Adversary Features
The right side of each stat block lists that adversary’s features. Below each feature, you’ll find a line of italicized flavor text. This line offers inspiration for how to tie that feature into the narrative and describe it to the players.
Features can take three forms—actions, reactions, and passives. The following sections describe how to use these features and provide a few examples. You can also find a complete list of adversary features in [section pending] of chapter 6.
Activating Features
All actions require spending an action token to use, while passives and reactions typically don’t. Some features require no resources to activate them, but those that do generally call for one of the following:
Marking Stress: Some moves call for the adversary to “mark a Stress.” Each adversary’s Stress is separate, so if they run out, they can’t mark Stress from a different adversary.
Spending Action Tokens: Some features require spending one or more additional action tokens to use. Actions cost a minimum of one action token, and if they cost more, that number will be listed in parentheses like so: Action (2) for an action that costs 2 action tokens.
Spending Fear: Some moves say to “spend a Fear.” To make this move, you must spend Fear as described, even if you already spent an action token to activate the adversary. (See the upcoming “Fear Features” section for examples of these moves.)
Adversary Actions
Adversary actions are features that always require you to spend an action token to use them. These actions can be divided into three categories:
Standard Attacks: Each adversary has a standard attack listed in the left column of their stat block. This includes their attack modifier, the name of the attack, its range, and its damage. When you spend an action token to activate an adversary, you can always use their standard attack as long as they are within range (or can move within range).
Unique Actions: Many adversaries have special actions listed in the right column of their stat block. These represent their skills, innate abilities, spells they can cast, etc. Unique actions might allow the adversary to make an attack, to force PCs to make a reaction roll, or even to change the landscape. When you activate an adversary, you can choose to use one of these instead of making a standard attack. See “Unique Actions” below for details on using these.
Other Actions: Adversaries can do nearly anything a PC can, so if you want to do something that’s not in the stat block, feel free! The “Adversary Action Rolls” section of chapter 3 provides guidance on resolving other actions an adversary might take.
Unique Actions
In addition to the action token required to use any action, some unique actions require also spending Fear or marking Stress, and others might require more than one action token to be spent (indicated by the number in parentheses after the action name). See the earlier “Activating Features” section for more details on spending these.
The following features are examples of actions. In these examples, “X” and “Y” represent numbers that are different for each stat block.
Group Attack - Action (X)
Activate all adversaries with this name within a certain range of a target, spending X action tokens for the group. This group can move and make one shared attack roll against that target. On a success, they deal the specified amount of damage per adversary, combine that damage together before applying it to their target’s damage thresholds.
Tip: While this feature is most common with minions, any adversary can use this feature. See “Using Minions and Hordes ” for more suggestions on using this in combat.
Haymaker - Action (X) | +Y attack modifier
The adversary winds up and takes a mighty swing. Make an attack with a +Y bonus. On a success, deal the specified amount of damage. Any armor used to reduce damage from this attack is only half as effective.
Shredding Strike - Action | +Y attack modifier
Make an attack with a +Y modifier against an enemy within Very Close range. If it hits, the target takes the specified amount of damage and must mark an armor slot without gaining its benefit (but they may still use other armor slots on the damage).
Adversary Reactions
Adversary reactions are features that don’t take effect until their specific trigger occurs (such as taking damage or marking a certain number of HP). When triggered, you can immediately use the reaction, and you don’t have to spend an action token or Fear to interrupt the PCs with this reaction (unless otherwise specified). The following features are examples of reaction
Shifting Amalgamation - Reaction
Spend a Fear to add X to the damage of any of the adversary’s attacks.
Team-Up - Reaction | +0 attack modifier
When another adversary within Very Close range of this adversary deals damage to a character, mark a Stress to make an attack against that same target. On a success, add the two damage rolls together.
Adversary Passives
Adversary passives don’t require activation, and always apply under the circumstances stated in that feature. Some are always in effect (such as the Arcane Form passive below, which makes the adversary permanently resistant to magic damage). Others automatically come into effect whenever the stated trigger occurs (such as the Horde passive below, which reduces the adversary’s damage once their hit points are halved).
The following features are examples of passives. In these examples, “X” represents a number that is different for each stat block.
Relentless (X) - Passive
This adversary can activate up to X times during a GM move, so long as there are enough action tokens. You still spend an action token each time you activate them in this way.
Tip: The Relentless feature is useful if you want an adversary who can act multiple times during your move. This is often best for exceedingly fast or dangerous foes, or for adversaries who are likely to battle the party on their own.
Slow (X) - Passive
This adversary costs X action tokens to activate, instead of just one token.
Tip: The Slow feature is useful if you want an adversary who narratively takes longer to act than others, like a giant slug or a lumbering ogre. This is usually most effective when that creature has powerful actions, increasing the party’s dread as the tokens stack up.
Minion (X) - Passive
This adversary is defeated if it takes any damage. For every X damage a PC deals to this adversary, defeat an additional minion in the attack’s range.
Tip: See the upcoming “Using Minions and Hordes ” section for guidance on using this feature.
Horde (X) - Passive
If the horde has marked at least half of their Hit Points, their attack only deals X damage.
Tip: See the upcoming “Using Minions and Hordes ” section for guidance on using this feature.
Arcane Form - Passive
This adversary is resistant to magic damage.
Armored Carapace - Passive
When this adversary takes physical damage, reduce that damage by X.
Fear Features
Fear Features are rare and powerful adversary features that require spending Fear to activate. These most commonly appear on Leader and Solo adversaries, and can take the form of passives, actions, or reactions. Each Fear Feature is a scene-defining effect that justifies the expenditure of this valuable GM resource. For example:
Reinforcements - Action
Spend a Fear to add 1d4 additional adversaries to the scene as backup. They appear at a Far distance and may immediately activate without spending action tokens. Any attacks they make with these activations deal half damage.
Coup de Grace - Action
Spend a Fear to make an attack against a Vulnerable target within Close range. If successful, deal 4d8 phy damage and force the target to mark a Stress.