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)¶
Tactical Stance
Insurgent
Mastermind
Vanguard
Ajax's Malice (Malice Features)¶
Ajax's Malice
Reason
Nexus Jewel
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.
The ground is difficult terrain for enemies. Any creature who starts and ends their turn in the same space is restrained (save ends).
The air is stiflingly hot. Each enemy takes 5 fire damage for each square they enter.
Solo Action
Draw Steel
Each target makes a test using their highest characteristic.
Ajax the Invincible¶
Ajax the Invincible
Ajax
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.
Blade of the Gol King
Ajax shifts up to 2 squares between striking each target.
Decree by the Jade Hand
A hexed target glows green, and each of their heroic abilities has its cost increased by 2.
Divine Vine
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).
This ability can be replaced with the features of a different treasure Ajax has acquired.
Bead of Hell
Ajax throws a glowing bead to a square within distance, which ignites at the start of Ajax's next turn and creates an area around it that lasts until the start of Ajax's following turn. Each enemy in the area when the bead ignites takes 20 fire damage, and if they have A < 5, they are dazed (save ends). Any enemy who starts their turn in the area takes 10 fire damage.
I'm Not Done Yet.
Ajax dies only when his Stamina reaches −350. While his Stamina is below 0, Ajax is bleeding, he can choose any two options from his Tactical Stance trait each round, and the Director gains 2 additional Malice per round.
Is This What They Taught You?
A creature within distance marks Ajax.
The target is marked while Ajax is marked. While the target is marked this way, Ajax gains an edge on power rolls against them, and whenever the target uses a triggered action involving their mark on Ajax, he can make a free strike against them.
Shieldbreaker Talisman
An enemy within distance uses an ability to reduce damage.
Ajax makes a free strike against the target, dealing extra damage equal to twice the amount that was reduced. This extra damage can't be reduced in any way.
Who's Hesitating?
A creature uses the Hesitation is Weakness ability.
Ajax shifts up to his speed and can make a free strike. If the target has R < 4, this free strike also makes them weakened until the end of their next turn.
Your Obsession With Me Betrays You
Ajax causes a creature within distance to gain ferocity or wrath.
If the target has I < 4, they use a signature ability against a target of Ajax's choice.
You Would Flounder Your Assault?
A creature within 10 squares regains Stamina.
Ajax regains the same amount of Stamina.
*Villain Actions
Phoenix Wing King
Ajax flies at high speed to cut through each target, then appears in an unoccupied space within distance.
I've Learned Their Tricks
This villain action can be replaced with a villain action from a creature any target has previously encountered.
Awe of the Iron Crown
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)¶
Angulotl Malice
Leapfrog
Resonating Croak
Rainfall
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 Cleaver
Hop and Chop
The cleaver jumps up to 4 squares before or after making this strike.
Toxiferous
Whenever an adjacent enemy grabs the cleaver or uses a melee ability against them, that enemy takes 1 poison damage.
Angulotl Dart¶
Angulotl Dart
Poison Dart
Toxiferous
Whenever an adjacent enemy grabs the dart or uses a melee ability against them, that enemy takes 1 poison damage.
Angulotl Pollywog¶
Angulotl Pollywog
Nip
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¶
Clawfish
Hookclaw
Any target grabbed this way takes 2 lightning damage at the start of each of their turns.
Shocking
At the start of each of their turns, the clawfish deals 2 lightning damage to each wet enemy within 2 squares.
Angulotl Needler¶
Angulotl Needler
Blowgun
Toxiferous
Whenever an adjacent enemy grabs the needler or uses a melee ability against them, that enemy takes 2 poison damage.
Angulotl Slink¶
Angulotl Slink
Tonguelash
The target is wet (save ends). Any ally targeted by this ability ignores the damage, is wet until the end of the encounter, and is pulled up to 6 squares, ignoring stability.
Hop To It
The slink jumps up to 3 squares. If they have cover or concealment when they land, they can attempt to hide.
Adhesive
The slink excretes a sticky residue into their square at the end of each of their turns. Any non-angulotl who enters or leaves the square is stuck, and must use a maneuver to break free or be restrained until the end of their turn. Objects are likewise affected, and a creature must use a maneuver to remove an object from the square.
Toxiferous
Whenever an adjacent enemy grabs the slink or uses a melee ability against them, that enemy takes 2 poison damage.
Angulotl Wave¶
Angulotl Wave
Refulgent Beams
An illuminated creature or object can't hide or become invisible, and any strike made against an illuminated target gains an edge.
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.
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 Daybringer
Acid Grasp
The next time the target makes a strike against the daybringer, the target takes 4 acid damage after the strike is resolved.
Sun Lamp
The daybringer expands their throat to make it resemble the sun until the start of their next turn. During that time, each angulotl who starts their turn within 10 squares of the daybringer regains 5 Stamina and gains a +3 bonus to speed until the end of their turn.
Tongue Slap
The target makes a strike against the daybringer or an ally that isn't a critical hit.
The outcome of the strike's power roll is reduced by one tier.
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.
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
Four angulotl pollywogs erupt from the daybringer's back and waddle into unoccupied spaces within distance.
Plague of Frogs
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
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:
- ≤11: A < 0 restrained (save ends)
- 12-16: A < 1 restrained (save ends)
- 17+: A < 2 restrained (save ends)
Effect: The area is difficult terrain for enemies until the end of the encounter.
Typically Used By: Pelagic snails, spiders.
Supernatural Traits¶
Animals who channel magic or psionic power can show off a range of unusual supernatural traits.
Death Fumes¶
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
Natural Weapon
The animal shifts up to 2 squares between strikes.
Rush
The animal moves up to their speed.
Nature's Spirit
While outdoors or in a natural environment, the animal can negate a bane on their abilities or turn a double bane into a bane.
Animal Swarm¶
Animal Swarm
Flurry
If the target is pulled into the animal swarm, that forced movement deals damage only at the Director's determination.
Swarm
The animal swarm can move through spaces as if they were a size 1M creature, and can occupy other creatures' spaces. At the start of each of the animal swarm's turns, they can make a free strike against each creature whose space they share.
Impede
The area is difficult terrain for enemies until the start of the animal swarm's next turn.
Nature's Spirit
While outdoors or in a natural environment, the animal swarm can negate a bane on their abilities or turn a double bane into a bane.
Big Animal A¶
Big Animal A
Natural Weapon
Toss
The target must be the animal's size or smaller.
The target vertical slides up to 3 squares. If the target is an ally, they can make a free strike at the end of the forced movement, then fall without taking damage.
Juke
The animal is targeted by an area ability.
The animal shifts up to 2 squares before the ability resolves.
Nature's Spirit
While outdoors or in a natural environment, the animal can negate a bane on their abilities or turn a double bane into a bane.
Big Animal B¶
Big Animal B
Natural Weapon
Trundle
The animal moves up to their speed. They can make a free strike against each creature who makes an opportunity attack against them during this movement.
Animal Rally
The target is knocked prone.
The animal moves up to their speed. If they end their turn adjacent to the target, they can use the Stand Up maneuver to let the target stand, then get on to ride them.
Beast of Burden
While riding the animal, two size 1 allies can occupy the same space.
Nature's Spirit
While outdoors or in a natural environment, the animal can negate a bane on their abilities or turn a double bane into a bane.
Example Animals Table¶
| Animal | Environment | Stat Block | Animal Traits | EV | Description |
|---|---|---|---|---|---|
| Rot bat | Caves, desolate battlefields | Animal | Flight, Hunter, Elemental (corruption) | 14 | This large, mangy bat has a skin-peeling bite and a terrible scream. |
| Thrazz | Throughout the timescape | Animal | Grappler, Hunter, Translation | 12 | This hexocular, hexapod canine has no fur and knows no fear. |
| Wild horse | Grasslands, canyons | Big Animal A | Swiftness x2, Charger | 12 | A grazing equine, a wild horse has a remarkable top speed and a powerful charge. |
| Quadrakanga | Throughout the timescape | Big Animal A | Leaping, Multilimb, Pouncer | 14 | This highly aggressive four-armed kangaroo has a punch that can pierce steel. |
| Rhinoceros | Grasslands, deserts | Big Animal B | Plated, Charger, Power | 16 | A horn-nosed ungulate with a plated hide, a rhinoceros has poor eyesight. |
| Cass-o-war | Canyons, jungles | Big Animal B | Swiftness, Fearsome, Reach | 16 | A cass-o-war is a long-limbed sprinting bird with a colorful collar of waddles and a whiplike tail. |
| Bear | Forests, arctic | Predator A | Climbing, Thick Hide, Unrelenting | 12 | A bear is an imposing mammal with loose, thick skin and a huge appetite. |
| Titan beetle | Caves, jungles | Predator A | Flight, Plated, Multilimb | 14 | This hardy beetle can stand on their hind legs, creating the appearance of an armored warrior. |
| Dire wolf | Forests, swamps | Predator B | Swiftness, Pack, Hunter | 16 | This massive wolf is covered in rot and spiked fur. |
| Wode toad | Any wode | Predator B | Leaping, Grappler, Reach x2 | 18 | A giant hairy toad, the wode toad has clawed limbs and two tongues, one on both ends. |
| Piranha school | Rivers, swamps | Animal swarm | Swimming, Spiny, Frenzy | 12 | Piranhas are an aggressive species of fanged fish that leave no remnants of their prey behind. |
| Slag mite swarm | Desolate battlefields | Animal swarm | Burrowing, Venom | 12 | A species of silver bugs, slag mites have powerful mandibles they use to feed on iron and copper. |
Predator A¶
Predator A
Natural Weapon
Ready to Strike
The predator assesses their environment or lets loose a threatening roar and gains an edge on their next strike.
Quick Strike
A creature or object comes within distance.
The predator makes a free strike against the target. If the predator was hidden from the target, the strike deals an extra 3 damage.
Nature's Spirit
While outdoors or in a natural environment, the predator can negate a bane on their abilities or turn a double bane into a bane.
Predator B¶
Predator B
Natural Weapon
Wild Swing
Swat
A creature or object within distance deals damage to the predator.
The target is pushed up to 5 squares.
Trample
The predator can move through enemies' and objects' spaces at their usual speed. Any mundane size 2 or smaller object whose space they move through is destroyed. When the predator enters a creature's space for the first time on a turn, that creature takes 3 damage.
Nature's Spirit
While outdoors or in a natural environment, the predator can negate a bane on their abilities or turn a double bane into a bane.
Arixx¶
Pebbles dance as the ground quivers. A spray of rock and earth shatters the afternoon's peace, and an arixx blooms from the earth. Their mandibles drip sizzling acid as a talon impales their next meal sometimes a fat sheep, other times a shepherd.
An arixx is a chitinous burrowing insectoid beast who stands taller than a horse. Their hooked claws and serrated mandibles are fearsome weapons, but even more dangerous is the stream of caustic spittle they use to dissolve their prey.
Pastoral Pest¶
Although arixxi can be found anywhere, they are a particular plague in settled lands. An arixx hunts alone, lurking a few feet below roadways and pastures. When their sensitive antennae detect movement above, they burst from the earth, dragging living prey into their tunnels to be devoured. These hit-and-run tactics make the arixx virtually impossible to eradicate—unless they have the bad luck to ambush a party of well-armed adventurers. Many communities pay a handsome bounty for a slain arixx.
Terror of the Thaw¶
Arixxi are a year-round menace in the warmest lands. In temperate places, arixxi hibernate during the winter, granting farmers a season of peace. But this respite is paid for on the first thaw of spring, when every arixx awakens ravenous on the same day and bursts from the ground to feed.
Arixx Malice (Malice Features)¶
Arixx Malice
Burning Maw
Geyser
Solo Action
Earth Sink
Arixx¶
Arixx
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.
The arixx can take two turns each round. They can't take turns consecutively.
Earthwalk
Difficult terrain composed of earth or loose rock doesn't cost the arixx extra movement.
Soft Underbelly
A prone creature making a melee strike against the arixx has a double edge on the strike instead of taking a bane.
Bite
A size 1 target grabbed this way takes 3 acid damage at the start of each of their turns.
Claw Swing
Spitfire
The ground beneath each target is covered in burning acid until the end of the encounter. Any enemy who enters an affected space for the first time in a round or starts their turn there takes 2 acid damage.
Dirt Devil
The arixx flings rocks and debris to fill the area, and has a double edge on the power roll if they started their turn underground. The area is difficult terrain.
Dust Cloud
The arixx kicks up dust to fill the area until the start of their next turn, then moves up to their speed. Any enemy in the area or who targets a creature in the area takes a bane on power rolls.
Skitter
The arixx takes damage.
The arixx halves the damage and shifts up to 3 squares after the triggering effect resolves.
*Villain Actions
Acid Spew
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
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
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)¶
Ashen Hoarder Malice
Relentless Strikes
Blade Wall
Solo Action
Bone Storm
Ashen Hoarder¶
Ashen Hoarder
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.
The ashen hoarder can take two turns each round. They can't take turns consecutively.
Claw and Blade
The ashen hoarder can have up to two size 1 creatures grabbed at a time. | |
Corpse Bomb
Impale
An impaled creature is restrained and bleeding, and moves with the ashen hoarder. The ashen hoarder can have three creatures impaled with this ability at a time.
Bone Dozer
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).
The ashen hoarder takes damage.
The ashen hoarder halves the damage. If the ashen hoarder has one or more creatures impaled, the Malice cost of this feature is reduced by 1 and one impaled creature takes the other half of the damage.
Bladed Body
An adjacent enemy who grabs the ashen hoarder or uses a melee ability against them takes 3 damage.
Soul Singularity
When the ashen hoarder is reduced to 0 Stamina, they explode in a swirling singularity of bone shards and soul energy. Each creature within 5 squares of the ashen hoarder who has M < 3 takes 11 corruption damage. A creature killed by this damage has their soul sucked into the vortex and lost somewhere in the Abyssal Wasteland, and can't be brought back to life until their soul is recovered.
*Villain Actions
Skeletal Eruption
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
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
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)¶
Basilisk Malice
Stone Swim
Upchuck
The basilisk spits up a chunk of partly digested stone.
Walleye
Basilisk¶
Basilisk
Noxious Bite
This ability gains an edge against targets the basilisk has previously dealt poison damage to.
Petrifying Eye Beams
The area extends from both the basilisk’s eyes, and this ability targets the first creature without cover on either side of the area.
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.
Lash Out
The basilisk takes damage from a melee ability.
Each target takes 5 damage. Any target who has A < 2 is also bleeding (save ends).
Calcifying Presence
The area within 3 squares of the basilisk is difficult terrain for enemies.
Basilisk Tonguesnapper¶
Basilisk Tonguesnapper
Prehensile Tongue
This ability can pull targets restrained by Petrifying Eye Beams, and ignores stability if it does so.
Petrifying Eye Beams
The area extends from both the tonguesnapper’s eyes, and this ability targets the first creature without cover on either side of the area.
If a target is already slowed, the potency increases by 1 for that target. A target restrained this way magically begins to turn to stone, and a target who ends two consecutive turns restrained this way is petrified. A target restrained this way or a creature adjacent to them can use a main action to cut encroaching stone from the target’s body, dealing 8 damage to the target that can’t be reduced in any way and ending this effect.
Wink
Neurotoxin Splash
The tonguesnapper takes damage from a melee ability.
Each target takes 4 acid damage. Any target who has M < 2 is also slowed (save ends).
Petrifying Fumes
Any creature who starts their turn adjacent to the tonguesnapper and has M < 1 is slowed (save ends).
Bredbeddle¶
In their true forms, bredbeddles are ogre-sized headless giants. Forever searching for their missing heads, they are drawn to populous lands, where they decapitate passers-by and magically adopt their victims' forms.
Although bredbeddles have no traditional sensory organs of their own, they are keenly aware of their surroundings. Some lurk along dark country lanes in their monstrous true forms. Others walk disguised among crowds, dropping their facade only long enough to waylay a stranger and lop off their head.
Immortal Wanderers¶
Bredbeddles don't age, and if they are slain, their bodies reform a few days later. Long ago, bredbeddles were giants who stood high among the nobility of giant kind. But when they declared themselves rulers of all giant kind, their kin thwarted the coup and beheaded the bredbeddles. Now these fallen nobles search the world for their missing heads, each wielding the axe that decapitated them. Tales tell of how their heads are kept for safekeeping in a fire giant's cellar to be returned after an indeterminate period of good behavior, which no bredbeddle has exhibited thus far.
Green with Frenzy¶
The longer a bredbeddle goes without a head, the more twisted and desperate their power grows. Their desire to be whole stretches out of their body in the form of shadowy dark-green ribbons, wrapping around and clinging to every surface they spill onto.
Travelers warn one another of roads rumored to be haunted by "wild green knights," often avoiding these routes for months. No journey is worth losing your head over.
Bredbeddle Languages¶
When a bredbeddle communicates, they typically use High Kuric or the languages that their head's previous owner knew. A bredbeddle who has taken multiple heads over their lifetime most likely knows Caelian as well.
Bredbeddle Malice (Malice Features)¶
Bredbeddle Malice
Engreen
Shadow Stockade
Solo Action
Green Phantom
Bredbeddle¶
Bredbeddle
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.
The bredbeddle can take two turns each round. They can't take turns consecutively.
Heady or Not
While headless, the bredbeddle can move into a space containing a severed head and attach it to their neck as a main action. Doing so physically transforms the bredbeddle, who takes on the appearance, size, weight, and stability of the head's original owner. If the bredbeddle takes the form of a creature of size 1L or smaller, the distance of their melee and burst area abilities decreases by 1. These effects last until the bredbeddle is killed or beheaded, or until the head falls off after 24 hours. A head that falls off this way can no longer be attached to this bredbeddle. A creature must succeed on a hard Might test made as a maneuver to rip a head off the bredbeddle. If they fail, the bredbeddle can make a free strike against them.
Resilient Form
The bredbeddle can't be physically transformed in any way except by their Heady or Not trait.
Executioner's Swing
Lop
A beheaded target has their head fall into an unoccupied square adjacent to the bredbeddle, but they remain alive. While beheaded this way, the target is bleeding and has line of effect only to adjacent squares. The beheaded target can survive without their head for 24 hours, and can reattach their head as a maneuver by entering its square. A target who remains beheaded for 24 hours dies.
Scramble
Headway
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.
A creature targets the bredbeddle with a ranged strike.
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
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
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
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)¶
Bugbear Malice
Goblin Malice Features
Grab Iron Ball
Grab Javelin
Show Them the Great Fear
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 Channeler
Shadow Drag
Each target must be on the ground, and each square a target is pulled through is difficult terrain for enemies.
Blistering Element
The channeler chooses one of the following damage types: acid, cold, corruption, fire, or poison.
A shapechanged creature is slowed and has fire weakness 10 as their limbs stretch and their skin becomes paper thin.
Throw
The target must be grabbed by the channeler.
The target is vertical pushed up to 3 squares. An ally doesn't take damage from being force moved this way.
Catcher
A size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance.
The target is grabbed by the channeler.
Shadow Veil
An ally within distance takes damage.
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 Commander
Inspiring Swordplay
One ally within 5 squares of the commander gains an edge on their next strike until the start of the commander's next turn.
You Next!
The target moves up to their speed and uses a signature ability.
Each target shifts up to their speed, then can use the Throw maneuver.
Throw
The target must be grabbed by the commander.
The target is vertical pushed up to 4 squares. An ally doesn't take damage from being force moved this way.
Catcher
A size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance.
The target is grabbed by the commander.
The Commander's Watching
Any ally who has line of effect to the commander can end one condition on themself at the start of each of their turns.
Bugbear Roughneck¶
Bugbear Roughneck
Haymaker
Leaping Fury
The roughneck can jump up to 5 squares to an unoccupied space within distance of the target before making this strike.
The target must be grabbed by the roughneck.
The roughneck moves up to their speed across the ground, dragging the target with them. The target takes 2 damage for each square they were dragged through. When this movement ends, the target is no longer grabbed and falls prone. Each square the target was dragged through is difficult terrain for enemies.
Throw
The target must be grabbed by the roughneck.
The target is vertical pushed up to 5 squares. An ally doesn't take damage from being force moved this way.
Catcher
A size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance.
The target is grabbed by the roughneck.
Flying Sawblade
The roughneck is vertical force moved by another creature.
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 Sneak
Sucker Punch
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.
The sneak shifts up to their speed and can attempt to hide.
Carving Dagger
While bleeding this way, the target can't hide from the sneak or their allies.
Throw
The target must be grabbed by the sneak.
The target is vertical pushed up to 4 squares. An ally doesn't take damage from being force moved this way.
Catcher
A size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance.
The target is grabbed by the sneak.
The sneak is targeted by a strike.
The sneak chooses one enemy within distance of the strike to become the target of the strike.
Bugbear Knightmare¶
Bugbear Knightmare
Corrosive Blade
Bu'gathic Inspiration
Any ally has a +1 bonus to power rolls, saving throws, or damage rolled as a d6 or a d3 for each knightmare adjacent to them.
Magic Terror
Each enemy has a −1 penalty to power rolls, saving throws, or damage rolled as a d6 or a d3 for each knightmare adjacent to them.
Bugbear Mob¶
Bugbear Mob
Mug and Tear
If the target is pulled into the mob, that forced movement deals damage only at the Director's determination.
Swarm
The mob can move through spaces as if they were a size 1L creature, and can occupy other creatures' spaces. At the start of each of the mob's turns, they can make a free strike against each creature whose space they share.
Bugbear Snare¶
Bugbear Snare
Cut 'Em Low!
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)¶
Chimera Malice
Defensive Snapping
Solo Action
Unstable Terrain
Ashen Clouds
Chimera¶
Chimera
Solo Monster
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.
The chimera can take two turns each round. They can't take turns consecutively.
Volant
When the chimera makes a creature winded or reduces them to 0 Stamina, they can move their speed toward an enemy.
Bite
This strike deals an extra 3 damage if it gains an edge or has a double edge.
Lion's Toss
Ram's Defiance
A creature makes a strike against the chimera and obtains a tier 1 outcome.
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
The chimera can use Bite and Lion's Toss against each target.
Fire Solo
The chimera uses Dragon's Eruption and Roar without spending Malice.
Chorus of Destruction
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)¶
Demon Malice (Level 1+ Malice Features)
Soulburn
Abyssal Evolution
Abyssal Rift
Ensnarer¶
Ensnarer
Barbed Tongues
If the target is pulled adjacent to the ensnarer, the ensnarer can make a free strike against them.
Soulsight
Any creature within 2 squares of the ensnarer can't be hidden from them.
Frenzied¶
Frenzied
Rip and Tear
Soulsight
Any creature within 2 squares of the frenzied can't be hidden from them.
Pitling¶
Pitling
Spit
Horrid Stench
Any enemy who has three or more pitlings within 2 squares of them can't regain Stamina.
Soulsight
Any creature within 2 squares of the pitling can't be hidden from them.
Bendrak¶
Bendrak
Warp Perceptions
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.
The target is invisible until the start of their next turn. They can then move up to 3 squares and attempt to hide.
Lethe
While the bendrak is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the bendrak can't be hidden from them.
Muceron¶
Muceron
Barbed Tongues
If the target is pulled adjacent to the muceron, the muceron can either make a free strike or use the Grab maneuver against them.
The muceron pulls each target up to 5 squares.
Lethe
While the muceron is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the muceron can't be hidden from them.
Remasch¶
Remasch
Abyssal Strike
The remasch can teleport up to 2 squares and uses Abyssal Strike.
Lethe
While the remasch is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the remasch can't be hidden from them.
Ruinant¶
Ruinant
Bloodletting Claws
Each target must be at less than full Stamina.
Lethe
While the ruinant is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the ruinant can't be hidden from them.
Torlas¶
Torlas
Floor to Flesh
The ground in the area turns into a morass of spongy flesh before the targets are force moved. Until the start of the torlas's next turn, the area is difficult terrain, and each creature who moves in the area takes 1 damage for each square moved.
Grasping Tendons
The torlas pulls each target up to 3 squares.
Lethe
While the torlas is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the torlas can't be hidden from them.
Chorogaunt¶
Chorogaunt
Agonizing Harmony
One ally within 10 squares of the chorogaunt shifts up to their speed.
Chaotic Entrancing Harmony
The chorogaunt slides each target up to 3 squares, ignoring stability.
The chorogaunt is targeted by a strike.
Any damage from the strike is halved, and the chorogaunt's abilities deal an extra 3 damage until the end of their next turn.
End Effect
At the end of each of their turns, the chorogaunt can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Lethe
While the chorogaunt is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the chorogaunt can't be hidden from them.
*Villain Actions
Frightening Tones
Each target must choose between taking 5 psychic damage, or being frightened (save ends).
Bully the Weak
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
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)¶
Demon Malice (Level 4+ Malice Features)
Prior Malice Features
Abyssal Jaunt
Grulqin¶
Grulqin
Spinning Bone Blade
The grulqin gains an edge on this ability if they previously moved 3 or more squares in a straight line on their turn.
Soulsight
Any creature within 2 squares of the grulqin can't be hidden from them.
Orliq¶
Orliq
Soul Prism
Imposing Energy
Any enemy who starts their turn with two or more orliq adjacent to them is slowed (EoT).
Soulsight
Any creature within 2 squares of the orliq can't be hidden from them.
Wobalas¶
Wobalas
Despair Bolt
Bale Eye¶
Bale Eye
Wilting Visions
The target has corruption weakness 5 (EoT).
The bale eye must create the cube beneath themself.
Lethe
While the bale eye is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 5 squares of the bale eye can't be hidden from them.
Fangling¶
Fangling
Tooth! Tusk! Claw!
Each enemy adjacent to the fangling takes 2 damage.
Made of Teeth
Whenever an adjacent enemy grabs the fangling or uses a melee ability against the fangling, they take 2 damage.
Lethe
While the fangling is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the fangling can't be hidden from them.
Fiktin¶
Fiktin
Violent Transformation
The fiktin violently changes shape, dealing an extra 6 damage to any target they were hidden from with their Aggressive Mimicry ability.
The fiktin transforms into a mundane object of their size or smaller and is automatically hidden. They can revert to their true form as a free maneuver.
Lethe
While the fiktin is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the fiktin can't be hidden from them.
Gunge¶
Gunge
Bilious Expulsion
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.
The gunge takes damage from a melee strike.
The gunge vomits with great force, letting them shift up to their speed and ignore any additional effects from the strike. The space the gunge occupied before the shift is covered in slime that is difficult terrain for enemies. Additionally, any enemy is bleeding while in the slime.
Lethe
While the gunge is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the gunge can't be hidden from them.
Tormenauk¶
Tormenauk
Many Maws
Any target grabbed this way takes 4 psychic damage at the start of each of the tormenauk's turns.
Lethe
While the tormenauk is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the tormenauk can't be hidden from them.
Lumbering Egress¶
Lumbering Egress
Ensnarer Cannon
Four level 1 demon minions (most commonly ensnarers, frenzieds, and pitlings) burst forth from the egress and appear in unoccupied spaces in the area.
Eight ensnarers appear anywhere in the area.
End Effect
At the end of each of their turns, the egress can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
*Villain Actions
Frenzied Deluge
Fold Space
Blood of the Abyss
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)¶
Demon Malice (Level 7+ Malice Features)
Prior Malice Features
Seeping Blight
Soulraker Scout¶
Soulraker Scout
Soulraker Soldier¶
Soulraker Soldier
Chitin Bash
Abyssal Buzzing
Any enemy who starts their turn with two or more soulraker minions adjacent to them takes 3 sonic damage.
Soulraker Stinger¶
Soulraker Stinger
Barb Launch
All soulraker demons have concealment from the target until the start of the stinger's next turn.
Abyssal Buzzing
Any enemy who starts their turn with two or more soulraker minions adjacent to them takes 3 sonic damage.
Blight Phage¶
Blight Phage
Blight Pus
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).
The blight phage must create the cube beneath themself.
The blight phage spins and sheds corruptive blight to fill the area, which is treated as if affected by Seeping Blight.
Lethe
While the blight phage is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the blight phage can't be hidden from them.
Chimeron¶
Chimeron
Flux Gnash
After making the power roll, the chimeron decides what damage type the ability deals and which condition it imposes.
The chimeron is targeted by a damage-dealing strike.
The chimeron halves the damage.
Lethe
While the chimeron is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the chimeron can't be hidden from them.
Styrich¶
Styrich
Hair Whip
Any target restrained by the styrich's Tangled Nest ability can be pulled the distance determined by the power roll.
Lethe
While the styrich is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the styrich can't be hidden from them.
Soulraker Praetorian¶
Soulraker Praetorian
Barbed Stinger
The praetorian can shift into each square the target leaves.
A creature ends the praetorian's grab.
The praetorian makes a free strike against the target, breaks off part of their stinger in the target, and shifts up to half their speed. The target is bleeding until they remove the stinger fragment as a free maneuver, taking 6 damage in the process.
Lethe
While the praetorian is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Praetorian Buzzing
Any creature who starts their turn with two or more praetorians adjacent to them takes 6 sonic damage.
Soulraker Handmaiden¶
Soulraker Handmaiden
Implanted Parasite
A host creature implanted by a soulraker hivequeen's Stinging Ovipositor has no physical or mental signs of the handmaiden gestating inside the host's body. After 1d3 + 1 weeks of gestation, the handmaiden fully forms inside the host. The handmaiden always moves with and occupies the same space as the host and can't be separated from them. While totally within the creature, the handmaiden doesn't have line of effect to the host or targets outside the host and vice versa. As a maneuver, the handmaiden can emerge from the host as a horrifying tower of flesh and bone that remains attached to the host's insides. While emerged, the handmaiden can use a move action to make the host move up to their speed and has access to the host's signature abilities, using the host's modifiers for any power rolls. The handmaiden has the same Stability as the host. If the handmaiden or host is force moved, the other moves with them. While emerged, the handmaiden can be targeted independently of the host. The handmaiden can retreat totally within the host's body as a maneuver. If the handmaiden dies, their remains separate from the host. The Find a Cure downtime project in Draw Steel: Heroes can be used to find a cure that removes a handmaiden from a host. The cure kills the handmaiden when consumed.
Emergent Horrors
If the handmaiden was totally within their host's body at the start of this turn, the ability deals an extra 8 damage.
Lethe
While the handmaiden is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulraker Hivequeen¶
Soulraker Hivequeen
Stinging Ovipositor
An implanted target has a soulraker handmaiden parasite gestating in them (see the handmaiden's Implanted Parasite trait).
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.
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.
Two soulraker minions appear within distance.
Cannibal Queen
At the end of their turn, the hivequeen can consume an adjacent soulraker demon to end one effect on them that can be ended by a saving throw (no action required).
Hive Soulsight
Any creature within 2 squares of a soulraker demon within 100 miles of the hivequeen can't be hidden from the hivequeen. The hivequeen has line of effect to such creatures.
*Villain Actions
Kicking the Nest
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!
The hivequeen shifts up to her speed.
Bomber Wasp Warfare
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)¶
Demon Malice (Level 10+ Malice Features)
Prior Malice Features
Soul Flense
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¶
Optacus
Optical Flare
This ability ignores concealment. A winded target takes an extra 5 damage.
Tyburaki¶
Tyburaki
Tail Bite
The tyburaki can make a free strike against each enemy adjacent to the target.
Breacher
While swimming, the tyburaki can jump 5 squares as part of their movement.
Soulsight
Any creature within 2 squares of the tyburaki can't be hidden from them.
Unguloid¶
Unguloid
Gore Horn
If this ability is used as part of a charge for which the unguloid moves 2 squares or more, it deals an extra 10 damage.
Soulsight
Any creature within 2 squares of the unguloid can't be hidden from them.
Izyak¶
Izyak
Nostalgic Wanderlust
The izyak can slide any target restrained this way up to 3 squares.
Any target dazed this way must use a move action to move their speed toward the izyak on their next turn.
Lethe
While the izyak is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the izyak can't be hidden from them.
Vicisitator¶
Vicisitator
Warp Touch
Lethe
While the vicisitator is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the vicisitator can't be hidden from them.
Aurumvas¶
Aurumvas
Absorb Soul
Whenever any demon is reduced to 0 Stamina within 10 squares of Aurumvas, the Director gains 1 Malice. Aurumvas loses this trait while he is dazed.
Greedy Hands
Aurumvas chooses a supernatural treasure or an item made of gold and teleports to an unoccupied space adjacent to that object, then ends one effect on him that can be ended by a saving throw.
More... More...
Soulsight
Any creature within 5 squares of Aurumvas can't be hidden from him.
*Villain Actions
Time Is Money
Aurumvas warps time with his abyssal avarice. Each target can teleport up to their speed and make a free strike.
Hostile Acquisition
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
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)¶
Devil Malice
Bureaucratic Tape
Underhanded Tactics
Read the Small Print
Devil Clerk¶
Devil Clerk
Quill Pushing
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 Notary
Importunity
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 Scrivener
Litigation
The scrivener can shift 1 square.
True Name
If a creature within 10 squares speaks the scrivener's true name, the scrivener loses their fire immunity and any nondamaging effects of their signature ability until the end of the encounter.
Devil Adjudicator¶
Devil Adjudicator
Infernal Injunction
The adjudicator can slide a target frightened by this ability up to 2 squares.
Adjudicator's Interdiction
The target makes a Presence test.
Quid Pro Quo
The adjudicator and the target teleport to switch places.
A creature targets the adjudicator with a strike.
The target makes a Presence test.
Vexatious Litigation
Any creature within 10 squares of the adjudicator who has P < 3 takes a −2 penalty to saving throws.
True Name
If a creature within 10 squares speaks the adjudicator's true name, the adjudicator loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
Devil Jurist¶
Devil Jurist
Hellfire
Fire damage dealt by the jurist ignores damage immunity.
Fire and Brimstone
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.
Dismissal with Prejudice
If the target has M < 2, the forced distance movement gains a +3 bonus.
Ashes to Ashes
If the target is burning (see Fire and Brimstone), they take 6 fire damage.
A creature targets the jurist with a strike.
The target makes a Presence test.
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 Legate
Infernal Pike
If the targets are adjacent to each other, this ability deals an extra 3 damage.
Writ of Execution
If this ability is used as part of the Charge main action, the legate ignores difficult terrain during the charge. Each creature and object whose space the legate moves through takes the damage from this ability, but not its additional effects.
Law and Order
A creature targets the legate with a strike.
The target makes a Presence test.
Hellish Bailiff
The legate has damage immunity 3 while in one of the Seven Cities of Hell or within 10 squares of a non-minion devil who is of a higher level than them.
True Name
If a creature within 10 squares speaks the legate's true name, the legate loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
Devil Magistrate¶
Devil Magistrate
Edge of the Law
The magistrate shifts up to 3 squares before or after using this ability, or between each strike.
Verdict
Justice Turns Its Gaze
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.
A creature targets the magistrate with a strike.
The target makes a Presence test.
Leading
Whenever the magistrate moves away from an enemy who is adjacent to one of the magistrate's allies, they can shift instead.
True Name
If a creature within 10 squares speaks the magistrate's true name, the magistrate loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
Devil High Judge¶
Devil High Judge
Infernal Decree
Compel the Jury
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.
A creature targets the high judge with a strike.
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.
End Effect
At the end of each of their turns, the high judge can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
True Name
If a creature within 10 squares speaks the high judge's true name, the high judge loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Suggestion triggered action until the end of the encounter.
*Villain Actions
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.
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.
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)¶
Draconian Malice
Guarding Gale
Breath Weapon
The damage dealt by this ability matches a damage type the draconian has immunity to.
Scaleshatter Burst
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¶
Aeolyxria the Uncanny
Spittlesplash
Experimental Treasure
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.
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.
Blood For Blood
An ally is made bleeding by the target.
That's Our Opening!
The Director gains 1 Malice whenever Aeolyxria imposes a condition on an enemy.
Locratix the Morningstar¶
Locratix the Morningstar
Skewer
Locratix deals 6 damage to each creature or object in a 2 x 1 line behind the target.
While dazed this way, a target takes an extra 6 damage from Locratix's abilities.
Takeoff
Stay Back!
A creature within distance moves or is force moved.
Flighty
When Locratix deals rolled damage to an enemy, that enemy can't use Locratix as the trigger for any of their triggered actions until the start of Locratix's next turn.
Absorbing Scales
When Locratix takes damage of any type for which she has damage immunity, she has damage immunity 6 against the next strike made against her.
Lydixavus the Deadeye¶
Lydixavus the Deadeye
Breathsnipe
Ice Lob
Parting Gift
Wasn't Aiming For You
Lydixavus obtains a tier 1 outcome on their signature ability.
Lydixavus uses their signature ability again, targeting a creature within 5 squares of the original target.
Scorekeeping Scales
Lydixavus knows the location of every creature who has ever dealt damage to them. If any of those creatures are within 20 squares of Lydixavus, Lydixavus always has line of effect to them as long as a size 1 opening exists between Lydixavus and the target.
Myxovidan the Sintaker¶
Myxovidan the Sintaker
Breaking Palm
Expunging Exhalation
Step and Swap
Myxovidan and the target shift to swap places.
An adjacent creature damages Myxovidan with a melee ability.
Myxovidan recreates the ability to use it against the triggering creature. If the ability has a power roll, Myxovidan uses his highest characteristic score for the roll. If Myxovidan gets a higher tier outcome than the triggering creature, the Director gains 2 Malice.
Stench of Death
Whenever an enemy regains Stamina while within 5 squares of Myxovidan, they regain 3 less Stamina.
Phrrygalax the Subduer¶
Phrrygalax the Subduer
Baneful Blade
Heavy Landing
Phrrygalax takes acid, cold, corruption, fire, lightning, or poison damage.
Phrrygalax takes no damage and instead regains the same amount of Stamina. He then swaps his current damage immunity with the triggering damage type.
Still Your Tongue!
Phrrygalax hears a creature within 5 squares reciting the oath of Good King Omund's Dragon Phalanx.
Phrrygalax shifts up to his speed and uses Baneful Blade against the triggering creature. That ability deals an extra 7 damage.
Oathbreaker's Vengeance
Whenever Phrrygalax fails a saving throw, he deals an additional 7 damage on his next strike.
Dorzinuuth the Base¶
Dorzinuuth the Base
Punishing Flail
I'll Cut A Path
Watch Your Six!
An ally within distance takes damage while Dorzinuuth isn't flying.
Dorzinuuth shields the triggering ally with his wings, halving the damage.
End Effect
At the end of each of his turns, Dorzinuuth can take 10 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.
Remember Your Oath
If Dorzinuuth hears a creature recite the Dragon Phalanx oath, he takes a bane on strikes made against that character until the end of the encounter.
Sheltering Wings
While Dorzinuuth isn't flying, strikes made against him take a bane.
*Villain Actions
Dorzinuuth lets loose a powerful roar. Each target makes a Reason test.
Each ally in the area gains an edge on their next strike.
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¶
Thorn Dragon
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.
The dragon can take two turns each round. They can't take turns consecutively.
Withering Wyrmscale Aura
The dragon's scales create a 2 aura of withering green magic around them. Any creature other than the dragon who regains Stamina in the area regains only half the expected amount. Any winded creature who enters the area for the first time in a round or starts their turn there takes 1d3 corruption damage.
Virulent Breath
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.
Spinous Tail Swing
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.
Each target must be dragonsealed. Each target is pulled up to 5 squares toward the dragon, who gains 5 temporary Stamina for each target pulled.
Prickly Situation
A dragonsealed creature within distance ends the dragonsealed 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.
A creature within distance deals damage to the dragon with a melee strike.
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
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.
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).
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)¶
Thorn Dragon Malice
Cage of Thorns
Bramble Barricade
Solo Action
Afflictive Overgrowth
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¶
Gloom Dragon
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.
The dragon can take two turns each round. They can't take turns consecutively.
Gloaming Wyrmscale Aura
The dragon's scales create a 3 aura of dark supernatural fog around them that feeds on their victims' fears and provides concealment to the dragon only. Each enemy who starts their turn in the area takes 2 psychic damage. Additionally, whenever one or more enemies is in the area, the dragon's abilities deal an extra 3 psychic damage.
Breath of Brume
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.
Phantom Tail Swing
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.
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.
A creature within 10 squares moves.
The dragon moves two existing cubes of magical darkness they created up to 10 squares each.
*Villain Actions
Each target must be dragonsealed. Any target who has I < 3 is also dazed (save ends).
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)¶
Gloom Dragon Malice
Dread and Terror
Doleful Visions
Solo Action
Phantasmagoria!
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¶
Crucible Dragon
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.
The dragon can take two turns each round. They can't take turns consecutively.
Magnetized Wyrmscale Aura
The dragon's scales create a 3 aura of magnetism around them that affects large masses of metal. Any creature who enters the area for the first time in a round or starts their turn there while wearing metal or while slagged (see Slag Spew) is pulled up to 2 squares toward the dragon. A creature pulled this way who has M < 3 is unable to willingly move away from the dragon.
Slag Spew
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.
Forge Hammer Tail Slam
The dragon can make a free strike against each slagged target knocked prone this way.
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.
While flying, the dragon starts their turn or moves.
The dragon drops to the ground and uses Forge Hammer Tail Slam, which deals an extra 4 damage for each square they descended.
The dragon is targeted by two melee strikes in the current turn.
The target must be size 2 or smaller.
*Villain Actions
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.
Each target makes a Might test.
Crucible Dragon Malice (Malice Features)¶
Crucible Dragon Malice
Swordfall
Shower of Blades
Solo Action
Meltdown
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¶
Omen Dragon
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.
The dragon can take two turns each round. They can't take turns consecutively.
Deathcount
Several of the dragon's abilities impose a Deathcount on a target. At the end of every turn, a creature with a Deathcount who is within the area of the dragon's Stagnant Wyrmscale Aura has that Deathcount reduced by 1. When a creature's Deathcount hits 0, they die. If multiple Deathcounts are imposed on a creature, they don't stack. Only the lowest Deathcount takes effect. All Deathcounts are lost when the dragon is reduced to 0 Stamina.
Stagnant Wyrmscale Aura
The dragon's scales create a 4 aura of supernatural stagnancy around them. The area is difficult terrain for enemies, and no creature except the omen dragon can regain Stamina while in the area. Any creature dragonsealed by the omen dragon who starts their turn in the dragon's aura and doesn't have a Deathcount gains a Deathcount of 12.
Corroding Breath
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.
Barbed Tail Swing
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.
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.
A creature leaves the area of the dragon's Stagnant Wyrmscale Aura trait.
A dragonsealed creature within distance deals damage to the dragon.
The target must choose between making a free strike against themself or gaining a Deathcount of 5.
*Villain Actions
Each target receives a premonition of their imminent death.
The dragon spits fragments of souls to attempt to possess the targets, making a separate power roll for each target.
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)¶
Omen Dragon Malice
Black Skies
Rise and Fall
Solo Action
Burn It Right Down
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¶
Meteor Dragon
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.
The dragon can take two turns each round. They can't take turns consecutively.
Voidshroud Wyrmscale Aura
The dragon's scales create a 1 aura of void space around them. Any enemy who starts their turn in the area takes 10 cold damage and is suffocating. Each time the dragon takes damage, the area of the aura increases by 1 (to a maximum of 5), and they deal an extra 5 damage the next time they use an ability that deals rolled damage.
Gravity Well
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.
Cosmic Tail Ray
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.
Each target must be dragonsealed. The dragon chooses a direction and vertical slides each target 10 squares in that direction, ignoring stability. A target who strikes an obstacle takes damage as if they had fallen the forced movement distance.
Field Collapse
The dragon takes damage from an ability while the area of their Voidshroud Wyrmscale Aura is 2 or more.
The dragon halves the damage. Each enemy and object in the area of the dragon's Voidshroud Wyrmscale Aura trait takes 5 sonic damage and is pulled up to 5 squares toward the dragon. The area of the wyrmscale aura then resets to 1.
A creature within distance spends their Heroic Resource to use an ability.
While frightened this way, the target can't use the triggering ability.
*Villain Actions
Each target takes 30 fire damage, and if they have M < 5, they are knocked prone.
The dragon can use this ability before the encounter begins.
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.
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)¶
Meteor Dragon Malice
Liftoff
Solo Action
Starfall
Event Horizon
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)¶
Dwarf Malice
Breaching Charge
Rappelling Barrage
Snaring Line
Each target makes an Agility test.
This ability can't be used by a minion.
Dwarf Axethrower¶
Dwarf Axethrower
Whistling Axes
The target can't use triggered actions until the start of the next round.
Dwarf Catchpole¶
Dwarf Catchpole
Maul
If the target is restrained, they take an extra 2 damage.
Dwarf Driver¶
Dwarf Driver
Handaxes
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 Hunter
Snaring Javelin
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 Gunner
Portable Ballista
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.
The gunner makes a free strike against the target, and the prone, restrained, and slowed conditions on the target end. The target is then restrained (save ends).
Split Shot
Whenever the gunner deals rolled damage to a target, one creature or object adjacent to the target takes 3 damage.
Dwarf Launcher¶
Dwarf Launcher
Concussive Grenade
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.
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 Reel Winch
Snaring Crossbow
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.
The target is pulled up to 8 squares. A restrained or slowed target can be pulled an additional 2 squares. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.
We Have a Quota!
If a target made slowed by the reel winch is already grabbed or slowed, the grabbed and slowed conditions end and the target is restrained (save ends).
Dwarf Shieldwall¶
Dwarf Shieldwall
Wide Axe
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.
A creature makes a strike against an ally adjacent to the shieldwall.
The shieldwall becomes the target of the triggering strike and halves the damage.
Call to the Wall
Whenever a creature deals damage to or takes damage from the shieldwall, the shieldwall can make that creature taunted until the end of the creature's next turn.
Dwarf Stone Whisperer¶
Dwarf Stone Whisperer
Tile Slide
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.
The area is difficult terrain for enemies. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.
Stone Walker
Whenever the stone whisperer willingly moves, they can phase through up to 2 squares of stone as part of that movement. If they end their movement inside stone, they are shunted out into the space from which they entered it.
Dwarf Trapper¶
Dwarf Trapper
Concussive Bolts
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.
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 Warden
Concussive Maul
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.
A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.
Escort the Prisoners
Whenever the warden moves, they can carry an adjacent restrained enemy as if the enemy were grabbed by them.
Dwarf Marauder¶
Dwarf Marauder
Levitating Axes
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.
Magnetomancy
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.
Your Weapon Is Useless
A creature makes a melee strike against the target.
The target halves any damage from the strike and the triggering creature takes 4 damage.
End Effect
At the end of each of their turns, the marauder lord can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
*Villain Actions
Ajax Will Pay Well for These Specimens
The marauder lord uses Levitating Axes against each target, making one power roll against all targets.
Don't Let Them Escape!
Each target shifts up to their speed. The marauder lord then uses Levitating Axes.
Test Your Metal!
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¶
Servitor War Walker
Grasping Claws
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.
Cupola
While riding the war walker, three size 1 allies can occupy the same space. Creatures riding the war walker have cover.
Mobile Prison Harness
Any restrained or slowed creature who comes adjacent to the war walker is automatically restrained (save ends) and takes a bane on power rolls. A creature restrained this way moves with the war walker.
Elementals¶
When the gods formed the mundane world, they took sparks of creation from the roiling plane of Quintessence and gave sentience to some of the multiverse's most basic elements—air, earth, fire, and water. Many elementals contain just one of these components, but can come to embody multiple reagents as they age.
Duality of Form¶
Elementals are mercurial creatures of creation, destruction, and transformation. Though the deities first created the mundane world, elementals cultivated and shaped it. When a tree, stone, or other aspect of the world doesn't suit an elemental, they break it down with elemental fury then build it anew.
Elementals change like the winds and the tides, and from age to age, they remake themselves to reflect what the world has become. They are protectors armored by stone, lizards ablaze with fire, and sometimes dragons clad in steel.
Rebirth and Reformation¶
When an elemental dies in the mundane world, their spirit returns to Quintessence, where they must rest for decades to regain their strength. Should the spirit return to the mundane world, they take on a form that reflects a creature or other aspect of that plane.
Crux of Fire¶
Cruxes of fire, often called blazecasters, take the form of fiery lizards. They commonly live in hot zones of planar convergence or areas of volcanic activity. These territorial elementals usually question interlopers from afar—and if they don't like the answers, they rain down fire before their foes can draw near.
Though many elementals weave their innate gifts into oral storytelling, cruxes of fire are particularly adroit at animating their stories in silhouettes of flame.
Essence of Storms¶
At a distance, most would mistake an essence of storms, sometimes known as a galeweaver, for a large bird of prey. This majestic creature is formed from streaks of colored cloud stuff woven into the silhouette of a large eagle or falcon.
Galeweavers act as scouts for their handlers or for groups of elementals, and they're usually the first to spot trouble. Insatiably curious, an essence of storms often swoops down to talk when they observe travelers.
Essence of Tides¶
An essence of tides looks like a shimmering blue manta ray that glides over land as easily as through water, earning them the common name of tidedrifter. Most common along coastlines, essences of tides enjoy harmless pranks, especially against folk who regularly sail or swim in their waters.
Tidedrifters have a healthy sense of humor that makes it easy to win their friendship—but their relaxed demeanor evaporates if friends or family face threats.
Field of Growth¶
The field of growth takes the form of a massive centipede made of vegetation. Often called verdant primevals, these caretakers of the natural cycle of life (and death) fight those they see as upsetting that cycle. Fields of growth seek not only to destroy undead and those who create them, but to sabotage divine servitors who casually peddle resurrection magic.
Force of Earth¶
A protective earth elemental, a force of earth resembles a nine-foot-tall great ape formed of dirt and rough stone. They act as guardians and historians when among other elementals, working tirelessly to thwart ills from befalling the group. These elementals are sometimes called earthen bulwarks.
Elemental Languages¶
Most elementals speak Low Kuric. Some can use Caelian when they need to.
It is in changing that we find purpose.
Atæshia, Queen of Ash
Elemental Malice (Malice Features)¶
Elemental Malice
Elemental Swap
Split
Convocation of Chaos
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¶
Crux of Fire
Spitfire
A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.
Convocation of Flames
Until the start of the crux's next turn, the target has fire immunity 5.
The crux takes damage.
The crux ignores any effects associated with the damage and can fly up to their speed. If the crux doesn't end this movement on solid ground, they fall.
Fickle and Free
The crux can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Essence of Storms¶
Essence of Storms
Bluster
The essence shifts up to 3 squares before or after using this ability.
Convocation of Squalls
Until the start of the essence's next turn, the target has lightning immunity 5.
A creature within distance deals damage to the essence.
The target takes 5 lightning damage.
Fickle and Free
The essence can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Essence of Tides¶
Essence of Tides
Water Wing
If a target has P < 2, their stability is reduced to 0 and they move 2 additional squares whenever they are force moved (save ends).
Convocation of Waves
Until the start of the essence's next turn, the target has cold immunity 5.
An ally deals rolled damage to the target.
The essence makes a free strike against the target.
Fickle and Free
The essence can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Water Glide
Whenever the essence starts their turn in a space containing water, they can fly until the end of their turn. While flying, the essence doesn't provoke opportunity attacks.
Field of Growth¶
Field of Growth
Hampering Roots
If a target made prone this way is already prone, they are instead restrained (save ends). If the target was also unable to stand, that effect ends when they are no longer restrained this way.
Convocation of Verdure
The target gains 15 temporary Stamina that lasts until the start of the field's next turn.
A creature or object within distance deals damage to the field.
The target takes 6 damage, and if they have A < 2, they are bleeding (save ends).
Fickle and Free
The field can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Roots Run Deep
The field can target any creature touching the ground with their abilities, even if they don't have line of effect to that creature.
Force of Earth¶
Force of Earth
Slam Into Dirt
The target's space is difficult terrain.
Convocation of Quartz
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.
The force takes damage.
The force halves the damage, and has damage weakness 3 and a +3 bonus to speed until the end of the encounter. This damage weakness increases by 3 each time the force uses this ability in the same encounter.
Fickle and Free
The force can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Primordial Strength
The force's strikes gain a +6 damage bonus against objects.
Stone Swim
The force can burrow through stone, but can't drag other creatures underground when they do so.
Elves, High¶
The children of the solar celestials, the high elves were created to tend to the sun elves as librarians and heralds. Now they sequester themselves away from the world amid the fallen cities of the sky elves, remembering a better age, before the arrival of humans and war to the world made the high elves who they are today.
Glamorous¶
The high elves hold an unwavering poise worthy of a noble background. They also emit a glamor that allows them to take on physical features and aspects of personality as they desire. Each person sees this glamor slightly differently, emphasizing some details over others based on one's own values and fascinations.
Loremasters¶
The adage "knowledge is power" is a rough translation of an ancient Hyrallic saying. A closer translation is "knowledge before power." High elves believe knowledge is the pursuit from which all good things flow: life, power, legacy.
In their ruined towers, they study ancient history and magic thought long extinct. They revive dead spells and languages and manipulate their use to suit their means. High elves can use this magic for wondrous creations. They can also use it to kill by lifting a finger.
Elemental Summoners¶
Through their studies of ancient magic, many high elves have cultivated a strong bond to elemental creatures and can call upon their aid. In service to high elves, soot crows scout from the sky, living vine walls called brambleguards create labyrinthine barricades, and ceramic horses provide fast transport over long distances.
Many high elves can also summon magical wisps called elemental motes. These sprites enervate their foes against high elf magic and revive fallen elementals in a brilliant flash by sacrificing their own energy.
Surround and Suppress¶
Foes who threaten high elf armies are dealt with quickly and entirely. High elves take advantage of each other's magic to corral enemies together and throw huge waves of destruction upon them. The more exposure a victim has to high elf magic, the more effective that magic is in destroying them. High elf wyrds ensure there's no escape, warping the environment into treacherous pits—and eventually, graveyards.
Magical Manipulation¶
The high elves practice a tradition of group-casting magic that empowers their abilities as more elves participate. This enables them to extend their spells farther, sometimes even miles away from the caster when an entire platoon works in unison.
Many high elves have also collected extensive libraries of tomes over the centuries. Even on the battlefield, an elf can turn to a book to transform a mundane weapon volley into a magical one.
The Unseen Hands¶
The Unseen Hands is a sect of high elf radicals who believe they have stumbled upon sky elf texts detailing their downfall at the hands of the sun elves. The story surrounding their purported discoveries has twisted into a narrative decrying modern society for benefiting from the lore accumulated in service to the sun elves. The sect hides among high elf society in plain sight, slowly manipulating nobles as they attempt to dismantle that society and plunge the world into anarchy.
The Ordinator¶
Being in the presence of a high elf ordinator inspires an ancient fear in those who know high elf history. Occupying a position of both military and clerical authority, an ordinator is capable of focusing a force of high elves to precisely strike an arrow's tip from the other end of the battlefield. These spellcasters are among the most studied elves in their communities and courts, and their strategic minds are matched only by their affinity with elementals. The ordinator is not only an illuminating beacon of command for their platoon; they are a spiritual beacon of hope for their people.
High Elf Languages¶
Most high elves speak Caelian and Hyrallic, with some also speaking Yllyric.
The Ordinator is a Magic Beacon
Whenever a high elf ordinator appears on an encounter map, the Chaincast Malice feature is improved and always active. When any elf uses a magic ability as if they were in the ordinator's space, that ability has a double edge.
High Elf Malice (Malice Features)¶
High Elf Malice
Chaincast
Gift From an Accursed Tome
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.
This ability can't be used by a minion.
In Defiance of Time
Elemental Mote¶
Elemental Mote
Dweomer Plume
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¶
High Elf Dawn Mage
Bright Bolt
Until the start of the dawn mage's next turn, the target can't hide.
Otherworldly Grace
At the start of each of their turns, the dawn mage can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
High Elf Quiver¶
High Elf Quiver
Heavy Arrow
Each ally adjacent to the target shifts up to 2 squares.
Otherworldly Grace
At the start of each of their turns, the quiver can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
Soot Crow¶
Soot Crow
Heckle
Until the end of their turn, the soot crow ignores opportunity attacks from the target.
Brambleguard¶
Brambleguard
Wall of Roses
Until the start of the brambleguard's next turn, their speed is 0 and they extend themself into a 5 wall. Each ally who starts their turn adjacent to the brambleguard regains 5 Stamina and can apply the Magic keyword to their weapon abilities until the end of their turn.
Whip Frenzy
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¶
High Elf Bloodletter
Razor's Edge
The bloodletter and each of their allies has a double edge on abilities targeting a creature bleeding this way.
Until the end of the next round, a cloud of blood vapor fills the area. The cloud blocks line of effect for enemies, and any enemy has damage weakness 3 while in the area. The bloodletter can then shift up to their speed, and can attempt to hide if they end that shift with concealment.
Otherworldly Grace
At the start of each of their turns, the bloodletter can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
High Elf Deathtouch¶
High Elf Deathtouch
Heartpiercer
Kiss of Death
The target has a +5 bonus to speed and automatically obtains a tier 3 outcome on power rolls. They can still roll to determine if they score a critical hit. At the end of their next turn, the target immediately dies.
Otherworldly Grace
At the start of each of their turns, the deathtouch can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
High Elf Orbweaver¶
High Elf Orbweaver
Awash
Aetherweb
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¶
High Elf Palinode
Instill Regret
Recall
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¶
High Elf Wyrd
Twystrd
For each elemental mote adjacent to the wyrd, the size of the cube increases by 1.
The wyrd summons two elemental motes or two soot crows into unoccupied spaces within distance.
Wyrd Warp
The wyrd shapes the land in the area as if it were loose clay, either raising the ground or pushing it down to create a trench. Any creature in the area moves with the terrain to its new higher elevation, or falls if the ground is lowered beneath them.
Otherworldly Grace
At the start of each of their turns, the wyrd can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
High Elf Zephyr¶
High Elf Zephyr
Sweeping Blade
On a tier 3 outcome, the zephyr can make a free strike against a creature adjacent to the target. If they do so and that creature and the target both have A < 2, the creature and the target are both prone. On any tier outcome, the zephyr can then shift up to 2 squares.
Windwalk
Like the Wind
The zephyr doesn't provoke opportunity attacks by moving.
Otherworldly Grace
At the start of each of their turns, the zephyr can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
High Elf Ordinator¶
High Elf Ordinator
Lightning Rod
Until the start of the ordinator's next turn, each ally high elf in the encounter gains an edge on ability rolls against the target.
Elemental Uproar
Each target can move up to their speed or make a free strike. Elemental mote targets can, instead, use their Spark of Life trait.
The ordinator summons four elemental motes or four soot crows into unoccupied space within distance.
Enough!
An enemy within distance uses an ability against the ordinator or any ally within distance.
The ordinator uses Lightning Rod against the target after the ability is resolved.
Otherworldly Blessing
At the start of each of their turns, the ordinator can choose one or more effects on them that can be ended by a saving throw. The effects instead end at the end of the ordinator's turn.
*Villain Actions
Fountains Roar, Now Free From the Earth
Each target glows briefly, and can end one effect on themself then move up to their speed.
And the Sun Forsook Her Children
Each target makes a Presence test.
The area turns dark and distorted, and is difficult terrain for enemies.
But We Will Change Her Mind
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¶
Ceramic Horse
Elemental Charge
Stomp
Any target who is prone takes an extra 2 damage.
The horse vertical slides the target up to 3 squares, ignoring stability. The target can use a ranged ability at any point during this forced movement, and takes no damage if they then fall.
Shared Otherworldly Grace
If the ceramic horse's rider has the Otherworldly Grace trait, the ceramic horse also has that trait.
Elves, Shadow¶
Children of the Twilight Celestials, the shadow elves are the native denizens of the parasitic manifold of Equinox, also known as Dusk. Theirs is a world of perpetual twilight, a sun that never rises nor sets, a world that knows neither noon nor midnight.
Equinox is a dying world. The shadow elves plan to use their magic to rewrite Orden's topography, creating a new home with themselves as rulers over all.
In Equinox's Shadow¶
Shadow elves are lit by an unseen sun. In places like Orden, they appear washed out, silhouetted, or grayscale. In Equinox, they have lived in the shadow of their manifold's eternal dusk, making them incompatible with other light sources. Their skills, magic, and weapons do not fare well in the sun. But in turn, they can blend in with existing darkness and dissolve out of sight.
Manifold Weaponry¶
The shadow elves have mastered the art of combining deep, ancient magic with cutting-edge technology. Their weaponsmiths craft blades of solid shadow that strike and wound in many dimensions at once. A creature hit by one of these blades is injured in multiple worlds at a time. Only a victim of strong mind can compartmentalize and end these effects on their body in the here and now.
Brush Stalkers¶
When the shadow elves invade Orden, they often ride domesticated dwimmerbeasts known as brush stalkers—quadrupeds who carry entire ecosystems on their rack of antlers. Newly born brush stalkers do not survive translation into Orden, so the ones the shadow elves ride are old: overgrown with bioluminescent moss, cracks on their ancient cloven hooves.
A brush stalker's glamor allows them to look like a mundane deer. But when the glamour falls, the creature devours the light around them and plunges their surroundings into darkness.
Fractured Factions¶
Equinox is a small world, ruled by Every Strike of Lightning a Lover Betrayed, the Queen of Shadows. It is her shadow elf scouts and assassins who scour Orden seeking allies who might be persuaded that their lives would be better under a different master. But there are other factions of shadow elves in Equinox. Not all who dwell under the invisible sun seek conquest. Others are sages and pacifists who seek to heal their world or find an empty world somewhere in the timescape to resettle to.
Duskcalling¶
Certain shadow elf warriors have a natural link to the unseen sun that illuminates their world. With this link, a warrior can perform a Lay: a mix of humming and throat singing that aligns celestial bodies across manifolds. Some Lays can temporarily induce an eclipse on the manifold in which the duskcaller is performing, allowing their comrades to gain the advantage.
A skilled duskcaller can lead a band in a group song powerful enough to recreate the conditions of Equinox for a short time. Some shadow elf factions are researching this connection in earnest, considering it a viable step toward terraforming a second Equinox.
Shadow Tactics¶
Belief that Equinox is a dying world makes the shadow elves desperate, for soon they'll have no home to retreat to. Their tactics rely on both impenetrable defense and a swift and decisive offense. Since they can't benefit from a home advantage, all warriors are taught to create one. If there are no places to hide, form them. If the light is too bright, remove it.
In many shadow elf societies, all people are given basic combat training and are expected to serve at least one military tour in their life. Those who excel move on to become duskcallers, mournblades, and eclipses: paragons of strength who are venerated by the people. Research and discovery are employed for the primary purpose of furthering military goals. Even the popular children's game hide-and-seek is a military device created to prepare a people for constant, imminent conflict.
Shadow Elf Languages¶
Most shadow elves speak Illyvric, though platoon leaders might speak some Caelian or Hyrallic.
Shadow Elf Malice (Malice Features)¶
Shadow Elf Malice
Watch Me Disappear
Extra Dimension
Home Is Where the Hurt Is
Shadow Elf Cloak¶
Shadow Elf Cloak
Stick and Poke
The cloak shifts up to 2 squares.
Of the Umbra
The cloak ignores concealment created by darkness. While the cloak is in direct sunlight, they have damage weakness 3. While the cloak has concealment, they have damage immunity 3.
Shadow Elf Dusk Mage¶
Shadow Elf Dusk Mage
Gloom Bolt
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¶
Shadow Elf Sniper
Lumina Arrow
The next strike made against the target gains an edge.
Of the Umbra
The sniper ignores concealment created by darkness. While the sniper is in direct sunlight, they have damage weakness 3. While the sniper has concealment, they have damage immunity 3.
Shadow Elf Nightstrike¶
Shadow Elf Nightstrike
Vault
The nightstrike shifts to leap over the target and into an unoccupied space adjacent to the target, opposite from the nightstrike's original space.
Of the Umbra
The nightstrike ignores concealment created by darkness. While the nightstrike is in direct sunlight, they have damage weakness 3. While the nightstrike has concealment, they have damage immunity 3.
Shadow Elf Assassin¶
Shadow Elf Assassin
Lumina Assault
The next ability used against the target has a double edge.
Each target is pushed up to 4 squares.
Of the Umbra
The assassin ignores concealment created by darkness. While the assassin is in direct sunlight, they have damage weakness 3. While the assassin has concealment, they have damage immunity 3.
Shadow Elf Duskcaller¶
Shadow Elf Duskcaller
Night Knife
If the duskcaller has concealment, they can target one additional creature or object.
The Lay of Cor'thoroth
Until the start of the duskcaller's next turn, the area is filled with darkness.
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¶
Shadow Elf Knightfell
Suffusing Strike
Trick of the Eye
An enemy within distance makes a strike against the target.
The target takes half the damage and the knightfell takes the other half.
Of the Umbra
The knightfell ignores concealment created by darkness. While the knightfell is in direct sunlight, they have damage weakness 3. While the knightfell has concealment, they have damage immunity 3.
Shadow Elf Luminator¶
Shadow Elf Luminator
Lumina Mark
The next strike made against the target deals an extra 5 damage.
Each target gains an edge on their next strike.
Of the Umbra
The luminator ignores concealment created by darkness. While the luminator is in direct sunlight, they have damage weakness 3. While the luminator has concealment, they have damage immunity 3.
Shadow Elf Moondancer¶
Shadow Elf Moondancer
Crescent Sweep
Until the end of the current turn, the moondancer ignores opportunity attacks from the target.
Dissolve
The moondancer takes damage from a strike.
The moondancer can teleport up to 10 squares to a space with concealment created by darkness.
Of the Umbra
The moondancer ignores concealment created by darkness. While the moondancer is in direct sunlight, they have damage weakness 3. While the moondancer has concealment, they have damage immunity 3.
Shadow Elf Mournblade¶
Shadow Elf Mournblade
Knife in the Dark
The mournblade is invisible to the target until the start of the mournblade's next turn.
Shadow Step
If the mournblade has concealment, they can teleport up to 10 squares to a space with concealment created by darkness.
Of the Umbra
The mournblade ignores concealment created by darkness. While the mournblade is in direct sunlight, they have damage weakness 3. While the mournblade has concealment, they have damage immunity 3.
Shadow Elf Noctis Mage¶
Shadow Elf Noctis Mage
Blotting Bolt
The target takes a bane on their next strike.
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¶
Shadow Elf Panther
Dusk Cleave
The panther can make a free strike against a creature or object adjacent to the target.
The panther has a double edge on strikes against targets dazed this way.
Of the Umbra
The panther ignores concealment created by darkness. While the panther is in direct sunlight, they have damage weakness 3. While the panther has concealment, they have damage immunity 3.
Shadow Elf Deployments¶
Shadow Elf Deployments
When under order of the Shadow Queen, shadow elf missions outside of Equinox are usually short, dangerous, and targeted. They rarely last more than a week or two, and the force often appears in Orden not far from their target. Mission goals trend towards the nefarious—kidnapping, assassination, theft, and general skullduggery are the order of the day.
However, not every shadow elf force is affiliate d wit h th queen. Some are exiled rebels plotting their return, others independent groups searching for lost magic to restore their world, and yet others have left Equinox permanently to seek new lives in the caverns and deep woods of Orden. No matter their affiliation, these groups will brook no attempts to thwart their goals and are all deadly warriors.
Shadow Elf Sample Encounters
- Infiltrator Wing, 44 EV: Eight cloaks, four dusk mages, one moondancer, one luminator
- Colony Guard, 64 EV: Eight nightstrikes, eight snipers, one knightfell, one brush stalker, one noctis mage
- Kill Wing, 84 EV: Eight dusk mages, two assassins, two panthers, one mournblade
- Shadow Incursion, 122 EV: Sixteen cloaks, eight snipers, two moondancers, one luminator, one duskcaller, one eclipse
Shadow Elf Eclipse¶
Shadow Elf Eclipse
Manifold Blade
Grasping Shadow
Put It Out!
An enemy within distance uses an ability that emits light, including abilities that deal fire or lightning damage.
The target has a double bane on the ability.
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.
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
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
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
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¶
Brush Stalker
Gore
Suneater
The area within 2 squares of the brush stalker is devoid of light and provides concealment.
Wyrd Dyr
While they have line of effect to the brush stalker, any animal except another brush stalker is frightened.
Elves, Wode¶
Children of the Sylvan Celestials and masters of the elf-haunted wilds for which they are named, wode elves see all forests as their domain by birthright. They know and enjoy their reputation among humans for snatching children who wander too far into the woods. In their eyes, humans should fear the trees.
Wode elves' natural ability to mask their presence, called glamor, complements their guerrilla fighting style, letting them strike quickly from cover and then meld back into the underbrush. These traits also make those few wode elves who dwell in cities naturally adept at urban warfare.
Heart of the Wode¶
The primary value of wode elf culture is respect and reverence for their home, the wode in which they live. They speak of the wode as though it is alive and conscious, dangerous and delightful. Wode elves are receptive to strangers who respect the land upon which they trespass. However, those who seek to harm the wilds ruin their only chance of treating peacefully with the wode's beating heart.
Wodeworking¶
Wode elves practice a secret technique to use the trees of the wode to craft materials as strong as metal, and to create magical plant creatures that serve them, including the wodenelgs, their trusted mounts. To breathe life into these creations, the wode elves lift their voices in song. The more intricate the song, the more durable and autonomous the creation becomes. A wodenelg's rider is typically also its singer, creating a connection between the two that lasts a lifetime.
Legends tell of ancient beings, older than the forests themselves, sung to life by an entire wode elf civilization joined in sixteen-part harmony. These beings outlived their creators, and if they truly exist, they now roam the world as unknown and unknowable guardians who answer to nothing but their final set of instructions.
Sylvan Surveillance¶
The wode elves' natural connection to the wode allows them to stay aware of the forest's goings-on while inside it. This isn't a telepathic connection, but rather a great understanding of every corner of the wode and a hypersensitivity to changes within it. The stench of a badly set campfire, the sudden squawk of a raven, the forced march of a hungry ant colony: all of this information comes together to form a wode elf's understanding of their surroundings.
A wode elf develops this sense for their home over time, meaning that a wode elf who lives in an urban environment has just as much understanding of the streets, alleys, and structures of their neighborhood as their cousin in the forest does of the deer paths, streams, and trees.
Blightless Ambition¶
Not all wode elves are happy to negotiate with peaceful interlopers in their realms. Some groups view even the very presence of such intruders as a direct threat to their way of life. One group of hunters known as the Blightless searches the forest for trespassing mortals, seeking to eliminate their potential threat by any means possible. Overzealous and aggressive, the Blightless also focus on expanding their home's boundaries, attacking civilizations close to the forest's edge. Because Blightless attacks constitute the majority of mortal interaction with the wode elves, they set the tone for mortal perception of an otherwise peaceful people.
Chirurgeons¶
When wode elves in combat control the terrain, their primary strategy is divide and conquer. Chirurgeons (kai-RUR-jinz) are master strategists who enact their picture-perfect plans in the thick of battle. Enemies will never know how many wode elves they truly face if the crafty chirurgeon can help it.
Warleader¶
The warleader of a wode elf court is usually their finest tactician. One warleader alone can command dozens of squadrons across miles of forest with such precision that they can appear to predict an enemy's movements without ever laying an eye on them. In times of peace, a warleader's role is primarily that of teacher—a mentor who scouts and soldiers regard almost as an additional parent.
The wode elves send their warleaders into battle only if the situation is dire. Characters who encounter one should be flattered, for the presence of a warleader means the wode elves consider the heroes a formidable threat.
Wode Elf Languages¶
Most wode elves speak Caelian and Yllyric.
one of the following features.
Wode Elf Malice (Malice Features)¶
Wode Elf Malice
Forest Network
Punishing Regrowth
Vines Everywhere
Wode Elf Lookout¶
Wode Elf Lookout
Longbow
There!
Any wode elf within 5 squares of the lookout can make ranged strikes as if occupying the lookout's space.
Masking Glamor
Abilities targeting the lookout that would take a bane from cover or concealment have a double bane instead.
Wode Elf Runner¶
Wode Elf Runner
Spear
If this ability is used as part of the Charge main action, the runner shifts up to 2 squares first.
Masking Glamor
Abilities targeting the runner that would take a bane from cover or concealment have a double bane instead.
Wode Elf Scout¶
Wode Elf Scout
Daggers
Into the Green
The scout can attempt to hide at the end of each of their turns.
Masking Glamor
Abilities targeting the scout that would take a bane from cover or concealment have a double bane instead.
Wode Elf Yeoman¶
Wode Elf Yeoman
Heavy Longbow
Masking Glamor
Abilities targeting the yeoman that would take a bane from cover or concealment have a double bane instead.
Wode Elf Chirurgeon¶
Wode Elf Chirurgeon
Wild Ax
The chirurgeon can make a ranged free strike before using this ability.
Each target can teleport up to 10 squares to a space that has cover or concealment.
Masking Glamor
Abilities targeting the chirurgeon that would take a bane from cover or concealment have a double bane instead.
Wode Elf Druid¶
Wode Elf Druid
Entangling Vines
While slowed this way, a target can't search for hidden creatures.
Each target can teleport up to 10 squares to a space that has cover or concealment.
Masking Glamor
Abilities targeting the druid that would take a bane from cover or concealment have a double bane instead.
Wode Elf Tactics¶
Wode elves are at their most powerful in dense and vertical battlefields and tend to bait attackers into disadvantageous fights with false retreats and hidden reinforcements. Not only does this allow them to make full use of their proficiency in concealment and cover but also lets them utilize their climbing skills to gain height advantages. While they prefer taking fights into the deep woods, the elves settle for urban or mountainous areas if the only other option is a wide-open space.
Wode elves are highly mobile and adept at hindering their enemies. A common tactic is to unleash their panoply of slowing and restraining abilities on melee-oriented opponents while harassing ranged combatants with teleports and surprise attacks from off-angles.
Wode Elf Sample Encounters
- Scout Patrol, 23 EV: Four lookouts, eight scouts, one chirurgeon, one green seer
- Blightless Militia, 32 EV: Eight yeomen, eight runners, one druid, one greenskeeper, one sentry
- Hawkeye Cavalry, 48 EV: Three gweiadur, three wodenelg Reclaimer Force, 74 EV: Sixteen yeomen, sixteen scouts, one guerrilla, one druid, two greenskeepers, one warleader
Wode Elf Green Seer¶
Wode Elf Green Seer
The Forest's Embrace
While restrained this way, a target can't search for hidden creatures.
Foreseen Punishment
A creature uses a triggered action targeting the green seer or an ally within distance.
The green seer makes a free strike against the target after the target's triggered action is resolved.
Masking Glamor
Abilities targeting the green seer that would take a bane from cover or concealment have a double bane instead.
Wode Elf Greenskeeper¶
Wode Elf Greenskeeper
Growing Longsword
The area is overgrown with heavy brush and brambles until the end of the encounter, providing cover and concealment for the greenskeeper and their allies. The area is difficult terrain for enemies and any enemy who starts their turn in the area takes 3 damage.
Masking Glamor
Abilities targeting the greenskeeper that would take a bane from cover or concealment have a double bane instead.
Wode Elf Guerrilla¶
Wode Elf Guerrilla
Splinter Dagger
The guerrilla can teleport up to 3 squares.
Do Not Hesitate in the Wode
The guerrilla must be acting as a captain.
An ally ends their turn while the guerrilla hasn't acted this round.
The targets take their turn immediately. Each target gains an edge on abilities until the end of their turn.
Into the Green
The guerrilla can attempt to hide at the end of each of their turns.
Masking Glamor
Abilities targeting the guerrilla that would take a bane from cover or concealment have a double bane instead.
Wode Elf Gweiadur¶
Wode Elf Gweiadur
Snare Bow
The gweiadur shifts up to 3 squares.
Allies gain an edge on abilities against a target marked by any wode elf.
Masking Glamor
Abilities targeting the gweiadur that would take a bane from cover or concealment have a double bane instead.
Wode Elf Sentry¶
Wode Elf Sentry
Tracer Longbow
Allies gain an edge on abilities against a target marked by any wode elf.
Death Blossom
Each target takes 3 damage.
Masking Glamor
Abilities targeting the sentry that would take a bane from cover or concealment have a double bane instead.
Wode Elf Warleader¶
Wode Elf Warleader
Wodeblade
The warleader can teleport up to 3 squares between each strike.
Each non-minion target can make a free strike, then each target shifts up to 3 squares. A target who has cover or concealment at the end of this shift can attempt to hide at the end of the warleader's turn.
Wode Sickness
An ally ends their turn.
The target must not have taken their turn this round. The target takes their turn immediately, and if they have P < 2 they are bleeding and take a bane on strikes until the end of their turn.
End Effect
At the end of each of their turns, the warleader can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Into the Green
The warleader can attempt to hide at the end of each of their turns.
Masking Glamor
Abilities targeting the warleader that would take a bane from cover or concealment have a double bane instead.
*Villain Actions
You Will All Witness my Blade
The warleader uses Wodeblade against each target and gains an edge on the power roll.
Suppressing Volley
The warleader can use Wodeblade. Each target can then make a free strike.
Is It Now or Is It Then?
Each target is invisible until the start of the next round. The warleader then uses Wodeblade.
Wodenelg¶
Wodenelg
Gore
The wodenelg's rider can make a free strike at any point during the charge.
Sure-Footed
The wodenelg ignores difficult terrain and doesn't provoke oppotunity attacks by moving.
The wodenelg and their rider become invisible until the start of the wodenelg's next turn.
Mounted Stability
The wodenelg's rider has damage immunity 2.
Shared Glamor
If the wodenelg's rider has the Masking Glamor trait, the wodenelg also has that trait.
Fossil Cryptic¶
The cave-diving humans who first found fossil cryptics initially thought they were the fossilized reanimated skeletons of creatures predating recorded history. When the explorers' priest presented a holy symbol and attempted to turn the cryptics, he learned these fossilized bones aren't mindless undead—and seconds later, he wound up crushed to death by a pillar of stone.
Primal Sentries¶
In truth, these living fossil amalgamations are inhabited by elemental spirits. Fossil cryptics are found in places of otherworldly beauty with a connection to an elemental plane of Quintessence, often in caves that have remained untouched for eons or whose tunnels are laced with veins of priceless metal in exquisite fractal patterns. Elemental spirits from that plane inhabit the fossils of creatures who once protected the site, carrying on their legacy. Archaeologists, miners, and others who disturb a cryptic's domain are ground into dust and subsumed into the creature's own form.
Bones of the Earth¶
Though fossil cryptics vary wildly in their chosen shape and form, all contain a central cluster of fossils atop a churning column of rock and metal. With malleable limbs extending from their earthy core, cryptics move with unsettling speed.
Ancient Intelligence¶
Fossil cryptics often warn trespassers to leave their domains, speaking threats in ancient languages before attacking. Should trespassers persist, cryptics weaponize columns of stone at range and can manipulate the ground around them, pushing and pulling friend and foe alike into the best positions for battle.
Fossil Cryptic Languages¶
Many fossil cryptics speak Phorialtic, but they are known to also use the ancient languages of the ruins they inhabit.
Fossil Cryptic Malice (Malice Features)¶
Fossil Cryptic Malice
Floor Mosaic
Solo Action
Stone Pillars
Choking Dust
Fossil Cryptic¶
Fossil Cryptic
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.
The cryptic can take two turns each round. They can't take turns consecutively.
Churning Trunk
The cryptic is constantly surrounded by a 1 aura of swirling debris that obscures their form. Ranged abilities that target the cryptic take a bane. Additionally, any enemy who enters the aura for the first time in a round or starts their turn there takes 5 damage.
Seismic Step
The cryptic ignores difficult terrain. Additionally, they have line of effect to any creature with concealment if that creature is touching the ground.
Sand Slam
If a target made prone this way is already prone, they are instead restrained (EoT).
Stone Bone Storm
The cryptic reforms their body and appears in an unoccupied space in the area.
Stoneshift
The cryptic slides the target up to 3 squares.
The cryptic takes damage.
The cryptic halves the damage, ignores any nondamaging effects associated with it, and shifts up to 3 squares.
The cryptic uses the Dig maneuver to resurface.
Before using the Dig maneuver, the cryptic moves up to their speed. They then create the burst when they breach the surface.
*Villain Actions
A target must be on the ground.
Each target makes a Might test.
A target must be on the ground.
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.
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)¶
Giant Malice
Hurl Landscape
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
Titanic Tear
Fire Giant Fireballer¶
Fire Giant Fireballer
Blazing Leap
The fireballer can jump up to 4 squares before using this ability.
Searing Skin
Whenever an adjacent enemy grabs the fireballer or uses a melee ability against them, that enemy takes 5 fire damage.
Frost Giant Snowblaster¶
Frost Giant Snowblaster
Slushfall
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¶
Hill Giant Mosstooth
Swing
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¶
Sand Stone Giant
Buried in Sand
Stonebreaker Flesh
Whenever an enemy obtains a tier 1 outcome on a melee ability used against the sand stone giant, they take a bane on that ability until the end of the encounter.
Stone Steps
The sand stone giant ignores difficult terrain.
Stone Swim
The sand stone giant can burrow through stone, but can't drag other creatures underground when they do so.
Basalt Stone Giant¶
Basalt Stone Giant
Rune-Signed Blade
If a target was already slowed, that condition continues but their speed is 0 until the end of their next turn.
The knife lands in the target's square, and has 30 Stamina and damage immunity 5. Whenever the knife takes damage, it deals 4 sonic damage to each enemy within 3 squares. The knife lasts until the end of the encounter, and can't be picked up or manipulated.
Cobblestone Shape
The basalt stone giant moves up to their speed. Each square that they leave during this move is difficult terrain for enemies. Giants ignore this difficult terrain.
Resonate Rune
The basalt stone giant takes damage.
Stonebreaker Flesh
Whenever an enemy obtains a tier 1 outcome on a melee ability used against the basalt stone giant, they take a bane on that ability until the end of the encounter.
Stone Steps
The basalt stone giant ignores difficult terrain.
Stone Swim
The basalt stone giant can burrow through stone, but can't drag other creatures underground when they do so.
Fire Giant Lightbearer¶
Fire Giant Lightbearer
Flamelash
The blaze ricochets, targeting one additional target within 4 squares of an original target and taking a bane against that target, or targeting two additional targets within 2 squares of an original target and having a double bane against those targets. The lightbearer makes one power roll against all targets.
Travel By Fire
The lightbearer can target themself with this ability. Each target takes 1d6 fire damage and teleports in a plume of smoke to swap places with the other target.
Emergency Beacon
The lightbearer takes damage.
The lightbearer emits a beacon of light until the start of their next turn. Each fire giant who has line of effect to the lightbearer has a double edge on abilities.
Healing Heat
Any fire giant targeted by the lightbearer's damage-dealing abilities ignores the damage and instead regains Stamina equal to the damage that would have been dealt. If the lightbearer moves a fire giant using an ability, they can choose to ignore stability.
Searing Skin
Whenever an adjacent enemy grabs the lightbearer or uses a melee ability against them, that enemy takes 5 fire damage.
Fire Giant Red Fist¶
Fire Giant Red Fist
Flaming Punch
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.
The outermost squares of the area become a 1-square-tall wall of stone. The rest of the area is on fire until the end of the encounter. A creature who enters the area for the first time in a round or starts their turn there takes 3 fire damage.
Blazing Leap
The red fist jumps up to 5 squares. Each creature adjacent to them when they land takes 5 fire damage.
Heat and Pressure
A creature within distance willingly moves or shifts away from the red fist.
The target makes a Might test. A target with fire immunity automatically obtains a tier 3 outcome.
Guardian Block
An ally within distance is targeted by an enemy's ability.
The red fist becomes the target of the triggering ability, then can make a free strike against the enemy after the ability resolves.
Searing Skin
Whenever an adjacent enemy grabs the red fist or uses a melee ability against them, that enemy takes 5 fire damage.
Frost Giant Storm Hurler¶
Frost Giant Storm Hurler
Ice Javelins
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.
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.
Ice Dance
The storm hurler and the target each shift up to 6 squares while staying adjacent to each other. The target can then jump up to 5 squares and make a free strike.
Frozen Retribution
The storm hurler is targeted by a ranged strike.
The triggering strike has a double bane. If the strike obtains a tier 1 outcome, the storm hurler uses Ice Javelins against the creature who made it.
Kingdom of Isolation
The storm hurler is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the storm hurler can't shift.
Frost Giant Wind Sprinter¶
Frost Giant Wind Sprinter
Cold Axe
A target who is already bleeding takes an extra 1d6 cold damage.
The wind sprinter shifts up to their speed and uses Cold Axe against each enemy who comes within 2 squares of them during the move. The wind sprinter makes one power roll against all targets.
Ice Dance
The wind sprinter and the target each shift up to 6 squares while staying adjacent to each other. The target can then jump up to 5 squares and make a free strike.
Begone, Smallfolk!
The wind sprinter takes damage.
The wind sprinter moves up to their speed and uses Cold Axe against one target.
Crush Underfoot
The wind sprinter can move through enemies' spaces at their usual speed. The first time on a turn that a wind sprinter enters a creature's space, that creature can choose to fall prone or to take 8 damage.
Kingdom of Isolation
The wind sprinter is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the wind sprinter can't shift.
Granite Stone Giant¶
Granite Stone Giant
Jagged Stone Club
The area is difficult terrain. Whenever a creature enters square in the area, they take 3 damage.
Castle Stone Shape
The granite stone giant moves up to their speed and creates a 14 wall of stone in squares adjacent to the path of their movement.
Pillar
A creature or object within distance moves or shifts away from the granite stone giant.
A 1-square pillar of stone rises 5 squares out of the ground beneath the target, who moves with the ground to its new elevation, then is vertical pushed 5 squares.
Stonebreaker Flesh
Whenever an enemy obtains a tier 1 outcome on a melee ability used against the granite stone giant, they take a bane on that ability until the end of the encounter.
Stone Steps
The granite stone giant ignores difficult terrain.
Stone Swim
The granite stone giant can burrow through stone, but can't drag other creatures underground when they do so.
Hill Giant Clobberer¶
Hill Giant Clobberer
Clobberin' Club
A target who is already prone takes an extra 12 damage.
In suitably soft ground, the target is entrenched in a 2-square deep hole.
Hill Quake
Each target must make either a Might test or an Agility test.
The clobberer can choose to fall prone in order to double the forced movement distance.
You Ain't Getting Away
A creature within distance moves or shifts away from the clobberer.
The target makes an Agility test.
Destructive Path
The clobberer automatically destroys any mundane size 1 objects in their path when they move or are forced moved. They can break through any mundane wall made of wood, stone, or a similarly sturdy material this way as long as the wall is 2 squares thick or less.
Distracted
Whenever the clobberer targets a creature or object with an ability, any enemy within distance of the ability can use a free triggered action to distract the clobberer. The clobberer targets that enemy instead.
Marble Stone Giant¶
Marble Stone Giant
Marble From a Great Sling
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.
Polish Stone Shape
The marble stone giant takes damage.
The marble stone giant halves the damage, and has damage weakness 3 and a +3 bonus to speed until the end of the encounter. The damage weakness increases by 3 each time the marble stone giant uses this ability in the same encounter.
Stonebreaker Flesh
Whenever an enemy obtains a tier 1 outcome on a melee ability used against the marble stone giant, they take a bane on that ability until the end of the encounter.
Stone Steps
The marble stone giant ignores difficult terrain.
Stone Swim
The marble stone giant can burrow through stone, but can't drag other creatures underground when they do so.
Fire Giant Chief¶
Fire Giant Chief
Roiling Fist
Each target makes either an Agility test or an Intuition test.
Burning Kick
A fire giant ally within distance makes a strike.
The strike has a double edge and deals an extra 10 fire damage.
Scorching Skin
Whenever an adjacent enemy grabs the chief or uses a melee ability against them, that enemy takes 9 fire damage, and if they have M < 4 they are weakened (save ends)
*Villain Actions
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.
The chief shifts up to 10 squares. Five fire giant fireballer then arrive in unoccupied spaces within distance.
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)¶
Gnoll Malice
Iron Jaws
📏 1 cube within 3** | **🎯 Special
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.
While an enemy is bleeding this way, each gnoll in the encounter gains an edge on strikes made against them.
Bloodpool
Echoes of Laughter
Abyssal Hyena¶
Abyssal Hyena
Snapjaw
Death Snap
When the abyssal hyena is reduced to 0 Stamina, they can make a melee free strike before dying.
Gnoll Chainflail¶
Gnoll Chainflail
Gnoll Mage Mauler¶
Gnoll Mage Mauler
Wizard Ripper
The target takes a bane on their next power roll.
Death Circle
Whenever a non-minion ally within 5 squares of the mage mauler is reduced to 0 Stamina, the mage mauler can move up to their speed.
Gnoll Wildling¶
Gnoll Wildling
Flail
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¶
Gnoll Abyssal Archer
Dark Longbow
This ability gains an edge against any target not at full Stamina.
Until the end of their next turn, each target gains an edge on their next strike. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.
Distant Death Frenzy
Whenever a non-minion ally within 5 squares of the abyssal archer is reduced to 0 Stamina, the abyssal archer can make a ranged free strike.
Bloodscent
The abyssal archer doesn't need line of effect to use their abilities against any creature who isn't at full Stamina, as long as a size 1 opening exists between the archer and the target.
Gnoll Abyssal Summoner¶
Gnoll Abyssal Summoner
Flame Wad
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.
Two abyssal hyenas claw up from the ground in unoccupied spaces within distance.
One abyssal hyena target turns into a gnoll marauder, keeping their current Stamina. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.
Death Frenzy
Whenever a non-minion ally within 5 squares of the abyssal summoner is reduced to 0 Stamina, the abyssal summoner moves up to their speed and can make a melee free strike.
Gnoll Bonesplitter¶
Gnoll Bonesplitter
Three-Tail Flail
While the bonesplitter has a target grabbed, they can't use Three-Tail Flail against another target.
Up to three targets can make a free strike. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.
Death Frenzy
Whenever a non-minion ally within 5 squares of the bonesplitter is reduced to 0 Stamina, the bonesplitter moves up to their speed and can make a melee free strike.
Gnoll Cackler¶
Gnoll Cackler
Moment of Brutality
An ally targeted by this ability ignores the damage and can make a free strike.
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.
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¶
Gnoll Marauder
Fury Flail
Each target shifts up to their speed. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.
Death Frenzy
Whenever a non-minion ally within 7 squares of the marauder is reduced to 0 Stamina, the marauder moves up to their speed and can make a melee free strike.
Tusker Demon¶
Tusker Demon
Gore
If this ability is used as part of the Charge main action, it deals an extra 4 damage.
Vengeful Tusker
An enemy within distance deals damage to the tusker.
The tusker demon uses the Charge main action and Gore against the target.
Trample
The tusker demon can move through enemies' spaces at their usual speed. When the tusker enters a creature's space for the first time on a turn, that creature takes 5 damage. The tusker demon can end their turn in a prone size 1 creature's space, preventing the creature from standing up.
Lethe
While the tusker demon is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Gnoll Carnage¶
Gnoll Carnage
Shrapnel Whip
An ally targeted by this ability ignores the damage and can make a free strike.
Each target deals an extra 3 damage with their next strike until the start of the carnage's next turn. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.
Death Rampage
Whenever a non-minion ally within 5 squares of the carnage is reduced to 0 Stamina, the carnage can move up to their speed, then can either make a melee free strike against two creatures or use Shrapnel Whip against one creature.
End Effect
At the end of each of their turns, the carnage can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Endless Hunger
If the carnage is reduced to 0 Stamina while there are still gnolls on the encounter map, one gnoll on the map is transformed into a gnoll carnage, keeping their current Stamina.
*Villain Actions
The carnage summons four abyssal hyenas into unoccupied spaces within distance.
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.
The carnage's eyes and all exposed blood within distance glow bright red. Each target makes a Presence test.
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)¶
Goblin Malice
Goblin Mode
Tiny Stabs
Swamp Stink
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 Runner
Club Charge
Crafty
The runner doesn't provoke opportunity attacks by moving.
Goblin Sniper¶
Goblin Sniper
Bow
If the sniper doesn't use a move action this turn, this ability gains an edge.
Crafty
The sniper doesn't provoke opportunity attacks by moving.
Goblin Spinecleaver¶
Goblin Spinecleaver
Axe
Crafty
The spinecleaver doesn't provoke opportunity attacks by moving.
Skitterling¶
Skitterling
Claws
The target takes a bane on their next strike.
Goblin Assassin¶
Goblin Assassin
Sword Stab
If this ability gains an edge or has a double edge, it deals an extra 2 damage.
Crafty
The assassin doesn't provoke opportunity attacks by moving.
Slip Away
The assassin can attempt to hide even while observed.
Goblin Cursespitter¶
Goblin Cursespitter
Eye of Surlach
Crafty
The cursespitter doesn't provoke opportunity attacks by moving.
Goblin Stinker¶
Goblin Stinker
Toxic Winds
Swamp Gas
The area is filled with a green haze that lasts until the start of the stinker's next turn or until the stinker is reduced to 0 Stamina, and which can't be dispersed by wind. The area is difficult terrain for non-goblins, and each non-goblin who moves in the area takes 2 poison damage for each square moved.
Crafty
The stinker doesn't provoke opportunity attacks by moving.
Goblin Underboss¶
Goblin Underboss
Swordplay
One ally adjacent to the target can make a free strike against them.
Get Reckless!
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.
Crafty
The underboss doesn't provoke opportunity attacks by moving.
Goblin Warrior¶
Goblin Warrior
Spear Charge
Crafty
The warrior doesn't provoke opportunity attacks by moving.
Goblin Monarch¶
Goblin Monarch
Handaxe
One ally within 10 squares of the monarch can make a free strike.
Two goblin runners appear in unoccupied spaces within distance.
Meat Shield
A creature targets the monarch with a strike.
The ally is the target of the triggering strike instead.
Crafty
The monarch doesn't provoke opportunity attacks by moving.
End Effect
At the end of each of their turns, the monarch can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
*Villain Actions
Each target can move up to their speed or make a free strike.
Each ally within 10 squares of the target can move up to their speed toward the target.
Each enemy in the encounter takes 2 damage for each goblin adjacent to them.
War Spider¶
War Spider
Bite
Leg Blade
Web
The area is difficult terrain for enemies.
Skitter
The spider or any ally riding the spider takes damage.
The damage is halved, and the spider shifts up to 2 squares after the triggering effect resolves.
Ride Launcher
Any ally who leaps off the back of the spider can jump up to 6 squares without making a test, and takes no damage if they fall during the jump. After any ally jumps, the first melee strike the make on the same turn gains an edge.
Wide Back
While riding the spider, two size 1 allies can occupy the same space.
Worg¶
Worg
Bite
The worg moves up to their speed.
Mounted Charger
If a worg used as a mount charges, their rider gains an edge on melee strikes until the end of the rider's turn.
Shared Craft
If the worg's rider has the Crafty trait, the worg also has that trait.
Griffons¶
With the head, front legs, and wings of a bird and the powerful body and haunches of a feline, griffons are the apex predator's apex predator. Highly territorial with ranges spanning hundreds of leagues, these air-superiority hunters make quick work of any humanoids foolish enough to stumble into griffon lands.
Coveted Mounts¶
Attempting to capture a wild griffon typically ends in injury or worse, though humanoids who hatch griffons in captivity and raise them from birth find they make loyal companions. Some humanoid cultures raise griffons as mounts for the military or city guard, and griffon eggs can fetch a fine price.
Daring poachers sometimes attempt to steal griffon eggs from wild aeries, but such thieves typically meet their end by beak or talon. So great is the death toll that many localities have outlawed the poaching of griffon eggs.
Inaccessible Aeries¶
Griffons roost alone or in pairs on craggy mountainsides, in forests, or on cliffs overlooking the ocean. They hide their nests in enormous treetops, scrubby thickets clinging to a cliff, or similarly sheltered nooks that are nearly unreachable for creatures who can't fly. Each aerie holds up to three eggs during brooding season, which lasts for three months starting in the early spring. Chicks hatch after forty days of incubation, then remain in or near the nest as their parents feed them. About forty days after hatching, a griffon chick learns to fly—and after that, it's only a matter of days before they set out from their nest into the wider world, generally making their own nest somewhere nearby.
Rare Breeds¶
Griffons come in many varieties. While the most common griffon is the leonine eagle, others include a falcon-panther variety, a bearded vulture-clouded leopard variety, and a striped condor griffon that combines the features of condor and tiger. Questions abound as to whether these creatures came about naturally or were fashioned by magic hands, and many scholars offer abundant rewards to adventurers who can bring them evidence of rare or undiscovered griffon types.
Griffon Malice (Malice Features)¶
Griffon Malice
Swoop
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
Wildwinds
Griffon¶
Griffon
Claw Swipes
If this ability is used as part of the Charge main action, the griffon can grab one of the targets.
Crack the Earth
The griffon must be flying and must have a creature or object grabbed.
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.
A target object must be size 2 or smaller.
The griffon takes damage.
The griffon halves the damage, ignores any nondamaging effects associated with it, and shifts up to 2 squares.
Beast of Prey
While grabbed by the griffon, a creature has a double bane on the Escape Grab maneuver.
Steady
Any power roll that could knock the griffon or their rider prone takes a bane.
Striped Condor Griffon¶
Striped Condor Griffon
Violent Thrashing
Circle and Strike
The griffon flies directly above a creature within distance.
Beast of Prey
While grabbed by the griffon, a creature has a double bane on the Escape Grab maneuver.
Steady
Any power roll that could knock the griffon prone takes a bane.
Banded Predator
The griffon can attempt hide even while observed. Additionally, while no enemy has line of effect to them, the griffon can attempt to hide at the end of their turn.
Hag¶
When fear of death or hunger for power grips a mortal spellcaster, often a druid or a witch, they might forge a pact with an evil archfey. The mortal becomes a hag—aged, clawed, and cruel. A ruthlessly powerful fey in their own right, a hag uses their magic to bring about the misery their archfey wills.
Hiding in Plain Sight¶
Though hags typically appear as older humanoids, their true form is as vicious and nasty as their nature. They prefer to show the world a charitable face, but the general wisdom concerning hags is that the more beautiful their appearance, the deeper the rot within. This theory has never been confirmed, however, as few who see a hag's true form live to tell the tale.
Dealmakers and Heartbreakers¶
As old age can't kill them, the oldest hags accumulate swathes of knowledge, magic, and repute over time. They are happy to share their wares... for the right price. Rather than ask for paltry coin, a hag usually bargains for something dear to the customer—perhaps their ability to love, the sound of their child's laugh, or their left pinky toe.
Adding insult to injury, those who deal with hags almost always discover the product is worse than advertised. Mortals should pay close attention to the precise wording of their agreements, lest they end up with a hex they thought would be a gift. Such curses often lead to the corruption of good but desperate folk, with some getting so twisted up in fey deals that they become hags themselves.
What's in a Name?¶
Hags give themselves whimsical names, and older hags often select monikers such as Auntie, Uncle, or Nanny. Such relatable names help entice their favorite prey: the innocent. Who would fear Granny Gumdrops or Uncle Twothumbs?
Loyal Underlings¶
Hags are treacherous by nature, and they only recruit creatures they can trust to be loyal underlings. Most of these creatures lack sapience (such as animals, constructs, and undead), though hags sometimes command weaker fey who are too scared to betray them.
Hag Languages¶
Most hags speak Anjali, Caelian, Khelt, and Yllyric, with older hags often knowing several more languages.
Hag Malice (Malice Features)¶
Hag Malice
Hag Wyrd
Solo Action
House Call
Kick
Wode Hag¶
Wode Hag
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.
The hag can take two turns each round. They can't take turns consecutively.
Supernatural Resistance
Magic and psionic abilities used against the hag take a bane.
Corrosive Claws
Soul Steal
This ability gains an edge against a target who has a soul.
Shapeshifter
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.
A creature targets the hag with a melee strike.
While restrained this way, a creature who is vertical force moved is suspended in midair. The creature falls when the condition ends.
*Villain Actions
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.
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.
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.
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)¶
Hobgoblin Malice
Goblin Malice Features
Operation Goblin Mode
Operation Tactical Swarm
Operation Earth Sear
Hobgoblin Brandbearer¶
Hobgoblin Brandbearer
Searing Grasp
Open Furnace
Whenever an enemy takes fire damage, they take 1 extra fire damage for each brandbearer adjacent to them.
Infernal Ichor
When the brandbearer is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the brandbearer takes 2 fire damage.
Hobgoblin Lancer¶
Hobgoblin Lancer
Grim Thrust
The lancer deals an extra 2 damage if they have high ground against the target.
Infernal Ichor
When the lancer is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the lancer takes 2 fire damage.
Hobgoblin Recruit¶
Hobgoblin Recruit
Sword Lunge
Tactical Positioning
Any non-minion ally deals 1 extra damage for each recruit adjacent to them.
Infernal Ichor
When the recruit is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the recruit takes 2 fire damage.
Grilp¶
Grilp
Flyby Bite
The grilp moves up to their speed and can attempt to hide.
Bat Out Of Hell
Any enemy who makes a saving throw takes a −1 penalty to the saving throw for each grilp adjacent to them.
Shifting Camouflage
The grilp has concealment from all creatures.
Hobgoblin Burning Witch¶
Hobgoblin Burning Witch
Soul Burn
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¶
Hobgoblin Death Captain
Blightblade
The next strike made against the target has a double edge.
On My Mark!
The target moves up to their speed and can make a free strike.
Battle Ready
Any hidden creature who makes a strike against the death captain or any ally within 2 squares of the death captain takes a bane on the strike.
Infernal Ichor
When the death captain is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the death captain takes 3 fire damage.
Hobgoblin Firerunner¶
Hobgoblin Firerunner
Flaming Kick
Blazing Trail
The firerunner moves up to their speed and creates an 8 wall of fire along the path of their movement. Creatures can enter and pass through the wall. Any enemy who enters the wall for the first time in a round or starts their turn there takes 5 fire damage.
Hot to Go
Whenever the firerunner takes fire damage for the first time in round, their speed and the size of the wall they can create with Blazing Trail increases by 4 until the end of their next turn.
Kindlestep
The firerunner ignores difficult terrain.
Infernal Ichor
When the firerunner is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the firerunner takes 3 fire damage.
Hobgoblin Grandguard¶
Hobgoblin Grandguard
Tower Shield Smash
Wide Guard
Any strike made against an ally within 2 squares of the grandguard takes a bane.
Infernal Ichor
When the grandguard is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the grandguard takes 3 fire damage.
Hobgoblin Hell Trooper¶
Hobgoblin Hell Trooper
Fire Flail
Until the end of their turn, the trooper doesn't provoke opportunity attacks from any target.
Fight Me, Coward!
If the target has P < 2, they are taunted (EoT). While taunted this way, the target takes 1d6 fire damage whenever they use an ability or strike that doesn't target the trooper.
Infernal Ichor
When the trooper is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the trooper takes 3 fire damage.
Hobgoblin Incendiarist¶
Hobgoblin Incendiarist
Fire Crossbow
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.
A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.
Raining Cinders
The ranged free strike of each ally within 3 squares of the incendiarist has a distance of 10 and deals fire damage.
Infernal Ichor
When the incendiarist is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the incendiarist takes 3 fire damage.
Hobgoblin Redglare¶
Hobgoblin Redglare
Eye Flash
Until the end of the encounter, a judged target takes 10 corruption damage at the start of each of their turns, and regains 5 Stamina each time they use an ability or other effect that allows another creature to spend a Recovery.
Infernal Ichor
When the redglare is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the redglare takes 3 fire damage.
Hobgoblin Smokebinder¶
Hobgoblin Smokebinder
Choking Bolt
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.
Each target makes a Might test.
Essence of Smoke
The smokebinder can move through spaces as if they were size 1T and can occupy another creature or object's space. At the end of their turn, the smokebinder can attempt to hide if they haven't taken any damage since their last turn.
Infernal Ichor
When the smokebinder is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the smokebinder takes 3 fire damage.
Hobgoblin War Mage¶
Hobgoblin War Mage
Hellfire
Before using this ability, the war mage can teleport a creature within 10 squares of them up to 2 squares.
Enchantments of War
The war mage consecrates the area and causes it to smolder until the end of the encounter. The area is difficult terrain and an enemy in the area has fire weakness 10.
Magic Siphon
A creature within distance uses a magic ability.
Infernal Ichor
When the war mage is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the war mage takes 3 fire damage.
Despair, You Who Face Death
Any enemy within 2 squares of the war mage has a −2 penalty to saving throws.
Hobgoblin Bloodlord¶
Hobgoblin Bloodlord
Soul Sword
Take Point!
The target moves up to their speed and can use a signature ability.
A non-minion hobgoblin within distance takes damage.
Three hobgoblin recruits manifest from the target's blood into unoccupied spaces adjacent to the target.
Infernal Ichor
When the bloodlord is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the bloodlord takes 3 fire damage.
End Effect
At the end of each of their turns, the bloodlord can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
*Villain Actions
Each target gains 10 temporary Stamina and can move up to their speed. Then each non-minion target can make a free strike.
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.
Slaughter Demon¶
Slaughter Demon
Steely Skewer
A creature restrained this way moves with the slaughter demon. The slaughter demon can have up to six creatures or objects restrained at once.
A target weakened this way also has damage weakness 3.
Drag Below
The slaughter demon can make a free strike as part of using the Dig maneuver. If the target of the free strike has M < 2, they are grabbed and take a bane on the Escape Grab maneuver.
Devour Soul
A creature within distance who has a soul dies.
The target can't be brought back to life. Until the end of the encounter, the slaughter demon gains an edge on power rolls.
Soulsight
Any creature within 2 squares of the slaughter demon can't be hidden from them.
Lethe
While the slaughter demon is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Humans¶
Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power.
Villains and Heroes¶
Recognizing their limited lifespans, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes that their names will be remembered forever.
Violence and greed are close cousins in the human family. Those with power and wealth often strive for more with might or magic. Others turn to theft, sometimes driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons both seeking to exact a toll.
Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek fell power in exchange for service, sacrificing to forbidden gods and courting apocalypse.
Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Human heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice.
Risks and Rewards¶
Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive nature explains their renowned knack for seizing the moment—knowing when to risk all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent's mistakes and seize the advantage.
Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village, or an ancient dungeon yielding chests filled with coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it's a game worth playing.
Swords for Hire¶
With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally... if you can afford their price.
Connected to the Natural World¶
Humans are connected to the natural world in a way that many other folk are not. As such, they have an uncanny knack for detecting when nearby creatures, objects, and phenomena have been created by magic and psionics. This same sense allows them to resist supernatural effects.
Human Languages¶
Most humans speak Caelian and one Vaslorian human language.
Human Malice (Malice Features)¶
Human Malice
Alchemical Device
This ability can't be used by a minion.
Exploit Opening
Staying Power
Human Apprentice Mage¶
Human Apprentice Mage
Lightning Strike
If the apprentice mage doesn't use a maneuver or a move action this turn, the target is also slowed (EoT).
Supernatural Insight
The apprentice mage ignores concealment if it's granted by a supernatural effect.
Human Archer¶
Human Archer
Crossbow
Supernatural Insight
The archer ignores concealment if it's granted by a supernatural effect.
Human Death Acolyte¶
Human Death Acolyte
Necrotic Bolt
One creature within 5 squares regains 1 Stamina.
Supernatural Insight
The death acolyte ignores concealment if it's granted by a supernatural effect.
Human Guard¶
Human Guard
Halberd
If the guard is flanked, they can make a free strike against a different target adjacent to them.
Supernatural Insight
The guard ignores concealment if it's granted by a supernatural effect.
Human Raider¶
Human Raider
Handaxes
If this ability is used as part of a charge, the raider can make a ranged free strike before using the ability.
Supernatural Insight
The raider ignores concealment if it's granted by a supernatural effect.
Human Rogue¶
Human Rogue
Concealed Dagger
If the rogue is disguised or hidden when they use this ability, it deals an extra 3 damage.
Supernatural Insight
The rogue ignores concealment if it's granted by a supernatural effect.
Human Brawler¶
Human Brawler
Haymaker
A target who is already grabbed takes an extra 2 damage.
The brawler pushes the target up to 5 squares.
Shoot the Hostage
The brawler halves the damage from any strike if they have a creature or object grabbed of size 1S or larger. The grabbed creature or object takes the remaining damage.
Supernatural Insight
The brawler ignores concealment if it's granted by a supernatural effect.
Human Death Cultist¶
Human Death Cultist
Death Scythe
Each target who died during this encounter revives with full Stamina. They immediately die at the end of the encounter or if the death cultist is killed. A target can be revived multiple times by this ability.
Supernatural Insight
The death cultist ignores concealment if it's granted by a supernatural effect.
Human Knave¶
Human Knave
Morningstar and Javelin
The target is taunted (EoT).
I'm Your Enemy
Whenever an adjacent creature the knave has taunted deals damage to a creature other than the knave, the knave can make a free strike against them.
Overwhelm
An enemy who starts their turn adjacent to the knave can't shift.
Supernatural Insight
The knave ignores concealment if it's granted by a supernatural effect.
Human Scoundrel¶
Human Scoundrel
Rapier and Dagger
The scoundrel uses Rapier and Dagger against up to three targets. They shift up to 2 squares before or after each strike.
Supernatural Insight
The scoundrel ignores concealment if it's granted by a supernatural effect.
Human Storm Mage¶
Human Storm Mage
Lightning Bolt
The gust of wind disperses gas or vapor and extinguishes any flames, including supernatural effects.
Arcane Shield
Any melee ability targeting the storm mage takes a bane. Additionally, whenever the mage takes damage from an adjacent enemy, the enemy takes 2 lightning damage, and if they have R < 1 they are pushed up to 2 squares.
Supernatural Insight
The storm mage ignores concealment if it's granted by a supernatural effect.
Human Trickshot¶
Human Trickshot
Trick Crossbow
This ability ignores cover and concealment.
Supernatural Insight
The trickshot ignores concealment if it's granted by a supernatural effect.
Human Blackguard¶
Human Blackguard
Zweihander Swing
One ally within 10 squares can make a free strike.
You!
The target is marked until the start of the blackguard's next turn. The blackguard and each of their allies gain an edge on abilities used against targets marked by the blackguard.
End Effect
At the end of each of their turns, the blackguard can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Supernatural Insight
The blackguard ignores concealment if it's granted by a supernatural effect.
Parry!
A creature makes a strike against the blackguard or an ally adjacent to them.
The damage is halved.
*Villain Actions
The blackguard shifts up to their speed. During or after this movement, they can use their Zweihander Swing twice.
The blackguard slides each target up to 5 squares.
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 Bandit Chief
Whip and Magic Longsword
Any target who is adjacent to the bandit chief after the power roll is resolved takes 3 corruption damage.
Kneel, Peasant!
Bloodstones
The bandit chief makes a power roll.
The bandit chief takes 5 corruption damage and increases the outcome of the power roll by one tier. This damage can't be reduced in any way.
End Effect
At the end of each of their turns, the bandit chief can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Supernatural Insight
The bandit chief ignores concealment if it's granted by a supernatural effect.
*Villain Actions
Each target makes a ranged free strike.
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¶
Giant Hawk
Talons
The hawk moves up to their speed.
Mounted Platform
Once per turn when the hawk moves, any creature riding the hawk can make a free strike during or after the movement.
Kingfissure Worm¶
Named for their infamous hunting technique, kingfissure worms terraform the earth as they move, building tunnels and crevasses to accommodate their enormous form. They then lie in wait deep underground. Seasoned adventurers know to be wary when traveling past even the smallest crack in the earth. For when a worm senses the vibrations of their prey above, they shoot their multiple serpentine tongues through the crevasses, dragging prey from the surface into their cavernous maw.
Intestine Inventory¶
The kingfissure worm eats indiscriminately, swallowing creatures, structures, and precious gems alike. The wealth inside a kingfissure worm would put any dragon's hoard to shame, though the worm cares nothing for treasure and knows nothing of the spoils lodged in their labyrinthine intestines. Few people have managed to claim the treasure lost to the inside of a kingfissure worm, but stories enough have spread to draw scavengers, bandits, and even armies to the corpses of recently slain worms, all hoping to come away with a king's ransom in spoils.
Home Renovators¶
Most worms build a den of tunnels and fissures, remaining in that lair for as long as the pickings on the surface are good and they aren't disturbed. When a kingfissure worm seeks a new home, they target areas with abundant food—occasionally leading to villagers waking up to find their surrounding lands have been terraformed overnight. Residents of such lands generally have two choices: pack up and leave or prepare for battle. If a worm is somehow defeated, all manner of creatures and communities try to lay claim to the worm's underground structures. These empty dens make wonderful war bunkers, isolated workshops, and even highly defensible villages.
Unstoppable Force¶
The kingfissure worm is a species determined to outrun, outlast, and out-eat every other living creature. Though the monster might be slowed by a display of great power, only death stops them. Once they have set their sights on their prey, they single-mindedly pursue it regardless of terrain or circumstance. The only thing that gives a kingfissure worm pause are attacks on their tongues, which are left vulnerable when they are dragging creatures to their impending doom.
Unclear Origins¶
Kingfissure worms have no identifiable sexual characteristics and are extremely territorial. If two kingfissure worms encounter each other, the result is always a cataclysmic duel that ends in one devouring the other. Because of this, most scholars theorize that these creatures reproduce asexually—and that when a kingfissure worm dies, their tongues detach and grow into full-fledged worms. While this has yet to be confirmed, juvenile kingfissure worms have been seen in the wild, most often spotted following animal herds or traveling communities, feeding off of stragglers, refuse, remains, and vermin.
Swallowed Survivors¶
Kingfissure worms never stop growing, and the oldest are truly immense, easily mistaken in the distance for a strangely mobile mountain range. Deep within the bowels of these behemoths, unusual biomes and oversized gut fauna may flourish. In fact, some people who have survived their trip down the gargantuan gullet of one of the great worms have been able to eke out a life—and even form thriving communities—safe inside the spacious lower abdomen of their living quarters.
Sensitive Giant¶
For all their might and vitality, kingfissure worms are primarily ambush hunters, and like any ambush hunter, they need delicate and precise senses to detect and target their prey when it approaches. As burrowing creatures, they have a finely tuned sense of touch able to detect even the most minute vibrations while in direct contact with earth and stone. This fills the role of their primary sense, and their rudimentary eyesight leaves them dreadfully nearsighted. In combination, their poor vision and reliance on ground-conducted vibrations means that they have almost no way of pinpointing flying creatures, and many species of birds find kingfissure worm territory exceptionally safe and free from predators.
Kingfissure Worm Malice (Malice Features)¶
Kingfissure Worm Malice
Aftershock
A creature deals damage to the kingfissure worm or one of their tongues.
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
Spontaneous Regeneration
Megaquake
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¶
Kingfissure Worm
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.
The kingfissure worm can take two turns each round. They can't take turns consecutively.
Multiple Tongues
The kingfissure worm has three tongues. Each tongue is a 5 x 1 line within 1 square of the kingfissure worm, has 35 Stamina and psychic immunity all, and can't be force moved. Each tongue enables the kingfissure worm to grab one size 3 or smaller creature or object. A tongue can be targeted by abilities only while it has a target grabbed.
Tongue Grab
Maw
The target is swallowed (see Swallowed).
Tongue Whip
Tearing Recoil
A tongue takes damage that doesn't reduce it to 0 Stamina.
The kingfissure worm deals 5 damage to the creature or object the tongue had grabbed, releases that creature or object, then pulls the damaged tongue back into their mouth.
Seismic King
The kingfissure worm has line of effect only within 3 squares However, they ignore concealment for creatures touching the ground and don't need line of effect to use abilities against those creatures.
Swallowed
A creature swallowed by the kingfissure worm is restrained and takes 1d6 acid damage at the start of every turn. If the worm takes 25 or more damage in a single round from swallowed creatures, they immediately regurgitate all creatures they have swallowed, who land prone in unoccupied spaces within 3 squares of the kingfissure worm.
Titanic Tunneler
The kingfissure worm can burrow through stone. When the worm burrows, they create a stable size 3 tunnel in the squares they move through.
Unstoppable Crawler
The kingfissure worm can't be frightened or knocked prone. While the worm is restrained or slowed, they take a −2 penalty to speed instead of suffering those conditions' usual effects on speed.
*Villain Actions
Each target must be on the ground.
The area becomes a 10-square-deep fissure in the earth. Each target makes an Agility test.
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).
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)¶
Kobold Malice
Maniple Tactics
Set the Initiative
Shield Wall
Kobold Princeps¶
Kobold Princeps
Hasta
One ally within 3 squares of the princeps shifts up to 2 squares.
Shield? Shield!
While adjacent to an ally who also has this trait, the princeps has stability 1, has cover, and grants cover to allies.
Kobold Sagittarion¶
Kobold Sagittarion
Composite Bow
While adjacent to any ally, the sagittarion gains an edge on this ability.
Shield? Shield!
While adjacent to an ally who also has this trait, the sagittarion has stability 1, has cover, and grants cover to allies.
Kobold Tiro¶
Kobold Tiro
Pugio
The target can't shift until the start of the tiro's next turn.
Shield? Shield!
While adjacent to an ally who also has this trait, the tiro has stability 1, has cover, and grants cover to allies.
Kobold Veles¶
Kobold Veles
Pilium
Until the start of the veles's next turn, the target can't make opportunity attacks against any kobold.
Shield? Shield!
While adjacent to an ally who also has this trait, the veles has stability 1, has cover, and grants cover to allies.
Kobold Adeptus¶
Kobold Adeptus
Shocking Bolt
While the target is adjacent to any enemy, the adeptus gains an edge on this ability. Each enemy adjacent to the target takes 2 lighting damage.
Arcane Telum
This ability ignores banes, double banes, and damage immunity.
Shield? Shield!
While adjacent to an ally who also has this trait, the adeptus has stability 1, has cover, and grants cover to allies.
Kobold Artifex¶
Kobold Artifex
Chain Hook
If this forced movement triggers a trap that uses a power roll, that roll has a double edge.
Activate Trap
The trap or terrain object instantly triggers.
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¶
Kobold Legionary
Gladius
Shield Bash
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¶
Kobold Signifer
Signum
Each target regains 5 Stamina.
Shield? Shield!
While adjacent to an ally who also has this trait, the signifer has stability 1, has cover, and grants cover to allies.
Upholding High Standards
Any ally who starts their turn within 5 squares of the signifer gains a +2 bonus to speed and a +2 damage bonus to strikes until the end of their turn. Additionally, if the signifer is killed, any kobold minion can enter their space during the same encounter to retrieve the signum battle standard they carry (no action required) and replace their stat block with the signifer stat block.
Kobold Venator¶
Kobold Venator
Dolabra and Net
Lost in the Crowd
While the venator is adjacent to any ally who is not hiding, the venator can attempt to hide as if they had concealment, even if observed.
Not What I Seem
The venator starts the encounter disguised as a minion. They have a double edge on their first main action of the encounter, after which they reveal themself.
Shield? Shield!
While adjacent to an ally who also has this trait, the venator has stability 1, has cover, and grants cover to allies.
Trained Gummy Brick¶
Trained Gummy Brick
Engulf
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.
You Didn't Pay Attention!
A creature moves or is force moved adjacent to the brick.
The brick uses Engulf against the triggering creature and has a double edge.
Translucent Brick
The brick completely occupies their space, blocking line of effect for enemies. The brick is hidden until they act.
Kobold Centurion¶
Kobold Centurion
Pilum
Each ally adjacent to a target can make a free strike against that target.
Concentrate All Fire on That Hero!
Until the start of the centurion's next turn, the centurion and their allies gain an edge on power rolls against the target.
Testudo!
A creature uses an ability that targets the centurion or an ally of the centurion within distance.
Each target shifts up to 2 squares before the damage is resolved. Each kobold with the Shield? Shield! trait gains damage immunity 2 against the triggering ability.
End Effect
At the end of each of their turns, the centurion can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
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
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.
The centurion uses Pilum against each target and has a double edge. Each target is then pushed up to 3 squares.
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¶
Shieldscale Drangolin
Fiery Claws
If the drangolin is size 3, the distance becomes Melee 2.
Drangolin Plume
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.
Ashen Cloud
Any ally adjacent to the drangolin has concealment.
Burrow Bond
When the drangolin burrows, each adjacent size 1S or smaller ally can move with them.
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)¶
Lightbender Malice
Silent Prowl
Duplicate
Everything the Light Touches
Lightbender¶
Lightbender
Flash Swipe
If this ability gains an edge or has a double edge, it deals an extra 4 damage.
Piercing Tails
While bleeding this way, the target takes a bane on tests to search for the lightbender while they are hidden.
Stalker's Afterimage
The lightbender takes damage from a strike.
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¶
Lightbender Pouncer
Pounce
The pouncer can make a free strike against each target they knock prone.
Sparkling Tail Whip
A dazzled target takes a bane on strikes and has line of effect only within 1 square.
Striking Afterimage
The pouncer takes damage from a strike.
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)¶
Lizardfolk Malice
Net Trap
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.
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
Flood the Shores
Lizardfolk Grunt¶
Lizardfolk Grunt
Snap and Toss
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¶
Lizardfolk Shellguard
Shield Smash
The target takes a bane on their next strike.
Reptilian Escape
While the shellguard has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.
Lizardfolk Tonguer¶
Lizardfolk Tonguer
Tonguelash
If the forced movement or the shift leaves the target adjacent to the tonguer, the target is also grabbed.
Reptilian Escape
While the tonguer has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.
Lizardfolk Bloodeye¶
Lizardfolk Bloodeye
Bola Knock
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¶
Lizardfolk Scaletooth
Razor Bite
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¶
Lizardfolk Skyterror
Glaive Rush
Poison Blow Dart
Glider
Whenever the skyterror moves 2 or more squares along the ground or falls 2 or more squares, they can fly until the end of their next turn.
Reptilian Escape
While the skyterror has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.
Lizardfolk Deathrex¶
Lizardfolk Deathrex
Ripper Spear
Trundle
The deathrex moves up to their speed. They can make a free strike against each creature who makes an opportunity attack against them during this movement.
Swat the Fly
A creature or object within distance moves or shifts away from the deathrex.
The deathrex slides the target up to 5 squares.
Rex Reptilian Escape
While the deathrex has a tail, whenever they are affected by an effect that can be ended by a saving throw or that ends at the end of their turn, they can lose their tail to immediately end that effect, then shift up to 2 squares.
*Villain Actions
Each target moves up to their speed and can make a free strike. Each target gains temporary Stamina equal to the damage they deal.
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.
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)¶
Manticore Malice
Uncanny Mimicry
Solo Action
Desperate Howl
Barrage of Barbs
Manticore¶
Manticore
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.
Agile Predator
Whenever the manticore deals damage to a creature, they don't provoke opportunity attacks from that creature during that turn.
Carnivorous Bite
If the target is frightened, this ability gains an edge.
Tail Spike
Harrying Claws
A creature within distance deals damage to the manticore.
The manticore shifts up to 5 squares into the air, then can use Tail Spike against the target.
*Villain Actions
The manticore shifts up to their speed, then can use Tail Spike against each enemy within distance of that ability.
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)¶
Medusa Malice
Weakening Glare
Solo Action
Ssstop and Lisssten
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
Medusa¶
Medusa
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.
Snake Bites
Damning Gaze
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.
Nimble Escape
The medusa shifts up to 3 squares and can attempt to hide even if observed.
A creature within distance deals damage to the medusa.
Cunning Edge
The medusa gains an edge on power rolls against any creature who is restrained or slowed by Petrify.
Many Peering Eyes
The medusa can't be flanked.
*Villain Actions
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.
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)¶
Minotaur Malice
Bull Rush
Cut the... Nonsense!
Bullseye
Minotaur¶
Minotaur
Flail and Blade
The minotaur shifts up to 3 squares.
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.
If this ability is used as part of the Charge main action, its potency increases by 1.
Retaliatory Strike
A creature within distance deals damage to the minotaur.
The minotaur uses the Charge main action and either Flail and Blade or Goring Horns against the target.
Minotaur Sense
The minotaur can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
Minotaur Sunderer¶
Minotaur Sunderer
Spiked Maul
Until the end of their next turn, the minotaur has damage immunity 2 and deals an extra 5 damage with strikes.
The target must be grabbed by the sunderer.
While bleeding this way, the target takes 1d6 damage at the start of each of their turns.
Retaliatory Strike
A creature within distance deals damage to the sunderer.
The sunderer uses the Charge main action and Spiked Maul against the target.
Minotaur Sense
The sunderer can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
Minotaur Bully¶
Minotaur Bully
Javelin and Bellow
Minotaur Sense
The bully can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
Minotaur Lackey¶
Minotaur Lackey
Horn Vault
A target who is force moved into an obstacle and has M < 3 is bleeding (save ends).
Minotaur Sense
The lackey can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
Minotaur Stampede¶
Minotaur Stampede
Bull Rush
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.
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)¶
Ogre Malice
Shockwave
Bully
Rampage
Ogre Goon¶
Ogre Goon
Club Swing
Any target who takes damage from this forced movement takes an extra 4 damage.
A target grabbed this way takes a bane on the Escape Grab maneuver.
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.
Swat the Fly
A creature or object within distance moves or shifts away from the goon.
The goon slides the target up to 5 squares.
Defiant Anger
While winded, the goon has damage immunity 2.
Ogre Juggernaut¶
Ogre Juggernaut
Pitchfork Catapult
Earth-Breaking Jump
The juggernaut jumps up to 6 squares before using this ability.
While a target is frightened this way, any ogre gains an edge on strikes against them.
The juggernaut takes damage.
The juggernaut moves up to their speed and can make a free strike.
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.
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¶
Cyclops
Wild Slam
The cyclops automatically treats their initial power roll as a 17. They can still roll to determine if they score a critical hit.
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¶
Ogre Blue Blood
Crush Underfoot
A target who is already prone takes an extra 4 damage.
In My Stead
Whenever the blue blood would make a free strike, an ally within 5 squares can make a free strike instead.
Royal Anger
The blue blood has damage immunity 2 while their squad has three or fewer minions in it.
Ogre Tantrum¶
Ogre Tantrum
Throw Fit
A creature or object used as a projectile is vertically pushed 8 (or 13 with a captain), ignoring stability.
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)¶
Olothec Malice
Solo Action
Writhing Envelopment
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
Olothec¶
Olothec
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.
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.
Devolving Tentacles
A slimed target takes 4 psychic damage whenever they make a power roll.
Slime Spew
Each creature pushed this way is pushed to an unoccupied space in the area as far as possible from the olothec.
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.
The target's head becomes a ball of slime. They can't communicate and have line of effect only within 3 squares.
The target's legs become pillars of ooze. They are slowed while on land and can automatically swim at full speed while moving.
The target's arms become gelatinous. They can't benefit from edges or double edges and can't gain or use surges.
Jaunt
The olothec teleports to an unoccupied space within 10 squares. Alternatively, they swap places with a creature or object within 5 squares of them.
Liquify
An enemy within distance deals damage to the olothec.
The target takes 8 psychic damage and has psychic weakness 3 until the end of the olothec's next turn.
Primordial Mind
The olothec can't be made frightened or taunted.
Slime Sense
A slimed or transformed creature can't have concealment from or be hidden from the olothec.
*Villain Actions
While frightened this way, a target can't make saving throws to end any other effects.
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.
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)¶
Orc Malice
Overwhelming March
Mohler Trench
Mohler Cavity
Mohler¶
Mohler
Earth Bump
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.
Seismic Sense
The mohler doesn't need line of effect to use abilities against creatures or objects touching the ground.
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¶
Orc Blitzer
Lugged Spear
A target who starts their next turn adjacent to three or more blitzers takes 3 damage.
Bloodfire Bur
If the blitzer is reduced to 0 Stamina, they can make a free strike before dying.
Orc Bloodspark¶
Orc Bloodspark
Explosive Mote
Bloodfire Bur
If the bloodspark is reduced to 0 Stamina, they can make a free strike before dying.
Orc Glorifier¶
Orc Glorifier
Call to Victory
Bloodfire Burn
If the glorifier is reduced to 0 Stamina, they can make a free strike before dying.
Orc Razor¶
Orc Razor
Boot and Blade
The razor gains an edge against any target affected by a condition.
Bloodfire Burn
If the razor is reduced to 0 Stamina, they can make a free strike before dying.
Orc Bloodrunner¶
Orc Bloodrunner
Shield Bash
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.
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.
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¶
Orc Chainlock
Hook and Chain
A hooked target can't move more than 3 squares away from the chainlock's position when this ability is used.
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.
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¶
Orc Eye of Grole
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.
Elemental Discharge
This ability deals cold, fire, or lightning damage.
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).
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¶
Orc Garotter
Dagger Feint
If this ability gains an edge or has a double edge, it deals an extra 4 damage.
Strangle
While grabbed this way, a target can't communicate or use magic abilities.
The garroter turns invisible until the end of their turn. This invisibility ends early if they take damage or use an ability.
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¶
Orc Godcaller
Power Chord
Cadenza
The target moves up to their speed and can use a main action.
Each target regains 15 Stamina and ignores difficult terrain until the end of the encounter.
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¶
Orc Juggernaut
Haymaker Greataxe
A target who is already prone takes an extra 6 damage.
The juggernaut takes damage.
The juggernaut moves up to their speed and can make a free strike.
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.
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¶
Orc Rampart
My Spear, My Foe
This ability has a double edge against any target who dealt damage to the rampart this round.
Castling
No.
A creature targets an ally adjacent to the rampart with an ability that doesn't also target the rampart.
The rampart becomes the target of the triggering ability instead.
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¶
Orc Terranova
Earth Pillar
Each target must be on the ground, and the ground in each target's space rises 1 square.
The area is difficult terrain.
Seismic Step
The terranova ignores difficult terrain. Additionally, they don't need line of effect to use abilities against creatures touching the ground.
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¶
Orc Warleader
Go.
The target moves up to their speed and can use a main action.
Mace Lariat
Each target moves up to their speed and can use the Grab maneuver, which gains an edge.
Courtesy Call
The target obtains a tier 1 outcome on one power roll.
The target has a double edge on their next power roll before the end of the encounter.
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.
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
Each target moves up to their speed. Each enemy adjacent to a target after this move makes an Intuition test.
The warleader shifts up to their speed, and four orc blitzers appear in unoccupied spaces within distance.
Three times in succession, the warleader shifts up to their speed and can use Mace Lariat.
Scyza¶
Scyza
Clawed Kick
The scyza roars, and if the target has I < 2, they are frightened (save ends).
Whiptail
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.
Brace and Break
The scyza or an ally riding the scyza is targeted by an ability.
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.
Terrible Beast
The scyza deals an extra 6 damage with abilities used against objects.
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)¶
Radenwight Malice
Trouser Cut
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.
This ability can't be used by a minion.
Rat Race
Rally the Rodents
Radenwight Mischiever¶
Radenwight Mischiever
Dagger Dance
If the mischiever is hidden when they use this ability, they can target two creatures.
Ready Rodent
An ally deals damage to the target.
The mischiever makes a free strike against the target.
Radenwight Redeye¶
Radenwight Redeye
Eyes-On-Me-Shot
One ally of the redeye within 2 squares of the target shifts up to 2 squares.
Ready Rodent
An ally deals damage to the target.
The redeye makes a free strike against the target.
Radenwight Scrapper¶
Radenwight Scrapper
Buckler Bash
Ready Rodent
An ally deals damage to the target.
The scrapper makes a free strike against the target.
Radenwight Swiftpaw¶
Radenwight Swiftpaw
Rapier Flunge
Ready Rodent
An ally deals damage to the target.
The swiftpaw makes a free strike against the target.
Radenwight Bruxer¶
Radenwight Bruxer
Lockjaw
A target grabbed this way takes 2 damage at the start of each of the bruxer's turns.
Ready Rodent
An ally deals damage to the target.
The bruxer makes a free strike against the target.
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¶
Radenwight Piper
Piercing Trill
The piper or one ally within distance regains Stamina equal to the damage dealt.
Vivace Vivace!
Each target who has used their Ready Rodent ability this round regains the use of their triggered action.
Ready Rodent
An ally deals damage to the target.
The piper makes a free strike against the target.
Musical Suggestion
At the end of the piper's turn, they can slide one adjacent creature up to 2 squares, ignoring stability.
Radenwight Ratcrobat¶
Radenwight Ratcrobat
En Garde
Over Here, Thanks
Ready Rodent
An ally deals damage to the target.
The ratcrobat makes a free strike against the target.
Gymratstics
The ratcrobat gains an edge on strikes against larger creatures.
Radenwight Maestro¶
Radenwight Maestro
Cacophony
Each ally within distance can use Ready Rodent as a free triggered action once before the end of the round.
Tempo Changer
A creature within distance deals damage to an ally or takes damage from an ally.
The maestro makes a free strike against the target.
End Effect
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
Each target can shift up to their speed or take the Defend action.
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.
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)¶
Rival Malice (Level 1+ Malice Features)
Work as One
We Just Do It Better
Check Out Our Loot
Calling the Shots
Coordinated Takedown
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¶
Rival Conduit
Thunder of Heavens
The conduit or one ally within distance regains Stamina equal to half the damage dealt.
Each target gains an edge on their next strike.
Stalwart Guardian
Strikes made against allies adjacent to the conduit take a bane.
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¶
Rival Elementalist
The Writhing Green
The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 2.
Jaws of the Void
The elementalist takes damage.
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¶
Rival Fury
Brutal Impact
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.
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¶
Rival Null
Nimble Step
Inertial Shield
The first time each round that the null is targeted by a damage-dealing strike, they halve the damage.
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¶
Rival Shadow
Swift Serration
Poison the Blade
Exploit Opening
The shadow deals an extra 5 damage to any bleeding target.
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¶
Rival Tactician
Dual Targeting Shot
Overwatch
An enemy within distance willingly moves.
At any point during the movement, the tactician makes a free strike against the target.
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¶
Rival Talent
Reverberating Blast
A creature deals damage to the talent.
The talent halves the damage and shifts up to 2 squares.
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¶
Rival Conduit
Raging Tempest
The conduit or one ally within distance regains Stamina equal to half the damage dealt.
Each target has a double edge on their next strike.
Stalwart Guardian
Strikes made against allies adjacent to the conduit take a bane.
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¶
Rival Elementalist
The Thriving Wilds
The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 3.
Fissures of Darkness
The elementalist takes damage.
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¶
Rival Fury
Thunderous Slam
Overpower
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.
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¶
Rival Null
Agile Stride
Inertial Shield
The first time each round that the null is targeted by a damage-dealing strike, they halve the damage.
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¶
Rival Shadow
Ambuscade
Poison the Blade
Exploit Opening
The shadow deals an extra 7 damage to any bleeding target.
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¶
Rival Tactician
Mark Targets
Take the Opening
An enemy within distance willingly moves.
At any point during the movement, the tactician and one ally within distance can each make a free strike against the target.
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¶
Rival Talent
Overwhelming Rend
A creature deals damage to the talent.
The talent halves the damage and shifts up to 2 squares.
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¶
Rival Conduit
Celestial Furor
The conduit or one ally within distance regains Stamina equal to half the damage dealt.
Each target has a double edge on their next strike.
Unwavering Defender
Damage dealt to any ally adjacent to the conduit is halved.
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¶
Rival Elementalist
Verdant Rains
One ally within distance ends one condition on themself.
The area is difficult terrain for enemies until the end of the encounter. Any enemy in the area has acid weakness 5.
Maw of the Abyss
The elementalist takes damage.
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¶
Rival Fury
Bonebreaker
Rout
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 that gains an edge against that creature or object.
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¶
Rival Null
Inertial Flow
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.
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¶
Rival Shadow
Assail and Serrate
Poison the Blade
Exploit Weakness
The shadow deals an extra 9 damage to any target affected by a condition.
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¶
Rival Tactician
Command From the Back
Quickshot
An enemy within distance willingly moves.
At any point during the movement, the tactician uses a signature ability against the target.
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¶
Rival Talent
Control Synapses
A creature deals damage to the talent.
The talent halves the damage and shifts up to 2 squares. The triggering creature takes psychic damage equal to half the damage dealt.
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¶
Rival Conduit
Sunder the Very Skies
The conduit or one ally within distance regains Stamina equal to half the damage dealt.
Unwavering Defender
Damage dealt to any ally adjacent to the conduit is halved.
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¶
Rival Elementalist
Viridescent Storm
One ally within distance ends all conditions on themself.
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).
Breach of Nihility
The elementalist takes damage.
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¶
Rival Fury
Seismic Crush
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.
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¶
Rival Null
Kinetic Danse
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.
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¶
Rival Shadow
A Hush of Ash
Envenomed Steel
Exploit Weakness
The shadow deals an extra 10 damage to any target affected by a condition.
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¶
Rival Tactician
Forward Assault
Each ally in the area regains 10 Stamina.
Battlefield Control
An enemy within distance willingly moves.
At any point during the movement, the tactician and one ally within distance can use a signature ability against the target.
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¶
Rival Talent
Override
One ally within distance can use an additional main action on their next turn.
A creature deals damage to the talent.
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)¶
Shambling Mound Malice
Poisoned Vines
Frenzy Lash
Solo Action
Leeching Wilds
Shambling Mound¶
Shambling Mound
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.
The shambling mound can take two turns each round. They can't take turns consecutively.
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.
Vine Lash
Seismic Slam
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.
Leech
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.
Tether Down
A creature within distance willingly moves.
False Appearance
While the shambling mound remains motionless, they are indistinguishable from ordinary vegetation.
Frothing Flora
The area within 6 squares of the shambling mound is difficult terrain.
*Villain Actions
The shambling mound uses Engulf against each target without spending Malice.
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)¶
Time Raider Malice
Gravity Well
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
Psi-Cage
Time Raider Archon¶
Time Raider Archon
Brutal Flail
Foresight
The archon doesn't take a bane on strikes against creatures with concealment.
Time Raider Myriad¶
Time Raider Myriad
Fifth Fist
Foresight
The myriad doesn't take a bane on strikes against creatures with concealment.
Time Raider Armiger¶
Time Raider Armiger
Serrated Saber
Shared Sickness
A creature deals damage to any ally of the armiger who the armiger has line of effect to.
Foresight
The armiger doesn't take a bane on strikes against creatures with concealment.
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¶
Time Raider Cannonfall
Sunderbuss
A layer of ground beneath the area that is 1 square deep is destroyed.
A creature damages the cannonfall with a ranged or area ability.
The damage is halved for the cannonfall and each target also affected by the triggering ability.
Foresight Squared
The cannonfall doesn't take a bane on strikes against creatures with concealment or cover.
Time Raider Helix¶
Time Raider Helix
Blaster Volley
Kinetic Lane
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.
Foresight
The helix doesn't take a bane on strikes against creatures with concealment.
Time Raider Hijack¶
Time Raider Hijack
Golden Sickles
The hijack is hidden from any creature who is bleeding from this ability until that condition ends.
Psi-Sickle
Foresight
The hijack doesn't take a bane on strikes against creatures with concealment.
Time Raider Mind Punk¶
Time Raider Mind Punk
Repelling Psihander
Foresight
The mind punk doesn't take a bane on strikes against creatures with concealment.
Time Raider Nemesis¶
Time Raider Nemesis
Golden Scythe
This ability can target creatures on parallel planes of existence and pull them onto the nemesis's plane.
Any creature slowed this way takes 2 damage for each square they move or are force moved until that condition ends.
Foresight
The nemesis doesn't take a bane on strikes against creatures with concealment.
Time Raider Vertex¶
Time Raider Vertex
Psionic Slam
Any power roll made against the target gains an edge until the start of the vertex's next turn.
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.
Invigorated March
Each target shifts up to half their speed.
Foresight
The vertex doesn't take a bane on strikes against creatures with concealment.
Time Raider Tyrannis¶
Time Raider Tyrannis
Gatling Blaster
Each target takes a −2 penalty to speed until the start of the tyrannis's next turn.
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.
Precog Reflexes
A creature within distance makes a strike against the tyrannis.
The strike takes a bane. After the strike resolves, the tyrannis can make a free strike against the target.
End Effect
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.
Foresight
The tyrannis doesn't take a bane on strikes against creatures with concealment.
*Villain Actions
Each target gains 15 temporary Stamina, and has their speed doubled until the end of their next turn.
Each target can end one effect on them or can move up to their speed.
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)¶
Troll Malice
Foul Spew
Emergency Meal
Bloody Banquet
Troll Limbjumble¶
Troll Limbjumble
Troll Whelp¶
Troll Whelp
Jaws and Claws
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¶
Troll Butcher
Savoring Bite
Rotten Scraps
Each troll in the area ignores the damage and instead regains 3 Stamina.
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.
Acquired Taste
A creature within distance deals damage to the butcher with an ability that gains an edge, has a double edge, or uses a surge.
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.
Bloody Feast
Each ally within 5 squares of the butcher gains an edge on power rolls against any enemy affected by a condition.
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¶
Troll Glutton
Voracious Mastication
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.
Food Frenzy
Until the start of their next turn, the glutton has a double edge on strikes, and strikes made against them gain an edge.
The glutton is reduced to 0 Stamina but doesn't die.
The glutton uses Voracious Mastication against an adjacent creature.
Insatiable Appetite
Once per turn, the glutton can use the Charge main action as a free maneuver if they target a winded creature.
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¶
Troll Crack Trooper
Charging Chomp
Group Appetite
The crack trooper dies only if their squad's Stamina pool is reduced to 0 Stamina by acid or fire damage, if they end their turn with 0 Stamina in their squad's Stamina pool, or if they take acid or fire damage while their squad's Stamina pool is at 0 Stamina.
Troll Ravager¶
Troll Ravager
Dine and Dash
Group Appetite
The ravager dies only if their squad's Stamina pool is reduced to 0 Stamina by acid or fire damage, if they end their turn with 0 Stamina in their squad's Stamina pool, or if they take acid or fire damage while their squad's Stamina pool is at 0 Stamina.
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)¶
Undead Malice (Level 1+ Malice Features)
Ravenous Horde
Paranormal Fling
The Grasping, the Hungry
While restrained this way, a creature takes 1d6 damage at the start of each of their turns.
Dread March
Crawling Claw¶
Crawling Claw
Fingernails
The crawling claw shifts up to a number of squares equal to the damage dealt.
Disorganized
Allies can't flank with the crawling claw.
Decrepit Skeleton¶
Decrepit Skeleton
Bone Bow
The decrepit skeleton chooses one other target within distance, who takes 1 damage.
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¶
Rotting Zombie
Rotting Fist
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¶
Shade
Life Drain
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¶
Ghoul
Razor Claws
Leap
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.
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.
Hunger
When the ghoul uses the Charge main action, they gain a +2 bonus to speed until the end of their turn.
Skeleton¶
Skeleton
Bone Shards
Until the start of the skeleton's next turn, the target takes 2 damage the first time they willingly move on their turn.
Each target takes a bane on their next strike.
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¶
Specter
Decaying Touch
Hidden Movement
The specter turns invisible, moves up to their speed, and is visible again.
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¶
Soulwight
Soulstealer Longsword
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.
The target regains 10 Stamina. The soulwight can't use this maneuver again until after they strike a creature with their Soulstealer Longsword.
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¶
Umbral Stalker
Chilling Grasp
Until the end of the stalker's next turn, the area provides concealment, and blocks line of effect for enemies.
The umbral stalker teleports to an unoccupied space in an area of concealment within 10 squares.
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¶
Zombie
Clobber and Clutch
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.
The zombie falls prone, expelling a wave of rot and dust.
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¶
Ghost
Heat Death
The next strike made against the target gains an edge.
Haunt
The target shifts up to their speed.
A creature within distance targets the ghost with a strike.
The ghost halves the damage from the strike and the target takes 2 sonic damage.
Phantom Flow
Each undead with a Phasing trait within 10 squares of the ghost can't be made slowed or weakened.
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
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.
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)¶
Undead Malice (Level 4+ Malice Features)
Prior Malice Features
Blood Hunger
Fleshflayed Shambler Zombie¶
Fleshflayed Shambler Zombie
Bone Carvers
If this ability gains an edge or has a double edge, the target is bleeding (save ends).
Fleshfused Spines
Any adjacent enemy who grabs the fleshflayed shambler or uses melee ability against them takes 2 damage.
Ghoul Craver¶
Ghoul Craver
Taste
This ability has a double edge against a bleeding target.
Ever So Hungry
Any enemy adjacent to three or more ghoul cravers can't shift.
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¶
Hollowbone Launcher
Hollowbone Slug
Each creature adjacent to the target takes 2 damage.
Brittle Revenge
The hollowbone launcher explodes when they are reduced to 0 Stamina, dealing 2 damage to each adjacent creature.
Flesh Mournling¶
Flesh Mournling
Multiarm Strike
The target can't shift until the end of their next turn.
Horrid Wail
A target who is still frightened this way at the end of the encounter can't take a respite activity during their next respite.
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.
Immutable Form
The mournling's shape can't be changed by any external effect.
Giant Zombie¶
Giant Zombie
Rotten Smash
The creatures or objects are smashed together using Rotten Smash, which has a double edge.
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.
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
Accursed Bindings
The next ability the mummy uses against the target has any potency increased by 1 for the target.
The mummy comes within distance of a restrained creature or starts their turn within distance of one.
The target takes 8 poison damage.
Vampire Spawn¶
Vampire Spawn
Exsanguinating Bite
The vampire spawn regains Stamina equal to any corruption damage dealt.
Vampiric Celerity
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.
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¶
Wraith
Chilling Gravetouch
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.
Hidden Movement
The wraith turns invisible, moves up to their speed, and is visible again.
An enemy within distance regains Stamina.
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 Lord
Accursed Slam
While frightened this way, a target takes 4 psychic damage whenever they use a move action.
The mummy lord is made winded for the first time in the encounter.
One mummy or four ghoul cravers appear within distance.
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
Each target takes a bane on their next strike.
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.
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)¶
Undead Malice (Level 7+ Malice Features)
Blood-Starved Vampire¶
Blood-Starved Vampire
Feeding Frenzy
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¶
Faded Echo Spirit
Hollow Grasp
This weakened condition ends if an affected target ends their turn with no spirit within 5 squares of them.
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 Rotwrap
Dirt Mournling¶
Dirt Mournling
Mudslide
A 3-cube area of ground centered on the target is difficult terrain for enemies.
A target frightened this way is frightened of all undead. This effect ends early if the mournling is destroyed.
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.
Immutable Form
The mournling's shape can't be changed by any external effect.
Rupture
Whenever the mournling uses the Dig maneuver to breach the surface, they make a free strike against each adjacent enemy.
Haunt¶
Haunt
Lash Out
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.
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¶
Koptourok
Choking Grasp
A creature grabbed this way is suffocating. The koptourok can have up to two creatures grabbed at once.
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¶
Waxen
Wax Fling
If a target made slowed this way is already slowed, they are instead restrained (save ends).
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.
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¶
Vampire
Exsanguinating Bite
The vampire regains Stamina equal to any corruption damage dealt.
A creature makes a strike against the vampire.
The target becomes the new target of the strike.
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¶
Vampire Lord
Crimson Embrace
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.
Two blood-starved vampires appear in unoccupied spaces within distance.
A creature makes a strike against the vampire.
The target becomes the new target of the strike.
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
Each target who has P < 4 is now bleeding (save ends).
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.
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.
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)¶
Undead Malice (Level 10 Malice Features)
Prior Malice Features
Death Tax
A target who has fewer Recoveries than they would lose is also weakened (save ends).
This ability can't be used by a minion.
Giant Shambler Zombie¶
Giant Shambler Zombie
Rotten Kick
Meat Shield
Each ally adjacent to the shambler has damage immunity 3.
Skeleton Knight¶
Skeleton Knight
Four Swords Swing
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.
More Swings
Whenever the knight makes a free strike, they can make two free strikes instead.
Wraith Skulker¶
Wraith Skulker
Draining Rake
The wraith turns invisible until the start of their next turn.
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¶
Bonecage
Ribcage Chomp
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.
The bonecage can put up to two 90-degree bends in each of the lines. Each target makes an Agility test.
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¶
Lithgekh
Heartstopper
A creature frightened this way takes a bane on any ability that targets undead.
A creature within distance uses a magic ability.
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)¶
Rhodar's Malice
Slip
Solo Action
Suffocating Dark
The Mirror Lies
Count Rhodar von Glauer¶
Count Rhodar von Glauer
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.
Rhodar can take two turns each round. He can't take turns consecutively.
Grave Ward
Rhodar has damage immunity 5. If he takes holy damage, he loses this immunity until the end of the round.
Thin the Blood
Each enemy within 10 squares of Rhodar takes a -2 penalty to saving throws.
Spear of the Damned
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.
Disarming Glare
Each target makes an Intuition test.
While a target is frightened this way, Rhodar ignores banes and double banes on abilities used against them.
Vermilion Fangs
Rhodar regains Stamina equal to half the damage dealt.
Sanguineous Flourish
Vengeance of Rhöl
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).
A creature within distance makes a strike against Rhodar.
A target who has I < 5 is frightened. This effect ends if the target is 11 or more squares from Rhodar.
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
While a creature is blood soaked, Rhodar has a double edge on abilities used against them.
Each target makes a Presence test.
Rhodar teleports to an unoccupied space in the area. If he has lost the damage immunity from his Grave Ward trait, he regains it.
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)¶
Lich Malice
Soul Sip
Solo Action
Spirit Shell
Cloud of Deceit
Lich¶
Lich
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.
The lich can take two turns each round. They can't take turns consecutively.
Conflagration
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.
Hopeless Place
Pain Unending
A target who has M < 4 is wracked with pain (save ends). A creature wracked with pain has a double bane on abilities.
Necrotic Form
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.
The lich is targeted using an ability by a creature other than the target.
If the target has P < 4, they swap places with the lich to become the new target of the triggering ability.
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.
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.
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
Each target makes an Agility test.
The lich deals an additional 10 corruption damage to each creature restrained this way.
A target can't use heroic abilities until the start of the lich's next turn.
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)¶
Valok Malice
Repeater
I Was Not Commanded to Wait
Rapid Logic Overdrive
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¶
Multivok Bodyguard
Gatling Bolt Gun
Valiar Axe
The bodyguard has a double edge on this ability if it was previously used against the same target in this encounter.
Magnetic Pull
This ability targets only metal-clad enemies and metal objects of size 3 or smaller.
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
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.
The bodyguard becomes the triggering ability's target instead.
Multivok Maintenance
At the start of the bodyguard's turn, each servok within 2 squares of them regains 15 Stamina.
Crafted to Perfection
The bodyguard's shape can't be changed by any external effect.
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¶
Multivok Chief
Pneumatic Punch
Targeting Beam
This damage can't be reduced in any way. While a target is slowed this way, any strike against them has a double edge.
Chief's Command
The target shifts up to their speed and can use a main action.
Quick Shield
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.
Multivok Maintenance
At the start of the chief's turn, each servok within 2 squares of them regains 15 Stamina.
Crafted to Perfection
The chief's shape can't be changed by any external effect.
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¶
Servok Builder
Wrecking Ball
Each target must make either an Agility test or an Intuition test.
Construction Arm
Lay the Foundation
The area is covered in wet concrete and is difficult terrain. An enemy who starts their turn in the concrete makes a Might test.
Build Wall
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.
Sputter
A creature or object within distance deals damage to the builder.
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.
Servok Siege Machine
The builder ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
Crafted to Perfection
The builder's shape can't be changed by any external effect.
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¶
Servok Miner
Drill Press
In suitably soft ground, a target restrained this way is etrenched in a 1-square-deep hole.
Unload Rocks
Each target makes an Agility test.
The area is difficult terrain.
Break Ground
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.
The miner is targeted by a strike.
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.
Valiar Tunneler
The miner can burrow through stone and metal. When the miner burrows, they create a stable size 2 tunnel in their wake.
Servok Siege Machine
The miner ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
Crafted to Perfection
The miner's shape can't be changed by any external effect.
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¶
Servok War Engine
Blade Rake
Prismacore Cannon
This damage can't be reduced in any way. This ability can't be used again until the start of the next round.
Destructive Rollout
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.
Burning Oil
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.
Quick Blast
The target deals damage to the war engine.
This damage can't be reduced in any way.
Servok Siege Machine
The war engine ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
Crafted to Perfection
The war engine's shape can't be changed by any external effect.
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)¶
Voiceless Talker Malice
Guise
Memory Thief
This ability can't be used by a minion.
Evolutionary Circuit
Mindkiller Whelp¶
Mindkiller Whelp
Eager Claws
Feast
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¶
Voiceless Talker Graywarper
Phase Chant
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¶
Hulking Brain
Four-Way Grasp
The hulking brain can have up to four size 1 creatures grabbed.
Cerebral Suplex
Lumber
The hulking brain shifts up to 4 squares, ignoring difficu terrain.
Brawny Buffe
An ally voiceless talker within 5 squares takes damage from an enemy ability.
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.
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¶
Mindkiller
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.
Killer Claws
Concealing Strike
Mindwipe
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
The mindkiller takes damage.
The mindkiller halves the damage. If the mindkiller has a creature grabbed, that creature takes the other half of the damage.
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.
Nimble
The mindkiller can move through enemies' spaces at their usual speed.
Voiceless Talker Artillerist¶
Voiceless Talker Artillerist
Psionic Rifle Burst
The strike's spread is the distance it expands from a target to nearby enemies. Each enemy within that distance takes 3 damage.
Mind Jolt
In Our Sights
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.
The artillerist takes damage.
The artillerist can teleport up to 5 squares and ignores any effects associated with the damage.
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.
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¶
Voiceless Talker Invader
Tentacle
Psionic Boom
Tentacle Toss
The target must be grabbed by the invader.
Brain Drain
The potency increases by 2.
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¶
Voiceless Talker Evolutionist
Psionic Intrusion
Carpe Quadratum
The evolutionist teleports to swap places with the target.
Adaptability
The evolutionist takes damage that has a damage type.
Until the start of their next turn, the evolutionist has damage immunity 5 to the triggering damage type.
End Effect
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.
Witness Evolutionary Superiority
The evolutionist has any trait of the Director's choice from any ally minion in the encounter.
*Villain Actions
Each target makes an Intuition test.
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)¶
Lord Syuul's Malice
Guise
Do It for Me
Solo Action
Overpower
Lord Syuul¶
Lord Syuul
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.
Lord Syuul can take two turns each round. He can't take turns consecutively.
Tentacle Grab
Dampening Grenade
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.
Mind Blown
If this action reduces the target to 0 Stamina and they have a brain, their brain explodes, instantly killing them.
You Come With Me
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
Lord Syuul takes damage that has a damage type.
Until the start of his next turn, Lord Syuul gains immunity 5 to the triggering damage type.
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
Each target makes an Intuition test.
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.
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)¶
War Dog Malice (Level 1+ Malice Features)
Reconstitute
Fire for Effect
Each target makes an Agility test. The same condition is imposed on each affected target.
Fodder Run
War Dog Commando¶
War Dog Commando
Daggers
After using this ability, the commando can attempt to hide even if observed.
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¶
War Dog Conscript
Blade
If used with the Charge main action, this ability gains an edge.
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¶
War Dog Sharpshooter
Bolt Launcher
This ability ignores cover and concealment.
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¶
War Dog Tetherite
Banded Dagger
Tethered
A captain attached to a tetherite squad has their stability increased by the number of tetherites within 2 squares of them.
Loyalty Collar
When the tetherite is reduced to 0 Stamina, their loyalty collar explodes, dealing 1d3 damage to each adjacent enemy and object.
War Dog Amalgamite¶
War Dog Amalgamite
Several Arms
The amalgamite can have up to four targets grabbed at once.
Posthumous Promotion
If the target has a loyalty collar, they are reduced to 0 Stamina.
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¶
War Dog Crucibite
Flamebelcher
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.
Posthumous Promotion
If the target has a loyalty collar, they are reduced to 0 Stamina.
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¶
War Dog Eviscerite
Chainsaw Whip
Posthumous Promotion
If the target has a loyalty collar, they are reduced to 0 Stamina.
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¶
War Dog Neuronite
Synlirii Grafts
Posthumous Promotion
If the target has a loyalty collar, they are reduced to 0 Stamina.
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.
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¶
War Dog Pestilite
Plaguecaster
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.
Posthumous Promotion
If the target has a loyalty collar, they are reduced to 0 Stamina.
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¶
War Dog Phosphorite
Caustic Detonator
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.
A creature adjacent to the target can attempt an Agility test as a maneuver to remove the detonator.
Posthumous Promotion
If the target has a loyalty collar, they are reduced to 0 Stamina.
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¶
War Dog Subcommander
Command Saber
One ally within 5 squares of the subcommander can make a free strike against the target.
Posthumous Promotion
If the target has a loyalty collar, they are reduced to 0 Stamina.
The Iron Saint Does Not Recognize Retreat
Each ally within 5 squares of the subcommander gains a +3 bonus to stability.
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¶
War Dog Teletalite
Corrupted Ash Daggers
The teletalite gains an edge on this ability if any ally is adjacent to the target.
Posthumous Promotion
If the target has a loyalty collar, they are reduced to 0 Stamina.
The teletalite can teleport up to 5 squares and gains an edge on strikes until the end of their turn.
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¶
War Dog Ground Commander
Conditioning Spear
One ally within 10 squares of the ground commander can make a free strike.
Highest Posthumous Promotion
Any target who has a loyalty collar is reduced to 0 Stamina.
Final Orders
The target takes damage, is forced moved, or is reduced to 0 Stamina.
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.
End Effect
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.
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
Each target can make a ranged free strike, then immediately use the Charge main action.
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).
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)¶
War Dog Malice (Level 4+ Malice Features)
Prior Malice Features
Loyalty Unto Death
War Dog Sparkslinger¶
War Dog Sparkslinger
Galvanic Arc
The lightning's spread is the distance it arcs from a target to nearby enemies. Each enemy within that distance takes 2 lightning damage.
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¶
War Dog Sweeper
Shrikegun Shot
Any target within 2 squares of the sweeper takes an extra 3 damage.
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¶
War Dog War Frog
Poisoned Dagger
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.
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¶
War Dog Arachnite
Longarm Shrikegun
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.
Web Vial
The area is difficult terrain until the end of the encounter.
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.
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¶
War Dog Doomthief
Ripper Shrikegun
The doomthief can't willingly move on the same turn they use this ability.
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.
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.
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¶
War Dog Equivite
Fuse-Iron Lance
This ability gains an edge while charging.
Blazing Charge
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.
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¶
War Dog Hypokrite
Needle-Knife
This ability deals an extra 6 damage if the hypokrite is hidden or disguised.
The hypokrite takes damage.
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.
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¶
War Dog Mischievite
Fuse-Iron Knives
A dazzled target takes a bane on strikes and has line of effect only within 1 square.
Misdirection
The mischievite swaps positions with the target. An ally targeted by this ability can make a free strike before or after being swapped.
Crafty
The mischievite doesn't provoke opportunity attacks by moving.
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¶
War Dog Thanatite
Snaking Entrails
The target dies and the thanatite makes one power roll against each enemy within 2 squares of the target.
Wall of Flesh
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¶
War Dog Tormentite
Mark of Agony
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.
The tormentite regains 2 Stamina for each creature targeted by this ability.
Persistent Pain
From the start of the encounter, the tormentite takes 1 damage at the start of each of their turns.
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¶
War Dog War Doc
Syringe Crossbow
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.
Posthumous Promotion
If the target has a loyalty collar, they are reduced to 0 Stamina.
One ally within distance dies.
Each ally adjacent to the dead ally deals an extra 6 damage on their next strike.
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¶
War Dog Tetrarch
Houndblade
A creature taunted this way takes a bane on strikes.
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.
Sneering Disregard
A creature within distance who is not taunted by the tetrarch targets the tetrarch with a power roll.
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).
End Effect
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
The tetrarch can jump up to 7 squares before using this ability.
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.
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)¶
War Dog Malice (Level 7+ Malice Features)
Prior Malice Features
Alchemical Cloud
War Dog Draconite¶
War Dog Draconite
Greatsword and Roar
If this damage leaves the target winded, they are frightened of the draconite until the end of the target's next turn.
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¶
War Dog Saboteur
Fuse-Iron Bomb
The space the target occupies fills with dark smoke and blocks line of effect until the start of the saboteur's next turn.
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¶
War Dog Shriketroop
Canis Shrikegun
The target must move their speed in a straight line away from the shriketroop.
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¶
War Dog Aerocite
Dive Bomb
The area is difficult terrain.
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.
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¶
War Dog Ballistite
Biokinetic Ballista
Any target pushed into an obstacle is knocked prone, and if they have M < 3 they are restrained (save ends).
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.
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.
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¶
War Dog Blackcap
Flesh-Eater Knife
The blackcap can teleport up to their speed before using this ability, creating an ash clone (see below) in their original square.
Ashes to Ashes
Each target makes a free strike.
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.
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¶
War Dog Breaker
Pile Bunker Gauntlet
Surging Power
Until the start of their next turn, the breaker has a double edge on abilities and is automatically affected by all potency effect.
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.
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¶
War Dog Firestarter
Twin Flamebelchers
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.
Enflame
This ability targets each enemy within 2 squares of any seared creature within distance.
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¶
War Dog Geomancer
Earthwave
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.
Siegeworks
The geomancer raises a wall of stone set with viewing gaps. Creatures have line of effect through the wall while adjacent to it.
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.
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¶
War Dog Iron Priest
Houndcannon
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.
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.
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¶
War Dog Prismite
Grasping Tonguetacles
Hard Light Field
Until the start of the prismite's next turn, each target has cover and gains a +2 bonus to stability.
An enemy within distance uses a melee ability against an ally.
The target is pulled up to 5 squares toward the prismite and any damage from the triggering ability is halved.
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¶
War Dog Taxiarch
Stunning Surge
The spread is the distance the charge arcs from a target to nearby enemies. Each enemy within spread takes 5 lightning damage.
Each target shifts up to their speed and can make a free strike that deals an extra 5 lightning damage.
Thunderstruck
An enemy within distance deals damage to the taxiarch.
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.
End Effect
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
Each target shifts up to their speed, then can make a free strike or use a maneuver.
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)¶
War Dog Malice (Level 10+ Malice Features)
Prior Malice Features
Cry Havoc
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.
This ability can't be used by a minion.
War Dog Blood Jumper¶
War Dog Blood Jumper
Jumplance
Drop Troop
If the jumper doesn't end their turn on the ground, they fall prone.
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¶
War Dog Hunter-Killer
Fuse-Iron Rocket
Each enemy adjacent to the target before the forced movement takes 5 fire damage.
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¶
War Dog Socialite
Call to Self-Sabotage
The target takes an extra 5 damage for each surge they have.
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¶
Castellan Hoplon
Inspiring Strike
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.
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.
Until the start of Hoplon's next turn, any enemy ability that includes him as a target takes a bane.
Timely Intervention
An enemy within 10 squares targets an ally with an ability.
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.
Hold the Line
Each ally within 3 squares of Hoplon has cover and damage immunity 2.
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¶
Iron Champion Doru
Houndaxe
The damage from this ability can't be reduced in any way.
This ability deals an extra 5 damage for each winded target in the area.
Hunting Leap
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.
Laugh It Off
An enemy makes a strike against Doru.
The triggering strike takes a bane and Doru gains an edge on his next power roll.
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.
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.
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¶
Logostician Vesper
Portal to the Firing Line
This ability targets only non-prone creatures.
A target creature can choose to drop prone, in which case the ability takes a bane against them.
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.
Portal to the Void
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.
Portal to the Sky
The target moves within distance of Vesper.
The target is dropped through a portal, which teleports them up to 7 squares above a space within 15 squares.
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.
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¶
Soulbinder Psyche
Soulbind
A soulbound creature can't benefit from edges or double edges, and can't gain or use surges.
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.
Command the Awakened
Each target takes 5 damage from a self-inflicted wound, and if they have M < 4 Psyche slides them up to 5 squares.
Spirit Form
An enemy moves within 2 squares of Psyche.
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.
Vengeance for the Slain
The target loses all their surges and takes 5 corruption damage.
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.
Immortal Flare
The target takes 10 psychic damage.
Strategos Alkestis¶
Strategos Alkestis
Houndgun and Houndblade
Each target loses 1d3 Recoveries.
Focus Fire
Until the start of Alkestis's next turn, any effect that reduces the damage taken by the target has no effect.
An ally is reduced to 0 Stamina within 10 squares of Alkestis.
The area is difficult terrain until the start of the next round.
End Effect
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.
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
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.
For each war dog reduced to 0 Stamina in the encounter, a war dog shriketrooper appears in an unoccupied space within distance.
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)¶
Werewolf Malice
Blood In Their Eyes
Solo Action
Moonfall
Werewolf¶
Werewolf
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.
The werewolf can take two turns each round. They can't take turns consecutively.
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.
Shapeshifter
The werewolf enters combat in their hybrid humanoid form. Their shape can't be changed by any external effect.
Vukenstep
The werewolf ignores difficult terrain.
Accursed Bite
Ripping Claws
Berserker Slash
The werewolf shifts up to their speed before using this ability.
Wall Leap
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.
Facepalm and Head Slam
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.
The target is knocked prone and takes 5 damage before the triggered action is resolved.
*Villain Actions
Each target makes an Intuition test.
Any enemy in the encounter who has 1 or more rage gains 4 rage and howls along with the werewolf.
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.
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)¶
Wyvern Malice
Simmering Anger
Boiling Fury
Overflowing Rage
Wyvern Lurker¶
Wyvern Lurker
Agonizing Stinger
Acidic Anguish
A target weakened this way takes 1d4 acid damage at the start of each of their turns.
Swooping Torment
Retaliatory Dive
A creature within distance deals damage to the lurker with a ranged ability.
The lurker flies adjacent to the target and can make a free strike against them.
Ruthless Rage
While within 10 squares of another wyvern, the lurker deals an extra 3 damage with strikes.
Tenacious Hunter
Any creature affected by a condition imposed by a wyvern can't be hidden from the lurker.
Wyvern Predator¶
Wyvern Predator
Sedating Stinger
If a target slowed this way is already slowed, they are instead restrained (save ends).
Tail Sweep
Grasping Jaws
Deterring Sting
A creature within distance deals damage to the predator with a melee ability.
The predator uses Sedating Stinger against the target, then shifts up to 3 squares.
Stubborn Rage
While winded or within 10 squares of another wyvern, the predator can't be made dazed or frightened.
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¶
Xorannox the Tyract
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.
Xorannox can take two turns each round. He can't take turns consecutively.
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.
Toothful Thrashing
Grav Spike
Xorannox shifts up to his speed before or after using this ability.
Optical Collusion
Xorannox commands all his eyestalks to move up to their speed.
Shutout
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.
Cower!
A creature within distance deals damage to Xorannox.
If the target has I < 3 they are frightened (save ends)
Above It All
Xorannox can't be made frightened or knocked prone, and he can't be flanked.
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
Xorannox recreates any destroyed eyestalks, which return in unoccupied spaces on the encounter map with full Stamina.
Xorannox directs each of his eyestalks to use a signature ability against any target.
Compulsion Eye¶
Compulsion Eye
Compulsion Beam
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.
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¶
Demolition
Explosion
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¶
Mover Eye
Telekinetic Beam
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¶
Necrotic Eye
Necro Beam
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¶
Toxic Eye
Toxic Vapors
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¶
Zapper Eye
Lightning Beam
Each target loses all their surges.
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.