Retainers¶
A retainer is a type of NPC follower who fights alongside the heroes. Retainer creatures can gain levels just as heroes do, so their battlefield contributions remain relevant as the heroes grow in status and power. A lowly level 1 goblin guide can advance up to level 10 if they adventure with a heroic party for long enough!
The stat blocks in this chapter have the Retainer type next to their level and role. For example, a goblin guide is a level 1 harrier retainer. Some retainers, such as the human warrior or the time raider mind healer, are members of playable ancestries. Others, such as the minotaur gorer, are more monstrous in nature. Additionally, the rules in this chapter allow for the creation of new retainers using nearly any monster as a base creature.
A retainer is a follower of a specific hero. This hero is called the retainer's mentor, and their player controls that retainer in battle. Each player can control only one retainer at a time. If a hero ever acquires more than one retainer, all but one of those are considered to be working at the party's stronghold or performing some function at the periphery of any battle, not contributing meaningfully to its outcome.
Sidekicks, Not Stars¶
Retainers are useful allies, but the heroes are always the stars of the show! Retainers are simply there to pitch in and make the heroes look good.
Retainers are simpler to run than heroes. They have fewer abilities and fewer resources to manage. Usually, a retainer makes one power roll per turn and then gets out of the way. But while a retainer's turn is quick, it can be tactically interesting! Besides dealing damage, a retainer's abilities often benefit their mentor or allow the mentor to do interesting things.
Because a retainer acts on their mentor's turn, they allow the heroes' side of an encounter to have two characters act in sequence without having to use any special abilities, providing a significant tactical advantage.
Gaining Retainers¶
In many cases, heroes gain retainers as they acquire character features. For instance, a hero might gain a retainer from a title, a complication, or some other element of the game. When a player earns Renown, they might be able to choose a retainer as a new follower.
At other times, the events of the story can dictate that a retainer joins the party. When the heroes rescue a prisoner or befriend a former rival, you might decide that the NPC joins the party, becoming a retainer of one of the characters.
Any hero gaining a retainer is always at your discretion. If something in the rules grants a specific retainer, you can always substitute another retainer who works better for your campaign.
Retainers Leaving the Party¶
A retainer doesn't need to always travel with the heroes. When they're not called on to adventure, they can remain behind at the party's stronghold or otherwise live their own life. Even when they're not present, they're still considered to be a retainer and a member of the party.
However, there might be cases when a retainer leaves the party permanently. Retainers aren't invulnerable, so they can be killed in battle. But they can leave under less extreme circumstances as well. If the events of an adventure set a retainer against their mentor, or if the retainer's story naturally comes to an end, you and the players can decide it's time for the retainer to ride off into the sunset. The characters might meet their former adventuring buddy again as a friendly NPC, though—or perhaps as a foe!
Retainers in Combat¶
When using retainers in combat, a number of special rules should be kept in mind.
- Another Hero: A retainer counts as an additional hero of their current level for the purpose of encounter building (see Step-by-Step Encounter Building).
- Part of a Mentor's Turn: A retainer takes their turn as part of their mentor's turn. For the purpose of effects that end at the end of the retainer's turn, or any other rules elements that depend on the start or end of a creature's turn, the start and end of the mentor's turn is also the start and end of the retainer's turn.
- Hero Can't Act: If a hero can't act on their turn (because they are unconscious, for example), their player can still control the hero's retainer.
- Retainer Action Economy: On their turn, a retainer can take a move action, a maneuver, and a main action, just like a hero.
Recoveries: A retainer has 6 Recoveries.
- Death: A retainer can become dying at 0 Stamina and die at negative half their Stamina, just like a hero.
- Surges: Whenever a retainer gains surges, those surges are gained by their mentor, with the mentor and retainer sharing surges. The retainer spends surges the same way a hero can, but the extra damage granted to them by spending a surge is equal to their mentor's highest characteristic score.
Retainer Advancement¶
A retainer doesn't earn Victories or gain XP. Instead, they usually have the same level as their mentor. When a character acquires a retainer, the retainer starts out at that mentor character's level. Thereafter, each time a mentor gains a level, all their retainers attain the same level, whether they are actively adventuring with the hero or not.
If a character somehow acquires a retainer with a level higher than their own, the retainer doesn't lose levels, but they don't gain any new levels until their mentor's level exceeds their own.
Advancement Features¶
A retainer creature's stat block includes characteristics, a level, a role, one or more abilities including a signature ability, and other standard monster features. This stat block represents the retainer's statistics at their lowest level. The retainer's statistics improve as they gain levels, as shown on the Retainer Advancement table.
The number of levels a retainer can gain depends on their starting level. For instance, a devil defector starts at level 5, and so can gain only 5 levels before reaching level 10. If the level noted in a retainer's stat block is higher than 1, they don't gain advancement benefits for any levels up to and including their starting level. As a higher-level creature, similar bonuses are already baked into their statistics.
Retainer advancement benefits are broken out as follows:
- Characteristic Increase: At level 2, a retainer increases one of their characteristic scores by 1 (to a maximum of 2). At level 5, they increase each of their characteristic scores by 1 (to a maximum of 3), and at level 8, they increase one characteristic score by 1 (to a maximum of 4). For each single-characteristic increase, the player of the retainer's mentor chooses which characteristic to use.
- Free Strike Damage Bonus: The retainer gains a +2 damage bonus to free strikes at level 3, at level 6, and at level 9.
- Advancement Abilities: A retainer gains new abilities at levels 4, 7, and 10 (unless the retainer's starting level is that level or higher). Each retainer stat block is accompanied by retainer advancement abilities specific to that retainer. Whenever a retainer would gain a new advancement ability, instead of choosing their retainer ability, the player of their mentor can instead choose a role advancement ability that matches their role and level. (Advancement abilities for each type of creature role are detailed in the next section.)
- Stamina Bonus: At each level, a retainer gains a +9 bonus to Stamina.
- Signature Ability Damage Increase: A retainer's signature ability is unique in that it grows stronger as the retainer advances in level. Only the retainer's signature ability improves this way! The table features two columns for a retainer's signature ability damage bonus—one for a tier 1 power roll outcome and one for a tier 2 or tier 3 outcome. A retainer's signature ability gains a +1 damage bonus every second level for a tier 1 outcome, and every level for a tier 2 or tier 3 outcome.
Advancement Example¶
A 4th-level hero convinces a goblin guide, a level 1 harrier retainer, to join the party. The goblin guide immediately jumps to level 4. For level 2, the guide increases their Agility by 1. For level 3, the guide gains a +2 damage bonus to their free strikes. For level 4, the guide chooses between the level 4 retainer advancement ability Weaving Knives or the level 4 harrier advancement ability Tackle (see below).
Additionally, for jumping from level 1 to level 4, the guide gains a +27 bonus to Stamina, giving them Stamina 48. Their signature ability gains a +2 damage bonus on a tier 1 outcome (for a total of 5 damage), and a +3 bonus on a tier 2 outcome (8 damage) or a tier 3 outcome (10 damage).
Encounter Abilities¶
Some retainer abilities have the Encounter keyword. Once a retainer uses an encounter ability, they can't use that ability again until their mentor earns a Victory.
Custom Retainers¶
This book includes more than a dozen retainer stat blocks with advancement information. But most creature stat blocks can be turned into retainers, provided a creature isn't a minion, a leader, or a solo. You have the final say over whether a player can choose a specific creature as a custom retainer.
To turn a creature into a custom retainer, start with the creature's stat block. Instead of the Stamina noted in the stat block, a custom retainer has 21 Stamina at level 1. Then use the Retainer Advancement table as a guide to adjusting the creature's statistics as they increase in level, including starting at higher than level 1.
If the creature's signature ability affects an area or targets more than one creature or object, the ability now only affects one target within distance. A custom retainer has no retainer advancement abilities, so they must take the role advancement ability specific to their level and role. Custom retainers can't use any abilities or effects that require Malice.
Advancement Example¶
A 4th-level hero trains a striped condor griffon, a level 2 elite brute, gaining that noble creature as a retainer. The griffon starts as a level 2 retainer. They have Stamina 30 (21 for level 1 and a +9 bonus for being level 2). Because they started at level 2, they don't gain any level 2 benefits or advancement features from the Retainer Advancement table.
At level 3, the griffon gains a +2 damage bonus to their free strikes, a +9 bonus to Stamina (giving them Stamina 39), and a +1 damage bonus to their signature ability for a tier 2 or tier 3 outcome. At level 4, the griffon gains the level 4 brute ability Big Windup (see Big Windup), another + 9 bonus to Stamina (for Stamina 48), and a +1 damage bonus to their signature ability for all tier outcomes. This gives them a total damage bonus to their signature ability of +1 for tier 1 outcomes and +2 for tier 2 and tier 3 outcomes.
Role Advancement Abilities¶
When a retainer reaches level 4, 7, or 10, they can gain one of the following abilities based on their role, rather than gaining the retainer advancement ability presented alongside their stat block. A retainer qualifies only for the role advancement ability that matches their role and level.
If a role advancement ability has the Magic or Psionic keyword, a retainer can swap the Magic keyword for Psionic or vice versa. They can also lose the keyword if they can achieve the ability's effects through gadgetry, martial prowess, or other nonsupernatural means.
Retainer Advancement Table¶
| Level | Advancement Feature | Stamina Bonus | Signature Ability Damage Bonus Tier 1 |
Signature Ability Damage Bonus Tier 2 & 3 |
|---|---|---|---|---|
| 2 | Increase one characteristic score by 1 | +9 | +1 | +1 |
| 3 | +2 damage bonus to free strikes | +9 | - | +1 |
| 4 | Level 4 retainer advancement ability or level 4 role advancement ability | +9 | +1 | +1 |
| 5 | Increase each characteristic score by 1 | +9 | - | +1 |
| 6 | +2 damage bonus to free strikes | +9 | +1 | +1 |
| 7 | Level 7 retainer advancement ability or level 7 role advancement ability | +9 | - | +1 |
| 8 | Increase one characteristic score by 1 | +9 | +1 | +1 |
| 9 | +2 damage bonus to free strikes | +9 | - | +1 |
| 10 | Level 10 retainer advancement ability or level 10 role advancement ability | +9 | +1 | +1 |
Ambusher Abilities¶
Ambusher Abilities
Go for the Jugular
Hamstring Slice
The retainer and their mentor can each move up to their speed.
Hold 'Em Down
Artillery Abilities¶
Artillery Abilities
Supporting Volley
The retainer's mentor makes a strike against a creature within distance.
The retainer makes a ranged free strike against the target.
Line 'Em Up
Ricochet Shot
The retainer can target a second creature or object within 5 squares of the original target and that has line of effect to the original target. The retainer doesn't need line of effect to the second target but must be aware of their location.
Brute Abilities¶
Brute Abilities
Big Windup
Until the start of the retainer's next turn, strikes made against the retainer gain an edge. At the start of the retainer's next turn, they gain 2 surges, and any ability they use before the end of their turn that force moves a creature can move that creature 2 additional squares.
Overhand Swat
If the target ends any forced movement from this ability in a square adjacent to the retainer's mentor, the mentor can make a melee free strike against them.
Controller Abilities¶
Controller Abilities
Elemental Blast
When the retainer uses this ability, they can choose for it to deal one of the following damage types: acid, cold, fire, lightning, poison, or sonic.
Oil Slick
The area is difficult terrain for enemies. Any enemy has fire weakness 5 while in the area, and any enemy who ends their turn in the area and has no movement remaining falls prone.
Shattering Shards
The target must be size 1M or smaller.
The area within 2 squares of the target is difficult terrain, and each enemy in the area takes the same damage the object took.
Defender Abilities¶
Defender Abilities
Watch Out!
The target takes damage from a strike.
The retainer pushes the target or the attacking creature up to 2 squares. If that moves the mentor out of distance of the strike, the strike has no effect.
It's Me You Want!
Last Stand
The retainer and their mentor each gain 10 temporary Stamina. Additionally, each winded ally within 2 squares of the retainer can spend a Recovery.
Harrier Abilities¶
Harrier Abilities
Tackle
Meet You There
Before or after the strike, the retainer and their mentor can each shift up to their speed.
Nab and Stab
Hexer Abilities¶
Hexer Abilities
Backfire Curse
While the target is cursed this way, whenever they make a strike that targets only one creature, the retainer can use a free triggered action to choose a second target for the strike within its distance.
Take Root
While the target is slowed this way, if they end their turn without moving on that turn, they are no longer slowed and are restrained (save ends).
Mazed
While mazed, the target is dazed. Additionally, at the end of each of the mazed target's turns, the retainer can cause the target to move up to their speed in a straight line in a direction of the retainer's choice. This is not forced movement, and the movement ends if it would cause the target to enter difficult or damaging terrain.
Mount Abilities¶
Mount Abilities
Cavalry Charge
If this ability is used as part of the Charge main action, the mount's rider can use a free triggered action to make a melee free strike against the same target.
Giddyup!
The mount shifts twice their speed. They can jump as part of this movement.
Rearing Trample
Support Abilities¶
Support Abilities
Battlefield Medic
The target spends a Recovery, and ability rolls against the target take a bane until the start of the retainer's next turn.
Focus Fire
One ally within distance gains 2 surges.
Retainer Statblocks¶
Angulotl Hopper¶
Angulotl Hopper
Leapfrog
Before or after making this strike, the hopper jumps up to 2 squares, or up to 4 squares if they jump over their mentor's space.
Toxiferous
Whenever an adjacent enemy grabs the hopper or uses a melee ability against them, that enemy takes 3 poison damage.
Angulotl Hopper Advancement Features¶
Angulotl Hopper Advancement Features
Leaping Attack
The hopper can jump up to their speed in a straight line before the strike without provoking opportunity attacks. If they jump 2 or more squares this way, they gain 1 surge.
Three-Poison Dart
Bugbear Commando¶
Bugbear Commando
Bear Hug
If the commando started their turn with concealment from the target or hidden from them, they gain 1 surge that can be used immediately.
Throw
The target must be grabbed by the commando.
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 commando.
Bugbear Commando Advancement Features¶
Bugbear Commando Advancement Features
Face Grab
While the target is grabbed this way, they can't communicate and all creatures and objects have concealment from them.
Shadow Drag
The target takes 1 damage for each square they are pulled.
Devil Defector¶
Devil Defector
Black Flame
Tempting Offer
A sapient enemy is reduced to 0 Stamina.
The defector makes an offer to keep the target alive. If the target accepts, they are reduced to 1 Stamina instead. On the target's next turn, the defector controls their move action and the target must use a signature ability against a creature of the defector's choice or immediately die. To have the target turn down the offer, the Diretor must spend 3 Malice.
True Name
If a creature within 10 squares speaks the defector's true name, the defector loses their damage immunities and their Tempting Offer triggered action until the end of the encounter.
Devil Defector Advancement Features¶
Devil Defector Advancement Features
Flames of Revenge
If the defector's mentor is in the area, the mentor burns with flame until the end of the defector's next turn. While this fire burns the mentor has fire immunity 10, and any creature who targets the mentor with a strike takes 10 fire damage.
Hell On Earth
The area burns with infernal fire until the end of the devil's next turn. Any enemy of the defector who ends their turn in the area takes 10 fire damage, and if they have P < AVERAGE they are frightened (save ends).
The Nameless¶
The Nameless
Baneful Blade
I'm Not a Steed, You're Equipment
The Nameless's mentor enters the Nameless's space and rides on their back. The Nameless or the mentor can move the mentor to an adjacent space as a free maneuver. While in the Nameless's space, the mentor moves with them and can't use their move action, and ability rolls against the mentor take a bane.
Wing Block
Ranged strikes against the Nameless take a bane.
The Nameless Advancement Features¶
The Nameless Advancement Features
Looming Wings
If the Nameless's mentor is in the area, ability rolls against the mentor have a double bane until the start of their next turn.
Spew Death
The Nameless must be winded to use this ability.
Dwarf Mortar¶
Dwarf Mortar
Armor-Piercing Shell
This ability ignores cover and bypasses temporary Stamina.
Voice Rune
The mortar can use a magical rune inscribed on their skin to talk to their mentor over any distance as long as both are in the same world.
Dwarf Mortar Advancement Features¶
Dwarf Mortar Advancement Features
Signal Shell
The mortar fires a shell straight upward, which hovers 3 squares up in the air and sheds light below it in a 3 cube. Enemies illuminated by this light can't hide or turn invisible and can't benefit from concealment or cover. At the start of the mortar's next turn, the shell explodes to deal damage to enemies in the area.
Pacifier Shell
Screaming Shell
High Elf Weatherwise¶
High Elf Weatherwise
Summer's Bolt
If the weatherwise targets their mentor, the mentor ignores the damage and instead gains temporary Stamina equal to the damage dealt.
Otherworldly Grace
At the start of each of their turns, the weatherwise 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 Weatherwise Advancement Features¶
High Elf Weatherwise Advancement Features
Winter's Breath
The weatherwise can teleport up to 5 squares before or after using this ability.
Spring's Rebirth
Each target can spend a Recovery, and can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
Autumn's Decay
Shadow Elf Shade¶
Shadow Elf Shade
Gloom Dagger
Whenever the shade starts their turn with concealment from the target, they gain 1 surge.
Duskfall
Until the end of the next turn, the area is filled with darkness. The shade's mentor ignores concealment created by this darkness.
Of the Umbra
The shade ignores concealment created by darkness. While the shade is in direct sunlight, they have damage weakness 3. While the shade has concealment, they have damage immunity 3.
Shadow Elf Shade Advancement Features¶
Shadow Elf Shade Advancement Features
Slow-Poison Needle
The slow-poison needle is initially painless, with the damage and effect delayed until the start of the target's next turn. If the shade is hidden, using this ability doesn't cause them to be revealed.
Shadow Dagger
While a creature has shadowed vision, all creatures have concealment from them.
Wode Elf Arrowswift¶
Wode Elf Arrowswift
Longshot
The arrowswift can take a bane on this ability to gain a +5 bonus to ranged distance.
Masking Glamor
Abilities targeting the arrowswift that would take a bane from cover or concealment have a double bane instead.
Wode Elf Arrowswift Advancement Features¶
Wode Elf Arrowswift Advancement Features
Snipe
If the arrowswift is hidden when they use this ability, they gain 2 surges that can be used immediately.
Magic Arrows
Double Shot
Gnoll Gnasher¶
Gnoll Gnasher
Gnash
Death Frenzy
Whenever a non-minion ally within 7 squares of the gnasher is reduced to 0 Stamina, the gnasher moves up to their speed and can make a melee free strike.
Gnoll Gnasher Advancement Features¶
Gnoll Gnasher Advancement Features
Frenzied Bite
An enemy within 5 squares is reduced to 0 Stamina.
The gnasher moves up to their speed and can use their signature ability.
Flurry of Fangs
Horrific Feas
The gnasher reduces a creature to 0 Stamina.
The gnasher consumes part of the target's body. The gnasher can spend a Recovery, and each enemy within 5 squares of the gnasher who has I < AVERAGE is frightened (save ends).
Goblin Guide¶
Goblin Guide
Stabbity Stab
The target can't make opportunity attacks until the end of the guide's turn.
Crafty
The guide doesn't provoke opportunity attacks by moving.
Goblin Guide Advancement Features¶
Goblin Guide Advancement Features
Weaving Knives
Sneak and Stab
If the guide is hidden from the target, this ability has a double edge.
Poison Blade
The guide applies poison to their weapon. The next time the guide obtains a tier 2 or tier 3 outcome on a weapon strike, the strike deals an extra 10 poison damage, and if the target has M < AVERAGE, they are weakened (save ends). If the guide is adjacent to their mentor when they use Poison Blade, they apply poison to the mentor's weapon in the same way.
Hobgoblin Flameslinger¶
Hobgoblin Flameslinger
Fire Curse
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.
Fuel for the Fire
Until the end of the flameslinger's next turn, the target has fire weakness equal to the flameslinger's level. If the target is the flameslinger's mentor, they instead have fire immunity equal to the flameslinger's level.
Infernal Ichor
When the flameslinger is reduced to 0 Stamina, they spray buring blood. Each creature adjacent to the flameslinger takes 3 fire damage.
Hobgoblin Flameslinger Advancement Features¶
Hobgoblin Flameslinger Advancement Features
Unholy Attraction
Fire Spiral
If the flameslinger's mentor is within 10 squares of the flameslinger, the mentor can be the source of the burst instead of the flameslinger.
Human Warrior¶
Human Warrior
Chop
If the warrior is adjacent to their mentor, this ability gains an edge.
Supernatural Insight
The warrior ignores concealment if it's granted by a supernatural effect.
Human Warrior Advancement Features¶
Human Warrior Advancement Features
'Scuse Me, Boss
The warrior's mentor is targeted by a strike while within distance.
The warrior and the mentor switch places. The warrior is the strike's new target and the strike has a double bane.
Defensive Fighting
Until the start of the warrior's next turn, ability rolls against the warrior or any ally adjacent to the warrior have a double bane.
Whirlwind of Steel
Kobold Shieldbearer¶
Kobold Shieldbearer
Kobold Shieldbearer Advancement Features¶
Kobold Shieldbearer Advancement Features
Shield Block
The mentor takes damage from a strike while within distance.
Living Backpack
The shieldbearer straps their shield on their back and climbs onto their mentor's back, entering the mentor's space. While the shieldbearer is on their mentor's back, each of them gains 10 temporary Stamina and can use Shield Block as a triggered action targeting an ally instead of the shieldbearer's mentor. Additionally, the shieldbearer moves with the mentor, and they can't use main actions, maneuvers, or move actions except to end this effect as a maneuver. The effect also ends if the shieldbearer is force moved away from their mentor or knocked prone. If the shieldbearer is still in their mentor's space when the effect ends, they move into an adjacent unoccupied space of their choice.
Let's Go Sledding
Minotaur Gorer¶
Minotaur Gorer
Gore
Retaliatory Strike
A creature within distance deals damage to the gorer.
The gorer uses the Charge main action and Gore against the target.
Minotaur Sense
The gorer can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
Minotaur Gorer Advancement Features¶
Minotaur Gorer Advancement Features
Horn Toss
The gorer damages a creature within distance using Gore.
Triumphant Bay
Orc Charger¶
Orc Charger
Notched Axe
Relentless
If the charger 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 charger is reduced to 1 Stamina instead.
Orc Charger Advancement Features¶
Orc Charger Advancement Features
Blood Oath
Until the start of the charger's next turn, the charger and their mentor each have temporary Stamina equal to their Recovery value and a +2 bonus to speed, and they each gain an edge on reactive tests.
Mow 'Em Down
The charger moves in a straight line up to their speed. During this move, they ignore enemy free strikes, and they can make a melee free strike against any creature they move adjacent to.
Vein Burst
The charger takes psychic damage equal to the number of enemies affected. This damage can't be reducetd in any way.
Radenwight Sidekick¶
Radenwight Sidekick
Dagger's Bite
Ready Rodent
An ally deals damage to the target.
The sidekick makes a free strike against the target.
Radenwight Sidekick Advancement Features¶
Radenwight Sidekick Advancement Features
Boost
If the sidekick's mentor moves adjacent to the sidekick at any point during the mentor's turn, the mentor gains a +1 bonus to speed and can automatically climb at full speed while moving until the end of their turn.
Bug Bag
Triumphant Squeak
Each target can spend a Recovery, and ends the dazed, frightened, and weakened conditions on themself.
Time Raider Mind Healer¶
Time Raider Mind Healer
Laser Lancet
If the mind healer targets an ally, the ability deals no damage. Additionally, the target can end one effect on them that can be ended by a saving throw or that ends at the end of their turn.
2d10 + highest characteristic:
Foresight
The mind healer doesn't take a bane on strikes against creatures with concealment.
Time Raider Mind Healer Advancement Features¶
Time Raider Mind Healer Advancement Features
Stim Charge
The target can spend 1 Recovery, and has their speed doubled until the end of their next turn.
Mind Whelm
Psychic Short Circuit
If the mind healer is dazed, frightened, or taunted, they can end one of those conditions and impose the same condition on one enemy in the area. Additionally, they can do the same for their mentor if the mentor is in the area and is dazed, frightened, or taunted.
Troll Mercenary¶
Troll Mercenary
Big Bite
The mercenary regains Stamina equal to half the damage dealt.
Troll Roar
Relentless Hunger
The mercenary 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 Mercenary Advancement Features¶
Troll Mercenary Advancement Features
Hangry Frenzy
The mercenary must be winded to use this ability. The mercenary uses Big Bite against each target.
Fire Bad
An ability deals acid or fire damage to the mercenary.
The mercenary moves up to their speed. If this movement takes them beyond the distance of the triggering ability, the ability has no effect on them.
Undead Servitor¶
Undead Servitor
Lurching Swipe
Arise
The first time in an encounter that the servitor is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they regain half their Stamina maximum and fall prone.
Undead Servitor Advancement Features¶
Undead Servitor Advancement Features
Grab and Bite
Death to Death
Death Miasma
The servitor is reduced to 0 Stamina.
The servitor explodes.
Unquiet Spirit¶
Unquiet Spirit
Chill of Death
Spirit Meld
While adjacent to their mentor, the unquiet spirit enters the mentor's space. A spirit who enters their mentor's space this way moves with the mentor, can't be sensed, and can't affect or be affected by other creatures or objects. They can't take main actions, maneuvers, or move actions, except to use this ability to leave their mentor's space and appear in an adjacent space.
Corruptive Phasing
The unquiet 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 other than their mentor, that creature takes 2 corruption damage.
Unquiet Spirit Advancement Features¶
Unquiet Spirit Advancement Features
Enervating Curse
Ectoplasm
Death Phase
If the target has P < STRONG, they are phased until the end of their next turn. A phased target gains the unquiet spirit's Corruptive Phasing trait and can fly. They are visible but can't affect or be affed by other creatures or objects. A willing creature not subject to the ability's potency can choose to automatically be affected.
Vampire Rebel¶
Vampire Rebel
Flashing Fangs
The vampire rebel gains temporary Stamina equal to any corruption damage dealt.
2d10 + highest characteristic:
Bat Form
The vampire rebel changes their form into a bat. In bat form, their size is 1T and they can fly. The vampire rebel then shifts up to their speed, then regains their true form. If they can't fit in their current space when they return to their true form, they take 10 damage and are pushed to the nearest unoccupied space.
Agonizing Bloodthirst
The vampire rebel has speed 10 while any creature within 10 squares of them is bleeding. If the vampire rebel is able to deal damage to a bleeding creature on their turn and does not do so, they take 5 corruption damage at the end of their turn.
Vampire Rebel Advancement Features¶
Vampire Rebel Advancement Features
Blood Surge
Before the strike, the vampire rebel shifts up to their speed. If the vampire rebel has temporary Stamina, they can expend it, dealing an extra 2 corruption damage for each point of temporary Stamina expended this way.