 weakened (save ends)
#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+ MaliceThe ability targets one additional target for each 2 Malice spent.
ff
Maneuver

Elevate

KeywordsAreaRanged
ActionManeuver
Distance1 cube within 5
TargetSpecial
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+ MaliceAeolyxria creates an additional pillar for each Malice spent.
))
Triggered action

Blood For Blood

KeywordsRangedWeapon
ActionTriggered action
DistanceRanged 5
TargetOne creature
Power Roll+ 3
!7 poison damage; A < 2 bleeding (save ends)
@12 poison damage; A < 3 bleeding (save ends)
#15 poison damage; bleeding (save ends)
Trigger

An ally is made bleeding by the target.

**
Trait

That's Our Opening!

The Director gains 1 Malice whenever Aeolyxria imposes a condition on an enemy.

Locratix the Morningstar
Draconian, Dragon, Humanoid

Locratix the Morningstar

Level 6
Elite Harrier
EV 32
1MSize
8Speed
160Stamina
2Stability
7Free Strike
ImmunityAcid 6
Weakness
MovementFly
With Captain
M+1Might
A+3Agility
R+1Reason
I+2Intuition
P+2Presence
ll
Main action

Skewer

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!10 damage
@15 damage; M < 1 slowed (save ends)
#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.

ll
Main action

Acidic Stun

KeywordsAreaMagic
ActionMain action
Distance3 x 1 line within 1
TargetEach enemy in the area
Power Roll+ 3
!7 acid damage; M < 1 dazed (save ends)
@12 acid damage; M < 2 dazed (save ends)
#15 acid damage; M < 3 dazed (save ends)
Effect

While dazed this way, a target takes an extra 6 damage from Locratix's abilities.

ff
Maneuver

Takeoff

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
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.

))
Triggered action

Stay Back!

KeywordsMelee
ActionTriggered action
DistanceMelee 2
TargetThe triggering creature
Power Roll+ 3
!7 acid damage; A < 1 the target's speed is 0 (EoT)
@12 acid damage; A < 2 the target's speed is 0 (EoT)
#15 acid damage; A < 3 the target's speed is 0 (EoT)
Trigger

A creature within distance moves or is force moved.

**
Trait

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.

**
Trait

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

Lydixavus the Deadeye

Level 6
Elite Artillery
EV 32
1MSize
5Speed
140Stamina
2Stability
7Free Strike
ImmunityCold 6
Weakness
MovementFly
With Captain
M-1Might
A+3Agility
R+3Reason
I+3Intuition
P+1Presence
ll
Main action

Breathsnipe

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 15
TargetOne enemy
Power Roll+ 3
!10 cold damage
@16 cold damage; the target takes a bane on their next strike
#19 cold damage; the target has a double bane on their next strike
ll
Main action

Ice Lob

KeywordsAreaMagicRanged
ActionMain action
Distance2 cube within 10
TargetEach enemy and object in the area
Power Roll+ 3
!7 cold damage; M < 1 dazed (save ends)
@12 cold damage; M < 2 dazed (save ends)
#15 cold damage; M < 3 dazed (save ends)
ff
Maneuver

Parting Gift

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
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.

))
Triggered action

Wasn't Aiming For You

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

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

Myxovidan the Sintaker

Level 6
Elite Hexer
EV 32
1MSize
5Speed
140Stamina
2Stability
7Free Strike
ImmunityCorruption 6
Weakness
MovementFly
With Captain
M-1Might
A+3Agility
R+2Reason
I+2Intuition
P+1Presence
ll
Main action

Breaking Palm

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo enemies
Power Roll+ 3
!10 damage; M < 1 weakened (save ends)
@15 damage; M < 2 weakened (save ends)
#18 corruption damage; M < 3 weakened (save ends)
2 MaliceMyxovidan regains Stamina equal to half the damage dealt.
ll
Main action

Expunging Exhalation

KeywordsAreaMagic
ActionMain action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 3
!7 corruption damage; M < 1 the target has corruption weakness 3 (save ends)
@12 corruption damage; M < 2 the target has corruption weakness 3 (save ends)
#15 corruption damage; M < 3 the target has corruption weakness 3 (save ends)
ff
Maneuver

Step and Swap

KeywordsRanged
ActionManeuver
DistanceRanged 3
TargetOne ally
Effect

Myxovidan and the target shift to swap places.

))
Triggered action

Anyone Can Do That

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

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

Phrrygalax the Subduer

Level 6
Elite Brute
EV 32
1LSize
5Speed
180Stamina
3Stability
7Free Strike
ImmunityFire 6
Weakness
MovementFly
With Captain
M+3Might
A+2Agility
R+0Reason
I+0Intuition
P+3Presence
ll
Main action

Baneful Blade

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!10 damage
@16 damage; M < 1 bleeding (save ends)
#19 damage; M < 2 3 damage, bleeding (save ends)
ll
Main action

Spinning Spit

KeywordsAreaMagic
ActionMain action
Distance1 burst
TargetEach enemy in the area
Power Roll+ 3
!7 fire damage
@13 fire damage
#16 fire damage
ff
Maneuver

Heavy Landing

KeywordsArea
ActionManeuver
DistanceSelf
TargetSelf
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.

))
Triggered action

Armor of the Ancients

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
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.

))
Free triggered action

Still Your Tongue!

Keywords-
ActionFree triggered action
DistanceSelf
TargetSelf
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.

**
Trait

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

Dorzinuuth the Base

Level 6
Leader
EV 32
2Size
5Speed
180Stamina
3Stability
7Free Strike
ImmunityLightning 6
Weakness
MovementFly, hover
With Captain
M+4Might
A+1Agility
R+1Reason
I+2Intuition
P+3Presence
ll
Main action

Punishing Flail

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 4
!11 damage; M < 2 prone
@16 damage; M < 3 prone
#19 damage; M < 4 prone
2 MaliceIf the target has M < 4, they are also bleeding (save ends).
ff
Maneuver

I'll Cut A Path

KeywordsAreaWeapon
ActionManeuver
Distance5 x 2 line within 1
TargetEach enemy in the area
Power Roll+ 4
!7 damage
@13 damage; M < 3 prone
#15 damage; M < 4 prone
Effect

Before the power roll is made, Dorzinuuth shifts to an unoccupied space adjacent to the end of the line.

))
Triggered action

Watch Your Six!

KeywordsMelee
ActionTriggered action
DistanceMelee 1
TargetOne 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.

**
Trait

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.

**
Trait

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.

**
Trait

Sheltering Wings

While Dorzinuuth isn't flying, strikes made against him take a bane.

*Villain Actions
**

Roaring Gambit

KeywordsArea
Distance5 burst
TargetEach enemy in the area
!Frightened (save ends)
@Frightened (EoT)
#No effect.
Effect

Dorzinuuth lets loose a powerful roar. Each target makes a Reason test.

Effect

Each ally in the area gains an edge on their next strike.

**

Wings of Second Wind

KeywordsArea
Distance10 burst
TargetSelf and each ally in the area
Effect

Each target shifts or flies up to their speed and regains 10 Stamina.

**

Snap, Crackle, Pop

KeywordsAreaMagic
Distance5 burst
TargetEach 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

Thorn Dragon

Level 2
Solo
EV 48
3Size
8Speed
250Stamina
6Stability
5Free Strike
ImmunityPoison 5
Weakness
MovementFly
With Captain
M+2Might
A+3Agility
R-1Reason
I+1Intuition
P+2Presence
**
Trait

Solo Monster

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.

**
Trait

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.

ll
Main action

Virulent Breath

Signature
KeywordsAreaMagic
ActionMain action
Distance10 x 1 line within 1
TargetEach enemy and object in the area
!12 poison damage; the target is dragonsealed (save ends)
@9 poison damage; the target is dragonsealed (save ends)
#5 poison damage
Effect

Each target makes a Might test.

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.

ll
Main action

Spinous Tail Swing

KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo enemies or objects
Power Roll+ 3
!8 damage; push 2
@12 damage; push 4
#15 damage; push 8
2 MaliceEach target takes an extra 1d3 damage, and if they have A < 2, they are bleeding (save ends).
**
Trait

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.

ff
Maneuver

Investiture of Verdure

KeywordsArea
ActionManeuver
Distance10 burst
TargetEach 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.

))
Free triggered action

Prickly Situation

KeywordsMagicRanged
ActionFree triggered action
DistanceRanged 10
TargetThe 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.

))
Free triggered action

Thorny Scales

KeywordsMelee
ActionFree triggered action
DistanceMelee 1
TargetThe 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.

*Villain Actions
**

Briar Bindings

KeywordsAreaMagic
Distance4 burst
TargetEach enemy in the area
Power Roll+ 3
!5 damage; A < 1 restrained (save ends)
@9 damage; A < 2 restrained (save ends)
#12 damage; A < 3 restrained (save ends)
**

Thorned Armor

Keywords-
DistanceSelf
TargetSelf
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

Keywords-
DistanceSpecial
TargetSpecial
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 (Malice Features)
Malice Features

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.
!12 poison damage; restrained (save ends)
@9 poison damage; bleeding (save ends)
#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

Gloom Dragon

Level 4
Solo
EV 72
4Size
8Speed
350Stamina
2Stability
6Free Strike
ImmunityPsychic 5
Weakness
MovementFly, hover
With Captain
M+2Might
A+4Agility
R+1Reason
I+3Intuition
P+4Presence
**
Trait

Solo Monster

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.

**
Trait

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.

ll
Main action

Breath of Brume

Signature
KeywordsAreaMagicRanged
ActionMain action
Distance4 cube within 10
TargetEach enemy and object in the area
!14 cold damage; the target is dragonsealed (save ends)
@11 cold damage; the target is dragonsealed (save ends)
#6 cold damage
Effect

Each target makes an Agility test.

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.

ll
Main action

Phantom Tail Swing

KeywordsChargeMagicMeleeStrike
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 4
!10 psychic damage; pull 2
@15 psychic damage; pull 4
#18 psychic damage; pull 6
3 MaliceThe pull becomes a vertical slide.
**
Trait

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.

ff
Maneuver

Visions in the Dark

KeywordsAreaMagic
ActionManeuver
Distance10 burst
TargetEach 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.

))
Free triggered action

Encroaching Darkness

Keywords-
ActionFree triggered action
DistanceSelf
TargetSelf
Trigger

A creature within 10 squares moves.

Effect

The dragon moves two existing cubes of magical darkness they created up to 10 squares each.

*Villain Actions
**

Pall of Nightmares

KeywordsAreaMagic
Distance10 burst
TargetEach enemy in the area
Power Roll+ 4
!6 psychic damage
@11 psychic damage
#14 psychic damage
Effect

Each target must be dragonsealed. Any target who has I < 3 is also dazed (save ends).

**

Absence of All Light

Keywords-
DistanceSpecial
TargetSpecial
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 (Malice Features)
Malice Features

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.
!14 damage; dazed (save ends)
@11 damage; dazed (EoT)
#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

Crucible Dragon

Level 6
Solo
EV 96
4Size
8Speed
450Stamina
6Stability
7Free Strike
ImmunityFire 6
Weakness
Movement
With Captain
M+4Might
A-1Agility
R+3Reason
I+3Intuition
P+2Presence
**
Trait

Solo Monster

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.

**
Trait

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.

ll
Main action

Slag Spew

Signature
KeywordsAreaMagic
ActionMain action
Distance10 x 2 line within 1
TargetEach creature and object in the area
!13 fire damage; the target is slagged (save ends)
@10 fire damage; the target is slagged (save ends)
#6 fire damage
Effect

Each target makes an Agility test.

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.

ll
Main action

Forge Hammer Tail Slam

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 4
!11 damage; M < 2 prone
@17 damage; M < 3 prone
#20 damage; M < 4 prone
Effect

The dragon can make a free strike against each slagged target knocked prone this way.

1 MaliceThe strike deals 1d6 cold damage.
**
Trait

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.

ff
Maneuver

Thermodynamic Flight

KeywordsArea
ActionManeuver
Distance2 burst
TargetEach 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.

))
Free triggered action

Hammer and Anvil

Keywords-
ActionFree triggered action
DistanceSelf
TargetSelf
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.

))
Triggered action

Polarize Aura

KeywordsAreaMagic
ActionTriggered action
Distance3 burst
TargetEach creature and object in the area
Power Roll+ 4
!Push 5
@Push 7
#Push 10, ignoring stability
Trigger

The dragon is targeted by two melee strikes in the current turn.

Special

The target must be size 2 or smaller.

*Villain Actions
**

Heart of the Forge

KeywordsAreaMagic
Distance6 burst
TargetEach enemy in the area
Power Roll+ 4
!4 fire damage; I < 2 frightened (save ends)
@6 fire damage; I < 3 frightened (save ends)
#8 fire damage; I < 4 frightened (save ends)
**

Subdermal Shielding

Keywords-
DistanceSelf
TargetSelf
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

Keywords-
Distance10 burst
TargetEach creature and object in the area
!16 damage; pull 10 or push 10
@13 damage; pull 8 or push 8
#7 damage; pull 5 or push 5.
Effect

Each target makes a Might test.

Crucible Dragon Malice (Malice Features)
Malice Features

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.
!16 damage; bleeding (save ends)
@13 damage; bleeding (EoT)
#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

Omen Dragon

Level 8
Solo
EV 120
5Size
10Speed
550Stamina
6Stability
9Free Strike
ImmunityCorruption 6
Weakness
MovementFly
With Captain
M+3Might
A+4Agility
R+2Reason
I+3Intuition
P+5Presence
**
Trait

Solo Monster

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.

**
Trait

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.

**
Trait

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.

ll
Main action

Corroding Breath

Signature
KeywordsAreaMagicRanged
ActionMain action
Distance5 cube within 10
TargetEach creature and object in the area
!18 corruption damage; the target is dragonsealed (save ends)
@14 corruption damage; the target is dragonsealed (save ends)
#9 corruption damage
Effect

Each target makes an Agility test.

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.

ll
Main action

Barbed Tail Swing

KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 4
TargetTwo creatures or objects
Power Roll+ 5
!14 damage; M < 3 bleeding (save ends)
@19 damage; M < 4 bleeding (save ends)
#23 damage; M < 5 bleeding (save ends)
3 MaliceThe potency increases by 2, and each target is also pulled up to 5 squares.
**
Trait

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.

ff
Maneuver

Detonation

KeywordsArea
ActionManeuver
Distance10 burst
TargetEach 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.

))
Free triggered action

Don't Turn Away

Keywords-
ActionFree triggered action
DistanceSelf
TargetSelf
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.

))
Free triggered action

Repent!

KeywordsRanged
ActionFree triggered action
DistanceRanged 5
TargetThe 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.

*Villain Actions
**

What You Deserve

KeywordsAreaMagic
Distance5 burst
TargetEach enemy in the area
Power Roll+ 5
!Pull 1; the target has a Deathcount of 10
@Pull 2; the target has a Deathcount of 8
#Pull 3; the target has a Deathcount of 6
Effect

Each target receives a premonition of their imminent death.

**

Souls of the Broken

KeywordsMagicRangedStrike
DistanceRanged 10
TargetFive creatures
Power Roll+ 5
!P < 5 frightened (save ends)
@P < 5 the target moves up to their speed toward the dragon
#P < 5 the target makes a free strike against the nearest ally
Effect

The dragon spits fragments of souls to attempt to possess the targets, making a separate power roll for each target.

**

So Long and Goodnight

KeywordsAreaMagic
Distance6 burst
TargetEach 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 (Malice Features)
Malice Features

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.
!Vertical pull 10
@Vertical pull 6
#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

Meteor Dragon

Level 10
Solo
EV 144
3Size
15Speed
650Stamina
6Stability
10Free Strike
Immunity
Weakness
MovementFly
With Captain
M+5Might
A+5Agility
R+3Reason
I+3Intuition
P+5Presence
**
Trait

Solo Monster

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.

**
Trait

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.

ll
Main action

Gravity Well

Signature
KeywordsAreaMagicRanged
ActionMain action
Distance4 cube within 10
TargetEach creature and object in the area
!20 sonic damage; the target is dragonsealed (save ends)
@16 sonic damage; the target is dragonsealed (save ends)
#10 sonic damage
Effect

Each target makes a Might test.

A dragonsealed target emits a golden aura, and takes 2 damage per square moved when falling or when force moved into an obstacle.

ll
Main action

Cosmic Tail Ray

KeywordsMagicMeleeRangedStrike
ActionMain action
DistanceMelee 2 or ranged 15
TargetTwo creatures or objects
Power Roll+ 5
!15 holy damage; A < 4 weakened (save ends)
@21 holy damage; A < 5 weakened (save ends)
#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.

**
Trait

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.

ff
Maneuver

Investiture of Gravity

KeywordsAreaMagic
ActionManeuver
Distance15 burst
TargetEach 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.

))
Free triggered action

Field Collapse

Keywords-
ActionFree triggered action
DistanceSelf
TargetSelf
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.

))
Free triggered action

A Hero Faces the Void

KeywordsMagicRanged
ActionFree triggered action
DistanceRanged 5
TargetThe triggering creature
Power Roll+ 5
!10 psychic damage; P < 4 frightened (save ends)
@16 psychic damage; P < 5 frightened (save ends)
#20 psychic damage; P < 6 frightened (save ends)
Trigger

A creature within distance spends their Heroic Resource to use an ability.

Effect

While frightened this way, the target can't use the triggering ability.

*Villain Actions
**

Impactful Arrival

KeywordsAreaMagic
Distance1-mile burst
TargetEach 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

Keywords-
DistanceSelf
TargetSelf
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

KeywordsAreaMagic
Distance∞ x 3 line within 1
TargetEach enemy and object in the area
!25 damage; I < 6 the target is annihilated
@21 damage; I < 5 the target is annihilated
#15 damage; I < 4 the target is annihilated
Effect

Each target makes an Agility test.

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 (Malice Features)
Malice Features

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.
!20 holy damage; slowed (save ends), prone
@16 holy damage; slowed (save ends)
#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 (Malice Features)
Malice Features

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.
🔳
Main action

Snaring Line

7 Malice
AreaMagicRanged
Distance
10 x 1 line within 10
Targets
Each enemy in the area
!8 damage; restrained (EoT)
@6 damage; slowed (EoT)
#No effect.
Effect

Each target makes an Agility test.

Special

This ability can't be used by a minion.

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.
Dwarf Axethrower
Dwarf, Humanoid

Dwarf Axethrower

Level 1
Minion Defender
EV 3 for 4 minions
1MSize
5Speed
7Stamina
2Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+0Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Whistling Axes

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#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

Dwarf Catchpole

Level 1
Minion Brute
EV 3 for 4 minions
1MSize
5Speed
7Stamina
2Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Maul

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage; grabbed or prone
Effect

If the target is restrained, they take an extra 2 damage.

Dwarf Driver
Dwarf, Humanoid

Dwarf Driver

Level 1
Minion Harrier
EV 3 for 4 minions
1MSize
7Speed
6Stamina
1Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Handaxes

Signature
KeywordsChargeMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object per minion
Power Roll+ 2
!1 damage; push 1
@2 damage; push 2
#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

Dwarf Hunter

Level 1
Minion Support
EV 3 for 4 minions
1MSize
5Speed
6Stamina
1Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Snaring Javelin

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 5
TargetOne creature or object per minion
Power Roll+ 2
!1 damage; pull 1
@2 damage; pull 2
#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

Dwarf Gunner

Level 1
Platoon Artillery
EV 6
1MSize
5Speed
26Stamina
1Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Portable Ballista

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 2
!6 damage; push 1
@9 damage; push 3
#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 MaliceIf the target is pushed into another creature, the target and the creature are each restrained until the end of their next turn.
**
Trait

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

Dwarf Launcher

Level 1
Platoon Hexer
EV 8
1MSize
5Speed
39Stamina
3Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+0Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Concussive Grenade

Signature
KeywordsAreaRangedWeapon
ActionMain action
Distance3 cube within 5
TargetEach enemy in the area
Power Roll+ 2
!3 damage; push 1
@6 damage; push 3; M < 1 slowed (save ends)
#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.

ll
Main action

Sleep Grenade

KeywordsRangedWeapon
ActionMain action
Distance3 cube within 5
TargetEach enemy in the area
Power Roll+ 2
!3 poison damage; I < 0 dazed (save ends)
@6 poison damage; I < 1 dazed (save ends)
#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.

**
Trait

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

Dwarf Reel Winch

Level 1
Platoon Support
EV 6
1MSize
5Speed
36Stamina
2Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Snaring Crossbow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 2
!5 damage; M < 0 slowed (save ends)
@7 damage; M < 1 slowed (save ends)
#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.

ff
Maneuver

Reel Them In

KeywordsRangedWeapon
ActionManeuver
DistanceRanged 10
TargetThree 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.

Dwarf Shieldwall
Dwarf, Humanoid

Dwarf Shieldwall

Level 3
Platoon Defender
EV 10
1MSize
5Speed
72Stamina
4Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Wide Axe

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!7 damage; slide 1
@10 damage; slide 1
#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 MaliceThis ability targets one additional target.
))
Triggered action

Intercepting Shield

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

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

Dwarf Stone Whisperer

Level 3
Platoon Controller
EV 10
1MSize
5Speed
52Stamina
2Stability
5Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+1Might
A+0Agility
R+2Reason
I+2Intuition
P+0Presence
ll
Main action

Tile Slide

Signature
KeywordsAreaMagic
ActionMain action
Distance2 cube within 1
TargetEach creature and object in the area
Power Roll+ 2
!5 damage; slide 1; M < 0 slowed (save ends)
@8 damage; slide 3; M < 1 slowed (save ends)
#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.

ff
Maneuver

Stone Wave

KeywordsAreaMagicRanged
ActionManeuver
Distance3 cube within 10
TargetEach enemy in the area
Power Roll+ 2
!4 damage; push 2; R < 1 slowed (save ends)
@6 damage; push 3; R < 2 slowed (save ends)
#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.

**
Trait

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

Dwarf Trapper

Level 1
Platoon Harrier
EV 6
1MSize
7Speed
36Stamina
2Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Concussive Bolts

Signature
KeywordsChargeMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 10
TargetOne creature or object
Power Roll+ 2
!5 damage; push 2
@7 damage; push 4
#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.

ff
Maneuver

Steam-Powered Snare

KeywordsAreaRangedWeapon
ActionManeuver
Distance3 cube within 5
TargetEach enemy in the area
!7 damage; restrained (EoT)
@5 damage; slowed (EoT)
#No effect.
Effect

Each target makes a Might test.

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

Dwarf Warden

Level 2
Platoon Brute
EV 8
1MSize
5Speed
59Stamina
3Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Concussive Maul

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!7 damage; push 1
@10 damage; push 3
#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.

ll
Main action

Concussive Shockwave

KeywordsAreaWeapon
ActionMain action
Distance3 cube within 1
TargetEach enemy in the area
Power Roll+ 2
!5 damage; push 2; A < 0 slowed (save ends)
@8 damage; push 2; A < 1 slowed (save ends)
#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.

**
Trait

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

Dwarf Marauder

Level 3
Leader
EV 20
1MSize
5Speed
132Stamina
4Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+0Agility
R+2Reason
I+1Intuition
P+0Presence
ll
Main action

Levitating Axes

Signature
KeywordsMeleePsionicRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 10
TargetTwo creatures or objects
Power Roll+ 3
!8 damage; slide 1
@12 damage; slide 3
#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 MaliceA target force moved adjacent to an ally of the marauder lord is restrained until the end of their next turn.
ff
Maneuver

Magnetomancy

KeywordsPsionicRanged
ActionManeuver
DistanceRanged 10
TargetOne 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 MaliceThis 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.
))
Triggered action

Your Weapon Is Useless

KeywordsPsionicRanged
ActionTriggered action
DistanceRanged 10
TargetSelf 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.

**
Trait

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.

*Villain Actions
**

Ajax Will Pay Well for These Specimens

Villain Action 1
KeywordsAreaPsionicRangedWeapon
Distance5 cube within 10
TargetEach 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
KeywordsArea
Distance5 burst
TargetEach 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
KeywordsPsionicRanged
DistanceRanged 10
TargetSpecial
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

Servitor War Walker

Level 1
Elite Mount
EV 12
3Size
8Speed
60Stamina
2Stability
4Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+2Might
A+0Agility
R-2Reason
I+0Intuition
P-2Presence
ll
Main action

Grasping Claws

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!6 damage
@9 damage
#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.

ff
Maneuver

Stunning Blast

KeywordsAreaWeapon
ActionManeuver
Distance3 burst
TargetEach enemy in the area
Power Roll+ 2
!3 lightning damage; A < 0 slowed (save ends)
@6 lightning damage; A < 1 slowed (save ends)
#7 lightning damage; A < 2 slowed (save ends)
**
Trait

Cupola

While riding the war walker, three size 1 allies can occupy the same space. Creatures riding the war walker have cover.

**
Trait

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 (Malice Features)
Malice Features

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.
🏹
Maneuver

Convocation of Chaos

7 Malice
MagicRanged
Distance
Ranged 8
Targets
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

Crux of Fire

Level 3
Elite Artillery
EV 20
1TSize
6Speed
80Stamina
0Stability
6Free Strike
ImmunityFire 5
Weakness
Movement
With Captain
M-1Might
A+2Agility
R+0Reason
I+1Intuition
P+2Presence
ll
Main action

Spitfire

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 12
TargetTwo creatures or objects
Power Roll+ 2
!8 fire damage
@12 fire damage; A < 1 the target is burning (save ends)
#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.

ff
Maneuver

Convocation of Flames

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetSelf or one elemental
Effect

Until the start of the crux's next turn, the target has fire immunity 5.

3 MaliceUntil 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.
))
Triggered action

Flame Jet

KeywordsMagic
ActionTriggered action
DistanceSelf
TargetSelf
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.

Essence of Storms
Elemental

Essence of Storms

Level 3
Elite Harrier
EV 20
1SSize
8Speed
100Stamina
0Stability
5Free Strike
ImmunityLightning 5
Weakness
MovementFly
With Captain
M+1Might
A+2Agility
R-1Reason
I+0Intuition
P+2Presence
ll
Main action

Bluster

Signature
KeywordsAreaMagic
ActionMain action
Distance1 burst
TargetEach enemy in the area
Power Roll+ 2
!5 damage
@5 damage, 4 lightning damage; push 1
#5 damage, 7 lightning damage; push 3
Effect

The essence shifts up to 3 squares before or after using this ability.

ff
Maneuver

Convocation of Squalls

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetSelf or one elemental
Effect

Until the start of the essence's next turn, the target has lightning immunity 5.

3 MaliceUntil 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.
))
Triggered action

Thunderclap

KeywordsMagicRanged
ActionTriggered action
DistanceRanged 5
TargetThe triggering creature
Trigger

A creature within distance deals damage to the essence.

Effect

The target takes 5 lightning damage.

Essence of Tides
Elemental

Essence of Tides

Level 3
Elite Controller
EV 20
1MSize
7Speed
80Stamina
1Stability
5Free Strike
ImmunityCold 5
Weakness
MovementSwim
With Captain
M+2Might
A+0Agility
R+1Reason
I-1Intuition
P+2Presence
ll
Main action

Water Wing

Signature
KeywordsMagicMeleeStrike
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!7 damage; slide 1
@11 damage; slide 2
#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).

ff
Maneuver

Convocation of Waves

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetSelf or one elemental
Effect

Until the start of the essence's next turn, the target has cold immunity 5.

3 MaliceUntil 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).
))
Triggered action

Sea-Salted Wounds

KeywordsMelee
ActionTriggered action
DistanceMelee 1
TargetOne enemy
Trigger

An ally deals rolled damage to the target.

Effect

The essence makes a free strike against the target.

**
Trait

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

Field of Growth

Level 3
Elite Controller
EV 28
3Size
8Speed
120Stamina
2Stability
6Free Strike
ImmunityPoison 5
Weakness
MovementClimb
With Captain
M+2Might
A+0Agility
R+0Reason
I+2Intuition
P+2Presence
ll
Main action

Hampering Roots

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 8
TargetTwo creatures or objects
Power Roll+ 2
!8 damage
@13 damage; R < 1 prone and can't stand (save ends)
#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.

ff
Maneuver

Convocation of Verdure

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetSelf or one elemental
Effect

The target gains 15 temporary Stamina that lasts until the start of the field's next turn.

3 MaliceUntil 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.
))
Triggered action

Rose Thorn Lash

KeywordsMagicMelee
ActionTriggered action
DistanceMelee 3
TargetThe 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).

**
Trait

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

Force of Earth

Level 3
Elite Brute
EV 20
2Size
5Speed
132Stamina
2Stability
6Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+2Might
A-1Agility
R+0Reason
I+1Intuition
P+2Presence
ll
Main action

Slam Into Dirt

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!8 damage
@12 damage; M < 1 restrained (save ends)
#15 damage; M < 2 restrained (save ends)
Effect

The target's space is difficult terrain.

ff
Maneuver

Convocation of Quartz

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetSelf 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 MaliceUntil the end of the encounter, the target grows a carapace of stone. They have a +3 bonus to stability and gain 15 temporary Stamina.
))
Triggered action

Break Armor

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

Primordial Strength

The force's strikes gain a +6 damage bonus against objects.

**
Trait

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 (Malice Features)
Malice Features

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.
🔳
Main action

Gift From an Accursed Tome

5 Malice
AreaMagic
Distance
5 x 1 line within 1
Targets
Each enemy in the area
Power Roll+ 2
!5 damage; R < 1 chosen condition (save ends)
@9 damage; R < 2 chosen condition (save ends)
#12 damage; R < 3 chosen condition (save ends)
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.

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

Elemental Mote

Level 1
Minion Hexer
EV 3 for four minions
1TSize
5Speed
3Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementFly
With Captain
M+0Might
A+0Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Dweomer Plume

Signature
KeywordsMagicMeleeStrike
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage; R < 1 damage weakness 3 (save ends)
#3 damage; R < 2 damage weakness 3 (save ends)
**
Trait

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

High Elf Dawn Mage

Level 1
Minion Controller
EV 3 for four minions
1MSize
5Speed
3Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+2Reason
I-1Intuition
P+1Presence
ll
Main action

Bright Bolt

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetOne creature or object per minion
Power Roll+ 2
!1 holy damage
@2 holy damage
#3 holy damage
Effect

Until the start of the dawn mage's next turn, the target can't hide.

**
Trait

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

High Elf Quiver

Level 1
Minion Artillery
EV 3 for four minions
1MSize
5Speed
3Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+1Reason
I+0Intuition
P+0Presence
ll
Main action

Heavy Arrow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

Each ally adjacent to the target shifts up to 2 squares.

**
Trait

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. That effect instead ends at the end of their turn.

Soot Crow
Elemental, High Elf

Soot Crow

Level 1
Minion Harrier
EV 3 for four minions
1TSize
7Speed
4Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementFly
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Heckle

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage; taunted (EoT)
Effect

Until the end of their turn, the soot crow ignores opportunity attacks from the target.

Brambleguard
Elemental, High Elf

Brambleguard

Level 2
Platoon Defender
EV 8
2Size
4Speed
59Stamina
3Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Wall of Roses

Signature
KeywordsAreaMagic
ActionMain action
DistanceSpecial; see below
TargetSelf
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.

ll
Main action

Whip Frenzy

KeywordsAreaWeapon
ActionMain action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 2
!4 damage
@7 damage; push 3
#10 damage; push 3; A < 2 bleeding (save ends)
**
Trait

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

High Elf Bloodletter

Level 1
Platoon Ambusher
EV 6
1MSize
7Speed
30Stamina
0Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Razor's Edge

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!6 damage
@9 damage
#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.

ff
Maneuver

Blood Haze

KeywordsAreaMagic
ActionManeuver
Distance1 burst
TargetSpecial
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.

**
Trait

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

High Elf Deathtouch

Level 2
Platoon Artillery
EV 8
1MSize
5Speed
30Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+1Reason
I+0Intuition
P+1Presence
ll
Main action

Heartpiercer

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 15
TargetOne creature
Power Roll+ 2
!7 damage
@10 damage
#13 damage; R < 1 bleeding (save ends); I < 1 frightened (save ends); P < 1 restrained (save ends)
5 MaliceThe 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.
ff
Maneuver

Kiss of Death

KeywordsMagicMelee
ActionManeuver
DistanceMelee 1
TargetOne 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.

**
Trait

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

High Elf Orbweaver

Level 3
Platoon Hexer
EV 10
1MSize
5Speed
40Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+2Reason
I+2Intuition
P+2Presence
ll
Main action

Awash

Signature
KeywordsAreaMagic
ActionMain action
Distance3 cube within 1
TargetEach creature in the area
Power Roll+ 2
!4 cold damage; M < 0 push 3
@6 cold damage; M < 1 push 5 or prone
#9 cold damage; M < 2 slide 5 or prone
ll
Main action

Aetherweb

KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 8
TargetTwo enemies or objects
Power Roll+ 2
!5 damage; R < 0 slowed (save ends)
@8 damage; R < 1 slowed (save ends)
#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).

**
Trait

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

High Elf Palinode

Level 1
Platoon Support
EV 6
1MSize
5Speed
30Stamina
0Stability
3Free Strike
ImmunityPsychic 5
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+0Reason
I+2Intuition
P+1Presence
ll
Main action

Instill Regret

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 8
TargetOne creature
Power Roll+ 2
!5 psychic damage
@7 psychic damage; I < 1 weakened (save ends)
#9 psychic damage; I < 2 weakened (save ends)
2 MaliceThe 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.
ff
Maneuver

Recall

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetTwo allies
Effect

Each target can teleport to an unoccupied space adjacent to the palinode. The palinode and each target then gain 5 temporary Stamina.

**
Trait

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

High Elf Wyrd

Level 3
Platoon Controller
EV 10
1MSize
5Speed
40Stamina
0Stability
5Free Strike
ImmunityPsychic 5
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+2Reason
I-1Intuition
P+2Presence
ll
Main action

Twystrd

Signature
KeywordsAreaMagic
ActionMain action
Distance1 cube within 5
TargetEach enemy in the area
Power Roll+ 2
!Vertical push 3
@Vertical push 5
#Vertical push 6
Effect

For each elemental mote adjacent to the wyrd, the size of the cube increases by 1.

ff
Maneuver

Summon Elemental

KeywordsRanged
ActionManeuver
DistanceRanged 5
TargetSpecial
Effect

The wyrd summons two elemental motes or two soot crows into unoccupied spaces within distance.

ff
Maneuver

Wyrd Warp

2 Malice
KeywordsAreaMagic
ActionManeuver
Distance8 wall within 8
TargetSpecial
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.

**
Trait

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

High Elf Zephyr

Level 1
Platoon Harrier
EV 6
1MSize
7Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Sweeping Blade

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 2
!5 damage
@7 damage
#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.

ff
Maneuver

Windwalk

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The zephyr flies up to their speed. If they don't end this movment on solid ground, they are prone.

**
Trait

Like the Wind

The zephyr doesn't provoke opportunity attacks by moving.

**
Trait

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

High Elf Ordinator

Level 3
Leader
EV 20
1MSize
5Speed
120Stamina
0Stability
5Free Strike
Immunity
Weakness
MovementFly
With Captain
M+0Might
A+2Agility
R+3Reason
I+2Intuition
P+3Presence
ll
Main action

Lightning Rod

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 3
!9 lightning damage; R < 1 dazed (save ends)
@14 lightning damage; R < 2 dazed (save ends)
#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.

ff
Maneuver

Elemental Uproar

KeywordsAreaMagic
ActionManeuver
Distance10 burst
TargetEach 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.

ff
Maneuver

Summon Elemental

KeywordsRanged
ActionManeuver
DistanceRanged 10
TargetSpecial
Effect

The ordinator summons four elemental motes or four soot crows into unoccupied space within distance.

3 MaliceThe ordinator instead summons one ceramic horse or one winded brambleguard into an unoccupied space within distance.
))
Triggered action

Enough!

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetThe 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.

**
Trait

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.

*Villain Actions
**

Fountains Roar, Now Free From the Earth

Villain Action 1
KeywordsAreaMagic
Distance10 burst
TargetEach 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
KeywordsAreaMagicRanged
Distance5 cube within 10
TargetEach enemy in the area
!12 corruption damage; pull 5 toward the center of the cube
@9 corruption damage; pull 3 toward the center of the cube
#Pull 1 toward the center of the cube
Effect

Each target makes a Presence test.

Effect

The area turns dark and distorted, and is difficult terrain for enemies.

**

But We Will Change Her Mind

Villain Action 3
KeywordsAreaMagic
Distance10 burst
TargetSelf 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

Ceramic Horse

Level 1
Platoon Mount
EV 6
2Size
10Speed
30Stamina
2Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Elemental Charge

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!5 damage
@7 fire damage
#9 lightning damage; M < 2 prone
ll
Main action

Stomp

KeywordsAreaWeapon
ActionMain action
Distance1 burst
TargetEach enemy in the area
Power Roll+ 2
!3 damage
@5 damage
#7 damage
Effect

Any target who is prone takes an extra 2 damage.

ff
Maneuver

Buck

Keywords-
ActionManeuver
DistanceSelf
TargetThe 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.

**
Trait

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 (Malice Features)
Malice Features

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

Shadow Elf Cloak

Level 4
Minion Harrier
EV 6 for four minions
1MSize
8Speed
8Stamina
0Stability
2Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+3Might
A+1Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Stick and Poke

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!2 damage
@4 damage
#6 damage
Effect

The cloak shifts up to 2 squares.

**
Trait

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

Shadow Elf Dusk Mage

Level 4
Minion Hexer
EV 6 for four minions
1MSize
5Speed
7Stamina
0Stability
2Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+3Agility
R+2Reason
I+0Intuition
P+0Presence
ll
Main action

Gloom Bolt

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetOne creature or object per minion
Power Roll+ 3
!2 damage
@4 damage; A < 2 slowed (save ends)
#6 damage; A < 3 slowed (save ends)
**
Trait

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

Shadow Elf Sniper

Level 4
Minion Artillery
EV 6 for four minions
1MSize
5Speed
7Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+1Might
A+3Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Lumina Arrow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 7
TargetOne creature or object per minion
Power Roll+ 3
!3 damage
@5 damage
#7 damage
Effect

The next strike made against the target gains an edge.

**
Trait

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

Shadow Elf Nightstrike

Level 4
Minion Ambusher
EV 6 for four minions
1MSize
5Speed
8Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+1Might
A+3Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Vault

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 3
!3 damage
@5 damage
#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.

**
Trait

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

Shadow Elf Assassin

Level 6
Platoon Artillery
EV 16
1MSize
5Speed
70Stamina
0Stability
7Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+3Agility
R+2Reason
I+1Intuition
P+1Presence
ll
Main action

Lumina Assault

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 15
TargetOne creature or object
Power Roll+ 3
!10 damage
@15 damage
#18 damage
Effect

The next ability used against the target has a double edge.

5 MaliceEach non-minion ally within 3 squares of the target can make a free strike against them.
ll
Main action

Splitbow

KeywordsAreaRangedWeapon
ActionMain action
Distance4 x 1 line within 10
TargetEach enemy in the area
Power Roll+ 3
!5 damage; I < 1 bleeding (save ends)
@10 damage; I < 2 bleeding (save ends)
#12 damage; I < 3 bleeding (save ends)
Effect

Each target is pushed up to 4 squares.

**
Trait

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

Shadow Elf Duskcaller

Level 5
Platoon Controller
EV 14
1MSize
5Speed
60Stamina
0Stability
6Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+3Agility
R+3Reason
I+2Intuition
P+1Presence
ll
Main action

Night Knife

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!9 damage
@13 damage
#16 damage
Effect

If the duskcaller has concealment, they can target one additional creature or object.

ff
Maneuver

The Lay of Cor'thoroth

KeywordsAreaMagicRanged
ActionManeuver
Distance2 cube within 3
TargetSpecial
Effect

Until the start of the duskcaller's next turn, the area is filled with darkness.

2 MaliceThe size of the cube increases by 3.
**
Trait

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

Shadow Elf Knightfell

Level 4
Platoon Defender
EV 12
1MSize
5Speed
70Stamina
0Stability
5Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+2Agility
R+0Reason
I+3Intuition
P+2Presence
ll
Main action

Suffusing Strike

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 3
TargetOne creature or object
Power Roll+ 3
!8 corruption damage
@12 corruption damage; R < 2 taunted (EoT)
#15 corruption damage; R < 3 taunted (EoT)
))
Triggered action

Trick of the Eye

KeywordsMagicMelee
ActionTriggered action
DistanceMelee 2
TargetOne 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.

**
Trait

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

Shadow Elf Luminator

Level 4
Platoon Support
EV 12
1MSize
5Speed
60Stamina
0Stability
5Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+1Agility
R+1Reason
I+3Intuition
P+2Presence
ll
Main action

Lumina Mark

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 3
TargetOne creature or object
Power Roll+ 3
!8 lightning damage
@12 lightning damage
#15 lightning damage
Effect

The next strike made against the target deals an extra 5 damage.

ll
Main action

Mourning Till Dusk

KeywordsAreaMagic
ActionMain action
Distance2 burst
TargetEach ally in the area
Power Roll+ 3
!The target regains 6 Stamina.
@The target regains 9 Stamina.
#The target regains 12 Stamina and the Director gains 3 Malice.
Effect

Each target gains an edge on their next strike.

**
Trait

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

Shadow Elf Moondancer

Level 5
Platoon Harrier
EV 14
1MSize
7Speed
70Stamina
0Stability
6Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+1Might
A+3Agility
R+1Reason
I+2Intuition
P+0Presence
ll
Main action

Crescent Sweep

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!9 damage
@13 damage
#16 damage
Effect

Until the end of the current turn, the moondancer ignores opportunity attacks from the target.

))
Triggered action

Dissolve

KeywordsMagic
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

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

Shadow Elf Mournblade

Level 6
Platoon Ambusher
EV 16
1MSize
5Speed
80Stamina
0Stability
7Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+2Might
A+3Agility
R+1Reason
I+2Intuition
P+0Presence
ll
Main action

Knife in the Dark

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!10 damage
@15 damage
#18 damage
Effect

The mournblade is invisible to the target until the start of the mournblade's next turn.

ff
Maneuver

Shadow Step

KeywordsMagic
ActionManeuver
DistanceSelf
TargetSelf
Effect

If the mournblade has concealment, they can teleport up to 10 squares to a space with concealment created by darkness.

**
Trait

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

Shadow Elf Noctis Mage

Level 6
Platoon Hexer
EV 16
1MSize
5Speed
70Stamina
0Stability
6Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+2Agility
R+3Reason
I+1Intuition
P+1Presence
ll
Main action

Blotting Bolt

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetOne creature or object
Power Roll+ 3
!9 damage
@14 damage
#17 damage
Effect

The target takes a bane on their next strike.

3 MaliceThe target instead has a double bane on the next ability they use.
ll
Main action

Enemies in the Dark

KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetTwo enemies
Power Roll+ 3
!8 damage; R < 1 the target makes a free strike against one enemy of the noctis mage's choice.
@10 damage; R < 2 the target makes a free strike against one enemy of the noctis mage's choice.
#13 damage; R < 3 the target uses a signature ability against one enemy of the noctis mage's choice.
**
Trait

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

Shadow Elf Panther

Level 4
Platoon Brute
EV 12
1MSize
5Speed
70Stamina
0Stability
6Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+3Might
A+2Agility
R-1Reason
I+1Intuition
P+1Presence
ll
Main action

Dusk Cleave

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!9 damage
@13 damage
#16 damage; I < 3 bleeding (save ends)
Effect

The panther can make a free strike against a creature or object adjacent to the target.

ll
Main action

Bladestorm

KeywordsAreaWeapon
ActionMain action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 3
!5 corruption damage
@8 corruption damage; I < 2 dazed (save ends)
#10 corruption damage; I < 3 dazed (save ends)
Effect

The panther has a double edge on strikes against targets dazed this way.

**
Trait

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

Shadow Elf Eclipse

Level 6
Leader
EV 32
1MSize
6Speed
180Stamina
1Stability
7Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+4Might
A+3Agility
R+2Reason
I+1Intuition
P+2Presence
ll
Main action

Manifold Blade

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 4
!11 damage; I < 2 bleeding (save ends)
@16 damage; I < 3 bleeding (save ends)
#19 damage; I < 4 bleeding (save ends)
2 MaliceThe potency increases by 1.
ff
Maneuver

Grasping Shadow

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetThree creatures or objects casting a shadow
Power Roll+ 4
!Pull 5; I < 2 slowed (save ends)
@Pull 7; I < 3 slowed (save ends)
#Pull 10; I < 4 slowed (save ends)
))
Triggered action

Put It Out!

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetThe 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.

**
Trait

End Effect

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.

**
Trait

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.

*Villain Actions
**

From the Shadows

Villain Action 1
KeywordsRanged
DistanceRanged 5
TargetSpecial
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
KeywordsAreaMagic
Distance3 burst
TargetEach 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
KeywordsAreaMagic
Distance3 cube within 5
TargetEach enemy in the area
Power Roll+ 4
!7 corruption damage; R < 2 the target has speed 0 (save ends)
@12 corruption damage; R < 3 the target has speed 0 (save ends)
#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

Brush Stalker

Level 4
Platoon Mount
EV 12
2Size
8Speed
60Stamina
3Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+2Agility
R-1Reason
I+1Intuition
P+1Presence
ll
Main action

Gore

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 3
!7 damage
@10 damage
#13 damage
ll
Main action

Reclamation

KeywordsAreaMagic
ActionMain action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 3
!4 corruption damage; M < 1 weakened (save ends)
@7 corruption damage; M < 2 weakened (save ends)
#10 corruption damage; M < 3 weakened (save ends)
**
Trait

Suneater

The area within 2 squares of the brush stalker is devoid of light and provides concealment.

**
Trait

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 (Malice Features)
Malice Features

Wode Elf Malice

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

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.
!8 damage; restrained (save ends)
@Restrained (EoT)
#No effect.
Wode Elf Lookout
Fey, Humanoid, Wode Elf

Wode Elf Lookout

Level 1
Minion Support
EV 3 for four minions
1MSize
7Speed
4Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Longbow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 8
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
**
Trait

There!

Any wode elf within 5 squares of the lookout can make ranged strikes as if occupying the lookout's space.

**
Trait

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

Wode Elf Runner

Level 1
Minion Harrier
EV 3 for four minions
1MSize
7Speed
4Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Spear

Signature
KeywordsChargeMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
Effect

If this ability is used as part of the Charge main action, the runner shifts up to 2 squares first.

**
Trait

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

Wode Elf Scout

Level 1
Minion Ambusher
EV 3 for four minions
1MSize
10Speed
4Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Daggers

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
**
Trait

Into the Green

The scout can attempt to hide at the end of each of their turns.

**
Trait

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

Wode Elf Yeoman

Level 1
Minion Artillery
EV 3 for four minions
1MSize
7Speed
3Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Heavy Longbow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 12
TargetOne creature or object per minion
Power Roll+ 2
!2 damage; push 1
@4 damage; push 2
#5 damage; push 3
**
Trait

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

Wode Elf Chirurgeon

Level 2
Platoon Harrier
EV 8
1MSize
7Speed
40Stamina
0Stability
4Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Wild Ax

Signature
KeywordsChargeMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object
Power Roll+ 2
!6 damage; push 1
@9 damage; push 3
#12 damage; push 5
Effect

The chirurgeon can make a ranged free strike before using this ability.

5 MaliceThe chirurgeon uses this ability again.
ff
Maneuver

The Wode Protects Us

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetSelf and three allies
Effect

Each target can teleport up to 10 squares to a space that has cover or concealment.

**
Trait

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

Wode Elf Druid

Level 2
Platoon Controller
EV 8
1MSize
7Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Entangling Vines

Signature
KeywordsAreaMagicRanged
ActionMain action
Distance3 cube within 10
TargetEach enemy in the area
Power Roll+ 2
!5 damage; pull 1
@8 damage; pull 3; M < 1 slowed (save ends)
#10 damage; pull 5; M < 2 slowed (save ends)
Effect

While slowed this way, a target can't search for hidden creatures.

3 MaliceThe size of the cube and the potency both increase by 1.
ff
Maneuver

The Wode Protects Us

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetSelf and three allies
Effect

Each target can teleport up to 10 squares to a space that has cover or concealment.

**
Trait

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

Wode Elf Green Seer

Level 1
Platoon Hexer
EV 6
1MSize
7Speed
20Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+0Reason
I+2Intuition
P+1Presence
ll
Main action

The Forest's Embrace

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 2
!5 damage
@7 damage; I < 1 restrained (save ends)
#9 damage; I < 2 restrained (save ends)
Effect

While restrained this way, a target can't search for hidden creatures.

ff
Maneuver

The Natural Cycle

KeywordsMagicRangedStrike
ActionManeuver
DistanceRanged 10
TargetTwo creatures
Power Roll+ 2
!2 damage
@4 damage; P < 1 weakened (save ends)
#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.

))
Free triggered action

Foreseen Punishment

KeywordsRanged
ActionFree triggered action
DistanceRanged 5
TargetThe 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.

**
Trait

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, Wode Elf

Wode Elf Greenskeeper

Level 1
Platoon Defender
EV 6
1MSize
7Speed
40Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Growing Longsword

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!5 damage
@7 damage
#9 damage
Effect

The target is taunted until the end of their next turn, and the greenskeeper shifts up to 3 squares.

2 MaliceThe distance increases to Melee 5.
ff
Maneuver

Overgrowth

KeywordsAreaRanged
ActionManeuver
Distance3 cube within 10
TargetSpecial
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.

**
Trait

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

Wode Elf Guerrilla

Level 3
Platoon Ambusher
EV 10
1MSize
7Speed
50Stamina
0Stability
5Free Strike
Immunity
Weakness
MovementTeleport
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Splinter Dagger

Signature
KeywordsMagicMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object
Power Roll+ 2
!7 damage
@11 damage
#14 damage; M < 2 bleeding (save ends)
Effect

The guerrilla can teleport up to 3 squares.

3 MaliceThis ability targets one additional target, and deals an additional 3 damage if both targets are adjacent to each other.
))
Free triggered action

Do Not Hesitate in the Wode

3 Malice
KeywordsRanged
ActionFree triggered action
DistanceRanged 20
TargetSelf 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.

**
Trait

Into the Green

The guerrilla can attempt to hide at the end of each of their turns.

**
Trait

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

Wode Elf Gweiadur

Level 3
Platoon Artillery
EV 10
1MSize
7Speed
40Stamina
0Stability
5Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Snare Bow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 15
TargetOne creature or object
Power Roll+ 2
!7 damage
@11 damage
#14 damage; A < 2 restrained (save ends)
Effect

The gweiadur shifts up to 3 squares.

3 MaliceIf this ability restrains the target, one enemy adjacent to the target is also restrained (save ends).
ff
Maneuver

You Activated My Trap!

KeywordsAreaMagicRanged
ActionManeuver
Distance3 cube within 10
TargetEach enemy in the area
Power Roll+ 2
!4 damage; R < 0 the target is marked (save ends)
@6 damage; R < 1 slowed and the target is marked (save ends)
#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.

**
Trait

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

Wode Elf Sentry

Level 1
Platoon Support
EV 6
1MSize
7Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Tracer Longbow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 2
!5 damage
@7 damage
#9 damage; the target is marked (save ends)
Effect

Allies gain an edge on abilities against a target marked by any wode elf.

3 MaliceThe sentry targets two additional creatures or objects.
ff
Maneuver

Death Blossom

2 Malice
KeywordsAreaWeapon
ActionManeuver
Distance5 burst
TargetEach marked enemy
Effect

Each target takes 3 damage.

**
Trait

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

Wode Elf Warleader

Level 3
Leader
EV 20
1MSize
7Speed
120Stamina
2Stability
5Free Strike
Immunity
Weakness
MovementTeleport
With Captain
M+2Might
A+3Agility
R+2Reason
I+2Intuition
P+2Presence
ll
Main action

Wodeblade

Signature
KeywordsMagicMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!8 damage; M < 1 restrained (save ends)
@12 damage; M < 2 restrained (save ends)
#15 damage; M < 3 restrained (save ends)
Effect

The warleader can teleport up to 3 squares between each strike.

2 MaliceA target restrained by this ability takes an extra 3 damage.
ff
Maneuver

Fairness Is a Human Concept

KeywordsArea
ActionManeuver
Distance10 burst
TargetEach 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.

))
Triggered action

Wode Sickness

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetOne 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.

**
Trait

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.

**
Trait

Into the Green

The warleader can attempt to hide at the end of each of their turns.

**
Trait

Masking Glamor

Abilities targeting the warleader that would take a bane from cover or concealment have a double bane instead.

*Villain Actions
**

You Will All Witness my Blade

Villain Action 1
KeywordsArea
Distance5 burst
TargetEach 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
KeywordsArea
Distance5 burst
TargetEach 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
KeywordsArea
Distance5 burst
TargetSelf 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

Wodenelg

Level 1
Platoon Mount
EV 6
2Size
10Speed
30Stamina
1Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R-1Reason
I+0Intuition
P-1Presence
ll
Main action

Gore

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!5 damage
@7 damage
#9 damage
Effect

The wodenelg's rider can make a free strike at any point during the charge.

**
Trait

Sure-Footed

The wodenelg ignores difficult terrain and doesn't provoke oppotunity attacks by moving.

ff
Maneuver

Where I End the Woods Begin

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The wodenelg and their rider become invisible until the start of the wodenelg's next turn.

**
Trait

Mounted Stability

The wodenelg's rider has damage immunity 2.

**
Trait

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 (Malice Features)
Malice Features

Fossil Cryptic Malice

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

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.
!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.
@The enemy's stability is halved (EoT).
#No effect.
Fossil Cryptic
Elemental

Fossil Cryptic

Level 2
Solo
EV 48
1LSize
8Speed
250Stamina
3Stability
5Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+3Might
A+2Agility
R+1Reason
I+1Intuition
P+0Presence
**
Trait

Solo Monster

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.

**
Trait

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.

**
Trait

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.

ll
Main action

Sand Slam

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 3
!8 damage; A < 1 slide 2
@12 damage; A < 2 slide 2, prone
#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).

ll
Main action

Stone Bone Storm

KeywordsArea
ActionMain action
Distance6 x 1 line within 1
TargetEach enemy in the area
Power Roll+ 3
!4 damage; M < 1 push 2
@7 damage; M < 2 prone
#10 damage; M < 3 prone
Effect

The cryptic reforms their body and appears in an unoccupied space in the area.

ff
Maneuver

Stoneshift

KeywordsRanged
ActionManeuver
DistanceRanged 5
TargetOne creature or object on the ground
Effect

The cryptic slides the target up to 3 squares.

2 MaliceThe ability targets one additional target.
))
Triggered action

Dissipate

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

The cryptic takes damage.

Effect

The cryptic halves the damage, ignores any nondamaging effects associated with it, and shifts up to 3 squares.

))
Triggered action

Shatterstone

KeywordsArea
ActionTriggered action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 3
!4 damage; push 2
@7 damage; push 3, prone
#10 damage; push 4, prone
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.

*Villain Actions
**

First Warning Quake

KeywordsArea
Distance10 burst
TargetEach enemy in the area
!Prone and can't stand (EoT)
#No effect
Special

A target must be on the ground.

Effect

Each target makes a Might test.

**

Final Warning Fissure

KeywordsArea
Distance5 burst
TargetEach enemy in the area
!9 damage; prone
@5 damage
#The target moves to the nearest unoccupied space outside 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.

**

No Escape

KeywordsRanged
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 3
!2 damage; vertical slide 2
@3 damage; vertical slide 4
#4 damage; vertical slide 6; if this movement brings the target into contact with the ceiling, they are restrained (save ends).
Effect

The cryptic makes an initial power roll that calls down stone pillars from the ceiling.

The cryptic then makes a second power roll that raises stone pillars from the floor (📏 Ranged 10 | 🎯 Two creatures or objects on the ground)

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 (Malice Features)
Malice Features

Giant Malice

At the start of any giant's turn, you can spend Malice to activate one of the following features.
🔳
Main action

Hurl Landscape

3 Malice
AreaRangedWeapon
Distance
4 cube within 10
Targets
Each enemy in the area
!18 damage; prone and can't stand (save ends)
@14 damage; prone
#9 damage
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.

❇️

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.
!10 damage; the target falls into the fissure, and is prone and can't stand (EoT)
@10 damage; the target is prone and hanging onto the edge of the fissure
#The target can shift into the nearest unoccupied space outside the fissure.
Fire Giant Fireballer
Fire Giant, Giant

Fire Giant Fireballer

Level 9
Minion Harrier
EV 11 for four minions
4Size
7Speed
13Stamina
5Stability
3Free Strike
ImmunityFire 9
Weakness
Movement
With Captain
M+4Might
A+2Agility
R+0Reason
I+2Intuition
P+1Presence
ll
Main action

Blazing Leap

Signature
KeywordsAreaWeapon
ActionMain action
Distance1 burst
TargetEach enemy and object in the area
Power Roll+ 4
!2 fire damage
@5 fire damage; push 1
#6 fire damage; push 2
Effect

The fireballer can jump up to 4 squares before using this ability.

**
Trait

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

Frost Giant Snowblaster

Level 8
Minion Artillery
EV 10 for four minions
4Size
7Speed
12Stamina
5Stability
4Free Strike
ImmunityCold 8
Weakness
Movement
With Captain
M+3Might
A-1Agility
R-1Reason
I+4Intuition
P+2Presence
ll
Main action

Slushfall

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 12
TargetOne creature or object per minion
Power Roll+ 4
!4 cold damage
@7 cold damage
#9 cold damage; prone
**
Trait

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

Hill Giant Mosstooth

Level 7
Minion Brute
EV 9 for four minions
4Size
6Speed
13Stamina
5Stability
4Free Strike
ImmunityDamage 3
Weakness
MovementClimb
With Captain
M+4Might
A-1Agility
R-1Reason
I-1Intuition
P-1Presence
ll
Main action

Swing

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetOne creature or object per minion
Power Roll+ 4
!4 damage
@7 damage
#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.

**
Trait

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

Sand Stone Giant

Level 8
Minion Controller
EV 10 for four minions
4Size
7Speed
14Stamina
10Stability
3Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+4Might
A+2Agility
R+0Reason
I+3Intuition
P+0Presence
ll
Main action

Buried in Sand

Signature
KeywordsMagicMeleeStrike
ActionMain action
DistanceMelee 3
TargetOne creature or object per minion
Power Roll+ 4
!3 damage; slide 2
@6 damage; slide 3; A < 3 restrained (save ends)
#8 damage; slide 4; A < 4 restrained (save ends)
**
Trait

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.

**
Trait

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

Basalt Stone Giant

Level 8
Elite Controller
EV 40
4Size
7Speed
207Stamina
10Stability
8Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+4Might
A+2Agility
R+1Reason
I+2Intuition
P+1Presence
ll
Main action

Rune-Signed Blade

Signature
KeywordsMagicMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 4
!12 damage; M < 2 slowed (save ends)
@17 damage; M < 3 slowed (save ends)
#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.

ll
Main action

Forked Knife

KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 3 or ranged 12
TargetOne creature or object
Power Roll+ 4
!10 damage; A < 2 restrained (save ends)
@16 damage; A < 3 restrained (save ends)
#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.

ff
Maneuver

Cobblestone Shape

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
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.

))
Triggered action

Resonate Rune

KeywordsAreaMagic
ActionTriggered action
Distance2 burst
TargetEach 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.

**
Trait

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.

**
Trait

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

Fire Giant Lightbearer

Level 9
Elite Support
EV 44
4Size
8Speed
200Stamina
5Stability
9Free Strike
ImmunityFire 9
Weakness
Movement
With Captain
M+4Might
A+2Agility
R+0Reason
I+4Intuition
P+1Presence
ll
Main action

Flamelash

Signature
KeywordsMagicMeleeStrike
ActionMain action
DistanceMelee 6
TargetTwo creatures or objects
Power Roll+ 4
!13 fire damage; slide 2
@17 fire damage; slide 4
#22 fire damage; slide 6
ll
Main action

Living Blaze

KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 6
TargetTwo creatures or objects
Power Roll+ 4
!15 fire damage
@21 fire damage
#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.

ff
Maneuver

Travel By Fire

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetTwo 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.

))
Triggered action

Emergency Beacon

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

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.

**
Trait

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

Fire Giant Red Fist

Level 9
Elite Brute
EV 44
4Size
8Speed
240Stamina
5Stability
10Free Strike
ImmunityFire 9
Weakness
Movement
With Captain
M+4Might
A+2Agility
R+0Reason
I+2Intuition
P+1Presence
ll
Main action

Flaming Punch

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 4
!14 fire damage; push 2
@19 fire damage; push 4; A < 3 burning (save ends)
#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.

ll
Main action

Caldera

KeywordsArea
ActionMain action
DistanceSpecial
TargetEach enemy and object in the area
Power Roll+ 4
!The distance is a 2 burst; 8 fire damage; M < 2 pull 2
@The distance is a 3 burst; 12 fire damage; M < 3 pull 4
#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.

ff
Maneuver

Blazing Leap

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The red fist jumps up to 5 squares. Each creature adjacent to them when they land takes 5 fire damage.

))
Free triggered action

Heat and Pressure

KeywordsMelee
ActionFree triggered action
DistanceMelee 3
TargetThe triggering creature
!Weakened and slowed (save ends)
@Weakened (EoT)
#No effect
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.

))
Triggered action

Guardian Block

KeywordsMelee
ActionTriggered action
DistanceMelee 3
TargetSelf
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.

**
Trait

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

Frost Giant Storm Hurler

Level 8
Elite Artillery
EV 40
4Size
7Speed
180Stamina
5Stability
9Free Strike
ImmunityCold 8
Weakness
Movement
With Captain
M+4Might
A-1Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Ice Javelins

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 15
TargetTwo creatures or objects
Power Roll+ 4
!13 cold damage
@18 cold damage; M < 3 bleeding (save ends)
#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.

ll
Main action

Flower of Frost

KeywordsMagicRanged
ActionMain action
DistanceRanged 15
TargetSpecial
!14 cold damage; push 4; bleeding (save ends)
@11 cold damage; push 2; slowed (save ends)
#7 cold damage
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.

ff
Maneuver

Ice Dance

KeywordsMelee
ActionManeuver
DistanceMelee 1
TargetOne 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.

))
Triggered action

Frozen Retribution

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

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

Frost Giant Wind Sprinter

Level 8
Elite Harrier
EV 40
4Size
10Speed
200Stamina
5Stability
8Free Strike
ImmunityCold 8
Weakness
Movement
With Captain
M+4Might
A+4Agility
R-1Reason
I+0Intuition
P+0Presence
ll
Main action

Cold Axe

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 4
!12 damage
@17 damage; A < 3 bleeding (save ends)
#21 damage; A < 4 bleeding (save ends)
Effect

A target who is already bleeding takes an extra 1d6 cold damage.

ll
Main action

Blizzard Surge

Keywords-
ActionMain action
DistanceSelf
TargetSelf
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.

ff
Maneuver

Ice Dance

KeywordsMelee
ActionManeuver
DistanceMelee 1
TargetOne 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.

))
Triggered action

Begone, Smallfolk!

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

The wind sprinter takes damage.

Effect

The wind sprinter moves up to their speed and uses Cold Axe against one target.

**
Trait

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.

**
Trait

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

Granite Stone Giant

Level 8
Elite Defender
EV 40
4Size
7Speed
247Stamina
10Stability
8Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+4Might
A+1Agility
R+1Reason
I+2Intuition
P+1Presence
ll
Main action

Jagged Stone Club

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 4
!12 damage
@17 damage; R < 3 weakened (save ends)
#21 damage; R < 4 weakened (save ends)
Effect

If the target is already weakened, they are also bleeding (save ends).

ll
Main action

Crag Burst

KeywordsArea
ActionMain action
Distance2 burst
TargetEach enemy and object in the area
Power Roll+ 4
!6 damage; push 2
@10 damage; push 4
#14 damage; vertical push 4
Effect

The area is difficult terrain. Whenever a creature enters square in the area, they take 3 damage.

ff
Maneuver

Castle Stone Shape

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
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.

))
Triggered action

Pillar

KeywordsMelee
ActionTriggered action
DistanceMelee 3
TargetThe 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.

**
Trait

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.

**
Trait

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

Hill Giant Clobberer

Level 7
Elite Brute
EV 36
4Size
6Speed
200Stamina
5Stability
8Free Strike
ImmunityDamage 3
Weakness
MovementClimb
With Captain
M+4Might
A-1Agility
R-1Reason
I-1Intuition
P-1Presence
ll
Main action

Clobberin' Club

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 4
!12 damage
@17 damage; prone
#21 damage; prone
Effect

A target who is already prone takes an extra 12 damage.

ll
Main action

Stomp

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 4
!14 damage; prone
@20 damage; prone; M < 3 can't stand (save ends)
#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.

ff
Maneuver

Hill Quake

KeywordsArea
ActionManeuver
Distance3 burst
TargetEach enemy in the area
!6 damage; vertical push 3
@2 damage; vertical push 2
#Push 2
Effect

Each target must make either a Might test or an Agility test.

Effect

The clobberer can choose to fall prone in order to double the forced movement distance.

))
Triggered action

You Ain't Getting Away

KeywordsMelee
ActionTriggered action
DistanceMelee 3
TargetThe triggering creature
!Grabbed, and the target takes a bane on the Escape Grab maneuver
#No effect
Trigger

A creature within distance moves or shifts away from the clobberer.

Effect

The target makes an Agility test.

2 MaliceA 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.
**
Trait

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.

**
Trait

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

Marble Stone Giant

Level 8
Elite Hexer
EV 40
4Size
6Speed
207Stamina
10Stability
8Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+4Might
A+3Agility
R+0Reason
I+3Intuition
P+0Presence
ll
Main action

Marble From a Great Sling

Signature
KeywordsAreaRangedWeapon
ActionMain action
Distance3 cube within 15
TargetEach enemy and object in the area
Power Roll+ 4
!6 damage; I < 2 dazed (save ends)
@10 damage; I < 3 dazed (save ends)
#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.

ll
Main action

Far Flung

KeywordsMeleeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 4
!Vertical push 7
@Vertical push 10
#Vertical push 12
Effect

Against a target who is prone or grabbed, this ability has a double edge.

ff
Maneuver

Polish Stone Shape

KeywordsArea
ActionManeuver
Distance10 x 2 line within 1
TargetSpecial
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.

))
Triggered action

Break Armor

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

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.

**
Trait

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

Fire Giant Chief

Level 9
Leader
EV 44
5Size
10Speed
240Stamina
10Stability
9Free Strike
ImmunityFire 10
Weakness
Movement
With Captain
M+5Might
A+3Agility
R+0Reason
I+2Intuition
P+3Presence
ll
Main action

Roiling Fist

Signature
KeywordsAreaRangedWeapon
ActionMain action
Distance3 cube within 4
TargetEach enemy and object in the area
!18 fire damage; prone; weakened (save ends)
@14 fire damage; prone
#9 fire damage
Effect

Each target makes either an Agility test or an Intuition test.

ll
Main action

Burning Kick

KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 4
TargetTwo creatures or objects
Power Roll+ 5
!14 damage; push 5; A < 3 9 fire damage
@19 damage; push 10; A < 4 9 fire damage
#23 damage; push 15; A < 5 9 fire damage
ff
Maneuver

Lava Pillar

KeywordsAreaRanged
ActionManeuver
Distance3 cube within 10
TargetEach enemy and object in the area
Power Roll+ 5
!5 fire damage; M < 3 vertical push 3
@7 fire damage; M < 4 vertical push 4
#9 fire damage; M < 5 vertical push 5
))
Triggered action

Fuel the Fire

KeywordsRanged
ActionTriggered action
DistanceRanged 12
TargetThe 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.

**
Trait

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)

*Villain Actions
**

Forward!

KeywordsArea
Distance10 burst
TargetSelf 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

KeywordsRanged
DistanceRanged 15
TargetSpecial
Effect

The chief shifts up to 10 squares. Five fire giant fireballer then arrive in unoccupied spaces within distance.

**

All to Cinders

KeywordsArea
Distance10 burst
TargetSelf and each fire giant ally in the area
!18 fire damage
@14 fire damage
#9 fire damage
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.

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 (Malice Features)
Malice Features

Gnoll Malice

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

Iron Jaws

3 Malice
AreaRangedWeapon
|

📏 1 cube within 3** | **🎯 Special

!6 damage; bleeding (save ends)
@4 damage; bleeding (EoT)
#No effect.
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.

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

Abyssal Hyena

Level 2
Minion Brute
EV 4 for four minions
1MSize
8Speed
7Stamina
1Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R-3Reason
I+0Intuition
P-2Presence
ll
Main action

Snapjaw

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!3 damage
@4 damage
#6 damage; grabbed
**
Trait

Death Snap

When the abyssal hyena is reduced to 0 Stamina, they can make a melee free strike before dying.

Gnoll Chainflail
Abyssal, Gnoll

Gnoll Chainflail

Level 2
Minion Artillery
EV 4 for four minions
1MSize
5Speed
4Stamina
1Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+1Reason
I+0Intuition
P-2Presence
ll
Main action

Chain Shotput

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 8
TargetOne creature or object per minion
Power Roll+ 2
!3 damage
@4 damage; push 1
#6 damage; push 3
**
Trait

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

Gnoll Mage Mauler

Level 2
Minion Hexer
EV 4 for four minions
1MSize
5Speed
4Stamina
1Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R-1Reason
I+0Intuition
P+0Presence
ll
Main action

Wizard Ripper

Signature
KeywordsMagicMeleeStrike
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!2 acid damage
@3 cold damage
#5 lightning damage; the target can't use magic abilities (EoT)
Effect

The target takes a bane on their next power roll.

**
Trait

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

Gnoll Wildling

Level 2
Minion Harrier
EV 4 for four minions
1MSize
7Speed
5Stamina
1Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P-2Presence
ll
Main action

Flail

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@3 damage
#5 damage; the wildling can make a free strike against a creature adjacent to the target
**
Trait

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

Gnoll Abyssal Archer

Level 2
Horde Artillery
EV 4
1MSize
5Speed
15Stamina
1Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+1Reason
I+0Intuition
P-1Presence
ll
Main action

Dark Longbow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 2
!5 corruption damage
@6 corruption damage
#8 corruption damage; M < 2 slowed (save ends)
Effect

This ability gains an edge against any target not at full Stamina.

ff
Maneuver

Archer's Cackletongue

KeywordsArea
ActionManeuver
Distance2 burst
TargetSelf 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.

**
Trait

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.

**
Trait

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

Gnoll Abyssal Summoner

Level 2
Horde Support
EV 4
1MSize
5Speed
20Stamina
1Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+0Agility
R+0Reason
I+2Intuition
P+2Presence
ll
Main action

Flame Wad

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetOne creature or object
Power Roll+ 2
!4 fire damage
@5 fire damage
#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.

ff
Maneuver

Call Abyssal Hyenas

KeywordsRanged
ActionManeuver
DistanceRanged 5
TargetSpecial
Effect

Two abyssal hyenas claw up from the ground in unoccupied spaces within distance.

ff
Maneuver

Summoner's Cackletongue

KeywordsArea
ActionManeuver
Distance2 burst
TargetEach 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.

**
Trait

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

Gnoll Bonesplitter

Level 2
Horde Brute
EV 4
1LSize
5Speed
25Stamina
1Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Three-Tail Flail

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!5 damage; push 2
@6 damage; push 2
#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.

ff
Maneuver

Bonesplitter's Cackletongue

KeywordsArea
ActionManeuver
Distance2 burst
TargetSelf 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.

**
Trait

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

Gnoll Cackler

Level 2
Horde Hexer
EV 4
1SSize
5Speed
15Stamina
1Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+2Reason
I+2Intuition
P+2Presence
ll
Main action

Moment of Brutality

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 8
TargetOne creature
Power Roll+ 2
!4 psychic damage; I < 0 the target makes a free strike against a creature of the cackler's choice
@5 psychic damage; I < 1 the target makes a free strike against a creature of the cackler's choice
#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.

ff
Maneuver

Cackler's Cackletongue

KeywordsAreaMagic
ActionManeuver
Distance2 burst
TargetEach creature in the area
!Frightened (save ends)
@Frightened (EoT)
#No effect
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.

**
Trait

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

Gnoll Marauder

Level 2
Horde Harrier
EV 4
1MSize
7Speed
20Stamina
1Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+1Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Fury Flail

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!4 damage
@5 damage
#7 damage; prone; A < 2 bleeding (save ends)
2+ MaliceThis ability targets one additional target for each 2 Malice spent.
ff
Maneuver

Marauder's Cackletongue

KeywordsArea
ActionManeuver
Distance2 burst
TargetSelf 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.

**
Trait

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

Tusker Demon

Level 2
Elite Brute
EV 16
3Size
7Speed
100Stamina
3Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A-1Agility
R-3Reason
I+0Intuition
P-1Presence
ll
Main action

Gore

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!7 damage; push 1
@11 damage; push 2
#14 damage; push 3, prone
Effect

If this ability is used as part of the Charge main action, it deals an extra 4 damage.

))
Triggered action

Vengeful Tusker

KeywordsRanged
ActionTriggered action
DistanceRanged 7
TargetThe 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.

**
Trait

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.

**
Trait

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

Gnoll Carnage

Level 2
Leader
EV 16
1MSize
5Speed
100Stamina
1Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+3Agility
R+0Reason
I+0Intuition
P+3Presence
ll
Main action

Shrapnel Whip

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 3
!8 damage; A < 1 bleeding (save ends)
@11 damage; A < 2 bleeding (save ends)
#14 damage; A < 3 bleeding and dazed (save ends)
Effect

An ally targeted by this ability ignores the damage and can make a free strike.

ff
Maneuver

Carnage's Cackletongue

KeywordsArea
ActionManeuver
Distance5 burst
TargetSelf 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.

**
Trait

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.

**

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.

**
Trait

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.

*Villain Actions
**

Call Up From the Abyss

KeywordsMagicRanged
DistanceRanged 10
TargetSpecial
Effect

The carnage summons four abyssal hyenas into unoccupied spaces within distance.

**

Edacity

KeywordsArea
Distance10 burst
TargetSelf 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

KeywordsAreaMagic
Distance5 burst
TargetEach winded enemy in the area
!The target can't regain Stamina until the end of the encounter.
@The target can't regain Stamina (save ends).
#No effect
Effect

The carnage's eyes and all exposed blood within distance glow bright red. Each target makes a Presence test.

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 (Malice Features)
Malice Features

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.
!5 poison damage; the creature is weakened until the mist disappears.
@The creature is weakened until the mist disappears.
#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

Goblin Runner

Level 1
Minion Harrier
EV 3 for four minions
1SSize
6Speed
4Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-2Might
A+2Agility
R+0Reason
I+0Intuition
P-1Presence
ll
Main action

Club Charge

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
Goblin Sniper
Goblin, Humanoid

Goblin Sniper

Level 1
Minion Artillery
EV 3 for four minions
1SSize
5Speed
3Stamina
0Stability
2Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-2Might
A+2Agility
R+0Reason
I+0Intuition
P-1Presence
ll
Main action

Bow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

If the sniper doesn't use a move action this turn, this ability gains an edge.

Goblin Spinecleaver
Goblin, Humanoid

Goblin Spinecleaver

Level 1
Minion Brute
EV 3 for four minions
1SSize
5Speed
5Stamina
0Stability
2Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+2Might
A+0Agility
R+0Reason
I+0Intuition
P-1Presence
ll
Main action

Axe

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!2 damage; push 1
@4 damage; push 3
#5 damage; push 4
Skitterling
Animal, Goblin

Skitterling

Level 1
Minion Hexer
EV 3 for four minions
1TSize
5Speed
3Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementFly
With Captain
M-5Might
A+2Agility
R-4Reason
I+0Intuition
P-2Presence
ll
Main action

Claws

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature per minion
Power Roll+ 2
!1 poison damage
@2 poison damage
#3 poison damage
Effect

The target takes a bane on their next strike.

Goblin Assassin
Goblin, Humanoid

Goblin Assassin

Level 1
Horde Ambusher
EV 3
1SSize
6Speed
15Stamina
0Stability
2Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-2Might
A+2Agility
R+0Reason
I+0Intuition
P-2Presence
ll
Main action

Sword Stab

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!4 damage
@6 damage
#7 damage
Effect

If this ability gains an edge or has a double edge, it deals an extra 2 damage.

ll
Main action

Shadow Chains

KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetThree creatures
Power Roll+ 2
!2 corruption damage; A < 0 restrained (save ends)
@4 corruption damage; A < 1 restrained (save ends)
#5 corruption damage; A < 2 restrained (save ends)
**
Trait

Slip Away

The assassin can attempt to hide even while observed.

Goblin Cursespitter
Goblin, Humanoid

Goblin Cursespitter

Level 1
Horde Hexer
EV 3
1SSize
5Speed
10Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-2Might
A+1Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Eye of Surlach

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 15
TargetOne creature
Power Roll+ 2
!3 corruption damage; I < 0 weakened (save ends)
@4 corruption damage; I < 1 weakened (save ends)
#5 corruption damage; I < 2 weakened (save ends)
ff
Maneuver

Dizzying Hex

KeywordsMagicRangedStrike
ActionManeuver
DistanceRanged 10
TargetOne creature
Power Roll+ 2
!I < 0 prone
@I < 1 prone and can't stand (EoT)
#Prone; I < 2 can't stand (save ends)
Goblin Stinker
Goblin, Humanoid

Goblin Stinker

Level 1
Horde Controller
EV 3
1SSize
5Speed
10Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-2Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Toxic Winds

Signature
KeywordsAreaMagicRanged
ActionMain action
Distance3 cube within 15
TargetEach enemy in the area
Power Roll+ 2
!1 poison damage; slide 1
@2 poison damage; slide 2
#3 poison damage; slide 3
1+ MaliceFor each Malice spent, one target can be force moved 1 additional square.
ff
Maneuver

Swamp Gas

KeywordsAreaMagicRanged
ActionManeuver
Distance3 cube within 10
TargetSpecial
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.

Goblin Underboss
Goblin, Humanoid

Goblin Underboss

Level 1
Horde Support
EV 3
1SSize
5Speed
15Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-1Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Swordplay

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!3 damage
@4 damage
#5 damage
Effect

One ally adjacent to the target can make a free strike against them.

ff
Maneuver

Get Reckless!

KeywordsArea
ActionManeuver
Distance5 burst
TargetEach 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 MaliceStrikes made against targets no longer gain an edge.
Goblin Warrior
Goblin, Humanoid

Goblin Warrior

Level 1
Horde Harrier
EV 3
1SSize
6Speed
15Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-2Might
A+2Agility
R+0Reason
I+0Intuition
P-1Presence
ll
Main action

Spear Charge

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!3 damage
@4 damage
#5 damage
ll
Main action

Bury the Point

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 2
!5 damage; M < 0 bleeding (save ends)
@6 damage; M < 1 bleeding (save ends)
#7 damage; M < 2 bleeding (save ends)
Goblin Monarch
Goblin, Humanoid

Goblin Monarch

Level 1
Leader
EV 12
1SSize
6Speed
80Stamina
1Stability
4Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+3Agility
R+1Reason
I+0Intuition
P+3Presence
ll
Main action

Handaxe

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetTwo creatures or objects
Power Roll+ 3
!7 damage
@10 damage
#13 damage
Effect

One ally within 10 squares of the monarch can make a free strike.

ff
Maneuver

Get in Here!

KeywordsRanged
ActionManeuver
DistanceRanged 20
TargetSpecial
Effect

Two goblin runners appear in unoccupied spaces within distance.

))
Triggered action

Meat Shield

KeywordsMelee
ActionTriggered action
DistanceMelee 1
TargetOne ally
Trigger

A creature targets the monarch with a strike.

Effect

The ally is the target of the triggering strike instead.

**

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.

*Villain Actions
**

What Are You Waiting For?

KeywordsArea
Distance10 burst
TargetEach ally in the area
Effect

Each target can move up to their speed or make a free strike.

**

Focus Fire

KeywordsRanged
DistanceRanged 10
TargetOne enemy or object
Effect

Each ally within 10 squares of the target can move up to their speed toward the target.

Keywords-
DistanceSpecial
TargetSpecial
Effect

Each enemy in the encounter takes 2 damage for each goblin adjacent to them.

War Spider
Animal, Goblin

War Spider

Level 1
Elite Mount
EV 12
3Size
7Speed
60Stamina
2Stability
4Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+2Might
A+1Agility
R-4Reason
I+0Intuition
P-3Presence
ll
Main action

Bite

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 2
!7 poison damage
@11 poison damage
#14 poison damage; M < 2 weakened (save ends)
2 MaliceFor any tier outcome, if the target has M < 3, they are weakened (save ends).
ll
Main action

Leg Blade

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!6 damage
@9 damage
#12 damage
ll
Main action

Trample

Keywords-
ActionMain action
DistanceSelf
TargetSelf
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.

ff
Maneuver

Web

KeywordsAreaWeapon
ActionManeuver
Distance3 cube within 1
TargetEach creature in the area
Power Roll+ 2
!A < 0 restrained (save ends)
@A < 1 restrained (save ends)
#A < 2 restrained (save ends)
Effect

The area is difficult terrain for enemies.

))
Triggered action

Skitter

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
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 resolves.

**
Trait

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.

**
Trait

Wide Back

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

Worg
Animal, Goblin

Worg

Level 1
Horde Mount
EV 3
1LSize
5Speed
15Stamina
1Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+2Agility
R-1Reason
I+0Intuition
P-1Presence
ll
Main action

Bite

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!3 damage
@4 damage
#5 damage
ff
Maneuver

Sprint

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The worg moves up to their speed.

**
Trait

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.

**
Trait

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 (Malice Features)
Malice Features

Griffon Malice

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

Swoop

3 Malice
Distance
Self
Targets
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.
!Frightened (save ends)
@Frightened (EoT)
#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

Griffon

Level 2
Elite Mount
EV 16
2Size
9Speed
80Stamina
2Stability
5Free Strike
Immunity
Weakness
MovementFly
With Captain
M+2Might
A+2Agility
R-1Reason
I+1Intuition
P+2Presence
ll
Main action

Claw Swipes

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!7 damage; the griffon can shift 1 square
@10 damage; the griffon shifts up to 2 squares
#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.

ff
Maneuver

Crack the Earth

KeywordsAreaRanged
ActionManeuver
Distance3 cube within 8
TargetEach enemy in the area
Power Roll+ 2
!4 damage
@6 damage; A < 1 push 3
#9 damage; A < 2 push 4; prone
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.

ff
Maneuver

Wing Buffet

KeywordsArea
ActionManeuver
Distance4 x 2 line within 1
TargetEach creature or object in the area
Power Roll+ 2
!Push 3; A < 0 the forced movement is vertical
@Push 4; A < 1 the forced movement is vertical
#Push 5; A < 2 the forced movement is vertical
Special

A target object must be size 2 or smaller.

))
Triggered action

Zephyr Feint

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

The griffon takes damage.

Effect

The griffon halves the damage, ignores any nondamaging effects associated with it, and shifts up to 2 squares.

**
Trait

Beast of Prey

While grabbed by the griffon, a creature has a double bane on the Escape Grab maneuver.

**
Trait

Steady

Any power roll that could knock the griffon or their rider prone takes a bane.

Striped Condor Griffon
Beast, Griffon

Striped Condor Griffon

Level 2
Elite Brute
EV 16
3Size
7Speed
100Stamina
3Stability
5Free Strike
Immunity
Weakness
MovementFly
With Captain
M+2Might
A+2Agility
R-1Reason
I+2Intuition
P+1Presence
ll
Main action

Violent Thrashing

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!7 damage; push 1
@11 damage; one target is pushed up to 2 squares; the other target is vertical pushed up to 2 squares
#14 damage; one target is pushed up to 2 squares and knocked prone; the other target is vertical pushed up to 3 squares
ll
Main action

Bound Ahead

Keywords-
ActionMain action
DistanceSelf
TargetSelf
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.

))
Triggered action

Circle and Strike

KeywordsRanged
ActionTriggered action
DistanceRanged 5
TargetThe 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.

**
Trait

Beast of Prey

While grabbed by the griffon, a creature has a double bane on the Escape Grab maneuver.

**
Trait

Steady

Any power roll that could knock the griffon prone takes a bane.

**
Trait

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 (Malice Features)
Malice Features

Hag Malice

At the start of a hag's turn, you can spend Malice to activate one of the following features.
🔳
Main action

Hag Wyrd

5 Malice
AreaMagic
Distance
10 x 1 line within 1
Targets
Each enemy in the area
Power Roll+ 3
!5 fire damage; R < 1 frightened (save ends)
@8 fire damage; R < 2 frightened (save ends)
#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.
🔳
Main action

Kick

Signature
AreaRangedWeapon
Distance
2 cube within 2
Targets
Each enemy in the area
Power Roll+ 3
!6 damage; push 3; M < 1 prone
@10 damage; push 4; M < 2 prone
#13 damage; push 5; M < 3 prone
Wode Hag
Fey, Hag

Wode Hag

Level 3
Solo
EV 60
1LSize
5Speed
300Stamina
1Stability
6Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M+2Might
A+1Agility
R+1Reason
I+3Intuition
P+3Presence
**
Trait

Solo Monster

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.

**
Trait

Supernatural Resistance

Magic and psionic abilities used against the hag take a bane.

ll
Main action

Corrosive Claws

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!9 corruption damage; A < 1 weakened (save ends)
@13 corruption damage; A < 2 weakened (save ends)
#16 corruption damage; A < 3 weakened (save ends)
ll
Main action

Soul Steal

KeywordsAreaMagic
ActionMain action
Distance4 cube within 1
TargetEach enemy in the area
Power Roll+ 3
!5 corruption damage; P < 1 4 corruption damage
@8 corruption damage; P < 2 5 corruption damage
#10 corruption damage; P < 3 6 corruption damage
Effect

This ability gains an edge against a target who has a soul.

3 MaliceThe hag regains Stamina equal to half the damage dealt.
ff
Maneuver

Shapeshifter

KeywordsMagic
ActionManeuver
DistanceSelf
TargetSelf
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 MaliceThe 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.
))
Triggered action

Turned Upside Down

KeywordsAreaMagic
ActionTriggered action
Distance1 burst
TargetEach enemy in the area
Power Roll+ 3
!Slide 2; R < 1 the slide is vertical
@Slide 3; R < 2 the slide is vertical, and the target is restrained (EoT)
#Vertical slide 5; R < 3 restrained (EoT)
Trigger

A creature targets the hag with a melee strike.

Effect

While restrained this way, a creature who is vertical force moved is suspended in midair. The creature falls when the condition ends.

*Villain Actions
**

Snackies for Sweeties

KeywordsAreaMagic
Distance5 burst
TargetEach creature in the area
Power Roll+ 3
!The hag makes the power roll for all pastries.
@The pastry is not removed.
#The pastry is removed and can no longer explode.
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.

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.

**

Predator's Alacrity

KeywordsAreaWeapon
Distance1 burst
TargetEach 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

KeywordsAreaWeapon
Distance5 cube within 1
TargetEach creature in the area
Power Roll+ 3
!6 fire damage; A < 1 weakened (save ends)
@10 fire damage; A < 2 weakened (save ends)
#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 (Malice Features)
Malice Features

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

Hobgoblin Brandbearer

Level 4
Minion Hexer
EV 6 for four minions
1MSize
5Speed
7Stamina
0Stability
2Free Strike
ImmunityFire 2
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+2Reason
I+0Intuition
P+3Presence
ll
Main action

Searing Grasp

Signature
KeywordsMagicMeleeStrike
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!2 fire damage
@4 fire damage; M < 2 fire weakness 5 (save ends)
#6 fire damage; M < 3 fire weakness 5 (save ends)
**
Trait

Open Furnace

Whenever an enemy takes fire damage, they take 1 extra fire damage for each brandbearer adjacent to them.

**
Trait

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

Hobgoblin Lancer

Level 4
Minion Harrier
EV 6 for four minions
1MSize
7Speed
8Stamina
0Stability
2Free Strike
ImmunityFire 2
Weakness
Movement
With Captain
M+1Might
A+3Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Grim Thrust

Signature
KeywordsMagicMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 2 or ranged 5
TargetOne creature or object per minion
Power Roll+ 3
!2 corruption damage
@4 corruption damage; push 1
#6 corruption damage; push 2
Effect

The lancer deals an extra 2 damage if they have high ground against the target.

**
Trait

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

Hobgoblin Recruit

Level 4
Minion Brute
EV 6 for four minions
1MSize
5Speed
9Stamina
0Stability
3Free Strike
ImmunityFire 2
Weakness
Movement
With Captain
M+3Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Sword Lunge

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 damage
@5 damage
#7 damage; grabbed or prone
**
Trait

Tactical Positioning

Any non-minion ally deals 1 extra damage for each recruit adjacent to them.

**
Trait

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

Grilp

Level 4
Minion Ambusher
EV 6 for four minions
1TSize
7Speed
8Stamina
0Stability
3Free Strike
ImmunityFire 2
Weakness
MovementFly
With Captain
M-1Might
A+3Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Flyby Bite

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 damage
@5 damage
#7 damage; the grilp shifts up to 2 squares
Effect

The grilp moves up to their speed and can attempt to hide.

**
Trait

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.

**
Trait

Shifting Camouflage

The grilp has concealment from all creatures.

Hobgoblin Burning Witch
Goblin, Hobgoblin, Humanoid, Infernal

Hobgoblin Burning Witch

Level 4
Platoon Controller
EV 12
1MSize
5Speed
50Stamina
0Stability
5Free Strike
ImmunityFire 4
Weakness
MovementTeleport
With Captain
M+0Might
A+1Agility
R+2Reason
I+2Intuition
P+3Presence
ll
Main action

Soul Burn

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 3
!4 corruption or fire damage
@6 corruption or fire damage
#8 corruption or fire damage
2 MaliceEach 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).
ff
Maneuver

Burning Legion

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetThree creatures
Effect

Each target can teleport up to 5 squares. Each creature adjacent to a target at their destination takes 3 fire damage.

**
Trait

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

Hobgoblin Death Captain

Level 4
Platoon Support
EV 12
1MSize
5Speed
60Stamina
2Stability
5Free Strike
ImmunityFire 4
Weakness
Movement
With Captain
M+3Might
A+0Agility
R+1Reason
I+0Intuition
P+2Presence
ll
Main action

Blightblade

Signature
KeywordsMagicMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!8 damage
@8 damage, 4 corruption damage
#8 damage, 7 corruption damage
Effect

The next strike made against the target has a double edge.

3 MaliceOne ally adjacent to the target can use their signature ability.
ff
Maneuver

On My Mark!

KeywordsRanged
ActionManeuver
DistanceRanged 5
TargetOne ally
Effect

The target moves up to their speed and can make a free strike.

**
Trait

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.

**
Trait

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

Hobgoblin Firerunner

Level 5
Platoon Harrier
EV 14
1MSize
8Speed
70Stamina
0Stability
6Free Strike
ImmunityFire 5
Weakness
Movement
With Captain
M+2Might
A+3Agility
R+1Reason
I+1Intuition
P+0Presence
ll
Main action

Flaming Kick

Signature
KeywordsChargeMagicMeleeStrike
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!9 fire damage
@13 fire damage
#16 fire damage; A < 3 dazed (EoT)
ff
Maneuver

Blazing Trail

KeywordsMagic
ActionManeuver
DistanceSelf
TargetSelf
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.

**
Trait

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.

**
Trait

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

Hobgoblin Grandguard

Level 6
Platoon Defender
EV 16
2Size
4Speed
111Stamina
4Stability
6Free Strike
ImmunityFire 6
Weakness
Movement
With Captain
M+3Might
A+2Agility
R+3Reason
I+0Intuition
P+2Presence
ll
Main action

Tower Shield Smash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 3
!9 damage
@14 damage
#17 damage; prone
3 MaliceEach ally adjacent to a prone target can make a free strike against that target.
ll
Main action

Thunder Rush

KeywordsAreaChargeWeapon
ActionMain action
Distance1 x 2 line within 1
TargetEach enemy or object in the area
Power Roll+ 3
!6 damage
@11 damage
#14 damage
Effect

Each target is pushed up to 10 squares in the same direction, and the grandguard shifts into the area left behind by the targets.

**
Trait

Wide Guard

Any strike made against an ally within 2 squares of the grandguard takes a bane.

**
Trait

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

Hobgoblin Hell Trooper

Level 4
Platoon Brute
EV 12
1MSize
5Speed
70Stamina
2Stability
6Free Strike
ImmunityFire 4
Weakness
Movement
With Captain
M+3Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Fire Flail

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 3
!7 fire damage
@10 fire damage
#13 fire damage
Effect

Until the end of their turn, the trooper doesn't provoke opportunity attacks from any target.

ff
Maneuver

Fight Me, Coward!

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetOne 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.

**
Trait

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

Hobgoblin Incendiarist

Level 5
Platoon Artillery
EV 14
1MSize
5Speed
60Stamina
0Stability
6Free Strike
ImmunityFire 5
Weakness
Movement
With Captain
M+1Might
A+3Agility
R+0Reason
I+2Intuition
P+1Presence
ll
Main action

Fire Crossbow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 3
!9 fire damage
@14 fire damage
#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.

ll
Main action

Fireball Volley

KeywordsAreaMagicRanged
ActionMain action
Distance4 cube within 10
TargetEach enemy or object in the area
Power Roll+ 3
!5 fire damage; A < 1 burning (save ends)
@9 fire damage; A < 2 burning (save ends)
#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.

**
Trait

Raining Cinders

The ranged free strike of each ally within 3 squares of the incendiarist has a distance of 10 and deals fire damage.

**
Trait

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

Hobgoblin Redglare

Level 6
Platoon Hexer
EV 16
1LSize
5Speed
70Stamina
4Stability
6Free Strike
ImmunityFire 6
Weakness
MovementTeleport
With Captain
M+0Might
A+2Agility
R+2Reason
I+3Intuition
P+3Presence
ll
Main action

Eye Flash

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 3
!9 corruption damage; P < 1 slowed (save ends)
@14 corruption damage; P < 2 restrained (save ends)
#17 corruption damage; P < 3 restrained (save ends)
ll
Main action

Glare of the Old Judgments

KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature
Power Roll+ 3
!10 corruption damage
@10 corruption damage, or if the target has P < 2 they are judged
#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.

**
Trait

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

Hobgoblin Smokebinder

Level 5
Platoon Ambusher
EV 14
1MSize
7Speed
70Stamina
0Stability
6Free Strike
ImmunityFire 5
Weakness
MovementFly, hover
With Captain
M+1Might
A+3Agility
R+2Reason
I+1Intuition
P+0Presence
ll
Main action

Choking Bolt

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetOne creature or object
Power Roll+ 3
!9 fire damage
@14 fire damage
#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.

ff
Maneuver

Smoke Bomb

KeywordsAreaMagic
ActionManeuver
Distance3 burst
TargetEach enemy in the area
!11 damage; the target has a double bane on their next power roll
@9 damage; the target takes a bane on their next power roll
#5 damage
Effect

Each target makes a Might test.

**
Trait

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.

**
Trait

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

Hobgoblin War Mage

Level 5
Elite Controller
EV 28
1MSize
5Speed
120Stamina
0Stability
6Free Strike
ImmunityFire 5
Weakness
MovementHover, teleport
With Captain
M+0Might
A+2Agility
R+3Reason
I+2Intuition
P+2Presence
ll
Main action

Hellfire

Signature
KeywordsAreaMagicRanged
ActionMain action
Distance3 cube within 10
TargetEach enemy in the area
Power Roll+ 3
!5 fire damage; M < 1 weakened (save ends)
@9 fire damage; M < 2 weakened (save ends)
#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.

ll
Main action

Enchantments of War

KeywordsMagicRanged
ActionMain action
DistanceRanged 10
TargetTwo 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.

ff
Maneuver

Unhallowed Ground

KeywordsAreaMagicRanged
ActionManeuver
Distance5 cube within 10
TargetSpecial
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.

))
Triggered action

Magic Siphon

KeywordsMagicRanged
ActionTriggered action
DistanceRanged 10
TargetThe 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.

**
Trait

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.

**
Trait

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

Hobgoblin Bloodlord

Level 6
Leader
EV 32
1MSize
6Speed
180Stamina
2Stability
7Free Strike
ImmunityFire 6
Weakness
MovementTeleport
With Captain
M+4Might
A+2Agility
R+2Reason
I+3Intuition
P+3Presence
ll
Main action

Soul Sword

Signature
KeywordsMagicMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 4
!11 corruption damage; P < 2 bleeding (save ends)
@16 corruption damage; P < 3 bleeding (save ends)
#19 corruption damage; P < 4 bleeding (save ends)
2 MaliceEach 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.
ff
Maneuver

Take Point!

KeywordsRanged
ActionManeuver
DistanceRanged 10
TargetOne ally
Effect

The target moves up to their speed and can use a signature ability.

))
Triggered action

An Army From Blood

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetThe 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.

**
Trait

Infernal Ichor

When the bloodlord is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the bloodlord takes 3 fire damage.

**

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.

*Villain Actions
**

Advance!

KeywordsArea
Distance10 burst
TargetSelf 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

KeywordsAreaMagic
Distance3 aura
TargetSelf
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!

KeywordsAreaMagic
Distance5 burst
TargetEach enemy in the area
Power Roll+ 4
!5 fire damage; P < 2 2 fire damage, push 2, prone
@5 fire damage; P < 3 7 fire damage, push 3, prone
#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

Slaughter Demon

Level 4
Elite Brute
EV 24
3Size
7Speed
140Stamina
3Stability
6Free Strike
ImmunityFire 5
Weakness
MovementBurrow
With Captain
M+3Might
A+0Agility
R-1Reason
I+1Intuition
P+0Presence
ll
Main action

Steely Skewer

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 3
!9 damage
@14 damage; A < 2 bleeding (save ends)
#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.

ll
Main action

Tail Stinger

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 5
TargetOne creature or object
Power Roll+ 3
!10 poison damage; M < 1 weakened (save ends)
@16 poison damage; M < 2 weakened (save ends)
#20 poison damage; M < 3 weakened (save ends)
Effect

A target weakened this way also has damage weakness 3.

**
Trait

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.

))
Triggered action

Devour Soul

KeywordsAreaMagic
ActionTriggered action
Distance5 burst
TargetThe 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.

**
Trait

Soulsight

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

**
Trait

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 (Malice Features)
Malice Features

Human Malice

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

Alchemical Device

3 Malice
AreaMagicRanged
Distance
3 cube within 10
Targets
Each enemy and object in the area
Power Roll+ 2
!4 corruption damage; A < 0 slowed (save ends)
@6 corruption damage; A < 1 slowed (save ends)
#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

Human Apprentice Mage

Level 2
Minion Controller
EV 4 for four minions
1MSize
5Speed
4Stamina
0Stability
2Free Strike
ImmunityCorruption 2, psychic 2
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Lightning Strike

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 2
!2 lightning damage
@3 lightning damage
#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).

**
Trait

Supernatural Insight

The apprentice mage ignores concealment if it's granted by a supernatural effect.

Human Archer
Human, Humanoid

Human Archer

Level 1
Minion Artillery
EV 3 for four minions
1MSize
5Speed
3Stamina
0Stability
2Free Strike
ImmunityCorruption 1, psychic 1
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Crossbow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
**
Trait

Supernatural Insight

The archer ignores concealment if it's granted by a supernatural effect.

Human Death Acolyte
Human, Humanoid

Human Death Acolyte

Level 1
Minion Hexer
EV 3 for four minions
1MSize
5Speed
3Stamina
0Stability
1Free Strike
ImmunityCorruption 1, psychic 1
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Necrotic Bolt

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 2
!1 corruption damage
@2 corruption damage
#3 corruption damage
Effect

One creature within 5 squares regains 1 Stamina.

**
Trait

Supernatural Insight

The death acolyte ignores concealment if it's granted by a supernatural effect.

Human Guard
Human, Humanoid

Human Guard

Level 1
Minion Brute
EV 3 for four minions
1MSize
5Speed
5Stamina
0Stability
2Free Strike
ImmunityCorruption 1, psychic 1
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Halberd

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

If the guard is flanked, they can make a free strike against a different target adjacent to them.

**
Trait

Supernatural Insight

The guard ignores concealment if it's granted by a supernatural effect.

Human Raider
Human, Humanoid

Human Raider

Level 1
Minion Harrier
EV 3 for four minions
1MSize
7Speed
4Stamina
0Stability
1Free Strike
ImmunityCorruption 1, psychic 1
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Handaxes

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#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.

**
Trait

Supernatural Insight

The raider ignores concealment if it's granted by a supernatural effect.

Human Rogue
Human, Humanoid

Human Rogue

Level 1
Minion Ambusher
EV 3 for four minions
1MSize
7Speed
4Stamina
0Stability
2Free Strike
ImmunityCorruption 1, psychic 1
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Concealed Dagger

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or Ranged 5
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
Effect

If the rogue is disguised or hidden when they use this ability, it deals an extra 3 damage.

**
Trait

Supernatural Insight

The rogue ignores concealment if it's granted by a supernatural effect.

Human Brawler
Human, Humanoid

Human Brawler

Level 1
Platoon Brute
EV 6
1MSize
5Speed
40Stamina
0Stability
4Free Strike
ImmunityCorruption 1, psychic 1
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Haymaker

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!6 damage
@9 damage
#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.

ff
Maneuver

Throw

KeywordsMelee
ActionManeuver
DistanceMelee 1
TargetOne creature grabbed by the brawler
Effect

The brawler pushes the target up to 5 squares.

**
Trait

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.

**
Trait

Supernatural Insight

The brawler ignores concealment if it's granted by a supernatural effect.

Human Death Cultist
Human, Humanoid

Human Death Cultist

Level 2
Platoon Support
EV 8
1MSize
5Speed
40Stamina
0Stability
4Free Strike
ImmunityCorruption 2, psychic 2
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Death Scythe

Signature
KeywordsMagicMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 10
TargetOne creature or object
Power Roll+ 2
!6 corruption damage
@9 corruption damage
#12 corruption damage; I < 2 weakened (save ends)
2 MaliceThe death cultist regains Stamina equal to half the damage dealt.
ff
Maneuver

Rise, My Minions

KeywordsArea
ActionManeuver
Distance5 burst
TargetEach 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.

**
Trait

Supernatural Insight

The death cultist ignores concealment if it's granted by a supernatural effect.

Human Knave
Human, Humanoid

Human Knave

Level 2
Platoon Defender
EV 8
1MSize
5Speed
50Stamina
0Stability
4Free Strike
ImmunityCorruption 2, psychic 2
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+1Reason
I+0Intuition
P+0Presence
ll
Main action

Morningstar and Javelin

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object
Power Roll+ 2
!6 damage
@9 damage
#12 damage; M < 2 the target has a double bane on their next power roll
Effect

The target is taunted (EoT).

**
Trait

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.

**
Trait

Overwhelm

An enemy who starts their turn adjacent to the knave can't shift.

**
Trait

Supernatural Insight

The knave ignores concealment if it's granted by a supernatural effect.

Human Scoundrel
Human, Humanoid

Human Scoundrel

Level 1
Platoon Ambusher
EV 6
1MSize
5Speed
30Stamina
0Stability
4Free Strike
ImmunityCorruption 1, psychic 1
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Rapier and Dagger

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!6 damage
@9 damage
#12 damage
2 MaliceIf this ability gains an edge or has a double edge, it deals an extra 2 damage.
ll
Main action

Dagger Storm

Keywords-
ActionMain action
Distance-
Target-

The scoundrel uses Rapier and Dagger against up to three targets. They shift up to 2 squares before or after each strike.

**
Trait

Supernatural Insight

The scoundrel ignores concealment if it's granted by a supernatural effect.

Human Storm Mage
Human, Humanoid

Human Storm Mage

Level 3
Platoon Controller
EV 10
1MSize
5Speed
40Stamina
0Stability
5Free Strike
ImmunityCorruption 3, psychic 3
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+2Reason
I+0Intuition
P+1Presence
ll
Main action

Lightning Bolt

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 15
TargetOne creature or object
Power Roll+ 2
!7 lightning damage
@10 lightning damage
#13 lightning damage
5 MaliceThe 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.
ff
Maneuver

Gust of Wind

KeywordsAreaMagic
ActionManeuver
Distance5 cube within 1
TargetEach enemy and object in the area
Power Roll+ 2
!Slide 2; M < 0 slowed (save ends)
@Slide 4; M < 1 slowed (save ends)
#Slide 6; M < 2 slowed (save ends)
Effect

The gust of wind disperses gas or vapor and extinguishes any flames, including supernatural effects.

**
Trait

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.

**
Trait

Supernatural Insight

The storm mage ignores concealment if it's granted by a supernatural effect.

Human Trickshot
Human, Humanoid

Human Trickshot

Level 1
Platoon Artillery
EV 6
1MSize
5Speed
20Stamina
0Stability
4Free Strike
ImmunityCorruption 1, psychic 1
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Trick Crossbow

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 15
TargetOne creature or object
Power Roll+ 2
!6 damage
@9 damage
#12 damage
Effect

This ability ignores cover and concealment.

3 MaliceThis ability targets one additional target.
**
Trait

Supernatural Insight

The trickshot ignores concealment if it's granted by a supernatural effect.

Human Blackguard
Human, Humanoid

Human Blackguard

Level 1
Leader
EV 12
1MSize
5Speed
80Stamina
2Stability
4Free Strike
ImmunityCorruption 2, psychic 2
Weakness
Movement
With Captain
M+3Might
A+2Agility
R+2Reason
I+0Intuition
P+2Presence
ll
Main action

Zweihander Swing

Signature
KeywordsAreaWeapon
ActionMain action
Distance1 burst
TargetEach enemy in the area
Power Roll+ 3
!3 damage; M < 1 slowed (save ends)
@6 damage; M < 2 slowed (save ends)
#8 damage; M < 3 slowed (save ends)
Effect

One ally within 10 squares can make a free strike.

1 MaliceOne ally within 10 squares can use their signature ability instead.
ff
Maneuver

You!

KeywordsRanged
ActionManeuver
DistanceRanged 10
TargetOne 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.

**

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.

**
Trait

Supernatural Insight

The blackguard ignores concealment if it's granted by a supernatural effect.

))
Triggered action

Parry!

KeywordsMelee
ActionTriggered action
DistanceMelee 1
TargetSelf or one ally
Trigger

A creature makes a strike against the blackguard or an ally adjacent to them.

Effect

The damage is halved.

*Villain Actions
**

Advance!

Keywords-
DistanceSelf
TargetSelf
Effect

The blackguard shifts up to their speed. During or after this movement, they can use their Zweihander Swing twice.

KeywordsAreaMagic
Distance5 burst
TargetEach enemy in the area
Effect

The blackguard slides each target up to 5 squares.

**

I Can Throw My Blade and So Should You!

KeywordsAreaMagicRangedWeapon
Distance3 cube within 5
TargetEach 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

Human Bandit Chief

Level 3
Leader
EV 20
1MSize
5Speed
120Stamina
2Stability
5Free Strike
ImmunityCorruption 4, psychic 4
Weakness
Movement
With Captain
M+2Might
A+3Agility
R+2Reason
I+3Intuition
P+2Presence
ll
Main action

Whip and Magic Longsword

Signature
KeywordsMagicMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo enemies or objects
Power Roll+ 3
!8 damage; pull 1
@12 damage; pull 2
#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 MaliceThis ability targets one additional target.
ff
Maneuver

Kneel, Peasant!

KeywordsMelee
ActionManeuver
DistanceMelee 1
TargetOne enemy
Power Roll+ 3
!Push 1; M < 1 prone
@Push 2; M < 2 prone
#Push 4; M < 3 prone
2 MaliceThe ability takes the Area keyword, loses the Melee keyword, and is a 1 burst that targets each enemy in the area.
))
Triggered action

Bloodstones

KeywordsMagic
ActionTriggered action
DistanceSelf
TargetSelf
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.

**

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.

**
Trait

Supernatural Insight

The bandit chief ignores concealment if it's granted by a supernatural effect.

*Villain Actions
**

Shoot!

KeywordsArea
Distance10 burst
TargetEach artillery ally in the area
Effect

Each target makes a ranged free strike.

**

Form Up!

KeywordsArea
Distance10 burst
TargetEach 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

Keywords-
DistanceSelf
TargetSelf
Effect

The bandit chief shifts up to 10 squares regardless of their speed. 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

Giant Hawk

Level 1
Platoon Mount
EV 6
2Size
5Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementFly
With Captain
M+2Might
A+2Agility
R-3Reason
I+1Intuition
P-2Presence
ll
Main action

Talons

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!5 damage
@7 damage
#9 damage; grabbed
2 MaliceIf this ability gains an edge or has a double edge, it deals an extra 2 damage.
ff
Maneuver

Dive

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The hawk moves up to their speed.

**
Trait

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 (Malice Features)
Malice Features

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.
❗️
Free triggered action

Aftershock

3 Malice
Distance
Self
Targets
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.
❇️
Main action

Megaquake

7 Malice
AreaWeapon
Distance
5 burst
Targets
Each enemy and object in the area
Power Roll+ 5
!8 damage; M < 3 slide 5
@13 damage; M < 4 slide 5
#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 Worm
Beast, Worm

Kingfissure Worm

Level 7
Solo
EV 108
5Size
10Speed
420Stamina
5Stability
8Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+5Might
A+1Agility
R-5Reason
I+2Intuition
P-3Presence
**
Trait

Solo Monster

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.

**
Trait

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.

ll
Main action

Tongue Grab

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 5
TargetOne creature or object per tongue
Power Roll+ 5
!13 damage; M < 3 grabbed
@18 damage; M < 4 grabbed
#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.

ll
Main action

Maw

KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 5
!15 damage; push 3
@20 damage; push 5, prone
#25 damage; the target is swallowed (see Swallowed)
2 MaliceWhen 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.
ll
Main action

Consume

KeywordsMelee
ActionMain action
DistanceMelee 1
TargetOne grabbed creature
Effect

The target is swallowed (see Swallowed).

ff
Maneuver

Tongue Whip

KeywordsMeleeRangedStrikeWeapon
ActionManeuver
DistanceMelee 5 or ranged 10
TargetOne 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.

))
Triggered action

Tearing Recoil

Keywords-
ActionTriggered action
DistanceSelf
TargetSpecial
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.

**
Trait

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.

**
Trait

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.

**
Trait

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.

**
Trait

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.

*Villain Actions
**

King's Fissure

KeywordsAreaWeapon
Distance20 x 4 line within 1
TargetEach creature and object in the area
!10 damage; the target falls into the fissure, lands prone, and can't stand (EoT)
@10 damage; the target is knocked prone and left hanging at the edge of the area
#The target shifts to the nearest unoccupied space outside 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.

**

Earth Breach

KeywordsWeapon
DistanceSelf
TargetSpecial
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

KeywordsAreaWeapon
Distance5 burst
TargetEach enemy and object in the area
Power Roll+ 5
!8 acid damage; P < 3 weakened (save ends)
@13 acid damage; P < 4 weakened (save ends)
#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)
Malice Features

Kobold Malice

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

Kobold Princeps

Level 1
Minion Support
EV 3 for four minions
1SSize
5Speed
4Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Hasta

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
Effect

One ally within 3 squares of the princeps shifts up to 2 squares.

**
Trait

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

Kobold Sagittarion

Level 1
Minion Artillery
EV 3 for four minions
1SSize
5Speed
3Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Composite Bow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

While adjacent to any ally, the sagittarion gains an edge on this ability.

**
Trait

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

Kobold Tiro

Level 1
Minion Defender
EV 3 for four minions
1SSize
5Speed
5Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Pugio

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage; the tiro can shift 1 square
#3 damage; the tiro shifts up to 2 squares
Effect

The target can't shift until the start of the tiro's next turn.

**
Trait

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

Kobold Veles

Level 1
Minion Harrier
EV 3 for four minions
1SSize
6Speed
4Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Pilium

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or Ranged 5
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
Effect

Until the start of the veles's next turn, the target can't make opportunity attacks against any kobold.

**
Trait

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

Kobold Adeptus

Level 1
Horde Artillery
EV 3
1SSize
5Speed
10Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+2Reason
I+0Intuition
P+0Presence
ll
Main action

Shocking Bolt

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 15
TargetOne creature or object
Power Roll+ 2
!4 lightning damage
@6 lightning damage
#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.

ff
Maneuver

Arcane Telum

3 Malice
KeywordsMagicRangedStrike
ActionManeuver
DistanceRanged 15
TargetThree creatures or objects
Power Roll+ 2
!3 damage
@5 damage
#6 damage
Effect

This ability ignores banes, double banes, and damage immunity.

**
Trait

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

Kobold Artifex

Level 1
Horde Controller
EV 3
1SSize
5Speed
10Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+1Reason
I+0Intuition
P+0Presence
ll
Main action

Chain Hook

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 5
TargetOne creature or object
Power Roll+ 2
!3 damage; pull 1
@4 damage; pull 2
#5 damage; pull 3
Effect

If this forced movement triggers a trap that uses a power roll, that roll has a double edge.

ff
Maneuver

Activate Trap

KeywordsRanged
ActionManeuver
DistanceRanged 10
TargetOne trap or other terrain object
Effect

The trap or terrain object instantly triggers.

3 MaliceThe 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).
**
Trait

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

Kobold Legionary

Level 1
Horde Defender
EV 3
1SSize
5Speed
20Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Gladius

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!3 damage; taunted (EoT)
@4 damage; taunted (EoT)
#5 damage; taunted (EoT)
3 MaliceIf the legionary is acting as a captain, they and each member of their squad shift up to 2 squares before this ability is used.
ff
Maneuver

Shield Bash

KeywordsMeleeStrikeWeapon
ActionManeuver
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!2 damage; push 1; M < 0 prone
@3 damage; push 1; M < 1 prone
#4 damage; push 1; M < 2 prone
**
Trait

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

Kobold Signifer

Level 1
Horde Support
EV 3
1SSize
5Speed
15Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Signum

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!3 damage
@4 damage
#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+ MaliceOne additional ally can shift for each 2 Malice spent.
ff
Maneuver

Glory to the Legion

KeywordsArea
ActionManeuver
Distance5 burst
TargetEach ally in the area
Effect

Each target regains 5 Stamina.

**
Trait

Shield? Shield!

While adjacent to an ally who also has this trait, the signifer has stability 1, has cover, and grants cover to allies.

**
Trait

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

Kobold Venator

Level 1
Horde Ambusher
EV 3
1SSize
5Speed
15Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Dolabra and Net

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!4 damage
@6 damage; M < 1 restrained (save ends)
#7 damage; M < 2 restrained (save ends)
3 MaliceThe venator lights their net on fire, and a target restrained this way takes 2 fire damage at the start of each of their turns.
**
Trait

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.

**
Trait

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.

**
Trait

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

Trained Gummy Brick

Level 1
Elite Hexer
EV 12
2Size
5Speed
40Stamina
2Stability
4Free Strike
ImmunityAcid 3
Weakness
Movement
With Captain
M+2Might
A-1Agility
R-3Reason
I+0Intuition
P-2Presence
ll
Main action

Engulf

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!7 acid damage; A < 0 dazed (save ends)
@10 acid damage; A < 1 dazed (save ends)
#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 MaliceThis ability targets one additional target.
))
Free triggered action

You Didn't Pay Attention!

Keywords-
ActionFree triggered action
DistanceSelf
TargetOne 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.

**
Trait

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

Kobold Centurion

Level 1
Leader
EV 12
1SSize
5Speed
80Stamina
2Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+3Agility
R+2Reason
I+0Intuition
P+2Presence
ll
Main action

Pilum

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 10
TargetTwo creatures or objects
Power Roll+ 3
!7 damage; M < 1 weakened (save ends)
@10 damage; M < 1 weakened (save ends)
#13 damage; M < 1 weakened (save ends)
Effect

Each ally adjacent to a target can make a free strike against that target.

3 MaliceWhile weakened this way, a target is also restrained.
ff
Maneuver

Concentrate All Fire on That Hero!

KeywordsRanged
ActionManeuver
DistanceRanged 10
TargetOne 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.

))
Triggered action

Testudo!

KeywordsArea
ActionTriggered action
Distance5 burst
TargetEach 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.

**

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.

**
Trait

Shield? Shield!

While adjacent to an ally who also has this trait, the centurion has stability 3, has cover, and grants cover to allies.

*Villain Actions
**

Firetail Pilum

Keywords-
DistanceSpecial
TargetSpecial
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!

KeywordsAreaWeaponRanged
Distance5 cube within 10
TargetEach 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?!

KeywordsArea
Distance10 burst
TargetEach 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.

Shieldscale Drangolin
Kobold, Beast

Shieldscale Drangolin

Level 1
Elite Brute
EV 12
2 or 3Size
7Speed
80Stamina
0Stability
5Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+2Might
A+1Agility
R-3Reason
I+0Intuition
P-2Presence
ll
Main action

Fiery Claws

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!7 fire damage
@10 fire damage
#13 fire damage
Special

If the drangolin is size 3, the distance becomes Melee 2.

ll
Main action

Drangolin Plume

5 Malice
Keywords-
ActionMain action
DistanceSelf; see below
TargetSelf
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.

ll
Main action

Erupt

KeywordsAreaWeapon
ActionMain action
Distance2 burst
TargetEach creature in the area
Power Roll+ 2
!6 damage; push 1; A < 0 prone
@8 damage; push 3; A < 0 prone
#11 damage; push 5; A < 0 prone
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.

**
Trait

Ashen Cloud

Any ally adjacent to the drangolin has concealment.

**
Trait

Burrow Bond

When the drangolin burrows, each adjacent size 1S or smaller ally can move with them.

Lightbenders

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 (Malice Features)
Malice Features

Lightbender Malice

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

Silent Prowl

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.
!The target doesn't have line of effect to any lightbender (save ends).
@The target doesn't have line of effect to any lightbender (EoT).
#No effect.
Lightbender
Beast, Lightbender

Lightbender

Level 3
Elite Ambusher
EV 20
2Size
10Speed
100Stamina
1Stability
6Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R-3Reason
I+1Intuition
P-1Presence
ll
Main action

Flash Swipe

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 2
!9 damage
@14 damage
#18 damage
Effect

If this ability gains an edge or has a double edge, it deals an extra 4 damage.

ll
Main action

Piercing Tails

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 2
!8 damage
@12 damage; M < 1 bleeding (save ends)
#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.

ff
Maneuver

Hypnotic Mane

KeywordsAreaMagic
ActionManeuver
Distance3 burst
TargetEach enemy in the area
Power Roll+ 2
!I < 0 dazed (save ends)
@I < 1 dazed (save ends)
#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.

))
Triggered action

Stalker's Afterimage

KeywordsMagic
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

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

Lightbender Pouncer

Level 3
Elite Harrier
EV 20
2Size
10Speed
100Stamina
1Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R-3Reason
I+1Intuition
P-1Presence
ll
Main action

Pounce

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!7 damage
@11 damage; A < 1 prone
#14 damage; A < 2 prone
Effect

The pouncer can make a free strike against each target they knock prone.

ll
Main action

Sparkling Tail Whip

KeywordsAreaMagic
ActionMain action
Distance2 burst
TargetEach enemy and object in the area
Power Roll+ 2
!4 damage
@7 damage; A < 1 the target is dazzled (save ends)
#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.

ff
Maneuver

Illusory Feint

KeywordsAreaMagicRanged
ActionManeuver
Distance3 cube within 10
TargetEach enemy in the area
Power Roll+ 2
!I < 0 dazed (save ends)
@I < 1 dazed (save ends)
#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.

))
Triggered action

Striking Afterimage

KeywordsMagic
ActionTriggered action
DistanceSelf
TargetSelf
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.

**
Trait

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)
Malice Features

Lizardfolk Malice

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 |
!Restrained (save ends).
@Restrained (Eot).
#No effect.
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.

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.
!The creature falls into the pit and is knocked prone.
@The creature fails to empty the pit.
#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

Lizardfolk Grunt

Level 1
Minion Harrier
EV 3 for four minions
1MSize
6Speed
4Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementSwim
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Snap and Toss

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage; slide 2
#3 damage; slide 2
**
Trait

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

Lizardfolk Shellguard

Level 1
Minion Defender
EV 3 for four minions
1LSize
5Speed
6Stamina
1Stability
1Free Strike
Immunity
Weakness
MovementSwim
With Captain
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Shield Smash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
Effect

The target takes a bane on their next strike.

**
Trait

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

Lizardfolk Tonguer

Level 1
Minion Artillery
EV 3 for four minions
1SSize
5Speed
3Stamina
0Stability
2Free Strike
Immunity
Weakness
MovementSwim
With Captain
M+0Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Tonguelash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 8
TargetOne creature or object per minion
Power Roll+ 2
!2 damage; pull 1, or the tonguer can shift 1 square toward the target
@4 damage; pull 2, or the tonguer shifts up to 2 squares toward the target
#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.

**
Trait

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

Lizardfolk Bloodeye

Level 1
Platoon Hexer
EV 6
1MSize
5Speed
20Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementSwim
With Captain
M+1Might
A+1Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Bola Knock

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 5
TargetOne creature or object
Power Roll+ 2
!5 damage; A < 0 restrained (save ends)
@7 damage; A < 1 restrained (save ends)
#9 damage; A < 2 restrained (save ends)
ll
Main action

Bloodshot

KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature
Power Roll+ 2
!5 acid damage; M < 0 the target has line of effect only within 4 squares (save ends)
@7 acid damage; M < 1 the target has line of effect only within 3 squares (save ends)
#9 acid damage; M < 2 the target has line of effect only within 2 squares (save ends)
**
Trait

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

Lizardfolk Scaletooth

Level 1
Platoon Brute
EV 6
1MSize
5Speed
46Stamina
0Stability
4Free Strike
Immunity
Weakness
MovementSwim
With Captain
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Razor Bite

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!6 damage
@9 damage
#12 damage; A < 2 bleeding (save ends)
Effect

If the scaletooth has the target grabbed, the potency of this ability increases by 1.

ll
Main action

Tail Whip

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!5 damage; slide 1
@8 damage; slide 2; M < 1 grabbed if within 2 squares of the scaletooth
#10 damage; slide 3; M < 2 grabbed if within 2 squares of the scaletooth
**
Trait

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

Lizardfolk Skyterror

Level 1
Platoon Harrier
EV 6
1SSize
7Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementSwim
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Glaive Rush

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!5 damage
@7 damage
#9 damage; prone
Effect

If the skyterror is flying, they shift up to 4 squares.

ll
Main action

Poison Blow Dart

KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 5
TargetOne creature or object
Power Roll+ 2
!3 damage; M < 0 weakened (save ends)
@5 damage; M < 1 weakened (save ends)
#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.

**
Trait

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.

**
Trait

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

Lizardfolk Deathrex

Level 1
Leader
EV 12
2Size
5Speed
80Stamina
2Stability
4Free Strike
Immunity
Weakness
MovementClimb, swim
With Captain
M+3Might
A+2Agility
R+0Reason
I+1Intuition
P+2Presence
ll
Main action

Ripper Spear

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 3
!7 damage; pull 1; A < 1 bleeding (save ends)
@10 damage; pull 1; A < 2 bleeding (save ends)
#12 damage; pull 2; A < 3 bleeding (save ends)
1 MaliceOne target adjacent to the deathrex is grabbed in the deathrex's mouth.
ll
Main action

Death Roll

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne grabbed creature or object
Power Roll+ 3
!8 damage; M < 1 dazed (save ends)
@12 damage; M < 2 dazed (save ends)
#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.

ff
Maneuver

Trundle

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
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.

))
Triggered action

Swat the Fly

KeywordsMelee
ActionTriggered action
DistanceMelee 1
TargetThe 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.

**
Trait

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.

*Villain Actions
**

Snack Attack

KeywordsArea
Distance10 burst
TargetSelf 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

Keywords-
DistanceSelf
TargetSelf
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

KeywordsArea
Distance10 burst
TargetSelf 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 (Malice Features)
Malice Features

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.
!Frightened (save ends)
@Frightened (EoT)
#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

Manticore

Level 4
Solo
EV 72
2Size
10Speed
350Stamina
2Stability
6Free Strike
Immunity
Weakness
MovementFly
With Captain
M+4Might
A+3Agility
R+0Reason
I+0Intuition
P-1Presence
**
Trait

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.

**
Trait

Agile Predator

Whenever the manticore deals damage to a creature, they don't provoke opportunity attacks from that creature during that turn.

ll
Main action

Carnivorous Bite

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 4
!12 damage; A < 2 bleeding (save ends)
@17 damage; A < 3 bleeding (save ends)
#21 damage; A < 4 bleeding (save ends)
Effect

If the target is frightened, this ability gains an edge.

ll
Main action

Tail Spike

KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 4
!6 damage; M < 2 4 poison damage
@11 damage; M < 3 4 poison damage, weakened (save ends)
#14 damage; M < 4 8 poison damage, weakened (save ends)
1 MaliceWhile weakened this way, a target takes 1d6 poison damage at the start of each of their turns.
ff
Maneuver

Harrying Claws

KeywordsMeleeStrikeWeapon
ActionManeuver
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 4
!Slide 1; A < 2 3 damage
@Slide 2; A < 3 5 damage
#Slide 4; A < 4 7 damage
))
Triggered action

Reflexive Instinct

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetThe 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.

*Villain Actions
**

Trumpeting Howl

KeywordsAreaMagic
Distance5 burst
TargetEach creature in the area
Power Roll+ 4
!Frightened (EoT); if the target has I < 2 they are instead frightened (save ends)
@Frightened (EoT); if the target has I < 3 they are instead frightened (save ends)
#Frightened (EoT); if the target has I < 4 they are instead dazed (save ends)
**

Cornered Predator

Keywords-
DistanceSelf
TargetSelf
Effect

The manticore shifts up to their speed, then can use Tail Spike against each enemy within distance of that ability.

**

Debilitating Poison

Keywords-
DistanceSelf
TargetSelf
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

Medusa

Hunted as monsters with no thought given to their nature or origin, medusas are some of the most underestimated and misunderstood creatures. Many people fear medusas for their monstrous appearance and ability to turn others to stone, but few realize the truth. Each of these monstrosities was once a humanoid, cursed and transformed for defying a god. But while some medusas embrace wickedness, many simply fight for their lives against those who threaten them through their ignorance.

Cursed for Defiance

When a powerful mortal defies a god for good or for ill, agents of that deity might curse them to live as a medusa. The offender's skin and eyes become reptilian, and a nest of black venomous snakes replaces their hair. When the medusa wishes, beams from their eyes can slowly petrify others to stone.

Followers of the gods who impose this punishment spread terrifying myths about medusas, causing mortals to attack and shun them. This often drives medusas into solitude, or to places haunted by creatures who don't judge them based on mere appearance and horror stories. Many medusas plot ways to break their curse, searching for lost healing rituals or secrets to use against the gods who cursed them. Others embrace their new gifts, building stone gardens of the aggressors who foolishly hunted or harmed them.

Petrification

Petrification can take a character out of the game permanently. If you want to give the heroes a chance to recover an ally petrified after an encounter with a medusa, you can let them use the Find a Cure downtime project in Draw Steel: Heroes to discover an ancient ritual that can return a petrified creature to life. Alternatively, a medusa might have the power to reverse the state of a petrified victim if left alive, or there might be a temple nearby with a priest who knows how to cure petrification... for a price.

Serpentine Reflexes

While the medusa's stone gaze is legendary, they can move, strike, and evade as swiftly as a snake, even briefly manifesting scaled wings to dart through the chaos. This enhanced dexterity makes them difficult to pin down. Their petrifying gaze allows them to attack at range as necessary, but they're equally deadly in melee, where they have the full advantage of their snakes and the enervating venom pulsing through each snake's set of needlelike fangs.

Baleful Magic

Medusas have many means to defend themselves, even aside from their petrifying stare. They slow enemies down, weaken them, and can even temporarily charm and control them once petrifying magic takes root in their veins. These reclusive beings are no stranger to being outnumbered and overwhelmed. All they have in their power to gain leverage over their opponents, they wield ruthlessly.

Stone Gardens

Medusas often reside in stone gardens filled with statues of those who previously tried to slay them. This not only allows them to slip between their statues, hide, and then strike, but it also allows them to command the battle while in their lairs, shattering statues to harm others. Evil medusas sometimes slowly reverse the petrification of their victims one limb at a time to feed on them, creating grotesque mausoleums of the crumbling dead for unwitting adventurers to wander into.

Lifting the Curse

Agents of the deity who ordered a medusa's curse can sometimes be convinced to lift the punishment, usually in response to the medusa undertaking an impossible task in the god's name or making a threat that can't be ignored. Some sages claim that ancient rituals can undo the curse, but these lost secrets are often hidden by wrathful divine servants—and performing such a ritual might entail great sacrifice.

Medusa Languages

Medusas can speak any language they knew before they were cursed. Many of them speak Caelian, and others have learned the languages of monsters and creatures they dwell near. Additionally, tales tell of some medusas who speak the original form of Khamish.

Medusa Malice (Malice Features)
Malice Features

Medusa Malice

At the start of a medusa's turn, you can spend Malice to activate one of the following features.
🏹
Main action

Weakening Glare

4 Malice
- MagicRangedStrike
Distance
Ranged 10
Targets
One creature
Power Roll+ 4
!6 damage; weakened (EoT)
@10 damage; weakened (EoT)
#12 damage; weakened (save ends)
☠️

Solo Action

5 Malice
The medusa takes an additional main action on their turn. They can use this feature even if they are dazed.
🏹
Main action

Ssstop and Lisssten

5 Malice
MagicRanged
Distance
Ranged 10
Targets
Three creatures
Power Roll+ 4
!I < 2 the target is charmed
@I < 3 the target is charmed
#I < 4 the target is charmed
Effect

At a time of the medusa's choosing, a charmed creature moves up to their speed and makes a free strike against an enemy of the medusa's choice as a free triggered action. The creature is then no longer charmed.

🔳

Shatter Victims

7 Malice
The medusa causes three stone statues within 10 squares of them to each shatter in a 2-cube explosion. Each enemy in one of those areas makes a Might test. An enemy restrained or slowed by the medusa's Petrify ability has a double bane on the test.
!12 damage; vertical push 3; bleeding (save ends)
@10 damage; vertical push 3
#6 damage
Medusa
Accursed, Humanoid, Medusa

Medusa

Level 5
Solo
EV 84
1MSize
10Speed
420Stamina
5Stability
8Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+4Agility
R+0Reason
I+0Intuition
P+0Presence
**
Trait

Solo Monster

End Effect: At the end of each of their turns, the medusa 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.

ll
Main action

Snake Bites

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 4
!11 damage; M < 2 slowed (save ends)
@16 damage; M < 3 slowed (save ends)
#19 damage; M < 4 slowed (save ends)
ll
Main action

Damning Gaze

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 4
!11 damage; push 3
@16 damage; push 5
#19 damage; push 7
3 MaliceThe medusa targets two additional creatures or objects.
ll
Main action

Petrify

KeywordsAreaMagic
ActionMain action
Distance3 burst
TargetEach enemy in the area
Power Roll+ 4
!M < 2 restrained (save ends)
@M < 3 restrained (save ends)
#Slowed (save ends); or if M < 4 restrained (save ends)
Effect

A target with cover reduces the potency by 1, while a slowed target increases the potency by 1. A target restrained this way magically begins to turn to stone, and a target who ends two consecutive turns restrained this way is petrified.

ff
Maneuver

Nimble Escape

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The medusa shifts up to 3 squares and can attempt to hide even if observed.

))
Triggered action

Venomous Spit

KeywordsMelee
ActionTriggered action
DistanceMelee 1
TargetThe triggering creature
Power Roll+ 4
!13 acid damage
@18 acid damage
#22 acid damage
Trigger

A creature within distance deals damage to the medusa.

**
Trait

Cunning Edge

The medusa gains an edge on power rolls against any creature who is restrained or slowed by Petrify.

**
Trait

Many Peering Eyes

The medusa can't be flanked.

*Villain Actions
**

Mass Petrify

KeywordsMagicRanged
DistanceRanged 50
TargetEach enemy
Effect

The medusa can use Petrify against each target without spending Malice. A target who doesn't have cover increases the potency by 1.

**

Serpent Wings

Keywords-
DistanceSelf
TargetSelf
Effect

The medusa temporarily manifests wings and flies up to their speed without provoking opportunity attacks. During or after this movement, they can use Snake Bites and Damning Gaze once each.

**

Stone Puppets

KeywordsAreaMagic
Distance10 burst
TargetSpecial
Power Roll+ 4
!8 acid damage; P < 3 weakened (save ends)
@13 acid damage; P < 4 weakened (save ends)
#17 acid damage; P < 5 weakened (save ends)
Effect

As a free triggered action, each stone statue and creature restrained or slowed by Petrify within distance moves up to their speed and uses a signature ability that gains an edge, targeting an enemy of the medusa's choice. A stone statue without its own statistics has speed 5 and uses the medusa's free strike.

Minotaurs

The fearsome minotaur is a study in contrasts. Their imposing humanoid body is muscular with patches of thick hair. Their head is that of a massive horned bull, and their soft eyes convey a soulful intelligence mingled with smoldering intensity.

Primal Rage

Minotaurs burn with fury. Some constantly desire to unleash this destructive energy on the world, and they attack anyone or anything that crosses their path. Others make it a point of pride to control their rage, only fighting when survival demands it. Regardless, once combat begins, minotaurs relish charging at foes with their great horns. In the heat of battle, a minotaur charges from one foe to the next, only retreating if victory is impossible.

Labyrinthine Origins

The first minotaur was once the human warrior Thesia "The Bull" Danaria, who dared challenge the Beast Lords of Kham. When her revolution was crushed, the Lords of Kham used their beastmagics to twist Thesia's mortal body into a human-bull hybrid prone to fits of violent rage. The Beast Lords placed this minotaur at the center of a vast labyrinth and sent captured rebels to attack the monster. Many fell to Thesia's anger—until a prisoner named Velathri took a chance, speaking to the minotaur instead of brandishing steel. He befriended Thesia, and in retribution, the Beast Lords made him a minotaur as well. This act was their undoing, for Thesia and Velathri fell in love.

New minotaurs were born, and decades later, hundreds charged out of the maze together. These minotaurs reduced Kham to ruins, then they spread far and wide, fearing reprisal from neighboring lands. Even today, many minotaurs shun civilization, preferring to live in winding canyons, twisting ruins, bewildering dungeons, or other labyrinthine terrain where they can continue to hunt. However, small numbers of minotaurs can be found in nearly any terrain or settlement.

Deep Bonds

Even evil minotaurs can be fiercely loyal friends, gladly charging into certain death for those they trust. These chosen friends never suffer the creature's ire—but gods help them if they betray the minotaur.

Minotaur Languages

Most minotaurs speak their own dialect of Khamish.

Minotaur Malice (Malice Features)
Malice Features

Minotaur Malice

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

Bull Rush

3 Malice
For each 3 Malice spent, one minotaur acting this turn gains a +4 bonus to speed and ignores difficult terrain until the start of their next turn.
👤

Cut the... Nonsense!

5 Malice
One minotaur acting this turn halves any damage they take, and can use the Knockback maneuver as a free triggered action whenever an enemy comes adjacent to them, all until the start of their next turn.
❇️

Bullseye

7 Malice
All minotaurs in the encounter fill the area around them with psychic impressions of feeling lost and isolated. Each enemy within 5 squares of a minotaur is teleported up to 5 squares and makes an Intuition test.
!The target has line of effect only within 3 squares and is frightened of all minotaurs (save ends).
@The target has line of effect only within 3 squares (EoT).
#No effect.
Minotaur
Accursed, Humanoid, Minotaur

Minotaur

Level 3
Elite Harrier
EV 20
2Size
8Speed
100Stamina
2Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+2Agility
R+0Reason
I+1Intuition
P-1Presence
ll
Main action

Flail and Blade

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!7 damage; push 1
@11 damage; push 2
#14 damage; push 3
Effect

The minotaur shifts up to 3 squares.

ll
Main action

Primal Bay

Keywords-
ActionMain action
DistanceSelf
TargetSelf
Effect

Until the end of their next turn, the minotaur has damage immunity 2 and deals an extra 5 damage with strikes. On their next turn, the minotaur can use one additional maneuver.

ff
Maneuver

Goring Horns

KeywordsChargeMeleeStrikeWeapon
ActionManeuver
DistanceMelee 2
TargetOne creature or object
Power Roll+ 2
!5 damage; I < 0 dazed (save ends)
@8 damage; I < 1 dazed (save ends)
#9 damage; I < 2 dazed (save ends)
Effect

If this ability is used as part of the Charge main action, its potency increases by 1.

))
Triggered action

Retaliatory Strike

KeywordsRanged
ActionTriggered action
DistanceRanged 8
TargetThe triggering creature
Trigger

A creature within distance deals damage to the minotaur.

Effect

The minotaur uses the Charge main action and either Flail and Blade or Goring Horns against the target.

**
Trait

Minotaur Sense

The minotaur can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.

Minotaur Sunderer
Accursed, Humanoid, Minotaur

Minotaur Sunderer

Level 3
Elite Brute
EV 20
2Size
6Speed
120Stamina
2Stability
6Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+0Reason
I+2Intuition
P-1Presence
ll
Main action

Spiked Maul

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!8 damage; pull 1
@12 damage; pull 2
#15 damage; pull 3
Effect

A target pulled adjacent to the sunderer is automatically grabbed.

ll
Main action

Fearsome Bay

KeywordsArea
ActionMain action
Distance3 burst
TargetEach enemy in the area
Power Roll+ 2
!I < 0 frightened (save ends)
@I < 1 frightened (save ends)
#I < 2 frightened (save ends)
Effect

Until the end of their next turn, the minotaur has damage immunity 2 and deals an extra 5 damage with strikes.

ff
Maneuver

Disemboweling Horns

KeywordsChargeMeleeStrikeWeapon
ActionManeuver
DistanceMelee 2
TargetOne creature
Power Roll+ 2
!5 damage; M < 0 bleeding (save ends)
@8 damage; M < 1 bleeding (save ends)
#9 damage; M < 2 bleeding (save ends)
Special

The target must be grabbed by the sunderer.

Effect

While bleeding this way, the target takes 1d6 damage at the start of each of their turns.

))
Triggered action

Retaliatory Strike

KeywordsRanged
ActionTriggered action
DistanceRanged 6
TargetThe triggering creature
Trigger

A creature within distance deals damage to the sunderer.

Effect

The sunderer uses the Charge main action and Spiked Maul against the target.

**
Trait

Minotaur Sense

The sunderer can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.

Minotaur Bully
Accursed, Humanoid, Minotaur

Minotaur Bully

Level 8
Minion Brute
EV 10 for four minions
2Size
6Speed
14Stamina
2Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+2Agility
R+0Reason
I+3Intuition
P-1Presence
ll
Main action

Javelin and Bellow

Signature
KeywordsChargeMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 2 or ranged 5
TargetOne creature or object per minion
Power Roll+ 4
!4 damage
@7 damage
#9 damage; I < 4 taunted (EoT) or frightened of all minotaurs (save ends)
**
Trait

Minotaur Sense

The bully can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.

Minotaur Lackey
Accursed, Humanoid, Minotaur

Minotaur Lackey

Level 8
Minion Harrier
EV 10 for four minions
2Size
8Speed
13Stamina
2Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+4Agility
R+0Reason
I+1Intuition
P-1Presence
ll
Main action

Horn Vault

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 4
!3 damage
@6 damage; slide 1
#8 damage; slide 3
Effect

A target who is force moved into an obstacle and has M < 3 is bleeding (save ends).

**
Trait

Minotaur Sense

The lackey can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.

Minotaur Stampede
Accursed, Humanoid, Minotaur, Swarm

Minotaur Stampede

Level 10
Minion Defender
EV 12 for four minions
4Size
8Speed
17Stamina
2Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+5Might
A+5Agility
R+0Reason
I+2Intuition
P-1Presence
ll
Main action

Bull Rush

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 5
!4 damage
@7 damage; prone
#9 damage; prone; M < 5 can't stand (save ends)
Effect

If this ability is used as part of the Charge main action, each creature the stampede moves through who has M < 4 is knocked prone.

**
Trait

Swarm

The stampede can move through spaces as if they were a size 2 creature, and can occupy other creatures' spaces. At the start of each of the stampede's turns, they can make a free strike against each creature whose space they share.

Ogres

Massive and bull-necked with bulging muscle and flesh, most ogres indulge their every impulse because few can stop them. Though small for giants, ogres outweigh and tower over humanoids. Most live in the wild where they can create their own rules and ways of life.

Extreme Emotions

Most ogres experience emotions at their extremes. Rarely are they simply bemused or cross, and one is more likely to find an ogre leaping with ecstatic joy over a trivial victory or screaming with murderous rage over everyday frustrations. These heightened feelings drive many ogres down selfish paths, and some take whatever they want from anyone too weak to protest. Other ogres can be manipulated into working for evil creatures who promise to meet their heart's desire, be it food, riches, or friendship.

Ogres who embrace good often dedicate themselves to inspiring causes, letting their emotions fuel their passion and dedication for protecting their chosen people or place.

Savory Stories

Some ogres speak of a time when they shared vast wealth and riches, great homes made of hewn stone, and sumptuous feasts. These stories always end tragically, each with a different villain—from deceptive mages to talking cats—swindling the ogres of what is rightfully theirs. The truth of such legends remains unknown, but many cruel ogres use them as an excuse for their selfish indulgences.

Aristocracy of Bullies

When wicked ogres gather more food than they can stomach or riches than they can spend, they use the excess to tempt their kin into working for them. These petty rulers make other ogres grovel at their feet for table scraps, then send them out into the world to steal more. Many ogre communities form around these arrogant aristocrats—but few such leaders die of old age, as the ambition and emotions of their subjects bring about violent ends.

Cyclops: Ogre Progenitor

Ogres originally descended from the cyclops, an old-world giant with a single eye whose kind still roam through remote canyons and valleys. These behemoths stand heads above the ogres and are twice as destructive once they've spotted their prey. But while their binocular cousins have gone on to become successful hunters and live for themselves, the cyclops is a scavenger hindered by their poor eyesight. Most cyclopses are eager to work for and defend powerful warlords or wealthy ogres, as long as they have easy access to food and shelter.

Rumor has it that a cyclops can emit a mile-long energy ray from their eye. However, focusing such power is nearly impossible when their vision is usually too irritated and clouded by dirt.

Ogre Languages

Most ogres speak Caelian and High Kuric.

Ogre Malice (Malice Features)
Malice Features

Ogre Malice

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

Shockwave

3 Malice
One ogre acting this turn jumps and lands on their rear, causing a 3 burst shockwave. Each size 1 creature in the area makes a Might test or Agility test.
!5 damage; vertical push 3
@4 damage; vertical push 2
#Push 1
🌀

Bully

5 Malice
Each ogre in the encounter shifts up to their speed and can make a free strike. If they can, they gang up on the same target rather than picking different targets.
⭐️

Rampage

7 Malice
Until the end of the round, each ogre has damage immunity 5 and deals an extra 5 damage with abilities, and heroic abilities that target any ogre have their Heroic Resource cost reduced by 1 (to a minimum of 1).
Ogre Goon
Giant, Ogre

Ogre Goon

Level 2
Elite Brute
EV 16
2Size
5Speed
100Stamina
4Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R-1Reason
I+0Intuition
P-1Presence
ll
Main action

Club Swing

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!7 damage; push 2
@11 damage; push 4
#14 damage; push 6, prone
Effect

Any target who takes damage from this forced movement takes an extra 4 damage.

ff
Maneuver

Grabby Hand

KeywordsMeleeStrikeWeapon
ActionManeuver
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!7 damage
@11 damage; grabbed
#14 damage; grabbed
Effect

A target grabbed this way takes a bane on the Escape Grab maneuver.

ff
Maneuver

People Bowling

KeywordsAreaWeapon
ActionManeuver
Distance6 x 1 line within 1
TargetEach creature and object in the area
Power Roll+ 2
!5 damage
@9 damage
#12 damage; prone
Effect

The goon must have a size 1 creature or object grabbed, which they hurl across the area, ending the grab. The hurled creature or object is targeted by the ability, and lands in the last square of the line or the nearest unoccupied square of the goon's choice.

))
Triggered action

Swat the Fly

KeywordsMelee
ActionTriggered action
DistanceMelee 1
TargetThe triggering creature or object
Trigger

A creature or object within distance moves or shifts away from the goon.

Effect

The goon slides the target up to 5 squares.

**
Trait

Defiant Anger

While winded, the goon has damage immunity 2.

Ogre Juggernaut
Giant, Ogre

Ogre Juggernaut

Level 2
Elite Harrier
EV 16
2Size
6Speed
80Stamina
2Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R-1Reason
I+0Intuition
P-1Presence
ll
Main action

Pitchfork Catapult

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!7 damage
@10 damage; A < 1 vertical push 2
#13 damage; A < 2 vertical slide 3
1 MaliceEach target who has M < 1 is bleeding (save ends).
ll
Main action

Earth-Breaking Jump

KeywordsAreaWeapon
ActionMain action
Distance3 burst
TargetEach creature in the area
Power Roll+ 2
!4 damage
@6 damage; push 2; M < 1 prone
#9 damage; push 4; M < 2 prone
Effect

The juggernaut jumps up to 6 squares before using this ability.

ff
Maneuver

Horrible Bellow

KeywordsArea
ActionManeuver
Distance3 burst
TargetEach enemy in the area
Power Roll+ 2
!I < 0 frightened (save ends)
@I < 1 frightened (save ends)
#I < 2 frightened (save ends)
Effect

While a target is frightened this way, any ogre gains an edge on strikes against them.

))
Free triggered action

Hrraaaaaagh!

Keywords-
ActionFree triggered action
DistanceSelf
TargetSelf
Trigger

The juggernaut takes damage.

Effect

The juggernaut moves up to their speed and can make a free strike.

**
Trait

Destructive Path

The juggernaut automatically destroys any mundane size 1 objects in their path when they move or are force 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.

**
Trait

Defiant Anger

While winded, the juggernaut has damage immunity 2.

Ogre Lairs

One of the great tragedies of the ogres is that they keenly appreciate luxuries but are the wrong size to use most of them. Although ogres can guzzle fine wines and perch stolen crowns atop their heads, they can't fit into small folks' fine clothes, wield their tiny weapons, or sit in their chairs without smashing them to splinters. Nevertheless, ogres often decorate their lairs with costly furniture, decorations, suits of armor, and other prizes-sometimes in less than mint condition.

The following are sample treasures from an ogre's lair, of which an ogre might have one or two. These items can be found in Draw Steel: Heroes.

  • Treasures: Giant's-Blood Flame, Growth Potion, Icemaker Maul
  • Components: A lead slingstone that killed a giant, a slaughter demon's horn (used as a drinking horn)
  • Project Sources: Notes in Low Kuric for the Thundering I weapon enhancement, notes in High Kuric for a Bastion Belt or the Devastating weapon enhancement
Cyclops
Giant, Ogre

Cyclops

Level 10
Minion Controller
EV 12 for four minions
3Size
6Speed
14Stamina
5Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+5Might
A-1Agility
R-1Reason
I+3Intuition
P-1Presence
ll
Main action

Wild Slam

Signature
KeywordsAreaWeapon
ActionMain action
Distance1 burst
TargetEach enemy and object in the area
Power Roll+ 5
!3 damage; A < 3 3 damage
@6 damage; push 3; A < 4 4 damage
#7 damage; prone; A < 5 5 damage and restrained (save ends)
Effect

The cyclops automatically treats their initial power roll as a 17. They can still roll to determine if they score a critical hit.

**
Trait

Limited Vision

The cyclops has line of effect only within 3 squares. Whenever the cyclops takes damage from a ranged ability, they can move up to 3 squares toward the source of the damage.

Ogre Blue Blood
Giant, Ogre

Ogre Blue Blood

Level 7
Minion Brute
EV 9 for four minions
2Size
5Speed
13Stamina
4Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+1Agility
R-1Reason
I+0Intuition
P+2Presence
ll
Main action

Crush Underfoot

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 4
!4 damage
@7 damage; M < 3 prone
#8 damage; prone
Effect

A target who is already prone takes an extra 4 damage.

**
Trait

In My Stead

Whenever the blue blood would make a free strike, an ally within 5 squares can make a free strike instead.

**
Trait

Royal Anger

The blue blood has damage immunity 2 while their squad has three or fewer minions in it.

Ogre Tantrum
Giant, Ogre

Ogre Tantrum

Level 7
Minion Artillery
EV 9 for four minions
2Size
5Speed
10Stamina
2Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+2Agility
R-1Reason
I+0Intuition
P-1Presence
ll
Main action

Throw Fit

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 8
TargetOne creature or object per minion
Power Roll+ 4
!4 damage
@7 damage; push 2
#8 damage; push 4
Effect

The tantrum unearths a rock or a hunk of terrain and tosses it. If a size 1L, 1M, or 1S creature or object adjacent to the tantrum has A < 3 the tantrum can grab them to use as the projectile for this ability.

A creature or object used as a projectile is vertically pushed 8 (or 13 with a captain), ignoring stability.

**
Trait

Excessive Anger

The tantrum has damage immunity 3 and speed 8 while their squad has two or fewer minions in it.

Olothec

Protean in form, beings of nearly pure intellect, the Old Ones think in alien geometric logic. Their name for themselves is unrecorded, but sages believe they are the oldest beings in the timescape and simply call them "The Old Ones." Synlirii refer to them as olothec (OH-luh thek)-"ancient enemies." But some humanoid scholars have noted this term bears an uncanny similarity to another archaic synlirii word meaning "ancient ancestor."

Immortal Evil

Across countless cultures and ancestries, olothec feature in nightmares and temple friezes alike. While their origins are obscure and may never be known, their hatred of the mundane world and every living thing in it is well recorded. Olothec channel psionic energy beyond any mortal power, surpassing even the voiceless talkers. To them, a living creature who can't reshape their own flesh is repugnant, an unnatural abomination requiring eradication—or transformation.

Agents of Chaos

Olothec consider the primordial chaos that spawned them as the ideal state of existence. They have long warred against the voiceless talkers, loathing their constant manipulation and refinement of evolutionary forces. Where olothec lair in forgotten sea tunnels and beneath ancient ruins, they surround themselves with slime servants—humanoids, beasts, horrors, and others, all devolved to a perfect physical and mental state.

Primordial Form

At first sight, an olothec seems like little more than a rippling mass of tentacles, twisting around each other like a shifting shroud. Creatures who get too close discover each of those tentacles ends in a ravenous mouth set with razor-sharp teeth. Each mouth is tipped by a cluster of three eyes that focus the olothec's relentless attacks. In water or on land, fetid slime coats the horror, protecting them against attackers and acting as a conduit for their fearsome psionic power.

Mutations of the Flesh

Millennia of practice have allowed olothec to perfect psionic abilities that devolve and transform their victims into primordial life forms. Exposure to the psionic slime of an olothec's tentacles can change a creature into a mindless, oozing thrall. The most powerful olothec have unique powers that further warp flesh.

Olothec Languages

Most olothec communicate telepathically using Mindspeech and speak Urollialic. Many also know Old Variac and Caelian, but converse in those languages only when necessary.

Content Warning: Body Horror

Most olothec are creatures of incomprehensible evil who use their psionic might to reshape the flesh of their enemies. Their stat blocks contain strong elements of body horror. You should feel free to modify any of these effects for the safety of you and your players.

Slime Servants

Slime servants are creatures who have been changed through the powers of the olothec. Their flesh devolves into a translucent primordial state, and they lose their memories and sense of self, becoming a slime servant NPC who is loyal to the olothec. The slime servant retains all their original statistics and gains the following traits:

  • Being of the Deep. The slime servant can breathe air and water. Additionally, they can automatically swim at full speed while moving.
  • Dulled Mind. The slime servant can’t be frightened or taunted.
  • Servant Senses. The olothec can sense anything the slime servant senses, and if the slime servant can speak, the olothec can speak through their body.

Only technology from the upper worlds, particularly products of evolutionary advancements made by the voiceless talkers, can restore a slime servant’s memories and return them to their original state.

Olothec Malice (Malice Features)
Malice Features

Olothec Malice

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

Solo Action

4 Malice
The olothec takes an additional main action on their turn. They can use this feature even if they are dazed.
🗡
Main action

Writhing Envelopment

4 Malice
MeleeStrikeWeapon
Distance
Melee 3
Targets
One slimed, transformed, or devolved creature
Power Roll+ 4
!11 psychic damage; A < 2 grabbed
@17 psychic damage; A < 3 grabbed
#20 psychic damage; A < 4 grabbed
Effect

The olothec can pull a target grabbed this way adjacent to them. While grabbed this way, a target can't make saving throws to end any other effects, and the olothec has a double edge on strikes against them.

❇️

Memory of Chaos

6 Malice
The olothec broadcasts their memory of the universe in its primordial state—a sweeping cacophony of transcendental irrationality and unceasing change. Until the end of the encounter, any creature who starts their turn within 3 squares of the olothec and has R < 3 is dazed and slowed until the end of their next turn).
Olothec
Horror, Olothec

Olothec

Level 6
Solo
EV 96
2Size
7Speed
450Stamina
0Stability
7Free Strike
ImmunityPsychic 6
Weakness
MovementFly, swim
With Captain
M+4Might
A-1Agility
R+4Reason
I+2Intuition
P+3Presence
**
Trait

Solo Monster

End Effect: At the end of each of their turns, the olothec 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.

**
Trait

Gelatinosis

A creature permanently devolves into a slime servant if they spend 1 continuous minute weakened by Devolving Tentacles, they are reduced to 0 Stamina by the psychic damage from Devolving Tentacles, or they suffer all three transformations from Oozing Transformation.

ll
Main action

Devolving Tentacles

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 4
!11 damage; M < 2 weakened or the target is slimed (save ends)
@17 damage; M < 3 weakened or the target is slimed (save ends)
#20 damage; M < 4 weakened and the target is slimed (save ends)
Effect

A slimed target takes 4 psychic damage whenever they make a power roll.

ll
Main action

Slime Spew

KeywordsAreaWeapon
ActionMain action
Distance7 x 2 line within 1
TargetEach creature and object in the area
Power Roll+ 4
!6 acid damage; A < 2 push special
@10 acid damage; A < 3 push special
#13 acid damage; A < 4 push special and prone
Effect

Each creature pushed this way is pushed to an unoccupied space in the area as far as possible from the olothec.

1 MaliceThe area is difficult terrain. Any creature who enters the area or moves within it for the first time on a turn and has A < 3 is knocked prone.
ll
Main action

Oozing Transformation

KeywordsPsionicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature
Power Roll+ 4
!13 psychic damage; I < 2 the target is transformed (save ends)
@20 psychic damage; I < 3 the target is transformed (save ends)
#23 psychic damage; I < 4 the target is transformed (save ends)
Effect

Each time a target is transformed, the Director chooses one of the following transformations. When a target ends the transformed effect, all transformations on them end.

Head

The target's head becomes a ball of slime. They can't communicate and have line of effect only within 3 squares.

Legs

The target's legs become pillars of ooze. They are slowed while on land and can automatically swim at full speed while moving.

Torso

The target's arms become gelatinous. They can't benefit from edges or double edges and can't gain or use surges.

ff
Maneuver

Jaunt

KeywordsPsionic
ActionManeuver
DistanceSelf
TargetSelf
Effect

The olothec teleports to an unoccupied space within 10 squares. Alternatively, they swap places with a creature or object within 5 squares of them.

))
Triggered action

Liquify

KeywordsPsionicRanged
ActionTriggered action
DistanceRanged 5
TargetEach enemy
Trigger

An enemy within distance deals damage to the olothec.

Effect

The target takes 8 psychic damage and has psychic weakness 3 until the end of the olothec's next turn.

**
Trait

Slime Sense

A slimed or transformed creature can't have concealment from or be hidden from the olothec.

*Villain Actions
**

Horrifying Form

KeywordsPsionicRangedStrike
DistanceRanged 20
TargetEach enemy
Power Roll+ 4
!10 psychic damage; P < 2 frightened (save ends)
@14 psychic damage; P < 3 frightened (save ends)
#17 psychic damage; P < 4 frightened (save ends)
Effect

While frightened this way, a target can't make saving throws to end any other effects.

**

Psychic Pulse

KeywordsAreaPsionic
Distance10 burst
TargetEach creature in the area
Effect

The olothec slides each target up to 5 squares. Each target takes 12 psychic damage, and if they have M < 3 they are weakened and slimed (save ends). A slimed target takes 4 psychic damage whenever they make a power roll. Additionally, until the start of their next turn, the olothec has damage immunity 4.

**

Return to Perfection

KeywordsAreaPsionic
Distance10 burst
TargetEach creature in the area
Power Roll+ 4
!7 psychic damage; R < 2 the target is devolved (save ends)
@13 psychic damage; R < 3 the target is devolved (save ends)
#16 psychic damage; R < 3 the target is devolved (save ends)
Effect

A devolved creature has a −1 score for all their characteristics other than Reason.

Orcs

In a long-lost language, the word oruk-"blood fire"-described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin ("the people") in their own language, they also use "orc" with great pride, especially when dealing with other folk.

Orc history spans the world and all its ages. They've settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse Humanoid societies, though a few live secluded in the tropics. Though they are no more likely to stand in the way of adventurers' than any other folk, orcs who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings.

Relentlessly Tough

Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they're excited or driven. Their hair, which ranges from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth.

Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with "blood fire," glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white, respectively.

Innate Power

The intense power of an orc's spirit occasionally manifests as raw magic. Orc eyes of Grole hone their magic into a singular elemental affinity for focused manipulation. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature's spirit.

Mohlers

Mohlers are spined, pig-like animals who corkscrew through the ground as fast as they can run. Native to deserts and forests, these burrowing creatures produce shallow networks of tunnels just below the surface. Where orcs go, mohlers are sure to follow. In times of peace, orcs domesticate them to plow the earth and eat pests—and in times of war, mohlers reshape the battlefield to knock the orcs' enemies off their feet.

When an orc community has exceptional gratitude for the deeds of one of their own or an outsider, they bestow the companionship of a mohler upon the individual. Treated kindly, mohlers make steadfast companions, protecting their caregivers with their lives. If mistreated, a mohler returns to their original den, and the orcs hunt the responsible party.

Scyzas

Orcs rely on giant bipedal lizards called scyzas to carry them over great distances. They adorn these mounts, which originated in the tropics, with great harnesses that allow dozens of orcs to ride a scyza at the same time. The lizards are fearless in the face of danger, making them perfect battle mounts. A scyza's trunk-like legs and claws cleave through the ground and kick up terrible dust storms. Worse still are their battering head crests, which emit a terrible, bone-shaking ringing sound.

Orc Languages

Most orcs speak Caelian and Kalliak.

Orc Malice (Malice Features)
Malice Features

Orc Malice

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

Overwhelming March

3 Malice
Each orc shifts up to their speed, moving through enemy spaces if they can. Each enemy passed through during this movement makes a Might test.
!6 damage; prone
@4 damage; prone
#Push 2
🔳

Mohler Trench

5 Malice
An orc acting this turn summons 2 mohlers out of the ground, who dig a trench that is a 10 x 1 line within 10 squares when they appear. The trench is 2 squares deep and is difficult terrain. The trench can't be created directly underneath creatures.
🔳

Mohler Cavity

7 Malice
The ground shakes as a group of mohlers dig a 5 cube pit beneath an area where at least one creature is on the ground. The area is difficult terrain. Each orc in the area can shift into the nearest unoccupied space outside the pit before it is completed. Each nonorc in the area makes an Agility test.
!4 damage; the target falls; prone and can't stand (EoT)
@4 damage; the target falls
#The target can shift into the nearest unoccupied space outside the pit.
Mohler
Animal, Orc

Mohler

Level 1
Minion Ambusher
EV 3 for four minions
1SSize
7Speed
4Stamina
1Stability
2Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+0Might
A+2Agility
R-4Reason
I+1Intuition
P-3Presence
ll
Main action

Earth Bump

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

The distance increases to melee 2. If the mohler is 1 or more squares beneath the target before they use this ability, a target who has M < 1 is also knocked prone.

**
Trait

Seismic Sense

The mohler doesn't need line of effect to use abilities against creatures or objects touching the ground.

**
Trait

Ground Grinder

The mohler can use the Dig maneuver at the start of the encounter. Additionally, while the mohler burrows within 1 square below the ground, the ground above where they burrow is difficult terrain.

Orc Blitzer
Humanoid, Orc

Orc Blitzer

Level 1
Minion Harrier
EV 3 for four minions
1MSize
7Speed
4Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Lugged Spear

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
Effect

A target who starts their next turn adjacent to three or more blitzers takes 3 damage.

**
Trait

Bloodfire Bur

If the blitzer is reduced to 0 Stamina, they can make a free strike before dying.

Orc Bloodspark
Humanoid, Orc

Orc Bloodspark

Level 1
Minion Artillery
EV 3 for four minions
1MSize
6Speed
3Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Explosive Mote

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 2
!2 damage; push 1, or the bloodspark can shift 1 square away from the target
@4 damage; push 2, or the bloodspark shifts up to 2 squares away from the target
#5 damage; push 4, or the bloodspark shifts up to 4 squares away from the target
**
Trait

Bloodfire Bur

If the bloodspark is reduced to 0 Stamina, they can make a free strike before dying.

Orc Glorifier
Humanoid, Orc

Orc Glorifier

Level 1
Minion Controller
EV 3 for four minions
1MSize
6Speed
3Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Call to Victory

Signature
KeywordsMagicMeleeRangedStrike
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object per minion
Power Roll+ 2
!1 sonic damage
@2 sonic damage; P < 1 slowed (save ends)
#3 sonic damage; P < 2 slowed (save ends)
Effect

Allies gain an edge on melee strikes against the target until the glorifier and each other glorifier in their squad are killed.

**
Trait

Bloodfire Burn

If the glorifier is reduced to 0 Stamina, they can make a free strike before dying.

Orc Razor
Humanoid, Orc

Orc Razor

Level 1
Minion Brute
EV 3 for four minions
1LSize
6Speed
5Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Boot and Blade

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage; push 3
#5 damage; push 3 or prone
Effect

The razor gains an edge against any target affected by a condition.

**
Trait

Bloodfire Burn

If the razor is reduced to 0 Stamina, they can make a free strike before dying.

Orc Bloodrunner
Humanoid, Orc

Orc Bloodrunner

Level 3
Platoon Harrier
EV 10
1MSize
8Speed
50Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+2Agility
R+0Reason
I+1Intuition
P+1Presence
ll
Main action

Shield Bash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!7 damage; push special
@10 damage; push special
#13 damage; push special or prone
Effect

The forced movement distance is equal to the number of squares the bloodrunner moved on their turn before using this ability. An ally targeted by this ability ignores the damage and can move up to that same distance.

2 MaliceAn ally targeted by this ability can make a free strike after the forced movement is resolved.
**
Trait

Unimpeded

The bloodrunner can end their movement in a prone creature's space. The first time on a turn that a bloodrunner enters any creature's space, that creature takes 3 damage.

**
Trait

Relentless

If the bloodrunner is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the bloodrunner is reduced to 1 Stamina instead.

Orc Chainlock
Humanoid, Orc

Orc Chainlock

Level 1
Platoon Hexer
EV 6
1LSize
5Speed
20Stamina
2Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+2Agility
R+1Reason
I+0Intuition
P+0Presence
ll
Main action

Hook and Chain

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetOne creature or object
Power Roll+ 2
!5 damage; pull 1; M < 0 the target is hooked (save ends)
@7 damage; pull 2; M < 1 the target is hooked (save ends)
#9 damage; pull 3; M < 2 the target is hooked (save ends)
Effect

A hooked target can't move more than 3 squares away from the chainlock's position when this ability is used.

ll
Main action

Heavy Crossbolt

KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 5
TargetOne creature or object
Power Roll+ 2
!5 damage; A < 0 slowed (save ends)
@7 damage; A < 1 slowed (save ends)
#9 damage; prone; A < 2 slowed (save ends)
**
Trait

Chain Link

Whenever the chainlock is force moved by a creature's melee ability, the creature is pulled the same distance toward the chainlock after the forced movement is resolved.

**
Trait

Relentless

If the chainlock is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the chainlock is reduced to 1 Stamina instead.

Orc Eye of Grole
Humanoid, Orc

Orc Eye of Grole

Level 1
Platoon Artillery
EV 6
1MSize
6Speed
20Stamina
0Stability
4Free Strike
ImmunityCold, fire, or lightning
Weakness
Movement
With Captain
M+1Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
**
Trait

Elemental Affinity

The eye has an affinity for one of the following damage types cold, fire, or lightning. The chosen type determines the eye's damage immunity and the damage dealt by their abilities.

ll
Main action

Elemental Discharge

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 2
!6 damage; push 2, or the eye shifts up to 2 squares away from the target
@9 damage; slide 4, or the eye shifts up to 4 squares away from the target
#12 damage; slide 6, or the eye shifts up to 6 squares away from the target
Effect

This ability deals cold, fire, or lightning damage.

ll
Main action

Power Burst

KeywordsAreaMagic
ActionMain action
Distance5 x 2 line within 1
TargetEach enemy in the area
Power Roll+ 2
!3 damage; push 2
@5 damage; push 3
#8 damage; push 4, prone
Effect

This ability deals cold, fire, or lightning damage, and any enemy targeted by the ability has damage weakness 3 to the same damage type (save ends).

**
Trait

Relentless

If the eye is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the eye is reduced to 1 Stamina instead.

Orc Garotter
Humanoid, Orc

Orc Garotter

Level 1
Platoon Ambusher
EV 6
1LSize
5Speed
30Stamina
0Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+2Agility
R+0Reason
I+1Intuition
P-1Presence
ll
Main action

Dagger Feint

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!6 damage; the garroter can shift 1 square
@9 damage; the garroter shifts up to 2 squares
#12 damage; the garroter shifts up to 3 squares
Effect

If this ability gains an edge or has a double edge, it deals an extra 4 damage.

ll
Main action

Strangle

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 2
!6 damage
@9 damage; I < 1 dazed (save ends)
#12 damage; grabbed; I < 2 dazed (save ends)
Effect

While grabbed this way, a target can't communicate or use magic abilities.

ff
Maneuver

Chroma Cloak

Keywords-
ActionManeuver
Distance-
Target-

The garroter turns invisible until the end of their turn. This invisibility ends early if they take damage or use an ability.

**
Trait

Relentless

If the garroter is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the garroter is reduced to 1 Stamina instead.

Orc Godcaller
Humanoid, Orc

Orc Godcaller

Level 1
Platoon Support
EV 6
1MSize
6Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+0Agility
R+0Reason
I+1Intuition
P+2Presence
ll
Main action

Power Chord

Signature
KeywordsMagicMeleeRangedStrike
ActionMain action
DistanceMelee 1 or ranged 10
TargetOne creature or object
Power Roll+ 2
!5 sonic damage
@7 sonic damage
#9 sonic damage; P < 2 weakened (save ends)
ll
Main action

Cadenza

KeywordsMagicRanged
ActionMain action
DistanceRanged 10
TargetOne ally
Effect

The target moves up to their speed and can use a main action.

3 MaliceThe godcaller targets a second ally.
ff
Maneuver

Rallying Ostinato

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetSelf and three allies
Effect

Each target regains 15 Stamina and ignores difficult terrain until the end of the encounter.

**
Trait

Relentless

If the godcaller is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the godcaller is reduced to 1 Stamina instead.

Orc Juggernaut
Humanoid, Orc

Orc Juggernaut

Level 3
Platoon Brute
EV 10
1LSize
6Speed
60Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+2Agility
R-1Reason
I-1Intuition
P+2Presence
ll
Main action

Haymaker Greataxe

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!7 damage
@11 damage; prone
#14 damage; prone; M < 2 bleeding (save ends)
Effect

A target who is already prone takes an extra 6 damage.

))
Free triggered action

Hrraaaaaagh!

Keywords-
ActionFree triggered action
DistanceSelf
TargetSelf
Trigger

The juggernaut takes damage.

Effect

The juggernaut moves up to their speed and can make a free strike.

**
Trait

Blood in the Water

Whenever the juggernaut willingly moves, they can move 3 additional squares if they end their movement closer to a prone creature.

**
Trait

Relentless

If the juggernaut is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the juggernaut is reduced to 1 Stamina instead.

Orc Rampart
Humanoid, Orc

Orc Rampart

Level 2
Platoon Defender
EV 8
1LSize
6Speed
59Stamina
2Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+2Agility
R+2Reason
I+2Intuition
P+2Presence
ll
Main action

My Spear, My Foe

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!6 damage
@9 damage; taunted (EoT)
#12 damage; taunted (EoT)
Effect

This ability has a double edge against any target who dealt damage to the rampart this round.

ff
Maneuver

Castling

Keywords-
ActionManeuver
DistanceSelf; see below
TargetOne ally
Effect

The rampart moves or shifts up to their speed adjacent to the target, then can swap places with the target.

))
Triggered action

No.

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

A creature targets an ally adjacent to the rampart with an ability that doesn't also target the rampart.

Effect

The rampart becomes the target of the triggering ability instead.

**
Trait

Relentless

If the rampart is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the rampart is reduced to 1 Stamina instead.

Orc Terranova
Humanoid, Orc

Orc Terranova

Level 2
Platoon Controller
EV 8
1MSize
6Speed
30Stamina
2Stability
4Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+1Might
A+1Agility
R+0Reason
I+1Intuition
P+2Presence
ll
Main action

Earth Pillar

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetThree creatures or objects
Power Roll+ 2
!6 damage; A < 0 prone and can't stand (save ends)
@9 damage; A < 1 prone and can't stand (save ends)
#12 damage; A < 2 prone and can't stand (save ends)
Effect

Each target must be on the ground, and the ground in each target's space rises 1 square.

ll
Main action

Sinkhole

KeywordsAreaWeapon
ActionMain action
Distance3 burst
TargetEach enemy and object in the area
Power Roll+ 2
!4 damage; M < 0 restrained (save ends)
@7 damage; M < 1 restrained (save ends)
#10 damage; M < 2 restrained (save ends)
Effect

The area is difficult terrain.

**
Trait

Seismic Step

The terranova ignores difficult terrain. Additionally, they don't need line of effect to use abilities against creatures touching the ground.

**
Trait

Relentless

If the terranova is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the terranova is reduced to 1 Stamina instead.

Orc Warleader
Humanoid, Orc

Orc Warleader

Level 3
Leader
EV 20
1MSize
6Speed
120Stamina
2Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+2Agility
R+1Reason
I+2Intuition
P+2Presence
ll
Main action

Go.

Signature
KeywordsRanged
ActionMain action
DistanceRanged 10
TargetOne ally
Effect

The target moves up to their speed and can use a main action.

1 MaliceThe warleader targets two allies.
3 MaliceThe warleader targets one ally and a minion squad.
ll
Main action

Mace Lariat

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetEach enemy
Power Roll+ 3
!7 damage; push 1; M < 1 dazed (save ends)
@10 damage; push 3; M < 2 dazed (save ends)
#13 damage; push 5; M < 3 dazed (save ends)
ff
Maneuver

Lockdown

KeywordsRanged
ActionManeuver
DistanceSelf and ranged 10
TargetSelf and three allies
Effect

Each target moves up to their speed and can use the Grab maneuver, which gains an edge.

))
Triggered action

Courtesy Call

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetOne creature
Trigger

The target obtains a tier 1 outcome on one power roll.

Effect

The target has a double edge on their next power roll before the end of the encounter.

**

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.

**
Trait

Relentless

If the warleader is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the warleader is reduced to 1 Stamina instead.

*Villain Actions
**

Close In

KeywordsArea
Distance10 burst
TargetEach ally in the area
!Frightened of the warleader (save ends)
@Frightened of the warleader (EoT)
#No effect
Effect

Each target moves up to their speed. Each enemy adjacent to a target after this move makes an Intuition test.

**

Familial Reinforcements

KeywordsRanged
DistanceRanged 10
TargetSelf
Effect

The warleader shifts up to their speed, and four orc blitzers appear in unoccupied spaces within distance.

**

I'll Do This Myself

Keywords-
DistanceSelf
TargetSelf
Effect

Three times in succession, the warleader shifts up to their speed and can use Mace Lariat.

Scyza
Animal, Orc

Scyza

Level 3
Elite Mount
EV 20
4Size
6Speed
100Stamina
3Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A-1Agility
R-4Reason
I+0Intuition
P-1Presence
ll
Main action

Clawed Kick

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!7 damage
@11 damage; prone
#14 damage; prone
Effect

The scyza roars, and if the target has I < 2, they are frightened (save ends).

ll
Main action

Whiptail

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetOne creature or object
Power Roll+ 2
!8 damage
@13 damage; prone
#16 damage; A < 2 bleeding (save ends)
Effect

Against a target on top of the scyza, this ability gains an edge, and the target is pushed into an unoccupied adjacent square and knocked prone.

ll
Main action

Crestfall

KeywordsAreaRangedWeapon
ActionMain action
Distance3 cube within 2
TargetEach enemy in the area
Power Roll+ 2
!4 damage, 1 sonic damage; R < 0 dazed (save ends)
@7 damage, 2 sonic damage; R < 1 dazed (save ends)
#9 damage, 3 sonic damage; R < 2 dazed (save ends)
ff
Maneuver

Sandstorm

KeywordsArea
ActionManeuver
Distance3 burst
TargetSpecial
!10 damage; prone; slowed (EoT)
@7 damage; slowed (EoT)
#4 damage
Effect

The scyza kicks up a sandstorm, granting concealment to themself and any ally in the area until the end of the scyza's next turn. Each enemy in the area makes an Intuition test.

))
Triggered action

Brace and Break

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

The scyza or an ally riding the scyza is targeted by an ability.

Effect

Any damage dealt by the triggering ability is halved. If the creature or object who used the ability is within 3 squares of the scyza, the scyza can make a free strike against them.

**
Trait

Terrible Beast

The scyza deals an extra 6 damage with abilities used against objects.

**
Trait

War Harness

While riding the scyza, three size 1 allies can occupy the same space.

Radenwights

The ratfolk known as radenwights are blessed with coordination and acrobatics so impressive and effective that they might be a highly trained and practiced circus act. They enjoy building their warrens, known as "meddles," under cities where the chaos of daily life makes raiding the people above fun and easy.

When the radenwights' enemies expect them to scurry away like rats, they are painfully surprised to see the combined arrows, bodies, and blades of a meddle thrown against them all at once. Whatever the ratfolk do, they do it fearlessly, with deeply cherished values of bravery and fair play shining through for even the most rakish and roguish of them. Radenwights aren't above banditry if it would support the meddle, but they greatly prefer to overwhelm, knock down, and knock out their targets rather than engage in deadly violence. They prefer weapons of precision and look for opportunities to strike as they and their comrades create openings for one another.

Bonds and Bravado

It's a big world out there for a bunch of small ratfolk, and radenwights learned long ago that trying to survive by running away or climbing to safety gets you only so far. Radenwights learn boldness from birth, and are taught to hurl themselves fearlessly against any challenge that stands in their way. The key to this bravery is the intense bond of trust that exists between every radenwight, their comrades, and their community—as well as the knowledge that every other radenwight will act just as decisively as they do. In a scrap, it's not one radenwight's blade or arrow that brings down the foe, but the instant and instinctual follow-up from their fellows.

The Magic of Music

The pursuit of arcane studies is unusual among radenwights, though the community throws their support behind any child who happens to show that talent. Somewhat more common is the spontaneous discovery of magical aptitude through music, as the culture of radenwight meddles strongly emphasizes both music and dance. Radenwights are particularly drawn to flutes and panpipes, inspired by the legend of a flutist whose playing enraptured an evil dragon—even as others in her meddle lined up a suitably sized boulder to be dropped on the creature from the cliff above.

The Great Maclette

The name Maclette is never uttered by radenwights without "The Great" before it. That maestro leads his band in complex city-wide robberies while always staying one step ahead of any would-be ratcatchers. Some say Maclette leads his life of crime to provide for his meddle, while others claim he strives to be king of the criminal world.

In truth, the Great Maclette finds beauty in the thrill of the heist. Robbery is as euphonious as music to his ears, and the maestro treats every operation like a new composition. As long as his band remains at large, he'll always be looking to outdo himself with his next great overture.

Radenwight Languages

Most radenwights speak Caelian and Szetch.

Radenwight Malice (Malice Features)
Malice Features

Radenwight Malice

At the start of any radenwight's turn, you can spend Malice to activate one of the following features.
🗡
Main action

Trouser Cut

3 Malice
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll+ 2
!7 damage; push 3
@10 damage; push 3, taunted (EoT)
#13 damage; push 5, taunted (EoT)
Effect

If the target is wearing clothing covering the lower half of their body, they must use a maneuver once to pull that clothing up before they can move.

Special

This ability can't be used by a minion.

⭐️

Rat Race

5 Malice
Each radenwight in the encounter shifts up to their speed. If a radenwight ends this shift adjacent to one or more radenwights, they can make a melee free strike against each enemy adjacent to them.
🔳

Rally the Rodents

7 Malice
A radenwight uses music to coordinate living rats, forming a 10 wall of rats scurrying atop one another into unoccupied spaces anywhere on the encounter map. The wall doesn't block line of effect for radenwights and their allies, but it does for other creatures as the rats coordinate their movements with the radenwights. Each square of the wall has 10 Stamina. If the last radenwight in the encounter dies and the wall is still standing, the rats let out a hideous screech as they disperse. Each enemy on the encounter map makes an Intuition test.
!7 sonic damage; the target can't take a respite activity during their next respite
@5 sonic damage
#No effect.
Radenwight Mischiever
Humanoid, Radenwight

Radenwight Mischiever

Level 1
Minion Ambusher
EV 3 for 4 minions
1SSize
7Speed
4Stamina
0Stability
2Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-1Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Dagger Dance

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

If the mischiever is hidden when they use this ability, they can target two creatures.

))
Triggered action

Ready Rodent

KeywordsMeleeWeapon
ActionTriggered action
DistanceMelee 1
TargetOne creature
Trigger

An ally deals damage to the target.

Effect

The mischiever makes a free strike against the target.

Radenwight Redeye
Humanoid, Radenwight

Radenwight Redeye

Level 1
Minion Artillery
EV 3 for 4 minions
1SSize
5Speed
3Stamina
0Stability
2Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+1Might
A+2Agility
R-1Reason
I+0Intuition
P+0Presence
ll
Main action

Eyes-On-Me-Shot

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

One ally of the redeye within 2 squares of the target shifts up to 2 squares.

))
Triggered action

Ready Rodent

KeywordsMeleeWeapon
ActionTriggered action
DistanceMelee 1
TargetOne creature
Trigger

An ally deals damage to the target.

Effect

The redeye makes a free strike against the target.

Radenwight Scrapper
Humanoid, Radenwight

Radenwight Scrapper

Level 1
Minion Defender
EV 3 for 4 minions
1SSize
5Speed
5Stamina
1Stability
1Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-1Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Buckler Bash

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage; taunted (EoT)
#3 damage; taunted (EoT)
))
Triggered action

Ready Rodent

KeywordsMeleeWeapon
ActionTriggered action
DistanceMelee 1
TargetOne creature
Trigger

An ally deals damage to the target.

Effect

The scrapper makes a free strike against the target.

Radenwight Swiftpaw
Humanoid, Radenwight

Radenwight Swiftpaw

Level 1
Minion Harrier
EV 3 for 4 minions
1SSize
7Speed
4Stamina
0Stability
1Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+2Agility
R+1Reason
I+0Intuition
P-1Presence
ll
Main action

Rapier Flunge

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage; slide 1, the swiftpaw can shift 1 square
@2 damage; slide 2, the swiftpaw shifts up to 2 squares
#3 damage; slide 3, the swiftpaw shifts up to 3 squares
))
Triggered action

Ready Rodent

KeywordsMeleeWeapon
ActionTriggered action
DistanceMelee 1
TargetOne creature
Trigger

An ally deals damage to the target.

Effect

The swiftpaw makes a free strike against the target.

Radenwight Bruxer
Humanoid, Radenwight

Radenwight Bruxer

Level 1
Platoon Brute
EV 6
1LSize
5Speed
40Stamina
2Stability
4Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+2Might
A+1Agility
R-1Reason
I+0Intuition
P+1Presence
ll
Main action

Lockjaw

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!6 damage
@9 damage
#12 damage; grabbed
Effect

A target grabbed this way takes 2 damage at the start of each of the bruxer's turns.

ll
Main action

Flurry of Bites

KeywordsAreaWeapon
ActionMain action
Distance1 burst
TargetEach enemy in the area
Power Roll+ 2
!3 damage; A < 0 bleeding (save ends)
@5 damage; A < 1 bleeding (save ends)
#8 damage; A < 2 bleeding (save ends)
))
Triggered action

Ready Rodent

KeywordsMeleeWeapon
ActionTriggered action
DistanceMelee 1
TargetOne creature
Trigger

An ally deals damage to the target.

Effect

The bruxer makes a free strike against the target.

**
Trait

Lockdown

Any enemy who shifts adjacent to the bruxer has that shift end. Additionally, any enemy adjacent to the bruxer can't shift.

Radenwight Piper
Humanoid, Radenwight

Radenwight Piper

Level 1
Platoon Support
EV 6
1SSize
5Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+0Agility
R+0Reason
I+2Intuition
P+1Presence
ll
Main action

Piercing Trill

Signature
KeywordsMagicMeleeRangedStrike
ActionMain action
DistanceMelee 1 or ranged 10
TargetOne creature or object
Power Roll+ 2
!5 sonic damage; push 1
@7 sonic damage; push 3
#9 sonic damage; push 4
Effect

The piper or one ally within distance regains Stamina equal to the damage dealt.

ff
Maneuver

Vivace Vivace!

KeywordsAreaMagic
ActionManeuver
Distance3 burst
TargetEach ally in the area
Effect

Each target who has used their Ready Rodent ability this round regains the use of their triggered action.

2 MaliceThe area increases to a 6 burst.
))
Triggered action

Ready Rodent

KeywordsMeleeWeapon
ActionTriggered action
DistanceMelee 1
TargetOne creature
Trigger

An ally deals damage to the target.

Effect

The piper makes a free strike against the target.

**
Trait

Musical Suggestion

At the end of the piper's turn, they can slide one adjacent creature up to 2 squares, ignoring stability.

Radenwight Ratcrobat
Humanoid, Radenwight

Radenwight Ratcrobat

Level 1
Platoon Harrier
EV 6
1SSize
7Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-1Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

En Garde

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!4 damage
@6 damage
#8 damage
Effect

The ratcrobat shifts up to 2 squares after striking the first target, then can shift 1 square after striking the second target.

ff
Maneuver

Over Here, Thanks

KeywordsMelee
ActionManeuver
DistanceMelee 1
TargetOne enemy
Effect

The ratcrobat slides the target up to 3 squares, then can shift into any square the target left.

))
Triggered action

Ready Rodent

KeywordsMeleeWeapon
ActionTriggered action
DistanceMelee 1
TargetOne creature
Trigger

An ally deals damage to the target.

Effect

The ratcrobat makes a free strike against the target.

**
Trait

Gymratstics

The ratcrobat gains an edge on strikes against larger creatures.

Radenwight Maestro
Humanoid, Radenwight

Radenwight Maestro

Level 1
Leader
EV 12
1SSize
5Speed
80Stamina
1Stability
4Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-2Might
A+2Agility
R+0Reason
I+0Intuition
P+3Presence
ll
Main action

Cacophony

Signature
KeywordsAreaMagic
ActionMain action
Distance5 burst
TargetEach enemy in the area
Power Roll+ 3
!3 sonic damage; slide 1, the maestro can shift 1 square
@6 sonic damage; slide 3, the maestro shifts up to 3 squares
#8 sonic damage; slide 5, the maestro shifts up to 5 squares
Effect

Each ally within distance can use Ready Rodent as a free triggered action once before the end of the round.

ff
Maneuver

Tempo Changer

KeywordsMagicRangedStrike
ActionManeuver
DistanceRanged 10
TargetTwo enemies
Power Roll+ 3
!P < 1 slowed (save ends)
@P < 2 slowed (save ends)
#P < 3 slowed (save ends)
3 MaliceEach ally within 3 squares of any target has a +2 bonus to speed until the end of their next turn.
))
Free triggered action

Ever-Ready Rodent

KeywordsMagicRanged
ActionFree triggered action
DistanceRanged 5
TargetThe triggering creature
Trigger

A creature within distance deals damage to an ally or takes damage from an ally.

Effect

The maestro makes a free strike against the target.

**

At the end of each of their turns, the maestro 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.

*Villain Actions
**

Overture

KeywordsArea
Distance10 burst
TargetEach ally in the area
Effect

Each target can shift up to their speed or take the Defend action.

**

Solo Act

KeywordsRanged
DistanceRanged 15
TargetOne creature
Effect

Until the end of their next turn, the target halves any damage they take, gains a +4 damage bonus to strikes, and has their speed doubled.

**

Rondo of Rat

KeywordsArea
Distance10 burst
TargetEach dead ally in the area
Effect

Each target stands, makes a free strike, then falls dead again. Any ally of the targets can use Ready Rodent as a free triggered action once in conjunction with these free strikes.

Rivals

They take the jobs you were eyeing on the local town's job board. They sit at your favorite table in the tavern with the best drinks, food, and entertainment. You know their names, and they know yours. They're rivals—heroes just like you. Maybe even better.

Rivals are NPCs built around the mechanics of seven of the classes in Draw Steel: Heroes-the conduit, elementalist, fury, null, shadow, tactician, and talent (see Chapter 5: Classes in that book). Their stat blocks are streamlined and modular, meant to be easy to adjust on the fly with ancestral traits or signature abilities. Examples of each type of rival are presented at every tier, capturing their foray into renown as they inevitably cross, clash with, and impede the player characters' own heroic journey.

Echelon Name Level Organization Role EV
1st Rival Conduit 2 Elite Support 16
1st Rival Elementalist 2 Elite Controller 16
1st Rival Fury 2 Elite Brute 16
1st Rival Null 2 Elite Harrier 16
1st Rival Shadow 2 Elite Ambusher 16
1st Rival Tactician 2 Elite Artillery 16
1st Rival Talent 2 Elite Hexer 16
2nd Rival Conduit 5 Elite Support 28
2nd Rival Elementalist 5 Elite Controller 28
2nd Rival Fury 5 Elite Brute 28
2nd Rival Null 5 Elite Harrier 28
2nd Rival Shadow 5 Elite Ambusher 28
2nd Rival Tactician 5 Elite Artillery 28
2nd Rival Talent 5 Elite Hexer 28
3rd Rival Conduit 8 Elite Support 40
3rd Rival Elementalist 8 Elite Controller 40
3rd Rival Fury 8 Elite Brute 40
3rd Rival Null 8 Elite Harrier 40
3rd Rival Shadow 8 Elite Ambusher 40
3rd Rival Tactician 8 Elite Artillery 40
3rd Rival Talent 8 Elite Hexer 40
4th Rival Conduit 10 Elite Support 48
4th Rival Elementalist 10 Elite Controller 48
4th Rival Fury 10 Elite Brute 48
4th Rival Null 10 Elite Harrier 48
4th Rival Shadow 10 Elite Ambusher 48
4th Rival Tactician 10 Elite Artillery 48
4th Rival Talent 10 Elite Hexer 48

Rival Stat Block List

Using Rivals in a Campaign

These grab-and-go adaptations of classes are meant to capture a class's fantasy without making Directors run a full hero character sheet. They also seamlessly work together, allowing Directors to build a party of NPC heroes or villains who can be rivals, enemies, or even allies. The next time the heroes need a bit of competition or need to quickly visit a local tavern, temple, or guild hall in search of capable adventurers to help with a quest, you won't be fumbling for a stat block. That's what rivals are for.

Rival Ancestries

You can adjust any rival stat block to more closely model a player character of a specific ancestry. Choose an ancestry from the Rival Ancestries table, then modify the stat block by adding the keyword, adjusting the size, adding the stability adjustment value, and giving them the ancestral trait.

Rival Abilities

Any rival can replace their signature ability with a signature ability a hero has access to. The fury, shadow, and tactician can select a signature ability from any kit (see Chapter 6: Kits in Draw Steel: Heroes), and other rivals can select a signature ability from their respective class. If you replace a rival's signature ability, the replacement ability deals extra damage equal to the rival's level and targets two creatures or objects if the original ability targets only one.

Rival Languages

Most rivals speak Caelian and two other languages.

Rival Malice (Level 1+ Malice Features)
Malice Features

Rival Malice (Level 1+ Malice Features)

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

Work as One

3 Malice
Until the end of the round, each rival can impose a bane on a strike made against an adjacent rival as a free triggered action.
⭐️

We Just Do It Better

3 Malice
Until the end of the round, whenever any rival makes a power roll against the target of their Rivalry trait, they roll a d3 and add it to the power roll.
🔳

Check Out Our Loot

5 Malice
One rival pulls out a magic consumable and hurls it, targeting a 5 x 1 line within 1 square of them or a 3 cube within 10 squares of them. Each enemy in the area makes an Agility test. The rival chooses a damage type and a condition for the outcome of the test from one of the following pairs: sonic damage and dazed, poison damage and weakened, or fire damage and frightened.
!11 damage; the condition affects the target (save ends)
@8 damage; the condition affects the target (EoT)
#5 damage
⭐️

Calling the Shots

7 Malice
Each rival regains 10 Stamina. Until the end of the round, whenever a rival uses an ability against an enemy, each other rival adjacent to that enemy can make a free strike against them.
⭐️

Coordinated Takedown

10 Malice
Each rival moves up to their speed and uses a main action or maneuver that doesn't cost Malice.
Rival Ancestries Table
Keyword Size Adjustment Stability Adjustment Ancestral Trait
Devil 1M 0 Prehensile Tail: The rival can't be flanked.
Draconian (for the dragon knight) 1M +1 Wings: The rival can fly. While flying, their stability is 0.
Dwarf 1M +2 Great Fortitude: The rival can't be made weakened.
High Elf/Wode Elf 1M 0 Otherworldly Grace: At the start of each of their turns, the rival can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
Hakaan 1L +2 Forceful: When the rival force moves a creature or object, they can force move them an additional 2 squares.
Human 1M +1 Determination: As a maneuver, the rival can end the frightened, slowed, or weakened condition on themself.
Memonek 1M -1 (minimum 0) Nonstop: The rival can't be made slowed.
Orc 1M +2 Glowing Recovery: Once per round, the rival can use a maneuver to regain Stamina equal to 5 times their level.
Polder 1S 0 Nimblestep: The rival ignores difficult terrain and can move at full speed while sneaking.
Revenant 1M +1 Vengeance Mark: The rival places a magic sigil on an enemy within 10 squares of them. The rival always knows the direction to that enemy while the sigil is active on them. As a main action, the rival can detonate the sigil, dealing damage to the target equal to the rival's free strike and sliding the target up to 2 squares.
Time Raider 1M 0 Four-Armed Martial Arts: Whenever the rival uses the Grab or Knockback maneuver, they can target one additional creature.

Rivals-1st Echelon

It's possible that these rivals gained a head start on their adventures and will pose a significant challenge to the heroes if they weren't expecting them.

Rival Conduit
Humanoid, Rival

Rival Conduit

Level 2
Elite Support
EV 16
1MSize
5Speed
80Stamina
1Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+0Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Thunder of Heavens

Signature
KeywordsMagicMeleeRangedStrike
ActionMain action
DistanceMelee 1 or ranged 10
TargetTwo creatures or objects
Power Roll+ 2
!7 holy damage
@10 holy damage
#13 holy damage
Effect

The conduit or one ally within distance regains Stamina equal to half the damage dealt.

ff
Maneuver

Imbue with Might

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetSelf and five allies
Effect

Each target gains an edge on their next strike.

**
Trait

Stalwart Guardian

Strikes made against allies adjacent to the conduit take a bane.

**
Trait

Rivalry

At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature can add a d3 roll to power rolls they make against each other.

Rival Elementalist
Humanoid, Rival

Rival Elementalist

Level 2
Elite Controller
EV 16
1MSize
5Speed
60Stamina
1Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+2Reason
I+1Intuition
P+0Presence
ll
Main action

The Writhing Green

Signature
KeywordsGreenMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 2
!7 damage; slide 1
@10 damage; slide 2
#13 damage; slide 3
ll
Main action

The Earth Devours

KeywordsAreaGreenMagicRanged
ActionMain action
Distance3 cube within 10
TargetEach enemy in the area
Power Roll+ 2
!3 damage
@5 damage; restrained (EoT)
#8 damage; restrained (save ends)
Effect

The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 2.

))
Triggered action

Jaws of the Void

KeywordsMagicVoid
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

The elementalist takes damage.

Effect

The elementalist can teleport up to 2 squares. Each creature adjacent to the space they leave takes 2 corruption damage.

**
Trait

Rivalry

At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and the creature can add a d3 roll to power rolls they make against each other.

Rival Fury
Humanoid, Rival

Rival Fury

Level 2
Elite Brute
EV 16
1MSize
5Speed
100Stamina
3Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Brutal Impact

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!7 damage; push 1
@11 damage; push 2
#14 damage; push 3
2 MaliceEach target who has M < 1 is slowed (save ends).
ll
Main action

Let's Tussle

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 2
!8 damage; M < 0 grabbed
@13 damage; M < 1 grabbed
#16 damage; M < 2 grabbed
Effect

The target must be the fury's size or smaller. While the target is grabbed this way, the fury gains an edge on strikes against them.

**
Trait

Overwhelm

Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can make a free strike against that creature or object.

**
Trait

Rivalry

At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can add a d3 roll to power rolls they make against each other.

Rival Null
Humanoid, Rival

Rival Null

Level 2
Elite Harrier
EV 16
1MSize
7Speed
80Stamina
3Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+1Reason
I+2Intuition
P+0Presence
ll
Main action

Nimble Step

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!7 damage; the null shifts up to 2 squares
@10 damage; the null shifts up to 3 squares
#13 damage; the null shifts up to 4 squares
ff
Maneuver

Numb

KeywordsMeleePsionicStrikeWeapon
ActionManeuver
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!7 damage; R < 0 slowed (EoT)
@10 damage; R < 1 slowed (EoT)
#13 damage; R < 2 dazed and slowed (EoT)
**
Trait

Inertial Shield

The first time each round that the null is targeted by a damage-dealing strike, they halve the damage.

**
Trait

Rivalry

At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can add a d3 roll to power rolls they make against each other.

Rival Shadow
Humanoid, Rival

Rival Shadow

Level 2
Elite Ambusher
EV 16
1MSize
7Speed
80Stamina
1Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Swift Serration

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 2
!7 damage
@11 damage
#14 damage; A < 2 bleeding (save ends)
1 MaliceThe shadow can teleport up to 5 squares, then can attempt to hide.
ff
Maneuver

Poison the Blade

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The shadow coats their weapon with poison. They gain an edge on their next strike, and any potency for that strike increases by 1.

**
Trait

Exploit Opening

The shadow deals an extra 5 damage to any bleeding target.

**
Trait

Rivalry

At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature can add a d3 roll to power rolls they make against each other.

Customizing Rivals

Customizing Rivals

Rival stat blocks fill out a typical party in terms of roles, but you can easily change them to represent a class that isn't presented here. For example, you can make a troubadour by using the elementalist as a starting point and making the following changes:

  • Make Presence their highest characteristic.
  • Replace their signature ability with the troubadour's Cutting Sarcasm ability (adjusting it to target two creatures and deal extra damage equal to the troubadour's level).
  • Replace their second main action with Quick Rewrite.
  • Replace their triggered action with Turnabout Is Fair Play.

You can also use the fury as a starting point for a censor by making the following changes:

  • Reverse their Might and Agility scores.
  • Replace their signature ability with the censor's Your Allies Cannot Save You ability (adjusting it to target two creatures and deal extra damage equal to the censor's level).
  • Replace their second main action with Behold a Shield of Faith.
  • Replace their trait with Lead By Example.
Rival Tactician
Humanoid, Rival

Rival Tactician

Level 2
Elite Artillery
EV 16
1MSize
5Speed
60Stamina
2Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+1Reason
I+0Intuition
P+0Presence
ll
Main action

Dual Targeting Shot

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 2
!7 damage
@11 damage
#14 damage
2 MaliceTwo allies within distance can make a free strike against one of the targets.
ll
Main action

I'll Cover You!

KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 5
TargetOne creature or object
Power Roll+ 2
!8 damage; M < 0 weakened (save ends)
@13 damage; M < 1 weakened (save ends)
#16 damage; M < 2 weakened (save ends)
Effect

One ally adjacent to the target regains 5 Stamina.

))
Triggered action

Overwatch

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetThe triggering enemy
Trigger

An enemy within distance willingly moves.

Effect

At any point during the movement, the tactician makes a free strike against the target.

**
Trait

Rivalry

At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature can add a d3 roll to power rolls they make against each other.

Rival Talent
Humanoid, Rival

Rival Talent

Level 2
Elite Hexer
EV 16
1MSize
5Speed
60Stamina
2Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+2Reason
I+0Intuition
P+1Presence
ll
Main action

Reverberating Blast

Signature
KeywordsPsionicRangedStrikeTelekinesis
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 2
!7 psychic damage; M < 0 prone
@10 psychic damage; push 2; M < 1 prone
#13 psychic damage; push 3; M < 2 prone
ff
Maneuver

Muddle the Mind

KeywordsPsionicRangedTelepathy
ActionManeuver
DistanceRanged 10
TargetOne creature or object
Power Roll+ 2
!R < 0 slowed (save ends)
@R < 1 dazed (save ends)
#R < 2 dazed and slowed (save ends)
))
Triggered action

Precognitive Shift

KeywordsPsionic
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

A creature deals damage to the talent.

Effect

The talent halves the damage and shifts up to 2 squares.

**
Trait

Rivalry

At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature can add a d3 roll to power rolls they make against each other.

Rivals-2nd Echelon

The rivals have learned a few new tricks since they last encountered the heroes. Rivalry is a two way street, however, and they'll be sorely disappointed if the heroes can't keep up.

Rival Conduit
Humanoid, Rival

Rival Conduit

Level 5
Elite Support
EV 28
1MSize
5Speed
140Stamina
1Stability
6Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+3Intuition
P+1Presence
ll
Main action

Raging Tempest

Signature
KeywordsMagicMeleeRangedStrike
ActionMain action
DistanceMelee 1 or ranged 10
TargetTwo creatures or objects
Power Roll+ 3
!9 holy damage; vertical slide 1
@14 holy damage; vertical slide 2
#17 holy damage; vertical slide 3
Effect

The conduit or one ally within distance regains Stamina equal to half the damage dealt.

ff
Maneuver

Imbue with Power

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetSelf and five allies
Effect

Each target has a double edge on their next strike.

**
Trait

Stalwart Guardian

Strikes made against allies adjacent to the conduit take a bane.

**
Trait

Rivalry

At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature can add a d3 roll to power rolls they make against each other.

Rival Elementalist
Humanoid, Rival

Rival Elementalist

Level 5
Elite Controller
EV 28
1MSize
5Speed
120Stamina
1Stability
6Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+3Reason
I+2Intuition
P+0Presence
ll
Main action

The Thriving Wilds

Signature
KeywordsGreenMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 3
!9 damage; slide 1; M < 1 3 acid damage
@14 damage; slide 2; M < 2 5 acid damage
#17 damage; slide 3; M < 3 7 acid damage
ll
Main action

The Depths Hunger

KeywordsAreaGreenMagicRanged
ActionMain action
Distance4 cube within 10
TargetEach enemy in the area
Power Roll+ 3
!5 damage
@9 damage; restrained (EoT)
#11 damage; restrained (save ends)
Effect

The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 3.

))
Triggered action

Fissures of Darkness

KeywordsMagicVoid
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

The elementalist takes damage.

Effect

The elementalist can teleport up to 3 squares. Each creature adjacent to the space they leave takes 3 corruption damage.

**
Trait

Rivalry

At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and the creature can add a d3 roll to power rolls they make against each other.

Rival Fury
Humanoid, Rival

Rival Fury

Level 5
Elite Brute
EV 28
1MSize
5Speed
160Stamina
3Stability
7Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Thunderous Slam

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!10 damage; push 2
@15 damage; push 3
#18 damage; push 4
2 MaliceEach target who has M < 2 is slowed (save ends).
ll
Main action

Roughed Up

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 3
!11 damage; M < 1 grabbed
@16 damage; M < 2 grabbed
#21 damage; M < 3 grabbed
Effect

The target must be the fury's size or smaller. While the target is grabbed this way, the fury and their allies gain an edge on strikes against them.

**
Trait

Rivalry

At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can add a d3 roll to power rolls they make against each other.

Rival Null
Humanoid, Rival

Rival Null

Level 5
Elite Harrier
EV 28
1MSize
7Speed
140Stamina
3Stability
6Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+3Agility
R+2Reason
I+3Intuition
P+0Presence
ll
Main action

Agile Stride

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!9 damage; the null shifts up to 3 squares; A < 1 6 damage
@14 damage; the null shifts up to 4 squares; A < 2 11 damage
#17 damage; the null shifts up to 5 squares; A < 3 11 damage
ff
Maneuver

Deaden

KeywordsMeleePsionicStrikeWeapon
ActionManeuver
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!9 damage; R < 1 dazed (EoT)
@14 damage; R < 2 dazed (save ends)
#17 damage; R < 3 dazed and restrained (save ends)
**
Trait

Inertial Shield

The first time each round that the null is targeted by a damage-dealing strike, they halve the damage.

**
Trait

Rivalry

At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can add a d3 roll to power rolls they make against each other.

Rival Shadow
Humanoid, Rival

Rival Shadow

Level 5
Elite Ambusher
EV 28
1MSize
7Speed
140Stamina
1Stability
7Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+3Agility
R+1Reason
I+0Intuition
P+2Presence
ll
Main action

Ambuscade

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!10 damage
@15 damage; A < 2 bleeding (save ends)
#18 damage; A < 3 bleeding (save ends)
1 MaliceThe shadow can teleport up to 6 squares, then can attempt to hide.
ff
Maneuver

Poison the Blade

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The shadow coats their weapon with poison. They gain an edge on their next strike, and any potency for that strike increases by 1.

**
Trait

Exploit Opening

The shadow deals an extra 7 damage to any bleeding target.

**
Trait

Rivalry

At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature can add a d3 roll to power rolls they make against each other.

Rival Tactician
Humanoid, Rival

Rival Tactician

Level 5
Elite Artillery
EV 28
1MSize
5Speed
120Stamina
2Stability
7Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+0Agility
R+2Reason
I+0Intuition
P+1Presence
ll
Main action

Mark Targets

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 3
!10 damage
@15 damage
#18 damage
3 MaliceTwo allies within distance can use a signature ability against the same target.
ll
Main action

Preserve and Protect

KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 5
TargetOne creature or object
Power Roll+ 3
!11 damage; M < 1 weakened (save ends)
@16 damage; M < 2 weakened (save ends)
#21 damage; M < 3 weakened (save ends)
Effect

One ally adjacent to the target regains 7 Stamina.

))
Triggered action

Take the Opening

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetThe triggering enemy
Trigger

An enemy within distance willingly moves.

Effect

At any point during the movement, the tactician and one ally within distance can each make a free strike against the target.

**
Trait

Rivalry

At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature can add a d3 roll to power rolls they make against each other.

Rival Talent
Humanoid, Rival

Rival Talent

Level 5
Elite Hexer
EV 28
1MSize
5Speed
120Stamina
2Stability
6Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+3Reason
I+0Intuition
P+1Presence
ll
Main action

Overwhelming Rend

Signature
KeywordsPsionicRangedStrikeTelekinesis
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 3
!9 psychic damage; push 2; M < 1 prone
@14 psychic damage; push 3; M < 2 prone
#17 psychic damage; push 4; M < 3 prone
ff
Maneuver

Disarrange Thoughts

KeywordsPsionicRangedTelepathy
ActionManeuver
DistanceRanged 10
TargetOne creature or object
Power Roll+ 3
!6 psychic damage; R < 1 dazed (save ends)
@6 psychic damage; R < 2 dazed (save ends)
#6 psychic damage; R < 3 dazed and slowed (save ends)
))
Triggered action

Precognitive Shift

KeywordsPsionic
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

A creature deals damage to the talent.

Effect

The talent halves the damage and shifts up to 2 squares.

**
Trait

Rivalry

At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature can add a d3 roll to power rolls they make against each other.

The Black Iron Pact

A secret society created to overthrow Capital's political and cultural structure, the Black Iron Pact draws its name from Ajax's sobriquet, the Iron Saint. Iron is a metal with deep symbolism to the tyrannical saint.

The five most powerful members of the pact—the High Command formally lead the society and serve as its strike team. The identity and whereabouts of the Black Iron Pact's original founder are closely guarded secrets, known only to Ajax and the High Command.

The pact's true numbers also remain a mystery, and many citizens work for them unknowingly. Such subterfuge ensures the pact's agents can't be traced back to the High Command.

Goals

The Black Iron Pact's primary goal is the conquest of Capital and the installation of Ajax as its ruler and god. The pact's agents are true believers of Ajax's gospel, which seeks change through force and violence. Their evil belief is that humans are the true owners of this world, and as such, only humans can join the Black Iron Pact, though the society employs nonhuman pawns when risk of capture or death is high.

Additionally, many members of the pact—notably senior member Erasmus and his wife Avalla—openly sneer at the idea of guilds (essentially scorning everyone in the middle class), and they object to anyone but a human man holding public office, owning any assets, or even learning to read.

Running the Black Iron Pact

The Black Iron Pact is an example of a 5th-level rival party. You can use the following statblocks, modifying each rival with the human ancestry.

  • Lord Erasmus Deseo: Rival Tactician
  • Canon Athenodorus: Rival Conduit
  • Cloak: Rival Shadow
  • Lady Avalla Deseo: Rival Elementalist
  • Qar, Master of Jackals: Rival Null

Rivals-3rd Echelon

Rivals at the 3rd Echelon have been through quite a few adventures the heroes might not know anything about. Even if they've clashed with the heroes a few times in the past, there's something different about the rivals now.

Rival Conduit
Humanoid, Rival

Rival Conduit

Level 8
Elite Support
EV 40
1MSize
5Speed
200Stamina
1Stability
8Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+0Agility
R+1Reason
I+4Intuition
P+2Presence
ll
Main action

Celestial Furor

Signature
KeywordsMagicMeleeRangedStrike
ActionMain action
DistanceMelee 1 or ranged 10
TargetTwo creatures or objects
Power Roll+ 4
!12 holy damage; vertical slide 2
@17 holy damage; vertical slide 3
#21 holy damage; vertical slide 4
Effect

The conduit or one ally within distance regains Stamina equal to half the damage dealt.

ff
Maneuver

Imbue with Power

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetSelf and five allies
Effect

Each target has a double edge on their next strike.

**
Trait

Unwavering Defender

Damage dealt to any ally adjacent to the conduit is halved.

**
Trait

Rivalry

At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature can add a d3 roll to power rolls they make against each other.

Rival Elementalist
Humanoid, Rival

Rival Elementalist

Level 8
Elite Controller
EV 40
1MSize
5Speed
180Stamina
1Stability
8Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+4Reason
I+3Intuition
P+0Presence
ll
Main action

Verdant Rains

Signature
KeywordsGreenMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 4
!12 damage; slide 2; M < 2 4 acid damage
@17 damage; slide 3; M < 3 6 acid damage
#21 damage; slide 4; M < 4 8 acid damage
Effect

One ally within distance ends one condition on themself.

ll
Main action

The Chasm Engulfs

KeywordsAreaGreenMagicRanged
ActionMain action
Distance5 cube within 10
TargetEach enemy in the area
Power Roll+ 4
!6 damage
@10 damage; restrained (EoT)
#14 damage; restrained (save ends)
Effect

The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 5.

))
Triggered action

Maw of the Abyss

KeywordsMagicVoid
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

The elementalist takes damage.

Effect

The elementalist can teleport up to 4 squares. Each creature adjacent to the space they leave or appear in takes 4 corruption damage.

**
Trait

Rivalry

At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and the creature can add a d3 roll to power rolls they make against each other.

Rival Fury
Humanoid, Rival

Rival Fury

Level 8
Elite Brute
EV 40
1MSize
5Speed
220Stamina
3Stability
9Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+3Agility
R+0Reason
I+1Intuition
P+2Presence
ll
Main action

Bonebreaker

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 4
!13 damage; push 3
@18 damage; push 4
#22 damage; push 5
3 MaliceEach target who has M < 3 is bleeding and slowed (save ends).
ll
Main action

Steelfist

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 4
!15 damage; M < 3 grabbed
@21 damage; M < 4 grabbed
#26 damage; M < 5 grabbed
Effect

The target must be the fury's size or smaller. While the target is grabbed this way, the fury and their allies have a double edge on strikes against them.

**
Trait

Rivalry

At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can add a d3 roll to power rolls they make against each other.

Rival Null
Humanoid, Rival

Rival Null

Level 8
Elite Harrier
EV 40
1MSize
7Speed
200Stamina
3Stability
8Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+4Agility
R+3Reason
I+4Intuition
P+0Presence
ll
Main action

Inertial Flow

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 4
!12 damage; the null shifts up to 3 squares; A < 2 8 damage
@17 damage; the null shifts up to 4 squares; A < 3 13 damage
#21 damage; the null shifts up to 5 squares; A < 4 17 damage
ff
Maneuver

Stun

KeywordsMeleePsionicStrikeWeapon
ActionManeuver
DistanceMelee 1
TargetOne creature or object
Power Roll+ 4
!12 damage; R < 2 dazed (save ends)
@17 damage; R < 3 dazed (save ends)
#21 damage; R < 4 dazed and restrained (save ends)
**
Trait

Force Dampener

The first time each round that the null is targeted by a strike, it takes a bane and the null halves any damage from it.

**
Trait

Rivalry

At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can add a d3 roll to power rolls they make against each other.

Rival Shadow
Humanoid, Rival

Rival Shadow

Level 8
Elite Ambusher
EV 40
1MSize
7Speed
200Stamina
1Stability
9Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+4Agility
R+2Reason
I+0Intuition
P+3Presence
ll
Main action

Assail and Serrate

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 4
!13 damage; A < 2 bleeding (save ends)
@18 damage; A < 3 bleeding (save ends)
#22 damage; A < 4 bleeding and weakened (save ends)
1 MaliceThe shadow can teleport up to 7 squares, then can attempt to hide.
ff
Maneuver

Poison the Blade

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The shadow coats their weapon with poison. They have a double edge on their next strike, and any potency for that strike increases by 2.

**
Trait

Exploit Weakness

The shadow deals an extra 9 damage to any target affected by a condition.

**
Trait

Rivalry

At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature can add a d3 roll to power rolls they make against each other.

Rival Tactician
Humanoid, Rival

Rival Tactician

Level 8
Elite Artillery
EV 40
1MSize
5Speed
180Stamina
2Stability
9Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+1Agility
R+3Reason
I+0Intuition
P+2Presence
ll
Main action

Command From the Back

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 4
!13 damage
@18 damage; A < 3 prone
#22 damage; A < 4 prone
4 MaliceTwo allies within distance move up to their speed and can use a signature ability.
ll
Main action

Safeguard

KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 4
!15 damage; M < 2 weakened (save ends)
@21 damage; M < 3 weakened (save ends)
#26 damage; M < 4 weakened (save ends)
Effect

Two allies adjacent to the target each regain 7 Stamina.

))
Triggered action

Quickshot

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetThe triggering enemy
Trigger

An enemy within distance willingly moves.

Effect

At any point during the movement, the tactician uses a signature ability against the target.

**
Trait

Rivalry

At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature can add a d3 roll to power rolls they make against each other.

Rival Talent
Humanoid, Rival

Rival Talent

Level 8
Elite Hexer
EV 40
1MSize
5Speed
180Stamina
2Stability
8Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+4Reason
I+0Intuition
P+1Presence
ll
Main action

Control Synapses

Signature
KeywordsPsionicRangedStrikeTelekinesis
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 4
!12 psychic damage
@17 psychic damage
#21 psychic damage
3 MaliceEach target shifts up to their speed and can make a free strike against one enemy of the talent's choice. The target can't be moved in a way that would harm them.
ff
Maneuver

Disorientate

KeywordsPsionicRangedTelepathy
ActionManeuver
DistanceRanged 10
TargetOne creature or object
Power Roll+ 4
!8 psychic damage; R < 2 dazed (save ends)
@8 psychic damage; R < 3 dazed and slowed (save ends)
#8 psychic damage; R < 4 dazed and slowed (save ends)
))
Triggered action

Mind Requital

KeywordsPsionic
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

A creature deals damage to the talent.

Effect

The talent halves the damage and shifts up to 2 squares. The triggering creature takes psychic damage equal to half the damage dealt.

**
Trait

Rivalry

At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature can add a d3 roll to power rolls they make against each other.

Rivals-4th Echelon

This is what peak performance looks like. Few bands of monsters can put up a fight with the heroes like the rivals can. Even if they somehow lose, the rivals will always find a way back to the heroes for a rematch.

Rival Conduit
Humanoid, Rival

Rival Conduit

Level 10
Elite Support
EV 48
1MSize
5Speed
240Stamina
1Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+1Agility
R+1Reason
I+5Intuition
P+3Presence
ll
Main action

Sunder the Very Skies

Signature
KeywordsMagicMeleeRangedStrike
ActionMain action
DistanceMelee 1 or ranged 10
TargetTwo creatures or objects
Power Roll+ 5
!15 damage; vertical slide 3; M < 3 5 lightning damage
@20 damage; vertical slide 4; M < 4 7 lightning damage
#24 damage; vertical slide 5; M < 5 9 lightning damage
Effect

The conduit or one ally within distance regains Stamina equal to half the damage dealt.

2 MaliceTwo additional allies within distance regain the same amount of Stamina.
ff
Maneuver

Empyrean Boon

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetSelf and five allies
Effect

Each target has a double edge on their next strike, and that strike deals an extra 10 holy damage. Additionally, they can vertical slide each creature targeted by the strike up to 2 squares.

**
Trait

Unwavering Defender

Damage dealt to any ally adjacent to the conduit is halved.

**
Trait

Rivalry

At the start of an encounter, the conduit chooses one creature within their line of effect. Both the conduit and the creature can add a d3 roll to power rolls they make against each other.

Rival Elementalist
Humanoid, Rival

Rival Elementalist

Level 10
Elite Controller
EV 48
1MSize
5Speed
220Stamina
1Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+3Agility
R+5Reason
I+4Intuition
P+1Presence
ll
Main action

Viridescent Storm

Signature
KeywordsGreenMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 5
!15 damage; slide 3; M < 3 5 acid damage
@20 damage; slide 4; M < 4 7 acid damage
#24 damage; slide 5; M < 5 9 acid damage
Effect

One ally within distance ends all conditions on themself.

ll
Main action

The World Consumes

KeywordsAreaGreenMagicRanged
ActionMain action
Distance3 cube within 10
TargetEach enemy in the area
Effect

The area becomes overgrown with caustic vines until the end of the encounter. While in the area, any enemy has acid weakness 5 and is slowed. Any enemy who ends their turn in the area and has M < 4 is restrained (save ends).

))
Triggered action

Breach of Nihility

KeywordsMagicVoid
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

The elementalist takes damage.

Effect

The elementalist can teleport up to 5 squares. Each creature adjacent to the space they leave or appear in takes 5 corruption damage.

**
Trait

Rivalry

At the start of an encounter, the elementalist chooses one creature within their line of effect. Both the elementalist and the creature can add a d3 roll to power rolls they make against each other.

Rival Fury
Humanoid, Rival

Rival Fury

Level 10
Elite Brute
EV 48
1MSize
5Speed
260Stamina
3Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+5Might
A+4Agility
R+0Reason
I+2Intuition
P+3Presence
ll
Main action

Seismic Crush

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 5
!15 damage; push 4
@21 damage; push 5
#25 damage; push 6
2 MaliceEach target who has M < 4 is bleeding and slowed (save ends).
ll
Main action

Death Grip

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 5
!15 damage; M < 3 grabbed
@21 damage; M < 4 grabbed
#25 damage; M < 5 grabbed
Effect

The target must be the fury's size or smaller. While the target is grabbed this way, the fury and their allies have a double edge on strikes against them.

**
Trait

Devastate

Once per turn, when the fury force moves a creature or object, or shifts adjacent to a creature or object, they can use a signature ability against that creature or object that has a double edge.

**
Trait

Rivalry

At the start of an encounter, the fury chooses one creature within their line of effect. Both the fury and the creature can add a d3 roll to power rolls they make against each other.

Rival Null
Humanoid, Rival

Rival Null

Level 10
Elite Harrier
EV 48
1MSize
7Speed
240Stamina
3Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+5Agility
R+4Reason
I+5Intuition
P+0Presence
ll
Main action

Kinetic Danse

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 5
!15 damage; the null shifts up to 4 squares; A < 3 10 damage
@20 damage; the null shifts up to 5 squares; A < 4 15 damage
#24 damage; the null shifts up to 6 squares; A < 5 19 damage
ff
Maneuver

Incapacitate

KeywordsMeleePsionicStrikeWeapon
ActionManeuver
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 5
!13 damage; R < 3 dazed and restrained (save ends)
@17 damage; R < 4 dazed and restrained (save ends)
#20 damage; R < 5 dazed and restrained (save ends)
**
Trait

Energy Conservation

The first time each round that the null is targeted by a strike, it takes a bane and the null halves the damage from it. The creature making the strike takes 10 damage.

**
Trait

Rivalry

At the start of an encounter, the null chooses one creature within their line of effect. Both the null and the creature can add a d3 roll to power rolls they make against each other.

Rival Shadow
Humanoid, Rival

Rival Shadow

Level 10
Elite Ambusher
EV 48
1MSize
5Speed
240Stamina
1Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+5Agility
R+3Reason
I+2Intuition
P+4Presence
ll
Main action

A Hush of Ash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 5
!15 damage; A < 3 bleeding (save ends)
@21 damage; A < 4 bleeding (save ends)
#25 damage; A < 5 bleeding (save ends)
1 MaliceThe shadow can teleport up to 10 squares, then can attempt to hide.
ff
Maneuver

Envenomed Steel

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The shadow coats their weapon with poison. They have a double edge on their next strike, any potency for that strike increases by 2, and if the target has M < 4, they are weakened (save ends).

**
Trait

Exploit Weakness

The shadow deals an extra 10 damage to any target affected by a condition.

**
Trait

Rivalry

At the start of an encounter, the shadow chooses one creature within their line of effect. Both the shadow and the creature can add a d3 roll to power rolls they make against each other.

Rival Tactician
Humanoid, Rival

Rival Tactician

Level 10
Elite Artillery
EV 48
1MSize
5Speed
220Stamina
2Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+5Might
A+2Agility
R+4Reason
I+0Intuition
P+3Presence
ll
Main action

Forward Assault

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 5
!15 damage
@21 damage; A < 4 prone and can't stand (EoT)
#25 damage; prone; A < 5 can't stand (EoT)
5 MaliceTwo allies within distance move up to their speed and can use a signature ability that has a double edge.
ll
Main action

Guardian From Afar

KeywordsAreaRangedWeapon
ActionMain action
Distance3 cube within 10
TargetOne creature in the area
Power Roll+ 5
!10 damage; M < 3 weakened (save ends)
@16 damage; M < 4 weakened (save ends)
#20 damage; M < 5 weakened (save ends)
Effect

Each ally in the area regains 10 Stamina.

))
Triggered action

Battlefield Control

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetThe triggering enemy
Trigger

An enemy within distance willingly moves.

Effect

At any point during the movement, the tactician and one ally within distance can use a signature ability against the target.

**
Trait

Rivalry

At the start of an encounter, the tactician chooses one creature within their line of effect. Both the tactician and the creature can add a d3 roll to power rolls they make against each other.

Rival Talent
Humanoid, Rival

Rival Talent

Level 10
Elite Hexer
EV 48
1MSize
5Speed
220Stamina
2Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+5Reason
I+0Intuition
P+1Presence
ll
Main action

Override

Signature
KeywordsPsionicRangedStrikeTelekinesis
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 5
!15 psychic damage
@20 psychic damage
#24 psychic damage
4 MaliceEach target moves up to their speed and can make a free strike against one enemy of the talent's choice. The target's movement can provoke opportunity attacks, but they can't otherwise be moved in a way that would harm them.
ff
Maneuver

Steal Time

KeywordsChronopathyPsionicRanged
ActionManeuver
DistanceRanged 10
TargetOne creature or object
Power Roll+ 5
!R < 3 slowed (save ends)
@R < 4 restrained (save ends)
#R < 5 restrained (save ends)
Effect

One ally within distance can use an additional main action on their next turn.

))
Triggered action

Psionic Retribution

KeywordsPsionic
ActionTriggered action
DistanceSelf; see below
TargetSelf
Trigger

A creature deals damage to the talent.

Effect

The talent halves the damage and shifts up to 2 squares. The triggering creature takes psychic damage equal to half the damage dealt and is pushed up to 5 squares.

**
Trait

Rivalry

At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature can add a d3 roll to power rolls they make against each other.

Shambling Mound

Rich soil squelches under every footstep. Curtains of menacing vines block the way, and muffled groans echo distantly under the darkening canopy. But by the time a hapless explorer realizes the ground is moving, it's too late—the shambling mound has devoured them.

Found in overgrown swamps, stinking marshes, dense wodes, and dark, damp rainforests, the shambling mound is a wandering mass of vegetation that feeds on everything in their path.

Noxious Origins

A shambling mound is most often a byproduct of nearby hags or mages, especially evil ones or those utilizing green magic. Latent magic seeps into the surrounding land, coalescing into a nocuous creature consumed by hunger. The shambling mound knows only that they must grow, and that to grow they must feed—and thus they wander in search of a hunting ground.

It is believed these magical origins are what give shambling mounds their ability to produce poisons, which vary from region to region. For example, the toxins from a shambling mound along coastal beaches or swamps might appear milky white and smell sweet like manchineel trees. Meanwhile, shambling mounds found in rainforests might give off a heady, intoxicating sweet scent at night, luring victims in with beautiful pale blooms like angel's trumpets and producing intense hallucinations for those unfortunate enough to become poisoned. But while their specific effects might change, each shambling mound's toxins typically have the same aim: enervate their foes and then magically absorb that lost strength and vitality.

Alchemical Ingredients

After a shambling mound dies, a creature can make a Reason test to extract toxins from the remains.

  • ≤11: The creature extracts no toxins.
  • 12-16: The creature extracts enough toxins to craft one vial of poison.
  • 17+: The creature extracts enough toxins to craft three vials of poison.

Creating poison from the extracted toxins requires the completion of a special crafting project (see Chapter 12: Downtime Projects of Draw Steel: Heroes).

  • Item Prerequisite: Shambling mound toxins
  • Project Source: Texts or lore in Caelian
  • Project Roll Characteristic: Reason or Intuition
  • Project Goal: 45

As a maneuver, one vial of poison can be applied to a weapon. For 1 minute after the poison is applied, damage dealing abilities using that weapon deal an extra 4 + 1d6 poison damage.

Hearty Eaters

As a shambling mound drags their massive form through the undergrowth, they consume any organic matter they pass. What is more satisfying, however, is when they find a shadowed, overgrown place to lurk until the meal comes to them—a veritable feast for little effort. After a mound engulfs their prey, be they animal or adventurer, the meal-to-be is sealed in a sack of interwoven vines and leaves. This vegetative hunter can then sap the strength of those within to feast or empower itself.

Verdant Core and Expansive Sprawl

When fighting a shambling mound, most attention is drawn to the cavernous chamber that holds their consumed victims. However, the shambling mound protects a smaller magic crux at their core with a knot of vines, leaves, and other natural defenses. The mound can expose this core to free up their form and become deadlier, thus opening themselves up to more potential harm.

One must also be wary of the area around a shambling mound. Their vines reach out far, the full extent of their form hidden among other flora until they strike.

Shambling Mound Malice (Malice Features)
Malice Features

Shambling Mound Malice

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

Poisoned Vines

3 Malice
The shambling mound seeps noxious residue from their vines. The next time they use their Vine Lash ability before the end of their next turn, they deal an extra 12 poison damage to each target.
❇️

Frenzy Lash

5 Malice
The shambling mound lashes out at each enemy within 10 squares of them, driving them back or into the air. Each target makes an Agility test.
!7 damage; push 7 or vertical push 3; restrained (save ends)
@6 damage; push 5 or vertical push 2
#3 damage
☠️

Solo Action

5 Malice
The shambling mound takes an additional main action on their turn. They can use this feature even if they are dazed.
❇️

Leeching Wilds

7 Malice
Until the end of the shambling mound's next turn, the area within 10 squares of them is difficult terrain for enemies, and any enemy in the area takes a bane on power rolls. Any enemy who starts their turn in the area takes 4 acid damage, and the shambling mound regains an equal amount of Stamina.
Shambling Mound
Plant, Shambling Mound

Shambling Mound

Level 5
Solo
EV 84
3Size
3Speed
400Stamina
5Stability
7Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A-1Agility
R+0Reason
I+1Intuition
P+0Presence
**
Trait

Solo Monster

At the end of each of their turns, the shambling mound 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 shambling mound can take two turns each round. They can't take turns consecutively.

**
Trait

Engulfing Sac

The shambling mound has a vegetative sack on their body where they carry engulfed creatures. The sack has 30 Stamina, damage immunity 5, and fire weakness 10. Destroying the sack frees creatures trapped by the shambling mound's Engulf ability. The shambling mound regrows a destroyed sack at the start of their next turn.

ll
Main action

Vine Lash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 6
TargetTwo creatures or objects
Power Roll+ 4
!11 damage; A < 3 grabbed
@16 damage; A < 4 grabbed
#19 damage; grabbed
2 MaliceThe shambling mound can slide each target up to 6 squares.
3 MaliceEach target takes 7 poison damage.
ll
Main action

Seismic Slam

KeywordsAreaWeapon
ActionMain action
Distance6 burst
TargetEach enemy in the area
Power Roll+ 4
!4 damage; M < 2 dazed (save ends)
@6 damage; M < 3 dazed (save ends)
#7 damage; M < 4 dazed (save ends)
ll
Main action

Engulf

KeywordsMelee
ActionMain action
DistanceMelee 6
TargetOne creature or object
Effect

The target must be size 1L or smaller. The shambling mound reaches out with writhing vines, and if the target has A < 3, they are engulfed into the shambling mound's sack. If the target is grabbed by the shambling mound, the potency increases by 1. An engulfed creature is restrained, takes 3 poison damage at the start of each turn, and can't take damage from abilities used from outside the sack. When the shambling mound moves, the engulfed creature moves with them. If the shambling mound dies or their sack is destroyed, each engulfed creature is freed and appears in an unoccupied space within 2 squares of the shambling mound.

2+ MaliceThe shambling mound can engulf one additional target for each 2 Malice spent.
ff
Maneuver

Leech

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

Each creature engulfed by the shambling mound takes 5 poison damage. The shambling mound gains 5 temporary Stamina for each creature who takes damage this way.

))
Triggered action

Tether Down

KeywordsMelee
ActionTriggered action
DistanceMelee 6
TargetThe triggering creature
Power Roll+ 4
!7 damage; M < 2 restrained (EoT)
@12 damage; M < 3 restrained (EoT)
#15 damage; M < 4 restrained (EoT)
Trigger

A creature within distance willingly moves.

**
Trait

False Appearance

While the shambling mound remains motionless, they are indistinguishable from ordinary vegetation.

**
Trait

Frothing Flora

The area within 6 squares of the shambling mound is difficult terrain.

*Villain Actions
**

Ravenous Overgrowth

KeywordsAreaWeapon
Distance10 x 2 line within 1
TargetEach creature in the area
Power Roll+ 4
!7 damage, pull 3
@12 damage; pull 4; the target has poison weakness 3 until the end of the encounter
#15 damage; pull 6; the target has poison weakness 5 until the end of the encounter
**

Composting

KeywordsMelee
DistanceMelee 6
TargetEach enemy
Effect

The shambling mound uses Engulf against each target without spending Malice.

**

Exposed Crux

KeywordsMelee
DistanceSelf
TargetSelf
Effect

The shambling mound rips themself apart, exposing the crux of magic holding them together. The distance of the shambling mound's melee abilities increases to melee 10, the creature has a double edge on power rolls, and strikes made against them gain an edge.

Time Raiders

Genetic rebels, the space punks known as the time raiders (called the kuran'zoi among themselves) scour the Sea of Stars, the Sea Between Worlds, for heavily laden ships of any type. But they prefer the ships of UNISOL and other empires, for they love raiding the frigates of powerful governments who think their money and imperious nature can buy security.

Veterans of the Psychic Wars

Thousands of years ago, the synlirii—those powerful and evil psionic horrors more commonly known as voiceless talkers—created the kuran'zoi as soldiers. But as the synlirii experimented with and enhanced these warriors' psionic potential, the kuran'zoi came to understand the true nature of their progenitors. They rebelled against the synlirii and fled to the Sea of Stars, becoming nomads of the timescape.

Hardened-Vision Hexapods

Kuran'zoi possess resilient ocular sensors that allow them to see in the dark. Knowing these sensors would also defend them against the hardlight storms of the Astral Sea, the escaping kuran'zoi chose the Sea of Stars as their home. They thrive where the winds of limbo roar.

Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran'zoi is like a squad unto themself.

Psi-Tech

Like their synlirii foes, time raiders travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran'zoi specialize in melee weapons that psionically devastate enemies, but time raider vertexes also learn to pilot enormous suits of psionic armor that empower their allies.

Genre Raiders

The moniker "time raider" is a bit of a misnomer. Because they are pirates of the upper worlds, whenever a time raider hunting party arrives in Orden the locals assume these must be warriors from the future, wielding marvelous weapons of light that hit as hard as steel.

Leave a Few Alive

Time raider pirates plunder the vessels they target, but allow just enough of the crew to survive so the ship can make it back home. Kuran'zoi pirate captains often remind their crews: "Leave the sheep alive. Next year, they'll return with a new coat of wool for us to shear."

Creatures Outside Time

While in the Sea of Stars, time raiders and other creatures don't age. As a result, many living kuran'zoi recall the Psychic Wars. They carry the lessons learned from millennia of conflict with the synlirii into new battles with devastating effect, using mindships to launch attacks on other planes and appearing exactly where they want to. However, this knowledge serves them far beyond war. Time raiders raise their young in ruined citadels and similar strongholds on obscure worlds, keeping their creches secret and protected.

Time Raider Languages

Most time raiders speak Caelian and Voll. Because of the number of worlds they've visited, many time raiders have their speech peppered with misplaced tenses and strange references.

Time Raider Malice (Malice Features)
Malice Features

Time Raider Malice

At the start of any time raider's turn, you can spend Malice to activate one of the following features.
🔳
Maneuver

Gravity Well

3 Malice
AreaPsionicRangedWeapon
Distance
5 cube within 3
Targets
Special
Effect

A time raider acting this turn activates a gravity well in the area. The gravity well sits at the center of the cube and lasts until the end of the encounter, or until a creature adjacent to the well uses a maneuver to deactivate it. The area is difficult terrain for enemies. Any enemy who ends their turn in the area is pulled up to 4 squares toward the well.

⭐️

Recall Module

5 Malice
Until the end of the round, each time raider gains a +3 bonus to speed, and can teleport up to their speed as a move action.
🌀

Psi-Cage

10 Malice
All time raiders in the encounter collectively create a psionic field over the encounter map, which lasts until the first time raider with the highest Stamina maximum drops to 0 Stamina or chooses to end the field (no action required). While the field is up, each non-time raider on the map makes a Reason test against this psionic effect at the start of each round.
!10 psychic damage; slowed (EoT)
@7 psychic damage; slowed (EoT)
#No effect.
Time Raider Archon
Humanoid, Time Raider

Time Raider Archon

Level 3
Minion Harrier
EV 5 for four minions
1MSize
7Speed
7Stamina
0Stability
2Free Strike
ImmunityPsychic 3
Weakness
Movement
With Captain
M+2Might
A+2Agility
R+2Reason
I+1Intuition
P-1Presence
ll
Main action

Brutal Flail

Signature
KeywordsMeleePsionicStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage; one ally can make a free strike against the target
**
Trait

Foresight

The archon doesn't take a bane on strikes against creatures with concealment.

Time Raider Myriad
Humanoid, Time Raider

Time Raider Myriad

Level 3
Minion Brute
EV 5 for four minions
1MSize
5Speed
8Stamina
0Stability
3Free Strike
ImmunityPsychic 3
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+2Reason
I+1Intuition
P+1Presence
ll
Main action

Fifth Fist

Signature
KeywordsMeleePsionicStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 2
!3 damage; slide 1
@5 damage; slide 2
#6 damage; slide 3, prone
**
Trait

Foresight

The myriad doesn't take a bane on strikes against creatures with concealment.

Time Raider Armiger
Humanoid, Time Raider

Time Raider Armiger

Level 3
Platoon Defender
EV 10
1MSize
5Speed
60Stamina
0Stability
5Free Strike
ImmunityPsychic 3
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+2Reason
I+2Intuition
P+0Presence
ll
Main action

Serrated Saber

Signature
KeywordsMeleePsionicStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!7 damage
@10 damage
#13 damage; R < 2 weakened (save ends)
2 MaliceA creature weakened this way is also bleeding.
))
Triggered action

Shared Sickness

KeywordsPsionicRanged
ActionTriggered action
DistanceRanged 20
TargetThe triggering creature
Power Roll+ 2
!4 psychic damage; R < 0 5 poison damage
@6 psychic damage; R < 1 5 poison damage
#9 psychic damage; R < 2 5 poison damage
Trigger

A creature deals damage to any ally of the armiger who the armiger has line of effect to.

**
Trait

Foresight

The armiger doesn't take a bane on strikes against creatures with concealment.

**
Trait

Kuran'zoi Heraldry

Any time raider who starts their turn with line of effect to the armiger can end one condition affecting the.

Time Raider Cannonfall
Humanoid, Time Raider

Time Raider Cannonfall

Level 3
Platoon Artillery
EV 10
1LSize
5Speed
40Stamina
3Stability
5Free Strike
ImmunityPsychic 3
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+2Reason
I+2Intuition
P+0Presence
ll
Main action

Sunderbuss

Signature
KeywordsAreaPsionicRangedWeapon
ActionMain action
Distance3 cube within 10
TargetEach enemy in the area
Power Roll+ 2
!4 sonic damage
@7 sonic damage
#10 sonic damage; prone; M < 2 slowed (save ends)
Effect

A layer of ground beneath the area that is 1 square deep is destroyed.

))
Free triggered action

Buss Buffe

KeywordsAreaPsionic
ActionFree triggered action
Distance5 burst
TargetSelf and each ally in the area
Trigger

A creature damages the cannonfall with a ranged or area ability.

Effect

The damage is halved for the cannonfall and each target also affected by the triggering ability.

**
Trait

Foresight Squared

The cannonfall doesn't take a bane on strikes against creatures with concealment or cover.

Time Raider Helix
Humanoid, Time Raider

Time Raider Helix

Level 3
Platoon Controller
EV 10
1MSize
5Speed
40Stamina
0Stability
5Free Strike
ImmunityPsychic 3
Weakness
MovementFly
With Captain
M+0Might
A+2Agility
R+2Reason
I+2Intuition
P+2Presence
ll
Main action

Blaster Volley

Signature
KeywordsPsionicRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 2
!6 corruption damage; push 2
@8 corruption damage; push 4
#11 corruption damage; push 6, prone
ff
Maneuver

Kinetic Lane

KeywordsAreaPsionicRanged
ActionManeuver
Distance4 x 2 line within 10
TargetSpecial
Effect

The area is a psionically charged treadmill that pushes creatures and objects at high speed in one direction of the helix's choice. Any creature who enters the area or starts their turn there slides 3 squares toward the end of the area in the chosen direction. Each enemy in the area when it first appears takes 3 damage before they slide.

3 MaliceThe helix creates a second kinetic lane.
**
Trait

Foresight

The helix doesn't take a bane on strikes against creatures with concealment.

Time Raider Hijack
Humanoid, Time Raider

Time Raider Hijack

Level 3
Platoon Ambusher
EV 10
1MSize
6Speed
50Stamina
0Stability
5Free Strike
ImmunityPsychic 3
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+2Reason
I+2Intuition
P+1Presence
ll
Main action

Golden Sickles

Signature
KeywordsMeleePsionicStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 2
!7 damage
@11 damage
#14 damage; A < 2 bleeding (save ends)
Effect

The hijack is hidden from any creature who is bleeding from this ability until that condition ends.

ff
Maneuver

Psi-Sickle

KeywordsPsionicRangedWeapon
ActionManeuver
DistanceRanged 5
TargetOne creature or object
Effect

The hijack psychically latches their sickle onto the target and closes the distance between them. If the target is larger than the hijack, the hijack moves adjacent to the target. Otherwise, the target is pulled up to 4 squares toward the hijack.

**
Trait

Foresight

The hijack doesn't take a bane on strikes against creatures with concealment.

Time Raider Mind Punk
Humanoid, Time Raider

Time Raider Mind Punk

Level 3
Platoon Hexer
EV 10
2Size
5Speed
40Stamina
2Stability
5Free Strike
ImmunityPsychic 3
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+2Reason
I+2Intuition
P+1Presence
ll
Main action

Repelling Psihander

Signature
KeywordsMeleePsionicStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures adjacent to each other
Power Roll+ 2
!6 damage
@8 damage; M < 1 dazed (save ends)
#11 damage; M < 2 dazed (save ends)
Effect

A target who ends their next turn adjacent to the other target falls prone.

ll
Main action

Mindpunk

KeywordsAreaPsionic
ActionMain action
Distance3 burst
TargetEach enemy in the area
Power Roll+ 2
!4 psychic damage; R < 0 prone
@6 psychic damage; push 1; R < 1 prone and can't stand (save ends)
#9 psychic damage; push 2; R < 2 prone and can't stand (save ends)
**
Trait

Foresight

The mind punk doesn't take a bane on strikes against creatures with concealment.

Time Raider Nemesis
Humanoid, Time Raider

Time Raider Nemesis

Level 3
Platoon Harrier
EV 10
1MSize
7Speed
50Stamina
0Stability
5Free Strike
ImmunityPsychic 3
Weakness
MovementFly
With Captain
M+1Might
A+2Agility
R+2Reason
I+1Intuition
P+0Presence
ll
Main action

Golden Scythe

Signature
KeywordsMeleePsionicStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 2
!7 damage; pull 1
@10 damage; pull 2
#13 damage; pull 3; A < 2 restrained (save ends)
Effect

This ability can target creatures on parallel planes of existence and pull them onto the nemesis's plane.

ll
Main action

Kinetic Crush

KeywordsPsionicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature
Power Roll+ 2
!7 psychic damage; M < 0 slowed (save ends)
@10 psychic damage; M < 1 slowed (save ends)
#13 psychic damage; M < 2 slowed (save ends)
Effect

Any creature slowed this way takes 2 damage for each square they move or are force moved until that condition ends.

**
Trait

Foresight

The nemesis doesn't take a bane on strikes against creatures with concealment.

Time Raider Vertex
Humanoid, Time Raider

Time Raider Vertex

Level 3
Platoon Support
EV 10
2Size
5Speed
62Stamina
2Stability
5Free Strike
ImmunityPsychic 3
Weakness
MovementFly, hover
With Captain
M+1Might
A+1Agility
R+2Reason
I+1Intuition
P+0Presence
ll
Main action

Psionic Slam

Signature
KeywordsMeleePsionicStrike
ActionMain action
DistanceMelee 2
TargetOne creature
Power Roll+ 2
!5 damage, 2 psychic damage
@7 damage, 3 psychic damage
#9 damage, 4 psychic damage
Effect

Any power roll made against the target gains an edge until the start of the vertex's next turn.

ll
Main action

Split Space

KeywordsAreaPsionicRanged
ActionMain action
Distance2 cube within 10
TargetSpecial
Effect

A portal fills the area, connecting to a location the vertex has experienced on any plane of existence, in person or otherwise. Any creature who enters the portal for the first time in a round or starts their turn there is instantly teleported to any unoccupied space in the portal at the chosen location. The portal lasts until the vertex uses this ability again, dismisses the portal (no action required), or is transported by the portal.

ff
Maneuver

Invigorated March

KeywordsAreaPsionic
ActionManeuver
Distance4 burst
TargetEach ally in the area
Effect

Each target shifts up to half their speed.

**
Trait

Foresight

The vertex doesn't take a bane on strikes against creatures with concealment.

Time Raider Tyrannis
Humanoid, Time Raider

Time Raider Tyrannis

Level 3
Leader
EV 20
2Size
10Speed
120Stamina
2Stability
5Free Strike
ImmunityPsychic 5
Weakness
MovementHover, teleport
With Captain
M+0Might
A+3Agility
R+3Reason
I+1Intuition
P+0Presence
ll
Main action

Gatling Blaster

Signature
KeywordsMeleePsionicRangedStrikeWeapon
ActionMain action
DistanceMelee 2 or ranged 10
TargetTwo creatures or objects
Power Roll+ 3
!8 corruption damage
@12 corruption damage
#15 corruption damage
Effect

Each target takes a −2 penalty to speed until the start of the tyrannis's next turn.

ff
Maneuver

Air Raid!

KeywordsPsionicRanged
ActionManeuver
DistanceRanged 10
TargetThree time raiders
Effect

Each target can fly up to their speed and make a free strike. If a target doesn't land in an unoccupied space, they fall.

))
Triggered action

Precog Reflexes

KeywordsPsionicRanged
ActionTriggered action
DistanceRanged 10
TargetThe triggering creature
Trigger

A creature within distance makes a strike against the tyrannis.

Effect

The strike takes a bane. After the strike resolves, the tyrannis can make a free strike against the target.

2 MaliceThe strike has a double bane instead.
**

At the end of each of their turns, the tyrannis 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.

**
Trait

Foresight

The tyrannis doesn't take a bane on strikes against creatures with concealment.

*Villain Actions
**

We Will Won!

KeywordsPsionicRanged
DistanceRanged 10
TargetSelf and three allies
Effect

Each target gains 15 temporary Stamina, and has their speed doubled until the end of their next turn.

**

Stick to the Plan!

KeywordsArea
Distance10 burst
TargetSelf and each ally in the area
Effect

Each target can end one effect on them or can move up to their speed.

**

Armageddon

KeywordsArea
Distance5 burst
TargetSpecial
Effect

The tyrannis fires a sensor mine into each unoccupied square in the area, and creates a gravity well whose area contains one or more squares of the tyrannis's space (see Gravity Well). Whenever an enemy enters a square with a sensor mine in it, the mine explodes, dealing 3 damage to the enemy.

Trolls

Ravenous trolls rampage through the wild to quell their fathomless hunger, leaving only destruction in their wake. Tall and gangly, they have mottled green skin covered by a mane of matted hair that runs down their neck and back. In many ways, they resemble massive humanoids, but their exaggerated features belie this comparison. A troll's lower jaw hangs unhinged and distended, and their long arms end in claws that drag along the ground as they walk.

Hypermetabolism

A troll's constant hunger and aggression beget a life of violence. Like a grotesque miracle, they quickly assimilate consumed flesh into themselves to regenerate their body. Some scholars think this extreme metabolic process is the source of their hunger, but none know for certain which came first.

Phases of Destruction

Fortunately for the ecosystems they inhabit, trolls can't be active all the time. Their natural behavior is to hunt relentlessly for a few days, then return to their dens to rest for as much as a week. Patient troll hunters can wait for this torpor and catch their quarry by surprise—though the cost of waiting can be high thanks to the damage a troll might do in the meantime.

Strange Mutations

Trolls prefer to prey upon humanoids and animals, but stories tell of them feeding on fetid demons and undead, assimilating those creatures' flesh to magnificent and horrifying effect. A troll with loose hanging skin, curling nails, or exposed bone might be in better health than their appearance would suggest.

Limbjumbles

When a suitably large piece of a troll is torn off in battle, it does its very best to keep on living. Deep-seated survival instinct goes into overdrive, causing the detached piece to sprout unthinkable assortments of malformed arms and legs. Though these limbjumbles are ultimately short-lived, they can often be found tumbling awkwardly behind living trolls.

Mutating Your Trolls

At the Director's discretion, a troll can mutate after consuming the flesh of any creature and gain some of their damage immunities, traits, abilities, and movement options. For instance, a troll who devours the carcass of a dead draconian might grow wings and gain their signature ability!

Be aware that this can increase the difficulty category of an encounter while one or more of these mutated trolls are present—especially if their mutations enable them to deal more damage than normal or grant them an acid or fire damage immunity.

Troll Languages

Most trolls speak High Kuric or Variac, while a few also know Caelian. Trolls are notably difficult to negotiate with unless heroes can provide more appetizing food than themselves.

Troll Malice (Malice Features)
Malice Features

Troll Malice

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

Foul Spew

3 Malice
One troll acting this turn spews out a half-digested meal in a 5 x 1 line within 1 square of them. Each troll in the area regains 3 Stamina. Each enemy in the area makes a Might test.
!12 acid damage; dazed (EoT)
@10 acid damage; weakened (EoT)
#6 acid damage
🗡

Emergency Meal

5 Malice
Each troll in the encounter can make a free strike against a creature adjacent to them, and regains Stamina equal to the damage dealt.
❇️

Bloody Banquet

7 Malice
Each winded troll in the encounter disgorges the contents of their stomach onto the ground around them, creating a 1 burst of foul vomitus that lasts until the end of the encounter. Each non-troll who enters this area for the first time in a round or starts their turn there takes 5 acid damage. Each troll in the area has a double edge on power rolls.
Troll Limbjumble
Troll

Troll Limbjumble

Level 5
Minion Hexer
EV 7 for four minions
1SSize
5Speed
8Stamina
0Stability
3Free Strike
Immunity
WeaknessAcid 8, fire
Movement
With Captain
M+3Might
A+1Agility
R-2Reason
I-1Intuition
P-1Presence
ll
Main action

Arm and a Leg

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 damage; A < 2 prone
@5 damage; A < 3 prone
#6 damage; prone
Effect

If a target made prone this way is already prone, they are grabbed instead.

**
Trait

Hyper-Regeneration

At the start of each of the limbjumble's squad's turns, the squad's Stamina pool increases as if each limbjumble were at full Stamina.

Troll Whelp
Giant, Troll

Troll Whelp

Level 5
Minion Brute
EV 7 for four minions
1LSize
6Speed
10Stamina
3Stability
3Free Strike
Immunity
WeaknessAcid 5, fire
Movement
With Captain
M+3Might
A+1Agility
R-1Reason
I+0Intuition
P+0Presence
ll
Main action

Jaws and Claws

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 damage
@6 damage; slide 1
#7 damage; slide 2; M < 2 bleeding (save ends)
**
Trait

Lingering Hunger

Whenever two or more whelps are simultaneously reduced to 0 Stamina by damage that isn't acid or fire damage, half of those whelps become troll limbjumbles with 4 Stamina.

Troll Butcher
Giant, Troll

Troll Butcher

Level 5
Elite Hexer
EV 28
2Size
8Speed
120Stamina
2Stability
6Free Strike
Immunity
WeaknessAcid 5, fire
Movement
With Captain
M+3Might
A+1Agility
R+1Reason
I+0Intuition
P+0Presence
ll
Main action

Savoring Bite

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!9 damage; M < 1 bleeding (save ends)
@14 damage; M < 2 bleeding (save ends)
#17 damage; M < 3 bleeding (save ends)
1 MaliceThe butcher regains Stamina equal to the damage dealt.
ll
Main action

Rotten Scraps

KeywordsAreaRanged
ActionMain action
Distance3 cube within 10
TargetEach creature in the area
Power Roll+ 3
!5 poison damage; M < 1 weakened (save ends)
@9 poison damage; M < 2 weakened (save ends)
#11 poison damage; M < 3 weakened (save ends)
Effect

Each troll in the area ignores the damage and instead regains 3 Stamina.

ff
Maneuver

Gourmet Flesh

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The butcher enhances their next use of Savoring Bite, changing the damage type and condition imposed to one of the following pairs: corruption damage and dazed, acid damage and restrained, or lightning damage and frightened.

))
Triggered action

Acquired Taste

KeywordsMelee
ActionTriggered action
DistanceMelee 1
TargetThe triggering creature
Trigger

A creature within distance deals damage to the butcher with an ability that gains an edge, has a double edge, or uses a surge.

Effect

The butcher makes a free strike against the target. Until the end of their next turn, the butcher gains an edge on power rolls and deals an extra 3 damage with strikes.

**
Trait

Bloody Feast

Each ally within 5 squares of the butcher gains an edge on power rolls against any enemy affected by a condition.

**
Trait

Relentless Hunger

The butcher dies only if they are reduced to 0 Stamina by acid or fire damage, if they end their turn with 0 Stamina, or if they take acid or fire damage while at 0 Stamina.

Troll Glutton
Giant, Troll

Troll Glutton

Level 5
Elite Brute
EV 28
2Size
6Speed
160Stamina
4Stability
7Free Strike
Immunity
WeaknessAcid 5, fire
Movement
With Captain
M+3Might
A+1Agility
R-1Reason
I+0Intuition
P+1Presence
ll
Main action

Voracious Mastication

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!10 damage
@15 damage; M < 2 slowed (save ends)
#18 damage; M < 3 slowed (save ends)
1 MaliceThe glutton regains Stamina equal to the damage dealt.
ll
Main action

Crash Through

Keywords-
ActionMain action
DistanceSelf
TargetSelf
Effect

The glutton shifts up to their speed in a straight line, ignoring difficult terrain. The first time during this movement that the glutton moves through the space of a creature or object their size or smaller, that creature or object takes 10 damage, or a creature can choose to fall prone instead. If the glutton moves into a creature or object larger than them and doesn't knock the creature prone or destroy the object, the glutton's movement ends and they are dazed until the end of their next turn.

ff
Maneuver

Food Frenzy

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

Until the start of their next turn, the glutton has a double edge on strikes, and strikes made against them gain an edge.

))
Free triggered action

Spiteful Retort

KeywordsMelee
ActionFree triggered action
DistanceMelee 1
TargetThe triggering creature
Trigger

The glutton is reduced to 0 Stamina but doesn't die.

Effect

The glutton uses Voracious Mastication against an adjacent creature.

**
Trait

Insatiable Appetite

Once per turn, the glutton can use the Charge main action as a free maneuver if they target a winded creature.

**
Trait

Relentless Hunger

The glutton dies only if they are reduced to 0 Stamina by acid or fire damage, if they end their turn with 0 Stamina, or if they take acid or fire damage while at 0 Stamina.

Troll Crack Trooper
Giant, Troll

Troll Crack Trooper

Level 9
Minion Brute
EV 11 for four minions
2Size
6Speed
15Stamina
4Stability
5Free Strike
Immunity
WeaknessAcid 5, fire
Movement
With Captain
M+4Might
A+1Agility
R-1Reason
I+0Intuition
P+2Presence
ll
Main action

Charging Chomp

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 4
!5 damage; push 2
@7 damage; push 3; A < 3 3 damage
#9 damage; push 4; A < 4 5 damage
Effect

The crack trooper's squad's Stamina pool regains Stamina equal to half the damage dealt.

Troll Ravager
Giant, Troll

Troll Ravager

Level 9
Minion Harrier
EV 11 for four minions
2Size
8Speed
15Stamina
2Stability
4Free Strike
Immunity
WeaknessAcid 5, fire
Movement
With Captain
M+4Might
A+2Agility
R+0Reason
I+1Intuition
P+1Presence
ll
Main action

Dine and Dash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 4
!4 damage; the ravager can shift 1 square
@6 damage; the ravager shifts up to 2 squares
#8 damage; the ravager shifts up to 3 squares
Effect

The ravager's squad's Stamina pool regains Stamina equal to half the damage dealt.

Undead

Some serve as mindless soldiers and workers under the control of a necromancer. Others rise when they die a bitter death in a place infused with cursed magic. For a few, it was a choice to become something beyond mortal. However they arose, all undead were once living creatures who now walk the land after death in defiance of the natural order.

Rotting zombies, seductive vampires, wailing wraiths, and more undead stalk the widespread horror stories nobles and commoners alike tell each another around low-burning hearths. Even the most isolated hermits know that the dead can rise, eager to kill. These popular tales fuel many people's fears of the undead. Mere rumors of a nearby ghoul pack can send an entire community into a panic. When open graves appear in the churchyard or a translucent spirit is spotted on the street, local leaders are quick to hire adventurers to deal with the threat.

Content Warning: Body Horror

This section contains references to grisly body horror and viscera. To alleviate player discomfort, you can modify descriptions and abilities to be more spectral as needed.

Undead Stat Block Table
Echelon Name Level Organization Role EV
1st Crawling Claw 1 Minion Harrier 3 for four minions
1st Decrepit Skeleton 1 Minion Artillery 3 for four minions
1st Rotting Zombie 1 Minion Brute 3 for four minions
1st Shade 1 Minion Ambusher 3 for four minions
1st Ghoul 1 Horde Harrier 3
1st Skeleton 1 Horde Artillery 3
1st Specter 1 Horde Hexer 3
1st Soulwight 1 Horde Hexer 3
1st Umbral Stalker 1 Horde Ambusher 3
1st Zombie 1 Horde Brute 3
1st Ghost 1 Leader - 12
2nd Fleshflayed Shambler Zombie 4 Minion Brute 6 for four minions
2nd Ghoul Craver 4 Minion Harrier 6 for four minions
2nd Hollowbone Launcher 4 Minion Artillery 6 for four minions
2nd Flesh Mournling 4 Horde Defender 6
2nd Giant Zombie 4 Elite Brute 24
2nd Mummy 4 Horde Brute 6
2nd Vampire Spawn 4 Horde Harrier 6
2nd Wraith 4 Horde Hexer 6
2nd Mummy Lord 4 Leader - 24
3rd Blood-Starved Vampire 7 Minion Harrier 9 for four minions
3rd Faded Echo Spirit 7 Minion Hexer 9 for four minions
3rd Mummy Rotwrap 7 Minion Brute 9 for four minions
3rd Dirt Mournling 7 Horde Controller 9
3rd Haunt 7 Horde Controller 9
3rd Koptourok 7 Horde Hexer 9
3rd Waxen 7 Horde Artillery 9
3rd Vampire 7 Horde Hexer 9
3rd Vampire Lord 7 Leader - 36
4th Giant Shambler Zombie 10 Minion Brute 12 for four minions
4th Skeleton Knight 10 Minion Defender 12 for four minions
4th Wraith Skulker 10 Minion Harrier 12 for four minions
4th Bonecage 10 Horde Controller 12
4th Lithgekh 10 Horde Hexer 12
4th Count Rhodar Von Glauer 10 Solo - 144
4th Lich 10 Solo - 144

Dark Places

For many undead, sunlight is a nuisance that they naturally avoid. While rarely harmful to them, the sun's golden rays make them uncomfortable and shine far too bright to their dead eyes. Walking in the light of day also makes it easier for undead to be spotted by fearful mortals. Many undead avoid the sun entirely, hiding in tombs or ruins until nightfall when they can freely stalk their victims.

Encountered Together

Undead are often encountered in groups that include more than just a single kind of creature. A necromancer might raise zombies, skeletons, and ghouls to protect their mansion, as each serves a different function as a guardian. A lich could have wraiths as messengers and soulwights as laboratory assistants. An ancient tomb might have mummies and vampires within. The undead don't need to drink, eat, sleep, or breathe, and many share an affinity for lightless places, leading to these congregations.

Corporeal Undead

At their most innocuous, corporeal undead are a mockery of life, a body hoisted and dragged along by unnatural strings. At their worst, they are a violent scourge hungry for slaughter, and a perverse reflection of the mortal desire to exist for eternity. Ghouls, skeletons, soulwights, and zombies number among the lesser corporeal undead. Many lack a soul, and many can't think beyond the orders of their creators—unlike more powerful corporeal undead such as liches and vampires. Those who aren't controlled by others typically have a singular focus: the destruction of all living things.

The magic that animates a corpse removes the need for air, sleep, and sustenance. This magic also halts decay, preserving the undead at the stage of deterioration before they were animated. While most corporeal undead are brought to unlife by a creator, tales abound of zombies suddenly rising from graveyards during rare astronomical occurrences, skeletal soldiers emerging from mass graves on the anniversary of their death, and other seemingly spontaneous acts of necromancy.

Spectral Undead

Umbral stalkers. Specters. Wraiths. Spectral undead come in many forms. One might be spawned by a person's vile actions in life, while another could be a soul lost to a necromancer's fell arts. Powerful undead can even manifest these shadowy beings into existence through sheer will. Regardless of how they come to be, though, all spectral undead are malice incarnate.

Spectral undead who are formed naturally from the souls of malicious, hate-filled creatures usually haunt the places where they died, while those manifested by another being typically dwell where ordered to by their creator. Left to their own devices, spectral undead stop at nothing to kill the living they encounter, with some stalking their quarry through miles of ruins or wilderness.

Spectral Undead and Phasing

All spectral undead have some kind of phasing trait that enables them to move through creatures and objects at their usual speed. However, they can't end this movement inside a creature or object while in combat. Outside of combat, a spectral undead might hide themself inside a statue, painting, or other object. But when battle begins, they can't remain within or fall back to that cover to prevent being attacked.

Undead Languages

Most undead speak (or at least understand) the languages they knew in life.

Undead-1st Echelon

It's rare you fight a single zombie. Low-level undead most often appear in huge droves, and skeletons, ghouls, specters, and shades can overwhelm the mightiest of heroes through sheer numbers alone if those heroes aren't careful.

Undead Malice (Level 1+ Malice Features)
Malice Features

Undead Malice (Level 1+ Malice Features)

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

Ravenous Horde

2 Malice
At the end of this round, each hero not already adjacent to one or more undead is beset by two rotting zombies who burst up from the ground to appear in adjacent unoccupied spaces. Each zombie is winded. This feature can't be used two rounds in a row.
🌀

Paranormal Fling

3 Malice
Up to three unattended objects on the encounter map rise to float 1 square off the ground. Each object is then pulled 5 squares toward the nearest enemy within 3 squares of the object.
🔳

The Grasping, the Hungry

5 Malice
Ravenous and rotting undead arms burst forth from 9 connected squares of a vertical or horizontal surface. Any creature who ends their turn adjacent to an affected square makes an Agility test.
!5 damage; restrained (save ends)
@5 damage; restrained (EoT)
#5 damage
Effect

While restrained this way, a creature takes 1d6 damage at the start of each of their turns.

⭐️

Dread March

7+ Malice
Up to four undead in the encounter move up to their speed and can make a free strike. The number of undead affected increases by 1 for each additional Malice spent on this feature. If an undead is reduced to 0 Stamina during this dread march, they don't die until the march is resolved.
Crawling Claw
Undead, Soulless

Crawling Claw

Level 1
Minion Harrier
EV 3 for four minions
1TSize
6Speed
4Stamina
0Stability
1Free Strike
ImmunityCorruption 1, poison 1
Weakness
MovementClimb
With Captain
M+0Might
A+2Agility
R-5Reason
I-1Intuition
P-1Presence
ll
Main action

Fingernails

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
Effect

The crawling claw shifts up to a number of squares equal to the damage dealt.

**
Trait

Disorganized

Allies can't flank with the crawling claw.

Decrepit Skeleton
Undead, Soulless

Decrepit Skeleton

Level 1
Minion Artillery
EV 3 for four minions
1MSize
5Speed
3Stamina
0Stability
2Free Strike
ImmunityCorruption 1, poison 1
Weakness
Movement
With Captain
M+0Might
A+2Agility
R-2Reason
I+0Intuition
P-2Presence
ll
Main action

Bone Bow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

The decrepit skeleton chooses one other target within distance, who takes 1 damage.

**
Trait

Bonetrops

When the decrepit skeleton is reduced to 0 Stamina, their space is difficult terrain. The first time any enemy enters this space, the take 1 damage and the effect end.

Rotting Zombie
Undead, Soulless

Rotting Zombie

Level 1
Minion Brute
EV 3 for four minions
1MSize
4Speed
5Stamina
0Stability
2Free Strike
ImmunityCorruption 1, poison 1
Weakness
Movement
With Captain
M+2Might
A-2Agility
R-5Reason
I-2Intuition
P-3Presence
ll
Main action

Rotting Fist

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage; M < 2 prone if size 1, or slowed (save ends) otherwise
**
Trait

Death Grasp

When the rotting zombie is reduced to 0 Stamina, their space is difficult terrain. The first time any enemy who has M < 2 enters this space, they are slowed (save ends) and the effect ends.

Shade
Undead

Shade

Level 1
Minion Ambusher
EV 3 for four minions
1MSize
5Speed
4Stamina
1Stability
2Free Strike
ImmunityCorruption 1, poison 1
Weakness
MovementFly, hover
With Captain
M-5Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Life Drain

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!2 corruption damage
@4 corruption damage
#5 corruption damage; the target must move up to their speed and can't end that movement closer to any shade
**
Trait

Shadow Phasing

The shade can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the shade moves through a creature, that creature takes 1 corruption damage. The shade doesn't take damage from being force moved into objects.

Ghoul
Undead

Ghoul

Level 1
Horde Harrier
EV 3
1MSize
7Speed
15Stamina
0Stability
1Free Strike
ImmunityCorruption 1, poison 1
Weakness
Movement
With Captain
M+0Might
A+2Agility
R-2Reason
I+0Intuition
P-1Presence
ll
Main action

Razor Claws

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!3 damage
@4 damage
#5 damage; M < 2 bleeding (save ends)
ff
Maneuver

Leap

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The ghoul jumps up to 3 squares. If they land on a size 1 enemy, that enemy is knocked prone and the ghoul can make a free strike against them.

**
Trait

Arise

The first time the ghoul is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone.

**
Trait

Hunger

When the ghoul uses the Charge main action, they gain a +2 bonus to speed until the end of their turn.

Skeleton
Undead, Soulless

Skeleton

Level 1
Horde Artillery
EV 3
1MSize
5Speed
10Stamina
0Stability
2Free Strike
ImmunityCorruption 1, poison 1
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+1Reason
I+0Intuition
P-1Presence
ll
Main action

Bone Shards

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 10
TargetOne creature or object
Power Roll+ 2
!4 damage
@6 damage
#7 damage
Effect

Until the start of the skeleton's next turn, the target takes 2 damage the first time they willingly move on their turn.

ff
Maneuver

Bone Spur

KeywordsAreaWeapon
ActionManeuver
Distance1 burst
TargetEach enemy in the area
Power Roll+ 2
!1 damage; M < 0 bleeding (save ends)
@2 damage; M < 1 bleeding (save ends)
#3 damage; M < 2 bleeding (save ends)
Effect

Each target takes a bane on their next strike.

**
Trait

Arise

The first time the skeleton is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone.

Specter
Undead

Specter

Level 1
Horde Hexer
EV 3
1MSize
5Speed
10Stamina
1Stability
1Free Strike
ImmunityCorruption 1, poison 1
Weakness
MovementFly, hover
With Captain
M-5Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Decaying Touch

Signature
KeywordsMagicMeleeStrike
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 2
!3 corruption damage; P < 0 weakened (save ends)
@4 corruption damage; P < 1 weakened (save ends)
#5 corruption damage; P < 2 weakened (save ends)
2 MaliceThe potency increases by 1. Any living creature who dies from this damage rises at the start of the next round in the target's space as a specter under the Director's control.
ff
Maneuver

Hidden Movement

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The specter turns invisible, moves up to their speed, and is visible again.

**
Trait

Corruptive Phasing

The specter can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the specter moves through a creature, that creature takes 2 corruption damage. The specter doesn't take damage from being force moved into objects.

Soulwight
Undead

Soulwight

Level 1
Horde Hexer
EV 3
1MSize
5Speed
10Stamina
0Stability
1Free Strike
ImmunityCorruption 1, poison 1
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Soulstealer Longsword

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!3 corruption damage
@4 corruption damage; M < 1 slowed (save ends)
#5 corruption damage; M < 2 slowed and weakened (save ends)
Effect

The target appears to rapidly age each time they take damage from this ability. The target regains their former appearance when the soulwight is destroyed.

ff
Maneuver

Stolen Vitality

KeywordsMagicRanged
ActionManeuver
DistanceRanged 5
TargetOne ally
Effect

The target regains 10 Stamina. The soulwight can't use this maneuver again until after they strike a creature with their Soulstealer Longsword.

**
Trait

Arise

The first time the soulwight is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone.

Umbral Stalker
Undead

Umbral Stalker

Level 1
Horde Ambusher
EV 3
1MSize
7Speed
15Stamina
1Stability
2Free Strike
ImmunityCorruption 1, poison 1
Weakness
MovementClimb
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Chilling Grasp

Signature
KeywordsMagicMeleeStrike
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!4 cold damage
@6 cold damage; the stalker can shift 1 square
#7 cold damage; the stalker shifts up to 2 squares
ll
Main action

Freezing Dark

KeywordsAreaMagic
ActionMain action
Distance3 cube within 1
TargetEach enemy in the area
Power Roll+ 2
!2 cold damage
@3 cold damage
#4 cold damage
Effect

Until the end of the stalker's next turn, the area provides concealment, and blocks line of effect for enemies.

ff
Free maneuver

Shadow Jump

Keywords-
ActionFree maneuver
DistanceSelf
TargetSelf

The umbral stalker teleports to an unoccupied space in an area of concealment within 10 squares.

**
Trait

Corruptive Phasing

The umbral stalker can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the umbral stalker moves through a creature, that creature takes 2 corruption damage. The umbral stalker doesn't take damage from being force moved into objects.

Zombie
Undead, Soulless

Zombie

Level 1
Horde Brute
EV 3
1MSize
5Speed
20Stamina
1Stability
2Free Strike
ImmunityCorruption 1, poison 1
Weakness
Movement
With Captain
M+2Might
A+1Agility
R-5Reason
I-2Intuition
P+1Presence
ll
Main action

Clobber and Clutch

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!4 damage
@6 damage
#7 damage; grabbed
Effect

A target who starts their turn grabbed by the zombie takes 2 corruption damage. A creature who takes 5 or more corruption damage this way becomes insatiably hungry for flesh, and must complete the Find a Cure downtime project in Draw Steel: Heroes to end this effect.

ff
Maneuver

Zombie Dust

KeywordsArea
ActionManeuver
Distance2 burst
TargetEach enemy in the area
Power Roll+ 2
!2 corruption damage
@3 corruption damage; M < 1 weakened (save ends)
#4 corruption damage; M < 2 dazed (save ends)
Effect

The zombie falls prone, expelling a wave of rot and dust.

**
Trait

Endless Knight

The first time the zombie is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 10 Stamina and fall prone.

Ghost
Undead

Ghost

Level 1
Leader
EV 12
1MSize
6Speed
80Stamina
1Stability
4Free Strike
ImmunityCorruption 3, poison 3
Weakness
MovementFly, hover
With Captain
M-2Might
A+2Agility
R+0Reason
I+0Intuition
P+3Presence
ll
Main action

Heat Death

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 5
TargetTwo creatures
Power Roll+ 3
!7 cold damage; P < 1 slowed (save ends)
@10 cold damage; P < 2 slowed (save ends)
#13 cold damage; P < 3 slowed (save ends)
Effect

The next strike made against the target gains an edge.

ff
Maneuver

Haunt

KeywordsRanged
ActionManeuver
DistanceRanged 8
TargetSelf or one ally with a Phasing trait
Effect

The target shifts up to their speed.

2 MaliceThe ghost chooses one additional target.
))
Triggered action

Shriek

KeywordsMagicMelee
ActionTriggered action
DistanceMelee 1
TargetThe triggering creature
Trigger

A creature within distance targets the ghost with a strike.

Effect

The ghost halves the damage from the strike and the target takes 2 sonic damage.

**
Trait

Phantom Flow

Each undead with a Phasing trait within 10 squares of the ghost can't be made slowed or weakened.

**
Trait

Corruptive Phasing

The ghost can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the ghost moves through a creature, that creature takes 2 corruption damage. The ghost doesn't take damage from being force moved into objects.

*Villain Actions
**

Paranormal Activity

KeywordsAreaMagic
Distance5 burst
TargetEach size 3 or smaller object in the area
Effect

Each target rises 1 square into the air and is vertically pulled up to 5 squares toward the nearest enemy within 3 squares of the target.

**

Spirited Away

KeywordsAreaMagic
Distance5 burst
TargetEach enemy in the area
Power Roll+ 3
!P < 1 the target is levitated (EoT)
@P < 2 the target is levitated (EoT)
#P < 3 the target is levitated until the end of the encounter
Effect

A levitated target floats 1 square off the ground when first affected, then rises 1 square at the end of each of their turns. If a levitated target can't already fly, they can fly but are slowed and weakened while flying this way.

**

Awful Wail

KeywordsAreaMagic
Distance5 burst
TargetEach enemy in the area
Power Roll+ 3
!3 sonic damage
@5 sonic damage
#8 sonic damage
Effect

A target who has P < 2 is reduced to 1 Stamina if they are winded after taking this damage.

Undead-2nd Echelon

More powerful and more self-aware forms of undead rise above the undead horde and lay claim to dark, isolated domains all their own. The longer an undead is allowed to thrive, the stronger they become.

Mummies

Mummies are humanoids raised from the dead through a complex series of magical rituals. The process tethers a creature's soul to their earthly body, preventing them from crossing into true death. As part of the mummification process, a corpse is embalmed and wrapped in cloth imbued with necromantic power. Mummification is reserved for situations of grave import. A great hero might voluntarily be mummified upon death to eternally guard future generations or a holy relic. On the other hand, a great villain could be mummified to prevent them from escaping their crimes through death.

Vampire Spawn

Vampirism is a curse of blood that harrows its victims, turning them into mirror-mockeries of life that nonetheless hunger for life's essence: blood. With that hunger comes power everlasting over life and death. By feeding, a vampire passes this curse onto their victims.

Though vampires are fundamentally changed from their living forms, they retain the intellect and memories of their mortal selves. A vampire's power grows as they spend time in undeath. Vampire spawn, the youngest of their ilk, are barely separated from their mortal selves. They are driven by their thirst for blood and their master's orders. Few spawn survive long enough to become true vampires.

Mournlings

Powered by sorrow and rage, these hulking amalgamations of dirt or flesh defend the homes of their creators, brutally attacking intruders while sobbing uncontrollably. Mournlings express far more emotion than many other undead guardians, for their makers imbued them with sadness and loss. Though their druidic creators are long-dead, some original mournlings still defend forests, mead ows, and other natural places they were built to protect.

Outside of battle, mournlings patrol for interlopers in a trance-like state. When an unknown creature creates a disturbance or approaches them, the mournling unleashes a primal cry that conveys the very essence of suffering, then bursts into violence. They continue to sob and moan even as they viciously beat their enemies to a pulp.

Undead Malice (Level 4+ Malice Features)
Malice Features

Undead Malice (Level 4+ Malice Features)

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

Prior Malice Features

2-7+ Malice
The undead activates a Malice feature available to undead of level 3 or lower.
🌀

Blood Hunger

5 Malice
One undead acting this turn uses a signature ability against a creature who is bleeding. As a free triggered action, each undead within 5 squares of the first undead moves up to their speed and can make a free strike against the same target.
Fleshflayed Shambler Zombie
Undead, Soulless

Fleshflayed Shambler Zombie

Level 4
Minion Brute
EV 6 for four minions
1MSize
5Speed
9Stamina
0Stability
3Free Strike
ImmunityCorruption 4, poison 4
Weakness
Movement
With Captain
M+3Might
A-1Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Bone Carvers

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 damage
@5 damage
#7 damage
Effect

If this ability gains an edge or has a double edge, the target is bleeding (save ends).

**
Trait

Fleshfused Spines

Any adjacent enemy who grabs the fleshflayed shambler or uses melee ability against them takes 2 damage.

Ghoul Craver
Undead

Ghoul Craver

Level 4
Minion Harrier
EV 6 for four minions
1MSize
7Speed
8Stamina
0Stability
2Free Strike
ImmunityCorruption 4, poison 4
Weakness
MovementClimb
With Captain
M+3Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Taste

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!2 damage
@4 damage
#6 damage
Effect

This ability has a double edge against a bleeding target.

**
Trait

Ever So Hungry

Any enemy adjacent to three or more ghoul cravers can't shift.

**
Trait

Hunger

When the ghoul craver uses the Charge main action, they gain a +2 bonus to speed until the end of their turn.

Hollowbone Launcher
Undead, Soulless

Hollowbone Launcher

Level 4
Minion Artillery
EV 6 for four minions
1MSize
5Speed
7Stamina
0Stability
3Free Strike
ImmunityCorruption 4, poison 4
Weakness
Movement
With Captain
M-2Might
A+3Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Hollowbone Slug

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 3
!3 damage
@5 damage
#7 damage; M < 3 bleeding (save ends)
Effect

Each creature adjacent to the target takes 2 damage.

**
Trait

Brittle Revenge

The hollowbone launcher explodes when they are reduced to 0 Stamina, dealing 2 damage to each adjacent creature.

Flesh Mournling
Undead

Flesh Mournling

Level 4
Horde Defender
EV 6
2Size
6Speed
35Stamina
2Stability
2Free Strike
ImmunityCorruption 4, poison 4
Weakness
Movement
With Captain
M+3Might
A+1Agility
R+0Reason
I+2Intuition
P-1Presence
ll
Main action

Multiarm Strike

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 3
!5 damage
@7 damage
#9 damage
Effect

The target can't shift until the end of their next turn.

1 MaliceThis ability targets one additional target.
ll
Main action

Horrid Wail

KeywordsAreaMagic
ActionMain action
Distance5 burst
TargetEach enemy in the area
Power Roll+ 3
!2 psychic damage
@3 psychic damage; I < 2 frightened (save ends)
#4 psychic damage; I < 3 frightened (save ends)
Effect

A target who is still frightened this way at the end of the encounter can't take a respite activity during their next respite.

**
Trait

Arise

The first time the mournling is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 10 Stamina and fall prone.

**
Trait

Immutable Form

The mournling's shape can't be changed by any external effect.

Giant Zombie
Undead, Soulless

Giant Zombie

Level 4
Elite Brute
EV 24
3Size
6Speed
140Stamina
2Stability
6Free Strike
ImmunityCorruption 4, poison 4
Weakness
Movement
With Captain
M+3Might
A-1Agility
R-2Reason
I+1Intuition
P+2Presence
ll
Main action

Rotten Smash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 3
!9 damage
@14 damage; A < 2 grabbed
#17 damage; A < 3 grabbed
))
Triggered action

Knocking Heads

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf; see below
Trigger

The giant zombie grabs two creatures or objects, or starts their turn with two creatures or objects grabbed.

Effect

The creatures or objects are smashed together using Rotten Smash, which has a double edge.

**
Trait

Endless Knight

The first time the giant zombie is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 50 Stamina and fall prone.

**
Trait

Negative Nerves

When the giant zombie is targeted by an ability that deals rolled damage, they halve the damage from a tier 1 outcome.

Mummy
Mummy, Undead

Mummy

Level 4
Horde Brute
EV 6
1MSize
5Speed
50Stamina
2Stability
3Free Strike
ImmunityCorruption 4, poison 4
WeaknessFire 5
Movement
With Captain
M+3Might
A-1Agility
R+1Reason
I+3Intuition
P+0Presence
ll
Main action

Accursed Bindings

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetOne creature or object
Power Roll+ 3
!6 corruption damage; pull 1
@8 corruption damage; pull 2
#10 corruption damage; pull 2; M < 3 restrained (save ends)
Effect

The next ability the mummy uses against the target has any potency increased by 1 for the target.

ll
Main action

Eldritch Curse

KeywordsMagicRanged
ActionMain action
DistanceRanged 10
TargetOne creature
Power Roll+ 3
!3 corruption damage; I < 1 the target is cursed (save ends)
@5 corruption damage; I < 2 the target is cursed (save ends)
#7 corruption damage; I < 3 the target is cursed (save ends)
Effect

A cursed target is bleeding and weakened, and allies gain an edge on strikes made against them.

))
Triggered action

Blast of Mummy Dust

KeywordsArea
ActionTriggered action
Distance1 burst
TargetThe triggering creature
Trigger

The mummy comes within distance of a restrained creature or starts their turn within distance of one.

Effect

The target takes 8 poison damage.

Vampire Spawn
Undead, Vampire

Vampire Spawn

Level 4
Horde Harrier
EV 6
1MSize
5Speed
30Stamina
0Stability
2Free Strike
ImmunityCorruption 4, poison 4
Weakness
MovementClimb
With Captain
M+2Might
A+3Agility
R-1Reason
I+1Intuition
P+2Presence
ll
Main action

Exsanguinating Bite

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!5 damage
@7 corruption damage; M < 2 bleeding (save ends)
#9 corruption damage; M < 3 bleeding (save ends)
Effect

The vampire spawn regains Stamina equal to any corruption damage dealt.

1 MaliceThe target takes an additional 3 corruption damage.
ff
Maneuver

Vampiric Celerity

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The vampire spawn can shift 1 square, then move up to their speed. The next ability the vampire uses before the start of their next turn gains an edge.

**
Trait

Unslakable Bloodthirst

The vampire spawn has speed 10 while any creature within 10 squares of them is bleeding. The vampire spawn must use Exsanguinating Bite against a bleeding creature on their turn if they are able to.

Wraith
Undead

Wraith

Level 4
Horde Hexer
EV 6
1MSize
8Speed
25Stamina
1Stability
2Free Strike
ImmunityCorruption 4, poison 4
Weakness
MovementFly, hover
With Captain
M-2Might
A+2Agility
R+1Reason
I+1Intuition
P+3Presence
ll
Main action

Chilling Gravetouch

Signature
KeywordsMagicMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!5 cold damage; P < 1 slowed (save ends)
@7 cold damage; P < 2 slowed (save ends)
#9 cold damage; P < 3 slowed (save ends)
Effect

Any living creature who dies from this damage rises at the start of the next round as a ghoul craver under the Director's control.

ff
Maneuver

Hidden Movement

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The wraith turns invisible, moves up to their speed, and is visible again.

))
Free triggered action

Stolen Vitality

KeywordsMagicRanged
ActionFree triggered action
DistanceRanged 5
TargetThe triggering creature
Trigger

An enemy within distance regains Stamina.

Effect

The target regains only half the Stamina, and the wraith regains the remaining Stamina.

**
Trait

Agonizing Phasing

The wraith can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the wraith moves through a creature, that creature takes 5 corruption damage and takes a bane on their next strike. The wraith doesn't take damage from being force moved into objects.

Mummy Lord
Mummy, Undead

Mummy Lord

Level 4
Leader
EV 24
1MSize
6Speed
155Stamina
4Stability
6Free Strike
ImmunityCorruption 6, poison 6
WeaknessFire 5
Movement
With Captain
M+4Might
A+0Agility
R+2Reason
I+4Intuition
P+2Presence
ll
Main action

Accursed Slam

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 4
!10 corruption damage; I < 2 bleeding (save ends)
@14 corruption damage; I < 3 bleeding (save ends)
#17 corruption damage; I < 4 bleeding (save ends)
Effect

While the target is bleeding this way, the potency of any ability used against them increases by 1 for the target.

ll
Main action

Binding Curse

KeywordsMagicRanged
ActionMain action
DistanceRanged 20
TargetOne creature
Power Roll+ 4
!7 corruption damage; I < 2 frightened (save ends)
@12 corruption damage; I < 3 frightened (save ends)
#16 corruption damage; I < 4 frightened (save ends)
Effect

While frightened this way, a target takes 4 psychic damage whenever they use a move action.

2+ MaliceThis ability targets one additional target for each 2 Malice spent.
))
Triggered action

Summon My Guard

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetSpecial
Trigger

The mummy lord is made winded for the first time in the encounter.

Effect

One mummy or four ghoul cravers appear within distance.

**
Trait

Cursed Transference

At the end of each of their turns, the mummy lord 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.

*Villain Actions
**

Plague of Flies

KeywordsAreaMagic
Distance5 burst
TargetEach enemy in the area
Power Roll+ 4
!5 poison damage
@8 poison damage
#10 poison damage
Effect

Each target takes a bane on their next strike.

**

Land's Guardian

Keywords-
DistanceSelf
TargetSelf
!Prone and can't stand (EoT)
#No effect
Effect

The mummy lord gains a +2 bonus to speed and can automatically burrow at full speed while moving. They can then use the Dig maneuver. The next time the mummy lord breaches the surface, each enemy within 2 squares of the mummy lord makes an Agility test.

**

Unbound Horrors

KeywordsAreaMagic
Distance5 burst
TargetEach enemy in the area
Power Roll+ 4
!5 corruption damage; I < 2 frightened (save ends)
@8 corruption damage; I < 3 frightened (save ends)
#10 corruption damage; I < 4 frightened and restrained (save ends)

Undead-3rd Echelon

Older, taboo methods of creating devastating undead wildly vary from one another. These wretched creatures can come about by way of accursed blood rituals, terrible operations, a spirited collective resistance to death, or other unspoken methods once thought lost to time.

Koptourok

Koptourok is a Variac name that roughly translates to "dead tourist." It's given to those who meet their end suffocating in the depths, whether they drowned in a subterranean lake, wandered into a cave of trapped gas, or were crushed by a rockslide. These rasping, slouching undead rise from their grave desperate for the one thing they've lost: breath.

Haunt

Born of mass death events that leave multiple souls stranded in agony together, a haunt is a violent collective chaos driven by a hatred for the living. A haunt lays claim to the scene of their death, which their grief forbids them from leaving so as to strand them in the mundane world. None of the souls within a haunt are necessarily malicious, and all would individually prefer to move on and find peace. But their accumulated grief drives them to tremendous anger that inspires sadistic acts of violence against the living.

Waxen

When a corpse is preserved improperly, its body fat can become a substance known as corpse wax. Necromancers sometimes harvest and use this foul substance to enhance their undead minions, transforming them into waxens. These awkward, loping creatures cake their foes in foul-smelling wax to slow and sicken them. Waxen minions are often set ablaze by unscrupulous masters, sacrificing them to the flames but making them significantly more dangerous in the process

Vampires and Vampire Lords

By drinking the blood of a true vampire, a vampire spawn can transcend their feral beginnings and rise to become a true vampire themself. The path of transformation is daunting, and vampires who end up starved for blood often band together for mutual protection. But with patience and cunning, a vampire can grow old and powerful enough to control vast amounts of territory and countless vassals.

The term "vampire lord" thus refers not to a specific age or threshold of physical prowess, but rather to status and influence. A vampire who refers to themself as a lord invites challenges to their title and is prepared to crush all those who seek to end their reign.

Undead Malice (Level 7+ Malice Features)
Malice Features

Undead Malice (Level 7+ Malice Features)

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

Prior Malice Features

2-7+ Malice
The undead activates a Malice feature available to undead of level 6 or lower.
🌀

Necrotic Rupture

5 Malice
Until the end of the round, whenever an undead is reduced to 0 Stamina, they deal 8 corruption damage to each enemy within 3 squares of them.
Blood-Starved Vampire
Undead, Vampire

Blood-Starved Vampire

Level 7
Minion Harrier
EV 9 for four minions
1MSize
6Speed
12Stamina
0Stability
3Free Strike
ImmunityCorruption 7, poison 7
Weakness
MovementClimb
With Captain
M+4Might
A+1Agility
R-3Reason
I+1Intuition
P-3Presence
ll
Main action

Feeding Frenzy

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 4
!3 damage
@6 damage
#7 damage; M < 4 bleeding (EoT)
Effect

If a target made bleeding this way is already bleeding, they are instead knocked prone and can't stand until the end of their next turn.

**
Trait

Unslakable Bloodthirst

The blood-starved vampire has speed 10 while any creature within 10 squares of them is bleeding. The vampire must use Feeding Frenzy against a bleeding creature on their turn if they are able to.

Faded Echo Spirit
Undead

Faded Echo Spirit

Level 7
Minion Hexer
EV 9 for four minions
1MSize
5Speed
10Stamina
1Stability
3Free Strike
ImmunityCorruption 7, poison 7
Weakness
MovementFly, hover
With Captain
M-3Might
A+4Agility
R-5Reason
I+1Intuition
P-3Presence
ll
Main action

Hollow Grasp

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 4
!3 corruption damage
@6 corruption damage; P < 3 weakened
#7 corruption damage; P < 4 weakened
Effect

This weakened condition ends if an affected target ends their turn with no spirit within 5 squares of them.

**
Trait

Corruptive Phasing

The spirit can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the spirit moves through a creature, that creature takes 4 corruption damage. The spirit doesn't take damage from being force moved into objects.

Mummy Rotwrap
Mummy, Undead

Mummy Rotwrap

Level 7
Minion Brute
EV 9 for four minions
1MSize
5Speed
15Stamina
1Stability
4Free Strike
ImmunityCorruption 7, poison 7
WeaknessFire 5
Movement
With Captain
M+4Might
A-2Agility
R-2Reason
I+1Intuition
P-2Presence
ll
Main action

Fetid Wrappings

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 4
!4 damage
@7 damage; pull 1
#8 damage; pull 3
Effect

Each ally gains an edge on strikes made against the target until the end of the round.

Dirt Mournling
Undead

Dirt Mournling

Level 7
Horde Controller
EV 9
3Size
6Speed
64Stamina
3Stability
3Free Strike
ImmunityCorruption 7, poison 7
Weakness
MovementBurrow, climb
With Captain
M+4Might
A+1Agility
R-2Reason
I+1Intuition
P-3Presence
ll
Main action

Mudslide

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 4
!7 damage; M < 3 grabbed
@10 damage; M < 4 grabbed
#11 damage; grabbed
Effect

A 3-cube area of ground centered on the target is difficult terrain for enemies.

ll
Main action

Mourning Cry

KeywordsAreaMagic
ActionMain action
Distance3 burst
TargetEach enemy in the area
Power Roll+ 4
!3 corruption damage; I < 2 frightened (save ends)
@6 corruption damage; I < 3 frightened (save ends)
#7 corruption damage; I < 4 frightened (save ends)
Effect

A target frightened this way is frightened of all undead. This effect ends early if the mournling is destroyed.

**
Trait

Arise

The first time the mournling is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 15 Stamina and fall prone.

**
Trait

Immutable Form

The mournling's shape can't be changed by any external effect.

**
Trait

Rupture

Whenever the mournling uses the Dig maneuver to breach the surface, they make a free strike against each adjacent enemy.

Haunt
Undead

Haunt

Level 7
Horde Controller
EV 9
2Size
6Speed
40Stamina
1Stability
3Free Strike
ImmunityCorruption 7, poison 7
Weakness
MovementFly, hover
With Captain
M-2Might
A+4Agility
R-1Reason
I+0Intuition
P+0Presence
ll
Main action

Lash Out

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetOne creature or object
Power Roll+ 4
!7 damage; slide 2
@10 damage; slide 3
#11 damage; slide 5
Effect

If the target is force moved into another creature's space, that creature takes an additional 4 damage and the haunt slides them up to 2 squares.

ll
Main action

Crushing Despair

KeywordsAreaMagic
ActionMain action
Distance3 burst
TargetEach enemy in the area
Power Roll+ 4
!3 damage; I < 2 prone
@6 damage; I < 3 prone
#7 damage; I < 4 prone
Effect

A target knocked prone this way can't use the Stand Up maneuver on themself while any haunt is within 20 squares of them.

**
Trait

Invisible Horror

The haunt can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. They are invisible while moving using a move action. The haunt doesn't take damage from being force moved into objects.

Koptourok
Undead

Koptourok

Level 7
Horde Hexer
EV 9
1MSize
5Speed
40Stamina
1Stability
3Free Strike
ImmunityCorruption 7, poison 7
Weakness
Movement
With Captain
M+4Might
A+2Agility
R+0Reason
I+1Intuition
P-1Presence
ll
Main action

Choking Grasp

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 5
TargetOne creature or object
Power Roll+ 4
!7 damage; M < 2 grabbed
@10 damage; M < 3 grabbed
#11 damage; M < 4 grabbed
Effect

A creature grabbed this way is suffocating. The koptourok can have up to two creatures grabbed at once.

ll
Main action

Inhale

KeywordsAreaMagic
ActionMain action
Distance5 burst
TargetEach enemy in the area
Power Roll+ 4
!Pull 3; M < 2 5 corruption damage
@Pull 5; M < 3 5 corruption damage
#Pull 7; M < 4 5 corruption damage
Effect

This ability gains an edge against any target grabbed by the koptourok. If one or more targets are pulled adjacent to the koptourok, the koptourok can fly until the end of the encounter.

**
Trait

Exhale

The first time the koptourok is made winded by damage that isn't fire damage or holy damage, each enemy within 3 squares of them takes 8 corruption damage. Any enemy who takes this damage and has M < 3 is also weakened (save ends)

Waxen
Undead, Soulless

Waxen

Level 7
Horde Artillery
EV 9
1MSize
4Speed
40Stamina
2Stability
4Free Strike
ImmunityCorruption 7, poison 7
Weakness
Movement
With Captain
M+4Might
A-2Agility
R-4Reason
I+1Intuition
P-2Presence
ll
Main action

Wax Fling

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 15
TargetOne creature or object
Power Roll+ 4
!8 damage
@11 damage
#12 damage; A < 4 slowed (save ends)
Effect

If a target made slowed this way is already slowed, they are instead restrained (save ends).

ll
Main action

Erupt

KeywordsAreaMagic
ActionMain action
Distance2 burst
TargetEach enemy in the area
!10 damage
@8 damage
#5 damage
Effect

If the waxen is ignited (see Burn Bright), they shift up to their speed before using this ability. Each target makes an Agility test.

The waxen is then destroyed and the area is difficult terrain for enemies.

**
Trait

Burn Bright

If the waxen takes fire damage, they ignite. While ignited, the waxen takes 4 fire damage at the start of each of their turns and their strikes deal an extra 4 fire damage.

Vampire
Undead, Vampire

Vampire

Level 7
Horde Hexer
EV 9
1MSize
6Speed
40Stamina
3Stability
3Free Strike
ImmunityCorruption 7, poison 7
Weakness
MovementClimb
With Captain
M+4Might
A+2Agility
R+1Reason
I+1Intuition
P+1Presence
ll
Main action

Exsanguinating Bite

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 4
!7 damage; M < 2 bleeding (save ends)
@10 corruption damage; M < 3 5 corruption damage and bleeding (save ends)
#11 corruption damage; M < 4 7 corruption damage and bleeding (save ends)
Effect

The vampire regains Stamina equal to any corruption damage dealt.

ll
Main action

Vicious Pursuit

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 4
!7 damage; A < 2 slowed (save ends)
@10 damage; A < 3 slowed (save ends)
#11 damage; A < 4 slowed (save ends)
Effect

If the target is bleeding, the vampire shifts up to their speed before using this ability.

**
Trait

Unslakable Bloodthirst

The vampire has speed 10 while any creature within 10 squares of them is bleeding. The vampire must make a strike against a bleeding creature on their turn if they are able to.

Vampire Lord
Undead, Vampire

Vampire Lord

Level 7
Leader
EV 36
1MSize
12Speed
200Stamina
3Stability
7Free Strike
ImmunityCorruption 9, poison 9
Weakness
MovementClimb, hover, teleport
With Captain
M+2Might
A+5Agility
R+1Reason
I+1Intuition
P+2Presence
ll
Main action

Crimson Embrace

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 5
!13 corruption damage; M < 3 bleeding (save ends)
@21 corruption damage; M < 4 bleeding (save ends)
#24 corruption damage; M < 5 bleeding (save ends)
Effect

The vampire regains Stamina equal to half the damage dealt, and can end one effect on them that can be ended by a saving throw.

2+ MaliceThe vampire shifts 3 after striking the last target, and can target one additional creature for every 2 malice spent.
ff
Maneuver

Arise, My Children

KeywordsRanged
ActionManeuver
DistanceRanged 10
TargetSpecial
Effect

Two blood-starved vampires appear in unoccupied spaces within distance.

**
Trait

Lord's Bloodthirst

The vampire has speed 15 and an edge on power rolls while any creature within 20 squares of them is bleeding. Any bleeding creature within 5 squares of the vampire can't hide.

*Villain Actions
**

Let Us Feast!

KeywordsRanged
Distance20 burst
TargetEach enemy in the area
Effect

Each target who has P < 4 is now bleeding (save ends).

**

Red Mist Rising

KeywordsAreaMagic
Distance5 burst
TargetEach enemy in the area
Power Roll+ 5
!2 damage; M < 3 6 corruption damage
@7 damage; M < 4 6 corruption damage
#10 damage; M < 5 6 corruption damage
Effect

The vampire turns to mist, filling the area. Until the end of the round, the vampire can't move or be targeted by abilities, but they can use Crimson Embrace against a target in the area. The vampire reforms in an unoccupied space in the area at the end of the round.

**

Sacrifice

KeywordsAreaMagic
Distance20 burst
TargetEach enemy in the area
!11 corruption damage
@8 corruption damage
#2 corruption damage
Effect

Each target is marked for sacrifice. At the end of the round, each target who isn't dead or destroyed takes 50 corruption damage. The vampire then uses the following ability.

Effect

Each target makes a Might test. This ability deals an extra 5 damage for each creature killed by the Sacrifice villain action.

Wave of Blood:

Vampires and Sunlight

Vampires and Sunlight

In some stories, vampires act only in the dark of night, since direct sunlight sears their skin. Learning about a vampire's weaknesses before delving into their domain can also make for a great adventure or downtime project. To explore sunlight rules with vampires, you can give them the following traits.

Creature of the Night

If the vampire starts their turn in concealment created by darkness, they regain Stamina equal to one-quarter of their Stamina maximum.

Curse of Day

If the vampire is exposed to direct sunlight, they have damage weakness 5 until they start their turn in concealment created by darkness.

Undead-4th Echelon

The deadliest of undead creatures can be placed into one of two categories: terrible machines that know only destruction, and powerful tyrants who aren't content with conquering just death.

Bonecage

The weakness of many undead minions means that necromancers at war often find themselves shy of corpses when their forces lose more numbers than they slay. The bonecage offers a horrifi c solutio n t o thi problem. This hulking creature made from giants' bones is structured like a massive cage that they can cram dead and near-dead corpses into. Trawling the scenes of great battles, the bonecage fills themself with the fallen, stealing them away for ill purposes. Of course, when no mass casualty site presents itself, the bonecage is more than capable of making corpses of their own.

Lithgekh

Every mage who lives long enough eventually contends with the fact that their knowledge will one day leave the world. For those who can't stomach this idea, seeking the immortality of the lich often becomes an irresistible temptation. But many of those who try and fail to achieve lichdom become lithgekh—a word in the First Language meaning "lich corpse." Having failed to create a proper soul vessel, a lithgekh suffers an eternal hunger for magic to sustain themself. Liches will sometimes trick or tempt mortal mages into pursuing lichdom, only to sabotage them and create a lithgekh under the lich's control. These servants are prized by liches for their ability to disrupt enemy magic and empower their own.

Undead Malice (Level 10 Malice Features)
Malice Features

Undead Malice (Level 10 Malice Features)

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

Prior Malice Features

2-7+ Malice
The undead activates a Malice feature available to undead of level 9 or lower.
❇️

Death Tax

7 Malice
The undead attempts to rend the vitality of their foes. Each enemy within 5 squares of the undead makes a Might test.
!10 corruption damage; the target loses 2 Recoveries
@8 corruption damage; the target loses 1 Recovery
#5 corruption damage
Effect

A target who has fewer Recoveries than they would lose is also weakened (save ends).

Special

This ability can't be used by a minion.

Giant Shambler Zombie
Undead, Soulless

Giant Shambler Zombie

Level 10
Minion Brute
EV 12 for four minions
3Size
4Speed
17Stamina
5Stability
5Free Strike
ImmunityCorruption 10, poison 10
Weakness
Movement
With Captain
M+5Might
A-3Agility
R-3Reason
I+1Intuition
P-2Presence
ll
Main action

Rotten Kick

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 5
!5 damage; push 2
@8 damage; push 4
#10 damage; push 6
Skeleton Knight
Undead, Soulless

Skeleton Knight

Level 10
Minion Defender
EV 12 for four minions
1LSize
5Speed
17Stamina
2Stability
4Free Strike
ImmunityCorruption 10, poison 10
Weakness
Movement
With Captain
M+3Might
A+5Agility
R-2Reason
I+4Intuition
P-2Presence
ll
Main action

Four Swords Swing

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 5
!4 damage
@7 damage
#9 damage; the target can't shift (EoT)
**
Trait

Bitter Bones

If the knight is reduced to 0 Stamina, their bones collapse to fill their space with an impassable barrier. Any enemy who comes adjacent to the barrier for the first time in a round or starts their turn there takes 5 damage.

Wraith Skulker
Undead

Wraith Skulker

Level 10
Minion Harrier
EV 12 for four minions
1MSize
7Speed
15Stamina
1Stability
4Free Strike
ImmunityCorruption 10, poison 10
Weakness
MovementFly, hover
With Captain
M-2Might
A+3Agility
R+1Reason
I+1Intuition
P+5Presence
ll
Main action

Draining Rake

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 5
!4 cold damage; the wraith can shift 1 square
@7 cold damage; the wraith shifts up to 2 square
#9 cold damage; P < 5 slowed (save ends); the wraith shifts up to 3 squares
Effect

The wraith turns invisible until the start of their next turn.

**
Trait

Corruptive Phasing

The wraith can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the wraith moves through a creature, that creature takes 5 corruption damage. The wraith doesn't take damage from being force moved into objects.

Bonecage
Undead, Soulless

Bonecage

Level 10
Horde Controller
EV 12
3Size
6Speed
55Stamina
5Stability
4Free Strike
ImmunityCorruption 10, poison 10
Weakness
MovementClimb
With Captain
M+5Might
A-2Agility
R-2Reason
I+3Intuition
P-1Presence
ll
Main action

Ribcage Chomp

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 5
!9 damage; M < 4 grabbed
@12 damage; M < 5 grabbed
#14 damage; grabbed
Effect

The bonecage can have up to four size 1 targets grabbed at once. Any creature grabbed by the bonecage takes a bane on the Escape Grab maneuver, and the bonecage has damage immunity 5 against that creature's abilities. When the bonecage is force moved, any creature or object they have grabbed moves with them.

3 MaliceWhile grabbed this way, a target can't teleport or be teleported.
ll
Main action

Labyrinth of Bone

KeywordsAreaMagicRanged
ActionMain action
DistanceFour 10 x 1 lines within 3
TargetEach enemy in the area
!9 damage
@7 damage
#4 damage
Effect

The bonecage can put up to two 90-degree bends in each of the lines. Each target makes an Agility test.

Effect

The area is difficult terrain for enemies. The effect ends at the end of the encounter or when the bonecage uses this ability again.

Lithgekh
Undead, Soulless

Lithgekh

Level 10
Horde Hexer
EV 12
1MSize
6Speed
55Stamina
1Stability
5Free Strike
ImmunityCorruption 10, poison 10
Weakness
MovementFly, hover
With Captain
M+0Might
A+1Agility
R+5Reason
I+3Intuition
P-1Presence
ll
Main action

Heartstopper

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 15
TargetOne creature or object
Power Roll+ 5
!9 corruption damage; I < 3 frightened (save ends)
@12 corruption damage; I < 4 frightened (save ends)
#14 corruption damage; I < 5 frightened (save ends)
Effect

A creature frightened this way takes a bane on any ability that targets undead.

))

Mystic Battery

KeywordsMagicRanged
ActionFree triggered action
DistanceRanged 20
TargetThe triggering creature
Trigger

A creature within distance uses a magic ability.

Effect

Any damage dealt by or Stamina regained from the ability is halved. The lithgekh regains Stamina equal to the remaining damage dealt or Stamina gained.

**
Trait

Devour Magic

Each ally within 10 squares of the lithgekh gains an edge on magic abilities.

Count Rhodar Von Glauer

After falling to a vampiric curse in his early twenties, Count Rhodar—the last Lord of Glauer—ruled his tiny, heavily forested mountainous county in eastern Rhöl for three hundred years. There were worse overlords, the people said. After all, Rhodar took his pact with the people and the land seriously. He aggressively defended the villages in his demesne against constant incursions from rival counts and barons. He believed his power waxed and waned with the prosperity of the people and the vitality of the land.

Each new moon, when the Red Tax came due, the count would visit a young candidate, then emerge with renewed vitality. Across the land, folk feared their Dragon Count, but the witches of the wood wove a prophecy: "The land's darkest hour shall be the redemption of House von Glauer."

Eventually, the conquering force of Emperor Gaius VIII came for Rhodar—not because he was a vampire, but because the empire wanted his land and people. Count von Glauer was staked, and his body burned to ash. The emperor kept the Rod of Count Rhodar von Glauer as a trophy, and with this symbol of authority, he sealed his claim to the land.

Under new rule, Rhodar's people lament the absence of their lord, recalling the time before the coming of the empire as a golden age. But the witches' whispers can still be heard. For as long as the people of Glauer persist, they continue believing their Dragon Count will return in their darkest hour to deliver them from tyranny.

Excerpt from the Chronicle of the Chain of Acheron

"In those days the Chain was in service to the Emperor Gaius VIII, third of the Five Crusading Emperors, and 27th Emperor of Caelia. Gaius continued the crusades started by his illustrious granduncle. Those were profitable days for the Chain, the Wheel, and the Gate. While the other Helltroopers waded into the deserts of Khoursir and Khemhara, we battled in the forests of Vaslor. We had it easy. I hate deserts.

"Thinking his vampiric power would save him, Count Rhodar von Glauer waited until he was fulsome in his strength before trying to extend his dark realm into Caelian territory. But we know how to deal with vampires. The black and gold standard of the von Glauer family reads, "I do the devil's work." We can attest to that. We lost many souls to that long siege, but in the end, we staked him. An old woman howled at us saying, "He is the land!" but we hear that stuff all the time. We sacked his castle, burned his forest and orchards, and delivered his staff to the emperor. That was harder than it sounds. Finger had to drop it in one of his bottomless sacks to stop the mists from coming. What the emperor will do with it, I don't know. I fear that staff may hold more than the power to make the mist."

  • Dancer, Chronicler of the Chain of Acheron, Heroes 228

A Lordly Beast

In spite of the fact that he literally preyed upon them (though only one a month!) the people of Glauer seemed to take great pride in their immortal count. Many historical sources record Von Glauer's noble bearing. He took his role as protector and defender of the people and their well-being seriously, in keeping with the traditions of classical nobility. Invited guests must be treated with decency, insults demand apology or satisfaction. Debts must be repaid, treaties honored.

Those who violated the law or threatened his people met a very different Count. It was said he stalked his enemies in the guise of a great wolf, or winged gangrenous beast.

In his humanoid form he treated guests, even enemy commanders with honor and dignity. What his demeanor might be should he return is unknown.

The Darkest Hour

It's been over a thousand years since The Chain of Acheron staked Von Glauer, but the wise women of Rhöl speak as though the Dragon Count is merely on vacation. Ajax killed the Earl of Rhöl during his conquest of Vasloria but has yet to dispatch anyone to rule in their stead.

For people of Glauer, the wise women's prophesy feels close. They sense the import of the times in which they live, and expect Ajax or one of his lieutenants to return to rule with an iron fist. The people speak openly now of their Dragon Count returning to defend them against this possibility.

How his return might be possible is not clear, but it would surely involve the Rod of Count Rhodar Von Glauer, currently held under the city of Capital in the Great Reliquary of the Last Emperor, also known as Ringwell.

Count Rhodar's Languages

Rhodar speaks Caelian and Vaslorian.

I liked von Glauer - he was old-school nobility. Invited us officer to dinner during the siege. Civilized. Not like these warlords we got today.

Dancer, Chronicler of the Chain of Acheron

Rhodar's Malice (Malice Features)
Malice Features

Rhodar's Malice

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

Slip

3 Malice
During this turn, Rhodar can move through creatures and objects at his usual speed, but can't end his turn inside a creature or object. Additionally, he doesn't take damage from being force moved.
☠️

Solo Action

5 Malice
Rhodar takes an additional main action on his turn. He can use this feature even if he is dazed.
🔳

Suffocating Dark

5 Malice
Rhodar throws one of his spears into an unoccupied space within 10 squares, or chooses one of his spears that he has already thrown. Until that spear returns to him or he uses this feature again, the spear emanates magical darkness in a 5 aura. Rhodar can see through this darkness, and any enemy is suffocating while in the darkness.
🏹

The Mirror Lies

7 Malice
Rhodar chooses two creatures or objects within 20 squares of him. The targets immediately teleport to swap places. Any enemy teleported by this feature who has I < 5 is dazed until the end of their next turn.
Count Rhodar von Glauer
Undead, Vampire

Count Rhodar von Glauer

Level 10
Solo
EV 144
1MSize
12Speed
650Stamina
3Stability
10Free Strike
ImmunityCorruption 10, poison 10
Weakness
MovementFly, hover, teleport
With Captain
M+3Might
A+5Agility
R+2Reason
I+2Intuition
P+3Presence
**
Trait

Solo Monster

At the end of each of his turns, Rhodar can take 20 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns

Rhodar can take two turns each round. He can't take turns consecutively.

**
Trait

Grave Ward

Rhodar has damage immunity 5. If he takes holy damage, he loses this immunity until the end of the round.

**
Trait

Thin the Blood

Each enemy within 10 squares of Rhodar takes a -2 penalty to saving throws.

ll
Main action

Spear of the Damned

Signature
KeywordsMagicMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 2 or ranged 15
TargetThree creatures or objects
Power Roll+ 5
!13 damage; A < 4 restrained (save ends)
@18 damage; A < 5 restrained (save ends)
#21 damage; A < 6 restrained (save ends)
Effect

A target restrained this way is impaled by a spear. Rhodar has four spears, each of which can be used to impale a target. At the start of each of his turns, Rhodar can summon any of his spears back to himself, ending the restrained condition on an impaled target.

ll
Main action

Disarming Glare

KeywordsAreaMagic
ActionMain action
Distance5 burst
TargetEach enemy in the area
!16 corruption damage; frightened (save ends)
@13 corruption damage; frightened (EoT)
#8 corruption damage
Effect

Each target makes an Intuition test.

While a target is frightened this way, Rhodar ignores banes and double banes on abilities used against them.

ll
Main action

Vermilion Fangs

3 Malice
KeywordsMeleeWeaponStrike
ActionMain action
DistanceMelee 1
TargetOne creature
Power Roll+ 5
!17 corruption damage; M < 4 bleeding (save ends) and prone
@24 corruption damage; prone; M < 5 bleeding (save ends)
#30 corruption damage; prone; M < 6 the target is bleeding until the end of the encounter
Effect

Rhodar regains Stamina equal to half the damage dealt.

ll
Main action

Sanguineous Flourish

5 Malice
KeywordsAreaWeapon
ActionMain action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 5
!6 damage, 2 corruption damage; push 2; M < 4 bleeding (save ends)
@6 damage, 7 corruption damage; push 5; M < 5 bleeding (save ends)
#6 damage, 10 corruption damage; push 7; M < 6 bleeding (save ends)
Effect

Rhodar shifts up to his speed before or after using this ability. He regains Stamina equal to half the total corruption damage dealt.

ff
Maneuver

Vengeance of Rhöl

2 Malice
KeywordsAreaMagicRanged
ActionManeuver
DistanceTwo 3 cubes within 5
TargetSpecial
Effect

Each area is saturated with vengeful spirits until the end of the round. Any enemy who enters the area for the first time in a round or starts their turn there takes 5 corruption damage. At the end of the round, the spirits violently disperse. Each enemy within 2 squares of an area and has P < 5 is weakened (save ends).

))

Reactive Rebuke

2 Malice
KeywordsMagicRanged
DistanceRanged 10
TargetThe triggering creature
Trigger

A creature within distance makes a strike against Rhodar.

Effect

A target who has I < 5 is frightened. This effect ends if the target is 11 or more squares from Rhodar.

**
Trait

Lord's Bloodthirst

Rhodar has speed 15 and an edge on power rolls while any creature within 20 squares of him is bleeding. Any bleeding creature within 10 squares of Rhodar can't hide.

*Villain Actions
**

Red Tide

KeywordsAreaMagicRanged
Distance8 cube within 15
TargetEach enemy in the area
Power Roll+ 5
!8 corruption damage; A < 4 the target is blood soaked (save ends)
@13 corruption damage; A < 5 the target is blood soaked (save ends)
#16 corruption damage; A < 6 the target is blood soaked until the end of the encounter
Effect

While a creature is blood soaked, Rhodar has a double edge on abilities used against them.

**

Sanguine Mist

KeywordsAreaMagic
Distance5 burst
TargetEach enemy in the area
!16 corruption damage; the target is bleeding until the end of the encounter
@13 corruption damage; bleeding (save ends)
#8 corruption damage
Effect

Each target makes a Presence test.

Effect

Rhodar teleports to an unoccupied space in the area. If he has lost the damage immunity from his Grave Ward trait, he regains it.

**

Fires of Dracul

KeywordsAreaMagic
Distance15 x 3 line within 1
TargetEach enemy in the area
Power Roll+ 5
!10 fire damage; R < 4 weakened (save ends)
@16 fire damage; R < 5 weakened (save ends)
#20 fire damage; R < 6 weakened (save ends)
Effect

Rhodar teleports to an unoccupied space adjacent to one target after the ability resolve.

Lich

A lich begins life as a mortal, often a studied mage, fueled by a burning, unquenchable hunger for knowledge at any cost. Knowledge beyond life and death, beyond this world, beyond gods and fiends. Possessed by the unshakable belief that ultimate knowledge brings ultimate power. The necessary rites are forbidden in many cultures, for they require a bloody, evil act: the sacrifice of someone dear to the would-be lich.

Forging a Soulstone

The ritual to create a lich requires a sphere constructed of something personal to the subject, such as steel from an heirloom suit of armor or a tangle of branches from the tree that shaded their wedding. To complete the rite, the subject must rip out their own heart and the heart of a living loved one, placing both inside the sphere. The hearts conjoin and transmute into a ruby that welds to the sphere, creating the new lich's soulstone. As long as their soulstone remains intact, a lich can never truly die. Most soulstones are small and easy to conceal, though a lich can construct the stone's outer sphere to be any size that suits their purpose.

Terrifying Immortality

A lich's true appearance is ghastly. The damage to their chest never heals, and over the centuries, their body slowly decays into a skeleton. Some liches hide their appearance with an illusion that makes them even more attractive and vivacious than they were in life. Others embrace their terrifying look, proudly displaying their fell triumph to every creature they encounter.

Though all liches desire eternal life, it fails to satisfy most. Liches who were once powerful adventurers seek more of everything they've always craved—more glory, more power, more wealth. Most set about amassing all three, building armies of followers to seize whatever the lich desires from any who resist their power.

Eldritch Lairs

Liches are strongest when surrounded by devoted followers. Although they are often encountered alone, most liches have legions of undead, mind-warped cultists, or amoral mercenary companies guarding their most important holdings. Their lairs can be found inside strongholds and castles, hidden in bank vaults or government halls, or ensconced in false temples. The most savvy of these undead mages refuse to consolidate their power in a single location, often scattering lairs in a way that leads adventurers on chases across whole worlds.

Merciless Schemers

All liches understand the potential of do-gooder heroes to threaten their pursuits and destroy their soulstone, and they do everything in their power to stay on top of such threats. Adventurers with a trove of powerful supernatural treasures or the potential strength to resist a lich are hunted mercilessly.

Liches know they have all the time in the world to plot against their foes, and have refined hatred into an art form.

Lich Languages

A lich speaks the languages they knew in life, and might also pick up Anjali, Proto-Ctholl, Variac, and Vastariax over their limitless lifetime.

Lich Malice (Malice Features)
Malice Features

Lich Malice

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

Soul Sip

3 Malice
The lich makes a free strike against one enemy within 20 squares. They then gain an edge on their next power roll.
☠️

Solo Action

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

Spirit Shell

5 Malice
The lich summons a swirling cloud of angry spirits to surround them until the start of the next round. Any creature who deals damage to the lich with a melee strike while the spirit shell is active makes a Presence test.
!16 psychic damage, dazed (save ends)
@Dazed (save ends)
#No effect.
🌀

Cloud of Deceit

7 Malice
The lich summons a mind-altering mist, turns invisible until the start of their next turn, and moves up to half their speed. Each enemy within 20 squares of the lich's starting point who has I < 4 is deceived. While deceived, a creature perceives all allies and enemies as the lich, and perceives the environment as an unfamiliar wasteland corrupted by necrotic blight. If other creatures attempt to communicate with a deceived creature, that creature interprets their words as ghastly taunts in the lich's voice. This effect lasts until an affected creature takes damage or an ally uses a main action to shake them out of it. Each time this feature is used during an encounter, the distance of the effect decreases by 5 squares (to a minimum of 5 squares) and the potency increases by 1.
Lich
Undead

Lich

Level 10
Solo
EV 144
1MSize
10Speed
650Stamina
1Stability
10Free Strike
ImmunityCorruption 10, poison 10
WeaknessHoly 5
MovementFly, hover
With Captain
M+2Might
A+3Agility
R+5Reason
I+5Intuition
P+5Presence
**
Trait

Solo Monster

At the end of each of their turns, the lich 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 lich can take two turns each round. They can't take turns consecutively.

ll
Main action

Conflagration

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 20
TargetTwo creatures or objects
Power Roll+ 5
!15 fire damage; A < 4 the target is immolated (save ends)
@21 fire damage; A < 5 the target is immolated (save ends)
#25 fire damage; A < 6 the target is immolated (save ends)
Effect

An immolated creature takes 10 fire damage whenever they use a main action and a maneuver on their turn. This damage can't be reduced in any way.

ll
Main action

Hopeless Place

KeywordsAreaMagic
ActionMain action
Distance10 burst
TargetEach enemy in the area
Power Roll+ 5
!8 corruption damage; P < 4 the target is hopeless (save ends)
@13 corruption damage; P < 5 the target is hopeless (save ends)
#16 corruption damage; P < 6 the target is hopeless (save ends)
Effect

A hopeless creature can't benefit from edges or double edges, can't gain or use surges, and can't gain temporary Stamina.

3 MaliceThe distance of this ability increases to a 20 burst and its potency increases by 1.
ll
Main action

Pain Unending

2 Malice
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 20
TargetOne creature or object
Power Roll+ 5
!17 psychic damage
@24 psychic damage
#29 psychic damage
Effect

A target who has M < 4 is wracked with pain (save ends). A creature wracked with pain has a double bane on abilities.

3 MaliceThe lich chooses one additional target.
2+ MaliceEach creature wracked with pain gains one of the following conditions of the lich's choice for each 2 Malice spent: bleeding, slowed, or prone and can't stand. These conditions end when a creature is no longer wracked with pain.
ff
Maneuver

Necrotic Form

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The lich becomes spectral, moves up to their speed, and becomes corporeal again. While spectral, the lich automatically ends the grabbed or restrained conditions, has damage immunity 5, can move through solid matter, and ignores difficult terrain. If the lich ends this movement inside solid matter, they are shunted out into the space from which they entered it.

))

Baleful Swap

2 Malice
KeywordsRanged
DistanceRanged 10
TargetOne enemy
Trigger

The lich is targeted using an ability by a creature other than the target.

Effect

If the target has P < 4, they swap places with the lich to become the new target of the triggering ability.

**
Trait

Herald of Oblivion

In the lich's presence, death's call is stronger. Any winded creature within 5 squares of the lich is bleeding and can't use the Catch Breath maneuver.

**
Trait

Glare of Undeath

At the start of each round, the lich chooses a creature within 10 squares. If that creature has R < 4, they are restrained until the end of the lich's next turn. The lich can't choose the same creature two rounds in a row.

**
Trait

Rejuvenation

The lich has a soulstone, which has 50 Stamina and damage immunity all except to sonic damage and holy damage. If the lich is destroyed while their soulstone is intact, their soul retreats into the soulstone. Any creature who has P < 5 and who moves within 5 squares of an inhabited soulstone for the first time in a round or starts their turn there is compelled (save ends). A compelled creature must do everything in their power to move toward and touch the soulstone. A creature who touches an inhabited soulstone makes a Might test that takes a bane.

*Villain Actions
**

Cages of Wasting

KeywordsAreaMagicRanged
DistanceTwo 3 cubes within 10
TargetEach creature in the area
!10 corruption damage; restrained (save ends)
@16 corruption damage; restrained (EoT)
#20 corruption damage
Effect

Each target makes an Agility test.

Effect

The lich deals an additional 10 corruption damage to each creature restrained this way.

**

My Power Alone

KeywordsAreaMagic
Distance12 burst
TargetEach enemy in the area
Effect

A target can't use heroic abilities until the start of the lich's next turn.

**

Arms of Necrosis

KeywordsAreaMagic
Distance6 burst
TargetEach creature in the area
Power Roll+ 5
!8 corruption damage; A < 4 frightened (save ends)
@13 corruption damage; A < 5 frightened (save ends)
#16 corruption damage; A < 6 frightened (save ends)
Effect

At the end of each of the lich's turns, they regain 10 Stamina for each creature frightened this way.

Valok

Abandoned autonomous machines made by the ancient steel dwarves, valok can still be found deep within the crumbling ruins and underground structures of long-dead civilizations. The steel dwarves made their instruments well, though, and valok can still be activated! However, doing so without the correct control phrases could unleash an unstoppable machine overloaded by the weight of time.

Exotic Metal Body

Steel dwarves unlocked the secrets of smithing valiar—the truemetal prized not only for its strength and flexibility, but for its entrancing silvery white beauty. They could turn valiar into anything, from breathtaking weapons and exquisite buildings to hypnotic gossamer fabrics that are nearly transparent and virtually indestructible. The secrets of working with the truemetal disappeared with the steel dwarves, but not before they built the nigh-invulnerable bodies of the valok.

Prismacore Power

The steel dwarves also mined iridoss, commonly known as prismacore. This rare gemstone was infused with the power of other worlds. Unlike other constructs who are powered by spells or prayer, each valok's prismacore heart allows them to operate without magic. Since prismacore never loses power, valok can work ceaselessly, without rest or respite.

Mechanized Evolution

The first valok were great machines made to dig, smelt, and build. Legends say these giant walkers could build entire cities in a matter of days, and could even construct other valok. As the steel dwarves learned the deep secrets of prismacore, they made machines who could speak and think more freely.

While two classes of valok—servok and multivok—have been discovered, ancient steel dwarf carvings hint that a highly advanced third class was created just before their makers disappeared.

Ancient and Deep

Ruined valok litter the deepest ruins of the steel dwarves, and without the steel dwarves' secrets, their valiar and iridoss are useless to modern smiths. But some valok still labor in the depths, carrying out the orders given to them long ago and ready to end any who interfere.

Valok Malice (Malice Features)
Malice Features

Valok Malice

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

Repeater

3 Malice
One valok acting this turn takes an additional main action.
🌀

I Was Not Commanded to Wait

5 Malice
At the end of each turn until the end of the round, one valok can either shift up to 2 squares or make a free strike.
⭐️

Rapid Logic Overdrive

7 Malice
Each valok in the encounter can end one effect on them that can be ended by a saving throw, and can move up to their speed (making use of the bonus below). Additionally, until the end of the encounter, all valok deal an extra 5 damage on strikes and gain a +5 bonus to speed. This feature can be activated multiples times, stacking the effects.

Servok

Servoks, the labor and siege class of valok, are huge, slow, and built for a specific purpose—though all are designed to defend themselves when threatened. No humaniform servoks have yet been discovered. Their forms depend on their purpose, but they are never smaller than a wagon. Despite each servok's utilitarian construction and the ages of grime accumulated atop their valiar, they are impressive to behold.

Servok builders once constructed buildings, roads, and walls. Some active builders still work the caverns where they were left, clearing the ground in preparation for lost grand projects known only to their progenitors. Servok miners dug the legendary tunnels of the steel dwarves. A few miners still bore deep into the earth, searching for ore and ready to destroy anything that interferes with that function.

The quaking of earth and the boom of an arcane cannon precedes the appearance of a servok war engine. Built to roll through enemy ranks with their bladed rake, the war engine can also eliminate targets from afar with a massive gun that shoots both magic blasts and burning oil. Many war engines went to battle and never returned, and where they wander now, they consider every creature they meet who isn't a steel dwarf to be an enemy.

Multivok

Smaller than servoks, multivoks can speak and carry out commands, though their capacity for complexity is limited. While multivoks are humaniform, their masterfully crafted bodies lack the expression and fine articulation of humanoids. They were built to run and maintain ships and ore harvesters, survey dangerous or distant locations, guard nobles, and oversee servoks—tasks which many multivoks tirelessly attempt to continue today.

With arms ending in axe blades and repeating crossbows mounted on their shoulders, a multivok bodyguard cuts an impressive figure. Multivok bodyguards who are still active are often found watching over the bones or possessions of their long-dead charges with unfaltering loyalty.

One of the most advanced multivoks, a chief directs and coordinates other valok to get work done. Multivok chiefs were built to oversee projects in the absence of steel dwarf supervisors. Active chiefs still roam the halls of the steel dwarves, organizing their fellow constructs to protect treasures, construct buildings, dig tunnels, and destroy invaders.

Valok Languages

Most valok communicate exclusively in Rallarian.

Multivok Bodyguard
Construct, Multivok, Soulless, Valok

Multivok Bodyguard

Level 9
Elite Defender
EV 44
2Size
5Speed
240Stamina
5Stability
9Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+0Agility
R-2Reason
I+1Intuition
P-4Presence
ll
Main action

Gatling Bolt Gun

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 4
!13 damage
@18 damage
#22 damage; A < 4 bleeding (save ends)
ll
Main action

Valiar Axe

3 Malice
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 4
!15 damage; M < 2 weakened (save ends)
@21 damage; M < 3 weakened (save ends)
#26 damage; prone; M < 4 weakened (save ends)
Effect

The bodyguard has a double edge on this ability if it was previously used against the same target in this encounter.

ff
Maneuver

Magnetic Pull

KeywordsArea
ActionManeuver
Distance10 burst
TargetEach enemy and object in the area
Special

This ability targets only metal-clad enemies and metal objects of size 3 or smaller.

Effect

Each target is pulled up to 8 squares, or if they have M < 3, they are pulled up to 15 squares. The bodyguard can make a free strike against each target who ends this forced movement adjacent to them.

))

Valiar Cloak

KeywordsMelee
DistanceMelee 2
TargetSelf
Trigger

One ally within distance is targeted by an enemy's ability. The bodyguard can use this ability after seeing the outcome of the power roll.

Effect

The bodyguard becomes the triggering ability's target instead.

**
Trait

Multivok Maintenance

At the start of the bodyguard's turn, each servok within 2 squares of them regains 15 Stamina.

**
Trait

Crafted to Perfection

The bodyguard's shape can't be changed by any external effect.

**
Trait

Valiar Might

While the bodyguard isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.

Multivok Chief
Construct, Multivok, Soulless, Valok

Multivok Chief

Level 9
Elite Support
EV 44
1LSize
5Speed
220Stamina
3Stability
9Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+1Agility
R-2Reason
I+1Intuition
P-3Presence
ll
Main action

Pneumatic Punch

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 4
!13 damage; push 3
@18 damage; push 5
#22 damage; push 8
ll
Main action

Targeting Beam

3 Malice
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 4
!15 damage; A < 2 slowed (save ends)
@21 damage; A < 3 slowed (save ends)
#26 damage; A < 4 slowed (save ends)
Effect

This damage can't be reduced in any way. While a target is slowed this way, any strike against them has a double edge.

ff
Maneuver

Chief's Command

KeywordsRanged
ActionManeuver
DistanceRanged 5
TargetOne ally
Effect

The target shifts up to their speed and can use a main action.

))

Quick Shield

KeywordsRanged
DistanceRanged 10
TargetThe triggering creature
Trigger

The chief or an ally within distance is subject to an effect that can be ended by a saving throw or that ends at the end of their turn.

Effect

The target gains 15 temporary Stamina. Each time this triggered action is used, the amount of temporary Stamina received decreases by 3 (to a minimum of 0).

**
Trait

Multivok Maintenance

At the start of the chief's turn, each servok within 2 squares of them regains 15 Stamina.

**
Trait

Crafted to Perfection

The chief's shape can't be changed by any external effect.

**
Trait

Valiar Might

While the chief isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.

Servok Builder
Construct, Servok, Soulless, Valok

Servok Builder

Level 9
Elite Brute
EV 44
3Size
5Speed
240Stamina
8Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A-2Agility
R-4Reason
I-1Intuition
P-5Presence
ll
Main action

Wrecking Ball

Signature
KeywordsAreaRangedWeapon
ActionMain action
Distance3 cube within 5
TargetEach enemy and object in the area
!15 damage; push 5, prone
@12 damage; push 3
#8 damage
Effect

Each target must make either an Agility test or an Intuition test.

ll
Main action

Construction Arm

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetOne creature or object
Power Roll+ 4
!16 damage
@23 damage; grabbed
#28 damage; grabbed; M < 4 vertical push 5
ll
Main action

Lay the Foundation

3 Malice
KeywordsArea
ActionMain action
Distance6 x 3 line within 1
TargetSpecial
!Restrained (EoT)
@Slowed (EoT)
#No effect
Effect

The area is covered in wet concrete and is difficult terrain. An enemy who starts their turn in the concrete makes a Might test.

ff
Maneuver

Build Wall

KeywordsAreaRanged
ActionManeuver
Distance6 wall within 3
TargetSpecial
Effect

The builder creates a concrete wall. They can also remove any unoccupied squares of wet concrete within 3 squares of them, creating two additional squares of wall for each square of concrete removed.

))
Free triggered action

Sputter

1 Malice
KeywordsMelee
ActionFree triggered action
DistanceMelee 3
TargetThe triggering creature or object
Power Roll+ 4
!A < 2 restrained (save ends)
@A < 3 restrained (save ends)
#A < 4 restrained (save ends)
Trigger

A creature or object within distance deals damage to the builder.

Effect

While a creature is restrained this way, or if the target is an object, the target and their space are encased in wet concrete. A creature no longer restrained leaves squares of wet concrete behind.

**
Trait

Servok Siege Machine

The builder ignores difficult terrain, and their abilities deal an extra 15 damage to objects.

**
Trait

Crafted to Perfection

The builder's shape can't be changed by any external effect.

**
Trait

Valiar Might

While the builder isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.

Servok Miner
Construct, Servok, Soulless, Valok

Servok Miner

Level 9
Elite Controller
EV 44
2Size
5Speed
200Stamina
6Stability
9Free Strike
Immunity
Weakness
MovementBurrow, climb
With Captain
M+4Might
A-2Agility
R-4Reason
I-1Intuition
P-5Presence
ll
Main action

Drill Press

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 4
!13 damage; M < 2 restrained (save ends) and prone
@18 damage; M < 3 restrained (save ends) and prone
#22 damage; prone; M < 4 restrained (save ends)
Effect

In suitably soft ground, a target restrained this way is etrenched in a 1-square-deep hole.

ll
Main action

Unload Rocks

3 Malice
KeywordsArea
ActionMain action
Distance4 cube within 1
TargetEach enemy and object in the area
!14 damage; slide 4; the miner's allies have concealment from the target (save ends)
@11 damage; slide 2
#7 damage
Effect

Each target makes an Agility test.

The area is difficult terrain.

ff
Maneuver

Break Ground

5 Malice
KeywordsArea
ActionManeuver
Distance20 x 1 line within 1
TargetEach enemy and object in the area
!14 damage; the target falls into the fissure, and is prone and can't stand (EoT)
@11 damage; the target is prone and hanging onto the edge of the fissure
#7 damage; the target can shift into the nearest unoccupied space outside the fissure
Effect

A 5-square-deep fissure opens along the ground in the area. Each ally in the area can shift into the nearest unoccupied space outside the fissure. Each target makes an Agility test.

))

Miner Inconvenience

2 Malice
KeywordsArea
DistanceSelf
TargetSelf
Trigger

The miner is targeted by a strike.

Effect

Until the end of the round, dust and dirt billow in a 2 burst around the miner's initial space. While the miner is in the area, they ignore the nondamaging effects of any strike made against them, including the triggering strike.

**
Trait

Valiar Tunneler

The miner can burrow through stone and metal. When the miner burrows, they create a stable size 2 tunnel in their wake.

**
Trait

Servok Siege Machine

The miner ignores difficult terrain, and their abilities deal an extra 15 damage to objects.

**
Trait

Crafted to Perfection

The miner's shape can't be changed by any external effect.

**
Trait

Valiar Might

While the miner isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.

Servok War Engine
Construct, Servok, Soulless, Valok

Servok War Engine

Level 10
Elite Brute
EV 48
3Size
5Speed
260Stamina
8Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+5Might
A-2Agility
R-4Reason
I-1Intuition
P-5Presence
ll
Main action

Blade Rake

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 5
!15 damage
@21 damage; pull 3
#25 damage; pull 6
ll
Main action

Prismacore Cannon

KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 20
TargetOne creature or object
Power Roll+ 5
!22 damage
@29 damage; I < 4 dazed (save ends)
#34 damage; I < 5 dazed (save ends)
Effect

This damage can't be reduced in any way. This ability can't be used again until the start of the next round.

ff
Maneuver

Destructive Rollout

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The war engine moves up to their speed in a straight line, automatically destroying mundane size 1 objects or walls in their path. The first time the war engine moves through a creature's space during this movement, that creature can choose to either fall prone or take 10 damage.

ff
Maneuver

Burning Oil

3 Malice
KeywordsArea
ActionManeuver
Distance20 x 1 line within 1
TargetEach enemy and object in the area
!16 fire damage; the target is burning (save ends)
@12 fire damage; the target is burning (EoT)
#8 fire damage
Effect

Each target makes an Agility test.

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. Additionally, the area is burning until the end of the encounter. While the area is burning, it is difficult terrain and any enemy takes 3 fire damage for each square of the area they enter.

))
Free triggered action

Quick Blast

1 Malice
KeywordsRangedStrikeWeapon
ActionFree triggered action
DistanceRanged 20
TargetOne creature or object
Power Roll+ 5
!8 damage; push 2
@12 damage; push 5
#16 damage; push 8
Trigger

The target deals damage to the war engine.

Effect

This damage can't be reduced in any way.

**
Trait

Servok Siege Machine

The war engine ignores difficult terrain, and their abilities deal an extra 15 damage to objects.

**
Trait

Crafted to Perfection

The war engine's shape can't be changed by any external effect.

**
Trait

Valiar Might

While the war engine isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.

Voiceless Talkers

Among the most powerful psions in the timescape, synlirii (sin-LEER-ee, singular: synliroi) are known as the "voiceless talkers" to the denizens of the World Below—and to surface dwellers unfortunate enough to encounter them. Descended from boneless aquatic cephalopods, they are alien in thought and motivation to the humanoid species they loathe. Synlirii consider the "barking ones" (their label for creatures who squeeze air through meat flaps to communicate) an abomination that must be corrected.

Uneasy Alliances

Though synlirii and overminds are hereditary enemies, their mutual obsession with the barking ones often leads to uneasy alliances. Both synlirii and overminds employ humanoids from the World Below as agents, trading lore and technology for information on their surface foes.

Olothec Hatred

The synlirii's visceral antipathy toward the barking ones is surpassed only by their deep enmity toward (and fear of) olothec. Ancient myths say that the olothec created both synlirii and overminds. To overminds, this is a harmless fable. But synlirii, who style themselves as the future masters of the timescape, rage against implications that their powers come from any source other than their own superior development.

Psionic Spies

Despite their mental powers, voiceless talkers consider information their greatest weapon. They use their psionic talents to manipulate memory and perception, obscure their forms, and pass undetected among other cultures.

Psi-Tech

Synlirii breed mollusks that secrete plastic-like substances, using them to fashion weapons and similar technology powered by psionic crystals. The voiceless talkers' handheld psionic pistols and portable psionic rifles can be activated only by their alien minds.

Creature Engineers

Synlirii are obsessed with manipulating the natural development of other organisms. They create hulking brains, mindkillers, and other servants using a psionic technique they call the Interlace. Many synlirii experiments don't live long and aren't intended to. But the World Below is littered with unnatural creatures who escaped the voiceless talkers' Body Banks—most of them singular life forms who can't reproduce and might never die.

Graywarper

Graywarpers are voiceless talkers who were drained of most of their psionic abilities—and free will—as punishment for insolence or incompetence. They are viewed solely as expendable tools who enhance the power of other voiceless talkers.

Hulking Brain

The voiceless talkers have engineered pearlescent-skinned, humanoid-shaped horrors with four massive arms and a large pulsing brain in place of a head. Called thylinça by voiceless talkers and hulking brains by everyone else, these creatures serve as bodyguards and psionic batteries for their synlirii creators.

Mindkiller

Floating clawed brains with a trailing spinal column and nerves, mindkillers serve as the voiceless talkers' pets and lackeys. These amorphous parasites can force themselves into a humanoid's body through the ear, eye, or nose, then devour the victim's central nervous system while replacing it with their own tissue. When the process is complete, the mindkiller gains all the victim's knowledge and memories and can puppet their body, becoming the perfect spy for the mindkiller's synlirii overlords.

Mindkiller whelps are a lesser form of mindkiller who can be created in a fraction of the time. While they can't inhabit bodies, their mere presence weakens their foes' mental defenses against psionics.

Voiceless Talker Languages

Most voiceless talkers communicate telepathically using Mindspeech and speak Variac.

Voiceless Talker Malice (Malice Features)
Malice Features

Voiceless Talker Malice

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

Guise

3 Malice
One non-minion voiceless talker projects a psionic screen over their body, preventing other creatures from treating them as an enemy until the end of the voiceless talker's next turn.
🏹
Maneuver

Memory Thief

5 Malice
PsionicRanged
Distance
Ranged 5
Targets
One creature
Power Roll+ 3
!6 psychic damage; R < 1 the target can't treat their allies as allies (save ends)
@10 psychic damage; R < 2 the target perceives their allies as enemies (save ends)
#13 psychic damage; R < 3 the target perceives their allies as enemies (save ends)
Special

This ability can't be used by a minion.

🌀

Evolutionary Circuit

10 Malice
All voiceless talkers link their minds, creating a circuit that empowers them while two or more voiceless talkers remain in the encounter. While this circuit is active, any psionic strike made by a voiceless talker deals an extra 5 damage. Additionally, when a non-minion voiceless talker takes damage, they can use a free triggered action to swap places with any voiceless talker minion on the encounter map. The minion takes the damage instead.
Mindkiller Whelp
Horror, Voiceless Talker

Mindkiller Whelp

Level 6
Minion Hexer
EV 8 for four minions
1SSize
4Speed
9Stamina
0Stability
3Free Strike
ImmunityPsychic 6
Weakness
MovementFly, hover
With Captain
M-1Might
A+3Agility
R+1Reason
I+1Intuition
P+0Presence
ll
Main action

Eager Claws

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 3
!3 damage
@5 damage; the target takes a bane on their next strike
#7 damage; the target takes a bane on their next strike
**
Trait

Psionic Conductor

Whenever a non-minion voiceless talker within 5 squares of the whelp uses a psionic ability, they can do so as if they were in the whelp's space.

Voiceless Talker Graywarper
Horror, Voiceless Talker

Voiceless Talker Graywarper

Level 6
Minion Controller
EV 8 for four minions
1MSize
5Speed
9Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M-1Might
A+0Agility
R+3Reason
I+1Intuition
P+1Presence
ll
Main action

Phase Chant

Signature
KeywordsPsionicRangedStrike
ActionMain action
DistanceRanged 8
TargetOne creature or object per minion
Power Roll+ 3
!3 psychic damage
@5 psychic damage; slide 2
#7 psychic damage; slide 4
**
Trait

Psionic Conductor

Whenever a non-minion voiceless talker within 5 squares of the graywarper uses a psionic ability, they can do so as if they were in the graywarper's space.

Hulking Brain
Horror, Voiceless Talker

Hulking Brain

Level 6
Elite Brute
EV 32
1LSize
5Speed
180Stamina
4Stability
7Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+1Agility
R-2Reason
I-2Intuition
P+0Presence
ll
Main action

Four-Way Grasp

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetFour creatures or objects
Power Roll+ 3
!7 damage
@10 damage; A < 2 grabbed
#11 damage; A < 3 grabbed
Special

The hulking brain can have up to four size 1 creatures grabbed.

2 MaliceThe potency increases by 1.
ll
Main action

Cerebral Suplex

KeywordsMeleeStrike
ActionMain action
DistanceMelee 1
TargetEach enemy
Power Roll+ 3
!7 damage; M < 1 3 damage
@10 damage; M < 2 3 damage
#13 damage; M < 3 6 damage
Effect

A target must be grabbed by the hulking brain, and is no longer grabbed after the power roll is resolved.

ff
Maneuver

Lumber

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The hulking brain shifts up to 4 squares, ignoring difficu terrain.

))
Free triggered action

Brawny Buffe

1 Malice
Keywords-
ActionFree triggered action
DistanceSelf
TargetSelf
Trigger

An ally voiceless talker within 5 squares takes damage from an enemy ability.

Effect

The hulking brain shifts adjacent to the ally and becomes the new target of the ability.

2 MaliceThe enemy is knocked prone.
**
Trait

Biceps to Spare

The hulking brain can carry up to four size 1 creatures they have grabbed, and takes no penalty to their speed while doing so.

**
Trait

Psionic Conductor

Whenever a non-minion voiceless talker within 5 squares of the hulking brain uses a psionic ability, they can do so as if they were in the hulking brain's space.

Mindkiller
Horror, Voiceless Talker

Mindkiller

Level 6
Elite Hexer
EV 32
1SSize
6Speed
140Stamina
2Stability
7Free Strike
ImmunityPsychic 6
Weakness
MovementFly, hover
With Captain
M-1Might
A+3Agility
R+3Reason
I+2Intuition
P+0Presence
**
Trait

Brain Latch

The mindkiller can grab creatures who are size 4 or smaller, using their Reason score in place of Might. A creature grabbed by the mindkiller takes a bane on ability rolls made to escape the grab.

ll
Main action

Killer Claws

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!11 damage
@17 damage; A < 2 grabbed
#21 damage; A < 3 grabbed
ll
Main action

Concealing Strike

2 Malice
KeywordsPsionicRangedStrike
ActionMain action
DistanceRanged 5
TargetTwo creatures
Power Roll+ 3
!10 damage; R < 1 the mindkiller is invisible to the target (save ends)
@15 damage; R < 2 the mindkiller is invisible to the target (save ends)
#18 damage; R < 3 the mindkiller is invisible to the target (save ends)
ff
Maneuver

Mindwipe

KeywordsMeleePsionicStrike
ActionManeuver
DistanceMelee 1
TargetOne creature
Effect

The target must be grabbed by the mindkiller. If the target has R < 2, they take a −1 penalty to their Reason, Intuition, or Presence score and the mindkiller has a +1 bonus to the same score, all until the end of the encounter.

))

Meat Shield

Keywords-
DistanceSelf
TargetSelf
Trigger

The mindkiller takes damage.

Effect

The mindkiller halves the damage. If the mindkiller has a creature grabbed, that creature takes the other half of the damage.

3 MaliceA grabbed creature takes the damage instead of the mindkiller.
**
Trait

Psionic Conductor

Whenever a non-minion voiceless talker within 5 squares of the mindkiller uses a psionic ability, they can do so as if they were in the mindkiller's space.

**
Trait

Nimble

The mindkiller can move through enemies' spaces at their usual speed.

Voiceless Talker Artillerist
Horror, Voiceless Talker

Voiceless Talker Artillerist

Level 6
Elite Artillery
EV 32
1MSize
5Speed
140Stamina
2Stability
7Free Strike
ImmunityPsychic 6
Weakness
MovementHover, teleport
With Captain
M+0Might
A+3Agility
R+3Reason
I+2Intuition
P+1Presence
ll
Main action

Psionic Rifle Burst

Signature
KeywordsPsionicRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 3
!11 damage
@19 damage; the strike spreads 1 square
#22 damage; the strike spreads 2 squares
Effect

The strike's spread is the distance it expands from a target to nearby enemies. Each enemy within that distance takes 3 damage.

2 MaliceEach enemy within the strike spread takes an extra 3 damage.
ll
Main action

Mind Jolt

KeywordsAreaPsionic
ActionMain action
Distance10 x 1 line within 10
TargetEach enemy in the area
Power Roll+ 3
!6 lightning damage
@10 lightning damage; I < 2 slowed (save ends)
#13 lightning damage; I < 3 slowed (save ends)
ff
Maneuver

In Our Sights

KeywordsRanged
ActionManeuver
DistanceRanged 10
TargetOne creature
Effect

Until the start of the artillerist's next turn, the next psionic ability used against the target automatically treats its initial power roll as a 17. The creature using the ability can still roll to determine if they score a critical hit.

))

Tactical Reposition

1 Malice
Keywords-
DistanceSelf
TargetSelf
Trigger

The artillerist takes damage.

Effect

The artillerist can teleport up to 5 squares and ignores any effects associated with the damage.

**
Trait

Psionic Conductor

Whenever a non-minion voiceless talker within 5 squares of the artillerist uses a psionic ability, they can do so as if they were in the artillerist's space.

**
Trait

Locked On

The artillerist ignores invisibility, cover, and concealment. A creature can't hide from the artillerist while the artillerist has line of effect to the.

Voiceless Talker Invader
Horror, Voiceless Talker

Voiceless Talker Invader

Level 6
Elite Controller
EV 32
1MSize
5Speed
140Stamina
2Stability
7Free Strike
ImmunityPsychic 6
Weakness
MovementHover, teleport
With Captain
M-1Might
A+1Agility
R+3Reason
I+2Intuition
P+2Presence
ll
Main action

Tentacle

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 3
!10 damage
@15 damage; M < 2 grabbed
#18 damage; M < 3 grabbed
ll
Main action

Psionic Boom

3 Malice
KeywordsAreaPsionic
ActionMain action
Distance3 burst
TargetEach enemy in the area
Power Roll+ 3
!6 psychic damage; R < 1 push 2
@10 psychic damage; R < 2 push 3
#12 psychic damage; R < 3 push 4 and prone
2 MaliceThe size of the burst increases to 5.
ff
Maneuver

Tentacle Toss

KeywordsMeleePsionic
ActionManeuver
DistanceMelee 1
TargetOne creature
Power Roll+ 3
!6 damage; vertical slide 2
@10 damage; vertical slide 2
#12 damage; vertical slide 3
Effect

The target must be grabbed by the invader.

**
Trait

Psionic Amplifier

Whenever a non-minion voiceless talker within 5 squares of the invader uses a psionic ability, they can do so as if they were in the invader's space, and the ability has a double edge.

Voiceless Talker Evolutionist
Horror, Voiceless Talker

Voiceless Talker Evolutionist

Level 6
Leader
EV 32
1MSize
5Speed
180Stamina
2Stability
7Free Strike
ImmunityPsychic 8
Weakness
MovementHover, teleport
With Captain
M+0Might
A+3Agility
R+4Reason
I+1Intuition
P+2Presence
ll
Main action

Psionic Intrusion

Signature
KeywordsMeleePsionicRangedStrike
ActionMain action
DistanceMelee 1 or ranged 5
TargetTwo creatures or objects
Power Roll+ 4
!11 psychic damage; R < 2 slowed (save ends)
@16 psychic damage; R < 3 slowed (save ends)
#19 psychic damage; R < 4 slowed (save ends)
ff
Maneuver

Carpe Quadratum

KeywordsPsionicRanged
ActionManeuver
DistanceRanged 5
TargetOne creature
Effect

The evolutionist teleports to swap places with the target.

))

Adaptability

KeywordsPsionic
DistanceSelf
TargetSelf
Trigger

The evolutionist takes damage that has a damage type.

Effect

Until the start of their next turn, the evolutionist has damage immunity 5 to the triggering damage type.

**

At the end of each of their turns, the evolutionist 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.

**
Trait

Witness Evolutionary Superiority

The evolutionist has any trait of the Director's choice from any ally minion in the encounter.

*Villain Actions
**

Show Me Who You Are

KeywordsAreaPsionic
Distance5 burst
TargetEach enemy in the area
!The target uses a signature ability against the nearest enemy within distance.
@The target makes a free strike against the nearest enemy within distance.
#Frightened (save ends)
Effect

Each target makes an Intuition test.

**

Release the Thralls

KeywordsPsionicRanged
DistanceRanged 5
TargetSpecial
Effect

The evolutionist teleports eight minions of level 4 or lower into unoccupied spaces within distance. All eight minions can be of any monster type but must share the same name.

**

Brainstorm

KeywordsAreaPsionic
Distance3 burst
TargetEach enemy in the area
Power Roll+ 4
!7 lightning damage
@12 lightning damage
#15 lightning damage
Effect

Until the end of the encounter, the evolutionist is surrounded by a psionic electrical storm that is a 5 aura. The area is difficult terrain for enemies, and any enemy who enters the area for the first time in a round or starts their turn there takes 8 lightning damage.

Lord Syuul

"Yours is an interesting mind, Tyract. I wonder what it tastes like?"

Chief Design Architect of the living synlirii high science vessel Waking Nightmare, Lord Syuul (see-YOU-ull) scours the timescape looking for novel genetic specimens he can torture into new species. His spies, informants, and allies are always on the lookout for subjects with unique hereditary traits the Interlace might extract.

The Extractors

Syuul's most trusted servants form his elite surgical commandos, the Extractors. Whenever his ship detects the presence of some novel or unique genetic ability, they dispatch a small team of synlirii genetic surgeons and a single scanner.

Scanners are 4-foot-tall floating glass cylinders filled with solid brain material and cerebrospinal fluid. They hover in place, scanning and cataloging every living being in the area in an instant.

The scanner identifies any creatures with valuable hereditary abilities so the Extractors can apply the Interlace, siphoning off the victim's unique abilities.

Miraculously, some subjects survive this process. Those who do find they no longer have access to whatever hereditary traits the Extractors stole.

Mind Masters of the Timescape

Known to his servants and thralls as the Architect of Change, Syuul's research is no mere academic pursuit. He works tirelessly to build a catalog of mutations and hereditary traits. Talents, with their innate ability to turn thoughts into raw power, are his current obsession.

Lord Syuul remembers a time when his people ruled the world of Proteus, the Sea of Eternal Change, as gods. Before the time raiders rebelled, before the synlirii retreated to the World Below. While his fellow genetic architects are content to rule the Dark Under All, Syuul burns with hatred.

Hatred not just of the time raiders and the ungrateful proteans, but of every living being not under his direct control.

He no longer values his original technological marvel, the Body Banks, and so was happy to trade that obsolete invention to Ajax's wizard Mortum in exchange for more genetic material.

The Body Banks were limited. They required manually feeding specimens into the tanks. His new device allows Lord Syuul to dynamically rewrite a living being's genetic material from a distance. From any distance.

In his mind, everything that is not Lord Syuul is flawed. When his new device is complete, he will remake the timescape in his own image. Every living being, a formless mass of mind and flesh thinking only Syuul's thoughts.

Lord Syuul's Languages

Lord Syuul communicates telepathically using Mindspeech and speaks Variac.

Lord Syuul's Malice (Malice Features)
Malice Features

Lord Syuul's Malice

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

Guise

3 Malice
Lord Syuul projects a psionic screen over his body, preventing other creatures from treating him as an enemy until the end of his next turn.
❇️

Do It for Me

5 Malice
Lord Syuul psionically plunders the minds of each creature within 2 squares of him. Each such creature makes a Reason test.
!13 psychic damage; the target uses a signature ability against a creature of Lord Syuul's choice
@10 psychic damage; the target makes a free strike against a creature of Lord Syuul's choice
#No effect.
☠️

Solo Action

5 Malice
Lord Syuul takes an additional main action on his turn. He can use this feature even if he is dazed.
🌀

Overpower

7 Malice
Lord Syuul sends out a psionic burst to completely overpower his greatest threats. He makes a Reason test (2d10 + 4).
!Lord Syuul has damage immunity 5.
@Lord Syuul has damage immunity 2.
#Lord Syuul has damage weakness 5.
Once per round as a maneuver, Lord Syuul can repeat this test, replacing the previous Overpower effect. Whenever an Overpower effect is active, any hero who has one or more psionic abilities can use a maneuver to push back by making a Reason test, replacing the previous Overpower effect. The Overpower effect lasts until the end of the encounter.
Lord Syuul
Horror, Voiceless Talker

Lord Syuul

Level 6
Solo
EV 96
1MSize
7Speed
450Stamina
3Stability
7Free Strike
ImmunityPsychic 10
Weakness
MovementHover, teleport
With Captain
M+1Might
A+3Agility
R+4Reason
I+4Intuition
P+3Presence
**
Trait

Solo Monster

At the end of each of his turns, Lord Syuul 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.

Solo Turns

Lord Syuul can take two turns each round. He can't take turns consecutively.

ll
Main action

Tentacle Grab

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 4
!11 damage; A < 2 grabbed
@17 damage; A < 3 grabbed
#20 damage; A < 4 grabbed
2 MaliceThe distance of this ability increases to melee 10. Each target grabbed by Lord Syuul is pulled up to 10 squares.
ll
Main action

Dampening Grenade

KeywordsAreaPsionicRanged
ActionMain action
Distance2 cube within 5
TargetEach enemy in the area
Power Roll+ 4
!6 damage; the effect ends after 2 turns
@10 damage; the effect ends at the end of Lord Syuul's next turn
#13 damage; the effect lasts until the end of the encounter
Effect

Any supernatural ability used by a creature in the area has a double bane. All reactive tests made against magic or psionic effects in the area have a double edge.

ll
Main action

Mind Blown

7 Malice
KeywordsMeleePsionicStrike
ActionMain action
DistanceMelee 1
TargetOne grabbed enemy
Power Roll+ 4
!12 damage
@20 damage
#24 damage
Effect

If this action reduces the target to 0 Stamina and they have a brain, their brain explodes, instantly killing them.

ff
Maneuver

You Come With Me

KeywordsPsionic
ActionManeuver
DistanceSelf
TargetSelf

Lord Syuul can teleport up to 5 squares along with each creature and object he has grabbed. He can release grabbed creatures and objects before or after teleporting.

))

Adaptability

KeywordsPsionic
DistanceSelf
TargetSelf
Trigger

Lord Syuul takes damage that has a damage type.

Effect

Until the start of his next turn, Lord Syuul gains immunity 5 to the triggering damage type.

**
Trait

Mind Over Manners

Whenever Lord Syuul uses a psionic ability, he can do so as if he were in the space of any creature within his line of effect who he has observed using a psionic ability.

*Villain Actions
**

See Only Me

KeywordsAreaPsionic
Distance10 burst
TargetEach enemy in the area
!16 psychic damage; the target has no line of effect to any creature except Lord Syuul, and takes a bane on strikes targeting Lord Syuul (save ends)
@13 psychic damage; the target has no line of effect to any creature except Lord Syuul (save ends)
#7 psychic damage
Effect

Each target makes an Intuition test.

**

Phantom Pain

KeywordsPsionic
DistanceSelf
TargetSelf
Effect

Lord Syuul becomes invisible, can teleport up to 10 squares, and projects an illusory double within 10 squares. The double can't move or act, but Lord Syuul can use psionic abilities as if he were in its square. Whenever a creature touches or damages the double with a melee strike, they take 10 psychic damage. If Lord Syuul takes damage, his invisibility ends and the double disappears.

**

Mindshatter

KeywordsAreaPsionic
Distance5 burst
TargetEach creature in the area
Power Roll+ 4
!7 psychic damage
@13 psychic damage
#16 psychic damage
Effect

Until the end of the encounter, each target has damage weakness 3.

War Dogs

Ajax's war dogs—brutal patchwork soldiers—owe their new lives to the Iron Saint and fight for him fanatically. War dog minions are the freshest recruits, possessing minimal patchwork qualities and generally treated as disposable. Those who survive a battle are rewarded with gifts from the Body Banks. Those who don't survive become recycled back into the Body Banks to be reborn.

War Dog Stat Block List
Echelon Name Level Organization Role EV
1st War Dog Commando 1 Minion Ambusher 3 for four minions
1st War Dog Conscript 1 Minion Harrier 3 for four minions
1st War Dog Sharpshooter 1 Minion Artillery 3 for four minions
1st War Dog Tetherite 1 Minion Brute 3 for four minions
1st War Dog Amalgamite 2 Horde Brute 4
1st War Dog Crucibite 1 Horde Artillery 3
1st War Dog Eviscerite 1 Horde Harrier 3
1st War Dog Neuronite 1 Horde Defender 3
1st War Dog Pestilite 3 Horde Controller 5
1st War Dog Phosphorite 2 Horde Hexer 4
1st War Dog Subcommander 2 Horde Support 4
1st War Dog Teletite 1 Horde Ambusher 3
1st War Dog Ground Commander 3 Leader - 20
2nd War Dog Sparkslinger 4 Minion Artillery 6 for four minions
2nd War Dog Sweeper 4 Minion Harrier 6 for four minions
2nd War Dog War Frog 4 Minion Ambusher 6 for four minions
2nd War Dog Arachnite 6 Horde Artillery 8
2nd War Dog Doomthief 5 Horde Defender 7
2nd War Dog Equivite 4 Horde Brute 6
2nd War Dog Hypokrite 4 Horde Ambusher 6
2nd War Dog Mischievite 5 Horde Harrier 7
2nd War Dog Thanatite 6 Horde Controller 8
2nd War Dog Tormentite 5 Horde Hexer 7
2nd War Dog War Doc 5 Horde Support 7
2nd War Dog Tetrarch 6 Leader - 32
3rd War Dog Draconite 7 Minion Brute 9 for four minions
3rd War Dog Saboteur 7 Minion Ambusher 9 for four minions
3rd War Dog Shriketroop 7 Minion Artillery 9 for four minions
3rd War Dog Aerocite 8 Horde Harrier 10
3rd War Dog Ballistite 8 Horde Artillery 10
3rd War Dog Blackcap 7 Horde Ambusher 9
3rd War Dog Breaker 7 Elite Brute 36
3rd War Dog Firestarter 8 Horde Hexer 10
3rd War Dog Geomancer 8 Horde Controller 10
3rd War Dog Iron Priest 8 Horde Support 10
3rd War Dog Prismite 8 Horde Defender 10
3rd War Dog Taxiarch 9 Leader - 44
4th War Dog Blood Jumper 10 Minion Harrier 12 for four minions
4th War Dog Hunter-Killer 10 Minion Artillery 12 for four minions
4th War Dog Socialite 10 Minion Hexer 12 for four minions
4th Castellan Hoplon 10 Elite Defender 48
4th Iron Champion Doru 10 Elite Brute 48
4th Logostician Vesper 10 Elite Controller 48
4th Soulbinder Psyche 10 Elite Hexer 48
4th Strategos Alkestis 10 Leader - 48

Content Warning: Brainwashing and Body Horror

War dogs are explicitly evil soldiers built from the body parts of other humanoids. Check in with your players before running war dogs to make sure that they're okay with battling brainwashed soldiers with an appearance akin to Frankenstein's monster if he were built to be a shock trooper. If anyone is uncomfortable, modify the appearance and lore of the war dogs as you see fit.

Withdrawn From the Body Banks

Body Bank technology stolen from the upper worlds allows for the storage, manipulation, and reuse of biological body parts, and this technology has been put to terrible use by Ajax and his followers. For the rich and powerful elite, the Body Banks serve as a source of reliable medical materials and even enhancements. For everyone else, they are a looming threat and a warning of what might happen to the disloyal. Those body parts not claimed by the upper classes are stitched, welded, and fused together to become an endless supply of twisted warriors.

Soulless Soldiers

War dogs aren't undead. They still have minds, wills, and drives that separate them from zombies and mournlings. But one thing they share in common with the undead is the lack of a soul. Any remnants of a soul that didn't escape the shattered remains of their constituent parts are irrevocably damaged beyond repair in the process of making a war dog. War dogs are thus metaphysically unstable, incapable of higher spiritual functions such as empathy or love, and their personalities and beliefs are highly malleable. This makes them the ideal disposable soldier for a discerning tyrant.

War Dog Tactics

War dogs have a heavy focus on minion frontlines backed by captains with powerful control or support abilities. Those captains' tactics reflect the replaceability of their low-ranking troops, who they throw into the fray without caution. Once a squad of minions is reduced to a few stragglers, a captain will order them into position for maximum effect and manually detonate their loyalty collars.

War dog captains are intelligent, well trained, and focused on prioritizing threats to their mission. Defensive and support units focus on tying up and slowing down high-Stamina threats while offensive units try their best to bully low-Stamina backline heroes. Unless ordered, retreat is not an option for war dogs.

War Dog Sample Encounters

  • Camp Patrol, 18 EV: Eight conscripts, eight sharpshooters, one eviscerite, one crucibite
  • Bodyguard Squad, 24 EV: Eight sharpshooters, eight tetherites, two amalgamites, one phosphorite
  • Scout Patrol, 34 EV: Eight commandos, sixteen conscripts, two teletalites, two neuronites, one subcommander
  • Oppressor Force, 52 EV: Eight conscripts, eight sharpshooters, sixteen commandos, one pestilite, one neuronite, one ground commander

Enlisted at Rebirth

From the moment they are reborn, every war dog is part of Ajax's war machine. Fresh recruits undergo inspections and tests to ensure their viability and assess their capabilities, and those who are found lacking are immediately recycled.

Those who meet the minimum requirements are sent to a brief but intense training camp, where they are drilled in basic combat, personal fitness, and unswerving loyalty. It is here that war dogs are first indoctrinated with Ajax's ideals, and any who question those ideals are immediately recycled. Those who survive this training camp are fitted with loyalty collars—unremovable neck pieces fitted with explosive fuse-iron charges—and sent on to join a legion.

Chain of Command

Ajax leaves the management and tactical goals of individual legions to his hand-picked strategoi. Each strategos is an exceptionally talented war dog, often a veteran with dozens of upgrades and refinements, and is typically selected for their ability to think and plan. A strategos in turn appoints the most powerful and skilled war dogs in the legion to their inner council.

Below the inner council are hundreds of officers and thousands of soldiers. A single deviation from an order, no matter how rational or well considered, can get a lowly soldier sent back to the Body Banks. As such, lower-ranking war dogs rarely alter tactics or show initiative. Without an officer to command them, war dogs can easily turn into an unwieldy and stagnant force capable only of following their most recent orders.

War Dog Languages

Most war dogs speak Caelian and one Vaslorian human language.

War Dogs-1st Echelon

The Body Banks are filled with the remains of enemies of the state, conquered peoples, war dogs who have experienced a second death, and even scraps of monsters and animals that might prove useful. Though the creation of new war dogs is by no means an exact process, the flesh sculptors of the Body Banks take great pride in crafting a highly destructive, single-mindedly fanatical army.

The vast majority of war dogs are simple amalgams of humanoids fused, stitched, and welded together with stolen Upper World technology and forbidden alchemy. Their unnatural origin is on clear display: patchwork skin, mismatched limbs, and unsettling proportions marking them as artificial revenants.

War Dog Malice (Level 1+ Malice Features)
Malice Features

War Dog Malice (Level 1+ Malice Features)

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

Reconstitute

3 Malice
One war dog acting this turn tears apart a nearby corpse of a humanoid and incorporates its body parts into their own. The war dog regains Stamina equal to 5 times their level.
🔳
Maneuver

Fire for Effect

5 Malice
AreaMagicRanged
Distance
4 cube within 10
Targets
Each creature in the area
!5 fire damage; slowed or weakened (save ends)
@5 fire damage; slowed or weakened (EoT)
#5 fire damage
Effect

Each target makes an Agility test. The same condition is imposed on each affected target.

War Dog Commando
Humanoid, Soulless, War Dog

War Dog Commando

Level 1
Minion Ambusher
EV 3 for four minions
1MSize
5Speed
4Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Daggers

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

After using this ability, the commando can attempt to hide even if observed.

**
Trait

Loyalty Collar

When the commando is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.

War Dog Conscript
Humanoid, Soulless, War Dog

War Dog Conscript

Level 1
Minion Harrier
EV 3 for four minions
1MSize
7Speed
4Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Blade

Signature
KeywordsChargeMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
Effect

If used with the Charge main action, this ability gains an edge.

**
Trait

Loyalty Collar

When the conscript is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.

War Dog Sharpshooter
Humanoid, Soulless, War Dog

War Dog Sharpshooter

Level 1
Minion Artillery
EV 3 for four minions
1MSize
7Speed
3Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Bolt Launcher

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 5
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
Effect

This ability ignores cover and concealment.

**
Trait

Loyalty Collar

When the sharpshooter is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.

War Dog Tetherite
Humanoid, Soulless, War Dog

War Dog Tetherite

Level 1
Minion Brute
EV 3 for four minions
1MSize
5Speed
5Stamina
1Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Banded Dagger

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 2
!2 damage
@4 damage
#5 damage
**
Trait

Tethered

A captain attached to a tetherite squad has their stability increased by the number of tetherites within 2 squares of them.

**
Trait

Loyalty Collar

When the tetherite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.

War Dog Amalgamite
Humanoid, Soulless, War Dog

War Dog Amalgamite

Level 2
Horde Brute
EV 4
2Size
5Speed
25Stamina
2Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Several Arms

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!4 damage
@5 damage; A < 1 grabbed
#6 damage; A < 2 grabbed
Effect

The amalgamite can have up to four targets grabbed at once.

3 MaliceThe amalgamite deals 3 damage to each creature grabbed this way or who they already have grabbed, and regains Stamina equal to the damage dealt.
ff
Maneuver

Posthumous Promotion

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetOne war dog
Effect

If the target has a loyalty collar, they are reduced to 0 Stamina.

**
Trait

Loyalty Collar

When the amalgamite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.

War Dog Crucibite
Humanoid, Soulless, War Dog

War Dog Crucibite

Level 1
Horde Artillery
EV 3
1MSize
5Speed
10Stamina
0Stability
2Free Strike
ImmunityFire 2
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Flamebelcher

Signature
KeywordsAreaWeapon
ActionMain action
Distance5 x 1 line within 1
TargetEach creature and object in the area
Power Roll+ 2
!2 fire damage
@4 fire damage
#5 fire damage
Effect

The area is covered in sticky fire until the start of the crucibite's next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 2 fire damage.

3 MaliceThe area becomes a 10 x 1 line, and if any ally of the crucibite is in the area when it is created, the ability deals an extra 2 damage to each target.
ff
Maneuver

Posthumous Promotion

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetOne war dog
Effect

If the target has a loyalty collar, they are reduced to 0 Stamina.

**
Trait

Loyalty Collar

When the crucibite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.

War Dog Eviscerite
Humanoid, Soulless, War Dog

War Dog Eviscerite

Level 1
Horde Harrier
EV 3
1MSize
7Speed
15Stamina
0Stability
1Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Chainsaw Whip

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 3
TargetOne creature or object
Power Roll+ 2
!3 damage
@4 damage; pull 1
#5 damage; pull 2
Effect

The eviscerite can automatically grab a target pulled adjacent to them this way.

ff
Maneuver

Posthumous Promotion

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetOne war dog
Effect

If the target has a loyalty collar, they are reduced to 0 Stamina.

**
Trait

Loyalty Collar

When the eviscerite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.

War Dog Neuronite
Humanoid, Soulless, War Dog

War Dog Neuronite

Level 1
Horde Defender
EV 3
1MSize
5Speed
20Stamina
0Stability
1Free Strike
ImmunityPsychic 2
Weakness
MovementFly
With Captain
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Synlirii Grafts

Signature
KeywordsAreaPsionic
ActionMain action
Distance1 burst
TargetEach enemy in the area
Power Roll+ 2
!1 psychic damage; vertical slide 1
@2 psychic damage; vertical slide 2
#3 psychic damage; vertical slide 3
ff
Maneuver

Posthumous Promotion

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetOne war dog
Effect

If the target has a loyalty collar, they are reduced to 0 Stamina.

ff
Maneuver

The Voice

KeywordsAreaPsionic
ActionManeuver
Distance5 burst
TargetEach enemy in the area
Effect

The neuronite chooses one ally within 10 squares. Each target is either taunted by the ally, or the ally has damage immunity 3 whenever any target makes a strike against them (the neuronite's choice). Either effect lasts until the start of the neuronite's next turn.

**
Trait

Loyalty Collar

When the neuronite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.

War Dog Pestilite
Humanoid, Soulless, War Dog

War Dog Pestilite

Level 3
Horde Controller
EV 5
1MSize
5Speed
20Stamina
0Stability
2Free Strike
ImmunityPoison 3
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Plaguecaster

Signature
KeywordsAreaMagicRanged
ActionMain action
Distance3 cube within 10
TargetEach creature in the area
Power Roll+ 2
!2 poison damage; I < 0 frightened (save ends)
@4 poison damage; I < 1 frightened (save ends)
#5 poison damage; I < 2 frightened (save ends)
Effect

The area is filled with a cloud of pestilence that lasts until the start of the pestilite's next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 2 poison damage.

ff
Maneuver

Posthumous Promotion

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetOne war dog
Effect

If the target has a loyalty collar, they are reduced to 0 Stamina.

**
Trait

Loyalty Collar

When the pestilite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.

War Dog Phosphorite
Humanoid, Soulless, War Dog

War Dog Phosphorite

Level 2
Horde Hexer
EV 4
1MSize
5Speed
15Stamina
0Stability
2Free Strike
ImmunityAcid 2
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Caustic Detonator

Signature
KeywordsMagicRanged
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 2
!No effect.
@The detonator is disarmed and destroyed.
#The creature can attach the detonator to another creature or object within 5 squares of them.
Effect

A detonator attaches to the target. At the end of each round, roll a die. On an odd result, the detonator explodes, triggering the following power roll.

Special

A creature adjacent to the target can attempt an Agility test as a maneuver to remove the detonator.

ff
Maneuver

Posthumous Promotion

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetOne war dog
Effect

If the target has a loyalty collar, they are reduced to 0 Stamina.

**
Trait

Loyalty Collar

When the phosphorite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.

War Dog Subcommander
Humanoid, Soulless, War Dog

War Dog Subcommander

Level 2
Horde Support
EV 4
1MSize
5Speed
20Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Command Saber

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!4 damage
@5 damage
#7 damage
Effect

One ally within 5 squares of the subcommander can make a free strike against the target.

ff
Maneuver

Posthumous Promotion

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetOne war dog
Effect

If the target has a loyalty collar, they are reduced to 0 Stamina.

**
Trait

The Iron Saint Does Not Recognize Retreat

Each ally within 5 squares of the subcommander gains a +3 bonus to stability.

**
Trait

Loyalty Collar

When the subcommander is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.

War Dog Teletalite
Humanoid, Soulless, War Dog

War Dog Teletalite

Level 1
Horde Ambusher
EV 3
1MSize
5Speed
15Stamina
0Stability
2Free Strike
Immunity
Weakness
MovementTeleport
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Corrupted Ash Daggers

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 10
TargetOne creature or object
Power Roll+ 2
!4 damage; slide 1
@6 damage; slide 2
#7 damage; slide 3
Effect

The teletalite gains an edge on this ability if any ally is adjacent to the target.

1 MaliceThe teletalite teleports the target 3 squares before sliding them.
ff
Maneuver

Posthumous Promotion

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetOne war dog
Effect

If the target has a loyalty collar, they are reduced to 0 Stamina.

ff
Maneuver

Corrupted Ash Teleport

KeywordsMagic
ActionManeuver
DistanceSelf
TargetSelf
Effect

The teletalite can teleport up to 5 squares and gains an edge on strikes until the end of their turn.

**
Trait

Loyalty Collar

When the teletalite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.

War Dog Ground Commander
Humanoid, Soulless, War Dog

War Dog Ground Commander

Level 3
Leader
EV 20
1MSize
5Speed
120Stamina
2Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+2Agility
R+3Reason
I+2Intuition
P+2Presence
ll
Main action

Conditioning Spear

Signature
KeywordsMeleePsionicRangedStrike
ActionMain action
DistanceMelee 1 or ranged 5
TargetTwo creatures or objects
Power Roll+ 3
!8 damage; pull 1
@12 damage; pull 2
#15 damage; pull 3
Effect

One ally within 10 squares of the ground commander can make a free strike.

1 MaliceA target who has I < 2 and who is adjacent to the ground commander after this ability is resolved is grabbed (save ends). This grab can't be escaped using the Escape Grab maneuver. The ground commander can grab up to two creatures at a time.
ff
Maneuver

Highest Posthumous Promotion

KeywordsAreaMagic
ActionManeuver
Distance10 burst
TargetEach war dog in the area
Effect

Any target who has a loyalty collar is reduced to 0 Stamina.

))
Triggered action

Final Orders

KeywordsMagicRanged
ActionTriggered action
DistanceRanged 10
TargetOne ally
Trigger

The target takes damage, is forced moved, or is reduced to 0 Stamina.

Effect

Even if reduced to 0 Stamina, the target moves up to their speed and can make a free strike after the triggering effect is resolved. The target then immediately dies.

**

At the end of each of their turns, the ground commander 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.

**
Trait

Loyalty Collar

When the ground commander is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.

*Villain Actions
**

Combined Arms

KeywordsArea
Distance10 burst
TargetEach ally in the area
Effect

Each target can make a ranged free strike, then immediately use the Charge main action.

**

Make an Example of Them

KeywordsMagicRanged
DistanceRanged 10
TargetOne enemy
Effect

Each ally within 5 squares of the target moves up to their speed and can make a free strike against the target. If the target has I < 2, they are frightened of the ground commander (save ends).

**

Claim Them for the Body Banks

KeywordsAreaMagic
Distance10 burst
TargetEach creature in the area
Effect

Each target ally shifts up to 2 squares and can use the Grab maneuver. Until the end of the encounter, each target enemy takes a bane on the Escape Grab maneuver.

War Dogs-2nd Echelon

War dogs, like any soldiers, are outfitted to carry out warfare with weapons, armor, and no end of ghastly tools. But Ajax's war dog forces are no ordinary army, and they bear extraordinary equipment.

Shrikeguns

The shrikegun is a new kind of weapon fit for a new kind of soldier. Each shrikegun is a rapid-firing bolt-thrower that replaces the draw of a crossbow with the compact energy of torsion springs. When loosed, a standard shrikegun throws a five-inch, iron-tipped wooden stake hard enough to reliably pierce steel plate at 50 yards. The stabilization grooves cut into the stakes create a shrill whistle when they are fired, leading to many less-disciplined armies breaking upon hearing the "shrike scream" of a loosed volley.

Fuse-Iron

Some war dogs use fuse-iron weapons that emit flames or cause explosions. While the exact properties of fuse-iron depend on its specific alloy and shape, the material is known for turning physical force into heat and light. Special arrangements of fuse-iron utilize crush cavities to create concussive detonations that are incredibly powerful, if not particularly reliable. Fuse-iron is expensive, accident-prone, and almost impossible to work with in large quantities, so that fuse-iron equipment is granted only to war dog specialists.

Houndweapons

Insubordinate war dogs are usually punished with a trip back to the Body Banks, but individuals who need to be made an example of are condemned to an even harsher fate: becoming a houndweapon. These living weapons are horrific blends of flesh, machine, and spirit create as powerful and terribly cruel tools of war. Only the highest-ranking and most capable war dogs can requisition houndweapons, given those living armaments' power and the time and difficulty involved in making them.

War Dog Malice (Level 4+ Malice Features)
Malice Features

War Dog Malice (Level 4+ Malice Features)

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

Prior Malice Features

3-7 Malice
The war dog activates a Malice feature available to war dogs of level 3 or lower.
🏹
Maneuver

Loyalty Unto Death

5 Malice
MagicRanged
Distance
Ranged 10
Targets
Two war dogs
!Push 4; the enemy is frightened of the nearest non-minion war dog (save ends)
@Push 2; the enemy is frightened of the nearest non-minion war dog (EoT)
#Push 2
Effect

Each target who has a loyalty collar shifts up to their speed, then is reduced to 0 Stamina. After each target's Loyalty Collar trait is resolved, each enemy adjacent to either target makes a Presence test.

War Dog Sparkslinger
Humanoid, Soulless, War Dog

War Dog Sparkslinger

Level 4
Minion Artillery
EV 6 for four minions
1MSize
5Speed
7Stamina
0Stability
3Free Strike
ImmunityLightning 4
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+3Reason
I+0Intuition
P+2Presence
ll
Main action

Galvanic Arc

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 7
TargetOne creature or object per minion
Power Roll+ 3
!3 lightning damage
@5 lightning damage; the lightning spreads 1 square
#7 lightning damage; the lightning spreads 2 squares
Effect

The lightning's spread is the distance it arcs from a target to nearby enemies. Each enemy within that distance takes 2 lightning damage.

**
Trait

Loyalty Collar

When the sparkslinger is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.

War Dog Sweeper
Humanoid, Soulless, War Dog

War Dog Sweeper

Level 4
Minion Harrier
EV 6 for four minions
1MSize
6Speed
8Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+3Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Shrikegun Shot

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 3
TargetOne creature or object per minion
Power Roll+ 3
!2 damage
@4 damage; push 1
#6 damage; push 3
Effect

Any target within 2 squares of the sweeper takes an extra 3 damage.

**
Trait

Shrapnel-Laced Loyalty Collar

When the sweeper is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each enemy and object within 2 squares of them.

War Dog War Frog
Humanoid, Soulless, War Dog

War Dog War Frog

Level 4
Minion Ambusher
EV 6 for four minions
1SSize
5Speed
8Stamina
0Stability
3Free Strike
ImmunityPoison 4
Weakness
MovementClimb, swim
With Captain
M-1Might
A+3Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Poisoned Dagger

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 4
TargetOne creature per minion
Power Roll+ 3
!3 poison damage
@5 poison damage
#7 poison damage
Effect

The war frog can jump 3 squares before or after making the strike. If they end this jump in cover or concealment, they can attempt to hide.

**
Trait

Loyalty Collar

When the war frog is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d6 damage to each adjacent enemy and object.

War Dog Arachnite
Humanoid, Soulless, War Dog

War Dog Arachnite

Level 6
Horde Artillery
EV 8
1LSize
5Speed
35Stamina
0Stability
4Free Strike
ImmunityPsychic 6
Weakness
MovementClimb
With Captain
M+0Might
A+3Agility
R+2Reason
I+2Intuition
P+1Presence
ll
Main action

Longarm Shrikegun

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 15
TargetOne creature or object
Power Roll+ 3
!7 damage
@9 damage
#11 damage; A < 3 bleeding (save ends)
Effect

This ability ignores cover and concealment. The arachnite chooses one of the following damage types when making the strike: acid, cold, fire, lightning, poison, psychic, or sonic.

2 MaliceThe arachnite can use this ability as if they were in the space of any ally within distance.
ff
Maneuver

Web Vial

KeywordsAreaRanged
ActionManeuver
Distance2 cube within 10
TargetSpecial
Effect

The area is difficult terrain until the end of the encounter.

**
Trait

Eight-Eyed Sight

At the start of each of their turns, the arachnite automatically knows the location of each hidden creature within 10 squares of them.

**
Trait

Loyalty Collar

When the arachnite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.

War Dog Doomthief
Humanoid, Soulless, War Dog

War Dog Doomthief

Level 5
Horde Defender
EV 7
1LSize
5Speed
40Stamina
2Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A-1Agility
R+0Reason
I+3Intuition
P+1Presence
ll
Main action

Ripper Shrikegun

Signature
KeywordsAreaWeapon
ActionMain action
Distance10 x 3 line within 1
TargetEach enemy in the area
Power Roll+ 3
!3 damage; push 1
@5 damage; push 3
#6 damage; push 5; A < 3 slowed (save ends)
Effect

The doomthief can't willingly move on the same turn they use this ability.

**
Trait

Doom Magnet

The doomthief emits a 3 aura of warped fate that blocks line of effect for any enemy ability that doesn't include them as a target.

ff
Maneuver

Expanding Doom

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The doomthief has damage immunity 4 and the size of the aura from their Doom Magnet trait increases by 3, both until the start of their next turn.

**
Trait

Loyalty Collar

When the doomthief is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.

War Dog Equivite
Soulless, War Dog

War Dog Equivite

Level 4
Horde Brute
EV 6
2Size
8Speed
53Stamina
2Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+3Agility
R-1Reason
I-2Intuition
P+0Presence
ll
Main action

Fuse-Iron Lance

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 3
!6 damage
@8 damage
#10 damage; I < 3 frightened (save ends)
Effect

This ability gains an edge while charging.

2 MaliceThe ability deals an extra 3 fire damage to the target and each enemy adjacent to the target.
ff
Maneuver

Blazing Charge

KeywordsMeleeWeapon
ActionManeuver
DistanceSpecial; see below
TargetSpecial
Power Roll+ 3
!2 damage; push 1
@4 damage; push 2
#5 damage; push 3; M < 3 prone
Effect

The equivite moves up to their speed and ignores difficult terrain. Any mundane size 1 object whose space they move through is destroyed. The equivite makes one power roll against each enemy whose space they move through for the first time.

**
Trait

Loyalty Collar

When the equivite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.

War Dog Hypokrite
Humanoid, Soulless, War Dog

War Dog Hypokrite

Level 4
Horde Ambusher
EV 6
1MSize
8Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+3Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Needle-Knife

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!6 damage
@8 damage; A < 2 bleeding (save ends)
#10 damage; A < 3 bleeding and weakened (save ends)
Effect

This ability deals an extra 6 damage if the hypokrite is hidden or disguised.

))
Triggered action

Feign Death

KeywordsRanged
ActionTriggered action
DistanceRanged 20
TargetSpecial
Trigger

The hypokrite takes damage.

Effect

The hypokrite detonates their loyalty collar to deal 2d6 damage to each adjacent enemy, but teleports to an unoccupied space adjacent to an ally within distance and remains alive.

**
Trait

Face in the Crowd

The hypokrite is invisible while adjacent to any ally who isn't hidden, and they can attempt to hide even while observed. Whenever they use the Hide maneuver, the hypokrite can disguise themself as another creature within line of effect.

**
Trait

Loyalty Collar

When the hypokrite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.

War Dog Mischievite
Humanoid, Soulless, War Dog

War Dog Mischievite

Level 5
Horde Harrier
EV 7
1MSize
6Speed
35Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+3Agility
R+0Reason
I+2Intuition
P+0Presence
ll
Main action

Fuse-Iron Knives

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetTwo creatures
Power Roll+ 3
!5 damage
@7 damage
#8 damage; R < 3 the target is dazzled (save ends)
Effect

A dazzled target takes a bane on strikes and has line of effect only within 1 square.

ff
Maneuver

Misdirection

KeywordsRanged
ActionManeuver
DistanceRanged 3
TargetOne ally or dazzled creature
Effect

The mischievite swaps positions with the target. An ally targeted by this ability can make a free strike before or after being swapped.

2 MaliceThe mischievite can use this ability as a triggered action when they are targeted by an ability. If they do, the swapped target becomes the new target of the triggering ability.
**
Trait

Crafty

The mischievite doesn't provoke opportunity attacks by moving.

**
Trait

Loyalty Collar

When the mischievite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.

War Dog Thanatite
Humanoid, Soulless, War Dog

War Dog Thanatite

Level 6
Horde Controller
EV 8
1MSize
5Speed
35Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+1Agility
R+2Reason
I+3Intuition
P+1Presence
ll
Main action

Snaking Entrails

Signature
KeywordsMagicRanged
ActionMain action
DistanceRanged 10
TargetOne ally
Power Roll+ 3
!3 corruption damage; A < 1 slowed (save ends)
@5 corruption damage; A < 2 slowed (save ends)
#7 corruption damage; A < 3 restrained (save ends)
Effect

The target dies and the thanatite makes one power roll against each enemy within 2 squares of the target.

3 MaliceIf an affected enemy is adjacent to any corpse, they are frightened of the thanatite (save ends).
ff
Maneuver

Wall of Flesh

KeywordsAreaMagicRanged
ActionManeuver
Distance10 wall within 10
TargetOne corpse
Effect

The target spawns a wall of bloody muscle and pulsing viscera that must share one or more squares with the target. Each enemy in the area when the wall is created vertically slides up to 2 squares and is knocked prone. Each square of the wall has 3 Stamina.

**
Trait

Loyalty Collar

When the thanatite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.

War Dog Tormentite
Humanoid, Soulless, War Dog

War Dog Tormentite

Level 5
Horde Hexer
EV 7
1MSize
5Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+0Agility
R+2Reason
I+3Intuition
P+0Presence
ll
Main action

Mark of Agony

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 3
!6 corruption damage
@8 corruption damage; the target is marked (save ends)
#9 corruption damage; the target is marked (save ends)
Effect

Strikes made against a target marked this way gain an edge. Additionally, whenever the tormentite takes damage, each target marked by them takes 3 damage.

ll
Main action

Vortex of Pain

KeywordsAreaMagicRanged
ActionMain action
Distance4 cube within 10
TargetEach enemy in the area
Power Roll+ 3
!2 corruption damage
@4 corruption damage
#5 corruption damage; one ally in the area can end one effect on them that can be ended by a saving throw, and can give that effect to one target
Effect

The tormentite regains 2 Stamina for each creature targeted by this ability.

**
Trait

Persistent Pain

From the start of the encounter, the tormentite takes 1 damage at the start of each of their turns.

**
Trait

Loyalty Collar

When the tormentite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.

War Dog War Doc
Humanoid, Soulless, War Dog

War Dog War Doc

Level 5
Horde Support
EV 7
1LSize
5Speed
35Stamina
1Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+1Agility
R+3Reason
I+2Intuition
P+0Presence
ll
Main action

Syringe Crossbow

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature
Power Roll+ 3
!6 poison damage
@8 poison damage
#9 poison damage; M < 3 weakened (save ends)
Effect

A target enemy is subject to this ability's power roll. A target ally instead gains 5 temporary Stamina and can make a free strike.

ff
Maneuver

Posthumous Promotion

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetOne war dog
Effect

If the target has a loyalty collar, they are reduced to 0 Stamina.

))
Triggered action

Sanguine Stimulants

KeywordsMagicRanged
ActionTriggered action
DistanceRanged 15
TargetSpecial
Trigger

One ally within distance dies.

Effect

Each ally adjacent to the dead ally deals an extra 6 damage on their next strike.

**
Trait

Body Bank Branch Manager

If the war doc uses the Reconstitute war dog Malice feature, it costs 1 Malice less. Additionally, allies can treat the living war doc as a corpse when using the Reconstitute feature (see Reconstitute).

No Loyalty Collar?

The war doc and the iron priest are among the most zealous war dogs in their ranks. When placed into positions of authority, they are often called upon to determine which war dogs are ready for combat and which units should be scrapped for parts.

War Dog Tetrarch
Humanoid, Soulless, War Dog

War Dog Tetrarch

Level 6
Leader
EV 32
1MSize
7Speed
180Stamina
2Stability
7Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+3Agility
R+2Reason
I+3Intuition
P+4Presence
ll
Main action

Houndblade

Signature
KeywordsChargeMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 3
TargetTwo creatures or objects
Power Roll+ 4
!11 damage
@16 damage; taunted (EoT)
#19 damage; taunted (EoT)
Effect

A creature taunted this way takes a bane on strikes.

3 MaliceEach target loses 1d3 Recoveries.
ff
Maneuver

Get Them, You Dolts!

1 Malice per target
KeywordsRanged
ActionManeuver
DistanceRanged 10
TargetThree creatures
Effect

Each target shifts up to their speed and can make a free strike. If the free strike targets an enemy taunted by the tetrarch, it deals an extra 4 damage.

))
Triggered action

Sneering Disregard

KeywordsRanged
ActionTriggered action
DistanceRanged 10
TargetThe triggering creature
Trigger

A creature within distance who is not taunted by the tetrarch targets the tetrarch with a power roll.

Effect

The power roll has a double bane. If the target obtains a tier 1 outcome, the tetrarch ignores any of the power roll's effects other than damage and the target is frightened of the tetrarch (save ends).

**

At the end of each of their turns, the tetrarch 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.

*Villain Actions
**

Enter the Fray

KeywordsArea
Distance2 burst
TargetEach enemy in the area
Power Roll+ 4
!Push 2; I < 2 frightened (save ends)
@Push 4; I < 3 frightened (save ends)
#Push 5; I < 4 frightened (save ends)
Effect

The tetrarch can jump up to 7 squares before using this ability.

**

Lay Waste

KeywordsAreaRangedWeapon
DistanceFive 2 cubes within 20
TargetEach creature and object in the area
Power Roll+ 4
!7 fire damage; A < 2 slowed (EoT)
@13 fire damage; A < 3 slowed (save ends)
#16 fire damage; A < 4 slowed (save ends)
Effect

The area is set ablaze until the end of the encounter. While ablaze, the area is difficult terrain, and any creature takes 2 fire damage for each square in the area they enter for the first time in a round.

**

You Would Dare?!

Keywords-
DistanceSelf
TargetSelf
Effect

Until the end of the encounter, the tetrarch has damage immunity 2, and their Houndblade ability targets three creatures or objects.

War Dogs-3rd Echelon

As a war dog proves their loyalty and gains the favor of their superiors, they might be rewarded with special attention from the flesh sculptors of the Body Banks, smoothing out their construction and supplying them with higher-quality parts. War dogs who have risen through the ranks this way pride themselves on their nearly ordinary appearances.

Happy Accidents

Making war dogs is more art than science, and happy little accidents can create war dogs with unusual characteristics. These war dogs are given great attention by the flesh sculptors, both to further improve the abilities of these deviants and to learn how to replicate their creation.

Made to Order

War dogs are most often made by playing the odds, with each new reurrection assumed to create certain ratios of infantry, mages, specialists, and so on. However, by radically altering their creation processes and providing special materials, war dogs can be made who bear little resemblance to any humanoid, and who possess power beyond that of any typical conscript.

These monstrous war dogs are developed to fulfill specific roles and combat niches, and are often fused with inorganic materials after their rebirth as living war machines. Monstrous war dogs are uniformly respected for having been chosen for greatness, and they consider their unnatural forms a badge of honor bestowed by Ajax.

War Dog Malice (Level 7+ Malice Features)
Malice Features

War Dog Malice (Level 7+ Malice Features)

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

Prior Malice Features

3-7 Malice
The war dog activates a Malice feature available to war dogs of level 6 or lower.
🌀

Alchemical Cloud

7 Malice
A bank of choking chemicals sweeps across the area of the encounter map. Each enemy in the encounter makes a Might test.
!8 poison damage; dazed (EoT)
@7 poison damage; weakened (EoT)
#4 poison damage
War Dog Draconite
Humanoid, Soulless, War Dog

War Dog Draconite

Level 7
Minion Brute
EV 9 for four minions
2Size
5Speed
13Stamina
2Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+1Agility
R-2Reason
I-1Intuition
P+2Presence
ll
Main action

Greatsword and Roar

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object per minion
Power Roll+ 4
!4 damage
@4 damage, 3 psychic damage
#4 damage, 4 psychic damage; the target must move their speed in a straight line away from the draconite
Effect

If this damage leaves the target winded, they are frightened of the draconite until the end of the target's next turn.

**
Trait

Loyalty Collar

When the draconite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.

War Dog Saboteur
Humanoid, Soulless, War Dog

War Dog Saboteur

Level 7
Minion Ambusher
EV 9 for four minions
1SSize
6Speed
12Stamina
0Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M-1Might
A+2Agility
R+4Reason
I+3Intuition
P+1Presence
ll
Main action

Fuse-Iron Bomb

Signature
KeywordsRangedWeapon
ActionMain action
DistanceRanged 5
TargetOne creature or object per minion
Power Roll+ 4
!4 fire damage
@7 fire damage; push 1
#8 fire damage; push 3
Effect

The space the target occupies fills with dark smoke and blocks line of effect until the start of the saboteur's next turn.

**
Trait

Loyalty Collar

When the saboteur is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.

War Dog Shriketroop
Humanoid, Soulless, War Dog

War Dog Shriketroop

Level 7
Minion Artillery
EV 9 for four minions
1MSize
5Speed
10Stamina
0Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+4Agility
R+3Reason
I+1Intuition
P+1Presence
ll
Main action

Canis Shrikegun

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 4
!4 damage
@7 damage
#8 damage; I < 3 the target is frightened of all shriketroops (EoT)
Effect

The target must move their speed in a straight line away from the shriketroop.

**
Trait

Loyalty Collar

When the shriketroop is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.

War Dog Aerocite
Humanoid, Soulless, War Dog

War Dog Aerocite

Level 8
Horde Harrier
EV 10
1MSize
8Speed
50Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementFly
With Captain
M+0Might
A+4Agility
R+1Reason
I+3Intuition
P+1Presence
ll
Main action

Dive Bomb

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 4
!7 damage
@10 damage; vertical slide 2
#12 damage; vertical slide 3
1 MaliceAn enemy forced moved by this ability is grabbed instead.
ff
Maneuver

Caustic Paste Bomb

KeywordsAreaMagicRanged
ActionManeuver
Distance3 cube within 5
TargetEach creature or object in the area
Power Roll+ 4
!2 acid damage; M < 2 slowed (save ends)
@4 acid damage; M < 3 slowed (save ends)
#6 acid damage; M < 4 slowed (save ends)
Effect

The area is difficult terrain.

**
Trait

Jetwing Agility

If the aerocite moves 5 or more squares on their turn, strikes made against them take a bane until the start of their next turn.

**
Trait

Loyalty Collar

When the aerocite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.

War Dog Ballistite
Soulless, War Dog

War Dog Ballistite

Level 8
Horde Artillery
EV 10
1LSize
0Speed
72Stamina
5Stability
4Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A-2Agility
R+2Reason
I+3Intuition
P+2Presence
ll
Main action

Biokinetic Ballista

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 15
TargetTwo creatures or objects
Power Roll+ 4
!7 damage; push 1
@10 damage; push 3
#11 damage; push 5
Effect

Any target pushed into an obstacle is knocked prone, and if they have M < 3 they are restrained (save ends).

ff
Maneuver

Kill Zone

KeywordsAreaMagicRanged
ActionManeuver
Distance3 cube within 12
TargetSpecial
Effect

Until the start of the ballistite's next turn, the area is difficult terrain, and any ranged ability targeting an enemy in the area deals an extra 8 damage.

**
Trait

Set Up and Tear Down

At the start of each of the ballistite's turns, they can gain a +4 bonus to speed until the end of their turn. While their speed is greater than 0 by any means, they can't use main actions or maneuvers.

**
Trait

Loyalty Collar

When the ballistite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.

War Dog Blackcap
Humanoid, Soulless, War Dog

War Dog Blackcap

Level 7
Horde Ambusher
EV 9
1MSize
6Speed
45Stamina
0Stability
4Free Strike
Immunity
Weakness
MovementTeleport
With Captain
M+1Might
A+4Agility
R+4Reason
I+2Intuition
P+0Presence
ll
Main action

Flesh-Eater Knife

Signature
KeywordsMagicMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object
Power Roll+ 4
!8 damage
@11 damage
#12 damage; M < 4 bleeding and weakened (save ends)
Effect

The blackcap can teleport up to their speed before using this ability, creating an ash clone (see below) in their original square.

ff
Maneuver

Ashes to Ashes

KeywordsRanged
ActionManeuver
DistanceRanged 20
TargetUp to three ash clones
Effect

Each target makes a free strike.

**
Trait

Ash Clones

An ash clone created by the blackcap has the blackcap's statistics but has 1 Stamina. Ash clones don't take turns in combat, but they can act when the blackcap allows them to and can move when the blackcap willingly moves.

**
Trait

Duplicating Loyalty Collar

When the blackcap or any of their ash clones is reduced to 0 Stamina, that creature's loyalty collar explodes, dealing 3d6 poison damage to each adjacent enemy and object. If any adjacent enemy has A < 3 they are also weakened (save ends)

War Dog Breaker
Humanoid, Soulless, War Dog

War Dog Breaker

Level 7
Elite Brute
EV 36
2Size
5Speed
200Stamina
4Stability
7Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+2Agility
R+1Reason
I+1Intuition
P+3Presence
ll
Main action

Pile Bunker Gauntlet

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 4
!12 damage; push 4; prone
@17 damage; slide 4; prone or M < 3 dazed (save ends)
#21 damage; slide 4; prone; M < 4 dazed (save ends)
ff
Maneuver

Surging Power

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

Until the start of their next turn, the breaker has a double edge on abilities and is automatically affected by all potency effect.

**
Trait

Breaking Point

When the breaker would be reduced to 0 Stamina, they delay that effect as they end any conditions affecting them and immediately take a turn, regardless of whether they have already taken a turn this round. The breaker's abilities deal an extra 5 damage during this turn, at the end of which they are reduced to 0 Stamina.

**
Trait

Loyalty Collar

When the breaker is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.

War Dog Firestarter
Humanoid, Soulless, War Dog

War Dog Firestarter

Level 8
Horde Hexer
EV 10
1MSize
5Speed
45Stamina
0Stability
3Free Strike
ImmunityFire 8
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+3Reason
I+4Intuition
P+1Presence
ll
Main action

Twin Flamebelchers

Signature
KeywordsAreaWeapon
ActionMain action
Distance10 x 1 line within 1
TargetEach creature and object in the area
Power Roll+ 4
!3 fire damage; A < 2 the target is seared (save ends)
@6 fire damage; A < 3 the target is seared (save ends)
#8 fire damage; A < 4 the target is seared (save ends)
Effect

A seared creature takes a bane on strikes and has damage weakness 5. If this ability obtains a tier 3 outcome against one or more creatures who are already seared, the firestarter can use Enflame as a free triggered action.

ff
Maneuver

Enflame

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetSpecial
Power Roll+ 4
!2 fire damage
@4 fire damage; A < 3 the target is seared (save ends)
#6 fire damage; A < 4 the target is seared (save ends)
Effect

This ability targets each enemy within 2 squares of any seared creature within distance.

**
Trait

Loyalty Collar

When the firestarter is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.

War Dog Geomancer
Humanoid, Soulless, War Dog

War Dog Geomancer

Level 8
Horde Controller
EV 10
1MSize
5Speed
45Stamina
3Stability
3Free Strike
Immunity
Weakness
MovementBurrow
With Captain
M+2Might
A+1Agility
R+4Reason
I+4Intuition
P+2Presence
ll
Main action

Earthwave

Signature
KeywordsAreaMagicRanged
ActionMain action
Distance7 x 2 line within 10
TargetEach creature in the area
Power Roll+ 4
!3 damage; M < 2 push (see effect)
@6 damage; M < 3 push
#8 damage; M < 4 push, prone
Effect

This ability ignores stability. The geomancer declares a direction for the area, and any creature pushed by this ability is pushed to the last space in the area in the chosen direction.

2 MaliceThe ground beneath the area becomes a 2-square-deep trench after the power roll is resolved.
ff
Maneuver

Siegeworks

KeywordsAreaMagicRanged
ActionManeuver
Distance5 wall within 10
TargetSpecial
Effect

The geomancer raises a wall of stone set with viewing gaps. Creatures have line of effect through the wall while adjacent to it.

**
Trait

Dust Cloud

The geomancer is always surrounded by a 2 aura of swirling dust and earthen debris. The geomancer and any ally in the area have concealment.

**
Trait

Loyalty Collar

When the geomancer is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.

War Dog Iron Priest
Humanoid, Soulless, War Dog

War Dog Iron Priest

Level 8
Horde Support
EV 10
1MSize
5Speed
50Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+1Reason
I+4Intuition
P+4Presence
ll
Main action

Houndcannon

Signature
KeywordsAreaWeapon
ActionMain action
Distance7 x 1 line within 1
TargetEach enemy in the area
Power Roll+ 4
!3 damage
@6 damage; P < 3 bleeding (save ends)
#8 damage; P < 4 the target loses 1 Recovery and is bleeding (save ends)
Effect

Any ally within 2 squares of the iron priest gains an edge on their next strike. If any target lost a Recovery, any affected ally has a double edge instead.

ff
Maneuver

Iron Banner

KeywordsAreaMagic
ActionManeuver
Distance4 aura
TargetEach war dog in the area
Effect

For every 2 Malice spent, each target gains one of the following effects until the start of the iron priest's next turn.

- The target has damage immunity 2. - The target's strikes deal an extra 3 holy damage. - The target has a +3 bonus to speed.

**
Trait

Chosen of the Iron Saint

The Director gains 1 Malice whenever an ally within 3 squares of the iron priest obtains a tier 3 outcome on a power roll.

War Dog Prismite
Soulless, War Dog

War Dog Prismite

Level 8
Horde Defender
EV 10
2Size
5Speed
82Stamina
2Stability
3Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M+4Might
A+0Agility
R+4Reason
I+2Intuition
P+3Presence
ll
Main action

Grasping Tonguetacles

Signature
KeywordsAreaPsionicWeapon
ActionMain action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 4
!3 psychic damage
@6 psychic damage; R < 3 grabbed, pull 2
#8 psychic damage; R < 4 grabbed and the target takes a bane on the Escape Grab maneuver, pull 2
ff
Maneuver

Hard Light Field

KeywordsAreaPsionicRanged
ActionManeuver
Distance4 cube within 10
TargetEach ally in the area
Effect

Until the start of the prismite's next turn, each target has cover and gains a +2 bonus to stability.

))
Triggered action

Tractor Beam

KeywordsPsionicRanged
ActionTriggered action
DistanceRanged 10
TargetThe triggering enemy
Trigger

An enemy within distance uses a melee ability against an ally.

Effect

The target is pulled up to 5 squares toward the prismite and any damage from the triggering ability is halved.

**
Trait

Prismacore Detonation

When the prismite is reduced to 0 Stamina, they explode, dealing 3d6 psychic damage to each enemy within 2 squares of them.

War Dog Taxiarch
Humanoid, Soulless, War Dog

War Dog Taxiarch

Level 9
Leader
EV 44
1MSize
7Speed
240Stamina
1Stability
9Free Strike
Immunity
Weakness
MovementTeleport
With Captain
M+1Might
A+3Agility
R+5Reason
I+4Intuition
P+3Presence
ll
Main action

Stunning Surge

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 5
!14 lightning damage; the lightning spreads 1 square; I < 3 dazed (save ends)
@19 lightning damage; the lightning spreads 2 squares; I < 4 dazed (save ends)
#23 lightning damage; the lightning spreads 3 squares; I < 5 dazed (save ends)
Effect

The spread is the distance the charge arcs from a target to nearby enemies. Each enemy within spread takes 5 lightning damage.

2 MaliceThe lighting spread increases by 2 squares. Additionally, any creature who takes lightning damage from this ability and who has M < 4 is slowed until the end of their next turn.
ff
Maneuver

Overcharge

KeywordsAreaMagicRanged
ActionManeuver
Distance4 cube within 10
TargetEach war dog in the area
Effect

Each target shifts up to their speed and can make a free strike that deals an extra 5 lightning damage.

))
Triggered action

Thunderstruck

KeywordsMagicMelee
ActionTriggered action
DistanceMelee 1
TargetThe triggering enemy
Trigger

An enemy within distance deals damage to the taxiarch.

Effect

After the ability is resolved, the target is teleported up to 5 squares and is thunderstruck (save ends). A thunderstruck creature has lightning weakness 5, and the taxiarch gains an edge on power rolls against them.

**

At the end of each of their turns, the taxiarch 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.

*Villain Actions
**

Magnetic Trickery

KeywordsAreaMagic
Distance10 burst
TargetEach enemy in the area
Effect

Slide 5, and if the the target has M < 4, they fall prone.

**

Conductor of Combat

KeywordsAreaMagic
Distance5 burst
TargetEach war dog in the area
Effect

Each target shifts up to their speed, then can make a free strike or use a maneuver.

**

Unlimited Power!

KeywordsAreaMagic
Distance3 burst
TargetEach creature in the area
!18 lightning damage; the target is thunderstruck (save ends)
@14 lightning damage; the target is thunderstruck (EoT)
#9 lightning damage
Effect

Each target makes an Agility test.

See Thunderstruck. Additionally, until the end of the encounter, any enemy who moves within 3 squares of the taxiarch for the first time in a round or starts their turn there takes 3 lightning damage.

War Dogs-4th Echelon

At the apex of the war dog command structure, a number of infamous figures are known for their brutal tactics, legendary battle prowess, and unbreakable loyalty to Ajax.

Castellan Hoplon

Hoplon's scars are not from the Body Banks, but from years of combat and hard-fought sieges. A master of the harrying retreat, the holdfast, and the last stand, Hoplon is there to lead the defense wherever the fighting is most intense and the lines threaten to buckle

Iron Champion Doru

Upon the accidental creation of the Iron Champion, only the intervention of Ajax was able to stop Doru's rampage. His raw strength and untempered aggression make him a valuable combatant, but it is his mysterious regeneration that makes him a true monster on the battlefield

Logostician Vesper

A master of logistical support and a living portal network, Vesper is the emergent personality of several dozen potent psychic minds working in concert. From their position within an armored and highly mobile flesh chassis, Vesper manages supply lines and transport for the forces of the Iron Saint.

Soulbinder Psyche

Viewed by other war dogs as "The Goddess of the Banks," Psyche possesses a spirit that can return from the Body Banks again and again without ever losing her core self. She is a master of the connection between soul and flesh, and a talented mage besides

Strategos Alkestis

Leader of the Legion Alkestis and one of the most brilliant commanders ever to be born a war dog, Alkestis has made her legion one of the most feared of Ajax's armies. The Silver Wolf is known for her battlefield tactics and a willingness to stoop to any depths to gain an edge on her enemies.

War Dog Malice (Level 10+ Malice Features)
Malice Features

War Dog Malice (Level 10+ Malice Features)

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

Prior Malice Features

3-7 Malice
The war dog activates a Malice feature available to war dogs of level 9 or lower.
❇️
Maneuver

Cry Havoc

7 Malice
AreaMagic
Distance
3 burst
Targets
Each enemy in the area
Power Roll+ 5
!7 psychic damage
@11 psychic damage; P < 4 frightened (save ends)
#14 psychic damage; P < 5 frightened (save ends)
Effect

Each war dog within distance deals an extra 15 damage with strikes until the end of their next turn. Additionally, they end any effect on them that can be ended by a saving throw or that ends at the end of their turn, then shift up to their speed and can make a free strike.

Special

This ability can't be used by a minion.

War Dog Blood Jumper
Humanoid, Soulless, War Dog

War Dog Blood Jumper

Level 10
Minion Harrier
EV 12 for four minions
1MSize
7Speed
15Stamina
2Stability
4Free Strike
Immunity
Weakness
MovementFly
With Captain
M+5Might
A+4Agility
R+2Reason
I+3Intuition
P+2Presence
ll
Main action

Jumplance

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 5
!4 damage
@7 damage
#9 damage; A < 4 bleeding (save ends)
**
Trait

Drop Troop

If the jumper doesn't end their turn on the ground, they fall prone.

**
Trait

Loyalty Collar

When the jumper is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.

War Dog Hunter-Killer
Humanoid, Soulless, War Dog

War Dog Hunter-Killer

Level 10
Minion Artillery
EV 12 for four minions
1MSize
5Speed
14Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+5Agility
R+3Reason
I+5Intuition
P+2Presence
ll
Main action

Fuse-Iron Rocket

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 10
TargetOne creature or object per minion
Power Roll+ 5
!5 damage; push 2
@8 damage; push 3
#10 damage; push 4
Effect

Each enemy adjacent to the target before the forced movement takes 5 fire damage.

**
Trait

Loyalty Collar

When the hunter-killer is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.

War Dog Socialite
Humanoid, Soulless, War Dog

War Dog Socialite

Level 10
Minion Hexer
EV 12 for four minions
1MSize
5Speed
14Stamina
0Stability
4Free Strike
ImmunityPsychic 10
Weakness
Movement
With Captain
M+2Might
A+2Agility
R+4Reason
I+3Intuition
P+5Presence
ll
Main action

Call to Self-Sabotage

Signature
KeywordsPsionicRangedStrike
ActionMain action
DistanceRanged 5
TargetOne creature per minion
Power Roll+ 5
!The target makes a free strike (tier 1 result) against themself
@The target makes a free strike (tier 2 result) against themself
#The target makes a free strike (tier 3 result) against themself
Effect

The target takes an extra 5 damage for each surge they have.

**
Trait

Loyalty Collar

When the socialite is reduced to 0 Stamina, their loyalty collar explodes, dealing 3d6 damage to each adjacent enemy and object.

Castellan Hoplon
Humanoid, Soulless, War Dog

Castellan Hoplon

Level 10
Elite Defender
EV 48
1MSize
5Speed
260Stamina
3Stability
10Free Strike
ImmunityDamage 3
Weakness
Movement
With Captain
M+5Might
A+2Agility
R+4Reason
I+3Intuition
P+4Presence
ll
Main action

Inspiring Strike

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 5
!15 damage
@20 damage; push 3
#24 damage; push 5
Effect

Two allies within 10 squares of Hoplon each shift up to their speed, then can take the Defend main action or make a free strike.

ff
Maneuver

Summon the Onyx Tower

KeywordsRanged
ActionManeuver
DistanceRanged 15
TargetSpecial
Effect

A 10-square-tall tower made of black stone shimmers into being in an unoccupied space that is 5 squares on a side. The tower has three floors, an entrance in the middle of each side on the ground floor, and a crenelated rooftop. Any war dog inside or adjacent to the tower has damage immunity 2 and regains 5 Stamina at the start of each of their turns, and war dogs inside the tower can observe through and have line of effect through its walls. This ability can be used only once per encounter.

ff
Maneuver

Shield Warden

KeywordsArea
ActionManeuver
Distance3 burst
TargetEach enemy in the area
Power Roll+ 5
!R < 3 taunted (EoT)
@R < 4 taunted (EoT)
#R < 5 taunted (EoT)
Effect

Until the start of Hoplon's next turn, any enemy ability that includes him as a target takes a bane.

))
Triggered action

Timely Intervention

KeywordsMagic
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

An enemy within 10 squares targets an ally with an ability.

Effect

Hoplon teleports to an unoccupied space adjacent to the enemy and becomes the new target of the ability. He can then make a free strike against the enemy, and if that enemy has R < 4 they are taunted until the end of their next turn.

**
Trait

Hold the Line

Each ally within 3 squares of Hoplon has cover and damage immunity 2.

**
Trait

Last Stand

The first time in an encounter that Hoplon is reduced to 0 Stamina, he instead has 1 Stamina and gains damage immunity 10 until the end of his next turn. When Hoplon is reduced to 0 Stamina again, each ally within 5 squares of him gains damage immunity 3 and deals an extra 5 damage on strikes, all until the end of the encounter.

Iron Champion Doru
Humanoid, Soulless, War Dog

Iron Champion Doru

Level 10
Elite Brute
EV 48
1LSize
5Speed
260Stamina
2Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+5Might
A+4Agility
R+1Reason
I+4Intuition
P+2Presence
ll
Main action

Houndaxe

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 5
!15 damage
@21 damage; Doru gains an edge on his next power roll; M < 4 slide 3
#25 damage; Doru has a double edge on his next power roll; M < 5 slide 5
Effect

The damage from this ability can't be reduced in any way.

3 MaliceThis ability targets one additional target.
ll
Main action

Bloody Whirlwind

KeywordsAreaWeapon
ActionMain action
Distance3 burst
TargetEach creature and object in the area
Power Roll+ 5
!5 damage; A < 3 bleeding (save ends)
@11 damage; A < 4 bleeding (save ends)
#15 damage; A < 5 bleeding (save ends)
Effect

This ability deals an extra 5 damage for each winded target in the area.

ff
Maneuver

Hunting Leap

KeywordsRanged
ActionManeuver
DistanceRanged 5
TargetOne creature or object
Effect

Doru jumps to an unoccupied space adjacent to the target, then can make a free strike against them. If the target is bleeding or winded, the distance of the ability becomes Ranged 10 and the free strike deals an extra 5 damage.

))
Triggered action

Laugh It Off

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

An enemy makes a strike against Doru.

Effect

The triggering strike takes a bane and Doru gains an edge on his next power roll.

**
Trait

Iron Juggernaut

Doru can't be made slowed or restrained. Additionally, he can move while grabbed, and a creature grabbing him moves along with him unless they let go.

**
Trait

The Scarless

Doru regains 10 Stamina at the start of each of his turns unless he took acid or fire damage since the start of his previous turn. Whenever he regains Stamina this way, the Director can spend 2 Malice to end one effect on Doru that can be ended by a saving throw.

**
Trait

Champion's Loyalty Collar

When Doru is reduced to 0 Stamina, his loyalty collar explodes, dealing 20 damage to each enemy and object within 3 squares of him.

Logostician Vesper
Soulless, War Dog

Logostician Vesper

Level 10
Elite Controller
EV 48
2Size
10Speed
253Stamina
3Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+5Reason
I+4Intuition
P+1Presence
ll
Main action

Portal to the Firing Line

Signature
KeywordsAreaRangedWeapon
ActionMain action
Distance5 x 3 line within 15
TargetEach creature and object in the area
Power Roll+ 5
!8 damage
@12 damage; I < 4 slowed (save ends)
#15 damage; I < 5 slowed (save ends)
Special

This ability targets only non-prone creatures.

Effect

A target creature can choose to drop prone, in which case the ability takes a bane against them.

2 MaliceThe area remains active until Vesper is reduced to 0 Stamina or until the end of the encounter. Any non-prone enemy who enters the area for the first time in a round or starts their turn there takes 15 damage, or 7 damage if they choose to fall prone.
ll
Main action

Portal to the Mantle

KeywordsAreaMagicRanged
ActionMain action
Distance3 cube within 15
TargetEach creature and object in the area
Power Roll+ 5
!8 fire damage
@12 fire damage
#15 fire damage
Effect

The area is difficult terrain. Any creature who enters the area for the first time in a round or starts their turn there takes 10 fir damage. Until the end of the encounter, the size of the area increases by 1 at the start of each round.

ff
Maneuver

Portal to the Void

KeywordsAreaMagicRanged
ActionManeuver
Distance5 cube within 15
TargetEach creature and object in the area
Power Roll+ 5
!A < 4 pull 3 toward the center of the area
@A < 5 pull 3 toward the center of the area
#Pull 3 toward the center of the area
Effect

A portal appears at the center of the area. Any creature at the center of the area when this ability is used or who is pulled into the center for the first time in a round takes 10 sonic damage.

2 MaliceThe area remains active and deals its damage until Vesper is reduced to 0 Stamina or until the end of the encounter. Any creature who enters the area and has A < 4 is pulled 3 squares toward the center of the area. Any creature who starts their turn in the area and has M < 4 is slowed until the end of their turn.
))
Triggered action

Portal to the Sky

KeywordsRanged
ActionTriggered action
DistanceRanged 3
TargetOne enemy
Trigger

The target moves within distance of Vesper.

Effect

The target is dropped through a portal, which teleports them up to 7 squares above a space within 15 squares.

**
Trait

Living Logistics Network

Each ally who starts their turn within 10 squares of Vesper can teleport whenever they willingly move until the end of their turn. Whenever an affected ally teleports, they deal an extra 5 damage on their next strike.

**
Trait

Crash and Burn

When Vesper is reduced to 0 Stamina, they move up to their speed and then explode, dealing 4d6 damage to each adjacent enemy and object. Any enemy who takes more than 14 damage this way vertically slides 5 squares.

Soulbinder Psyche
Humanoid, Soulless, War Dog

Soulbinder Psyche

Level 10
Elite Hexer
EV 48
1MSize
5Speed
220Stamina
1Stability
10Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M+1Might
A+3Agility
R+3Reason
I+4Intuition
P+5Presence
ll
Main action

Soulbind

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetTwo creatures or objects
Power Roll+ 5
!15 holy damage; R < 3 the target is soulbound (save ends)
@20 holy damage; R < 4 the target is soulbound (save ends)
#24 holy damage; R < 5 the target is soulbound (save ends)
Effect

A soulbound creature can't benefit from edges or double edges, and can't gain or use surges.

ll
Main action

Soulstorm

KeywordsAreaMagicRanged
ActionMain action
Distance3 cube within 10
TargetEach enemy in the area
Power Roll+ 5
!8 corruption damage; P < 3 weakened (EoT)
@12 corruption damage; P < 4 weakened (EoT)
#15 corruption damage; P < 5 weakened (EoT)
Effect

The area is difficult terrain until the start of Psyche's next turn At the start of each of her turns, Psyche can use a maneuver to maintain this effect, move the area up to 5 squares, and make the power roll against each creature in the area's new location.

1 MaliceUntil the start of Psyche's next turn, if this ability makes a creature weakened, that creature is also soulbound (save ends; see Soulbind above).
ff
Maneuver

Command the Awakened

KeywordsMagicRanged
ActionManeuver
Distance5 burst
TargetEach soulbound enemy in the area
Effect

Each target takes 5 damage from a self-inflicted wound, and if they have M < 4 Psyche slides them up to 5 squares.

))
Triggered action

Spirit Form

Keywords-
ActionTriggered action
DistanceSelf
TargetSelf
Trigger

An enemy moves within 2 squares of Psyche.

Effect

Psyche moves up to 5 squares, and has damage immunity 5 and ignores difficult terrain during this movement. The first time she moves through any creature during this movement, that creature takes 5 corruption damage.

))
Free triggered action

Vengeance for the Slain

KeywordsRanged
ActionFree triggered action
DistanceRanged 10
TargetOne enemy
Trigger

A war dog within distance is made winded or reduced to 0 Stamina.

Effect

The target loses all their surges and takes 5 corruption damage.

1 MaliceThe target also takes a bane on their next strike.
**
Trait

Immortal Soul

When Psyche is reduced to 0 Stamina, her spirit surrounds the nearest war dog, who has damage immunity 2, deals an extra 5 damage on strikes, and can use the following Immortal Flare maneuver until the end of the encounter. That war dog also gains the Immortal Soul trait, and transfers this effect to the nearest war dog when they die.

ff
Maneuver

Immortal Flare

KeywordsMagicRanged
ActionManeuver
DistanceRanged 10
TargetOne creature or object
Effect

The target takes 10 psychic damage.

Strategos Alkestis
Humanoid, Soulless, War Dog

Strategos Alkestis

Level 10
Leader
EV 48
1MSize
5Speed
260Stamina
2Stability
10Free Strike
Immunity
Weakness
Movement
With Captain
M+4Might
A+4Agility
R+5Reason
I+5Intuition
P+5Presence
ll
Main action

Houndgun and Houndblade

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 10
TargetTwo creatures or objects
Power Roll+ 5
!15 damage; M < 4 bleeding (save ends)
@21 damage; M < 5 bleeding (save ends)
#25 damage; M < 6 bleeding (save ends)
Effect

Each target loses 1d3 Recoveries.

2 MaliceWhen a target is made bleeding this way, each ally adjacent to them can make a free strike against the target.
ff
Maneuver

Focus Fire

KeywordsRanged
ActionManeuver
DistanceRanged 15
TargetOne creature or object
Effect

Until the start of Alkestis's next turn, any effect that reduces the damage taken by the target has no effect.

))
Triggered action

Artillery Enfilade

KeywordsAreaRangedWeapon
ActionTriggered action
Distance7 x 3 line within 10
TargetEach creature and object in the area
Power Roll+ 5
!8 damage; A < 4 slowed (save ends)
@13 damage; A < 5 slowed (save ends)
#16 damage; A < 6 slowed (save ends)
Trigger

An ally is reduced to 0 Stamina within 10 squares of Alkestis.

Effect

The area is difficult terrain until the start of the next round.

**

At the end of each of her turns, Alkestis can take 20 damage to end one effect on her that can be ended by a saving throw. This damage can't be reduced in any way.

**
Trait

Tactical Brilliance

At the start of each of Alkestis's turns, the Director gains 2 Malice. While Alkestis is alive and in the encounter, the Director also gains 1 Malice whenever a war dog in the encounter obtains a tier 3 outcome on a power roll.

*Villain Actions
**

Fog of War

Keywords-
DistanceSpecial
TargetEach ally in the encounter
Effect

Each target can disappear, then reappear anywhere on the encounter map 3 or more squares away from any enemy. Additionally, each target has a double edge on their next power roll.

**

Send in the Second Wave

KeywordsRanged
DistanceRanged 15
TargetSpecial
Effect

For each war dog reduced to 0 Stamina in the encounter, a war dog shriketrooper appears in an unoccupied space within distance.

**

The Silver Wolf's Final Stratagem

KeywordsAreaMagic
Distance5 burst
TargetEach creature in the area
Effect

Until the start of the next round, each target enemy who has I < 4 is dazed, each target enemy who has M < 4 is restrained, and each target enemy who has A < 4 can't use triggered actions. Additionally, until the end of the encounter, Alkestis and each target ally have damage immunity 3 and deal an extra 5 damage with strikes.

Werewolf

A wolf howls and your bowels freeze. Terror overcomes you. Sweat makes your skin slick, your senses sharpened. The moon is high but you feel hot. You're burning up. There's blood in your mouth and a corpse at your feet. Where did that come from?! That animal... that thing that almost clawed you to death last week... was it a wolf ? Was it just a wolf ?

Werewolves are shapeshifters filled with a need to rend and tear. They used to be ordinary humans, elves, polders, and the like. But when their feral compulsion takes control, their eyes turn blood red and they change into massive wolves or abominable hybrid beasts.

Howling Primordial Chaos

Werewolves are swirling conductors of the Primordial Chaos. Their bodies overflow with energy, almost painfully so. They shift and expand their forms into more beastlike shapes to best contain their power. And one bite is all it takes for those ferocious forces to flow into their next host.

Brokered or Cursed

The curse of the werewolf is actively sought out by terrible nobles and rulers looking to extend their power and instill fear into their people. They secure deals with devils who can tap into the Primordial Chaos and unleash their beast, usually in exchange for relinquishing their legacy after they pass.

Laypeople don't have the luxury of a legacy, nor do they have councils that can help temper a werewolf. They know full well the horror of losing oneself to the beast, and take action to rout out the threat of a werewolf among them. Fear leaves people submissive to the demands of cursed kings, yet oppressive to their own accursed kin.

On Wights and Weres

The powers that created the werewolves were also harnessed and cultivated under the traditions of the stormwight fury. A werewolf's accursed rage can't overcome the stormwight's ferocity, nor can ferocity overpower rage. It's not uncommon for werewolves to subconsciously treat encounters with stormwight furies as if they were sport.

Shared Ferocity

Thanks to their entwined origins, the werewolf is filled with an unbridled power when they witness someone harnessing ferocity. The Director gains 1d3 Malice the first time a creature uses an ability that costs ferocity while within the werewolf's line of effect.

Werewolf Languages

Werewolves can speak any language they knew before they were cursed. A werewolf who has spent time researching their curse might also know Khamish, Anjali, or Khelt, depending on the circumstances underlying their transformation.

Werewolf Malice (Malice Features)
Malice Features

Werewolf Malice

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

Blood In Their Eyes

3 Malice
The werewolf gains 10 temporary Stamina and a +3 bonus to speed until the end of their turn. The werewolf can't use this feature if they took any holy damage since ending their last turn.
☠️

Solo Action

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

Moonfall

10 Malice
Until the end of the encounter, the encounter map turns to night and the moon appears impossibly huge in the sky. The werewolf can take an additional move action or maneuver on each of their turns while they have line of effect to the moon. Any creature who ends their turn with line of effect to the moon with 1 or more rage gains 2 rag.
Werewolf
Accursed, Humanoid, Werebeast

Werewolf

Level 1
Solo
EV 36
1MSize
7Speed
200Stamina
0Stability
5Free Strike
Immunity
Weakness
Movement
With Captain
M+3Might
A+2Agility
R-1Reason
I+1Intuition
P+1Presence
**
Trait

Solo Monster

At the end of each of their turns, the werewolf 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 werewolf can take two turns each round. They can't take turns consecutively.

**
Trait

Accursed Rage

The werewolf's ferocity is expressed through rage, and their abilities can inflict rage points on any enemy except a stormwight fury. A creature who starts their turn with 10 or more rage expends their rage. Then before taking their turn, they must shift up to their speed toward the nearest creature and make a melee free strike against them. A creature who takes damage from this free strike gains 1 rage. Accumulated rage disappears after a character finishes a respite.

**
Trait

Shapeshifter

The werewolf enters combat in their hybrid humanoid form. Their shape can't be changed by any external effect.

ll
Main action

Accursed Bite

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 3
!9 damage; the target gains 2 rage
@13 damage; the target gains 4 rage
#16 damage; the target gains 5 rage
2 MaliceIf the target has P < 0, they are afflicted with lycanthpy. Each time the target is unaffected by the potency effect, the potency increases by 1 the next time the werewolf uses the ability against the same target. A creature afflicted with lycanthropy gains 2 rage at the end of each of their turns whenever they're in combat. Their rage doesn't disappear after finishing a respite and they must complete the Find a Cure downtime project in "Draw Steel: Heroes" to end this effect.
ll
Main action

Ripping Claws

KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetTwo creatures or objects
Power Roll+ 3
!8 damage; M < 1 bleeding (save ends)
@11 damage; the target gains 1 rage; M < 2 bleeding (save ends)
#14 damage; the target gains 3 rage; M < 3 bleeding (save ends)
ll
Main action

Berserker Slash

3 Malice
KeywordsAreaWeapon
ActionMain action
Distance1 burst
TargetEach enemy and object in the area
Power Roll+ 3
!4 damage; push 2
@6 damage; push 3; the target gains 1 rage
#7 damage; slide 3; the target gains 3 rage
Effect

The werewolf shifts up to their speed before using this ability.

ff
Maneuver

Wall Leap

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The werewolf jumps up to 4 squares. If they end this jump at a wall, the werewolf jumps off the wall up to 4 squares and can make a melee free strike. If the target of the free strike has M < 2, they are knocked prone.

))
Triggered action

Facepalm and Head Slam

2 Malice
KeywordsMelee
ActionTriggered action
DistanceMelee 1
TargetThe triggering creature
Trigger

A creature within distance targets the werewolf with a melee ability after charging or moving 2 or more squares in a straight line toward them.

Effect

The target is knocked prone and takes 5 damage before the triggered action is resolved.

*Villain Actions
KeywordsArea
Distance5 burst
TargetEach enemy in the area
!The target must move their speed in a straight line away from the werewolf; frightened (save ends)
@Frightened (EoT)
#No effect
Effect

Each target makes an Intuition test.

Effect

Any enemy in the encounter who has 1 or more rage gains 4 rage and howls along with the werewolf.

**

Full Wolf

Keywords-
DistanceSelf
TargetSelf
Effect

The werewolf transforms into a massive wolf of size 3 until they die or until the end of the encounter. They move to a space that can accommodate their new size and push adjacent creatures out of their way. While in wolf form, they have speed 10 and stability 2, their strikes gain a +2 damage bonus and bestow an additional 1 rage, and the potency of Accursed Bite increases by 1.

**

Rampage

KeywordsAreaWeapon
Distance2 burst
TargetEach creature in the area
Power Roll+ 3
!5 damage; the target gains 2 rage; M < 1 bleeding (save ends)
@8 damage; the target gains 4 rage; M < 2 bleeding (save ends)
#11 damage; the target gains 8 rage; M < 3 bleeding (save ends)
Effect

The werewolf shifts up to their speed before and after using this ability.

Wyverns

The sight of a wyvern perched high atop a rotting tree or lit upon the jagged peak of a shadowy mountain marks the boundary between the known lands and forest primeval. There are raw, ancient sorceries in the wilderness that imbue those lands with power and hate older than roads and carts.

Though they superficially resemble dragons, wyverns are not dragons or dragon-kin. Distant relatives of the terror lizards of Ix, wyverns sport tough, leathery skin with hues running from brown to red to black depending on their native terrain. They are solitary creatures who track their prey by following the smell of fear they create.

Mountain Hunters

While on the hunt, wyverns perch on stone outcroppings and natural spires overlooking their territory. They first attack with their stinger, injecting prey with corrosive acid. If a wyvern's victim attempts to hide, the wyvern's hooked claws and fearsome teeth can tear open any crag or crevice in pursuit.

Acidic Aggressors

Without front limbs to grasp their prey, wyverns prefer to keep their distance and strike with their long, stinger-tipped tails. A single sting is usually enough to kill common game outright, and even larger foes are left wracked by pain. Wyverns have no interest in drawn-out struggle, and they relentlessly sting their foes at every opportunity.

Protective Parents

A wyvern's infamous temper is easily provoked, particularly if their eggs or hatchlings are threatened. Many monster slayers for hire won't accept contracts to track and hunt wyverns during hatching season. Yet this season is when heroes are needed most, as mated pairs aggressively hunt anything or anyone to feed their young.

Communicating with Wyverns

Wyverns are unable to speak. However, a clever hero carrying a feast of fresh meat might be able to reason with one.

Wyvern Malice (Malice Features)
Malice Features

Wyvern Malice

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

Simmering Anger

3 Malice
One wyvern in the encounter can make a free strike against each enemy adjacent to them.
⭐️

Boiling Fury

5 Malice
Until the end of the round, each wyvern in the encounter has a double edge on strikes and can use their signature ability instead of a free strike when making opportunity attacks.
🌀

Overflowing Rage

7 Malice
Every wyvern's anger fills the encounter map with a thick miasma of hatred. Each enemy in the encounter makes an Intuition test.
!The target is taunted by the nearest creature or object (save ends). While the target is taunted this way, power rolls against them have a double edge.
@The target is taunted by the nearest creature or object (save ends).
#No effect.
Wyvern Lurker
Beast, Wyvern

Wyvern Lurker

Level 4
Elite Ambusher
EV 24
2Size
9Speed
120Stamina
2Stability
6Free Strike
ImmunityAcid 5
Weakness
MovementFly
With Captain
M+2Might
A+3Agility
R-1Reason
I+1Intuition
P+0Presence
ll
Main action

Agonizing Stinger

Signature
KeywordsMagicStrikeWeapon
ActionMain action
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 3
!9 damage
@14 damage; M < 2 bleeding (save ends)
#17 damage; M < 3 bleeding (save ends)
1 MaliceOne target hidden from the lurker takes an extra 6 acid damage.
ll
Main action

Acidic Anguish

3 Malice
KeywordsMagicStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 3
!10 acid damage; M < 1 weakened (save ends)
@16 acid damage; M < 2 weakened (save ends)
#20 acid damage; M < 3 weakened (save ends)
Effect

A target weakened this way takes 1d4 acid damage at the start of each of their turns.

ff
Maneuver

Swooping Torment

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

The lurker flies up to their speed, then can attempt to hide. Each enemy the lurker moves adjacent to during this movement can choose to take 3 sonic damage or fall prone.

))
Triggered action

Retaliatory Dive

KeywordsRanged
ActionTriggered action
DistanceRanged 5
TargetThe triggering creature
Trigger

A creature within distance deals damage to the lurker with a ranged ability.

Effect

The lurker flies adjacent to the target and can make a free strike against them.

**
Trait

Ruthless Rage

While within 10 squares of another wyvern, the lurker deals an extra 3 damage with strikes.

**
Trait

Tenacious Hunter

Any creature affected by a condition imposed by a wyvern can't be hidden from the lurker.

Wyvern Predator
Beast, Wyvern

Wyvern Predator

Level 4
Elite Brute
EV 24
3Size
7Speed
140Stamina
3Stability
6Free Strike
ImmunityAcid 5
Weakness
MovementFly
With Captain
M+3Might
A+2Agility
R-1Reason
I+1Intuition
P+0Presence
ll
Main action

Sedating Stinger

Signature
KeywordsMagicStrikeWeapon
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 3
!9 damage
@14 damage; M < 2 slowed (save ends)
#17 damage; M < 3 slowed (save ends)
Effect

If a target slowed this way is already slowed, they are instead restrained (save ends).

ll
Main action

Tail Sweep

KeywordsAreaWeapon
ActionMain action
Distance6 x 3 line within 1
TargetEach enemy and object in the area
Power Roll+ 3
!6 damage; A < 1 3 acid damage
@11 damage; A < 2 3 acid damage
#14 damage; A < 3 3 acid damage
5 MaliceThe predator uses this ability a second time, either recreating the same line or creating a new line.
ff
Maneuver

Grasping Jaws

2 Malice
KeywordsMagicStrikeWeapon
ActionManeuver
DistanceMelee 2
TargetOne creature or object
Power Roll+ 3
!9 damage; A < 1 grabbed
@14 damage; A < 2 grabbed
#17 damage; A < 3 grabbed and the target takes a bane on the Escape Grab maneuver
))
Triggered action

Deterring Sting

1 Malice
KeywordsMelee
ActionTriggered action
DistanceMelee 3
TargetThe triggering creature
Trigger

A creature within distance deals damage to the predator with a melee ability.

Effect

The predator uses Sedating Stinger against the target, then shifts up to 3 squares.

**
Trait

Stubborn Rage

While winded or within 10 squares of another wyvern, the predator can't be made dazed or frightened.

**
Trait

Tenacious Hunter

Any creature affected by a condition imposed by a wyvern can't be hidden from the predator.

Xorannox the Tyract

Xorannox the Tyract is an overmind. Formally known by their endonym, vaurath (plural: vaurathi), overminds plot and scheme against their chief rivals, the synlirii and the olothec, for control of the World Below.

Psionic Eyes

An overmind is an enormous floating brain with a large central eye surrounded by many smaller embedded eyes. Even more alien, several psionic eyes float within inches of their head, each connected to a small brain that can manifest a unique psionic effect.

Intelligent Loremasters

Like their rivals, overminds are loremasters of supreme intellect. They aren't usually wizards, but they all view the collection of knowledge and arcane sciences as the best tool for ultimate conquest. Overminds are cruel and capricious but enjoy tests of intellectual might. Their one vanity is their unshakable belief in their own intellectual superiority over all others.

Overmind Lairs

Thanks to their innate flight, overminds prefer to build (or rather, have their thralls build) towers with no doors or entrances anywhere near the bottom.

Rivalries and Negotiations

Unlike the synlirii and the olothec, overminds have an intense hatred of their own kind and never work together. However, overminds often enjoy diplomacy with other species, seeking to form alliances and build secret networks of agents throughout the World Below.

Smelly Eggs

Overmind procreation involves one horror laying a single egg in a slime pool and leaving it behind. When another overmind later detects the distinct smell of the egg, they spray their inseminating fluid into the pool. These actions are compelled by biological necessity, a compulsion even the overminds can't ignore.

Unwitting explorers sometimes accidentally abscond with an egg. If unfertilized, its bearer is likely to attract the attention of other overminds and synlirii that use the eggs in genetic experiments to create psionic creatures. If the egg is fertilized, the explorer could find themselves becoming a newly hatched overmind's first victim.

Xorannox the Tyract

Xorannox (ZOR-ah-nocks) rules as Lord of the White Tower, an isolated, multilevel finger of alabaster stone connecting to the World Below. He is commonly known as the Tyract, an ancient Za'hariax word that literally translates as "a king who rules with his teeth"-and the overmind indeed consumes those who displease him.

Xorannox is chief of the Grasp, a secret organization that seeks to overthrow the voiceless talkers' great empire and place Xorannox above all, first as king, then as god. The Tyract is a master strategist, always one step ahead of his enemies. Heroes may be surprised to discover their allies are members of the Grasp. When they meet Xorannox, he's delighted! He loves treating with humanoids! They have the same enemies, after all.

Unfortunately, no matter how useful or dependable a party of heroes might be, Xorannox is nearly incapable of resisting the urge to betray his allies. He assumes, as do most vaurathi, that the natural end of all alliances is betrayal. Thus when the gauntlet is thrown and his life is in danger, the only minions he can truly trust are his own six eyes.

Xorannox's Languages

Overminds typically speak Za'hariax. Xorannox also speaks Caelian, Hyrallic, and Voll.

Xorannox the Tyract
Horror, Overmind

Xorannox the Tyract

Level 6
Solo
EV 96
3Size
5Speed
450Stamina
2Stability
7Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M+4Might
A+2Agility
R+4Reason
I+3Intuition
P+3Presence
**
Trait

Solo Monster

At the end of each of his turns, Xorannox 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.

Solo Turns

Xorannox can take two turns each round. He can't take turns consecutively.

**
Trait

Eyes of the Tyract

Six unique eyestalks float around Xorannox, acting on his turn at his command until they are reduced to 0 Stamina. On each of Xorannox's turns, he directs one eyestalk to move and use a signature ability.

ll
Main action

Toothful Thrashing

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 4
!12 damage; slide 2; M < 2 bleeding (EoT)
@20 damage; slide 3; M < 3 bleeding (EoT)
#23 damage; vertical slide 3; M < 4 bleeding (EoT)
ll
Main action

Grav Spike

KeywordsAreaPsionic
ActionMain action
Distance2 burst
TargetEach enemy in the area
Power Roll+ 4
!Vertical push 3
@Vertical push 5
#Vertical push 7
Effect

Xorannox shifts up to his speed before or after using this ability.

ff
Maneuver

Optical Collusion

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

Xorannox commands all his eyestalks to move up to their speed.

ff
Maneuver

Shutout

2 Malice
KeywordsArea
ActionManeuver
Distance5 x 2 line within 1
TargetSpecial
Effect

Xorannox ends all ongoing supernatural effects and suppresses supernatural effects from treasures in the area. New supernatural effects can't be activated in the area until the end of Xorannox's next turn.

))
Triggered action

Cower!

KeywordsPsionicRanged
ActionTriggered action
DistanceRanged 10
TargetThe triggering creature
Trigger

A creature within distance deals damage to Xorannox.

Effect

If the target has I < 3 they are frightened (save ends)

**
Trait

Above It All

Xorannox can't be made frightened or knocked prone, and he can't be flanked.

**
Trait

Natural Enemies

If Xorannox perceives another overmind or a voiceless talker on the encounter map, he targets that threat one or more times on each of his turns.

*Villain Actions
**

Disruption Beam

KeywordsPsionicRangedStrike
DistanceRanged 10
TargetThree creatures
Power Roll+ 4
!11 psychic damage; R < 2 dazed (save ends)
@17 psychic damage; R < 3 dazed (save ends)
#20 psychic damage; R < 4 dazed (save ends)
**

All Eyes, All Rise

Keywords-
DistanceSelf
TargetSelf
Effect

Xorannox recreates any destroyed eyestalks, which return in unoccupied spaces on the encounter map with full Stamina.

**

Panoptibeam

KeywordsArea
Distance2 burst
TargetEach enemy in the area
Effect

Xorannox directs each of his eyestalks to use a signature ability against any target.

Compulsion Eye
Eyestalk, Horror, Overmind

Compulsion Eye

Level 6
Controller
EV -
1MSize
5Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M-1Might
A+1Agility
R+4Reason
I+1Intuition
P-1Presence
ll
Main action

Compulsion Beam

Signature
KeywordsPsionicRangedStrike
ActionMain action
DistanceRanged 6
TargetOne creature
Power Roll+ 4
!I < 2 the target is charmed
@I < 3 the target is charmed
#I < 4 the target is charmed
Effect

As a free triggered action, a charmed target immediately moves up to their speed and can make a free strike against an enemy of Xorannox's choice. The target is then no longer charmed.

**
Trait

Psionic Barrier

The compulsion eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.

Demolition
Eyestalk, Horror, Overmind

Demolition

Level 6
Artillery
EV -
1MSize
5Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M-1Might
A+1Agility
R+4Reason
I+1Intuition
P-1Presence
ll
Main action

Explosion

Signature
KeywordsPsionicRangedStrike
ActionMain action
Distance4 cube within 10
TargetEach enemy in the area
Power Roll+ 4
!6 fire damage
@10 fire damage; M < 3 prone
#13 fire damage; M < 4 prone
**
Trait

Psionic Barrier

The demolition eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.

Mover Eye
Eyestalk, Horror, Overmind

Mover Eye

Level 6
Controller
EV -
1MSize
5Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M-1Might
A+1Agility
R+4Reason
I+1Intuition
P-1Presence
ll
Main action

Telekinetic Beam

Signature
KeywordsPsionicRangedStrike
ActionMain action
DistanceRanged 6
TargetTwo creatures or objects
Power Roll+ 4
!11 damage; slide 4
@17 damage; slide 5
#20 damage; slide 6
**
Trait

Psionic Barrier

The mover eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.

Necrotic Eye
Eyestalk, Horror, Overmind

Necrotic Eye

Level 6
Hexer
EV -
1MSize
5Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M-1Might
A+1Agility
R+4Reason
I+1Intuition
P-1Presence
ll
Main action

Necro Beam

Signature
KeywordsPsionicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ 4
!11 corruption damage
@17 corruption damage; M < 3 bleeding (save ends)
#20 corruption damage; M < 4 bleeding (save ends)
Effect

If this damage or the Stamina loss from bleeding this way reduces a target creature's Stamina to 0, that creature dies.

**
Trait

Psionic Barrier

The necrotic eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.

Toxic Eye
Eyestalk, Horror, Overmind

Toxic Eye

Level 6
Hexer
EV -
1MSize
5Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M-1Might
A+1Agility
R+4Reason
I+1Intuition
P-1Presence
ll
Main action

Toxic Vapors

Signature
KeywordsAreaPsionicRanged
ActionMain action
Distance4 cube within 10
TargetEach enemy in the area
Power Roll+ 4
!6 poison damage
@10 poison damage; M < 3 weakened (save ends)
#13 poison damage; M < 4 weakened (save ends)
**
Trait

Psionic Barrier

The toxic eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.

Zapper Eye
Eyestalk, Horror, Overmind

Zapper Eye

Level 6
Artillery
EV -
1MSize
5Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementFly, hover
With Captain
M-1Might
A+1Agility
R+4Reason
I+1Intuition
P-1Presence
ll
Main action

Lightning Beam

Signature
KeywordsAreaPsionic
ActionMain action
Distance10 x 1 line within 1
TargetEach enemy in the area
Power Roll+ 4
!6 lightning damage
@10 lightning damage
#13 lightning damage
Effect

Each target loses all their surges.

**
Trait

Psionic Barrier

The zapper eye has damage immunity 15. When they use a main action, they lose this immunity until the end of the round.

Xorannox's Malice (Malice Features)
Malice Features

Xorannox's Malice

At the start of Xorannox's turn, you can spend Malice to activate one
❇️

Gas Belch

3 Malice
Xorannox lets out a noxious belch. Each enemy within 2 squares of him who has M < 3 is weakened (save ends).
⭐️

Slime Trail

5 Malice
Until the end of Xorannox's next turn, whenever he or any of his eyes leave their space, they secrete a viscous slime onto the ground in that area. Any enemy who enters an affected square has lightning weakness 5 and fire weakness 5 until the end of the encounter.
☠️

Solo Action

5 Malice
Xorannox takes an additional main action on his turn. He can use this feature even if he is dazed.
🌀

Mind Over Matter

7 Malice
Xorannox fills the encounter map with a powerful telekinetic field. The Director chooses a cardinal direction (north, south, east, or west). Whenever a creature in the encounter willingly moves or is force moved, they are pulled 2 squares in the chosen direction, ignoring stability. Each time this feature is used, its previous effect ends.
Source: Draw Steel: Monsters · printing 1.01