adversary-stat-blocks
Tier 1 Adversaries (Level 1)
Jagged Knife Bandits
Jagged Knife Bandit
Description: A cunning criminal in a heavy cloak bearing one of the gang’s iconic knives.
Motives & Tactics: Escape, Profit, Throw Smoke
Tier: 1
Type: Standard
Difficulty: 12
Attack Modifier: +1
Daggers: Melee | 2d6+3 phy
Major 8 | Severe 14
HP: 5
Stress: 3
Experience:
Bandit +2
Features
Climber - Passive
This adversary can climb just as easily as they can run. “They get to higher ground.”
From Above - Action
Make an attack from above a target. On a success, deal 3d4+10 physical damage. “They drop in from above and take no mercy.”
Jagged Knife Shadow
Description: A nimble scoundrel bearing a wicked knife and utilizing shadow magic to isolate targets.
Motives & Tactics: Ambush, Conceal, Divide, Profit
Tier: 1
Type: Skulk
Difficulty: 12
Attack Modifier: +1
Dagger: Melee | 2d4+5 phy
Major 4 | Severe 8
HP: 3
Stress: 3
Experience:
Intrusion +3
Features
Backstab - Passive
On a successful Daggers attack that has advantage, deal 2d6+8 phy damage instead. “They exploit your weakness and hit you where it hurts.”
Cloaked - Action
Become Hidden until after this adversary’s next attack. Any attacks made while Hidden have advantage. “They can disappear in plain sight.”
Jagged Knife Hexer
Description: A staff-wielding bandit in a cloak, adorned with magical paraphernalia, using curses to vex their foes.
Motives & Tactics: Command, Hex, Profit, Warp
Tier: 1
Type: Support
Difficulty: 13
Attack Modifier: +2
Staff: Far | 1d8+5 mag
Difficulty: 13
Major 5 | Severe 9
HP: 4
Stress: 4
Experience:
Magical Knowledge +2
Features
Curse - Action
Target a creature within Far range and make them Cursed. While Cursed, on any rolls made with Hope, this adversary can mark a Stress to make it with Fear instead. “A wave of nausea passes over you, as you realize you’ve been cursed.”
Chaotic Flux - Action
Make an attack against up to three targets within Very Close range. Mark a Stress to deal 2d6+3 magic damage to any you are successful against. “They unleash a flurry of writhing magic in all directions.”
Jagged Knife Sniper
Description: A lanky bandit striking from cover with a shortbow.
Motives & Tactics: Hide, Ambush, Profit, Reposition
Tier: 1
Type: Ranged
Difficulty: 13
Attack Modifier: -1
Shortbow: Far | 2d6+3 phy
Major 4 | Severe 7
HP: 3
Stress: 2
Experience:
Stealth +2
Features ****
Unseen Strike - Passive
If the Sniper is Hidden when they hit an enemy, the attack deals 2d8+5 phy instead of their normal damage. “From the shadows, an arrow with deadly aim flies towards you.”
Jagged Knife Lieutenant
Description: A seasoned bandit in quality leathers with a strong voice and cunning eyes.
Motives & Tactics: Bully, Command, Profit, Reinforce
Tier: 1
Type: Leader
Difficulty: 13
Attack Modifier: +2
Javelin: Close | 2d6+8 phy
Difficulty: 13
Major 7 | Severe 14
HP: 6
Stress: 3
Experience
Area Knowledge +2
Features
Tactician - Action
Mark a Stress to activate this adversary and two allies within Close range of them (do not spend additional action tokens for the allies). “They give the orders, and they’re followed without hesitation.”
More Where That Came From - Action
Summon 3 Jagged Knife Lackeys, who appear at Far range. “You see more trouble headed your way.”
Coup de Grace - Action
Spend a Fear to make an attack against a Vulnerable target within Close range. If successful, deal 2d6+12 phy damage and force the target to mark a Stress. “They see you struggling and move to end this.”
Jagged Knife Lackey
Description: A commonly-dressed thief with small daggers, eager to prove themselves.
Motives & Tactics: Escape, Profit, Throw Smoke
Tier: 1
Type: Minion
Difficulty: 9
Attack Modifier: -2
Daggers: Melee | 3 phy
HP: 1
Stress: 1
Experience:
Bandit +2
Features
Minion (3) - Passive
This adversary is defeated if they take any damage. For every 3 damage a PC deals to this adversary, defeat an additional minion in the attack’s range. “You cut through them effortlessly, one to the next.”
Group Attack - Action (2)
Choose a target and activate all Jagged Knife Lackeys within Close range of them. Those minions move into melee with the target and make one shared attack roll. On a success, they deal 3 phy damage each. Combine this damage together. “They descend on you, stronger together.”
Jagged Knife Kneebreaker
Description: An imposing brawler carrying a large club.
Motives & Tactics: Intimidate, Grapple, Profit, Steal
Tier: 1
Type: Bruiser
Difficulty: 12
Attack Modifier: -3
Club: Melee | 3d4+10 phy
Major 7 | Severe 14
HP: 7
Stress: 4
Experience:
Bandit +2
Unveiled Threats +3
Features
I’ve Got ‘Em - Passive
Characters Restrained by this adversary take double damage from attacks by other adversaries in the scene. “They have you pinned and you know that’s bad news.”
Hold Them Down - Action
Make an attack against a target in melee. On a success, they take no damage but are Restrained and Vulnerable. A PC can break free by with Strength (12) roll or are let go automatically when Major damage or higher is dealt to the Bruiser. “They slam you to the ground with unbelievable strength.”
Beasts
Bear
Description: A large beast with thick fur and powerful claws.
Motives & Tactics: Climb, Defend Territory, Pummel, Track
Tier: 1
Type: Bruiser
Difficulty: 14
Attack Modifier: +1
Claws: Melee | 2d8+5 phy
Major 9 | Severe 17
HP: 7
Stress: 2
Experience:
Keen Senses +2
Ambusher +3
Features
Overwhelming Force - Passive
Creatures that mark HP from this creature’s Claws attack are knocked out of melee. “The flurry of claws send you flying backwards.”
Bite - Action
Mark a Stress to make a bite attack against a target in melee. On a success, deal 3d4+10 damage and make them Restrained. They can escape on a Strength roll. “A powerful bite clamps down onto you, keeping you from moving.”
Dire Wolf
Description: A large wolf with menacing teeth, seldom encountered alone.
Motives & Tactics: Defend Territory, Harry, Protect Pack, Surround, Trail
Tier: 1
Type: Skulk
Difficulty: 12
Attack Modifier: +2
Claws: Melee | 2d6+3 phy
Major 5 | Severe 9
HP: 4
Stress: 2
Experience:
Keen Senses +3
Features
Pack Tactics - Passive
When making a Claws attack, if another Dire Wolf is also in melee range of the target, deal 2d6+8 phy damage instead. “When they work in packs, they’re more bold, more vicious.”
Hobbling Strike - Action
Make an attack against a target in melee range. On a success, mark a Stress to deal 3d4+10 phy damage and make them Vulnerable until they heal a Hit Point. “With a snarl, they lunge at you, sinking their teeth in deep.”
Giant Rat
Description: A cat-sized rodent skilled at scavenging and survival.
Motives & Tactics: Burrow, Scavenge, Hunger, Wear Down
Tier: 1
Type: Minion
Difficulty: 10
Attack Modifier: -4
Claws: Melee | 3 phy
HP: 1
Stress: 1
Experience:
Keen Senses + 3
Features
Minion (3) - Passive
This adversary is defeated if they take any damage. For every 3 damage a PC deals to this adversary, defeat an additional minion in the attack’s range. “You cut through them effortlessly, one to the next.”
Group Attack - Action (2)
Choose a target and activate all Giant Rats within Close range of them. Those minions move into melee with the target and make one shared attack roll. On a success, they deal 3 phy damage each. Combine this damage together. “They descend on you, stronger together.”
Swarm of Rats
Description: A skittering mass of ordinary rodents moving as one like a ravenous wave.
Motives & Tactics: Consume, Swarm, Obscure
Tier: 1
Type: Horde (10/HP)
Difficulty: 10
Attack Modifier: -3
Claws: Melee | 2d6+4 phy
Major 6 | Severe 10
HP: 6
Stress: 2
Features
In Your Face - Passive
All enemies in melee range of the swarm of rats have disadvantage on against any target other than the horde. “They swarm you, pulling your focus from anything but them.”
Horde (1d4+2) - Action
Once 4 HP are marked on the horde, they only do 1d4+2 on their Claws attack. “With their numbers dwindling, they don’t pose as much of a threat.”
Giant Scorpion
Description: A human-sized insect with tearing claws and a stinging tail.
Motives & Tactics: Ambush, Feed, Grapple, Poison
Tier: 1
Type: Bruiser
Difficulty: 13
Attack Modifier: +1
Pincers: Melee | 2d8+5 phy
Difficulty: 13
Major 7 | Severe 13
HP: 6
Stress: 3
Experience:
Camouflage +2
Features
Double Strike - Action
Mark a Stress to make a Pincers attack against two targets within range. On a success, deal 2d8+5 phy damage to each. “Their massive claws strike out at both of you.”
Venomous Stinger - Action
Make an attack against a target within Very Close range. On a success, spend a Fear to deal 3d4+10 phy damage and Envenomate them. While Envenomated, before they make an action roll, they must roll a d6. If the result is a 4 or below, they mark a stress. Envenomated clears at their next short rest or on a successful Knowledge (16) roll. “You feel the hot venom rush through your veins.”
Glass Snake
“From loathsome den the scales of serpent rise and light breaks brilliant through the awesome sight- like sharpened thorns concealed by petals’ lies this gaudy plumage cloaks a deadly might.
So fear the whetted coils, daring maid. No leather, doublet, chain, or plate survive the rain of shards she spits as keen as blade. A battle worthy won if dare you strive! ”
- Ancient Bard Song of the Sire Valley
Rumored to be the creation of a legendary artisan-mage, Glass Snakes are a beautiful sight to behold, though they may be a viewer’s last. Legend claims that the glassmith breathed magical life into a sculpture of two intertwined serpents, only to be torn to shreds in their embrace. Free of their creator, the pair ventured into the mountains to birth a line of fearsome reptiles that consume all who venture near.
The snake’s diet, which includes any beast the creature can swallow, is clearly visible through its translucent scales during the digestion process. The color and faceting of a Glass Snake’s hardened skin is affected by the mineral composition of the land upon which it travels, and no two of these reptiles will look exactly alike. While some are uniquely adept at camouflage due to their translucent scales, others have vibrant colors that are reminiscent of stained glass. Unlike their smaller and fleshier brethren, this serpent sheds its scales in pieces instead of abandoning entire layers of skin. The rapid, writhing motion–accompanied by a shower of glass–has inspired a popular fighting maneuver called the ‘Spinning Serpent.’
Glass Snake
Description: A clear serpent with a head the size of a human that leaves behind a glass shard trail wherever it goes.
Motives & Tactics: Climb, Feed, Keep Distance, Scare
Tier: 1
Type: Standard
Difficulty: 14
Attack Modifier: +2
Glass Fangs: Very Close | 1d8+5 phy
Major 6 | Severe 10
HP: 5
Stress: 3
Features
Armor Shredding Shards - Passive
Any successful melee attacks against this creature also mark an armor slot on the attacker. “Though the strike hits true, its glass scales shred your armor.”
Spinning Serpent - Action
Mark a Stress to make an attack against all targets within Very Close range. Any target hit takes 1d8+5 phy damage. “It spins violently, its sharp body striking in every direction.”
Spitter - Action
Spend a Fear to introduce a Spitter d6 die. Anytime the Glass Snake activates, roll this die. On a 5+, all targets in front of the snake within Far range must succeed on an Agility Reaction or take 2d6+3 damage. This does not use the snake’s activation. “Hundreds of shards of pearlescent glass spiral towards you.”
Giant Mosquitos
Description: Dozens of fist-sized mosquitoes, flying together for protection.
Motives & Tactics: Harass, Steal Blood, Fly Away
Tier: 1
Type: Horde (5/HP)
Difficulty: 10
Attack Modifier: -2
Proboscis: Melee | 2d8+5 phy
Major 5 | Severe 9
HP: 6
Stress: 3
Experience:
Camouflage +2
Features
Flying - Passive
Cannot be targeted by effects that impact balance or the ground. +2 Difficulty when at least a Very Close distance off the ground. “The swarm nimbly maneuvers around your blows.”
Bloodsucker - Reaction
Mark Stress when an attack by Giant Mosquitos causes a character to mark HP. They must mark +1 HP.
Horde 2d4+2 - Passive
If Giant Mosquito swarm has marked half or more of their HP, they deal 2d4+2 phy damage instead of their normal damage.
Mercenaries
Sellsword
Description: An armed mercenary testing their luck.
Motives & Tactics: Charge, Overwhelm, Lacerate, Profit
Tier: 1
Type: Minion
Difficulty: 10
Attack Modifier: +0
Longsword: Melee | 4 phy
Difficulty: 10
HP: 1
Stress: 1
Features
Minion (4) - Passive
This adversary is defeated if they take any damage. For every 4 damage a PC deals to this adversary, defeat an additional minion in the attack’s range. “You cut through them effortlessly, one to the next.”
Group Attack - Action (2)
Choose a target and activate all Sellswords within Close range of them. Those minions move into melee with the target and make one shared attack roll. On a success, they deal 4 phy damage each. Combine this damage together. “They descend on you, stronger together.”
Harrier
Description: A nimble fighter armed with javelins.
Motives & Tactics: Harry, Kite, Flank, Profit
Tier: 1
Type: Standard
Difficulty: 12
Attack Modifier: +1
Javelin: Close | 1d8+7 phy
Major 5 | Severe 9
HP: 3
Stress: 3
Experience:
Camouflage +2
Features
Maintain Distance - Passive
After making an attack, Harrier may move anywhere within Far range. “They move with purpose across the battlefield, away from the fray.”
Fall Back - Reaction
When a PC moves into melee to make an attack, Harrier may mark a Stress before the attack roll to move anywhere within Close range and make a Javelin attack on them. A success deals 1d8+7 phy damage. “They won’t let you get close, instead turning an attack back on you.”
Spellblade
Description: A mercenary combining their skills in swordplay and magic to deadly effect.
Motives & Tactics: Blast, Command, Endure
Tier: 1
Type: Leader
Difficulty: 14
Attack Modifier: +3
Empowered Longsword: Melee | 2d8+5 phy/mag
Major 8 | Severe 14
HP: 6
Stress: 3
Experience:
Magical Knowledge +2
Features
Arcane Steel - Passive
Damage dealt by the Empowered Longsword is considered both physical and magic. “Their blade glows with an otherworldly sheen.”
Suppressing Blast - Action
Mark a Stress and target a group within Far range. They must make an Agility Reaction or take 1d8+1 mag damage. Add a token to the action tracker for each target that marked HP on this attack. “The magical blast ricochets towards you, knocking the wind out of your lungs.”
Move As A Unit - Action
Spend a Fear to activate the Spellblade and up to five allied units within Far range. “With sword raised high, they lead the charge towards you.”
Weaponmaster
Description: A clear serpent with a head the size of a human that leaves behind a glass shard trail wherever it goes.
Motives & Tactics: Climb, Feed, Keep Distance, Scare
Tier: 1
Type: Bruiser
Difficulty: 14
Attack Modifier: +2
Greatsword : Very Close | 2d8+5 phy
Major 8 | Severe 15
HP: 6
Stress: 3
Features
Goading Strike - Action
Make a Greatsword attack and mark a Stress to taunt the target. The next time the taunted target acts, if they attack anyone other than the Weaponmaster, its with disadvantage. “They smile at you with venom in their eyes. ‘Come get me.’”
Adrenaline Burst - Action
Spend a Fear once per scene to heal 2 HP and 2 Stress. “They wipe the blood from their face and look up at you, revelling in the challenge.”
Oozes
Green Ooze
Description: A moving mound of translucent green slime.
Motives & Tactics: Creep up, Envelop, Camouflage, Consume & Multiply
Tier: 1
Type: Skulk
Difficulty: 8
Attack Modifier: +1
Ooze Appendage: Melee | 1d6+2 mag
Major 5 | Severe 10
HP: 5
Stress: 2
Experience:
Camouflage +3
Features
Slow (2) - Passive
The GM must spend two tokens to activate this adversary. “They take a moment to react, and you can tell they’re not as quick as you are.”
Acidic Form - Passive
Any successful melee attacks this creature makes also marks an Armor Slot on the target. This doesn’t reduce any damage. “The residue eats away at your armor, corroding it slowly.”
Envelop - Action
Make an attack against a target in melee. On a success, envelop them, immediately dealing 2 Stress. Every time an action token is placed on the tracker, deal an additional Stress. They will break free the next time the ooze takes Severe damage. “The ooze encircles you, drawing you into its gelatinous form.”
Split - Reaction
When this adversary marks its 3rd Hit Point, spend a Fear to split it into two Tiny Green Oozes (with no marked Hit Points or Stress). They may immediately activate without spending tokens. “You watch as the damage you’ve done splits it in half… becoming two oozes instead of one.”
Red Ooze
Description: A moving mound of translucent flaming red slime.
Motives & Tactics: Ignite, Start fires, Camouflage, Consume & Multiply
Tier: 1
Type: Skulk
Difficulty: 10
Attack Modifier: +1
Ooze Appendage: Melee | 2d6+3 mag
Major 6 | Severe 11
HP: 5
Stress: 3
Experience:
Camouflage +3
Features
Creeping Fire - Action
This adversary can only move Very Close range when it activates. It lights any flammable object it touches on fire. “It creeps towards you, the ground around it erupting into flames.”
Ignite - Action
Make an attack against a target in Very Close range. On a success, they burst into flames, taking 1d8+1 mag damage immediately and 2d4+2 direct magic damage every time a token is placed on the action tracker. This ends when they are extinguished with a Finesse Roll (14). “You feel fire at your feet, and suddenly, you’re engulfed.”
Split - Reaction
When this adversary marks its 3rd Hit Point, spend a Fear to split it into two Tiny Red Oozes (with no marked Hit Points or Stress). They may immediately activate without spending tokens. “You watch as the damage you’ve done splits it in half… becoming two oozes instead of one.”
Tiny Green Ooze
Description: A small moving mound of translucent green slime.
Motives & Tactics: Creep up, Envelop, Camouflage, Consume & Multiply
Tier: 1
Type: Skulk
Difficulty: 14
Attack Modifier: -1
Ooze Appendage: Melee | 1d4+1 mag
Major 4
HP: 2
Stress: 1
Features
Acidic Form - Passive
Any successful melee attacks this creature makes also marks an Armor Slot on the target. This doesn’t reduce any damage. “The residue eats away at your armor, corroding it slowly.”
Tiny Red Ooze
Description: A small moving mound of translucent flaming red slime.
Motives & Tactics: Blaze, Camouflage, Consume & Multiply
Tier: 1
Type: Skulk
Difficulty: 11
Attack Modifier: -1
Ooze Appendage: Melee | 1d4+2 mag
Major 5
HP: 2
Stress: 1
Features
Burning - Reaction
Any creature that damages this adversary from melee range takes 2d6 direct magic damage. “As you strike the ooze, you feel a flash of red hot heat wash over you.”
Tangle Bramble
Tangle Bramble Swarm
Description: A cluster of animate, blood-drinking tumbleweeds, each the size of a large gourd.
Motives & Tactics: Entangle, Immobilize, Digest
Tier: 1
Type: Horde (3/HP)
Difficulty: 12
Attack Modifier: +0
Clawed Branch: Melee | 2d6+3 phy
Major 6 | Severe 11
HP: 6
Stress: 3
Experience:
Camouflage +2
Features
Encumber - Reaction
Whenever Tangle Bramble Swarm hits a PC, give them a bramble token. If a creature has any bramble tokens when they activate, they add an additional token to the action tracker when they take an action. If a creature has 3 or more bramble tokens, they are Restrained. Bramble tokens can be removed by making a Finesse roll (12 + the number of bramble tokens) or dealing Major damage to Tangle Bramble Swarm. If removed without damage, create a Tangle Bramble Minion in Melee with the now-freed character for each token removed. “The brambles grab a hold of you, digging in and slowing your movement.”
Crush - Action
Mark Stress to deal 2d6+8 phy direct damage to a target with 3 or more bramble tokens. “The brambles dig into you, blood draining into the vegetable matter.”
Horde 1d4+2 - Passive
If Tangle Brambles has 3 or more of their Hit Points marked, their attack only deals 1d4+2 damage. “With their numbers dwindling, they don’t pose as much of a threat.”
Tangle Bramble
Description: Individual blood-drinking tumbleweeds.
Motives & Tactics: Drain, Entangle, Combine
Tier: 1
Type: Minion
Difficulty: 11
Attack Modifier: -1
Clawed Branch: Melee | 4 phy
HP: 1
Stress: 1
Features
Minion (4) - Passive
This adversary is defeated if they take any damage. For every 4 damage a PC deals to this adversary, defeat an additional minion in the attack’s range. “You cut through them effortlessly, one to the next.”
Group Attack - Action (2)
Choose a target and activate all Tangle Brambles within Close range of them. Those minions move into melee with the target and make one shared attack roll. On a success, they deal 4 phy damage each. Combine this damage together. “They descend on you, stronger together.”
Drain & Multiply - Reaction
If an attack from Tangle Brambles deals HP and there are three or more Tangle Bramble Minions in Close range, combine all Tangle Bramble minions into a Tangle Bramble Swarm with HP equal to the number of minions combined.
Grove Guardians
Minor Treant
Description: An ambulatory sapling rising up to defend their forest.
Motives & Tactics: Crush, Overwhelm, Protect
Tier: 1
Type: Minion
Difficulty: 10
Attack Modifier: -2
Clawed Branch: Melee | 4 phy
HP: 1
Stress: 1
Experience:
Nature’s Friend +1
Features
Minion (4) - Passive
This adversary is defeated if they take any damage. For every 4 damage a PC deals to this adversary, defeat an additional minion in the attack’s range. “You cut through them effortlessly, one to the next.”
Group Attack - Action (2)
Choose a target and activate all Minor Treants within Close range of them. Those minions move into melee with the target and make one shared attack roll. On a success, they each deal 4 phy damage. “They descend on you, stronger together.”
Sylvan Soldier
Description: A faerie warrior adorned in leaf & bark armor.
Motives & Tactics: Ambush, Overwhelm, Protect, Trail
Tier: 1
Type: Standard
Difficulty: 11
Attack Modifier: +0
Scythe: Melee | 2d6+2 phy
Major 6 | Severe 11
HP: 4
Stress: 2
Experience:
Tracker +2
Features
Pack Tactics - Passive
When making a Scythe attack, if another Sylvan Soldier is also in melee range of the target, deal 2d8+5 phy damage instead. “When they work in packs, they’re more bold, more vicious.”
Forest Control - Action
Spend a Fear to pull down a tree within Close range. Anyone the tree might hit on its way down must make an Agility Reaction (15) or take 3d4+11 phy damage. “They extend vines from their hands and pull the tree down with a crash.”
Blend In - Reaction
After a successful attack, mark a Stress to become Hidden until this adversary’s next attack or a PC makes an Instinct Roll (14) to find them. “When you look up from the attack, they are gone…”
Deeproot Defender
Description: A burly vegetable-person with grasping vines.
Motives & Tactics: Ambush, Grab, Protect, Pummel
Tier: 1
Type: Bruiser
Difficulty: 10
Attack Modifier: +2
Vines: Close | 2d8+7 phy
Major 8 | Severe 14
HP: 7
Stress: 3
Experience:
Huge +3
Features
Ground Slam - Action
Slam the ground, knocking any targets within Very Close range into Far range. Each character knocked back this way marks Stress. “Their fists slam to the ground, and the shockwave sends you flying.”
Grab and Drag - Action
Make an attack roll against a close target. On a success, spend a Fear to pull them into melee, deal 2d8+3 phy damage, and make them Restrained. This condition ends the next time the bruiser takes Severe Damage. “They reach out with their vines and ensnare you, pulling you in.”
Young Dryad
Description: An imperious tree-person leading their forest’s defenses.
Motives & Tactics: Command, Nurture, Prune the Unwelcome
Tier: 1
Type: Leader
Difficulty: 11
Attack Modifier: +0
Scythe: Melee | 2d8+5 phy
Major 6 | Severe 11
HP: 4
Stress: 2
Experience:
Leadership +3
Features
Voice of the Forest - Action
Mark a Stress to activate 1d4 allies in range of a target they can immediately hit. Their attacks deal half damage. “When they work in packs, they’re more bold, more vicious.”
Thorny Cage - Action
Spend a Fear to form a cage around a target within Very Close range that makes them Restrained. Any action taken against the cage marks a Stress. The target can be broken free with a successful Strength Roll. “A cage of thorns and vines wraps around you, holding you in place.”
Skeletons
Skeleton Dredge
Description: A clattering pile of bones.
Motives & Tactics: Play Dead, Overwhelm, Fall Apart, Steal Skin
Tier: 1
Type: Minion
Difficulty: 8
Attack Modifier: -1
Rusty Sword: Melee | 3 phy
HP: 1
Stress: 1
Features ****
Minion (4) - Passive
This adversary is defeated if they take any damage. For every 4 damage a PC deals to this adversary, defeat an additional minion in the attack’s range. “You cut through them effortlessly, one to the next.”
Group Attack - Action (2)
Choose a target and activate all Skeleton Dredges within Close range of them. Those minions move into melee with the target and make one shared attack roll. On a success, they deal 3 phy damage each. Combine this damage together. “They descend on you, stronger together.”
Skeleton Warrior
Description: A dirt-covered skeleton armed with a rusted blade.
Motives & Tactics: Gang Up, Feign Death, Steal Skin
Tier: 1
Type: Standard
Difficulty: 10
Attack Modifier: +0
Sword : Melee | 2d6+2 phy
Major 4 | Severe 8
HP: 3
Stress: 2
Features
Only Bones - Passive
This creature is resistant to physical damage. “Your weapon slides through their ribs, no skin to pierce. ”
Won’t Stay Dead - Reaction
After this adversary has marked its last hit point, you may still activate it to roll 1d6. On a 6, if there are any other adversaries still on the battlefield, this adversary reforms itself and returns to battle with no hit points marked. “The pile of bones reforms itself, rising up to fight again.”
Skeleton Archer
Description: A clattering pile of bones.
Motives & Tactics: Play Dead, Overwhelm, Fall Apart, Steal Skin
Tier: 1
Type: Ranged
Difficulty: 8
Attack Modifier: +2
Shortbow : Far | 2d8+3 phy
Major 4 | Severe 7
HP: 3
Stress: 2
Features
Opportunist - Passive
When two or more adversaries are very close to a target, all damage the archer deals to them is doubled. “Seeing their opportunity, they pull back and let loose an arrow.”
Deadly Shot - Action
Make an attack against a Vulnerable target within Far range. On a success, mark a Stress to deal 3d4+8 damage. “Their arrow finds you, exploiting your vulnerability to sink itself deep.”
Skeleton Knight
Description: A dirt-covered skeleton armed with a rusted blade.
Motives & Tactics: Gang Up, Feign Death, Steal Skin
Tier: 1
Type: Bruiser
Difficulty: 13
Attack Modifier: +2
Rusty Greatsword : Melee | 2d8+5 phy
Major 7 | Severe 13
HP: 5
Stress: 2
Features ****
Cut to the Bone - Action
Mark a Stress to make a Rusty Greatsword attack against all enemies within Very Close range. Each target this succeeds against takes 2d8+5 phy and marks a Stress. “They swing their sword around them with unexpected power.”
Dig Two Graves - Reaction
When this adversary is killed, before it dies, it makes an attack against an enemy within Very Close range (prioritizing the enemy that killed it). On success, the target takes 3d4+8 phy damage and loses 1d4 Hope. “With its last moment of strength, the bone knight strikes out at you.”
Guards
Bladed Guards
Description: Armored guards bearing a sword and shield painted in the settlement’s colors.
Motives & Tactics: Arrest, Close Gates, Pin Down, Make it Through the Day
Tier: 1
Type: Standard
Difficulty: 12
Attack Modifier: +1
Longsword : Melee | 2d6+3 phy
Major 5 | Severe 9
HP: 5
Stress: 2
Experience:
Local Knowledge +3
Features
Shield Wall - Passive
The difficulty to move through anywhere within Close range around this adversary is increased by 1 for each Bladed Guard within melee range of one another. “The line of guards in an immovable wall of stubbornness and armor.”
Detain - Action
Make an attack against a target within Very Close range. On a success, mark a Stress to make the target Restrained. They can break free on a successful attack against the adversary or on a Strength or Finesse roll. “They hold you with an iron grip and begin to lead you away.”
Archer Guards
Description: Tall guards bearing a longbow and quiver with arrows fletched in the settlement’s colors.
Motives & Tactics: Close Gates, Pin Down, Arrest, Make it Through the Day
Tier: 1
Type: Ranged
Difficulty: 10
Attack Modifier: +1
Longbow : Far | 1d8+7 phy
Major 4 | Severe 8
HP: 3
Stress: 2
Experience:
Local Knowledge +3
Features
Hobbling Shot - Action
Make an attack against a target in Far range. On a success, mark a Stress to deal 2d8+5 phy damage and give the target disadvantage on all Agility rolls until they clear at least one marked HP. “An arrow pierces your leg, knocking you to the ground mid-stride.”
Head Guard
Description: A seasoned guard with a mace, whistle, and a bellowing voice.
Motives & Tactics: Command, Close Gates, Pin Down, Arrest, Seek Glory
Tier: 1
Type: Leader
Difficulty: 15
Attack Modifier: +4
Mace : Melee | 2d6+8 phy
Major 7 | Severe 13
HP: 7
Stress: 2
Experience:
Commander +2
Local Knowledge: +2
Features ****
Rally Guards - Action - Fear
Spend a Fear to activate Head Guard and up to 2d4 allies with Far range, without spending additional action tokens.
On My Signal - Reaction
Activate when this creature sees any number of hostile targets. It ticks down anytime a PC makes an attack roll. When triggered, all Archer Guards within Far range fire at their nearest target with advantage. If they hit the same target, add their damage together. “With the wave of a hand, a rain of arrows falls down upon you.”
Zombies
Shambling Zombie
Description: An animated corpse that moves shakily, driven only by hunger.
Motives & Tactics: Hunger, Mob Enemy, Shred Flesh, Devour
Tier: 1
Type: Standard
Difficulty: 10
Attack Modifier: +0
Bite: Melee | 1d8+7 phy
Major 4 | Severe 6
HP: 4
Stress: 1
Features
Too Many to Handle - Passive
If Shambling Zombie is in melee range with an opponent and at least one other Zombie is within Close range, all attacks against that opponent have advantage. “You no longer know where to look as more zombies surround you.”
Horrifying - Passive
When this creature deals hit point damage to a target, the target also marks a Stress. “A cold shiver goes down your spine as you face off against the corpse of someone you knew.”
Rotted Zombie
Description: A decaying corpse ambling toward its prey.
Motives & Tactics: Hunger, Maul, Surround, Eat Flesh
Tier: 1
Type: Standard
Difficulty: 8
Attack Modifier: -3
Bite: Melee | 4 phy
HP: 1
Stress: 1
Features:
Minion (4) - Passive
This adversary is defeated if they take any damage. For every 4 damage a PC deals to this adversary, defeat an additional minion in the attack’s range. “You hack through multiple bodies in the tight press of the undead.”
Group Attack - Action (2)
Choose a target and activate all Rotten Zombies within Close range of them. Those minions move into melee with the target and make one shared attack roll. On a success, they deal 3 phy damage each. Combine this damage together. “Though zombies move forward mindlessly, seeming to attack in a coordinated effort of instinct.”
Zombie Pack
Description: A group of shambling corpses instinctively moving together.
Motives & Tactics: Hunger, Maul, Consume Flesh
Tier: 1
Type: Horde (2/HP)
Difficulty: 8
Attack Modifier: -1
Bite: Melee | 2d6+8 phy
Major 6 | Severe 12
HP: 6
Stress: 3
Features
Overwhelm - Reaction
When a creature within melee range deals 1 HP to the Zombie Pack, you may mark a Stress to have the Zombie Pack immediately make an attack against that creature. “The zombie’s numbers seem insurmountable.”
Horde (2d4+3) - Passive
If the Zombie Pack has 3 or more of their Hit Points marked, their attack only deals 2d4+3 damage. “With their numbers dwindling, they don’t post as much of a threat.”
Brawny Zombie
Description: A large corpse, decay-bloated and angry.
Motives & Tactics: Destruction, Crush, Slam, Hail Debris
Tier: 1
Type: Bruiser
Difficulty: 10
Attack Modifier: +2
Slam: Very Close | 2d12 phy
Major 8 | Severe 15
HP: 7
Stress: 4
Experience:
Throw +4
Collateral Damage +2
Features
Slow (2)
It takes 2 action tokens to activate this adversary. “A lumbering figure moves towards you in the darkness.”
Rip & Tear - Reaction
On a successful attack in melee, mark a Stress to make the target Restrained and force them to mark 2 Stress (in addition to normal damage). “The zombie grabs you and holds fast. You need to escape before it tears you apart.”
Grab & Rend - Action
When the Brawny Zombie has a target Restrained, make an attack with advantage. On a success, armor cannot be used against this damage. “The zombie pulls on your limbs, trying to tear you apart like an angry child with a doll.”
Patchwork Zombie Hulk
Description: A towering gestalt of corpses moving as one, with torso-sized limbs and fists as large as a grown halfling.
Motives & Tactics: Hunger, Flail, Absorb Corpses, Terrify
Tier: 1
Type: Solo
Difficulty: 13
Attack Modifier: +4
Too Many Arms: Very Close | 3d4+10 phy
Major 8 | Severe 15
HP: 9
Stress: 3
Experience:
Tear Things Apart +2
Intimidation +2
Features
Destructible - Passive
Whenever Patchwork Zombie takes Major damage or worse, it marks +1 HP. “Your blows land harder than expected, limbs and torsos falling from the creature.”
Flailing Limbs - Passive
When Patchwork Zombie Hulk makes an attack, it targets all opponents within Very Close range. “It attacks in every direction, torso-sized limbs flailing.”
Another for the Pile - Action
If the Patchwork Zombie Hulk is within Very Close of a corpse, it presses the cadaver to itself and incorporates it into the Hulk’s form, healing 1 HP and clearing 1 Stress. “The hulk grabs the dead and swallows them, replacing some of its wounds and growing more energetic.”
Tormented Screams - Action
Mark Stress to cause all PCs within Far range to make a reaction roll (Presence 13) or lose a Hope and add a token to the action tracker. PCs that succeed mark Stress instead.
Elementals
Minor Chaos Elemental
Description: A coruscating mass of uncontrollable magic.
Motives & Tactics: Confound, Destabilize, Transmogrify
Tier: 1
Type: Solo
Difficulty: 14
Attack Modifier: +3
Warp Blast: Close | 2d10 mag
Major 7 | Severe 14
HP: 6
Stress: 3
Features
Arcane Form - Passive
This adversary is resistant to magic damage. “You watch as some of your magic is reflected off of the chaos.”
Magical Reflection - Reaction
When this adversary takes damage, deal half that damage to the attacker if they are within Close range. “The harder you hit it, the more force is blasted back at you.”
Sickening Flux - Action
Mark a Hit Point to cause all PCs within Close range to mark a Stress and become Vulnerable until their next short rest or they have a Stress cleared. “Your stomach drops and your head swims.”
Remake Reality - Action
Spend a Fear to transform the area within Very Close range into a different biome. Any other creature within this area takes 2d6+3 direct damage. “You feel the world twist around you, your mind reeling.”
Minor Fire Elemental
Description: A living flame the size of a large bonfire.
Motives & Tactics: Start Fires, Encircle Enemies, Grow in Size, Intimidate
Tier: 1
Type: Solo
Difficulty: 13
Attack Modifier: +3
Elemental Blast: Far | 3d6 mag
Major 7 | Severe 15
HP: 7
Stress: 3
Features
Relentless (2)
This adversary may activate twice in a GM move. “They move with incredible speed.”
Consume Kindling - Reaction
When you move onto any objects that are highly flammable, consume them to clear 1 HP or 1 Stress. You may do this three times a scene. “The Elemental spits with fire, consuming the barrels beneath it, growing stronger.”
Scorched Earth - Action
Mark a Stress to choose a point within Far range. The ground within Very Close range of that point immediately bursts into flames. Anyone within this area must make an Agility Reaction Roll (13), or take 2d6+5 magic damage from the flames. On a success, they take half damage instead. “The ground glows red hot around you, suddenly bursting into flames.”
Explosion - Action
Spend a Fear to erupt in a fiery explosion. Make an attack against all targets within Close range. Any you succeed against are thrown back to Far range and take 3d4+10 mag damage. Armor if half as effective against this damage. “A massive, fiery explosion rocks the battlefield.”
Pirates
Pirate Raiders
Description: Seafaring scoundrels moving in a ravaging pack.
Motives & Tactics: Gang Up, Raid, Plunder
Tier: 1
Type: Horde (3/HP)
Difficulty: 12
Attack Modifier: +1
Cutlass: Melee | 2d8+5 phy
Major 5 | Severe 11
HP: 4
Stress: 3
Experience:
Sailor +3
Features
Swashbuckler - Passive
Any incoming damage below 11 causes the attacker to mark a Stress. “You begin to realize: you might not win this fight.”
Horde (2d4+3) - Passive
If a Pirate Raider has marked 2 or more of its HP, they deal 2d4+3 phy instead of their normal damage. “With their numbers dwindling, they don’t pose as much of a threat.”
Pirate Captain
Description: A charismatic sea dog with an impressive hat, eager to raid and plunder.
Motives & Tactics: Command, Raid, Plunder, Make ‘em Walk the Plank
Tier: 1
Type: Leader
Difficulty: 14
Attack Modifier: +4
Cutlass: Melee | 2d8 phy
Major 7 | Severe 14
HP: 7
Stress: 5
Experience:
Sailor + 3
Commander + 2
Features
Swashbuckler - Passive
Any incoming damage below 14 causes the attacker to mark a Stress. “You begin to realize: you might not win this fight.”
Reinforcements - Action
Mark a Stress to summon a Pirate Raiders Horde that enters at Far range. This can only be done once per scene. “The captain whistles, and more pirates pour out from the ship’s hold.”
No Quarter - Action
Spend a Fear to choose a target who has more than two pirates within melee range of them. The Captain leads the pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll or suffer 1d4+1 Stress. They still mark a Stress on a success. “This is a battle of blades and of insults, it seems.”
Pirate Tough
Description: A thickly-muscled and tattooed pirate with melon-sized fists.
Motives & Tactics: Raid, Plunder, Smash, Terrorize
Tier: 1
Type: Bruiser
Difficulty: 13
Attack Modifier: +1
Massive Fists: Melee | 3d4+11 phy
Major 8 | Severe 15
HP: 5
Stress: 3
Experience:
Sailor +2
Features
Swashbuckler - Passive
Any incoming damage below 15 causes the attacker to mark a Stress. “You begin to realize: you might not win this fight.”
Clear The Decks - Action
Make an attack against a target within Very Close range. On a success, mark a Stress to move into melee with them and deal 2d6 +10 damage. The target is then thrown back to a Close distance. “The ship rocks, sending you sprawling.”
Solos
Construct
Description: A roughly humanoid being of stone and steel assembled and animated by magic.
Motives & Tactics: Serve Creator, Smash Target, Destroy Environment, Trample Groups
Tier: 1
Type: Solo
Difficulty: 13
Attack Modifier: +4
Fist Slam: Melee | 2d6+3 phy
Major 7 | Severe 15
HP: 9
Stress: 4
Features
Shifting Amalgamation - Passive
Physical damage dealt to the Construct does +1 Hit Points. “The creature’s shifting form is vulnerable to the bolts of your crossbow.”
Overload - Reaction
Mark a Stress to add +10 to a damage roll this adversary makes. Construct may then activate again. “The construct swells with arcane energy, powering itself up.”
Trample - Action
When this adversary moves during an activation, mark a Stress to make an attack against all targets in its path. On a success, deal 2d6+5 physical damage. “They run towards you with reckless abandon, stomping everything in their path.”
Death Quake - Reaction
When this creature marks its last Hit Point, the magic powering it ruptures in an explosion of force. Make an attack against all targets within Very Close range with advantage. On a success, deal 2d4+8 magic damage. “As it falls, the magic within ruptures and explodes.”
Acid Burrower
Description: A horse-sized insect with digging claws and acidic blood.
Motives & Tactics: Burrow, Drag Away, Feed, Reposition
Tier: 1
Type: Solo
Difficulty: 14
Attack Modifier: +3
Claws: Very Close | 2d8+5 phy
Major 8 | Severe 15
HP: 7
Stress: 3
Experience:
Tremor Sense +2
Features
Relentless (2)
This adversary may activate twice in a GM move. “They move with incredible speed.”
Earth Eruption - Action
Mark a Stress to have this adversary burst out of the ground, causing anyone within Very Close to make an Agility (14) reaction roll or be knocked over and Vulnerable until they next act. “They burrow themselves deep and explode out from under you.”
Spit Acid - Action
Make an attack against all targets in front of the Acid Burrower within Close range. On a success, deal 2d6+3 phy damage and make their armor score is halved until the next time they repair it. “The acid starts to eat away at your armor.”
Acid Bath - Reaction
When this adversary takes Severe damage, all targets within Close range are bathed in its acidic blood, dealing 2d8+5 phy damage (armor is half as effective against this damage). This splash covers the ground within a Very Close distance with acid blood, and any movement through it by another creature automatically deals 1d6 damage. “As you strike them, you’re covered in their cold, corrosive blood.”
Minor Demon
Description: A crimson-hued creature from the realms below, consumed by rage against all mortals.
Motives & Tactics: Torment, Corral Targets, Relish Pain, Act Erratically
Tier: 1
Type: Solo
Difficulty: 14
Attack Modifier: +3
Claws: Melee | 2d6+6 phy
Major 8 | Severe 15
HP: 7
Stress: 4
Features ****
Relentless (2) - Passive
This adversary may activate twice in a GM move. “They move with incredible speed.”
All Must Fall - Passive
Any PC that rolls a failure with Fear within a Close distance of Minor Demon loses Hope. “Light around you seems to dim as the fight becomes more dire.”
Reaper - Reaction
When rolling damage, mark a Stress to add the Demon’s current number of marked Hit Points to the value of the damage inflicted. “As hard as you’ve hit, the demon hits back harder.”
Hellfire - Action - Fear
Spend a Fear to rain hellfire on everything within Far range. All targets within the area must make an Agility Reaction Roll (14) or take 3d4+12 mag damage. Targets that succeed take half damage. “You smell smoke as the sky above you fills with streaks of fire.”
Cave Ogre
Description: A massive humanoid who sees all sapient life as food.
Motives & Tactics: Throw Enemies, Bite Off Heads, Feast, Rip Limbs, Stomp
Tier: 1
Type: Solo
Difficulty: 15
Attack Modifier: +1
Club: Melee | 2d8+5 phy
Major 8 | Severe 15
HP: 6
Stress: 3
Experience:
Throw +2
Features
Relentless (2) - Passive
This adversary may activate twice in a GM move. “They move with incredible speed.”
Bone Breaker - Passive
When a PC uses an Armor Slot to reduce incoming damage from the Cave Ogre, it is only half as effective. “The ogre can shatter armor as easily as break bones.”
Rampaging Fury - Reaction
When this creature takes Major or Severe Damage, they rampage. Move them to somewhere within Close range and deal 2d6+3 direct physical damage to anyone they would cross through to get there. “Enraged by your attack, the enemy charges forward.”
Hail of Boulders - Action (2)
Mark a Stress to pick up heavy objects and throw them at all targets in front of the ogre up to Far range. Make an attack roll against these targets. Any you succeed against take 3d4+12 damage. “A boulder flies towards you, too large and too fast to run from.”
Socialites
Merchant
Description: A finely dressed trader with a keen eye for profit.
Motives & Tactics: Buy Low/Sell High, Create Demand, Inflate Prices, Seek Profit
Tier: 1
Type: Social
Difficulty: 10
Attack Modifier: -4
Club: Melee | 1d4+1 phy
Major 4 | Severe 8
HP: 3
Stress: 3
Experience:
Shrewd Negotiator + 5
Features
Preferential Treatment - Passive
A character that succeeds at a social action against the Merchant gains a discount on purchases. Any character that fails on a social action against the merchant must pay more and is at disadvantage on future social actions against the Merchant. “There’s an added service fee for enemies.”
The Run-Around - Passive
Any Presence roll made against the Merchant below 15 causes the character to mark a Stress. “You can’t swindle a professional swindler.”
Courtier
Description: An ambitious and ostentatiously dressed socialite.
Motives & Tactics: Discredit, Gain Favor, Maneuver, Scheme
Tier: 1
Type: Social
Difficulty: 9
Attack Modifier: -4
Dagger: Melee | 1d4+2 phy
Major 4 | Severe 8
HP: 2
Stress: 4
Experience:
Socialite +5
Features
Mockery - Action
Mark a Stress to say something mocking and force a target within Close range to make a reaction roll using Presence Reaction Roll (14) to see if they can save face. If they fail, they mark 2 Stress and are Vulnerable for the remainder of the scene. “Was that song written out of tune, or do you just play it that way?”
Scapegoat - Action
Spend a Fear and choose a PC as the target. The courtier convinces a crowd or prominent individual that this target is the cause of their current conflict or misfortune. “From across the hall, you see a finger, bedecked in fine rings, pointing at you.”
Petty Noble
Description: A richly-dressed and adorned aristocrat brimming with hubris.
Motives & Tactics: Gather Resources, Mobilize Minions, Abuse Power
Tier: 1
Type: Social
Difficulty: 12
Attack Modifier: -3
Rapier : Melee | 2d4+2 phy
Major 6 | Severe 10
HP: 3
Stress: 5
Experience:
Aristocrat +5
Features
My Land, My Rules - Passive
All social actions against the Petty Noble on their land are made at disadvantage. “You’re a guest in my home!”
Guards, Seize Them! - Action
Once per scene, mark a Stress to summon 1d4 Bladed Guards to enforce the Noble’s will. “You had no idea the suits of armor lining the hall were guards.”
Exile – Action - Fear
Long-Term Countdown 6
Petty Noble proclaims that a PC and their close associates are exiled from the noble’s territory. While exiled, the target has disadvantage in all social situations within the Noble’s domain. “Be gone!”