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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
Features

Ambusher Abilities

Level 4 Advancement
🗡
Main action

Go for the Jugular

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll+ highest characteristic
!5 damage; M < WEAK bleeding (save ends)
@9 damage; M < AVERAGE bleeding (save ends)
#12 damage; M < STRONG bleeding (save ends)
Effect

If the target is grabbed or the retainer had an edge on the power roll, the retainer gains 2 surges.

Level 7 Advancement
⚔️
Main Action

Hamstring Slice

Encounter
MeleeRangedStrikeWeapon
Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll+ highest characteristic
!7 damage; M < WEAK slowed (EoT)
@10 damage; M < AVERAGE slowed (save ends)
#15 damage; M < STRONG slowed and the target can't used triggered actions (save ends)
Effect

The retainer and their mentor can each move up to their speed.

Level 10 Advancement
⚔️
Main Action

Hold 'Em Down

Encounter
MeleeRangedStrikeWeapon
Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll+ highest characteristic
!11 damage; a size 1 or smaller target who has M < WEAK is grabbed
@16 damage; a size 1 or smaller target who has M < AVERAGE is grabbed
#21 damage; a size 1 or smaller target who has M < STRONG is grabbed
Effect

The retainer gains 2 surges when any creature makes a strike against a target grabbed this way.

Artillery Abilities
Features

Artillery Abilities

Level 4 Advancement
❗️
Triggered action

Supporting Volley

RangedWeapon
Distance
Ranged 5
Targets
The triggering creature
Trigger

The retainer's mentor makes a strike against a creature within distance.

Effect

The retainer makes a ranged free strike against the target.

Level 7 Advancement
🔳
Main action

Line 'Em Up

Encounter
AreaWeapon
Distance
10 x 1 line within 1
Targets
Each enemy in the area
Power Roll+ highest characteristic
!7 damage; M < WEAK prone
@11 damage; M < AVERAGE prone
#16 damage; M < STRONG prone
Level 10 Advancement
🏹
Main action

Ricochet Shot

Encounter
RangedStrikeWeapon
Distance
Ranged 5
Targets
One creature or object
Power Roll+ highest characteristic
!9 damage
@14 damage
#19 damage
Effect

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
Features

Brute Abilities

Level 4 Advancement
👤
Maneuver

Big Windup

Distance
Self
Targets
Self
Effect

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.

Level 7 Advancement
🗡
Main action

Overhand Swat

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll+ highest characteristic
!8 damage
@13 damage; push 2
#16 damage; push 3; M < STRONG prone
Effect

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.

Level 10 Advancement
❇️
Main action

Dizzying Sweep

Encounter
AreaWeapon
Distance
1 burst
Targets
Each creature in the area
Power Roll+ highest characteristic
!10 damage; push 1
@14 damage; push 2
#20 damage; push 4
Effect

The retainer is dazed until the end of their next turn.

Controller Abilities
Features

Controller Abilities

Level 4 Advancement
🔳
Main action

Elemental Blast

Encounter
AreaMagicRanged
Distance
3 cube within 10
Targets
Each creature in the area
Power Roll+ highest characteristic
!4 damage; push 2
@6 damage; push 3
#10 damage; push 5
Effect

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.

Level 7 Advancement
🔳
Main action

Oil Slick

Encounter
AreaRangedWeapon
Distance
3 cube within 10
Targets
Each enemy in the area
Power Roll+ highest characteristic
!5 poison damage; M < WEAK prone
@8 poison damage; M < AVERAGE prone
#11 poison damage; M < STRONG prone
Effect

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.

Level 10 Advancement
🏹
Main action

Shattering Shards

Encounter
RangedStrikeWeapon
Distance
Ranged 10
Targets
One Object
Power Roll+ highest characteristic
!7 damage
@11 damage
#16 damage
Special

The target must be size 1M or smaller.

Effect

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
Features

Defender Abilities

Level 4 Advancement
❗️
Triggered action

Watch Out!

Encounter
Melee
Distance
Melee 1
Targets
The retainer's mentor
Trigger

The target takes damage from a strike.

Effect

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.

Level 7 Advancement
🗡
Main action

It's Me You Want!

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
Two creatures
Power Roll+ highest characteristic
!7 damage; taunted (EoT)
@11 damage; taunted (save ends)
#16 damage; taunted (save ends)
Level 10 Advancement
🗡
Main action

Last Stand

Encounter
MeleeWeapon
Distance
Melee 1
Targets
One enemy
Power Roll+ highest characteristic
!8 damage
@13 damage
#17 damage
Effect

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
Features

Harrier Abilities

Level 4 Advancement
🗡
Main action

Tackle

Encounter
ChargeMeleeStrikeWeapon
Distance
Melee 1
Targets
One enemy
Power Roll+ highest characteristic
!5 damage; push 1
@9 damage; push 2
#12 damage; push 4
Level 7 Advancement
🗡
Main action

Meet You There

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll+ highest characteristic
!7 damage
@10 damage
#15 damage
Effect

Before or after the strike, the retainer and their mentor can each shift up to their speed.

Level 10 Advancement
❇️
Main action

Nab and Stab

Encounter
AreaWeapon
Distance
1 burst
Targets
Each creature in the area
Power Roll+ highest characteristic
!11 damage; one target who has M < WEAK is grabbed
@16 damage; one target who has M < AVERAGE is grabbed
#21 damage; one target who has M < STRONG is grabbed
Effect

The retainer shifts up to 2 squares, and can move a creature grabbed using this ability with them.

Hexer Abilities
Features

Hexer Abilities

Level 4 Advancement
🏹
Main action

Backfire Curse

Encounter
MagicRangedStrike
Distance
Ranged 10
Targets
One enemy
Power Roll+ highest characteristic
!2 corruption damage; the target is cursed (EoT)
@5 corruption damage; the target is cursed (EoT)
#7 corruption damage; the target is cursed (EoT)
Effect

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.

🏹
Main action

Take Root

Encounter
MagicRangedStrike
Distance
Ranged 10
Targets
One creature
Power Roll+ highest characteristic
!5 damage; M < WEAK slowed (save ends)
@9 damage; M < AVERAGE slowed (save ends)
#12 damage; M < STRONG slowed (save ends)
Effect

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).

Level 10 Advancement
🏹
Main action

Mazed

Encounter
MagicRangedStrike
Distance
Ranged 10
Targets
One creature
Power Roll+ highest characteristic
!7 damage; if the target has M < WEAK they are mazed (save ends)
@11 damage; if the target has M < AVERAGE they are mazed (save ends)
#16 damage; if the target has M < STRONG they are mazed (save ends)
Effect

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
Features

Mount Abilities

Level 4 Advancement
🗡
Main action

Cavalry Charge

Encounter
ChargeMeleeStrikeWeapon
Distance
Melee 1
Targets
One enemy
Power Roll+ highest characteristic
!6 damage
@8 damage
#11 damage
Effect

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.

Level 7 Advancement
👤
Move action

Giddyup!

Encounter
Distance
Range 5
Targets
Self
Effect

The mount shifts twice their speed. They can jump as part of this movement.

Level 10 Advancement
❇️
Main action

Rearing Trample

Encounter
AreaWeapon
Distance
1 burst
Targets
Each enemy in the area
Power Roll+ highest characteristic
!10 damage; M < WEAK prone
@15 damage; M < AVERAGE prone
#21 damage; M < STRONG prone
Effect

A target knocked prone this way or who is already prone takes an extra 5 damage.

Support Abilities
Features

Support Abilities

Level 4 Advancement
🗡
Maneuver

Battlefield Medic

Melee
Distance
Melee 1
Targets
Self or one ally
Effect

The target spends a Recovery, and ability rolls against the target take a bane until the start of the retainer's next turn.

Level 7 Advancement
🏹
Main action

Focus Fire

Encounter
RangedStrikeWeapon
Distance
Ranged 5
Targets
One creature
Power Roll+ highest characteristic
!9 damage
@13 damage
#18 damage
Effect

One ally within distance gains 2 surges.

Level 10 Advancement
🗡
Main action

Back from the Dead

Encounter
Melee
Distance
Melee 1
Targets
One ally
Effect

If the target is at or below 0 Stamina, or if they have died due to Stamina loss since the end of the retainer's last turn, the target is alive with 1 Stamina and can spend a Recovery.

Retainer Statblocks

Angulotl Hopper
Angulotl, Humanoid

Angulotl Hopper

Level 1
Retainer Harrier
EV -
1SSize
6Speed
21Stamina
0Stability
2Free Strike
ImmunityPoison 2
Weakness
MovementClimb, swim
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Leapfrog

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

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.

**
Trait

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
Features

Angulotl Hopper Advancement Features

Level 4 Advancement
🗡
Main action

Leaping Attack

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature or object
Power Roll+ highest characteristic
!5 damage; M < WEAK, prone
@9 damage; M < AVERAGE, prone
#12 damage; M < STRONG, prone
Effect

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.

Level 7 Advancement
🏹
Main action

Three-Poison Dart

Encounter
RangedStrikeWeapon
Distance
Ranged 5
Targets
One creature
Power Roll+ highest characteristic
!5 poison damage; M < WEAK, weakened (save ends)
@9 poison damage; M < AVERAGE, slowed and weakened (save ends)
#12 poison damage; M < STRONG, dazed, slowed, and weakened (save ends)
Level 10 Advancement
❗️
Triggered action

Trip of the Tongue

Encounter
Melee
Distance
Melee 5
Targets
One creature or object
Trigger

A creature moves within distance.

Effect

If the target has M < AVERAGE, their movement ends, they are knocked prone, and one ally within distance gains 2 surges.

Bugbear Commando
Bugbear, Fey, Goblin, Humanoid

Bugbear Commando

Level 2
Retainer Ambusher
EV -
1LSize
5Speed
30Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Bear Hug

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ highest characteristic
!5 damage
@6 damage
#11 damage
Effect

If the commando started their turn with concealment from the target or hidden from them, they gain 1 surge that can be used immediately.

ff
Maneuver

Throw

KeywordsMeleeStrike
ActionManeuver
DistanceMelee 1
TargetOne creature or object
Special

The target must be grabbed by the commando.

Effect

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

))
Free triggered action

Catcher

KeywordsMelee
ActionFree triggered action
DistanceMelee 1
TargetThe triggering creature or object
Trigger

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

Effect

The target is grabbed by the commando.

Bugbear Commando Advancement Features
Features

Bugbear Commando Advancement Features

Level 4 Advancement
🗡
Main action

Face Grab

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll+ highest characteristic
!6 damage; M < WEAK grabbed
@9 damage; M < AVERAGE grabbed
#13 damage; M < STRONG grabbed
Effect

While the target is grabbed this way, they can't communicate and all creatures and objects have concealment from them.

Level 7 Advancement
🏹
Main action

Shadow Drag

Encounter
MagicRangedStrike
Distance
Ranged 10
Targets
One creature or object
Power Roll+ highest characteristic
!Pull 8
@Pull 10
#Pull 12
Effect

The target takes 1 damage for each square they are pulled.

Level 10 Advancement
🗡
Main action

Neck Snap

Encounter
Melee
Distance
Melee 1
Targets
One creature grabbed by the commando
Power Roll+ highest characteristic
!12 damage
@18 damage
#24 damage
Effect

The target takes 15 damage, they are no longer grabbed, and they fall prone.

Devil Defector
Devil, Infernal

Devil Defector

Level 5
Retainer Hexer
EV -
1MSize
6Speed
57Stamina
0Stability
5Free Strike
ImmunityFire 5
Weakness
MovementFly
With Captain
M+3Might
A+2Agility
R+3Reason
I+1Intuition
P+2Presence
ll
Main action

Black Flame

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ highest characteristic
!6 corruption or fire damage
@10 corruption or fire damage
#13 corruption or fire damage
))
Free triggered action

Tempting Offer

Encounter
KeywordsRangedStrike
ActionFree triggered action
DistanceRanged 10
TargetThe triggering creature
Trigger

A sapient enemy is reduced to 0 Stamina.

Effect

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.

**
Trait

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
Features

Devil Defector Advancement Features

Level 7 Advancement
🔳
Main action

Flames of Revenge

Encounter
AreaMagicRanged
Distance
3 cube within 10
Targets
Each enemy in the area
Power Roll+ highest characteristic
!6 corruption damage
@10 corruption damage
#14 corruption damage
Effect

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.

Level 10 Advancement
🔳
Main action

Hell On Earth

Encounter
AreaMagicRanged
Distance
5 cube within 10
Targets
Special
Effect

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
Draconian, Dragon, Humanoid

The Nameless

Level 6
Retainer Defender
EV -
1MSize
5Speed
66Stamina
4Stability
6Free Strike
ImmunityCorruption 6
Weakness
MovementFly
With Captain
M+3Might
A+2Agility
R+1Reason
I+1Intuition
P+2Presence
ll
Main action

Baneful Blade

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ highest characteristic
!6 damage
@11 damage
#14 damage; push 2
ll
Main action

I'm Not a Steed, You're Equipment

Encounter
KeywordsMelee
ActionMain action
DistanceMelee 1
TargetThe Nameless's mentor
Effect

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.

**
Trait

Wing Block

Ranged strikes against the Nameless take a bane.

The Nameless Advancement Features
Features

The Nameless Advancement Features

Level 7 Advancement
❇️
Main action

Looming Wings

Encounter
AreaWeapon
Distance
1 burst
Targets
Each enemy in the area
Power Roll+ highest characteristic
!5 corruption damage; I < WEAK weakened (save ends)
@9 corruption damage; I < AVERAGE weakened (save ends)
#12 corruption damage; I < STRONG weakened (save ends)
Effect

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.

Level 10 Advancement
❇️
Main action

Spew Death

Encounter
AreaMagic
Distance
5 burst
Targets
Each enemy in the area
Power Roll+ highest characteristic
!11 corruption damage
@16 corruption damage
#21 corruption damage
Special

The Nameless must be winded to use this ability.

Effect

Any living minions reduced to 0 Stamina by this ability regain all their Stamina and become corporeal undead under the Nameless's control until the end of the Nameless's next turn, after which they are destroyed.

Dwarf Mortar
Dwarf, Humanoid

Dwarf Mortar

Level 1
Retainer Hexer
EV -
1MSize
5Speed
21Stamina
3Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Armor-Piercing Shell

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 15
TargetOne creature or object
Power Roll+ highest characteristic
!3 damage
@5 damage
#7 damage
Effect

This ability ignores cover and bypasses temporary Stamina.

**
Trait

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
Features

Dwarf Mortar Advancement Features

Level 4 Advancement
🔳
Main action

Signal Shell

Encounter
AreaRangedWeapon
Distance
Special; see below
Targets
Each enemy in the area
Power Roll+ highest characteristic
!5 fire damage
@8 fire damage
#11 fire damage
Effect

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.

Level 10 Advancement
🔳
Main action

Pacifier Shell

Encounter
AreaRangedWeapon
Distance
3 cube within 15
Targets
Each enemy in the area
Power Roll+ highest characteristic
!8 damage; I < WEAK dazed (save ends
@12 damage; I < AVERAGE dazed (save ends)
#16 damage; I < STRONG dazed (save ends) and prone
Level 7 Advancement
🔳
Main action

Screaming Shell

Encounter
AreaWeapon
Distance
10 x 1 line within 1
Targets
Each enemy in the area
Power Roll+ highest characteristic
!6 damage; P < WEAK frightened
@9 damage; P < AVERAGE frightened
#13 damage; P < STRONG frightened
Effect

Until the start of the mortar's next turn, strikes made against the mortar or any ally adjacent to them take a bane.

High Elf Weatherwise
Fey, High Elf, Humanoid

High Elf Weatherwise

Level 1
Retainer Controller
EV -
1MSize
5Speed
21Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M-1Might
A+1Agility
R+2Reason
I+0Intuition
P+1Presence
ll
Main action

Summer's Bolt

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ highest characteristic
!3 fire damage
@5 fire damage
#7 fire damage
Effect

If the weatherwise targets their mentor, the mentor ignores the damage and instead gains temporary Stamina equal to the damage dealt.

**
Trait

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
Features

High Elf Weatherwise Advancement Features

Level 4 Advancement
🔳
Main action

Winter's Breath

Encounter
AreaMagic
Distance
3 cube within 1
Targets
Each enemy in the area
Power Roll+ highest characteristic
!3 cold damage; push 2
@5 cold damage; push 3
#8 cold damage; push 5
Effect

The weatherwise can teleport up to 5 squares before or after using this ability.

Level 7 Advancement
❇️
Main action

Spring's Rebirth

Encounter
AreaMagic
Distance
3 burst
Targets
Each ally in the area
Effect

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.

Level 10 Advancement
🔳
Main action

Autumn's Decay

Encounter
AreaMagic
Distance
3 cube within 1
Targets
Each enemy in the area
Power Roll+ highest characteristic
!6 corruption damage; P < WEAK prone and can't stand (save ends)
@10 corruption damage; P < AVERAGE prone and can't stand (save ends)
#14 corruption damage; P < STRONG prone and can't stand (save ends)
Shadow Elf Shade
Fey, Humanoid, Shadow Elf

Shadow Elf Shade

Level 4
Retainer Ambusher
EV -
1MSize
5Speed
48Stamina
0Stability
5Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+1Might
A+3Agility
R+0Reason
I+2Intuition
P+1Presence
ll
Main action

Gloom Dagger

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 3
TargetOne creature or object
Power Roll+ highest characteristic
!6 damage
@10 damage
#13 damage
Effect

Whenever the shade starts their turn with concealment from the target, they gain 1 surge.

ff
Maneuver

Duskfall

Encounter
KeywordsAreaMagic
ActionManeuver
Distance3 cube within 1
TargetSpecial
Effect

Until the end of the next turn, the area is filled with darkness. The shade's mentor ignores concealment created by this darkness.

**
Trait

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
Features

Shadow Elf Shade Advancement Features

Level 7 Advancement
🏹
Main action

Slow-Poison Needle

Encounter
RangedStrikeWeapon
Distance
Ranged 5
Targets
One creature
Power Roll+ highest characteristic
!8 poison damage; weakened (save ends)
@12 poison damage; weakened (save ends)
#16 poison damage; weakened (save ends)
Effect

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.

Level 10 Advancement
🗡
Main action

Shadow Dagger

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll+ highest characteristic
!12 poison damage; the target has shadowed vision (save ends)
@17 poison damage; the target has shadowed vision (save ends)
#23 poison damage; the target has shadowed vision (save ends)
Effect

While a creature has shadowed vision, all creatures have concealment from them.

Wode Elf Arrowswift
Fey, Humanoid, Wode Elf

Wode Elf Arrowswift

Level 1
Retainer Artillery
EV -
1MSize
7Speed
21Stamina
1Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Longshot

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 15
TargetOne creature or object
Power Roll+ highest characteristic
!4 damage
@7 damage
#10 damage
Effect

The arrowswift can take a bane on this ability to gain a +5 bonus to ranged distance.

**
Trait

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
Features

Wode Elf Arrowswift Advancement Features

Level 4 Advancement
🏹
Main action

Snipe

Encounter
RangedStrikeWeapon
Distance
Ranged 15
Targets
One creature
Power Roll+ highest characteristic
!7 damage
@11 damage
#16 damage
Effect

If the arrowswift is hidden when they use this ability, they gain 2 surges that can be used immediately.

Level 7 Advancement
👤
Maneuver

Magic Arrows

Encounter
Distance
Self
Targets
Self
Effect

Until the end of the encounter, whenever the arrowswift makes a ranged strike, the strike gains an edge and the arrowswift gains 1 surge that must be used immediately. While the arrowswift's mentor is adjacent to them, the mentor also gains this benefit.

Level 10 Advancement
🏹
Main action

Double Shot

Encounter
RangedStrikeWeapon
Distance
Ranged 15
Targets
Two creatures or objects
Power Roll+ highest characteristic
!12 damage
@17 damage
#23 damage
Gnoll Gnasher
Abyssal, Gnoll

Gnoll Gnasher

Level 2
Retainer Harrier
EV 60
1MSize
7Speed
30Stamina
1Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Gnash

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ highest characteristic
!4 damage
@7 damage
#10 damage; M < STRONG bleeding (save ends)
**
Trait

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
Features

Gnoll Gnasher Advancement Features

Level 4 Advancement
❗️
Triggered action

Frenzied Bite

Encounter
Distance
Self
Targets
Self
Trigger

An enemy within 5 squares is reduced to 0 Stamina.

Effect

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

Level 7 Advancement
🗡
Main action

Flurry of Fangs

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
Three creatures or objects
Power Roll+ highest characteristic
!7 damage
@11 damage
#16 damage
Level 10 Advancement
👤
Main action

Horrific Feas

Encounter
Distance
Self
Targets
Self
Trigger

The gnasher reduces a creature to 0 Stamina.

Effect

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, Humanoid

Goblin Guide

Level 1
Retainer Harrier
EV -
1SSize
5Speed
21Stamina
0Stability
2Free Strike
Immunity
Weakness
MovementClimb
With Captain
M-1Might
A+1Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Stabbity Stab

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

The target can't make opportunity attacks until the end of the guide's turn.

**
Trait

Crafty

The guide doesn't provoke opportunity attacks by moving.

Goblin Guide Advancement Features
Features

Goblin Guide Advancement Features

Level 4 Advancement
🗡
Main action

Weaving Knives

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature or object
Power Roll+ highest characteristic
!5 damage
@9 damage
#12 damage
Effect

The guide shifts up to their speed before and after the strike.

Level 7 Advancement
🗡
Main action

Sneak and Stab

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll+ highest characteristic
!8 damage
@12 damage; the guide and their mentor can each move up to their speed
#16 damage; the guide and their mentor can each move up to their speed, then attempt to hide
Effect

If the guide is hidden from the target, this ability has a double edge.

Level 10 Advancement
🌀
Main action

Poison Blade

Encounter
Distance
Special
Targets
Special
Effect

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
Goblin, Hobgoblin, Humanoid, Infernal

Hobgoblin Flameslinger

Level 4
Retainer Controller
EV -
1MSize
5Speed
48Stamina
0Stability
5Free Strike
ImmunityFire 4
Weakness
Movement
With Captain
M+1Might
A+0Agility
R+2Reason
I+1Intuition
P+3Presence
ll
Main action

Fire Curse

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ highest characteristic
!5 fire damage
@9 fire damage
#12 fire damage; A < STRONG the target is burning (save ends)
Effect

A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

ll
Main action

Fuel for the Fire

KeywordsMagicRanged
ActionMain action
DistanceRanged 10
TargetOne creature
Effect

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.

**
Trait

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
Features

Hobgoblin Flameslinger Advancement Features

Level 7 Advancement
🔳
Main action

Unholy Attraction

Encounter
AreaMagicRanged
Distance
3 cube within 10
Targets
Each enemy in the area
Power Roll+ highest characteristic
!8 damage; pull 1
@12 damage; pull 2
#16 damage, pull 4
Effect

A target who is pulled adjacent to the flameslinger and who has P < AVERAGE is knocked prone.

Level 10 Advancement
❇️
Main action

Fire Spiral

Encounter
AreaMagic
Distance
3 burst
Targets
Each enemy in the area
Power Roll+ highest characteristic
!8 damage; push 2
@12 damage; push 3
#16 damage; push 5
Effect

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, Humanoid

Human Warrior

Level 1
Retainer Defender
EV -
1MSize
5Speed
21Stamina
0Stability
2Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+0Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Chop

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

If the warrior is adjacent to their mentor, this ability gains an edge.

**
Trait

Supernatural Insight

The warrior ignores concealment if it's granted by a supernatural effect.

Human Warrior Advancement Features
Features

Human Warrior Advancement Features

Level 4 Advancement
❗️
Triggered action

'Scuse Me, Boss

Encounter
Melee
Distance
Melee 1
Targets
The warrior's mentor
Trigger

The warrior's mentor is targeted by a strike while within distance.

Effect

The warrior and the mentor switch places. The warrior is the strike's new target and the strike has a double bane.

Level 7 Advancement
🗡
Main action

Defensive Fighting

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll+ highest characteristic
!7 damage
@11 damage
#16 damage
Effect

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.

Level 10 Advancement
❇️
Main action

Whirlwind of Steel

Encounter
AreaChargeWeapon
Distance
1 burst
Targets
Each enemy in the area
Power Roll+ highest characteristic
!12 damage
@18 damage
#24 damage
Kobold Shieldbearer
Humanoid, Kobold

Kobold Shieldbearer

Level 1
Retainer Defender
EV -
2Size
5Speed
21Stamina
4Stability
6Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Gladius

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ highest characteristic
!3 damage
@5 damage
#7 damage; taunted (EoT)
**
Trait

Shield, Boss?

While the shieldbearer is adjacent to their mentor, both have a +1 bonus to stability, have cover, and grant cover to allies.

Kobold Shieldbearer Advancement Features
Features

Kobold Shieldbearer Advancement Features

Level 4 Advancement
❗️
Triggered action

Shield Block

Encounter
Ranged
Distance
Ranged 5
Targets
The shieldbearer's mentor
Trigger

The mentor takes damage from a strike while within distance.

Effect

The shieldbearer blocks the strike (if adjacent to the mentor) or throws their shield into the mentor's space. The triggering strike's damage is halved and the potency of any potency effects is reduced by 1. If the shieldbearer threw their shield, it bounces back to their hand.

Level 7 Advancement
🗡
Main action

Living Backpack

Melee
Distance
Melee 1
Targets
The shieldbearer's mentor
Effect

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.

Level 10 Advancement
🗡
Main action

Let's Go Sledding

Encounter
ChargeMeleeStrikeWeapon
Distance
Melee 1
Targets
Three enemies
Power Roll+ highest characteristic
!6 damage; M < WEAK prone
@10 damage; M < AVERAGE prone
#14 damage; M < STRONG prone
Effect

If this ability is used as part of the Charge main action, the shieldbearer gains 2 surges that can be used immediately.

Minotaur Gorer
Accursed, Humanoid, Minotaur

Minotaur Gorer

Level 3
Retainer Brute
EV -
2Size
6Speed
39Stamina
2Stability
6Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+1Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Gore

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ highest characteristic
!5 damage
@9 damage
#12 damage; M < STRONG prone
))
Triggered action

Retaliatory Strike

KeywordsRanged
ActionTriggered action
DistanceRanged 6
TargetThe triggering creature
Trigger

A creature within distance deals damage to the gorer.

Effect

The gorer uses the Charge main action and Gore against the target.

**
Trait

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
Features

Minotaur Gorer Advancement Features

Level 4 Advancement
❗️
Free triggered action

Horn Toss

Melee
Distance
Melee 1
Targets
The triggering creature
Trigger

The gorer damages a creature within distance using Gore.

Effect

The target is pushed up to 3 squares. If the target has stability 0, they are also knocked prone.

Level 7 Advancement
👤
Maneuver

Triumphant Bay

Encounter
Distance
Self
Targets
Self
Effect

The gorer gains 3 surges, and until the start of the gorer's next turn, strikes made against them and their mentor take a bane.

Level 10 Advancement
❇️
Main action

Horn Rake

Encounter
AreaWeapon
Distance
1 burst
Targets
Each enemy in the area
Power Roll+ highest characteristic
!11 damage; M < WEAK bleeding (save ends)
@16 damage; M < AVERAGE bleeding (save ends)
#21 damage; M < STRONG prone and can't stand (save ends).
Orc Charger
Humanoid, Orc

Orc Charger

Level 1
Retainer Harrier
EV -
1MSize
8Speed
21Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A+2Agility
R+0Reason
I+0Intuition
P+0Presence
ll
Main action

Notched Axe

Signature
KeywordsChargeMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object
Power Roll+ highest characteristic
!3 damage
@5 damage
#7 damage
Orc Charger Advancement Features
Features

Orc Charger Advancement Features

Level 4 Advancement
👤
Maneuver

Blood Oath

Encounter
Self
Distance
Self
Targets
Self
Effect

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.

Level 7 Advancement
👤
Main action

Mow 'Em Down

Encounter
Distance
Self; See below
Targets
Self
Effect

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.

Level 10 Advancement
❇️
Main action

Vein Burst

Encounter
AreaPsionic
Distance
2 burst
Targets
Each enemy in the area
Power Roll+ highest characteristic
!12 psychic damage
@18 psychic damage
#24 psychic damage
Effect

The charger takes psychic damage equal to the number of enemies affected. This damage can't be reducetd in any way.

Radenwight Sidekick
Humanoid, Radenwight

Radenwight Sidekick

Level 1
Retainer Support
EV -
1SSize
5Speed
21Stamina
0Stability
2Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+0Might
A+2Agility
R+0Reason
I+1Intuition
P+0Presence
ll
Main action

Dagger's Bite

Signature
KeywordsMeleeRangedStrikeWeapon
ActionMain action
DistanceMelee 1 or ranged 5
TargetOne creature or object
Power Roll+ highest characteristic
!3 damage
@5 damage
#7 damage
))
Triggered action

Ready Rodent

KeywordsMeleeWeapon
ActionTriggered action
DistanceMelee 1
TargetOne creature
Trigger

An ally deals damage to the target.

Effect

The sidekick makes a free strike against the target.

Radenwight Sidekick Advancement Features
Features

Radenwight Sidekick Advancement Features

Level 4 Advancement
👤
Maneuver

Boost

Distance
Self
Targets
Self
Effect

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.

Level 7 Advancement
🔳
Main action

Bug Bag

Encounter
AreaRanged
Distance
3 cube within 3
Targets
Each creature in the area
Power Roll+ highest characteristic
!6 poison damage; M < WEAK weakened (save ends)
@9 poison damage; M < AVERAGE weakened (save ends)
#13 poison damage; M < STRONG weakened (save ends)
Level 10 Advancement
🏹
Maneuver

Triumphant Squeak

Encounter
Ranged
Distance
Ranged 10
Targets
Self and each ally
Effect

Each target can spend a Recovery, and ends the dazed, frightened, and weakened conditions on themself.

Time Raider Mind Healer
Humanoid, Time Raider

Time Raider Mind Healer

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

Laser Lancet

Signature
KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 3
TargetOne creature or object
!5 fire damage
@8 fire damage
#11 fire damage
Effect

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:

**
Trait

Foresight

The mind healer doesn't take a bane on strikes against creatures with concealment.

Time Raider Mind Healer Advancement Features
Features

Time Raider Mind Healer Advancement Features

Level 4 Advancement
🏹
Main action

Stim Charge

Encounter
Ranged
Distance
Ranged 3
Targets
One creature
Effect

The target can spend 1 Recovery, and has their speed doubled until the end of their next turn.

Level 7 Advancement
🏹
Main action

Mind Whelm

Encounter
PsionicRangedStrike
Distance
Ranged 3
Targets
One creature
Power Roll+ highest characteristic
!8 psychic damage; R < WEAK frightened (save ends)
@13 psychic damage; R < AVERAGE frightened (save ends)
#17 psychic damage; R < STRONG frightened (save ends)
Level 10 Advancement
❇️
Main action

Psychic Short Circuit

Encounter
AreaPsionic
Distance
2 burst
Targets
Each enemy in the area
Power Roll+ highest characteristic
!11 psychic damage
@16 psychic damage
#21 psychic damage
Effect

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
Giant, Troll

Troll Mercenary

Level 5
Retainer Brute
EV -
2Size
6Speed
57Stamina
4Stability
6Free Strike
Immunity
WeaknessAcid 5, fire
Movement
With Captain
M+3Might
A+1Agility
R-1Reason
I+0Intuition
P+1Presence
ll
Main action

Big Bite

Signature
KeywordsChargeMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ highest characteristic
!6 damage
@11 damage
#14 damage
Effect

The mercenary regains Stamina equal to half the damage dealt.

ff
Maneuver

Troll Roar

Encounter
KeywordsArea
ActionManeuver
Distance3 burst
TargetEach enemy in the area
Power Roll+ highest characteristic
!P < WEAK frightened (save ends)
@P < AVERAGE frightened (save ends)
#P < STRONG frightened (save ends), push 3, prone
**
Trait

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
Features

Troll Mercenary Advancement Features

Level 7 Advancement
🗡
Main action

Hangry Frenzy

Encounter
Melee
Distance
Melee 1
Targets
Three creatures
Effect

The mercenary must be winded to use this ability. The mercenary uses Big Bite against each target.

Level 10 Advancement
❗️
Triggered action

Fire Bad

Encounter
Distance
Self
Targets
Self
Trigger

An ability deals acid or fire damage to the mercenary.

Effect

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, Soulless

Undead Servitor

Level 1
Retainer Brute
EV -
1MSize
5Speed
21Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+2Might
A-1Agility
R-3Reason
I-1Intuition
P+0Presence
ll
Main action

Lurching Swipe

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ highest characteristic
!4 damage
@7 damage
#10 damage
**
Trait

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
Features

Undead Servitor Advancement Features

Level 4 Advancement
🗡
Main action

Grab and Bite

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll+ highest characteristic
!7 damage; M < WEAK grabbed
@11 damage; M < AVERAGE grabbed
#16 damage; M < STRONG grabbed
🏹
Maneuver

Death to Death

Encounter
MagicRangedStrike
Distance
Ranged 10
Targets
One creature
Power Roll+ highest characteristic
!8 corruption damage; P < WEAK weakened (save ends)
@13 corruption damage; P < AVERAGE weakened (save ends)
#17 corruption damage; P < STRONG weakened (save ends)
Effect

Before making the strike, the servitor can teleport up to 10 squares to a space containing a dead creature, then burst out of the creature's body.

Level 10 Advancement
❗️
Free triggered action

Death Miasma

Encounter
AreaMagic
Distance
2 burst
Targets
Each enemy in the area
Power Roll+ highest characteristic
!6 corruption damage
@10 corruption damage
#14 corruption damage
Trigger

The servitor is reduced to 0 Stamina.

Effect

The servitor explodes.

Unquiet Spirit
Undead, Soulless

Unquiet Spirit

Level 1
Retainer Hexer
EV -
1MSize
5Speed
21Stamina
1Stability
2Free Strike
ImmunityCorruption 3, poison 3
Weakness
MovementFly, hover
With Captain
M-4Might
A+1Agility
R+0Reason
I+0Intuition
P+2Presence
ll
Main action

Chill of Death

Signature
KeywordsMagicRangedStrike
ActionMain action
DistanceRanged 10
TargetOne creature or object
Power Roll+ highest characteristic
!3 cold damage
@5 cold damage
#7 cold damage; P < STRONG slowed (EoT)
ll
Main action

Spirit Meld

Keywords-
ActionMain action
DistanceSelf
TargetSelf
Effect

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.

**
Trait

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
Features

Unquiet Spirit Advancement Features

Level 4 Advancement
🏹
Main action

Enervating Curse

Encounter
MagicRangedStrike
Distance
Ranged 10
Targets
One creature
Power Roll+ highest characteristic
!6 corruption damage; the target has 1 level of drain
@10 corruption damage; the target has 2 levels of drain
#14 corruption damage; the target has 3 levels of drain
Effect

The next creature to make a strike against the target gains 1 surge for each level of drain, which must be used on that strike.

Level 7 Advancement
Level 10 Advancement
🏹
Main action

Death Phase

Encounter
MagicRangedStrike
Distance
Ranged 5
Targets
One creature
Effect

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
Undead, Vampire

Vampire Rebel

Level 4
Retainer Harrier
EV -
1MSize
5Speed
48Stamina
0Stability
4Free Strike
Immunity
Weakness
MovementClimb
With Captain
M+2Might
A+3Agility
R+0Reason
I+0Intuition
P+3Presence
ll
Main action

Flashing Fangs

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
!5 damage
@5 damage, 3 corruption damage
#5 damage, 6 corruption damage; M < STRONG bleeding (save ends)
Effect

The vampire rebel gains temporary Stamina equal to any corruption damage dealt.

2d10 + highest characteristic:

oo
Move Action

Bat Form

Encounter
Keywords-
ActionMove Action
DistanceSelf
TargetSelf
Effect

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.

**
Trait

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
Features

Vampire Rebel Advancement Features

Level 7 Advancement
🗡
Main action

Blood Surge

Encounter
MeleeStrikeWeapon
Distance
Melee 1
Targets
One creature
Power Roll+ highest characteristic
!7 damage; M < WEAK bleeding (save ends)
@11 damage; M < AVERAGE bleeding (save ends)
#16 damage; M < STRONG bleeding (save ends)
Effect

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.

Level 10 Advancement
🔳
Main action

Exsanguination

Encounter
AreaMagic
Distance
3 cube within 1
Targets
Each enemy in the area
Power Roll+ highest characteristic
!7 corruption damage; M < WEAK bleeding (save ends)
@11 corruption damage; M < AVERAGE bleeding (save ends)
#16 corruption damage; M < STRONG bleeding (save ends)
Source: Draw Steel: Monsters · printing 1.01