Other Summoners¶
Retainer Summoner¶
Whenever the following retainer would gain a new advancement ability, the player of their mentor can either choose one of the available retainer abilities for that level or select a role advancement ability that matches their role and level.
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Devil Detective¶
Devil Detective
Demon Summoner
The detective can command up to two squads of minions with a maximum of 4 minions per squad. They can only have one squad of signature minions active at any time. At the start of each of the detective's turns, up to three razors appear in unoccupied spaces within 5 squares of the detective. On each of the detective's turns, they direct the squad of razors to move and use a main action.
Diabolic Probe
The target takes an additional 1 damage for each demon adjacent to them.
True Name
If a creature within 10 squares speaks the detective's true name, the detective loses their damage immunities and can't summon any razors until the end of the encounter.
Razor¶
Razor
Teeth!
Once per turn, whenever an adjacent enemy grabs the razor or uses a melee ability against them, that enemy takes 1 damage for each razor adjacent to them.
Soulsight
Each creature adjacent to the razor can't be hidden from them.
Soul Sleuth
The detective can instantly kill one or more of their minions to give themself a double edge on the power roll.
Any enemy that was hiding in the area is revealed. The area is now difficult terrain for enemies.
Summon Violents
The detective summons 3 violents into unoccupied spaces within distance. On each of the detective's turns, they direct the squad of violents to move and use a main action.
Violent¶
Violent
Transforming Strike
The violent's melee free strikes deal an additional 2 damage to each adjacent enemy from whom they were hidden. The violent loses their disguise after striking.
Mimicry
The violent uses the Hide maneuver at the start of their turn as a free maneuver, disguising themselves as a a size 1M or smaller object.
Soulsight
Each creature adjacent to the violent can't be hidden from them.
Cleansing Flense
Each target moves up to their speed toward an ally. Each ally within line of effect of the detective can give one EoT or save ends effect they're affected by to an adjacent minion and end that effect on themself.
Until the end of the encounter, whenever an enemy kills a target and has P < STRONG, they receive all EoT or save ends effects the target was affected by.
Blightwash
The minion explodes. Make a power roll, targeting each enemy within 2 squares of the target.
The area within 2 squares of the exploded minion is covered in blight until the end of the encounter. Abilities used against an enemy in the area have an edge.
Summon Gorrres
The detective summons two gorrres into unoccupied spaces within distance. On each of the detective's turns, they direct the squad of gorrres to move and use a main action.
Gorrre¶
Gorrre
Gorrring Strike
The gorrre must charge before making a strike. The target is M < STRONG knocked prone if the gorrre moved through an enemy or object other than the target during the charge.
Devastating Charge
The gorrre ignores difficult terrain while charging and destroys unattended, size 1 objects in their path. Each enemy they move through during a charge takes 3 damage.
Soulsight
Each creature adjacent to the gorrre can't be hidden from them.
Rival Summoner¶
Any minions that the rival can summon can be replaced with the equivalent minions available within a heroic summoner's portfolio.
1st-Echelon Rival Summoner¶
Rival Summoner¶
Rival Summoner
Undead Summoner
The summoner can command up to two squads of minions with a maximum of 4 minions per squad. They can only have one squad of signature minions active at any time. At the start of each of the summoner's turns, up to three skeletons appear in unoccupied spaces within 5 squares of the summoner. On each of the summoner's turns, they direct the squad of skeletons to move and use a main action.
Necro Beam
Call Forth
The summoner summons the listed number of minions for their Malice cost into unoccupied spaces within distance. If the minions are a part of a new squad, the summoner directs the squad to move and use a main action on each of their turns.
Corpse Shield
The target is targeted by a strike.
Rivalry
At the start of an encounter, the summoner chooses one creature within their line of effect. Both the summoner and the creature can add a d3 roll to power rolls they make against each other. Whenever one of the summoner's squads uses a damaging ability against the creature, the creature takes an additional 2 damage.
Summons¶
Accursed Mummy
- Fetid BindingsMain actionSignature
- Mummy DustTrait
Skeleton¶
Summoned by Rival Summoner
Skeleton
Bonetrops
When the skeleton is reduced to 0 Stamina, their square becomes difficult terrain for enemies. The first time any enemy enters this space, they take 2 damage and end this effect.
Zombie Lumberer¶
Summoned by Rival Summoner
Zombie Lumberer
Zombie Clutch
The lumberer's melee free strikes inflict A < 1 grabbed. A creature or object that starts their turn grabbed by the lumberer takes 2 corruption damage.
Death Grasp
When the lumberer is reduced to 0 Stamina, they can latch onto an adjacent enemy before being destroyed. The enemy is M < 2 restrained (EoT).
Accursed Mummy¶
Summoned by Rival Summoner
Accursed Mummy
Fetid Bindings
Mummy Dust
Whenever the mummy takes damage, each enemy adjacent to the mummy takes 2 poison damage.
2nd-Echelon Rival Summoner¶
Rival Summoner¶
Rival Summoner
Undead Summoner
The summoner can command up to two squads of minions with a maximum of 6 minions per squad. They can only have one squad of signature minions active at any time. At the start of each of the summoner's turns, up to three skeletons appear in unoccupied spaces within 5 squares of the summoner. On each of the summoner's turns, they direct the squad of skeletons to move and use a main action.
Essence Steal
The summoner summons a skeleton into an unoccupied space adjacent to the target.
Call Forth
The summoner summons the listed number of minions for their Malice cost into unoccupied spaces within distance. If the minions are a part of a new squad, the summoner directs the squad to move and use a main action on each of their turns.
Corpse Carry
The target is targeted by a strike
Rivalry
At the start of an encounter, the summoner chooses one creature within their line of effect. Both the summoner and the creature can add a d3 roll to power rolls they make against each other. Whenever one of the summoner's squads uses a damaging ability against the creature, the creature takes an additional 3 damage.
Summons¶
Ceaseless Mournling
- Always CryingTrait
- Immutable FormTrait
- RuptureTrait
Skeleton¶
Summoned by Rival Summoner
Skeleton
Bonetrops
When the skeleton is reduced to 0 Stamina, their square becomes difficult terrain for enemies. The first time any enemy enters this space, they take 2 damage and end this effect.
Grave Knight¶
Summoned by Rival Summoner
Grave Knight
Knight Strike
To the Grave
When the grave knight is reduced to 0 Stamina, they can make a melee free strike before being destroyed.
Ceaseless Mournling¶
Summoned by Rival Summoner
Ceaseless Mournling
Always Crying
At the end of the mournling's turn, each enemy within 1 of the mournling takes 2 sonic damage and can't shift until the start of the mournling's next turn.
Immutable Form
The mournling's shape can't change via any external effects.
Rupture
The first time the mournling burrows out of the ground on their turn, they can make a free strike against each adjacent enemy.
3rd-Echelon Rival Summoner¶
Rival Summoner¶
Rival Summoner
Undead Summoner
The summoner can command up to two squads of minions with a maximum of 8 minions per squad. They can only have one squad of signature minions active at any time. At the start of each of the summoner's turns, up to four skeletons appear in unoccupied spaces within 5 squares of the summoner. On each of the summoner's turns, they direct the squad of skeletons to move and use a main action.
Glimpse of the Grave
Call Forth
The summoner summons the listed number of minions for their Malice cost into unoccupied spaces within distance. If the minions are a part of a new squad, the summoner directs the squad to move and use a main action on each of their turns.
Death Ward
The target is targeted by a strike.
Rivalry
At the start of an encounter, the summoner chooses one creature within their line of effect. Both the summoner and the creature can add a d3 roll to power rolls they make against each other. Whenever one of the summoner's squads uses a damaging ability against the creature, the creature takes an additional 4 damage.
Summons¶
Ceaseless Mournling
- Always CryingTrait
- Immutable FormTrait
- RuptureTrait
False Vampire
- Proboscis StrikeTrait
- BloodthirstyTrait
Skeleton¶
Summoned by Rival Summoner
Skeleton
Bonetrops
When the skeleton is reduced to 0 Stamina, their square becomes difficult terrain for enemies. The first time any enemy enters this space, they take 2 damage and end this effect.
Zombie Lumberer¶
Summoned by Rival Summoner
Zombie Lumberer
Zombie Clutch
The lumberer's melee free strikes inflict A < 3 grabbed. A creature or object that starts their turn grabbed by the lumberer takes 2 corruption damage.
Death Grasp
When the lumberer is reduced to 0 Stamina, they can latch onto an adjacent enemy before being destroyed. The enemy is M < 4 restrained (EoT).
Ceaseless Mournling¶
Summoned by Rival Summoner
Ceaseless Mournling
Always Crying
At the end of the mournling's turn, each enemy within 1 of the mournling takes 2 sonic damage and can't shift until the start of the mournling's next turn.
Immutable Form
The mournling's shape can't change via any external effects.
Rupture
The first time the mournling burrows out of the ground on their turn, they can make a free strike against each adjacent enemy.
False Vampire¶
Summoned by Rival Summoner
False Vampire
Proboscis Strike
The false vampire's melee free strikes have a distance of 2 and inflict M < 3 restrained (EoT). The false vampire can move the target while they are restrained this way. At the start of a restrained creature's turn, they take 4 acid damage.
Bloodthirsty
The false vampire has a speed of 10 while a creature is bleeding within 10.
4th-Echelon Rival Summoner¶
Rival Summoner¶
Rival Summoner
Undead Summoner
The summoner can command up to two squads of minions with a maximum of 8 minions per squad. They can only have one squad of signature minions active at any time. At the start of each of the summoner's turns, up to four skeletons appear in unoccupied spaces within 5 squares of the summoner. On each of the summoner's turns, they direct the squad of skeletons to move and use a main action.
Strike for Me
Each of the summoner's minions within 5 squares of the target makes a free strike against the target. The target takes an additional 5 damage for each of the summoner's squads that joined the attack.
Call Forth
The summoner summons the listed number of minions for their Malice cost into unoccupied spaces within distance. If the minions are a part of a new squad, the summoner directs the squad to move and use a main action on each of their turns.
Death Strikes Back
The target is targeted by a strike.
Rivalry
At the start of an encounter, the summoner chooses one creature within their line of effect. Both the summoner and the creature can add a d3 roll to power rolls they make against each other. Whenever one of the summoner's squads uses a damaging ability against the creature, the creature takes an additional 5 damage.
Summons¶
Ceaseless Mournling
- Always CryingTrait
- Immutable FormTrait
- RuptureTrait
Grave Knight
- Knight StrikeMain actionSignature
- To the GraveTrait
Skeleton¶
Summoned by Rival Summoner
Skeleton
Bonetrops
When the skeleton is reduced to 0 Stamina, their square becomes difficult terrain for enemies. The first time any enemy enters this space, they take 2 damage and end this effect.
Grave Knight¶
Summoned by Rival Summoner
Grave Knight
Knight Strike
To the Grave
When the grave knight is reduced to 0 Stamina, they can make a melee free strike before being destroyed.
Ceaseless Mournling¶
Summoned by Rival Summoner
Ceaseless Mournling
Always Crying
At the end of the mournling's turn, each enemy within 1 of the mournling takes 2 sonic damage and can't shift until the start of the mournling's next turn.
Immutable Form
The mournling's shape can't change via any external effects.
Rupture
The first time the mournling burrows out of the ground on their turn, they can make a free strike against each adjacent enemy.
Zombie Titan¶
Summoned by Rival Summoner
Zombie Titan
Big Stomp
The titan's melee free strikes M < 5 knock the target prone.
Overwhelming Size
The titan can move through enemies at normal speed. If the titan ends their turn in a prone size 2 or smaller creature's space, the creature can't stand.
Flesh to Mountains
When the titan is reduced to 0 Stamina, their space becomes difficult terrain. If a creature was prone underneath the titan when the titan is killed, they take 10 damage and are restrained (save ends).