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Aeolyxria the Uncanny

Level 6 Elite Controller
Draconian, Dragon, Humanoid EV 32
Size
1M
Speed
5
Stamina
140
Stability
2
Free Strike
7
Immunity: Poison 6 Weakness:
Movement: Fly
M -1
A +2
R +2
I +3
P +1
Spittleplash 2d10 + 3
Signature Ability
Ranged, Strike, Weapon ◎ Main action
⚔ Ranged 10 ◎ Two enemies
≤11 10 poison damage; M<1 slowed (save ends)
12–16 14 poison damage; M<2 slowed (save ends)
17+ 18 poison damage; M<3 slowed (save ends)
Experimental Treasure 2d10 + 3
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 10 ◎ Two creature or objects
≤11 The target regains 10 Stamina.
12–16 12 corruption damage; A<2 weakened (save ends)
17+ 12 lightning damage; A<2 bleeding (save ends)
Effect: The first time in an encounter that Aeolyxria makes a power roll for this ability, she can subsequently use the outcome of that roll instead of rolling whenever she uses this ability until the end of the encounter.
2+ Malice: The ability targets one additional target for each 2 Malice spent.
Elevate 2d10 + 3
2 Malice
Area, Ranged ◎ Maneuver
⚔ 1 cube within 5 ◎ Special
Effect: The ground in the area rises 5 squares, creating a pillar of dirt. Any creature in the area moves with the ground to its new elevation.
1+ Malice: Aeolyxria creates an additional pillar for each Malice spent.
Blood For Blood 2d10 + 3
Triggered action
Ranged, Weapon
⚔ Ranged 5 ◎ One creature
Trigger: An ally is made bleeding by the target.
≤11 7 poison damage; A<2 bleeding (save ends)
12–16 12 poison damage; A<3 bleeding (save ends)
17+ 15 poison damage; bleeding (save ends)
That's Our Opening!
The Director gains 1 Malice whenever Aeolyxria imposes a condition on an enemy.
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Angulotl Daybringer

Level 1 Leader
Angulotl, Humanoid EV 12
Size
1M
Speed
5
Stamina
80
Stability
1
Free Strike
4
Immunity: Poison 3 Weakness:
Movement: Climb, swim
M +3
A +2
R 0
I +2
P +3
Acid Grasp 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 7 acid damage; A<1 dazed (save ends)
12–16 10 acid damage; A<2 dazed (save ends)
17+ 13 acid damage; A<3 dazed (save ends)
Effect: The next time the target makes a strike against the daybringer, the target takes 4 acid damage after the strike is resolved.
1 Malice: The daybringer jumps up to 3 squares before or after using this ability.
Sun Lamp
◎ Maneuver
⚔ Self ◎ Self
Effect: The daybringer expands their throat to make it resemble the sun until the start of their next turn. During that time, each angulotl who starts their turn within 10 squares of the daybringer regains 5 Stamina and gains a +3 bonus to speed until the end of their turn.
Tongue Slap
Triggered action
Melee
⚔ Melee 5 ◎ One creature
Trigger: The target makes a strike against the daybringer or an ally that isn't a critical hit.
Effect: The outcome of the strike's power roll is reduced by one tier.
2 Malice: The target is pulled up to 4 squares after the strike resolves.
New Dawn
Villain Action 1
Ranged
⚔ Ranged 10 ◎ Special
Effect: Four angulotl pollywogs erupt from the daybringer's back and waddle into unoccupied spaces within distance.
Plague of Frogs
Villain Action 2
Area
⚔ 8 burst ◎ Self and each ally in the area
Effect: Each target can jump up to 4 squares. Each non-minion target can make a free strike at the end of the jump.
It Is Day
Villain Action 3
⚔ Special ◎ Special
Effect: The encounter map dries up and each enemy and object on it is illuminated until the end of the encounter. An illuminated creature or object can't hide or become invisible, and any strike made against an illuminated target gains an edge. Additionally, each enemy in the encounter who is wet has that effect end and takes 6 acid damage. Each angulotl in the encounter has a double edge on their next strike.
Moisturizing End Effect
At the end of each of the daybringer's turns, they can either take 5 damage or end the wet effect on an adjacent creature in order to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Toxiferous
Whenever an adjacent enemy grabs the daybringer or uses a melee ability against them, that enemy takes 3 poison damage.
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Arixx

Level 1 Solo
Arixx, Beast EV 36
Size
2
Speed
5
Stamina
200
Stability
2
Free Strike
5
Immunity: Weakness:
Movement: Burrow
M +3
A +1
R -3
I +1
P -4
Bite 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ One creature or object
≤11 9 damage; grabbed
12–16 13 damage; grabbed
17+ 16 damage; grabbed
Effect: A size 1 target grabbed this way takes 3 acid damage at the start of each of their turns.
Claw Swing 2d10 + 3
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 5 damage; A<1 grabbed
12–16 8 damage; A<2 grabbed
17+ 11 damage; A<3 grabbed
Effect: The arixx can vertically slide each grabbed target up to 3 squares.
Spitfire 2d10 + 3
Ranged, Strike, Weapon ◎ Main action
⚔ Ranged 10 ◎ Two creatures or objects
≤11 4 acid damage
12–16 6 acid damage
17+ 7 acid damage; prone
Effect: The ground beneath each target is covered in burning acid until the end of the encounter. Any enemy who enters an affected space for the first time in a round or starts their turn there takes 2 acid damage.
Dirt Devil 2d10 + 3
3 Malice
Area ◎ Main action
⚔ 3 burst ◎ Each enemy in the area
≤11 4 damage
12–16 6 damage; push 2
17+ 7 damage; push 4
Effect: The arixx flings rocks and debris to fill the area, and has a double edge on the power roll if they started their turn underground. The area is difficult terrain.
Dust Cloud
Area ◎ Maneuver
⚔ 1 burst ◎ Special
Effect: The arixx kicks up dust to fill the area until the start of their next turn, then moves up to their speed. Any enemy in the area or who targets a creature in the area takes a bane on power rolls.
Skitter
Triggered action
⚔ Self ◎ Self
Trigger: The arixx takes damage.
Effect: The arixx halves the damage and shifts up to 3 squares after the triggering effect resolves.
Acid Spew 2d10 + 3
Villain Action 1
Area, Weapon
⚔ 10 × 2 line within 1 ◎ Each creature and object in the area
≤11 5 acid damage
12–16 8 acid damage
17+ 11 acid damage
Effect: The ground in the area is covered in a puddle of acid until the end of the encounter. Any enemy who enters the area for the first time in a round or starts their turn there takes 2 acid damage.
Sinkhole
Villain Action 2
⚔ Self ◎ Self
Effect: The arixx shifts up to their speed. If they end this shift above ground and within 2 squares of a creature, they use Bite against the creature and can then use the Dig maneuver.
Acid and Claws 2d10 + 3
Villain Action 3
Area, Weapon
⚔ 2 burst ◎ Each creature in the area
≤11 5 acid damage; M<1 weakened (save ends)
12–16 8 acid damage; M<2 weakened (save ends)
17+ 11 acid damage; M<3 weakened (save ends)
Solo Monster
End Effect: At the end of each of their turns, the arixx can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The arixx can take two turns each round. They can't take turns consecutively.
Earthwalk
Difficult terrain composed of earth or loose rock doesn't cost the arixx extra movement.
Soft Underbelly
A prone creature making a melee strike against the arixx has a double edge on the strike instead of taking a bane.
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Ashen Hoarder

Level 4 Solo
Construct, Undead EV 72
Size
3
Speed
8
Stamina
350
Stability
3
Free Strike
6
Immunity: Weakness: Holy 5
Movement: Burrow
M +4
A -2
R -2
I 0
P -5
Claw and Blade 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 10 damage; if one target has M<2 they are bleeding (save ends); if the other target has A<2 they are grabbed
12–16 15 damage; if one target has M<3 they are bleeding (save ends); if the other target has A<3 they are grabbed
17+ 18 damage; if one target has M<4 bleeding (save ends); A<2 grabbed
Effect: The ashen hoarder can have up to two size 1 creatures grabbed at a time.
Corpse Bomb 2d10 + 4
Area, Magic, Ranged ◎ Main action
⚔ 4 cube within 20 ◎ Each enemy in the area
≤11 4 damage; A<2 weakened (save ends)
12–16 8 damage; A<3 weakened (save ends)
17+ 11 damage; A<4 weakened (save ends)
2 Malice: Any enemy weakened this way is instead slowed and weakened (save ends).
3 Malice: The ashen hoarder targets a second 4 cube within distance.
Impale 2d10 + 4
3 Malice
Area, Weapon ◎ Main action
⚔ 4 × 1 line within 1 ◎ Each creature in the area
≤11 6 corruption damage; M<2 the target is impaled (save ends)
12–16 11 corruption damage; M<3 the target is impaled (save ends)
17+ 14 corruption damage; M<4 the target is impaled (save ends)
Effect: An impaled creature is restrained and bleeding, and moves with the ashen hoarder. The ashen hoarder can have three creatures impaled with this ability at a time.
Bone Dozer
◎ Maneuver
⚔ Self ◎ Self
Effect: The ashen hoarder moves up to twice their speed in a straight line. Each creature or object in the path of this movement is either pushed into the nearest unoccupied space outside the path, or, if they have M<3 is pushed forward until the movement ends. Any creature who is force moved forward into an obstacle is dazed (save ends).
Armor of Corpses
2 Malice
◎ Triggered action
⚔ Self ◎ Self
Trigger: The ashen hoarder takes damage.
Effect: The ashen hoarder halves the damage. If the ashen hoarder has one or more creatures impaled, the Malice cost of this feature is reduced by 1 and one impaled creature takes the other half of the damage.
Skeletal Eruption 2d10 + 4
Villain Action 1
Area, Weapon
⚔ 8 × 3 line within 1 ◎ Each creature and object in the area
≤11 6 damage; vertical push 2
12–16 11 damage; vertical push 2
17+ 14 damage; vertical push 3
Effect: Each target is force moved straight up, then falls. A target who would normally land prone after falling is instead restrained (save ends).
Mobile Mine Field
Villain Action 2
Area, Ranged
⚔ 10 cube within 20 ◎ Special
Effect: The ashen hoarder sprays out six size 1M zombie mines that appear in unoccupied squares within distance. Any enemy who moves adjacent to a zombie mine for the first time in a round or starts their turn there causes the mine to explode, dealing 4 corruption damage to each creature adjacent to the mine. Any other zombie mines adjacent to the exploding mine also explode. At the start of each of the ashen hoarder's turns, each unexploded zombie mine can be moved up to 2 squares.
Ossuary Assault
Villain Action 3
Melee, Strike, Weapon
⚔ Self; see below ◎ Self
Effect: The ashen hoarder moves up to their speed and uses Claw and Blade with a double edge against one target. On a tier 3 outcome, the ashen hoarder can use Impale without spending Malice.
Solo Monster
End Effect: At the end of each of their turns, the ashen hoarder can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The ashen hoarder can take two turns each round. They can't take turns consecutively.
Bladed Body
An adjacent enemy who grabs the ashen hoarder or uses a melee ability against them takes 3 damage.
Soul Singularity
When the ashen hoarder is reduced to 0 Stamina, they explode in a swirling singularity of bone shards and soul energy. Each creature within 5 squares of the ashen hoarder who has M<3 takes 11 corruption damage. A creature killed by this damage feels their soul sucked into the void, and is now lost somewhere in the Abyssal Wasteland, and can't be brought back to life until their soul is recovered.
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Aurumvas

Level 10 Leader
Abyssal, Demon EV 48
Size
3
Speed
8
Stamina
260
Stability
2
Free Strike
10
Immunity: Weakness: Holy 5
Movement: Fly
M +5
A +2
R +3
I +3
P +5
Greedy Hands 2d10 + 5
Signature Ability
Magic, Melee, Strike ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 15 corruption damage; R<4 weakened (save ends)
12–16 19 corruption damage; R<5 weakened (save ends)
17+ 24 corruption damage; R<6 weakened (save ends)
2 Malice: Aurumvas regains Stamina equal to the damage dealt.
Covetous Bolts 2d10 + 5
3 Malice
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 20 ◎ Two creatures
≤11 15 psychic damage; P<4 dazed (save ends)
12–16 20 psychic damage; P<5 dazed (save ends)
17+ 24 psychic damage; P<6 dazed (save ends)
2 Malice: While dazed this way, a target can't gain Heroic Resources.
Greed Is Good
2 Malice
Ranged ◎ Maneuver
⚔ Ranged 10 ◎ Special
Effect: Aurumvas chooses a supernatural treasure or an item made of gold and teleports to an unoccupied space adjacent to that object, then ends one effect on him that can be ended by a saving throw.
Time Is Money
Villain Action 1
Area, Magic
⚔ 20 burst ◎ Self and each ally in the area
Effect: Aurumvas warps time with his abyssal avarice. Each target can teleport up to their speed and make a free strike.
Hostile Acquisition
Villain Action 2
Ranged
⚔ Ranged 10 ◎ Special
Effect: Aurumvas chooses up to three treasures within distance that he has line of effect to and that aren't artifacts. Until the end of the encounter, ethereal golden snakes swirl around the target treasures. While an affected treasure is worn or held by a hero, each time that hero gains any amount of their Heroic Resource, the Director gains 1 Malice.
No Matter the Cost 2d10 + 5
Villain Action 3
Area, Magic
⚔ Four 3 cubes within 10 ◎ Each creature in the area
≤11 10 fire damage; push 1
12–16 15 fire damage; push 2
17+ 19 fire damage; push 3
Effect: Aurumvas summons treasures from his vaults into the area, then causes them to explode.
Absorb Soul
Whenever any demon is reduced to 0 Stamina within 10 squares of Aurumvas, the Director gains 1 Malice. Aurumvas loses this trait while he is dazed.
More ... More ...
While Aurumvas is winded, he has a double edge on strikes.
Soulsight
Any creature within 5 squares of the Aurumvas can't be hidden from them.
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Basalt Stone Giant

Level 8 Elite Controller
Giant, Stone Giant EV 40
Size
4
Speed
7
Stamina
207
Stability
10
Free Strike
8
Immunity: Weakness:
Movement: Burrow
M +4
A +2
R +1
I +2
P +1
Rune-Signed Blade 2d10 + 4
Signature Ability
Magic, Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ Two creatures or objects
≤11 12 damage; M<2 slowed (save ends)
12–16 17 damage; M<3 slowed (save ends)
17+ 21 damage; M<4 slowed (save ends)
Effect: If a target was already slowed, that condition continues but their speed is 0 until the end of their next turn.
Forked Knife 2d10 + 4
3 Malice
Melee, Ranged, Strike, Weapon ◎ Main action
⚔ Melee 3 or ranged 12 ◎ One creature or object
≤11 10 damage; A<2 restrained (save ends)
12–16 16 damage; A<3 restrained (save ends)
17+ 20 damage; prone; A<4 restrained (save ends)
Effect: The knife lands in the target's square, and has 30 Stamina and damage immunity 5. Whenever the knife takes damage, it deals 4 sonic damage to each enemy within 3 squares. The knife lasts until the end of the encounter, and can't be picked up or manipulated.
Cobblestone Shape
◎ Maneuver
⚔ Self ◎ Self
Effect: The basalt stone giant moves up to their speed. Each square that they leave during this move is difficult terrain for enemies. Giants ignore this difficult terrain.
Resonate Rune
Triggered action
Area, Magic
⚔ 2 burst ◎ Each enemy in the area
Trigger: The basalt stone giant takes damage.
Effect: The target is pushed up to 3 squares, or if they have A<3, they are pushed up to 6 squares and knocked prone.
Stonebreaker Flesh
Whenever an enemy obtains a tier 1 outcome on a melee ability used against the basalt stone giant, they take a bane on that ability until the end of the encounter.
Stone Steps
The basalt stone giant ignores difficult terrain.
Stone Swim
The basalt stone giant can burrow through stone, but can't drag other creatures underground when they do so.
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Basilisk

Level 1 Elite Brute
Basilisk, Beast EV 12
Size
2
Speed
8
Stamina
80
Stability
2
Free Strike
5
Immunity: Poison 4 Weakness:
Movement:
M +2
A 0
R -3
I -1
P -1
Noxious Bite 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 7 poison damage
12–16 10 poison damage
17+ 13 poison damage
Effect: This ability gains an edge against targets the basilisk has previously dealt poison damage to.
Petrifying Eye Beams 2d10 + 2
Area, Magic ◎ Maneuver
⚔ 5 × 2 line within 1 ◎ Special
Special: The area extends from both the basilisk's eyes, and this ability targets the first creature without cover on either side of the area.
≤11 M<0 restrained (save ends)
12–16 M<1 restrained (save ends)
17+ Slowed (save ends); or if M<2 restrained (save ends)
Effect: If a target is already slowed, the potency increases by 1 for that target. A target restrained this way magically begins to turn to stone, and a target who ends two consecutive turns restrained this way is petrified. A target restrained this way or a creature adjacent to them can use a main action to cut encroaching stone from the target's body, dealing 8 damage to the target that can't be reduced in any way and ending this effect.
Poison Fumes 2d10 + 2
5 Malice
Area, Magic ◎ Main action
⚔ 3 cube within 5 ◎ Each creature in the area
≤11 4 poison damage; M<0 weakened (save ends)
12–16 6 poison damage; M<1 weakened and slowed (save ends)
17+ 9 poison damage; M<2 weakened and slowed (save ends)
Lash Out
Triggered action
Area
⚔ 1 burst ◎ Each enemy in the area
Trigger: The basilisk takes damage from a melee ability.
Effect: Each target takes 5 damage. Any target who has A<2 is also bleeding (save ends).
Calcifying Presence
The area within 3 squares of the basilisk is difficult terrain for enemies.
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Basilisk Tonguesnapper

Level 1 Elite Hexer
Basilisk, Beast EV 12
Size
2
Speed
8
Stamina
40
Stability
2
Free Strike
4
Immunity: Acid 2, Poison 2 Weakness:
Movement:
M +1
A +2
R -3
I -1
P -1
Prehensile Tongue 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ One creature or object
≤11 8 acid damage; pull 1
12–16 10 acid damage; pull 2
17+ 14 acid damage; pull 3
Effect: This ability can pull targets restrained by Petrifying Eye Beams, and ignores stability if it does so.
3 Malice: The tonguesnapper targets two additional creatures or objects.
Petrifying Eye Beams 2d10 + 2
Area, Magic ◎ Maneuver
⚔ 5 × 2 line within 1 ◎ Special
Special: The area extends from both the tonguesnapper's eyes, and this ability targets the first creature without cover on either side of the area.
≤11 A<0 restrained (save ends)
12–16 A<1 restrained (save ends)
17+ Slowed (save ends); or if M<2 restrained (save ends)
Effect: If a target is already slowed, the potency increases by 1 for that target. A target restrained this way magically begins to turn to stone, and a target who ends two consecutive turns restrained this way is petrified. A target restrained this way or a creature adjacent to them can use a main action to cut encroaching stone from the target's body, dealing 8 damage to the target that can't be reduced in any way and ending this effect.
Wink 2d10 + 2
2 Malice
Magic, Melee, Ranged, Strike ◎ Main action
⚔ Melee 1 or ranged 10 ◎ One creature
≤11 8 corruption damage; R<0 dazed (save ends)
12–16 10 corruption damage; R<1 dazed (save ends)
17+ 14 corruption damage; R<2 dazed and slowed (save ends)
Effect: A creature dazed this way can't benefit from edges or double edges and can't gain or use surges.
Neurotoxin Splash
Triggered action
Area
⚔ 2 burst ◎ Each enemy in the area
Trigger: The tonguesnapper takes damage from a melee ability.
Effect: Each target takes 4 acid damage. Any target who has M<2 is also slowed (save ends).
Petrifying Fumes
Any creature who starts their turn adjacent to the tonguesnapper and has M<1 is slowed (save ends).
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Bredbeddle

Level 3 Solo
Bredbeddle, Giant EV 60
Size
2
Speed
5
Stamina
300
Stability
4
Free Strike
6
Immunity: Weakness:
Movement:
M +3
A 0
R -3
I +2
P +2
Executioner's Swing 2d10 + 3
Signature Ability
Area, Weapon ◎ Main action
⚔ 2 burst ◎ Each enemy in the area
≤11 2 damage; A<1 bleeding (save ends)
12–16 4 damage; A<2 bleeding (save ends)
17+ 5 damage; A<3 bleeding (save ends); M<2 dazed (save ends)
3 Malice: The bredbeddle shifts up to 2 squares, and can target additional enemies who come within distance of this ability during the shift.
Lop 2d10 + 3
3 Malice
Magic, Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ One creature
≤11 9 damage; bleeding (save ends); or if the target has M<1 they are beheaded
12–16 13 damage; bleeding (save ends); or if the target has M<2 they are beheaded
17+ 16 damage; bleeding (save ends); or if the target has M<3 they are beheaded
Effect: A beheaded target has their head fall into an unoccupied square adjacent to the bredbeddle, but they remain alive. While beheaded this way, the target is bleeding and has line of effect only to adjacent squares. The beheaded target can survive without their head for 24 hours, and can reattach their head as a maneuver by entering its square. A target who remains beheaded for 24 hours dies.
Scramble
◎ Maneuver
⚔ Self ◎ Self
Effect: While the bredbeddle is headless, they shift up to their speed. Each time a creature comes adjacent to the bredbeddle during the shift, the bredbeddle can push that creature 1 square. Each square the bredbeddle exits during the shift is difficult terrain.
Headway 2d10 + 3
5 Malice
Magic ◎ Maneuver
⚔ Ranged 20 ◎ One creature or object
Effect: The bredbeddle must have a head in their possession (attached to them or not), which they throw at the target. If the head was attached, the bredbeddle is left headless.
≤11 9 damage; M<1 prone
12–16 13 damage; prone; M<2 dazed (save ends)
17+ 16 damage; prone; M<3 dazed (save ends)
Envious Imitation
2 Malice
Magic ◎ Triggered action
⚔ Self ◎ Self
Trigger: A creature targets the bredbeddle with a ranged strike.
Effect: The bredbeddle uses the same ability against the triggering creature after the triggering strike is resolved, using that creature's power rolls they make.
Turn Green 2d10 + 3
Villain Action 1
Area, Magic
⚔ 3 burst ◎ Each enemy in the area
≤11 R<1 the target turns green (save ends)
12–16 R<2 the target turns green (save ends)
17+ R<3 the target turns green until the end of the encounter
Effect: Green shadows crawl out from under the bredbeddle's feet and turn each target green. The bredbeddle has a double edge on power rolls against any target turned green this way.
Challenge
Villain Action 2
Ranged
⚔ Ranged 5 ◎ One enemy
Effect: The bredbeddle points at the target and issues them a challenge. If the target refuses, they turn green until the end of the encounter (see Turn Green). If the bredbeddle accepts the challenge, the bredbeddle shifts adjacent to the target, who makes a Might test with no additional modifiers.
≤11 The target is beheaded (see Lop).
12–16 The target makes the test again.
17+ The target can choose to deal 40 damage to the bredbeddle or remove the bredbeddle's head.
Headlam Rampage 2d10 + 3
Villain Action 3
Melee, Strike, Weapon
⚔ Melee 2 ◎ Four creatures
≤11 6 damage; bleeding (save ends); or if the target has A<1 they are beheaded (see Lop)
12–16 7 damage; bleeding (save ends); or if the target has A<2 they are beheaded
17+ 8 damage; bleeding (save ends); or if the target has A<3 they are beheaded
Solo Monster
End Effect: At the end of each of their turns, the bredbeddle can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The bredbeddle can take two turns each round. They can't take turns consecutively.
Heady or Not
While headless, the bredbeddle can move into a space containing a severed head and attach it to their neck as a maneuver. Doing so physically transforms the bredbeddle, who takes on the appearance, size, weight, and stability of the head's original owner. If the bredbeddle takes the form of a creature of size 1L or smaller, the distance of their melee and burst area abilities decreases by 1. These effects last until the bredbeddle is killed or beheaded, or until the head falls off after 24 hours. A head that falls this way can no longer be attached to this bredbeddle.
A creature must succeed on a hard Might test made as a maneuver to rip a head off the bredbeddle. If they fail, the bredbeddle can make a free strike against them.
Resilient Form
The bredbeddle can't be physically transformed in any way except their Heady or Not feature.
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Bugbear Channeler

Level 2 Elite Controller
Bugbear, Fey, Goblin, Humanoid EV 16
Size
1L
Speed
5
Stamina
60
Stability
0
Free Strike
5
Immunity: Weakness:
Movement:
M +1
A +1
R +2
I +2
P +2
Shadow Drag 2d10 + 2
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 8 ◎ Two creatures or objects
≤11 7 damage; pull 2
12–16 10 damage; pull 3
17+ 13 damage; pull 4
Effect: Each target must be on the ground, and each square a target is pulled through is difficult terrain for enemies.
Blistering Element 2d10 + 2
Area, Magic ◎ Main action
⚔ 3 burst ◎ Each enemy in the area
≤11 2 damage; M<0 bleeding (save ends)
12–16 3 damage; M<1 bleeding (save ends)
17+ 4 damage; M<2 bleeding (save ends)
Effect: The channeler chooses one of the following damage types: acid, cold, corruption, fire, or poison.
Twist Shape 2d10 + 2
5 Malice
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 5 ◎ One creature
≤11 5 corruption damage; P<0 slowed (save ends)
12–16 8 corruption damage; P<1 the target is shapechanged (save ends)
17+ 11 corruption damage; P<2 the target is shapechanged (save ends)
Effect: A shapechanged creature is slowed and has fire weakness 10 as their limbs stretch and their skin becomes paper thin.
Throw
Melee, Strike ◎ Maneuver
⚔ Melee 1 ◎ One creature or object
Special: The target must be grabbed by the channeler.
Effect: The target is vertical pushed up to 3 squares. An ally doesn't take damage from being force moved this way.
Catcher
Free triggered action
Melee
⚔ Melee 1 ◎ The 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 channeler.
Shadow Veil
Triggered action
Magic, Ranged
⚔ Ranged 5 ◎ The triggering ally
Trigger: An ally within distance takes damage.
Effect: The target is wrapped in shadow and halves the damage. The target can't be targeted by strikes until the start of their next turn.
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Bugbear Commander

Level 2 Elite Support
Bugbear, Fey, Goblin, Humanoid EV 16
Size
1L
Speed
5
Stamina
80
Stability
0
Free Strike
5
Immunity: Weakness:
Movement:
M +2
A +1
R +2
I 0
P 0
Inspiring Swordplay 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 7 damage
12–16 10 damage
17+ 13 damage; one target is grabbed
Effect: One ally within 5 squares of the commander gains an edge on their next strike until the start of the commander's next turn.
You Next!
Ranged ◎ Main action
⚔ Ranged 8 ◎ One ally
Effect: The target moves up to their speed and uses a signature ability.
Fall Back!
5 Malice
Area ◎ Main action
⚔ 5 burst ◎ Each ally in the area
Effect: Each target shifts up to their speed, then can use the Throw maneuver.
Throw
Melee, Strike ◎ Maneuver
⚔ Melee 1 ◎ One creature or object
Special: The target must be grabbed by the commander.
Effect: The target is vertical pushed up to 4 squares. An ally doesn't take damage from being force moved this way.
Catcher
Free triggered action
Melee
⚔ Melee 1 ◎ The 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 commander.
The Commander's Watching
Any ally who has line of effect to the commander can end one condition on themself at the start of each of their turns.
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Bugbear Roughneck

Level 2 Elite Brute
Bugbear, Fey, Goblin, Humanoid EV 16
Size
1L
Speed
6
Stamina
109
Stability
0
Free Strike
5
Immunity: Weakness:
Movement:
M +2
A +2
R 0
I 0
P 0
Haymaker 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 7 damage
12–16 11 damage; one target is grabbed; one target is pushed up to 2 squares
17+ 14 damage; one target is grabbed; one target is vertical pushed up to 3 squares
5 Malice: The ability takes the Area keyword and loses the Strike keyword, its distance becomes a 1 burst, and it targets each enemy in the area.
Leaping Fury 2d10 + 2
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature or object
≤11 8 damage; M<1 prone
12–16 13 damage; M<2 prone
17+ 16 damage; M<3 prone
Effect: The roughneck can jump up to 5 squares to an unoccupied space within distance of the target before making this strike.
Drag Through Hell
3 Malice
Melee ◎ Maneuver
⚔ Melee 1 ◎ One creature or object
Special: The target must be grabbed by the roughneck.
Effect: The roughneck moves up to their speed across the ground, dragging the target with them. The target takes 2 damage for each square they were dragged through. When this movement ends, the target is no longer grabbed and falls prone. Each square the target was dragged through is difficult terrain for enemies.
Throw
Melee, Strike ◎ Maneuver
⚔ Melee 1 ◎ One creature or object
Special: The target must be grabbed by the roughneck.
Effect: The target is vertical pushed up to 5 squares. An ally doesn't take damage from being force moved this way.
Catcher
Free triggered action
Melee
⚔ Melee 1 ◎ The 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 roughneck.
Flying Sawblade
Triggered action
Melee
⚔ Self ◎ Self
Trigger: The roughneck is vertical force moved by another creature.
Effect: The roughneck uses Haymaker against a creature or object at any point during the forced movement, or after falling as a result of it.
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Bugbear Sneak

Level 2 Elite Ambusher
Bugbear, Fey, Goblin, Humanoid EV 16
Size
1L
Speed
7
Stamina
80
Stability
0
Free Strike
5
Immunity: Weakness:
Movement:
M +2
A +2
R 0
I 0
P 0
Sucker Punch 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature or object
≤11 8 damage; A<1 grabbed
12–16 13 damage; A<2 grabbed
17+ 16 damage; grabbed
Effect: The target can't use triggered actions until the start of the next round. Additionally, if the sneak started their turn hidden from the target, this ability deals an extra 4 damage.
Shadow Cloak 2d10 + 2
3 Malice
Area ◎ Main action
⚔ 2 burst ◎ Each enemy in the area
≤11 2 damage; I<0 the sneak has concealment from the target (save ends)
12–16 3 damage; I<1 the sneak has concealment from the target (save ends)
17+ 4 damage; I<2 the sneak has concealment from the target (save ends)
Effect: The sneak shifts up to their speed and can attempt to hide.
Carving Dagger 2d10 + 2
Ranged, Strike, Weapon ◎ Main action
⚔ Ranged 8 ◎ Two creatures or objects
≤11 7 damage; M<0 bleeding (save ends)
12–16 11 damage; M<1 bleeding (save ends)
17+ 14 damage; M<2 bleeding (save ends)
Effect: While bleeding this way, the target can't hide from the sneak or their allies.
Throw
Melee, Strike ◎ Maneuver
⚔ Melee 1 ◎ One creature or object
Special: The target must be grabbed by the sneak.
Effect: The target is vertical pushed up to 4 squares. An ally doesn't take damage from being force moved this way.
Catcher
Free triggered action
Melee
⚔ Melee 1 ◎ The 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 sneak.
Clever Trick
1 Malice
◎ Triggered action
⚔ Special ◎ One enemy
Trigger: The sneak is targeted by a strike.
Effect: The sneak chooses one enemy within distance of the strike to become the target of the strike.
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Castellan Hoplon

Level 10 Elite Defender
Humanoid, Soulless, War Dog EV 48
Size
2
Speed
5
Stamina
260
Stability
3
Free Strike
10
Immunity: Damage 3 Weakness:
Movement:
M +5
A +2
R +4
I +1
P +4
Inspiring Strike 2d10 + 5
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 15 damage
12–16 20 damage; push 3
17+ 24 damage; push 5
Effect: Two allies within 10 squares of Hoplon each shift up to their speed, then can take the Defend main action or make a free strike.
Summon the Onyx Tower
5 Malice
Ranged ◎ Maneuver
⚔ Ranged 15 ◎ Special
Effect: A 10-square-tall tower made of black stone shimmers into being in an unoccupied space that is 5 squares on a side. The tower has three floors, an entrance in the middle of each side on the ground floor, and a crenelated rooftop. Any war dog inside or adjacent to the tower has damage immunity 2 and regains 5 Stamina at the start of each of their turns, and war dogs inside the tower can observe through and have line of effect through its walls. This ability can be used only once per encounter.
Shield Warden 2d10 + 5
2 Malice
Area ◎ Maneuver
⚔ 3 burst ◎ Each enemy in the area
≤11 I<3 taunted (EoT)
12–16 I<4 taunted (EoT)
17+ I<5 taunted (EoT)
Effect: Until the start of Hoplon's next turn, any enemy ability that includes him as a target takes a bane.
Timely Intervention
Triggered action
Magic
⚔ Self ◎ Self
Trigger: An enemy within 10 squares targets an ally with an ability.
Effect: Hoplon teleports to an unoccupied space adjacent to the enemy and becomes the new target of the ability. He can then make a free strike against the enemy, and if that enemy has I<4 they are taunted until the end of their next turn.
Hold the Line
Each ally within 3 squares of Hoplon has cover and damage immunity 2.
Last Stand
The first time in an encounter that Hoplon is reduced to 0 Stamina, he instead has 1 Stamina and gains damage immunity 10 until the end of his next turn. When Hoplon is reduced to 0 Stamina again, each ally within 5 squares of him gains damage immunity 3 and deals an extra 5 damage on strikes, all until the end of the encounter.
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Chimera

Level 3 Solo
Beast, Chimera EV 60
Size
2
Speed
10
Stamina
300
Stability
1
Free Strike
6
Immunity: Fire 6 Weakness:
Movement: Fly
M +3
A +2
R -2
I +1
P 0
Bite 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 9 damage
12–16 13 damage
17+ 16 damage
Effect: This strike deals an extra 3 damage if it gains an edge or has a double edge.
Dragon's Eruption 2d10 + 3
5 Malice
Area, Magic, Ranged ◎ Main action
⚔ 3 cube within 10 ◎ Each enemy in the area
≤11 3 fire damage; A<1 3 fire damage
12–16 5 fire damage; A<2 5 fire damage
17+ 7 fire damage; A<3 7 fire damage
Roar 2d10 + 3
5 Malice
Area, Magic ◎ Main action
⚔ 5 burst ◎ Each enemy in the area
≤11 4 psychic damage
12–16 8 psychic damage; I<2 frightened (save ends)
17+ 10 psychic damage; I<3 frightened (save ends)
Lion's Toss 2d10 + 3
Melee, Weapon ◎ Maneuver
⚔ Melee 2 ◎ One creature or object
≤11 Vertical push 2
12–16 Vertical push 3
17+ Vertical push 5
Ram's Defiance 2d10 + 3
Triggered action
Melee, Strike, Weapon
⚔ Melee 2 ◎ The triggering creature
Trigger: A creature makes a strike against the chimera and obtains a tier 1 outcome.
Effect: The chimera shifts up to 5 squares. If they end this shift within distance of the target, make a power roll.
≤11 6 damage; M<1 slowed (save ends)
12–16 8 damage; prone; M<2 slowed (save ends)
17+ 10 damage; prone; M<3 slowed (save ends)
Overture of Destruction
Villain Action 1
Area
⚔ 1 burst ◎ Each enemy in the area
Effect: The chimera can use Bite and Lion's Toss against each target.
Fire Solo
Villain Action 2
⚔ Self ◎ Self
Effect: The chimera uses Dragon's Eruption and Roar without spending Malice.
Chorus of Destruction
Villain Action 3
⚔ Self ◎ Self
Effect: The chimera uses Roar, then shifts up to their speed and can make a free strike against each enemy who comes adjacent to them during the shift. When the chimera ends this shift, they use Dragon's Eruption. The use of these abilities as part of this villain action costs no Malice.
Solo Monster
End Effect: At the end of each of their turns, the chimera can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The chimera can take two turns each round. They can't take turns consecutively.
Volant
When the chimera makes a creature winded or reduces them to 0 Stamina, they can move their speed toward an enemy.
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Chorogaunt

Level 3 Leader
Abyssal, Demon EV 20
Size
1L
Speed
5
Stamina
120
Stability
2
Free Strike
5
Immunity: Weakness: Holy 5
Movement:
M +2
A +2
R +1
I +2
P +3
Agonizing Harmony 2d10 + 3
Signature Ability
Area, Weapon ◎ Main action
⚔ 5 burst ◎ Each enemy in the area
≤11 4 psychic damage; I<1 slowed (save ends)
12–16 7 psychic damage; I<2 slowed (save ends)
17+ 10 psychic damage; I<3 slowed (save ends)
Effect: One ally within 10 squares of the chorogaunt shifts up to their speed.
Chaotic Entrancing Harmony
Area ◎ Maneuver
⚔ 10 burst ◎ Each enemy in the area
Effect: The chorogaunt slides each target up to 3 squares, ignoring stability.
I Thrive on Pain
3 Malice
Magic ◎ Triggered action
⚔ Self ◎ Self
Trigger: The chorogaunt is targeted by a strike.
Effect: Any damage from the strike is halved, and the chorogaunt's abilities deal an extra 3 damage until the end of their next turn.
Frightening Tones
Villain Action 1
Ranged
⚔ Ranged 10 ◎ Three enemies
Effect: Each target must choose between taking 5 psychic damage, or being frightened (save ends).
Bully the Weak
Villain Action 2
Magic, Ranged
⚔ Ranged 10 ◎ One ally
Effect: The chorogaunt kills the target, and each other ally in the encounter deals an extra 3 damage with strikes until the end of the round. The Director gains Malice equal to the number of heroes in the encounter.
Running Cacophony
Villain Action 3
Magic
⚔ Self ◎ Self
Effect: The chorogaunt shifts up to their speed, uses Agonizing Harmony, shifts up to their speed, and then uses Agonizing Harmony again.
End Effect
At the end of each of their turns, the chorogaunt can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Lethe
While the chorogaunt is winded, they gain an edge on strikes, and any strike made against them gains an edge.
Soulsight
Any creature within 2 squares of the chorogaunt can't be hidden from them.
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Count Rhodar von Glauer

Level 10 Solo
Undead, Vampire EV 144
Size
1M
Speed
12
Stamina
650
Stability
3
Free Strike
10
Immunity: Corruption 10, Poison 10 Weakness:
Movement: Fly, hover, teleport
M +3
A +5
R +2
I +2
P +3
Spear of the Damned 2d10 + 5
Signature Ability
Magic, Melee, Ranged, Strike, Weapon ◎ Main action
⚔ Melee 2 or ranged 15 ◎ Three creatures or objects
≤11 13 damage; A<4 restrained (save ends)
12–16 18 damage; A<5 restrained (save ends)
17+ 21 damage; A<6 restrained (save ends)
Effect: A target restrained this way is impaled by a spear. Rhodar has four spears, each of which can be used to impale a target. At the start of each of his turns, Rhodar can summon any of his spears back to himself, ending the restrained condition on an impaled target.
Disarming Glare
Area, Magic ◎ Main action
⚔ 5 burst ◎ Each enemy in the area
Effect: Each target makes an Intuition test.
≤11 16 corruption damage; frightened (save ends)
12–16 13 corruption damage; frightened (EoT)
17+ 8 corruption damage
Effect: While a target is frightened this way, Rhodar ignores banes and double edges on abilities used against them.
Vermilion Fangs 2d10 + 5
3 Malice
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature
≤11 17 corruption damage; M<4 bleeding (save ends) and prone
12–16 24 corruption damage; prone; M<5 bleeding (save ends)
17+ 30 corruption damage; prone; M<6 the target is bleeding until the end of the encounter
Effect: Rhodar regains Stamina equal to half the damage dealt.
Sanguineous Flourish 2d10 + 5
5 Malice
Area, Weapon ◎ Main action
⚔ 2 burst ◎ Each enemy in the area
≤11 6 damage, 2 corruption damage; push 2; M<4 bleeding (save ends)
12–16 6 damage, 7 corruption damage; push 5; M<5 bleeding (save ends)
17+ 6 damage, 10 corruption damage; push 7; M<6 bleeding (save ends)
Effect: Rhodar shifts up to his speed before or after using this ability. He regains Stamina equal to half the total corruption damage dealt.
Vengeance of Rhol
Area, Ranged ◎ Maneuver
⚔ Two 3 cubes within 5 ◎ Special
Effect: Each area is saturated with vengeful spirits until the end of the round. Any enemy who enters the area for the first time in a round or starts their turn there takes 5 corruption damage. At the end of the round, the spirits violently disperse. Each enemy within 2 squares of an area and has P<6 is weakened (save ends).
Reactive Rebuke
2 Malice
Magic, Ranged ◎ Triggered action
⚔ Ranged 10 ◎ The triggering creature
Trigger: A creature within distance makes a strike against Rhodar.
Effect: A target who has P<6 is frightened. This effect ends if the target is 11 or more squares from Rhodar.
Red Tide 2d10 + 5
Villain Action 1
Area, Magic, Ranged
⚔ 8 burst within 15 ◎ Each enemy in the area
≤11 8 corruption damage; A<4 the target is blood soaked (save ends)
12–16 13 corruption damage; A<5 the target is blood soaked (save ends)
17+ 16 corruption damage; A<6 the target is blood soaked until the end of the encounter
Effect: While a creature is blood soaked, Rhodar has a double edge on abilities used against them.
Sanguine Mist
Villain Action 2
Area, Magic
⚔ 5 burst ◎ Each enemy in the area
Effect: Each target makes a Presence test.
≤11 16 corruption damage; the target is bleeding until the end of the encounter
12–16 13 corruption damage; bleeding (save ends)
17+ 8 corruption damage
Effect: Rhodar teleports to an unoccupied space in the area. If he has lost the permanent immunity from his Grave Ward trait, he regains it.
Fires of Dracul 2d10 + 5
Villain Action 3
Area, Magic
⚔ 15 × 3 line within 1 ◎ Each enemy in the area
≤11 10 fire damage; R<4 weakened (save ends)
12–16 16 fire damage; R<5 weakened (save ends)
17+ 20 fire damage; R<6 weakened (save ends)
Effect: Rhodar teleports to an unoccupied space adjacent to one target after the ability resolves.
Solo Monster
End Effect: At the end of each of his turns, Rhodar can take 20 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: Rhodar can take two turns each round. He can't take turns consecutively.
Grave Ward
Rhodar has damage immunity 5. If he takes holy damage, he loses this immunity until the end of the round.
Thin the Blood
Each enemy within 10 squares of Rhodar takes a -2 penalty to saving throws.
Lord's Bloodthirst
Rhodar has speed 15 and an edge on power rolls while any creature within 20 squares of them is bleeding. Any bleeding creature within 10 squares of Rhodar can't hide.
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Devil Adjudicator

Level 6 Elite Controller
Devil, Infernal EV 32
Size
1M
Speed
6
Stamina
140
Stability
1
Free Strike
7
Immunity: Fire 5 Weakness:
Movement: Fly
M 0
A +1
R +2
I +1
P +3
Infernal Injunction 2d10 + 3
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 10 ◎ Two creatures or objects
≤11 10 fire damage; I<1 frightened (save ends)
12–16 15 fire damage; I<2 frightened (save ends)
17+ 18 fire damage; I<3 frightened (save ends)
Effect: The adjudicator can slide a target frightened by this ability up to 2 squares.
Adjudicator's Interdiction
Magic, Ranged ◎ Main action
⚔ Ranged 10 ◎ One creature
Effect: The target makes a Presence test.
≤11 The target is slowed, takes a bane on power rolls, and can't regain Stamina (save ends).
12–16 The target is slowed and takes a bane on power rolls (save ends).
17+ Slowed (save ends).
Quid Pro Quo
Magic, Ranged ◎ Maneuver
⚔ Ranged 10 ◎ One ally or frightened creature
Effect: The adjudicator and the target teleport to switch places.
Devilish Charm
2 Malice
Magic, Ranged ◎ Triggered action
⚔ Ranged 5 ◎ The triggering creature
Trigger: A creature targets the adjudicator with a strike.
Effect: The target makes a Presence test.
≤11 The adjudicator chooses a new target for the strike.
12–16 The adjudicator halves the triggering damage.
17+ The target takes a bane on the strike.
Vexatious Litigation
Any creature within 10 squares of the adjudicator who has P<3 takes a -2 penalty to saving throws.
True Name
If a creature within 10 squares speaks the adjudicator's true name, the adjudicator loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
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Devil High Judge

Level 6 Leader
Devil, Infernal EV 32
Size
1M
Speed
7
Stamina
181
Stability
2
Free Strike
6
Immunity: Fire 8 Weakness:
Movement: Fly
M +1
A +3
R +2
I +1
P +4
Infernal Decree 2d10 + 4
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 12 ◎ Three creatures or objects
≤11 10 damage; P<2 the target can't hide (save ends)
12–16 15 damage; P<3 the target can't hide (save ends)
17+ 19 damage; P<4 the target can't hide (save ends)
2 Malice: While a target is unable to hide this way, any strike against them made by a devil gains an edge.
Compel the Jury 2d10 + 4
Magic, Ranged, Strike ◎ Maneuver
⚔ Ranged 12 ◎ Two creatures
≤11 I<2 the target is charmed (save ends)
12–16 I<3 the target is charmed (save ends)
17+ I<4 the target is charmed (save ends)
Effect: While charmed this way, the target treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to make that creature move up to 3 squares.
Devilish Suggestion
2 Malice
Magic, Ranged ◎ Triggered action
⚔ Ranged 5 ◎ The triggering creature
Trigger: A creature targets the high judge with a strike.
Effect: The target makes a Presence test.
≤11 The target is charmed (save ends).
12–16 The high judge chooses a new target for the strike.
17+ The target takes a bane on the strike.
While charmed this way, a creature treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to make that creature move up to 3 squares.
All Rise
Villain Action 1
Area, Magic
⚔ 3 burst ◎ Each enemy in the area
Effect: The target makes a Presence test.
≤11 15 psychic damage; the target is charmed (save ends)
12–16 12 psychic damage; the target is charmed (save ends)
17+ 7 psychic damage
While charmed this way, a creature treats the high judge as an ally, and the high judge can spend 1 Malice on their turn to make that creature move up to 3 squares.
Heed My Decree
Villain Action 2
Area
⚔ 5 burst ◎ Self and each ally in the area
Effect: Each target shifts up to their speed. The high judge can make each creature charmed by All Rise, Compel the Jury, or Devilish Suggestion move up to half that creature's speed.
Deceptive Stratagem
Villain Action 3
Magic, Ranged
⚔ Ranged 12 ◎ One creature
Effect: If the target is an ally or a creature charmed by All Rise, Compel the Jury, or Devilish Suggestion, the high judge and the target teleport to swap places. Each ally within 12 squares of the high judge can make a free strike against a target of the high judge's choice. Each creature charmed by All Rise, Compel the Jury, or Devilish Suggestion makes a free strike against a target of the high judge's choice.
End Effect
At the end of each of their turns, the high judge can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
True Name
If a creature within 10 squares speaks the high judge's true name, the high judge loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Suggestion triggered action until the end of the encounter.
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Devil Jurist

Level 5 Elite Artillery
Devil, Infernal EV 28
Size
1M
Speed
6
Stamina
120
Stability
0
Free Strike
7
Immunity: Fire 5 Weakness:
Movement: Fly
M 0
A +1
R +2
I +1
P +3
Fire and Brimstone 2d10 + 3
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 12 ◎ Two creatures or objects
≤11 10 fire damage
12–16 15 fire damage; A<2 burning (save ends)
17+ 18 fire damage; A<3 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.
1+ Malice: The jurist can target one additional creature or object for each Malice spent.
Dismissal with Prejudice 2d10 + 3
Area, Magic ◎ Main action
⚔ 2 burst ◎ Each enemy in the area
≤11 6 damage; slide 1
12–16 10 damage; slide 3
17+ 12 damage; slide 5
Effect: If the target has M<2, the forced distance movement gains a +3 bonus.
Ashes to Ashes
Magic, Ranged ◎ Maneuver
⚔ Ranged 12 ◎ One creature
Effect: If the target is burning (see Fire and Brimstone), they take 6 fire damage.
Devilish Charm
2 Malice
Magic, Ranged ◎ Triggered action
⚔ Ranged 5 ◎ The triggering creature
Trigger: A creature targets the jurist with a strike.
Effect: The target makes a Presence test.
≤11 The jurist chooses a new target for the strike.
12–16 The jurist halves the triggering damage.
17+ The target takes a bane on the strike.
Hellfire
Fire damage dealt by the jurist ignores damage immunity.
True Name
If a creature within 10 squares speaks the jurist's true name, the jurist loses their fire immunity and any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
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Devil Legate

Level 5 Elite Defender
Devil, Infernal EV 28
Size
1M
Speed
6
Stamina
160
Stability
2
Free Strike
6
Immunity: Fire 5 Weakness:
Movement:
M +3
A +1
R 0
I +1
P +2
Infernal Pike 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 9 damage
12–16 14 damage; A<2 slowed (save ends)
17+ 17 damage; A<3 slowed (save ends)
Effect: If the targets are adjacent to each other, this ability deals an extra 3 damage.
Writ of Execution 2d10 + 3
Charge, Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 6 damage; M<1 prone
12–16 11 damage; M<2 prone and can't stand (save ends)
17+ 14 damage; M<3 prone and can't stand (save ends)
Effect: If this ability is used as part of the Charge main action, the legate ignores difficult terrain during the charge. Each creature and object whose space the legate moves through takes the damage from this ability, but not its additional effects.
Law and Order
Melee ◎ Maneuver
⚔ Melee 1 ◎ One creature
Effect: The target is taunted by the legate (save ends). The legate can have only one creature taunted at a time.
Devilish Charm
2 Malice
Magic, Ranged ◎ Triggered action
⚔ Ranged 5 ◎ The triggering creature
Trigger: A creature targets the legate with a strike.
Effect: The target makes a Presence test.
≤11 The legate chooses a new target for the strike.
12–16 The legate halves the triggering damage.
17+ The target takes a bane on the strike.
Hellish Bailiff
The legate has damage immunity 3 while in one of the Seven Cities of Hell or within 10 squares of a non-minion devil who is a higher level than them.
True Name
If a creature within 10 squares speaks the legate's true name, the legate loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
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Devil Magistrate

Level 6 Elite Harrier
Devil, Infernal EV 32
Size
1M
Speed
7
Stamina
160
Stability
0
Free Strike
7
Immunity: Fire 5 Weakness:
Movement:
M +1
A +3
R 0
I +1
P +2
Edge of the Law 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 10 damage
12–16 15 damage
17+ 18 fire damage; R<3 dazed (save ends)
Effect: The magistrate shifts up to 3 squares before or after using this ability, or between each strike.
Verdict 2d10 + 3
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature
≤11 11 damage
12–16 17 damage
17+ 21 damage
Effect: This ability has a double edge if the magistrate was hidden from the target, and deals an extra 5 damage if the target is dazed.
Justice Turns Its Gaze
◎ Maneuver
⚔ Self ◎ Self
Effect: The magistrate turns invisible until the start of their next turn, and can attempt to hide as a free maneuver before the end of the current turn.
Devilish Charm
2 Malice
Magic, Ranged ◎ Triggered action
⚔ Ranged 5 ◎ The triggering creature
Trigger: A creature targets the magistrate with a strike.
Effect: The target makes a Presence test.
≤11 The magistrate chooses a new target for the strike.
12–16 The magistrate halves the triggering damage.
17+ The target takes a bane on the strike.
Leading
Whenever the magistrate moves away from an enemy who is adjacent to one of the magistrate's allies, they can shift instead.
True Name
If a creature within 10 squares speaks the magistrate's true name, the magistrate loses their damage immunities, any nondamaging effects of their signature ability, and their Devilish Charm ability until the end of the encounter.
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Dorzinuth the Base

Level 6 Leader
Draconian, Dragon, Humanoid EV 32
Size
2
Speed
5
Stamina
180
Stability
3
Free Strike
7
Immunity: Lightning 6 Weakness:
Movement: Fly, hover
M +4
A +1
R +1
I +2
P +3
Punishing Flail 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 11 damage; M<2 prone
12–16 16 damage; M<3 prone
17+ 19 damage; M<4 prone
2 Malice: If the target has M<4 they are also bleeding (save ends).
I'll Cut A Path 2d10 + 4
Area, Weapon ◎ Maneuver
⚔ 5 × 2 line within 1 ◎ Each enemy in the area
Effect: Before the power roll is made, Dorzinuth shifts to an unoccupied space adjacent to the end of the line.
≤11 7 damage
12–16 12 damage; M<3 prone
17+ 15 damage; M<4 prone
Watch Your Six!
Triggered action
Melee
⚔ Melee 1 ◎ One ally
Trigger: An ally within distance takes damage while Dorzinuth isn't flying.
Effect: Dorzinuth shields the triggering ally with his wings, halving the damage.
Roaring Gambit 2d10 + 4
Villain Action 1
Area
⚔ 5 burst ◎ Each enemy in the area
Effect: Dorzinuth lets loose a powerful roar. Each target makes a Reason test.
≤11 Frightened (save ends)
12–16 Frightened (EoT)
17+ No effect.
Effect: Each ally in the area gains an edge on their next strike.
Wings of Second Wind 2d10 + 4
Villain Action 2
Area
⚔ 10 burst ◎ Self and each ally in the area
Effect: Each target shifts or flies up to their speed and regains 10 Stamina.
Snap, Crackle, Pop 2d10 + 4
Villain Action 3
Area, Magic
⚔ 5 burst ◎ Each ally in the area
Effect: Dorzinuth covers the targets in an electrifying mesh. Whenever a target takes damage from a melee ability, the attacker takes 6 lightning damage.
End Effect
At the end of each of his turns, Dorzinuth can take 10 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.
Remember Your Oath
If Dorzinuth hears a creature recite the Dragon Phalanx oath, he takes a bane on strikes made against that character until the end of the encounter.
Sheltering Wings
While Dorzinuth isn't flying, strikes made against him take a bane.
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Dwarf Marauder Lord

Level 3 Leader
Dwarf, Humanoid EV 20
Size
1M
Speed
5
Stamina
132
Stability
4
Free Strike
5
Immunity: Weakness:
Movement:
M +3
A 0
R +2
I +1
P 0
Levitating Axes 2d10 + 3
Signature Ability
Melee, Ranged, Strike, Weapon ◎ Main action
⚔ Melee 1 or ranged 10 ◎ Two creatures or objects
≤11 8 damage; slide 1
12–16 12 damage; slide 3
17+ 15 damage; slide 5
Effect: A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.
3 Malice: A target force moved adjacent to an ally of the marauder lord is restrained until the end of their next turn.
Magnetomancy
Psionic, Ranged ◎ Maneuver
⚔ Ranged 10 ◎ One creature or object
Effect: The target vertical slides up to 5 squares. A target restrained by a dwarf can be force moved by this ability. This forced movement doesn't end the restrained condition unless the Director determines otherwise.
5 Malice: This ability takes the Area keyword and loses the Ranged keyword, its distance becomes a 10 burst, and it targets each restrained creature in the area.
Your Weapon Is Useless
Triggered action
Psionic, Ranged
⚔ Ranged 10 ◎ Self or one ally
Trigger: A creature makes a melee strike against the target.
Effect: The target halves any damage from the strike and the triggering creature takes 4 damage.
Ajax Will Pay Well for These Specimens
Villain Action 1
Area, Psionic, Ranged, Weapon
⚔ 5 cube within 10 ◎ Each enemy in the area
Effect: The marauder lord uses Levitating Axes against each target, making one power roll against all targets.
Don't Let Them Escape!
Villain Action 2
Area
⚔ 5 burst ◎ Each ally in the area
Effect: Each target shifts up to their speed. The marauder lord then uses Levitating Axes.
Test Your Metal!
Villain Action 3
Psionic, Ranged
⚔ Ranged 10 ◎ Special
Effect: The marauder lord creates three size 2 metal objects in unoccupied spaces within distance. Whenever the marauder lord uses Magnetomancy, they can additionally target one of these objects.
End Effect
At the end of each of their turns, the marauder lord can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
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Essence of Tides

Level 3 Elite Controller
Elemental EV 20
Size
1M
Speed
7
Stamina
80
Stability
1
Free Strike
5
Immunity: Cold 5 Weakness:
Movement: Swim
M +2
A 0
R +1
I -1
P +2
Water Wing 2d10 + 2
Signature Ability
Magic, Melee, Strike ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 7 damage; slide 1
12–16 10 damage; slide 2
17+ 14 damage; slide 3
Effect: If a target has P<2, their stability is reduced to 0 and they move 2 additional squares whenever they are force moved (save ends).
Convocation of Waves
Magic, Ranged ◎ Maneuver
⚔ Ranged 5 ◎ Self or one elemental
Effect: Until the start of the essence's next turn, the target has cold immunity 5.
3 Malice: Until the end of the encounter, the ground within 1 square of the target is a pool of water that is difficult terrain. This water extends out behind the target as they move, creating a stream that lasts until the end of the encounter. Any enemy who ends their turn in the stream and has M<2 is slowed (save ends).
Sea-Salted Wounds
1 Malice
Melee ◎ Triggered action
⚔ Melee 1 ◎ One enemy
Trigger: An ally deals rolled damage to the target.
Effect: The essence makes a free strike against the target.
Fickle and Free
The essence can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Water Glide
Whenever the essence starts their turn in a space containing water, they can fly until the end of their next turn. While flying, the essence doesn't provoke opportunity attacks.
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Field of Growth

Level 5 Elite Controller
Elemental EV 28
Size
3
Speed
8
Stamina
120
Stability
2
Free Strike
6
Immunity: Poison 5 Weakness:
Movement: Climb
M +2
A 0
R 0
I +2
P +2
Hampering Roots 2d10 + 2
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 8 ◎ Two creatures or objects
≤11 8 damage
12–16 13 damage; R<1 prone and can't stand (save ends)
17+ 16 damage; R<2 prone and can't stand (save ends)
Effect: If a target made prone this way is already prone, they are instead restrained (save ends). If the target was also unable to stand, that effect ends when they are no longer restrained this way.
Convocation of Verdure
Magic, Ranged ◎ Maneuver
⚔ Ranged 5 ◎ Self or one elemental
Effect: The target gains 15 temporary Stamina that lasts until the start of the field's next turn.
3 Malice: Until the end of the encounter, the ground within 1 square of the target is overgrown with underbrush and vines. Whenever any enemy makes a strike against the target while within line of effect of that area, the enemy is pulled 5 squares toward the area after the strike is resolved. Any enemy who enters the area for the first time in a round or starts their turn there is knocked prone.
Rose Thorn Lash
1 Malice
Magic, Melee ◎ Triggered action
⚔ Melee 3 ◎ The triggering creature or object
Trigger: A creature or object within distance deals damage to the field.
Effect: The target takes 6 damage, and if they have A<2, they are bleeding (save ends).
Fickle and Free
The field can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Roots Run Deep
The field can target any creature touching the ground with their abilities, even if they don't have line of effect to that creature.
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Fire Giant Chief

Level 9 Leader
Fire Giant, Giant EV 44
Size
5
Speed
10
Stamina
240
Stability
10
Free Strike
9
Immunity: Fire 10 Weakness:
Movement:
M +5
A +3
R 0
I +2
P +3
Roiling Fist 2d10 + 5
Signature Ability
Area, Ranged, Weapon ◎ Main action
⚔ 3 cube within 5 ◎ Each enemy and object in the area
Effect: Each target makes either an Agility test or an Intuition test.
≤11 18 fire damage; prone; weakened (save ends)
12–16 14 fire damage; prone
17+ 9 fire damage
Burning Kick 2d10 + 5
Charge, Melee, Strike, Weapon ◎ Main action
⚔ Melee 4 ◎ Two creatures or objects
≤11 14 damage; push 5; A<3 9 fire damage
12–16 19 damage; push 10; A<4 9 fire damage
17+ 23 damage; push 15; A<5 9 fire damage
Lava Pillar 2d10 + 5
3 Malice
Area, Ranged ◎ Maneuver
⚔ 3 cube within 10 ◎ Each enemy and object in the area
≤11 5 fire damage; M<3 vertical push 3
12–16 7 fire damage; M<4 vertical push 4
17+ 9 fire damage; M<5 vertical push 5
Fuel the Fire
1 Malice
Ranged ◎ Triggered action
⚔ Ranged 12 ◎ The triggering ally
Trigger: A fire giant ally within distance makes a strike.
Effect: The strike has a double edge and deals an extra 10 fire damage.
Forward!
Villain Action 1
Area
⚔ 10 burst ◎ Self and each ally in the area
Effect: Each target shifts up to their speed and can make a free strike. Any enemy who takes damage from a free strike this way and who has M<4 is burning (save ends). A burning enemy takes 1d6 fire damage at the start of each of their turns.
Burning Legion
Villain Action 2
Ranged
⚔ Ranged 15 ◎ Special
Effect: The chief shifts up to 10 squares. Five fire giant fireballers then arrive in unoccupied spaces within distance.
All to Cinders 2d10 + 5
Villain Action 3
Area
⚔ 10 burst ◎ Self and each fire giant ally in the area
Effect: Each target unleashes a wave of fire, and each enemy within 2 squares of any target makes an Agility test. Any enemy affected by two targets takes a bane on the test, while an enemy affected by three or more targets has a double bane.
≤11 18 fire damage
12–16 14 fire damage
17+ 9 fire damage
Scorching Skin
Whenever an adjacent enemy grabs the chief or uses a melee ability against them, that enemy takes 9 fire damage, and if they have M<4 they are weakened (save ends).
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Fire Giant Lightbearer

Level 9 Elite Support
Fire Giant, Giant EV 44
Size
4
Speed
8
Stamina
200
Stability
5
Free Strike
9
Immunity: Fire 9 Weakness:
Movement:
M +4
A +2
R 0
I +4
P +4
Flamelash 2d10 + 4
Signature Ability
Magic, Melee, Strike ◎ Main action
⚔ Melee 6 ◎ Two creatures or objects
≤11 13 fire damage; slide 2
12–16 17 fire damage; slide 4
17+ 22 fire damage; slide 6
Living Blaze 2d10 + 4
3 Malice
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 6 ◎ Two creatures or objects
≤11 15 fire damage
12–16 21 fire damage
17+ 26 fire damage
Effect: The blaze ricochets, targeting one additional target within 4 squares of an original target and taking a bane against that target, or targeting two additional targets within 2 squares of an original target and having a double bane against those targets. The lightbearer makes one power roll against all targets.
Travel By Fire
Magic, Ranged ◎ Maneuver
⚔ Ranged 5 ◎ Two creatures or objects
Effect: The lightbearer can target themself with this ability. Each target takes 1d6 fire damage and teleports in a plume of smoke to swap places with the other target.
Emergency Beacon
Triggered action
⚔ Self ◎ Self
Trigger: The lightbearer takes damage.
Effect: The lightbearer emits a beacon of light until the start of their next turn. Each fire giant who has line of effect to the lightbearer has a double edge on abilities.
Healing Heat
Any fire giant targeted by the lightbearer's damage-dealing abilities ignores the damage and instead regains Stamina equal to the damage that would have been dealt. If the lightbearer moves a fire giant using an ability, they can choose to ignore stability.
Searing Skin
Whenever an adjacent enemy grabs the lightbearer or uses a melee ability against them, that enemy takes 5 fire damage.
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Fire Giant Red Fist

Level 9 Elite Brute
Fire Giant, Giant EV 44
Size
4
Speed
8
Stamina
240
Stability
5
Free Strike
10
Immunity: Fire 9 Weakness:
Movement:
M +4
A +2
R 0
I +2
P +1
Flaming Punch 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ Two creatures or objects
≤11 14 fire damage; push 2
12–16 19 fire damage; push 4; A<3 burning (save ends)
17+ 23 fire damage; push 6; A<4 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.
Caldera 2d10 + 4
5 Malice
Area ◎ Main action
⚔ Special ◎ Each enemy and object in the area
≤11 The distance is a 2 burst; 8 fire damage; M<2 pull 2
12–16 The distance is a 3 burst; 12 fire damage; M<3 pull 4
17+ The distance is a 4 burst; 15 fire damage; M<4 pull 6
Effect: The outermost squares of the area become a 1-square-tall wall of stone. The rest of the area is on fire until the end of the encounter. A creature who enters the area for the first time in a round or starts their turn there takes 3 fire damage.
Blazing Leap
◎ Maneuver
⚔ Self ◎ Self
Effect: The red fist jumps up to 5 squares. Each creature adjacent to them when they land takes 5 fire damage.
Heat and Pressure
Free triggered action
Melee
⚔ Melee 3 ◎ The triggering creature
Trigger: A creature within distance willingly moves or shifts away from the red fist.
Effect: The target makes a Might test. A target with fire immunity automatically obtains a tier 3 outcome.
≤11 Weakened and slowed (save ends)
12–16 Weakened (EoT)
17+ No effect.
Guardian Block
Triggered action
Melee
⚔ Melee 3 ◎ Self
Trigger: An ally within distance is targeted by an enemy's ability.
Effect: The red fist can become the target of the triggering ability, then can make a free strike against the enemy after the ability resolves.
Searing Skin
Whenever an adjacent enemy grabs the red fist or uses a melee ability against them, that enemy takes 5 fire damage.
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Force of Earth

Level 3 Elite Brute
Elemental EV 20
Size
2
Speed
5
Stamina
132
Stability
2
Free Strike
6
Immunity: Weakness:
Movement: Burrow
M +2
A -1
R 0
I +1
P +2
Slam Into Dirt 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 8 damage
12–16 12 damage; M<1 restrained (save ends)
17+ 15 damage; M<2 restrained (save ends)
Effect: The target's space is difficult terrain.
Convocation of Quartz
Magic, Ranged ◎ Maneuver
⚔ Ranged 5 ◎ Self or one elemental
Effect: Until the start of the force's next turn, any melee strike made against the target takes a bane if it doesn't already have a bane or double bane.
3 Malice: Until the end of the encounter, the target grows a carapace of stone. They have a +3 bonus to stability and gain 15 temporary Stamina.
Break Armor
1 Malice
◎ Triggered action
⚔ Self ◎ Self
Trigger: The force takes damage.
Effect: The force halves the damage, and has damage weakness 3 and a +3 bonus to speed until the end of the encounter. This damage weakness increases by 3 each time the force uses this ability in the same encounter.
Fickle and Free
The force can't be restrained, slowed, or knocked prone, and they ignore difficult terrain.
Primordial Strength
The force's strikes gain a +6 damage bonus against objects.
Stone Swim
The force can burrow through stone, but can't drag other creatures underground when they do so.
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Fossil Cryptic

Level 2 Solo
Elemental EV 48
Size
1L
Speed
8
Stamina
250
Stability
3
Free Strike
5
Immunity: Weakness:
Movement: Burrow
M +3
A +2
R +1
I +1
P 0
Sand Slam 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 8 damage; A<1 slide 2
12–16 12 damage; A<2 slide 3, prone
17+ 15 damage; A<3 slide 3, prone and can't stand (EoT)
Effect: If a target made prone this way is already prone, they are instead restrained (EoT).
Stone Bone Storm 2d10 + 3
Area ◎ Main action
⚔ 6 × 1 line within 1 ◎ Each enemy in the area
≤11 4 damage; M<1 push 2
12–16 7 damage; M<2 prone
17+ 10 damage; M<3 prone
Effect: The cryptic reforms their body and appears in an unoccupied space in the area.
Stoneshift
Ranged ◎ Maneuver
⚔ Ranged 5 ◎ One creature or object on the ground
Effect: The cryptic slides the target up to 3 squares.
2 Malice: The ability targets one additional target.
Dissipate
1 Malice
◎ Triggered action
⚔ Self ◎ Self
Trigger: The cryptic takes damage.
Effect: The cryptic halves the damage, ignores any nondamaging effects associated with the damage, and shifts up to 3 squares.
Shatterstone 2d10 + 3
5 Malice
Area ◎ Triggered action
⚔ 2 burst ◎ Each enemy in the area
Trigger: The cryptic uses the Dig maneuver to resurface.
Effect: Before using the Dig maneuver, the cryptic moves up to their speed. They then create the burst when they breach the surface.
≤11 4 damage; push 2
12–16 7 damage; push 3, prone
17+ 10 damage; push 4, prone
First Warning Quake
Villain Action 1
Area
⚔ 10 burst ◎ Each enemy in the area
Special: A target must be on the ground.
≤11 Prone and can't stand (EoT)
12–16 Prone
17+ No effect.
Effect: Each target makes a Might test.
Final Warning Fissure
Villain Action 2
Area
⚔ 5 burst ◎ Each enemy in the area
Special: A target must be on the ground.
≤11 9 damage; prone
12–16 5 damage
17+ The target moves to the nearest unoccupied space outside the area.
Effect: The area drops 2 squares and is difficult terrain. Each target enemy falls, while each target ally passes safely. Additionally, each target enemy makes an Agility test.
No Escape 2d10 + 3
Villain Action 3
Ranged
⚔ Ranged 10 ◎ Two creatures or objects
Effect: The cryptic makes an initial power roll that calls down stone pillars from the ceiling.
≤11 5 damage; prone; M<1 restrained (save ends)
12–16 9 damage; prone; M<2 restrained (save ends)
17+ 12 damage; prone; M<3 restrained (save ends)
The cryptic then makes a second power roll that raises stone pillars from the floor.
Ranged 10 | Two creatures or objects on the ground.
≤ 11: 2 damage; vertical slide 2
12-16: 3 damage; vertical slide 4
17+: 4 damage; vertical slide 6; if this movement brings the target into contact with the ceiling, they are restrained (save ends).
Solo Monster
End Effect: At the end of each of their turns, the cryptic can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The cryptic can take two turns each round. They can't take turns consecutively.
Churning Trunk
The cryptic is constantly surrounded by a 1 aura of swirling debris that obscures their form. Ranged abilities that target the cryptic take a bane. Additionally, any enemy who enters the aura for the first time in a round or starts their turn there takes 5 damage.
Seismic Step
The cryptic ignores difficult terrain. Additionally, they have line of effect to any creature with concealment if that creature is touching the ground.
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Frost Giant Storm Hurler

Level 8 Elite Artillery
Frost Giant, Giant EV 40
Size
4
Speed
7
Stamina
180
Stability
5
Free Strike
7
Immunity: Cold 8 Weakness:
Movement:
M +4
A -1
R 0
I 0
P 0
Ice Javelins 2d10 + 4
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 15 ◎ Two creatures or objects
≤11 13 cold damage
12–16 18 cold damage; M<3 bleeding (save ends)
17+ 22 cold damage; M<4 bleeding (save ends)
Effect: Whenever a creature bleeding this way takes damage from that condition, their speed decreases by 1 (to a minimum of 0) until that condition ends.
Flower of Frost 2d10 + 4
3 Malice
Magic, Ranged ◎ Main action
⚔ Ranged 15 ◎ Special
Effect: The storm hurler throws three size 1L ice javelins into unoccupied squares within distance. Each javelin has 30 Stamina and fire weakness 5. At the start of the storm hurler's next turn, all javelins not destroyed by this point explode in a shower of icicles. Each enemy and object within 3 squares of an exploding javelin makes an Agility test.
≤11 14 cold damage; push 4; bleeding (save ends)
12–16 11 cold damage; push 2; slowed (save ends)
17+ 7 cold damage
Ice Dance
Melee ◎ Maneuver
⚔ Melee 1 ◎ One giant ally
Effect: The storm hurler and the target each shift up to 6 squares while staying adjacent to each other. The target can then jump up to 5 squares and make a free strike.
Frozen Retribution
Triggered action
⚔ Self ◎ Self
Trigger: The storm hurler is targeted by a ranged strike.
Effect: The triggering strike has a double bane. If the strike obtains a tier 1 outcome, the storm hurler uses Ice Javelins against the creature who made it.
Kingdom of Isolation
The storm hurler is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the storm hurler can't shift.
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Frost Giant Wind Sprinter

Level 8 Elite Harrier
Frost Giant, Giant EV 40
Size
4
Speed
10
Stamina
200
Stability
5
Free Strike
8
Immunity: Cold 8 Weakness:
Movement:
M +4
A +4
R -1
I 0
P 0
Cold Axe 2d10 + 4
Signature Ability
Charge, Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ Two creatures or objects
≤11 12 damage
12–16 17 damage; A<3 bleeding (save ends)
17+ 21 damage; A<4 bleeding (save ends)
Effect: A target who is already bleeding takes an extra 1d6 cold damage.
Blizzard Surge
5 Malice
◎ Main action
⚔ Self ◎ Self
Effect: The wind sprinter shifts up to their speed and uses Cold Axe against each enemy who comes within 2 squares of them during the move. The wind sprinter makes one power roll against all targets.
Ice Dance
Melee ◎ Maneuver
⚔ Melee 1 ◎ One giant ally
Effect: The wind sprinter and the target each shift up to 6 squares while staying adjacent to each other. The target can then jump up to 5 squares and make a free strike.
Begone, Smallfolk!
Triggered action
⚔ Self ◎ Self
Trigger: The wind sprinter takes damage.
Effect: The wind sprinter moves up to their speed and uses Cold Axe against one target.
Crush Underfoot
The wind sprinter can move through enemies' spaces at their usual speed. The first time on a turn that a wind sprinter enters a creature's space, that creature can choose to fall prone or to take 8 damage.
Kingdom of Isolation
The wind sprinter is surrounded by a snowstorm. Any enemy who starts their turn within 2 squares of the wind sprinter can't shift.
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Ghost

Level 1 Leader
Undead EV 12
Size
1M
Speed
6
Stamina
80
Stability
1
Free Strike
4
Immunity: Corruption 3, Poison 3 Weakness:
Movement: Fly, hover
M -2
A +2
R 0
I +1
P +3
Heat Death 2d10 + 3
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 5 ◎ Two creatures
≤11 7 cold damage; P<1 slowed (save ends)
12–16 10 cold damage; P<2 slowed (save ends)
17+ 13 cold damage; P<3 slowed (save ends)
Effect: The next strike made against the target gains an edge.
Haunt
Ranged ◎ Maneuver
⚔ Ranged 8 ◎ Self or one ally with a Phasing trait
Effect: The target shifts up to their speed.
2 Malice: The ghost chooses one additional target.
Shriek
1 Malice
Magic, Melee ◎ Triggered action
⚔ Melee 1 ◎ The triggering creature
Trigger: A creature within distance targets the ghost with a strike.
Effect: The ghost halves the damage from the strike and the target takes 2 sonic damage.
Paranormal Activity
Villain Action 1
Area, Magic
⚔ 5 burst ◎ Each size 3 or smaller object in the area
Effect: Each target rises 1 square into the air and is vertically pulled up to 5 squares toward the nearest enemy within 3 squares of the target.
Spirited Away 2d10 + 3
Villain Action 2
Area, Magic
⚔ 5 burst ◎ Each enemy in the area
≤11 P<1 the target is levitated (EoT)
12–16 P<2 the target is levitated (EoT)
17+ P<3 the target is levitated until the end of the encounter
Effect: A levitated target floats 1 square off the ground when first affected, then rises 1 square at the end of each of their turns. If a levitated target can't already fly, they can fly but are slowed and weakened while flying this way.
Awful Wail 2d10 + 3
Villain Action 3
Area, Magic
⚔ 5 burst ◎ Each enemy in the area
≤11 3 sonic damage
12–16 5 sonic damage
17+ 8 sonic damage
Effect: A target who has P<2 is reduced to 1 Stamina if they are winded after taking this damage.
Phantom Flow
Each undead with a Phasing trait within 10 squares of the ghost can't be made slowed or weakened.
Corruptive Phasing
The ghost 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 ghost moves through a creature, that creature takes 2 corruption damage. The ghost doesn't take damage from being force moved into objects.
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Gnoll Carnage

Level 2 Leader
Abyssal, Gnoll EV 16
Size
1M
Speed
5
Stamina
100
Stability
1
Free Strike
5
Immunity: Weakness:
Movement:
M +3
A +3
R 0
I 0
P +3
Shrapnel Whip 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 8 damage; A<1 bleeding (save ends)
12–16 11 damage; A<2 bleeding (save ends)
17+ 14 damage; A<3 bleeding and dazed (save ends)
Effect: An ally targeted by this ability ignores the damage and can make a free strike.
Carnage's Cackletongue
4 Malice
Area ◎ Maneuver
⚔ 5 burst ◎ Self and each ally in the area
Effect: Each target deals an extra 3 damage with their next strike until the start of the carnage's next turn. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.
Call Up From the Abyss
Villain Action 1
Magic, Ranged
⚔ Ranged 10 ◎ Special
Effect: The carnage summons four abyssal hyenas into unoccupied spaces within distance.
Edacity
Villain Action 2
Area
⚔ 10 burst ◎ Self and three allies
Effect: Each target moves up to their speed and makes a free strike. Any creature damaged by one of these free strikes who has M<2 is knocked prone.
Deepest Wounds
Villain Action 3
Area, Magic
⚔ 5 burst ◎ Each winded enemy in the area
Effect: The carnage's eyes and all exposed blood within distance glow bright red. Each target makes a Presence test.
≤11 The target can't regain Stamina until the end of the encounter.
12–16 The target can't regain Stamina (save ends).
17+ No effect.
Effect: Until the end of the encounter, all gnolls have a double edge on power rolls that target a winded enemy.
Death Rampage
Whenever a non-minion ally within 5 squares of the carnage is reduced to 0 Stamina, the carnage can move up to their speed, then can either make a melee free strike against two creatures or use Shrapnel Whip against one creature.
End Effect
At the end of each of their turns, the carnage can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Endless Hunger
If the carnage is reduced to 0 Stamina while there are still gnolls on the encounter map, one gnoll on the map is transformed into a gnoll carnage, keeping their current Stamina.
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Goblin Monarch

Level 1 Leader
Goblin, Humanoid EV 12
Size
1S
Speed
6
Stamina
80
Stability
1
Free Strike
4
Immunity: Weakness:
Movement: Climb
M 0
A +3
R +1
I 0
P +3
Handaxe 2d10 + 3
Signature Ability
Melee, Ranged, Strike, Weapon ◎ Main action
⚔ Melee 1 or ranged 5 ◎ Two creatures or objects
≤11 7 damage
12–16 10 damage
17+ 13 damage
Effect: One ally within 10 squares of the monarch can make a free strike.
Get in Here!
1 Malice
Ranged ◎ Maneuver
⚔ Ranged 20 ◎ Special
Effect: Two goblin runners appear in unoccupied spaces within distance.
Meat Shield
Triggered action
Melee
⚔ Melee 1 ◎ One ally
Trigger: A creature targets the monarch with a strike.
Effect: The ally is the target of the triggering strike instead.
What Are You Waiting For?
Villain Action 1
Area
⚔ 10 burst ◎ Each ally in the area
Effect: Each target can move up to their speed or make a free strike.
Focus Fire
Villain Action 2
Ranged
⚔ Ranged 10 ◎ One enemy or object
Effect: Each ally within 10 squares of the target can move up to their speed toward the target.
Kill!
Villain Action 3
⚔ Special ◎ Special
Effect: Each enemy in the encounter takes 2 damage for each goblin adjacent to them.
Crafty
The monarch doesn't provoke opportunity attacks by moving.
End Effect
At the end of each of their turns, the monarch can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
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Granite Stone Giant

Level 8 Elite Defender
Giant, Stone Giant EV 40
Size
4
Speed
7
Stamina
247
Stability
10
Free Strike
8
Immunity: Weakness:
Movement: Burrow
M +4
A +1
R +1
I +2
P +1
Jagged Stone Club 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ Two creatures or objects
≤11 12 damage
12–16 17 damage; R<3 weakened (save ends)
17+ 21 damage; R<4 weakened (save ends)
Effect: If the target is already weakened, they are also bleeding (save ends).
Crag Burst 2d10 + 4
3 Malice
Area ◎ Main action
⚔ 2 burst ◎ Each enemy and object in the area
≤11 6 damage; push 2
12–16 10 damage; push 4
17+ 14 damage; vertical push 4
Effect: The area is difficult terrain. Whenever a creature enters a square in the area, they take 3 damage.
Castle Stone Shape
◎ Maneuver
⚔ Self ◎ Self
Effect: The granite stone giant moves up to their speed and creates a 14 wall of stone in squares adjacent to the path of their movement.
Pillar
Triggered action
Melee
⚔ Melee 3 ◎ The triggering creature or object
Trigger: A creature or object within distance moves or shifts away from the granite stone giant.
Effect: A 1-square pillar of stone rises 5 squares out of the ground beneath the target, who moves with the ground to its new elevation, then is vertical pushed 5 squares.
Stonebreaker Flesh
Whenever an enemy obtains a tier 1 outcome on a melee ability used against the granite stone giant, they take a bane on that ability until the end of the encounter.
Stone Steps
The granite stone giant ignores difficult terrain.
Stone Swim
The granite stone giant can burrow through stone, but can't drag other creatures underground when they do so.
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Griffon

Level 2 Elite Mount
Beast, Griffon EV 16
Size
2
Speed
9
Stamina
80
Stability
2
Free Strike
5
Immunity: Weakness:
Movement: Fly
M +2
A +2
R -1
I +1
P +2
Claw Swipes 2d10 + 2
Signature Ability
Charge, Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 7 damage; the griffon can shift 1 square
12–16 10 damage; the griffon shifts up to 2 squares
17+ 13 damage; the griffon shifts up to 3 squares
Effect: If this ability is used as part of the Charge main action, the griffon can grab one of the targets.
Crack the Earth 2d10 + 2
Area, Ranged ◎ Maneuver
⚔ 3 cube within 8 ◎ Each enemy in the area
Special: The griffon must be flying and must have a creature or object grabbed.
≤11 4 damage
12–16 6 damage; A<1 push 3
17+ 9 damage; A<2 push 4; prone
Effect: The griffon flies up to half their speed toward the ground, then sends the creature or object they've grabbed hurtling down. The creature or object hits the ground to turn the area into an impact crater, and takes falling damage that can't be reduced in any way.
Wing Buffet 2d10 + 2
3 Malice
Area ◎ Maneuver
⚔ 4 × 2 line within 1 ◎ Each creature or object in the area
Special: A target object must be size 2 or smaller.
≤11 Push 3; A<0 the forced movement is vertical
12–16 Push 4; A<1 the forced movement is vertical
17+ Push 5; A<2 the forced movement is vertical
Zephyr Feint
1 Malice
◎ Triggered action
⚔ Self ◎ Self
Trigger: The griffon takes damage.
Effect: The griffon halves the damage, ignores any nondamaging effects associated with the damage, and shifts up to 2 squares.
Beast of Prey
While grabbed by the griffon, a creature has a double bane on the Escape Grab maneuver.
Steady
Any power roll that could knock the griffon or their rider prone takes a bane.
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High Elf Ordinator

Level 3 Leader
Fey, High Elf, Humanoid EV 20
Size
1M
Speed
5
Stamina
120
Stability
0
Free Strike
5
Immunity: Weakness:
Movement: Fly
M 0
A +2
R +1
I +2
P +3
Lightning Rod 2d10 + 3
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 10 ◎ One creature or object
≤11 9 lightning damage; R<1 dazed (save ends)
12–16 14 lightning damage; R<2 dazed (save ends)
17+ 17 lightning damage; R<3 dazed (save ends)
Effect: Until the start of the ordinator's next turn, each ally high elf in the encounter gains an edge on ability rolls against the target.
Elemental Uproar
Area, Magic ◎ Maneuver
⚔ 10 burst ◎ Each elemental ally in the area
Effect: Each target can move up to their speed or make a free strike. Elemental mote targets can, instead, use their Spark of Life trait.
Summon Elemental
2 Malice
Ranged ◎ Maneuver
⚔ Ranged 10 ◎ Special
Effect: The ordinator summons four elemental motes or four soot crows into unoccupied spaces within distance.
3 Malice: The ordinator instead summons one ceramic horse or one winded brambleguard into an unoccupied space within distance.
Enough!
Triggered action
Ranged
⚔ Ranged 10 ◎ The triggering enemy
Trigger: An enemy within distance uses an ability against the ordinator or any ally within distance.
Effect: The ordinator uses Lightning Rod against the target after the ability is resolved.
Fountains Roar, Now Free From the Earth
Villain Action 1
Area, Magic
⚔ 10 burst ◎ Each ally in the area
Effect: Each target glows briefly, and can end one effect on themself, then move up to their speed.
And the Sun Forsook Her Children
Villain Action 2
Area, Magic
⚔ 5 cube within 10 ◎ Each enemy in the area
Effect: Each target makes a Presence test.
≤11 12 corruption damage; pull 5 toward the center of the cube
12–16 6 corruption damage; pull 5 toward the center of the cube
17+ Pull 1 toward the center of the cube
Effect: The area turns dark and distorted, and is difficult terrain for enemies.
But We Will Change Her Mind
Villain Action 3
Area, Magic
⚔ 10 burst ◎ Self and each ally in the area
Effect: Each target's free strike now has the Magic keyword and can target two creatures or objects. Additionally, each target glows with magic.
Otherworldly Blessing
At the start of each of their turns, the ordinator can choose one or more effects on them that can be ended by a saving throw. The effects instead end at the end of the ordinator's turn.
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Hill Giant Clobberer

Level 7 Elite Brute
Giant, Hill Giant EV 36
Size
4
Speed
6
Stamina
200
Stability
5
Free Strike
8
Immunity: Damage 3 Weakness:
Movement: Climb
M +4
A -1
R -1
I -1
P -1
Clobberin' Club 2d10 + 4
Signature Ability
Charge, Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ Two creatures or objects
≤11 12 damage
12–16 17 damage; prone
17+ 21 damage; prone
Effect: A target who is already prone takes an extra 12 damage.
Stomp 2d10 + 4
3 Malice
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature or object
≤11 14 damage; prone
12–16 20 damage; prone; M<3 can't stand (save ends)
17+ 25 damage; prone; M<4 can't stand (save ends)
Effect: In suitably soft ground, the target is entrenched in a 2-square-deep hole.
Hill Quake
Area ◎ Maneuver
⚔ 3 burst ◎ Each enemy in the area
Effect: Each target must make either a Might test or an Agility test.
≤11 6 damage; vertical push 3
12–16 2 damage; vertical push 2
17+ Push 2
Effect: The clobberer can choose to fall prone in order to double the forced movement distance.
You Ain't Getting Away
Triggered action
Melee
⚔ Melee 3 ◎ The triggering creature
Trigger: A creature within distance moves or shifts away from the clobberer.
Effect: The target makes an Agility test.
≤11 Grabbed, and the target takes a bane on the Escape Grab maneuver
12–16 Grabbed
17+ No effect.
2 Malice: A target who would be grabbed by this ability is instead either vertical pushed up to 5 squares; or they take 5 damage, are knocked prone, and can't stand until the end of their next turn.
Destructive Path
The clobberer automatically destroys any mundane size 1 objects in their path when they move or are force moved. They can break through any mundane wall made of wood, stone, or a similarly sturdy material this way as long as the wall is 2 squares thick or less.
Distracted
Whenever the clobberer targets a creature or object with an ability, any enemy within distance of the ability can use a free triggered action to distract the clobberer. The clobberer targets that enemy instead.
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Hobgoblin Bloodlord

Level 6 Leader
Goblin, Hobgoblin, Humanoid, Infernal EV 32
Size
1M
Speed
6
Stamina
180
Stability
2
Free Strike
7
Immunity: Fire 6 Weakness:
Movement: Teleport
M +4
A +2
R +2
I +3
P +3
Soul Sword 2d10 + 4
Signature Ability
Magic, Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 11 corruption damage; P<2 bleeding (save ends)
12–16 16 corruption damage; P<3 bleeding (save ends)
17+ 19 corruption damage; P<4 bleeding (save ends)
2 Malice: Each target is marked until the end of the encounter or until they die. The bloodlord's allies gain an edge on strikes against any target marked this way. The bloodlord can have up to three targets marked this way. If they mark a new target who would exceed the limit, the oldest mark ends.
Take Point!
Ranged ◎ Maneuver
⚔ Ranged 10 ◎ One ally
Effect: The target moves up to their speed and can use a signature ability.
An Army From Blood
3 Malice
Ranged ◎ Triggered action
⚔ Ranged 10 ◎ The triggering creature
Trigger: A non-minion hobgoblin within distance takes damage.
Effect: Three hobgoblin recruits manifest from the target's blood into unoccupied spaces adjacent to the target.
Advance!
Villain Action 1
Area
⚔ 10 burst ◎ Self and each ally in the area
Effect: Each target gains 10 temporary Stamina and can move up to their speed. Then each non-minion target can make a free strike.
Skulls Abound
Villain Action 2
Area, Magic
⚔ 3 aura ◎ Self
Effect: Until the end of the encounter, the bloodlord surrounds themself with a storm of flying skulls. Any enemy who enters the area for the first time in a round or starts their turn there takes 8 corruption damage and takes a bane on their next power roll until the start of their next turn.
I Am Fire! I Am Death! 2d10 + 4
Villain Action 3
Area, Magic
⚔ 5 burst ◎ Each enemy in the area
≤11 5 fire damage; P<2 2 fire damage, push 2, prone
12–16 5 fire damage; P<3 7 fire damage, push 3, prone
17+ 5 fire damage; P<4 10 fire damage, push 5, prone
Effect: Until the end of the encounter, the bloodlord is wreathed in black flames. Whenever any adjacent enemy grabs the bloodlord or uses a melee ability against them, that enemy takes 5 corruption damage.
Infernal Ichor
When the bloodlord is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the bloodlord takes 3 fire damage.
End Effect
At the end of each of their turns, the bloodlord can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
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Hobgoblin War Mage

Level 5 Elite Controller
Goblin, Hobgoblin, Humanoid, Infernal EV 28
Size
1M
Speed
5
Stamina
120
Stability
0
Free Strike
6
Immunity: Fire 5 Weakness:
Movement: Hover, teleport
M 0
A +2
R +3
I +2
P +2
Hellfire 2d10 + 3
Signature Ability
Area, Magic, Ranged ◎ Main action
⚔ 3 cube within 10 ◎ Each enemy in the area
≤11 5 fire damage; M<1 weakened (save ends)
12–16 9 fire damage; M<2 weakened (save ends)
17+ 11 fire damage; M<4 weakened (save ends)
Effect: Before using this ability, the war mage can teleport a creature within 10 squares of them up to 2 squares.
Enchantments of War
Magic, Ranged ◎ Main action
⚔ Ranged 10 ◎ Two allies
Effect: Each target gains 10 temporary Stamina and has a double edge on their next power roll. The war mage can spend any amount of their current Stamina to increase the temporary Stamina each target gains by an equivalent amount.
Unhallowed Ground
3 Malice
Area, Magic, Ranged ◎ Maneuver
⚔ 5 cube within 10 ◎ Special
Effect: The war mage consecrates the area and causes it to smolder until the end of the encounter. The area is difficult terrain and any enemy in the area has fire weakness 10.
Magic Siphon
Triggered action
Magic, Ranged
⚔ Ranged 10 ◎ The triggering creature
Trigger: A creature within distance uses a magic ability.
Effect: Any damage dealt or Stamina regained from the creature's ability is halved. The war mage regains Stamina equal to the remaining damage dealt or Stamina regained.
Infernal Ichor
When the war mage is reduced to 0 Stamina, they spray burning blood. Each creature adjacent to the war mage takes 3 fire damage.
Despair, You Who Face Death
Any enemy within 2 squares of the war mage has a -2 penalty to saving throws.
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Hulking Brain

Level 6 Elite Brute
Horror, Voiceless Talker EV 32
Size
1L
Speed
5
Stamina
180
Stability
4
Free Strike
7
Immunity: Weakness:
Movement:
M +3
A +1
R -2
I -2
P 0
Four-Way Grasp 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Four creatures or objects
≤11 7 damage
12–16 10 damage; A<2 grabbed
17+ 11 damage; A<3 grabbed
Special: The hulking brain can have up to four size 1 creatures grabbed.
2 Malice: The potency increases by 1.
Cerebral Suplex 2d10 + 3
Melee, Strike ◎ Main action
⚔ Melee 1 ◎ Each enemy
Effect: A target must be grabbed by the hulking brain, and is no longer grabbed after the power roll is resolved.
≤11 7 damage; M<1 3 damage
12–16 10 damage; M<2 3 damage
17+ 13 damage; M<3 6 damage
Lumber
◎ Maneuver
⚔ Self ◎ Self
Effect: The hulking brain shifts up to 4 squares, ignoring difficult terrain.
Brawny Buffer
1 Malice
◎ Free triggered action
⚔ Self ◎ Self
Trigger: An ally voiceless talker within 5 squares takes damage from an enemy ability.
Effect: The hulking brain shifts adjacent to the ally and becomes the new target of the ability.
2 Malice: The enemy is knocked prone.
Biceps to Spare
The hulking brain can carry up to four size 1 creatures they have grabbed, and takes no penalty to their speed while doing so.
Psionic Conductor
Whenever a non-minion voiceless talker within 5 squares of the hulking brain uses a psionic ability, they can do so as if they were in the hulking brain's space.
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Human Bandit Chief

Level 3 Leader
Human, Humanoid EV 20
Size
1M
Speed
5
Stamina
120
Stability
2
Free Strike
5
Immunity: Corruption 4, Psychic 4 Weakness:
Movement:
M +2
A +3
R +2
I +3
P +2
Whip and Magic Longsword 2d10 + 2
Signature Ability
Magic, Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two enemies or objects
≤11 8 damage; pull 1
12–16 12 damage; pull 2
17+ 15 damage; pull 3
Effect: Any target who is adjacent to the bandit chief after the power roll is resolved takes 3 corruption damage.
2 Malice: This ability targets one additional target.
Kneel, Peasant! 2d10 + 2
Melee ◎ Maneuver
⚔ Melee 1 ◎ One enemy
≤11 Push 1; M<1 prone
12–16 Push 2; M<2 prone
17+ Push 4; M<3 prone
2 Malice: The ability takes the Area keyword, loses the Melee keyword, and is a 1 burst that targets each enemy in the area.
Bloodstones
Triggered action
Magic
⚔ Self ◎ Self
Trigger: The bandit chief makes a power roll.
Effect: The bandit chief takes 5 corruption damage and increases the outcome of the power roll by one tier. This damage can't be reduced in any way.
Shoot!
Villain Action 1
Area
⚔ 10 burst ◎ Each artillery ally in the area
Effect: Each target makes a ranged free strike.
Form Up!
Villain Action 2
Area
⚔ 10 burst ◎ Each ally in the area
Effect: Each target shifts up to their speed. Additionally, until the end of the encounter, while the bandit chief or any ally is adjacent to a target, they have damage immunity 3.
Lead From the Front
Villain Action 3
⚔ Self ◎ Self
Effect: The bandit chief shifts up to 10 squares. During or after this movement, they can use their Whip and Magic Longsword against up to four targets. Additionally, one ally adjacent to each target can make a free strike against that target.
End Effect
At the end of each of their turns, the bandit chief can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Supernatural Insight
The bandit chief ignores concealment if it's granted by a supernatural effect.
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Human Blackguard

Level 1 Leader
Human, Humanoid EV 12
Size
1M
Speed
5
Stamina
80
Stability
2
Free Strike
4
Immunity: Corruption 2, Psychic 2 Weakness:
Movement:
M +3
A +2
R +2
I 0
P +2
Zweihander Swing 2d10 + 2
Signature Ability
Area, Weapon ◎ Main action
⚔ 1 burst ◎ Each enemy in the area
≤11 3 damage; M<1 slowed (save ends)
12–16 6 damage; M<2 slowed (save ends)
17+ 8 damage; M<3 slowed (save ends)
Effect: One ally within 10 squares can make a free strike.
1 Malice: One ally within 10 squares can use their signature ability instead.
You!
Ranged ◎ Maneuver
⚔ Ranged 10 ◎ One enemy
Effect: The target is marked until the start of the blackguard's next turn. The blackguard and each of their allies gain an edge on abilities used against targets marked by the blackguard.
Parry!
Triggered action
Melee
⚔ Melee 1 ◎ Self or one ally
Trigger: A creature makes a strike against the blackguard or an ally adjacent to them.
Effect: The damage is halved.
Advance!
Villain Action 1
⚔ Self ◎ Self
Effect: The blackguard shifts up to their speed. During or after this movement, they can use their Zweihander Swing twice.
Back!
Villain Action 2
Area, Magic
⚔ 5 burst ◎ Each enemy in the area
Effect: The blackguard slides each target up to 5 squares.
I Can Throw My Blade and So Should You!
Villain Action 3
Area, Magic, Ranged, Weapon
⚔ 3 cube within 5 ◎ Each enemy in the area
Effect: The blackguard uses their Zweihander Swing against each target. Each ally within 5 squares of the area can then make a free strike against a target (one target per ally).
End Effect
At the end of each of their turns, the blackguard can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Supernatural Insight
The blackguard ignores concealment if it's granted by a supernatural effect.
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Iron Champion Doru

Level 10 Elite Brute
Humanoid, Soulless, War Dog EV 48
Size
1L
Speed
5
Stamina
260
Stability
2
Free Strike
10
Immunity: Weakness:
Movement:
M +5
A +4
R +4
I +1
P +2
Houndaxe 2d10 + 5
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 15 damage
12–16 21 damage; Doru gains an edge on his next power roll; M<4 slide 3
17+ 25 damage; Doru has a double edge on his next power roll; M<5 slide 5
Effect: The damage from this ability can't be reduced in any way.
3 Malice: This ability targets one additional target.
Bloody Whirlwind 2d10 + 5
2 Malice
Area, Weapon ◎ Main action
⚔ Burst 3 ◎ Each creature and object in the area
≤11 5 damage; A<3 bleeding (save ends)
12–16 11 damage; A<4 bleeding (save ends)
17+ 15 damage; A<5 bleeding (save ends)
Effect: This ability deals an extra 5 damage for each winded target in the area.
Hunting Leap
Ranged ◎ Maneuver
⚔ Ranged 5 ◎ One creature or object
Effect: Doru jumps to an unoccupied space adjacent to the target, then can make a free strike against them. If the target is bleeding or winded, the distance of the ability becomes Ranged 10 and the free strike deals an extra 5 damage.
Laugh It Off
Triggered action
⚔ Self ◎ Self
Trigger: An enemy makes a strike against Doru.
Effect: The triggering strike takes a bane and Doru gains an edge on his next power roll.
Iron Juggernaut
Doru can't be made slowed or restrained. Additionally, he can move while grabbed, and a creature grabbing him moves along with him unless he lets go.
The Scarless
Doru regains 5 Stamina at the start of each of his turns unless he took acid or fire damage since the start of his previous turn. Whenever he regains Stamina this way, the Director can spend 2 Malice to end one effect on Doru that can be ended by a saving throw.
Champion's Loyalty Collar
When Doru is reduced to 0 Stamina, his loyalty collar explodes, dealing 20 damage to each enemy and object within 3 squares of him.
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Kingfissure Worm

Level 7 Solo
Beast, Worm EV 108
Size
5
Speed
10
Stamina
420
Stability
5
Free Strike
8
Immunity: Weakness:
Movement: Burrow
M +5
A +1
R -5
I +2
P -3
Tongue Grab 2d10 + 5
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 5 ◎ One creature per tongue
≤11 13 damage; M<3 grabbed
12–16 18 damage; M<4 grabbed
17+ 22 damage; M<5 grabbed and the target takes a bane on the Escape Grab maneuver
Effect: The kingfissure worm must have one or more tongues to use this ability. As a maneuver, the kingfissure worm can pull up to two creatures grabbed this way adjacent to them.
Maw 2d10 + 5
Charge, Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature or object
≤11 15 damage; push 3
12–16 20 damage; push 5, prone
17+ 25 damage; the target is swallowed (see Swallowed)
2 Malice: When the kingfissure worm uses the Charge main action, they ignore difficult terrain and automatically destroy mundane size 3 and smaller objects in the path of their charge. The first time the kingfissure worm moves through a creature's space during this charge, that creature takes 8 damage and is pushed up to 3 squares.
Consume
2 Malice
Melee ◎ Main action
⚔ Melee 1 ◎ One grabbed creature
Effect: The target is swallowed (see Swallowed).
Tongue Whip
Melee, Ranged, Strike, Weapon ◎ Maneuver
⚔ Melee 5 or ranged 10 ◎ One creature or object
Effect: The kingfissure worm can use this maneuver only while they have a creature or object grabbed. The worm slams the grabbed creature or object against the target, dealing 13 damage to both. If this ability is used at range, it deals an extra 5 damage and the grabbed creature or object is released.
Tearing Recoil
Triggered action
⚔ Self ◎ Special
Trigger: A tongue takes damage that doesn't reduce it to 0 Stamina.
Effect: The kingfissure worm deals 5 damage to the creature or object the tongue had grabbed, releases that creature or object, then pulls the damaged tongue back into their mouth.
King's Fissure
Villain Action 1
Area, Weapon
⚔ 20 × 4 line within 1 ◎ Each creature and object in the area
Special: Each target must be on the ground.
≤11 10 damage; the target falls into the fissure, lands prone, and can't stand (EoT)
12–16 10 damage; the target is knocked prone and left hanging at the edge of the area
17+ The target shifts to the nearest unoccupied space outside the area.
Effect: The area becomes a 10-square-deep fissure in the earth. Each target makes an Agility test.
Earth Breach
Villain Action 2
Weapon
⚔ Self ◎ Special
Effect: The kingfissure worm can use this villain action only while burrowing. The worm burrows up to half their speed, then breaches the surface and moves 5 squares straight up before dropping back to the ground. Each creature or object whose space the worm moves through during this movement takes 10 damage, and if they have A<4 they are knocked prone. Any creature who is made winded by this damage is swallowed (see Swallowed).
Better Out Than In 2d10 + 5
Villain Action 3
Area, Weapon
⚔ 5 burst ◎ Each enemy and object in the area
≤11 8 acid damage; P<3 weakened (save ends)
12–16 13 acid damage; P<4 weakened (save ends)
17+ 17 acid damage; P<5 weakened (save ends)
Effect: Each creature swallowed by the worm is regurgitated and automatically subject to the tier 3 outcome, then lands prone in an unoccupied space within 5 squares of the kingfissure worm.
Solo Monster
End Effect: At the end of each of their turns, the kingfissure worm can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The kingfissure worm can take two turns each round. They can't take turns consecutively.
Multiple Tongues
The kingfissure worm has three tongues. Each tongue is a 5 × 1 line within 1 square of the kingfissure worm, has 35 Stamina and psychic immunity all, and can't be force moved. Each tongue enables the kingfissure worm to grab one size 2 or smaller creature or object. A tongue can be targeted by abilities only while it has a target grabbed.
Seismic King
The kingfissure worm has line of effect only within 3 squares. However, they ignore concealment for creatures touching the ground and don't need line of effect to use abilities against those creatures.
Swallowed
A creature swallowed by the worm is restrained and takes 1d6 acid damage at the start of every turn. If the worm takes 25 or more damage in a single round from swallowed creatures, they immediately regurgitate all creatures they have swallowed, who land prone in unoccupied spaces within 3 squares of the kingfissure worm.
Titanic Tunneler
The kingfissure worm can burrow through stone. When the worm burrows, they create a stable size 3 tunnel in the squares they move through.
Unstoppable Crawler
The kingfissure worm can't be frightened or knocked prone. While the worm is restrained or slowed, they take a -2 penalty to speed instead of suffering those conditions' usual effects on speed.
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Kobold Centurion

Level 1 Leader
Kobold, Humanoid EV 12
Size
1S
Speed
5
Stamina
80
Stability
2
Free Strike
5
Immunity: Weakness:
Movement:
M +2
A +3
R +2
I 0
P +2
Pilum 2d10 + 3
Signature Ability
Melee, Ranged, Strike, Weapon ◎ Main action
⚔ Melee 1 or ranged 10 ◎ Two creatures or objects
≤11 7 damage; M<1 weakened (save ends)
12–16 10 damage; M<2 weakened (save ends)
17+ 13 damage; M<3 weakened (save ends)
Effect: Each ally adjacent to a target can make a free strike against that target.
3 Malice: While weakened this way, a target is also restrained.
Concentrate All Fire on That Hero!
Ranged ◎ Maneuver
⚔ Ranged 10 ◎ One enemy
Effect: Until the start of the centurion's next turn, the centurion and their allies gain an edge on power rolls against the target.
3+ Malice: This ability targets one additional target for each 3 Malice spent.
Testudo!
Triggered action
Area
⚔ 5 burst ◎ Each ally in the area
Trigger: A creature uses an ability that targets the centurion or any ally of the centurion within distance.
Effect: Each target shifts up to 2 squares before the damage is resolved. Each kobold with the Shield? Shield! trait gains damage immunity 2 against the triggering ability.
Firetail Pilum
Villain Action 1
⚔ Special ◎ Special
Effect: The centurion moves up to their speed, ignoring difficult terrain, and uses Pilum against each creature whose space they move through. They make one power roll against all targets, and the ability deals an extra 5 damage. While weakened by that ability, each target takes 2 fire damage at the start of each of their turns.
Boom Pilum!
Villain Action 2
Area, Weapon, Ranged
⚔ 5 cube within 10 ◎ Each enemy in the area
Effect: The centurion uses Pilum against each target and has a double edge. Each target is then pushed up to 3 squares.
Are You Not Entertained?!
Villain Action 3
Area
⚔ 10 burst ◎ Each enemy in the area
Effect: A target who has P<2 is taunted (save ends). Each ally within distance can make a free strike. Additionally, until the end of the encounter, the centurion has damage immunity 2.
End Effect
At the end of each of their turns, the centurion can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Shield? Shield!
While adjacent to an ally who also has this trait, the centurion has stability 1, has cover, and grants cover to allies.
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Lich

Level 10 Solo
Undead EV 144
Size
1M
Speed
10
Stamina
650
Stability
1
Free Strike
10
Immunity: Corruption 10, Poison 10 Weakness: Holy 5
Movement: Fly, hover
M +2
A +3
R +5
I +5
P +5
Conflagration 2d10 + 5
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 20 ◎ Two creatures or objects
≤11 15 fire damage; A<4 the target is immolated (save ends)
12–16 21 fire damage; A<5 the target is immolated (save ends)
17+ 27 fire damage; A<6 the target is immolated (save ends)
Effect: An immolated creature takes 10 fire damage whenever they use a main action and a maneuver on their turn. This damage can't be reduced in any way.
Hopeless Place 2d10 + 5
Area, Magic ◎ Main action
⚔ 10 burst ◎ Each creature in the area
≤11 8 corruption damage; P<4 the target is hopeless (save ends)
12–16 13 corruption damage; P<5 the target is hopeless (save ends)
17+ 16 corruption damage; P<6 the target is hopeless (save ends)
Effect: A hopeless creature can't benefit from edges or double edges, can't gain or use surges, and can't gain temporary Stamina.
3 Malice: The distance of this ability increases to a 20 burst and its potency increases by 1.
Pain Unending 2d10 + 5
2 Malice
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 20 ◎ One creature or object
≤11 17 psychic damage
12–16 24 psychic damage
17+ 29 psychic damage
Effect: A target who has M<4 is wracked with pain (save ends). A creature wracked with pain has a double bane on abilities.
3 Malice: The lich chooses one additional target.
2+ Malice: Each creature wracked with pain gains one of the following conditions of the lich's choice for each 2 Malice spent: bleeding, slowed, or prone and can't stand. These conditions end when a creature is no longer wracked with pain.
Necrotic Form
◎ Maneuver
⚔ Self ◎ Self
Effect: The lich becomes spectral, moves up to their speed, and becomes corporeal again. While spectral, the lich automatically ends the grabbed or restrained conditions, has damage immunity 5, can move through solid matter, and ignores difficult terrain. If the lich ends this movement inside solid matter, they are shunted out into the space from which they entered it.
Baleful Swap
2 Malice
Ranged ◎ Triggered action
⚔ Ranged 10 ◎ One enemy
Trigger: The lich is targeted using an ability by a creature within distance.
Effect: If the target has P<4, they swap places with the lich to become the new target of the triggering ability.
Cages of Wasting
Villain Action 1
Area, Magic, Ranged
⚔ Two 3 cubes within 10 ◎ Each creature in the area
Effect: Each target makes an Agility test.
≤11 10 corruption damage; restrained (save ends)
12–16 16 corruption damage; restrained (EoT)
17+ 20 corruption damage
Effect: The lich deals an additional 10 corruption damage to each creature restrained this way.
My Power Alone
Villain Action 2
Area, Magic
⚔ 12 burst ◎ Each enemy in the area
Effect: A target can't use heroic abilities until the start of the lich's next turn.
Arms of Necrosis 2d10 + 5
Villain Action 3
Area, Magic
⚔ 6 burst ◎ Each creature in the area
≤11 8 corruption damage; A<4 frightened (save ends)
12–16 13 corruption damage; A<5 frightened (save ends)
17+ 16 corruption damage; A<6 frightened (save ends)
Effect: At the end of each of the lich's turns, they regain 10 Stamina for each creature frightened this way.
Solo Monster
End Effect: At the end of each of their turns, the lich can take 20 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The lich can take two turns each round. They can't take turns consecutively.
Herald of Oblivion
In the lich's presence, death's call is stronger. Any winded creature within 5 squares of the lich is bleeding and can't use the Catch Breath maneuver.
Glare of Undeath
At the start of each round, the lich chooses a creature within 10 squares. If that creature has R<4 they are restrained until the end of the lich's next turn. The lich can't choose the same creature two rounds in a row.
Rejuvenation
The lich has a soulstone, which has 50 Stamina and damage immunity all except to sonic damage and holy damage. If the lich is destroyed while their soulstone is intact, they reform near the soulstone. Any creature who has P<5 and who moves within 5 squares of an inhabited soulstone for first time in a round or starts their turn there is compelled (save ends). A compelled creature must do everything in their power to move toward and touch the soulstone.
A creature who touches an inhabited soulstone makes a Might test that takes a bane.
≤11: The creature is reduced to 0 Stamina and the lich manifests adjacent to the soulstone with full Stamina.
12-16: The creature is reduced to 0 Stamina and the lich manifests adjacent to the soulstone with 300 Stamina.
17+: The creature has their Stamina reduced to their winded value unless it is already lower, and the lich manifests adjacent to the soulstone with 100 Stamina.
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Lightbender

Level 3 Elite Ambusher
Beast, Lightbender EV 20
Size
2
Speed
10
Stamina
100
Stability
1
Free Strike
5
Immunity: Weakness:
Movement:
M +2
A +1
R -3
I +1
P -1
Flash Swipe 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ One creature or object
≤11 9 damage
12–16 14 damage
17+ 18 damage
Effect: If this ability gains an edge or has a double edge, it deals an extra 4 damage.
Piercing Tails 2d10 + 2
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ One creature or object
≤11 8 damage
12–16 12 damage; M<1 bleeding (save ends)
17+ 15 damage; M<2 bleeding (save ends)
Effect: While bleeding this way, the target takes a bane on tests to search for the lightbender while they are hidden.
Hypnotic Mane 2d10 + 2
5 Malice
Area, Magic ◎ Maneuver
⚔ 3 burst ◎ Each enemy in the area
≤11 I<0 dazed (save ends)
12–16 I<1 dazed (save ends)
17+ I<2 dazed (save ends)
Effect: While dazed this way, a target has speed 0. If a target takes damage, or if someone else uses a main action to shake the target out of their stupor, the dazed condition ends.
Stalker's Afterimage
Triggered action
Magic
⚔ Self ◎ Self
Trigger: The lightbender takes damage from a strike.
Effect: The lightbender halves the damage, ignores any nondamaging effects associated with it, and can teleport up to 5 squares. If they teleport into concealment or cover, the lightbender can immediately attempt to hide as a free maneuver.
Avoidance
Any effect on the lightbender that would be ended by a saving throw instead ends automatically at the end of their next turn.
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Lightbender Pouncer

Level 3 Elite Harrier
Beast, Lightbender EV 20
Size
2
Speed
10
Stamina
100
Stability
1
Free Strike
5
Immunity: Weakness:
Movement:
M +2
A +1
R -3
I +1
P -1
Pounce 2d10 + 2
Signature Ability
Charge, Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 7 damage
12–16 11 damage; A<1 prone
17+ 14 damage; A<2 prone
Effect: The pouncer can make a free strike against each target they knock prone.
Sparking Tail Whip 2d10 + 2
Area, Magic ◎ Main action
⚔ 2 burst ◎ Each enemy and object in the area
≤11 4 damage
12–16 7 damage; A<1 the target is dazzled (save ends)
17+ 10 damage; A<2 the target is dazzled (save ends)
Effect: A dazzled target takes a bane on strikes and has line of effect only within 1 square.
Illusory Feint 2d10 + 2
5 Malice
Area, Magic, Ranged ◎ Maneuver
⚔ 3 cube within 10 ◎ Each enemy in the area
≤11 I<0 dazed (save ends)
12–16 I<1 dazed (save ends)
17+ I<2 dazed (save ends)
Effect: While dazed this way, a target has speed 0. If a target takes damage, or if someone else uses a main action to shake the target out of their stupor, the dazed condition ends.
Striking Afterimage
Triggered action
Magic
⚔ Self ◎ Self
Trigger: The pouncer takes damage from a strike.
Effect: The pouncer halves the damage, ignores any nondamaging effects associated with it, and can teleport up to 5 squares. If they teleport into concealment or cover, the pouncer can immediately attempt to hide as a free maneuver.
Avoidance
Any effect on the pouncer that would be ended by a saving throw instead ends automatically at the end of their next turn.
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Lizardfolk Deathrex

Level 1 Leader
Humanoid, Lizardfolk EV 12
Size
2
Speed
5
Stamina
80
Stability
2
Free Strike
4
Immunity: Weakness:
Movement: Climb, swim
M +3
A +2
R 0
I +1
P +2
Ripper Spear 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ Two creatures or objects
≤11 7 damage; pull 1; A<1 bleeding (save ends)
12–16 10 damage; pull 1; A<2 bleeding (save ends)
17+ 12 damage; pull 2; A<3 bleeding (save ends)
1 Malice: One target adjacent to the deathrex is grabbed in the deathrex's mouth.
Death Roll 2d10 + 2
3 Malice
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One grabbed creature or object
≤11 8 damage; M<1 dazed (save ends)
12–16 12 damage; M<2 dazed (save ends)
17+ 15 damage; M<3 dazed (save ends)
Effect: The target is no longer grabbed by the deathrex, and the deathrex slides them up to 5 squares.
Trundle
◎ Maneuver
⚔ Self ◎ Self
Effect: The deathrex moves up to their speed. They make a free strike against each creature who makes an opportunity attack against them during this movement.
Swat the Fly
Triggered action
Melee
⚔ Melee 1 ◎ The triggering creature or object
Trigger: A creature or object within distance moves or shifts away from the deathrex.
Effect: The deathrex slides the target up to 5 squares.
Snack Attack
Villain Action 1
Area
⚔ 10 burst ◎ Self and each ally in the area
Effect: Each target moves up to their speed and can make a free strike. Each target gains temporary Stamina equal to the damage they deal.
Shed Some Skin
Villain Action 2
⚔ Self ◎ Self
Effect: The deathrex shifts up to their speed, leaving behind a shed skin duplicate in the space they started in. The duplicate acts on the deathrex's turn and has the deathrex's characteristics, but has 10 Stamina and no villain actions.
Thresher Thrasher
Villain Action 3
Area
⚔ 10 burst ◎ Self and each ally in the area
Effect: Each target moves up to their speed. Until the end of the encounter, whenever a creature comes adjacent to a target or starts their turn there, the target can make a free strike against them.
Rex Reptilian Escape
While the deathrex has a tail, whenever they are affected by an effect that can be ended by a saving throw or that ends at the end of their next turn, they can lose their tail to immediately end that effect, then shift up to 2 squares.
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Locratix the Morningstar

Level 6 Elite Harrier
Draconian, Dragon, Humanoid EV 32
Size
1M
Speed
8
Stamina
160
Stability
2
Free Strike
7
Immunity: Acid 6 Weakness:
Movement: Fly
M +1
A +3
R +1
I +2
P +2
Skewer 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 10 damage
12–16 15 damage; M<1 slowed (save ends)
17+ 18 damage; M<2 slowed (save ends)
Effect: Locratix deals 6 damage to each creature or object in a 2 × 1 line behind the target.
Acidic Stun 2d10 + 3
2 Malice
Area, Magic ◎ Main action
⚔ 3 × 1 line within 1 ◎ Each enemy in the area
≤11 7 acid damage; M<1 dazed (save ends)
12–16 12 acid damage; M<2 dazed (save ends)
17+ 15 acid damage; M<3 dazed (save ends)
Effect: While dazed this way, a target takes an extra 6 damage from Locratix's abilities.
Takeoff
◎ Maneuver
⚔ Self ◎ Self
Effect: Locratix flies up to her speed. Any creature adjacent to the space on the ground she took off from who has A<2 is knocked prone.
Stay Back! 2d10 + 3
Triggered action
Melee
⚔ Melee 2 ◎ The triggering creature
Trigger: A creature within distance moves or is force moved.
≤11 7 acid damage; A<1 the target's speed is 0 (EoT)
12–16 12 acid damage; A<2 the target's speed is 0 (EoT)
17+ 15 acid damage; A<3 the target's speed is 0 (EoT)
Flighty
When Locratix deals rolled damage to an enemy, that enemy can't use Locratix as the trigger for any of their triggered actions until the start of Locratix's next turn.
Absorbing Scales
When Locratix takes damage of any type for which she has damage immunity, she has damage immunity 6 against the next strike made against her.
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Logostician Vesper

Level 10 Elite Controller
Soulless, War Dog EV 48
Size
2
Speed
10
Stamina
253
Stability
3
Free Strike
10
Immunity: Weakness:
Movement:
M +2
A +1
R +5
I +4
P +1
Portal to the Firing Line 2d10 + 5
Signature Ability
Area, Ranged, Weapon ◎ Main action
⚔ 5 × 3 line within 15 ◎ Each creature and object in the area
Special: This ability targets only non-prone creatures.
≤11 8 damage
12–16 12 damage; I<4 slowed (save ends)
17+ 15 damage; I<5 slowed (save ends)
Effect: A target creature can choose to drop prone, in which case the ability takes a bane against them.
2 Malice: The area remains active until Vesper is reduced to 0 Stamina or until the end of the encounter. Any non-prone enemy who enters the area for the first time in a round or starts their turn there takes 15 damage, or 7 damage if they choose to fall prone.
Portal to the Mantle 2d10 + 5
3 Malice
Area, Magic, Ranged ◎ Main action
⚔ 3 cube within 15 ◎ Each creature in the area
≤11 8 fire damage
12–16 12 fire damage
17+ 15 fire damage
Effect: The area is difficult terrain. Any creature who enters the area for the first time in a round or starts their turn there takes 10 fire damage. Until the end of the encounter, the size of the area increases by 1 at the start of each round.
Portal to the Void 2d10 + 5
Area, Magic, Ranged ◎ Maneuver
⚔ 5 cube within 15 ◎ Each creature in the area
≤11 A<4 pull 3 toward the center of the area
12–16 A<5 pull 5 toward the center of the area
17+ A<6 pull 7 toward the center of the area
Effect: A portal appears at the center of the area. Any creature who is at the center of the area when this ability is used or who is pulled into the center for the first time in a round takes 10 sonic damage.
2 Malice: The area remains active and deals its damage until Vesper is reduced to 0 Stamina or until the end of the encounter. Any creature who enters the area and has A<4 is pulled 3 squares toward the center of the area. Any creature who starts their turn in the area and has M<4 is slowed until the end of their turn.
Portal to the Sky
Triggered action
Ranged
⚔ Ranged 3 ◎ One enemy
Trigger: The target moves within distance of Vesper.
Effect: The target is dropped through a portal, which teleports them up to 7 squares above a space within 15 squares.
Living Logistics Network
Each ally who starts their turn within 10 squares of Vesper can teleport whenever they willingly move until the end of their turn. Whenever an affected ally teleports, they deal an extra 5 damage on their next strike.
Crash and Burn
When Vesper is reduced to 0 Stamina, they move up to their speed and explode, dealing 4d6 damage to each adjacent enemy and object. Any enemy who takes more than 14 damage this way vertically slides 5 squares.
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Lord Syuul

Level 6 Solo
Horror, Voiceless Talker EV 96
Size
1M
Speed
7
Stamina
450
Stability
3
Free Strike
7
Immunity: Psychic 10 Weakness:
Movement: Hover, teleport
M +1
A +3
R +4
I +4
P +3
Tentacle Grab 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 11 damage; A<2 grabbed
12–16 17 damage; A<3 grabbed
17+ 20 damage; A<4 grabbed
2 Malice: The distance of this ability increases to melee 10. Each target grabbed by Lord Syuul is pulled up to 10 squares.
Dampening Grenade 2d10 + 4
Area, Psionic, Ranged ◎ Main action
⚔ 2 cube within 5 ◎ Each enemy in the area
≤11 6 damage; the effect ends after 2 turns
12–16 10 damage; the effect ends at the end of Lord Syuul's next turn
17+ 13 damage; the effect lasts until the end of the encounter
Effect: Any supernatural ability used by a creature in the area has a double bane. All reactive tests made against magic or psionic effects in the area have a double edge.
Mind Blown 2d10 + 4
7 Malice
Melee, Psionic, Strike ◎ Main action
⚔ Melee 1 ◎ One grabbed enemy
≤11 12 damage
12–16 20 damage
17+ 24 damage
Effect: If this action reduces the target to 0 Stamina and they have a brain, their brain explodes, instantly killing them.
You Come With Me
Psionic ◎ Maneuver
⚔ Self ◎ Self
Effect: Lord Syuul can teleport up to 5 squares along with each creature and object he has grabbed. He can release grabbed creatures before or after teleporting.
Adaptability
Triggered action
Psionic
⚔ Self ◎ Self
Trigger: Lord Syuul takes damage that has a damage type.
Effect: Until the start of his next turn, Lord Syuul gains immunity 5 to the triggering damage type.
See Only Me 2d10 + 4
Villain Action 1
Area, Psionic
⚔ 10 burst ◎ Each enemy in the area
Effect: Each target makes an Intuition test.
≤11 16 psychic damage; the target has no line of effect to any creature except Lord Syuul, and takes a bane on strikes targeting Lord Syuul (save ends)
12–16 13 psychic damage; the target has no line of effect to any creature except Lord Syuul (save ends)
17+ 7 psychic damage
Phantom Pain
Villain Action 2
Psionic
⚔ Self ◎ Self
Effect: Lord Syuul becomes invisible, can teleport up to 10 squares, and projects an illusory double within 10 squares. The double can't move or act, but Lord Syuul can use psionic abilities as if he were in its space. Whenever a creature touches or damages the double with a melee strike, they take 10 psychic damage. If Lord Syuul takes damage, his invisibility ends and the double disappears.
Mindshatter 2d10 + 4
Villain Action 3
Area, Psionic
⚔ 5 burst ◎ Each creature in the area
≤11 7 psychic damage
12–16 13 psychic damage
17+ 16 psychic damage
Effect: Until the end of the encounter, each target has damage weakness 3.
Solo Monster
End Effect: At the end of each of his turns, Lord Syuul can take 10 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: Lord Syuul can take two turns each round. He can't take turns consecutively.
Mind Over Manners
Whenever Lord Syuul uses a psionic ability, he can do so as if he were in the space of any creature within his line of effect who he has observed using a psionic ability.
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Lumbering Egress

Level 6 Leader
Abyssal, Demon EV 32
Size
3
Speed
6
Stamina
180
Stability
3
Free Strike
7
Immunity: Weakness: Holy 5
Movement:
M +4
A -1
R +1
I +2
P +2
Ensnarer Cannon 2d10 + 4
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 10 ◎ Two creatures or objects
≤11 12 corruption damage; A<2 restrained (save ends)
12–16 16 corruption damage; A<3 restrained (save ends)
17+ 19 corruption damage; A<4 restrained (save ends)
2 Malice: Two ensnarers appear in unoccupied spaces adjacent to each target. On a tier 3 outcome, four ensnarers appear.
Demonic Egress
2 Malice
Area ◎ Maneuver
⚔ 3 burst ◎ Special
Effect: Four level 1 demon minions (most commonly ensnarers, frenzieds, and pitlings) burst forth from the egress and appear in unoccupied spaces in the area.
2 Malice: Four level 4 demon minions (most commonly orliq, grulqins, and wobalas) appear instead.
Abyssal Protectors
2 Malice
Area, Magic ◎ Triggered action
⚔ 5 burst ◎ Special
Trigger: The last ally minion on the encounter map dies, or the egress is reduced below 25 Stamina.
Effect: Eight ensnarers appear anywhere in the area.
Frenzied Deluge 2d10 + 4
Villain Action 1
Ranged
⚔ Ranged 10 ◎ Three enemies
≤11 7 corruption damage
12–16 12 corruption damage
17+ 15 corruption damage; two frenzieds appear in unoccupied spaces adjacent to each target
Fold Space
Villain Action 2
Ranged
⚔ Ranged 20 ◎ Self
Effect: The egress folds into their own portal and teleports to an unoccupied space within distance. Four level 4 demon minions (most commonly orliq, grulqins, and wobalas) appear in squares in the egress's former space.
Blood of the Abyss 2d10 + 4
Villain Action 3
Area, Magic
⚔ 10 × 3 line within 1 ◎ Each enemy and object in the area
≤11 6 corruption damage; R<2 weakened (save ends)
12–16 11 corruption damage; R<3 weakened (save ends)
17+ 14 corruption damage; R<2 weakened (save ends)
Effect: The egress recalls and instantly destroys any minion allies on the encounter map. A torrent of churned-up minion bodies, blood, and ichor erupts from the egress, dealing an extra 1 damage for each minion destroyed this way.
End Effect
At the end of each of their turns, the egress can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
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Lydixavus the Deadeye

Level 6 Elite Artillery
Draconian, Dragon, Humanoid EV 32
Size
1M
Speed
5
Stamina
140
Stability
2
Free Strike
7
Immunity: Acid 6 Weakness:
Movement: Fly
M -1
A +3
R +3
I +3
P +1
Breathsnipe 2d10 + 3
Signature Ability
Ranged, Strike, Weapon ◎ Main action
⚔ Ranged 15 ◎ One enemy
≤11 10 cold damage
12–16 16 cold damage; the target takes a bane on their next strike
17+ 19 cold damage; the target has a double bane on their next strike
Ice Lob 2d10 + 3
Area, Magic, Ranged ◎ Main action
⚔ 2 cube within 10 ◎ Each creature and object in the area
≤11 7 cold damage; M<1 dazed (save ends)
12–16 10 cold damage; M<2 dazed (save ends)
17+ 15 cold damage; M<3 dazed (save ends)
Parting Gift
◎ Maneuver
⚔ Self ◎ Self
Effect: Lydixavus flies up to their speed, leaving a size 1S ice mine in the space they took off from. The ice mine explodes when an enemy enters its space, using the power roll for the Ice Lob ability and targeting the triggering creature and each creature and object adjacent to the ice mine.
Wasn't Aiming For You
Triggered action
⚔ Self ◎ Self
Trigger: Lydixavus obtains a tier 1 outcome on their signature ability.
Effect: Lydixavus uses their signature ability again, targeting a creature within 5 squares of the original target.
Scorekeeping Scales
Lydixavus knows the location of every creature who has ever dealt damage to them. If any of those creatures are within 20 squares of Lydixavus, Lydixavus always has line of effect to them as long as a size 1 opening exists between Lydixavus and the target.
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Manticore

Level 4 Solo
Beast, Manticore EV 72
Size
2
Speed
10
Stamina
350
Stability
2
Free Strike
6
Immunity: Weakness:
Movement: Fly
M +4
A +3
R 0
I 0
P -1
Carnivorous Bite 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature or object
≤11 12 damage; A<2 bleeding (save ends)
12–16 17 damage; A<3 bleeding (save ends)
17+ 21 damage; A<4 bleeding (save ends)
Effect: If the target is frightened, this ability gains an edge.
Tail Spike 2d10 + 4
Ranged, Strike, Weapon ◎ Main action
⚔ Ranged 10 ◎ Two creatures or objects
≤11 6 damage; A<2 4 poison damage
12–16 11 damage; A<3 4 poison damage, weakened (save ends)
17+ 14 damage; A<4 4 poison damage, weakened (save ends)
1 Malice: While weakened this way, a target takes 1d6 poison damage at the start of each of their turns.
Harrying Claws 2d10 + 4
Melee, Strike, Weapon ◎ Maneuver
⚔ Melee 1 ◎ Two creatures or objects
≤11 Slide 1; A<2 3 damage
12–16 Slide 2; A<3 5 damage
17+ Slide 4; A<4 7 damage
Reflexive Instinct
2 Malice
Ranged ◎ Triggered action
⚔ Ranged 10 ◎ The triggering creature
Trigger: A creature within distance deals damage to the manticore.
Effect: The manticore shifts up to 5 squares into the air, then can use Tail Spike against the target.
Trumpeting Howl
Villain Action 1
Area, Magic
⚔ 5 burst ◎ Each creature in the area
≤11 Frightened (EoT); if the target is frightened, P<2 they are instead frightened (save ends)
12–16 Frightened (EoT); if the target is frightened, P<3 they are instead frightened (save ends)
17+ Frightened (EoT); if the target is frightened, P<4 they are instead dazed (save ends)
Cornered Predator
Villain Action 2
⚔ Self ◎ Self
Effect: The manticore shifts up to their speed, then can use Tail Spike against each enemy within distance of that ability.
Debilitating Poison
Villain Action 3
⚔ Self ◎ Self
Effect: The manticore sours their poison with enmity. Until the end of the encounter, the manticore has a double edge on power rolls against weakened creatures. Additionally, any creature weakened by the manticore's Tail Spike ability has their speed halved and takes an extra 3 poison damage at the start of each of their turns.
Solo Monster
End Effect: At the end of each of their turns, the manticore can take 10 damage and end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The manticore can take two turns each round. They can't take turns consecutively.
Agile Predator
Whenever the manticore deals damage to a creature, they don't provoke opportunity attacks from that creature during that turn.
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Marble Stone Giant

Level 8 Elite Hexer
Giant, Stone Giant EV 40
Size
4
Speed
6
Stamina
207
Stability
10
Free Strike
8
Immunity: Weakness:
Movement: Burrow
M +4
A +3
R 0
I +3
P 0
Marble From a Great Sling 2d10 + 4
Signature Ability
Area, Ranged, Weapon ◎ Main action
⚔ 3 cube within 5 ◎ Each enemy and object in the area
≤11 6 damage; I<2 dazed (save ends)
12–16 10 damage; I<3 dazed (save ends)
17+ 14 damage; I<4 dazed (save ends)
Effect: If the target has any effect on them that can be ended by a saving throw or that ends at the end of their turn, they are also knocked prone.
Far Flung 2d10 + 4
3 Malice
Melee, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature or object
≤11 Vertical push 7
12–16 Vertical push 10
17+ Vertical push 12
Effect: Against a target who is prone or grabbed, this ability has a double edge.
Polish Stone Shape
Area ◎ Maneuver
⚔ 10 × 2 line within 1 ◎ Special
Effect: The ground in the area becomes slick and glossy. Any non-giant who starts or ends their turn in the area is knocked prone and slides 2 squares.
Break Armor
1 Malice
◎ Triggered action
⚔ Self ◎ Self
Trigger: The marble stone giant takes damage.
Effect: The marble stone giant halves the damage, and has damage weakness 3 and a +3 bonus to speed until the end of the encounter. The damage weakness increases by 3 each time the marble stone giant uses this ability in the same encounter.
Stonebreaker Flesh
Whenever an enemy obtains a tier 1 outcome on a melee ability used against the marble stone giant, they take a bane on that ability until the end of the encounter.
Stone Steps
The marble stone giant ignores difficult terrain.
Stone Swim
The marble stone giant can burrow through stone, but can't drag other creatures underground when they do so.
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Medusa

Level 5 Solo
Accursed, Humanoid, Medusa EV 84
Size
1M
Speed
10
Stamina
420
Stability
5
Free Strike
8
Immunity: Weakness:
Movement:
M +2
A +4
R 0
I 0
P 0
Snake Bites 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 11 damage; M<2 slowed (save ends)
12–16 16 damage; M<3 slowed (save ends)
17+ 19 damage; M<4 slowed (save ends)
Damning Gaze 2d10 + 4
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 10 ◎ Two creatures or objects
≤11 11 damage; push 3
12–16 16 damage; push 5
17+ 19 damage; push 7
3 Malice: The medusa targets two additional creatures or objects.
Petrify 2d10 + 4
5 Malice
Area, Magic ◎ Main action
⚔ 3 burst ◎ Each enemy in the area
≤11 M<2 restrained (save ends)
12–16 M<3 restrained (save ends)
17+ Slowed (save ends); or M<4 restrained (save ends)
Effect: A target with cover reduces the potency by 1, while a slowed target increases the potency by 1. A target restrained this way magically begins to turn to stone, and a target who ends two consecutive turns restrained this way is petrified.
Nimble Escape
◎ Maneuver
⚔ Self ◎ Self
Effect: The medusa shifts up to 3 squares and can attempt to hide even if observed.
Venomous Spit 2d10 + 4
Maneuver
Melee ◎ Triggered action
⚔ Melee 1 ◎ The triggering creature
Trigger: A creature within distance deals damage to the medusa.
≤11 13 acid damage
12–16 18 acid damage
17+ 22 acid damage
Mass Petrify
Villain Action 1
Magic, Ranged
⚔ Ranged 50 ◎ Each enemy
Effect: The medusa can use Petrify against each target without spending Malice. A target who doesn't have cover increases the potency by 1.
Serpent Wings
Villain Action 2
⚔ Self ◎ Self
Effect: The medusa temporarily manifests wings and flies to their speed without provoking opportunity attacks. During or after this movement, they can use Snake Bites and Damning Gaze once each.
Stone Puppets 2d10 + 4
Villain Action 3
Area, Magic
⚔ 10 burst ◎ Special
≤11 8 acid damage; P<3 weakened (save ends)
12–16 13 acid damage; P<4 weakened (save ends)
17+ 17 acid damage; P<5 weakened (save ends)
Effect: As a free triggered action, each stone statue and creature restrained or slowed by Petrify within distance moves up to their speed and uses a signature ability that gains an edge, targeting an enemy of the medusa's choice. A stone statue without its own statistics has speed 5 and uses the medusa's free strike.
Solo Monster
End Effect: At the end of each of their turns, the medusa can take 10 damage and end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The medusa can take two turns each round. They can't take turns consecutively.
Cunning Edge
The medusa gains an edge on power rolls against any creature who is restrained or slowed by Petrify.
Many Peering Eyes
The medusa can't be flanked.
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Mindkiller

Level 6 Elite Hexer
Horror, Voiceless Talker EV 32
Size
1S
Speed
6
Stamina
140
Stability
2
Free Strike
7
Immunity: Psychic 6 Weakness:
Movement: Fly, hover
M -1
A +3
R +1
I +2
P 0
Killer Claws 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature or object
≤11 11 damage
12–16 17 damage; A<2 grabbed
17+ 21 damage; A<3 grabbed
Concealing Strike 2d10 + 3
2 Malice
Psionic, Ranged, Strike ◎ Main action
⚔ Ranged 5 ◎ Two creatures
≤11 10 damage; R<1 the mindkiller is invisible to the target (save ends)
12–16 15 damage; R<2 the mindkiller is invisible to the target (save ends)
17+ 18 damage; R<3 the mindkiller is invisible to the target (save ends)
Mindwipe
Melee, Psionic, Strike ◎ Maneuver
⚔ Melee 1 ◎ One creature
Effect: The target must be grabbed by the mindkiller. If the target has R<2 they take a -1 penalty to their Reason, Intuition, or Presence score and the mindkiller has a +1 bonus to the same score, all until the end of the encounter.
Meat Shield
Triggered action
⚔ Self ◎ Self
Trigger: The mindkiller takes damage.
Effect: The mindkiller halves the damage. If the mindkiller has a creature grabbed, that creature takes the other half of the damage.
3 Malice: A grabbed creature takes the damage instead of the mindkiller.
Brain Latch
The mindkiller can grab creatures who are size 4 or smaller, using their Reason score in place of Might. A creature grabbed by the mindkiller takes a bane on ability rolls made to escape the grab.
Psionic Conductor
Whenever a non-minion voiceless talker within 5 squares of the mindkiller uses a psionic ability, they can do so as if they were in the mindkiller's space.
Nimble
The mindkiller can move through enemies' spaces at their usual speed.
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Minotaur

Level 3 Elite Harrier
Accursed, Humanoid, Minotaur EV 20
Size
2
Speed
8
Stamina
100
Stability
2
Free Strike
5
Immunity: Weakness:
Movement:
M +2
A +2
R 0
I +1
P -1
Flail and Blade 2d10 + 2
Signature Ability
Charge, Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 7 damage; push 1
12–16 11 damage; push 2
17+ 14 damage; push 3
Effect: The minotaur shifts up to 3 squares.
Primal Bay
3 Malice
◎ Main action
⚔ Self ◎ Self
Effect: Until the end of their next turn, the minotaur has damage immunity 2 and deals an extra 5 damage with strikes. On their next turn, the minotaur can use one additional maneuver.
Goring Horns 2d10 + 2
5 Malice
Charge, Melee, Strike, Weapon ◎ Maneuver
⚔ Melee 2 ◎ One creature or object
≤11 5 damage; I<0 dazed (save ends)
12–16 8 damage; I<1 dazed (save ends)
17+ 9 damage; I<2 dazed (save ends)
Effect: If this ability is used as part of the Charge main action, its potency increases by 1.
Retaliatory Strike
Triggered action
Ranged
⚔ Ranged 8 ◎ The triggering creature
Trigger: A creature within distance deals damage to the minotaur.
Effect: The minotaur uses the Charge main action and either Flail and Blade or Goring Horns against the target.
Minotaur Sense
The minotaur can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
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Minotaur Sunderer

Level 3 Elite Brute
Accursed, Humanoid, Minotaur EV 20
Size
2
Speed
6
Stamina
120
Stability
2
Free Strike
6
Immunity: Weakness:
Movement:
M +2
A +1
R 0
I +2
P -1
Spiked Maul 2d10 + 2
Signature Ability
Charge, Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 8 damage; pull 1
12–16 12 damage; pull 2
17+ 15 damage; pull 3
Effect: A target pulled adjacent to the sunderer is automatically grabbed.
Fearsome Bay
5 Malice
Area ◎ Main action
⚔ 3 burst ◎ Each enemy in the area
≤11 P<0 frightened (save ends)
12–16 P<1 frightened (save ends)
17+ P<2 frightened (save ends)
Effect: Until the end of their next turn, the sunderer has damage immunity 2 and deals an extra 5 damage with strikes.
Disemboweling Horns 2d10 + 2
3 Malice
Charge, Melee, Strike, Weapon ◎ Maneuver
⚔ Melee 2 ◎ One creature
Special: The target must be grabbed by the sunderer.
≤11 5 damage; M<0 bleeding (save ends)
12–16 8 damage; M<1 bleeding (save ends)
17+ 9 damage; M<2 bleeding (save ends)
Retaliatory Strike
Triggered action
Ranged
⚔ Ranged 6 ◎ The triggering creature
Trigger: A creature within distance deals damage to the sunderer.
Effect: The sunderer uses the Charge main action and Spiked Maul against the target.
Minotaur Sense
The sunderer can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
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Multivok Bodyguard

Level 9 Elite Defender
Construct, Multivok, Soulless, Valok EV 44
Size
2
Speed
5
Stamina
240
Stability
5
Free Strike
9
Immunity: Weakness:
Movement:
M +4
A 0
R -2
I +1
P -4
Gatling Bolt Gun 2d10 + 4
Signature Ability
Ranged, Strike, Weapon ◎ Main action
⚔ Ranged 10 ◎ Two creatures or objects
≤11 13 damage
12–16 18 damage
17+ 22 damage; A<4 bleeding (save ends)
Valiar Axe 2d10 + 4
3 Malice
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ One creature or object
≤11 15 damage; M<2 weakened (save ends)
12–16 21 damage; M<3 weakened (save ends)
17+ 26 damage; prone; M<4 weakened (save ends)
Effect: The bodyguard has a double edge on this ability if it was previously used against the same target in this encounter.
Magnetic Pull
Area ◎ Maneuver
⚔ 10 burst ◎ Each enemy and object in the area
Special: This ability targets only metal-clad enemies and metal objects of size 3 or smaller.
Effect: Each target is pulled up to 8 squares, or if they have M<3 they are pulled up to 15 squares. The bodyguard can make a free strike against each target who ends this forced movement adjacent to them.
Valiar Cloak
Triggered action
Melee
⚔ Melee 2 ◎ Self
Trigger: One ally within distance is targeted by an enemy's ability. The bodyguard can use this ability after seeing the outcome of the power roll.
Effect: The bodyguard becomes the triggering ability's target instead.
Multivok Maintenance
At the start of the bodyguard's turn, each servok within 2 squares of them regains 15 Stamina.
Crafted to Perfection
The bodyguard's shape can't be changed by any external effect.
Valiar Might
While the bodyguard isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.
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Multivok Chief

Level 9 Elite Support
Construct, Multivok, Soulless, Valok EV 44
Size
1L
Speed
5
Stamina
220
Stability
3
Free Strike
9
Immunity: Weakness:
Movement:
M +4
A +1
R -2
I +1
P -3
Pneumatic Punch 2d10 + 4
Signature Ability
Melee, Ranged, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 13 damage; push 3
12–16 18 damage; push 5
17+ 22 damage; push 8
Targeting Beam 2d10 + 4
3 Malice
Ranged, Strike, Weapon ◎ Main action
⚔ Ranged 10 ◎ One creature or object
≤11 15 damage; A<2 slowed (save ends)
12–16 21 damage; A<3 slowed (save ends)
17+ 26 damage; A<4 slowed (save ends)
Effect: This damage can't be reduced in any way. While a target is slowed this way, any strike against them has a double edge.
Chief's Command
Ranged ◎ Maneuver
⚔ Ranged 5 ◎ One ally
Effect: The target shifts up to their speed and can use a main action.
Quick Shield
Triggered action
Ranged
⚔ Ranged 10 ◎ The triggering creature
Trigger: The chief or an ally within distance is subject to an effect that can be ended by a saving throw or test at the end of their turn.
Effect: The target gains 15 temporary Stamina. Each time this triggered action is used, the amount of temporary Stamina received decreases by 3 (to a minimum of 0).
Multivok Maintenance
At the start of the chief's turn, each servok within 2 squares of them regains 15 Stamina.
Crafted to Perfection
The chief's shape can't be changed by any external effect.
Valiar Might
While the chief isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.
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Mummy Lord

Level 4 Leader
Mummy, Undead EV 24
Size
1M
Speed
6
Stamina
155
Stability
4
Free Strike
6
Immunity: Corruption 6, Poison 6 Weakness: Fire 5
Movement:
M +4
A 0
R +2
I +4
P +2
Accursed Slam 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 10 corruption damage; I<2 bleeding (save ends)
12–16 14 corruption damage; I<3 bleeding (save ends)
17+ 17 corruption damage; I<4 bleeding (save ends)
Effect: While the target is bleeding this way, the potency of any ability used against them increases by 1 for the target.
Binding Curse 2d10 + 4
1 Malice
Magic, Ranged ◎ Main action
⚔ Ranged 20 ◎ One creature
≤11 7 corruption damage; I<2 frightened (save ends)
12–16 12 corruption damage; I<3 frightened (save ends)
17+ 16 corruption damage; I<4 frightened (save ends)
Effect: While frightened this way, a target takes 4 psychic damage whenever they take a respite activity.
2+ Malice: This ability targets one additional target for each 2 Malice spent.
Summon My Guard
2 Malice
Ranged ◎ Triggered action
⚔ Ranged 10 ◎ Special
Trigger: The mummy lord is made winded for the first time in the encounter.
Effect: One mummy or four ghoul cravers appear within distance.
Plague of Flies 2d10 + 4
Villain Action 1
Area, Magic
⚔ 5 burst ◎ Each enemy in the area
≤11 5 poison damage
12–16 8 poison damage
17+ 10 poison damage
Effect: Each target takes a bane on their next strike.
Land's Guardian
Villain Action 2
⚔ Self ◎ Self
Effect: The mummy lord gains a +2 bonus to speed and can automatically burrow at full speed while moving. They can then use the Dig maneuver. The next time the mummy lord breaches the surface, each creature within 2 squares of the mummy lord makes an Agility test.
≤11 Prone and can't stand (EoT)
12–16 Prone
17+ No effect.
Unbound Horrors 2d10 + 4
Villain Action 3
Area, Magic
⚔ 5 burst ◎ Each enemy in the area
≤11 5 corruption damage; I<2 frightened (save ends)
12–16 8 corruption damage; I<3 frightened (save ends)
17+ 10 corruption damage; I<4 frightened and restrained (save ends)
Cursed Transference
At the end of each of their turns, the mummy lord can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
5 Malice: The effect that is ended is transferred to another creature within 10 squares.
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Myxovidan the Sintaker

Level 6 Elite Hexer
Draconian, Dragon, Humanoid EV 32
Size
1M
Speed
5
Stamina
140
Stability
2
Free Strike
7
Immunity: Corruption 6 Weakness:
Movement: Fly
M -1
A +3
R +2
I +1
P +2
Breaking Palm 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two enemies
≤11 10 damage; M<1 weakened (save ends)
12–16 14 damage; M<2 weakened (save ends)
17+ 18 corruption damage; M<3 weakened (save ends)
2 Malice: Myxovidan regains Stamina equal to half the damage dealt.
Expunging Exhalation 2d10 + 3
Area, Magic ◎ Main action
⚔ 2 burst ◎ Each enemy in the area
≤11 7 corruption damage; M<1 the target has corruption weakness 3 (save ends)
12–16 12 corruption damage; M<2 the target has corruption weakness 3 (save ends)
17+ 15 corruption damage; M<3 the target has corruption weakness 3 (save ends)
Step and Swap
Ranged ◎ Maneuver
⚔ Ranged 3 ◎ One ally
Effect: Myxovidan and the target shift to swap places.
Anyone Can Do That
2 Malice
◎ Triggered action
⚔ Self ◎ Self
Trigger: An adjacent creature damages Myxovidan with a melee ability.
Effect: Myxovidan recreates the ability to use it against the triggering creature. If the ability has a power roll, Myxovidan uses their highest characteristic score for the roll. If Myxovidan gets a higher tier outcome than the triggering creature, the Director gains 2 Malice.
Stench of Death
Whenever an enemy regains Stamina while within 5 squares of Myxovidan, they regain 3 less Stamina.
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Ogre Goon

Level 2 Elite Brute
Giant, Ogre EV 16
Size
2
Speed
5
Stamina
100
Stability
4
Free Strike
5
Immunity: Weakness:
Movement:
M +2
A 0
R -1
I 0
P -1
Club Swing 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 7 damage; push 2
12–16 11 damage; push 4
17+ 14 damage; push 6, prone
Effect: Any target who takes damage from this forced movement takes an extra 4 damage.
Grabby Hand 2d10 + 2
1 Malice
Melee, Strike, Weapon ◎ Maneuver
⚔ Melee 1 ◎ One creature or object
≤11 7 damage
12–16 11 damage; grabbed
17+ 14 damage; grabbed
Effect: A target grabbed this way takes a bane on the Escape Grab maneuver.
People Bowling
3 Malice
Area, Weapon ◎ Maneuver
⚔ 6 × 1 line within 1 ◎ Each creature and object in the area
≤11 5 damage
12–16 9 damage
17+ 12 damage; prone
Effect: The goon must have a size 1 creature or object grabbed, which they hurl into the area, ending the grab. The hurled creature or object is targeted by the ability, and lands in the last square of the line or the nearest unoccupied square of the goon's choice.
Swat the Fly
Triggered action
Melee
⚔ Melee 1 ◎ The triggering creature or object
Trigger: A creature or object within distance moves or shifts away from the goon.
Effect: The goon slides the target up to 5 squares.
Defiant Anger
While winded, the goon has damage immunity 2.
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Ogre Juggernaut

Level 2 Elite Harrier
Giant, Ogre EV 16
Size
2
Speed
6
Stamina
80
Stability
2
Free Strike
5
Immunity: Weakness:
Movement:
M +2
A +1
R -1
I 0
P -1
Pitchfork Catapult 2d10 + 2
Signature Ability
Charge, Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 7 damage
12–16 11 damage; A<1 vertical push 2
17+ 13 damage; A<2 vertical slide 3
1 Malice: Each target who has M<1 is bleeding (save ends).
Earth-Breaking Jump 2d10 + 2
Area, Weapon ◎ Main action
⚔ 3 burst ◎ Each creature in the area
Effect: The juggernaut jumps up to 6 squares before using this ability.
≤11 4 damage
12–16 6 damage; push 2; M<1 prone
17+ 9 damage; push 4; M<2 prone
Horrible Bellow
2 Malice
Area ◎ Maneuver
⚔ 3 burst ◎ Each enemy in the area
≤11 P<0 frightened (save ends)
12–16 P<1 frightened (save ends)
17+ P<2 frightened (save ends)
Effect: While a target is frightened this way, any ogre gains an edge on strikes against them.
Hrraaaaaagh!
Free triggered action
⚔ Self ◎ Self
Trigger: The juggernaut takes damage.
Effect: The juggernaut moves up to their speed and can make a free strike.
Destructive Path
The juggernaut automatically destroys any mundane size 1 objects in their path when they move or are forced moved. They can break through any mundane wall made of wood, stone, or a similarly sturdy material this way as long as the wall is 2 squares thick or less.
Defiant Anger
While winded, the juggernaut has damage immunity 2.
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Olothec

Level 6 Solo
Horror, Olothec EV 84
Size
2
Speed
7
Stamina
450
Stability
0
Free Strike
7
Immunity: Psychic 6 Weakness:
Movement: Fly, swim
M +4
A -1
R +4
I +2
P +3
Devolving Tentacles 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ Two creatures or objects
≤11 11 damage; M<2 weakened or the target is slimed (save ends)
12–16 17 damage; M<3 weakened or the target is slimed (save ends)
17+ 20 damage; M<4 weakened and the target is slimed (save ends)
Effect: A slimed target takes 4 psychic damage whenever they make a power roll.
Slime Spew 2d10 + 4
Area, Weapon ◎ Main action
⚔ 7 × 2 line within 1 ◎ Each creature and object in the area
≤11 6 acid damage; A<2 push special
12–16 10 acid damage; A<3 push special
17+ 13 acid damage; A<4 push special and prone
Effect: Each creature pushed this way is pushed to an unoccupied space in the area as far as possible from the olothec.
1 Malice: This area is difficult terrain. Any creature who enters the area or moves within it for the first time on a turn and has A<3 is knocked prone.
Oozing Transformation 2d10 + 4
2 Malice
Psionic, Ranged, Strike ◎ Main action
⚔ Ranged 10 ◎ One creature
≤11 13 psychic damage; I<2 the target is transformed (save ends)
12–16 20 psychic damage; I<3 the target is transformed (save ends)
17+ 27 psychic damage; I<4 the target is transformed (save ends)
Effect: Each time a target is transformed, the Director chooses one of the following transformations. When a target ends the transformed effect, all transformations end on them too.
Head: The target's head becomes a ball of slime. They can't communicate and have line of effect only within 3 squares.
Legs: The target's legs become pillars of ooze. They are slowed when on land and can automatically swim at full speed while moving.
Torso: The target's arms become gelatinous. They can't benefit from edges or double edges and can't gain or use surges.
Jaunt
Psionic ◎ Maneuver
⚔ Self ◎ Self
Effect: The olothec teleports to an unoccupied space within 10 squares of them. Alternatively, they swap places with a creature or object within 5 squares of them.
Liquify
Triggered action
Psionic, Ranged
⚔ Ranged 5 ◎ Each enemy
Trigger: An enemy within distance deals damage to the olothec.
Effect: The target takes 8 psychic damage and has psychic weakness 3 until the end of the olothec's next turn.
Horrifying Form 2d10 + 4
Villain Action 1
Psionic, Ranged, Strike
⚔ Ranged 20 ◎ Each enemy
≤11 10 psychic damage; P<3 frightened (save ends)
12–16 14 psychic damage; P<4 frightened (save ends)
17+ 17 psychic damage; P<5 frightened (save ends)
Effect: While frightened this way, a target can't make saving throws to end any other effects.
Psychic Pulse
Villain Action 2
Area, Psionic
⚔ 10 burst ◎ Each creature in the area
Effect: The olothec slides each target up to 5 squares. Each target takes 12 psychic damage, and if they have M<3 they are weakened and slimed (save ends). A slimed target takes 4 psychic damage whenever they make a power roll. Additionally, until the start of their next turn, the olothec has damage immunity 4.
Return to Perfection 2d10 + 4
Villain Action 3
Area, Weapon
⚔ 10 burst ◎ Each creature in the area
≤11 7 psychic damage; R<2 the target is devolved (save ends)
12–16 13 psychic damage; R<3 the target is devolved (save ends)
17+ 16 psychic damage; R<4 the target is devolved (save ends)
Effect: A devolved creature has a -1 score for all their characteristics other than Reason.
Solo Action
4 Malice
◎ Main action
⚔ Self ◎ Self
Effect: The olothec takes an additional main action on their turn. They can use this feature even if they are dazed.
Writhing Envelopment 2d10 + 4
4 Malice
Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ One slimed, transformed, or devolved creature
≤11 13 psychic damage; A<2 grabbed
12–16 17 psychic damage; A<3 grabbed
17+ 20 psychic damage; A<4 grabbed
Effect: The olothec can pull a target grabbed this way adjacent to them. While grabbed this way, a target can't make saving throws to end any other effects, and the olothec has a double edge on strikes against them.
Memory of Chaos
6 Malice
◎ Main action
⚔ Self ◎ Self
Effect: The olothec broadcasts their memory of the universe in its primordial state—a sweeping cacophony of transcendental irrationality and unceasing change. Until the end of the encounter, any creature who starts their turn within 3 squares of the olothec and has R<3 is dazed and slowed until the end of their next turn.
Solo Monster
End Effect: At the end of each of their turns, the olothec can take 10 damage and end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The olothec can take two turns each round. They can't take turns consecutively.
Gelatinosis
A creature permanently devolves into a slime servant if they spend 1 continuous minute weakened by Devolving Tentacles, they are reduced to 0 Stamina by the psychic damage from Devolving Tentacles, or they suffer all three transformations from Oozing Transformation.
Primordial Mind
The olothec can't be made frightened or taunted.
Slime Sense
A slimed or transformed creature can't have concealment from or be hidden from the olothec.
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Orc Warleader

Level 3 Leader
Humanoid, Orc EV 20
Size
1M
Speed
6
Stamina
120
Stability
2
Free Strike
5
Immunity: Weakness:
Movement:
M +3
A +2
R +1
I +2
P +2
Go.
Signature Ability
Ranged ◎ Main action
⚔ Ranged 10 ◎ One ally
Effect: The target moves up to their speed and can use a main action.
1 Malice: The warleader targets two allies.
3 Malice: The warleader targets one ally and a minion squad.
Mace Lariat 2d10 + 3
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Each enemy
≤11 7 damage; push 1; M<1 dazed (save ends)
12–16 10 damage; push 3; M<2 dazed (save ends)
17+ 13 damage; push 5; M<3 dazed (save ends)
Lockdown
3 Malice
Ranged ◎ Maneuver
⚔ Self and ranged 10 ◎ Self and three allies
Effect: Each target moves up to their speed and can use the Grab maneuver, which gains an edge.
Courtesy Call
Triggered action
Ranged
⚔ Ranged 10 ◎ One creature
Trigger: The target obtains a tier 1 outcome on one power roll.
Effect: The target has a double edge on their next power roll before the end of the encounter.
Close In
Villain Action 1
Area
⚔ 10 burst ◎ Each ally in the area
Effect: Each target moves up to their speed. Each enemy adjacent to a target after this move makes an Intuition test.
≤11 Frightened of the warleader (save ends)
12–16 Frightened of the warleader (EoT)
17+ No effect.
Familial Reinforcements
Villain Action 2
Ranged
⚔ Ranged 10 ◎ Self
Effect: The warleader shifts up to their speed, and four orc blitzers appear in unoccupied spaces within distance.
I'll Do This Myself
Villain Action 3
⚔ Self ◎ Self
Effect: Three times in succession, the warleader shifts up to their speed and can use Mace Lariat.
End Effect
At the end of each of their turns, the warleader can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Relentless
If the warleader is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the warleader is reduced to 1 Stamina instead.
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Phrrygalax the Subduer

Level 6 Elite Brute
Draconian, Dragon, Humanoid EV 32
Size
1L
Speed
5
Stamina
180
Stability
3
Free Strike
7
Immunity: Acid 6 Weakness:
Movement: Fly
M +3
A +2
R 0
I 0
P +3
Baneful Blade 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 10 damage
12–16 16 damage; M<1 bleeding (save ends)
17+ 19 damage; M<2 3 damage, bleeding (save ends)
Spinning Spit 2d10 + 3
2 Malice
Area, Magic ◎ Main action
⚔ 1 burst ◎ Each enemy in the area
≤11 7 fire damage
12–16 13 fire damage
17+ 16 fire damage
Heavy Landing
Area ◎ Maneuver
⚔ Self ◎ Self
Effect: Phrrygalax flies up to his speed and lands in an unoccupied space on the ground. Each creature adjacent to where he lands who has A<2 is knocked prone.
Armor of the Ancients
2 Malice
◎ Triggered action
⚔ Self ◎ Self
Trigger: Phrrygalax takes acid, cold, corruption, fire, lightning, or poison damage.
Effect: Phrrygalax takes no damage and instead regains the same amount of Stamina. He then swaps his current damage immunity with the triggering damage type.
Still Your Tongue!
Free triggered action
⚔ Self ◎ Self
Trigger: Phrrygalax hears a creature within 5 squares reciting the oath of Good King Ormund's Dragon Phalanx.
Effect: Phrrygalax shifts up to his speed and uses Baneful Blade against the triggering creature. That ability deals an extra 7 damage.
Oathbreaker's Vengeance
Whenever Phrrygalax fails a saving throw, he deals an additional 7 damage on his next strike.
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Radenwight Maestro

Level 1 Leader
Humanoid, Radenwight EV 12
Size
1S
Speed
5
Stamina
80
Stability
1
Free Strike
4
Immunity: Weakness:
Movement: Climb
M -2
A +2
R 0
I +1
P +3
Cacophony 2d10 + 3
Signature Ability
Area, Magic ◎ Main action
⚔ 5 burst ◎ Each enemy in the area
≤11 3 sonic damage; slide 1, the maestro can shift 1 square
12–16 6 sonic damage; slide 3, the maestro shifts up to 3 squares
17+ 8 sonic damage; slide 5, the maestro shifts up to 5 squares
Effect: Each ally within distance can use Ready Rodent as a free triggered action once before the end of the round.
Tempo Change 2d10 + 3
Magic, Ranged, Strike ◎ Maneuver
⚔ Ranged 10 ◎ Two enemies
≤11 P<1 slowed (save ends)
12–16 P<2 slowed (save ends)
17+ P<3 slowed (save ends)
3 Malice: Each ally within 3 squares of any target has a +2 bonus to speed until the end of their next turn.
Ever-Ready Rodent
2 Malice
Magic, Ranged ◎ Free triggered action
⚔ Ranged 15 ◎ The triggering creature
Trigger: A creature within distance deals damage to an ally or takes damage from an ally.
Effect: The maestro makes a free strike against the target.
Overture
Villain Action 1
Area
⚔ 10 burst ◎ Each ally in the area
Effect: Each target can shift up to their speed or take the Defend action.
Solo Act
Villain Action 2
Ranged
⚔ Ranged 15 ◎ One creature
Effect: Until the end of their next turn, the target halves any damage they take, gains a +4 damage bonus to strikes, and has their speed doubled.
Rondo of Rat
Villain Action 3
Area
⚔ 10 burst ◎ Each dead ally in the area
Effect: Each target stands, makes a free strike, then falls dead again. Any ally of the targets can use Ready Rodent as a free triggered action once in conjunction with these free strikes.
End Effect
At the end of each of their turns, the maestro can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
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Rival Talent (4th Echelon)

Level 10 Elite Hexer
Humanoid, Rival EV 48
Size
1M
Speed
5
Stamina
220
Stability
2
Free Strike
10
Immunity: Weakness:
Movement:
M 0
A 0
R +5
I 0
P +1
Override 2d10 + 5
Signature Ability
Psionic, Ranged, Strike, Telekinesis ◎ Main action
⚔ Ranged 10 ◎ Two creatures or objects
≤11 15 psychic damage
12–16 20 psychic damage
17+ 24 psychic damage
4 Malice: Each target moves up to their speed and can make a free strike against one enemy of the talent's choice. The target's movement can provoke opportunity attacks, but they can't otherwise be moved in a way that would harm them.
Steal Time 2d10 + 5
3 Malice
Chronopathy, Psionic, Ranged ◎ Maneuver
⚔ Ranged 10 ◎ One creature or object
≤11 R<3 slowed (save ends)
12–16 R<4 restrained (save ends)
17+ R<5 restrained (save ends)
Effect: One ally within distance can use an additional main action on their next turn.
Psionic Retribution
2 Malice
Psionic ◎ Triggered action
⚔ Self; see below ◎ Self
Trigger: A creature deals damage to the talent.
Effect: The talent halves the damage and shifts up to 2 squares. The triggering creature takes psychic damage equal to half the damage dealt and is pushed up to 5 squares.
Rivalry
At the start of an encounter, the talent chooses one creature within their line of effect. Both the talent and the creature can add a d3 roll to power rolls they make against each other.
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Scyza

Level 3 Elite Mount
Animal, Orc EV 20
Size
4
Speed
6
Stamina
100
Stability
3
Free Strike
5
Immunity: Weakness:
Movement:
M +2
A -1
R -4
I 0
P -1
Clawed Kick 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 7 damage
12–16 11 damage; prone
17+ 14 damage; prone
Effect: The scyza roars, and if the target has P<2, they are frightened (save ends).
Whiptail 2d10 + 2
Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ One creature or object
≤11 8 damage
12–16 13 damage; prone
17+ 16 damage; A<2 bleeding (save ends) and knocked prone
Effect: Against a target on top of the scyza, this ability gains an edge, and the target is pushed into an unoccupied adjacent square and knocked prone.
Crestfall 2d10 + 2
2 Malice
Area, Ranged, Weapon ◎ Main action
⚔ 3 cube within 2 ◎ Each enemy in the area
≤11 4 sonic damage; R<0 dazed (save ends)
12–16 7 sonic damage; R<1 dazed (save ends)
17+ 9 sonic damage; R<2 dazed (save ends)
Sandstorm
3 Malice
Area ◎ Maneuver
⚔ 3 burst ◎ Special
Effect: The scyza kicks up a sandstorm, granting concealment to themself and any ally in the area until the end of the scyza's next turn. Each enemy in the area makes an Intuition test.
≤11 10 damage; prone; slowed (EoT)
12–16 7 damage; slowed (EoT)
17+ 4 damage
Brace and Break
Triggered action
⚔ Self ◎ Self
Trigger: The scyza or an ally riding the scyza is targeted by an ability.
Effect: Any damage dealt by the triggering ability is halved. If the creature or object who used the ability is within 3 squares of the scyza, the scyza can make a free strike against them.
Terrible Beast
The scyza deals an extra 6 damage with abilities used against objects.
War Harness
While riding the scyza, three size 1 allies can occupy the same space.
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Servok Builder

Level 9 Elite Brute
Construct, Servok, Soulless, Valok EV 44
Size
3
Speed
5
Stamina
240
Stability
8
Free Strike
10
Immunity: Weakness:
Movement:
M +4
A -2
R -4
I -1
P -5
Wrecking Ball 2d10 + 4
Signature Ability
Area, Strike, Weapon ◎ Main action
⚔ 3 cube within 5 ◎ Each enemy and object in the area
Effect: Each target must make either an Agility test or an Intuition test.
≤11 15 damage; push 5, prone
12–16 12 damage; push 3
17+ 8 damage
Construction Arm 2d10 + 4
Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ One creature or object
≤11 16 damage
12–16 23 damage; grabbed
17+ 28 damage; grabbed; M<4 vertical push 5
Lay the Foundation
3 Malice
Area ◎ Main action
⚔ 6 × 3 line within 1 ◎ Special
Effect: The area is covered in wet concrete and is difficult terrain. Any enemy who starts their turn in the concrete makes a Might test.
≤11 Restrained (EoT)
12–16 Slowed (EoT)
17+ No effect.
Build Wall
Area, Ranged ◎ Maneuver
⚔ 6 wall within 3 ◎ Special
Effect: The builder creates a concrete wall. They can also remove any unoccupied squares of wet concrete within 3 squares of them, creating two additional squares of wall for each square of concrete removed.
Sputter
1 Malice
Melee ◎ Free triggered action
⚔ Melee 3 ◎ The triggering creature or object
Trigger: A creature or object within distance deals damage to the builder.
≤11 A<2 restrained (save ends)
12–16 A<3 restrained (save ends)
17+ A<4 restrained (save ends)
Effect: While a target is restrained this way, or if the target is an object, the target and their space are encased in wet concrete. A creature no longer restrained leaves squares of wet concrete behind.
Servok Siege Machine
The builder ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
Crafted to Perfection
The builder's shape can't be changed by any external effect.
Valiar Might
While the builder isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.
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Servok Miner

Level 9 Elite Controller
Construct, Servok, Soulless, Valok EV 44
Size
2
Speed
5
Stamina
200
Stability
6
Free Strike
9
Immunity: Weakness:
Movement: Burrow, climb
M +4
A -2
R -4
I -1
P -5
Drill Press 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 13 damage; M<2 restrained (save ends) and prone
12–16 18 damage; M<3 restrained (save ends) and prone
17+ 22 damage; prone; M<4 restrained (save ends)
Effect: In suitably soft ground, a target restrained this way is entrenched in a 1-square-deep hole.
Unload Rocks
3 Malice
Area ◎ Main action
⚔ 4 cube within 1 ◎ Each enemy and object in the area
Effect: Each target makes an Agility test.
≤11 14 damage; slide 4; the miner's allies have concealment from the target (save ends)
12–16 11 damage; slide 2
17+ 7 damage
Effect: The area is difficult terrain.
Break Ground
5 Malice
Area ◎ Maneuver
⚔ 20 × 1 line within 1 ◎ Each enemy and object in the area
Effect: A 5-square-deep fissure opens along the ground in the area. Each ally in the area can shift into the nearest unoccupied space outside the fissure. Each target makes an Agility test.
≤11 14 damage; the target falls into the fissure, and is prone and can't stand (EoT)
12–16 11 damage; the target is prone and hanging onto the edge of the fissure
17+ 7 damage; the target can shift into the nearest unoccupied space outside the fissure
Miner Inconvenience
2 Malice
Area ◎ Triggered action
⚔ Self ◎ Self
Trigger: The miner is targeted by a strike.
Effect: Until the end of the round, dust and dirt billow in a 2 burst around the miner's initial space. While the miner is in the area, they ignore the nondamaging effects of any strike made against them, including the triggering strike.
Valiar Tunneler
The miner can burrow through stone and metal. When the miner burrows, they create a stable size 2 tunnel in their wake.
Servok Siege Machine
The miner ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
Crafted to Perfection
The miner's shape can't be changed by any external effect.
Valiar Might
While the miner isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.
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Servok War Engine

Level 10 Elite Brute
Construct, Servok, Soulless, Valok EV 48
Size
3
Speed
5
Stamina
260
Stability
8
Free Strike
10
Immunity: Weakness:
Movement:
M +5
A -2
R -4
I -1
P -5
Blade Rake 2d10 + 5
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ Two creatures or objects
≤11 15 damage
12–16 21 damage; pull 3
17+ 25 damage; pull 4
Prismacore Cannon 2d10 + 5
Ranged, Strike, Weapon ◎ Main action
⚔ Ranged 20 ◎ One creature or object
≤11 22 damage
12–16 29 damage; I<4 dazed (save ends)
17+ 34 damage; I<5 dazed (save ends)
Effect: This damage can't be reduced in any way. This ability can't be used again until the start of the next round.
Destructive Rollout
◎ Maneuver
⚔ Self ◎ Self
Effect: The war engine moves up to their speed in a straight line, automatically destroying mundane size 1 objects or walls in their path. The first time the war engine moves through a creature's space during this movement, that creature can choose to either fall prone or take 10 damage.
Burning Oil
3 Malice
Area ◎ Maneuver
⚔ 20 × 1 line within 1 ◎ Each enemy and object in the area
Effect: Each target makes an Agility test.
≤11 16 fire damage; the target is burning (save ends)
12–16 12 fire damage; the target is burning (EoT)
17+ 8 fire damage
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. Additionally, the area is burning until the end of the encounter. While the area is burning, it is difficult terrain and any enemy takes 3 fire damage for each square of the area they enter.
Quick Blast 2d10 + 5
1 Malice
Ranged, Strike, Weapon ◎ Free triggered action
⚔ Ranged 20 ◎ One creature or object
Trigger: The target deals damage to the war engine.
≤11 8 damage; push 2
12–16 12 damage; push 5
17+ 16 damage; push 8
Effect: This damage can't be reduced in any way.
Servok Siege Machine
The war engine ignores difficult terrain, and their abilities deal an extra 15 damage to objects.
Crafted to Perfection
The war engine's shape can't be changed by any external effect.
Valiar Might
While the war engine isn't bleeding, weakened, or winded, any power roll made against them is automatically a tier 1 outcome. A critical hit still grants its additional main action.
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Shadow Elf Eclipse

Level 6 Leader
Fey, Humanoid, Shadow Elf EV 32
Size
1M
Speed
6
Stamina
180
Stability
1
Free Strike
7
Immunity: Weakness:
Movement: Climb
M +4
A +3
R +2
I +1
P +2
Manifold Blade 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 11 damage; I<2 bleeding (save ends)
12–16 16 damage; I<3 bleeding (save ends)
17+ 19 damage; I<4 bleeding (save ends)
2 Malice: The potency increases by 1.
Grasping Shadow 2d10 + 4
Magic, Ranged ◎ Maneuver
⚔ Ranged 5 ◎ Three creatures or objects casting a shadow
≤11 Pull 5; I<2 slowed (save ends)
12–16 Pull 7; I<3 slowed (save ends)
17+ Pull 10; I<4 slowed (save ends)
Put It Out!
Triggered action
Ranged
⚔ Ranged 10 ◎ The triggering enemy
Trigger: An enemy within distance uses an ability that emits light, including abilities that deal fire or lightning damage.
Effect: The target has a double bane on the ability.
From the Shadows
Villain Action 1
Ranged
⚔ Ranged 5 ◎ Special
Effect: The eclipse calls forth one brush stalker into an unoccupied space within distance. Each ally within distance can then shift up to their speed and make a free strike.
Cast Away All Hope
Villain Action 2
Area, Magic
⚔ 3 burst ◎ Each enemy in the area
Effect: Each target loses all their surges. Additionally, until the end of the round, allies ignore edges and double edges on any targets' abilities, and ignore any nondamaging effects of any target's damage-dealing abilities.
Umbral Hunger 2d10 + 4
Villain Action 3
Area, Magic
⚔ 3 cube within 5 ◎ Each enemy in the area
≤11 7 corruption damage; R<2 the target has speed 0 (save ends)
12–16 12 corruption damage; R<3 the target has speed 0 (save ends)
17+ 15 corruption damage; R<4 the target has speed 0 (save ends)
Effect: The area is shrouded in darkness that creates concealment until the end of the encounter. Any enemy who starts their turn in the area takes 5 corruption damage.
End Effect
At the end of each of their turns, the eclipse can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Of the Umbra
The eclipse ignores concealment created by darkness. While the eclipse is in direct sunlight, they have damage weakness 3. While the eclipse has concealment, they have damage immunity 3.
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Shambling Mound

Level 5 Solo
Plant, Shambling Mound EV 84
Size
3
Speed
3
Stamina
400
Stability
5
Free Strike
7
Immunity: Weakness:
Movement:
M +4
A -1
R 0
I +1
P 0
Vine Lash 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 6 ◎ Two creatures or objects
≤11 11 damage; M<3 grabbed
12–16 16 damage; M<4 grabbed
17+ 19 damage; grabbed
2 Malice: The shambling mound can slide each target up to 6 squares.
3 Malice: Each target takes 7 poison damage.
Seismic Slam 2d10 + 4
Area, Weapon ◎ Main action
⚔ 6 burst ◎ Each enemy in the area
≤11 4 damage; M<2 dazed (save ends)
12–16 6 damage; M<3 dazed (save ends)
17+ 7 damage; M<4 dazed (save ends)
Engulf
2 Malice
Melee ◎ Main action
⚔ Melee 6 ◎ One creature or object
Effect: The target must be size 1L or smaller. The shambling mound reaches out with writhing vines, and if the target has A<3, they are engulfed into the shambling mound's sack. If the target is grabbed by the shambling mound, the potency increases by 1. An engulfed creature is restrained, takes 3 poison damage at the start of each turn, and can't take damage from abilities used from outside the sack. When the shambling mound moves, the engulfed creature moves with them. If the shambling mound dies or their sack is destroyed, each engulfed creature is freed and appears in an unoccupied space within 2 squares of the shambling mound.
2+ Malice: The shambling mound can engulf one additional target for each 2 Malice spent.
Leech
◎ Maneuver
⚔ Self ◎ Self
Effect: Each creature engulfed by the shambling mound takes 5 poison damage. The shambling mound gains 5 temporary Stamina for each creature who takes damage this way.
Tether Down 2d10 + 4
Triggered action
Melee
⚔ Melee 6 ◎ The triggering creature
Trigger: A creature within distance willingly moves.
≤11 7 damage; M<2 restrained (EoT)
12–16 12 damage; M<3 restrained (EoT)
17+ 15 damage; M<4 restrained (EoT)
Ravenous Overgrowth 2d10 + 4
Villain Action 1
Area, Weapon
⚔ 10 × 2 line within 1 ◎ Each creature in the area
≤11 7 damage; pull 3
12–16 12 damage; pull 4; the target has poison weakness 5 until the end of the encounter
17+ 15 damage; pull 6; the target has poison weakness 5 until the end of the encounter
Composting
Villain Action 2
Melee
⚔ Melee 6 ◎ Each enemy
Effect: The shambling mound uses Engulf against each target without spending Malice.
Exposed Crux
Villain Action 3
⚔ Self ◎ Self
Effect: The shambling mound rips themself apart, exposing the crux of magic holding them together. The distance of the shambling mound's melee abilities increases to melee 10, the creature has a double edge on power rolls, and strikes made against them gain an edge.
Solo Monster
End Effect: At the end of each of their turns, the shambling mound can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The shambling mound can take two turns each round. They can't take turns consecutively.
Engulfing Sack
The shambling mound has a vegetative sack on their body where they carry engulfed creatures. The sack has 30 Stamina, damage immunity 5, and fire weakness 10. Destroying the sack frees creatures trapped by the shambling mound's Engulf ability. The shambling mound regrows a destroyed sack at the start of their next turn.
False Appearance
While the shambling mound remains motionless, they are indistinguishable from ordinary vegetation.
Frothing Flora
The area within 6 squares of the shambling mound is difficult terrain.
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Slaughter Demon

Level 4 Elite Brute
Abyssal, Demon, Hobgoblin EV 24
Size
3
Speed
7
Stamina
140
Stability
3
Free Strike
6
Immunity: Fire 5 Weakness:
Movement: Burrow
M +3
A 0
R -1
I +1
P 0
Steely Skewer 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ Two creatures or objects
≤11 9 damage
12–16 14 damage; A<2 bleeding (save ends)
17+ 17 damage; A<3 bleeding and restrained (save ends)
Effect: A creature restrained this way moves with the slaughter demon. The slaughter demon can have up to six creatures or objects restrained at once.
Tail Stinger 2d10 + 3
3 Malice
Melee, Strike, Weapon ◎ Main action
⚔ Melee 5 ◎ One creature or object
≤11 10 poison damage; M<1 weakened (save ends)
12–16 16 poison damage; M<2 weakened (save ends)
17+ 20 poison damage; M<3 weakened (save ends)
Effect: A target weakened this way also has damage weakness 3.
Devour Soul
Triggered action
Area, Magic
⚔ 5 burst ◎ The triggering creature
Trigger: A creature within distance dies.
Effect: The target can't be brought back to life. Until the end of the encounter, the slaughter demon gains an edge on power rolls.
Drag Below
The slaughter demon can make a free strike as part of using the Dig maneuver. If the target of the free strike has M<2, they are grabbed and take a bane on the Escape Grab maneuver.
Soulsight
Any creature within 2 squares of the slaughter demon can't be hidden from them.
Lethe
While the slaughter demon is winded, they gain an edge on strikes, and any strike made against them gains an edge.
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Soulbinder Psyche

Level 10 Elite Hexer
Humanoid, Soulless, War Dog EV 48
Size
1M
Speed
5
Stamina
220
Stability
1
Free Strike
10
Immunity: Weakness:
Movement: Fly, hover
M +1
A +3
R +3
I +4
P +5
Soulbind 2d10 + 5
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 10 ◎ Two creatures or objects
≤11 15 holy damage; P<3 the target is soulbound (save ends)
12–16 20 holy damage; P<4 the target is soulbound (save ends)
17+ 24 holy damage; P<5 the target is soulbound (save ends)
Effect: A soulbound creature can't benefit from edges or double edges, and can't gain or use surges.
Soulstorm 2d10 + 5
2 Malice
Area, Magic, Ranged ◎ Main action
⚔ 3 cube within 10 ◎ Each enemy in the area
≤11 8 corruption damage; P<3 weakened (EoT)
12–16 12 corruption damage; P<4 weakened (EoT)
17+ 15 corruption damage; P<5 weakened (EoT)
Effect: The area is difficult terrain until the start of Psyche's next turn. At the start of each of her turns, Psyche can use a maneuver to maintain this effect, move the area up to 5 squares, and make the power roll against each creature in the area's new location.
1 Malice: Until the start of Psyche's next turn, if this ability makes a creature weakened, that creature is also soulbound (save ends; see Soulbind above).
Command the Awakened
Magic, Ranged ◎ Maneuver
⚔ 5 burst ◎ Each soulbound enemy in the area
Effect: Each target takes 5 damage from a self-inflicted wound. If they have M<4, Psyche slides them up to 5 squares.
Spirit Form
Triggered action
⚔ Self ◎ Self
Trigger: An enemy moves within 2 squares of Psyche.
Effect: Psyche moves up to 5 squares, and has damage immunity 5 and ignores difficult terrain during this movement. The first time she moves through any creature during this movement, that creature takes 5 corruption damage.
Vengeance for the Slain
Free triggered action
Ranged
⚔ Ranged 10 ◎ One enemy
Trigger: A war dog within distance is made winded or reduced to 0 Stamina.
Effect: The target loses all their surges and takes 5 corruption damage.
1 Malice: The target also takes a bane on their next strike.
Immortal Soul
When Psyche is reduced to 0 Stamina, her spirit surrounds the nearest war dog, who has damage immunity 2, deals an extra 5 damage on strikes, and can use the Immortal Flare maneuver until the end of the encounter. That war dog also gains the Immortal Soul trait, and transfers this effect to the nearest war dog when they die.
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Soulraker Handmaiden

Level 8 Horde Ambusher
Abyssal, Demon, Soulraker EV 10
Size
1M
Speed
0
Stamina
50
Stability
0
Free Strike
4
Immunity: Weakness: Holy 5
Movement:
M +3
A 0
R +2
I +2
P +4
Emergent Horrors 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ One creature or object
≤11 8 corruption damage
12–16 11 corruption damage
17+ 13 corruption damage; M<4 frightened (save ends)
Effect: If the handmaiden was totally within their host's body at the start of this turn, the ability deals an extra 8 damage.
Implanted Parasite
A host creature implanted by a soulraker hivequeen's Stinging Ovipositor has no physical or mental signs of the handmaiden gestating inside the host's body.
After 1d3 + 1 weeks of gestation, the handmaiden fully forms inside the host. The handmaiden always moves with and occupies the same space as the host and can't be separated from them. While totally inside the creature, the handmaiden doesn't have line of effect to the host or targets outside the host and vice versa.
As a maneuver, the handmaiden can emerge from the host as a horrifying tower of flesh and bone that remains attached to the host's insides. While emerged, the handmaiden can use a move action to make the host move up to their speed and has access to the host's signature abilities, using the host's modifiers for any power rolls. The handmaiden has the same Stability as the host. If the handmaiden or host is force moved, the other moves with them. While emerged, the handmaiden can be targeted independently of the host. The handmaiden can retreat totally within the host's body as a maneuver. If the handmaiden does, their remains separate from the host.
The Find a Cure downtime project in Draw Steel: Heroes can be used to find a cure that removes a handmaiden from a host. The cure kills the handmaiden when consumed.
Lethe
While the handmaiden is winded, they gain an edge on strikes, and any strike made against them gains an edge.
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Soulraker Hivequeen

Level 9 Leader
Abyssal, Demon, Soulraker EV 44
Size
5
Speed
6
Stamina
240
Stability
2
Free Strike
9
Immunity: Weakness: Holy 5
Movement: Fly
M +5
A -1
R +3
I +3
P +2
Stinging Ovipositor 2d10 + 5
Signature Ability
Magic, Melee, Ranged, Strike ◎ Main action
⚔ Melee 1 or ranged 10 ◎ Two creatures
≤11 14 poison damage; M<3 bleeding (save ends)
12–16 19 poison damage; M<4 bleeding (save ends)
17+ 23 poison damage; M<5 the target is implanted
Effect: An implanted target has a soulraker handmaiden parasite gestating in them (see the handmaiden's Implanted Parasite trait).
Forced Gestation
3 Malice
Area ◎ Maneuver
⚔ 10 burst ◎ Each implanted handmaiden parasite in the area
Effect: The hivequeen lets loose a subsonic call to each target, forcing them to immediately emerge from their host's body as a mature soulraker handmaiden and make a free strike.
For the Queen!
2 Malice
Area ◎ Triggered action
⚔ 5 burst ◎ Special
Trigger: The hivequeen is targeted by a strike for the second time on an attacker's turn, whether by the attacker or another creature acting on the attacker's turn.
Effect: Two soulraker minions appear within distance.
2 Malice: A soulraker praetorian also appears within distance.
Kicking the Nest
Villain Action 1
Area
⚔ 10 burst ◎ Each soulraker minion in the area
Effect: Each target can move their speed and make a free strike. If no minions are present, four soulraker minions are summoned into unoccupied spaces within distance before the hivequeen uses this villain action.
Buzz Off! 2d10 + 5
Villain Action 2
Area
⚔ 5 burst ◎ Each enemy in the area
≤11 Push 3; I<3 dazed (save ends)
12–16 Push 3; I<4 dazed (save ends)
17+ 11 sonic damage; push 3; I<5 dazed (save ends)
Effect: The hivequeen shifts up to her speed.
Bomber Wasp Warfare 2d10 + 5
Villain Action 3
Area, Magic, Ranged
⚔ Four 2 cubes within 10 ◎ Each enemy in the area
≤11 7 poison damage; M<3 bleeding (save ends)
12–16 11 poison damage; M<4 bleeding (save ends)
17+ 14 poison damage; M<5 bleeding (save ends)
Cannibal Queen
At the end of their turn, the hivequeen can consume an adjacent soulraker demon to end one effect on them that can be ended by a saving throw (no action required).
Hive Soulsight
Any creature within 2 squares of a soulraker demon within 100 miles of the hivequeen can't be hidden from the hivequeen. The hivequeen has line of effect to such creatures.
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Strategos Alkestis

Level 10 Leader
Humanoid, Soulless, War Dog EV 48
Size
1M
Speed
5
Stamina
260
Stability
2
Free Strike
10
Immunity: Weakness:
Movement:
M +4
A +4
R +5
I +5
P +5
Houndgun and Houndblade 2d10 + 5
Signature Ability
Melee, Ranged, Strike, Weapon ◎ Main action
⚔ Melee 1 or ranged 10 ◎ Two creatures or objects
≤11 15 damage; M<4 bleeding (save ends)
12–16 21 damage; M<5 bleeding (save ends)
17+ 25 damage; M<6 bleeding (save ends)
Effect: Each target loses 1d3 Recoveries.
2 Malice: When a target is made bleeding this way, each ally adjacent to them can make a free strike against the target.
Focus Fire
Ranged ◎ Maneuver
⚔ Ranged 15 ◎ One creature or object
Effect: Until the start of Alkestis's next turn, any effect that reduces the damage taken by the target has no effect.
Artillery Enfilade 2d10 + 5
2 Malice
Area, Ranged, Weapon ◎ Triggered action
⚔ 7 × 3 line within 10 ◎ Each creature and object in the area
Trigger: An ally is reduced to 0 Stamina within 10 squares of Alkestis.
≤11 8 damage; A<4 slowed (save ends)
12–16 13 damage; A<5 slowed (save ends)
17+ 16 damage; A<6 slowed (save ends)
Effect: The area is difficult terrain until the start of the next round.
Fog of War
Villain Action 1
⚔ Special ◎ Each ally in the encounter
Effect: Each target can disappear, then reappear anywhere on the encounter map 3 or more squares away from any enemy. Additionally, each target has a double edge on their next power roll.
Send in the Second Wave
Villain Action 2
Ranged
⚔ Ranged 15 ◎ Special
Effect: For each war dog reduced to 0 Stamina in the encounter, a war dog shriketrooper appears in an unoccupied space within distance.
The Silver Wolf's Final Strategem
Villain Action 3
Area, Magic
⚔ 5 burst ◎ Each creature in the area
Effect: Until the start of the next round, each target enemy who has I<4 is dazed, each target enemy who has M<4 is restrained, and each target enemy who has A<4 can't use triggered actions. Additionally, until the end of the encounter, Alkestis and each target ally will have damage immunity 3 and deal an extra 5 damage with strikes.
End Effect
At the end of each of her turns, Alkestis can take 20 damage to end one effect on her that can be ended by a saving throw. This damage can't be reduced in any way.
Tactical Brilliance
At the start of each of Alkestis's turns, the Director gains 2 Malice. While Alkestis is alive and in the encounter, the Director also gains 1 Malice whenever a war dog in the encounter obtains a tier 3 outcome on a power roll.
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Striped Condor Griffon

Level 2 Elite Brute
Beast, Griffon EV 16
Size
3
Speed
7
Stamina
100
Stability
3
Free Strike
5
Immunity: Weakness:
Movement: Fly
M +2
A +2
R -1
I +2
P +1
Violent Thrashing 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 7 damage; push 1
12–16 11 damage; one target is pushed up to 2 squares; the other target is vertical pushed up to 2 squares
17+ 14 damage; one target is pushed up to 2 squares and knocked prone; the other target is vertical pushed up to 3 squares
Bound Ahead
5 Malice
◎ Main action
⚔ Self ◎ Self
Effect: The griffon shifts up to their speed along the ground in a straight line. Each enemy who comes adjacent to the griffon during this shift can choose to either take 5 damage or be knocked prone.
Power Wing Buffet 2d10 + 2
3 Malice
Area ◎ Maneuver
⚔ 4 × 3 line within 1 ◎ Each creature or object in the area
≤11 Push 2; M<0 the forced movement is vertical
12–16 Push 4; M<1 the forced movement is vertical
17+ Push 5; M<2 the forced movement is vertical
Circle and Strike
Triggered action
Ranged
⚔ Ranged 5 ◎ The triggering creature
Trigger: The griffon flies directly above a creature within distance.
Effect: The griffon dives down onto the target, taking no damage from falling if they reach the ground. The target takes 3 damage for each square the griffon dove, and if they have A<2, they are grabbed or knocked prone.
Beast of Prey
While grabbed by the griffon, a creature has a double bane on the Escape Grab maneuver.
Steady
Any power roll that could knock the griffon prone takes a bane.
Banded Predator
The griffon can attempt hide even while observed. Additionally, while no enemy has line of effect to them, the griffon can attempt to hide at the end of their turn.
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Time Raider Tyrannis

Level 3 Leader
Humanoid, Time Raider EV 20
Size
2
Speed
10
Stamina
120
Stability
2
Free Strike
5
Immunity: Psychic 5 Weakness:
Movement: Hover, teleport
M 0
A +3
R +3
I +1
P +2
Gatling Blaster 2d10 + 3
Signature Ability
Melee, Psionic, Ranged, Strike, Weapon ◎ Main action
⚔ Melee 2 or ranged 10 ◎ Two creatures or objects
≤11 8 corruption damage
12–16 12 corruption damage
17+ 15 corruption damage
Effect: Each target takes a -2 penalty to speed until the start of the tyrannis's next turn.
Air Raid!
3 Malice
Psionic, Ranged ◎ Maneuver
⚔ Ranged 10 ◎ Three time raiders
Effect: Each target can fly up to their speed and make a free strike. If a target doesn't land in an unoccupied space, they fall.
Precog Reflexes
Triggered action
Psionic, Ranged
⚔ Ranged 10 ◎ The triggering creature
Trigger: A creature within distance makes a strike against the tyrannis.
Effect: The strike takes a bane. After the strike resolves, the tyrannis can make a free strike against the target.
2 Malice: The strike has a double bane instead.
We Will Won!
Villain Action 1
Psionic, Ranged
⚔ Ranged 10 ◎ Self and three allies
Effect: Each target gains 15 temporary Stamina, and has their speed doubled until the end of their next turn.
Stick to the Plan!
Villain Action 2
Area
⚔ 10 burst ◎ Self and each ally in the area
Effect: Each target can end one effect on them or can move up to their speed.
Armageddon
Villain Action 3
Area
⚔ 5 burst ◎ Special
Effect: The tyrannis fires a sensor mine into each unoccupied square in the area, and creates a gravity well where the area contains one or more squares of the tyrannis's space (see Gravity Well). Whenever an enemy enters a square with a sensor mine in it, the mine explodes, dealing 3 damage to the enemy.
End Effect
At the end of each of their turns, the tyrannis can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Foresight
The tyrannis doesn't take a bane on strikes against creatures with concealment.
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Troll Butcher

Level 5 Elite Hexer
Giant, Troll EV 28
Size
2
Speed
8
Stamina
120
Stability
2
Free Strike
6
Immunity: Weakness: Acid 5, Fire 5
Movement:
M +3
A +1
R +1
I 0
P 0
Savoring Bite 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 9 damage; M<1 bleeding (save ends)
12–16 14 damage; M<2 bleeding (save ends)
17+ 17 damage; M<3 bleeding (save ends)
1 Malice: The butcher regains Stamina equal to the damage dealt.
Rotten Scraps 2d10 + 3
Area, Ranged ◎ Main action
⚔ 3 cube within 10 ◎ Each creature in the area
≤11 5 poison damage; M<1 weakened (save ends)
12–16 9 poison damage; M<2 weakened (save ends)
17+ 11 poison damage; M<3 weakened (save ends)
Effect: Each troll in the area ignores the damage and instead regains 3 Stamina.
Gourmet Flesh
2 Malice
◎ Maneuver
⚔ Self ◎ Self
Effect: The butcher enhances their next use of Savoring Bite, changing the damage type and condition imposed to one of the following pairs: corruption damage and dazed, acid damage and restrained, or lightning damage and frightened.
Acquired Taste
Triggered action
Melee
⚔ Melee 1 ◎ The triggering creature
Trigger: A creature within distance deals damage to the butcher with an ability that gains an edge, has a double edge, or uses a surge.
Effect: The butcher makes a free strike against the target. Until the end of their next turn, the butcher gains an edge on power rolls and deals an extra 3 damage with strikes.
Bloody Feast
Each ally within 5 squares of the butcher gains an edge on power rolls against any enemy affected by a condition.
Relentless Hunger
The butcher 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.
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Troll Glutton

Level 5 Elite Brute
Giant, Troll EV 28
Size
2
Speed
6
Stamina
160
Stability
4
Free Strike
7
Immunity: Weakness: Acid 5, Fire 5
Movement:
M +3
A +1
R -1
I 0
P 0
Voracious Mastication 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 10 damage; M<1 slowed (save ends)
12–16 15 damage; M<2 slowed (save ends)
17+ 18 damage; M<3 slowed (save ends)
1 Malice: The glutton regains Stamina equal to the damage dealt.
Crash Through
3 Malice
◎ Main action
⚔ Self ◎ Self
Effect: The glutton shifts up to their speed in a straight line, ignoring difficult terrain. The first time during this movement that the glutton moves through the space of a creature or object their size or smaller, that creature or object takes 10 damage, or a creature can choose to fall prone instead. If the glutton moves into a creature or object larger than them and doesn't knock the creature prone or destroy the object, the glutton's movement ends and they are dazed until the end of their next turn.
Food Frenzy
◎ Maneuver
⚔ Self ◎ Self
Effect: Until the start of their next turn, the glutton has a double edge on strikes, and strikes made against them gain an edge.
Spiteful Retort
1 Malice
Melee ◎ Free triggered action
⚔ Melee 1 ◎ The triggering creature
Trigger: The glutton is reduced to 0 Stamina but doesn't die.
Effect: The glutton uses Voracious Mastication against an adjacent creature.
Insatiable Appetite
Once per turn, the glutton can use the Charge main action as a free maneuver if they target a winded creature.
Relentless Hunger
The glutton 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.
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Vampire Lord

Level 7 Leader
Undead, Vampire EV 36
Size
1M
Speed
12
Stamina
200
Stability
3
Free Strike
7
Immunity: Corruption 9, Poison 9 Weakness:
Movement: Climb, hover, teleport
M +2
A +5
R +1
I +1
P +2
Crimson Embrace 2d10 + 5
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature
≤11 13 corruption damage; M<3 bleeding (save ends)
12–16 18 corruption damage; M<4 bleeding (save ends)
17+ 24 corruption damage; M<5 bleeding (save ends)
Effect: The vampire regains Stamina equal to half the damage dealt, and can end one effect on them that can be ended by a saving throw.
2+ Malice: The vampire shifts 3 after striking the last target, and can target one additional creature for every 2 malice spent.
Arise, My Children
2 Malice
Ranged ◎ Maneuver
⚔ Ranged 10 ◎ Special
Effect: Two blood-starved vampires appear in unoccupied spaces within distance.
Redirected Charm
3 Malice
Magic, Ranged ◎ Free triggered action
⚔ Ranged 5 ◎ One enemy
Trigger: A creature makes a strike against the vampire.
Effect: The target becomes the new target of the strike.
Let Us Feast!
Villain Action 1
Ranged
⚔ 20 burst ◎ Each enemy in the area
Effect: Each target who has P<4 is now bleeding (save ends).
Red Mist Rising 2d10 + 5
Villain Action 2
Area, Magic
⚔ 5 burst ◎ Each enemy in the area
≤11 2 damage; M<3 6 corruption damage
12–16 6 damage; M<4 6 corruption damage
17+ 10 damage; M<5 6 corruption damage
Effect: The vampire turns to mist, filling the area. Until the end of the round, the vampire can't move or be targeted by abilities in the area, but they can use Crimson Embrace against a target in the area. The vampire reforms in an unoccupied space in the area at the end of the round.
Sacrifice
Villain Action 3
Magic, Ranged
⚔ Ranged 20 ◎ Each chosen ally
Effect: Each target is marked for sacrifice. At the end of the round, each target who isn't dead or destroyed takes 50 corruption damage. The vampire then uses the Wave of Blood ability.
Wave of Blood
Area, Magic ◎ Main action
⚔ 20 burst ◎ Each enemy in the area
Effect: Each target makes a Might test. This ability deals an extra 5 damage for each creature killed by the Sacrifice villain action.
≤11 11 corruption damage
12–16 8 corruption damage
17+ 2 corruption damage
Lord's Bloodthirst
The vampire has speed 15 and an edge on power rolls while any creature within 20 squares of them is bleeding. Any bleeding creature within 5 squares of the vampire can't hide.
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Voiceless Talker Artillerist

Level 6 Elite Artillery
Horror, Voiceless Talker EV 32
Size
1M
Speed
5
Stamina
140
Stability
2
Free Strike
7
Immunity: Psychic 6 Weakness:
Movement: Hover, teleport
M 0
A +3
R +3
I +2
P +1
Psionic Rifle Burst 2d10 + 3
Signature Ability
Psionic, Ranged, Strike, Weapon ◎ Main action
⚔ Ranged 10 ◎ One creature or object
≤11 11 damage
12–16 19 damage; the strike spreads 1 square
17+ 22 damage; the strike spreads 2 squares
Effect: The strike's spread is the distance it expands from a target to nearby enemies. Each enemy within the strike spread takes 3 damage.
2 Malice: Each enemy within the strike spread takes an extra 3 damage.
Mind Jolt 2d10 + 3
Area, Psionic ◎ Main action
⚔ 10 × 1 line within 10 ◎ Each enemy in the area
≤11 6 lightning damage
12–16 10 lightning damage; I<2 slowed (save ends)
17+ 13 lightning damage; I<3 slowed (save ends)
In Our Sights
Ranged ◎ Maneuver
⚔ Ranged 10 ◎ One creature
Effect: Until the start of the artillerist's next turn, the next psionic ability used against the target automatically treats its initial power roll as a 17. The creature using the ability can still roll to determine if they score a critical hit.
Tactical Reposition
1 Malice
◎ Triggered action
⚔ Self ◎ Self
Trigger: The artillerist takes damage.
Effect: The artillerist can teleport up to 5 squares and ignores any effects associated with the damage.
Psionic Conductor
Whenever a non-minion voiceless talker within 5 squares of the artillerist uses a psionic ability, they can do so as if they were in the artillerist's space.
Locked On
The artillerist ignores invisibility, cover, and concealment. A creature can't hide from the artillerist while the artillerist has line of effect to them.
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Voiceless Talker Evolutionist

Level 6 Leader
Horror, Voiceless Talker EV 32
Size
1M
Speed
5
Stamina
180
Stability
2
Free Strike
7
Immunity: Psychic 8 Weakness:
Movement: Hover, teleport
M 0
A +3
R +4
I +1
P +2
Psionic Intrusion 2d10 + 4
Signature Ability
Melee, Psionic, Ranged, Strike ◎ Main action
⚔ Melee 1 or ranged 5 ◎ Two creatures or objects
≤11 11 psychic damage; R<2 slowed (save ends)
12–16 16 psychic damage; R<3 slowed (save ends)
17+ 19 psychic damage; R<4 slowed (save ends)
Carpe Quadratum
Psionic, Ranged ◎ Maneuver
⚔ Ranged 5 ◎ One creature
Effect: The evolutionist teleports to swap places with the target.
Adaptability
Triggered action
Psionic
⚔ Self ◎ Self
Trigger: The evolutionist takes damage that has a damage type.
Effect: Until the start of their next turn, the evolutionist has damage immunity 5 to the triggering damage type.
Show Me Who You Are
Villain Action 1
Area, Psionic
⚔ 5 burst ◎ Each enemy in the area
Effect: Each target makes an Intuition test.
≤11 The target uses a signature ability against the nearest enemy within distance.
12–16 The target makes a free strike against the nearest enemy within distance.
17+ Frightened (save ends)
Release the Thralls
Villain Action 2
Psionic, Ranged
⚔ Ranged 5 ◎ Special
Effect: The evolutionist teleports eight minions of level 4 or lower into unoccupied spaces within distance. All eight minions can be of any monster type but must share the same name.
Brainstorm 2d10 + 4
Villain Action 3
Area, Psionic
⚔ 3 burst ◎ Each enemy in the area
≤11 7 lightning damage
12–16 12 lightning damage
17+ 16 lightning damage
Effect: Until the end of the encounter, the evolutionist is surrounded by a psionic electrical storm that is 5 aura. The area is difficult terrain for enemies, and any enemy who enters the area for the first time in a round or starts their turn there takes 8 lightning damage.
End Effect
At the end of each of their turns, the evolutionist can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Witness Evolutionary Superiority
The evolutionist has any trait of the Director's choice from any ally minion in the encounter.
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War Dog Ground Commander

Level 3 Leader
Humanoid, Soulless, War Dog EV 20
Size
1M
Speed
5
Stamina
120
Stability
2
Free Strike
5
Immunity: Weakness:
Movement:
M +3
A +2
R +3
I +2
P +2
Conditioning Spear 2d10 + 3
Signature Ability
Melee, Psionic, Ranged, Strike ◎ Main action
⚔ Melee 1 or ranged 5 ◎ Two creatures or objects
≤11 8 damage; pull 1
12–16 12 damage; pull 2
17+ 15 damage; pull 3
Effect: One ally within 10 squares of the ground commander can make a free strike.
1 Malice: A target who has M<2 and who is adjacent to the ground commander after this ability is resolved is grabbed (save ends). This grab can't be escaped using the Escape Grab maneuver. The ground commander can grab up to two creatures at a time.
Highest Posthumous Promotion
Area, Magic ◎ Maneuver
⚔ 10 burst ◎ Each war dog in the area
Effect: Any target who has a loyalty collar is reduced to 0 Stamina.
Final Orders
Triggered action
Magic, Ranged
⚔ Ranged 10 ◎ One ally
Trigger: The target takes damage, is force moved, or is reduced to 0 Stamina.
Effect: Even if reduced to 0 Stamina, the target moves up to their speed and can make a free strike after the triggering effect is resolved. The target then immediately dies.
Combined Arms
Villain Action 1
Area
⚔ 10 burst ◎ Each ally in the area
Effect: Each target can make a ranged free strike, then immediately use the Charge main action.
Make an Example of Them
Villain Action 2
Magic, Ranged
⚔ Ranged 10 ◎ One enemy
Effect: Each ally within 5 squares of the target moves up to their speed and can make a free strike against the target. If the target has I<2, they are frightened of the ground commander (save ends).
Claim Them for the Body Banks
Villain Action 3
Area, Magic
⚔ 10 burst ◎ Each creature in the area
Effect: Each target ally shifts up to 2 squares and can use the Grab maneuver. Until the end of the encounter, each target enemy takes a bane on the Escape Grab maneuver.
End Effect
At the end of each of their turns, the ground commander can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Loyalty Collar
When the ground commander is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
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War Dog Hypokrite

Level 4 Horde Ambusher
Humanoid, Soulless, War Dog EV 6
Size
1M
Speed
8
Stamina
30
Stability
0
Free Strike
3
Immunity: Weakness:
Movement:
M +1
A +3
R 0
I 0
P +2
Needle-Knife 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature or object
≤11 6 damage
12–16 8 damage; A<2 bleeding (save ends)
17+ 10 damage; A<3 bleeding and weakened (save ends)
Effect: This ability deals an extra 6 damage if the hypokrite is hidden or disguised.
Feign Death
2 Malice
Ranged ◎ Triggered action
⚔ Ranged 20 ◎ Special
Trigger: The hypokrite takes damage.
Effect: The hypokrite detonates their loyalty collar to deal 2d6 damage to each adjacent enemy, but teleports to an unoccupied space adjacent to an ally within distance and remains alive.
Posthumous Promotion
Magic, Ranged ◎ Maneuver
⚔ Ranged 10 ◎ One war dog
Effect: If the target has a loyalty collar, they are reduced to 0 Stamina.
Face in the Crowd
The hypokrite is invisible adjacent to any ally who isn't hidden, and they can attempt to hide even while observed. Whenever they use the Hide maneuver, the hypokrite can disguise themself as another creature within line of effect.
Loyalty Collar
When the hypokrite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
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War Dog Taxiarch

Level 9 Leader
Humanoid, Soulless, War Dog EV 44
Size
1M
Speed
7
Stamina
240
Stability
1
Free Strike
9
Immunity: Weakness:
Movement: Teleport
M +1
A +3
R +5
I +4
P +3
Stunning Surge 2d10 + 5
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 10 ◎ Two creatures or objects
≤11 14 lightning damage; the lightning spreads 1 square; I<3 dazed (save ends)
12–16 19 lightning damage; the lightning spreads 2 squares; I<4 dazed (save ends)
17+ 23 lightning damage; the lightning spreads 3 squares; I<5 dazed (save ends)
Effect: The spread is the distance the charge arcs from a target to nearby enemies. Each enemy within spread takes 5 lightning damage.
2 Malice: The lighting spread increases by 2 squares. Additionally, any creature who takes lightning damage from this ability and who has M<4 is slowed until the end of their next turn.
Overcharge
2 Malice
Area, Magic, Ranged ◎ Maneuver
⚔ 4 cube within 10 ◎ Each war dog in the area
Effect: Each target shifts up to their speed and can make a free strike that deals an extra 5 lightning damage.
Thunderstruck
Triggered action
Magic, Melee
⚔ Melee 1 ◎ The triggering enemy
Trigger: An enemy within distance deals damage to the taxiarch.
Effect: After the ability is resolved, the target is teleported up to 5 squares and is thunderstruck (save ends). A thunderstruck creature has lightning weakness 5, and the taxiarch gains an edge on power rolls against them.
Magnetic Trickery
Villain Action 1
Area, Magic
⚔ 10 burst ◎ Each enemy in the area
Effect: Slide 5, and if the target has M<4 they fall prone.
Conductor of Combat
Villain Action 2
Area, Magic
⚔ 5 burst ◎ Each war dog in the area
Effect: Each target shifts up to their speed, then can make a free strike or use a maneuver.
Unlimited Power! 2d10 + 5
Villain Action 3
Area, Magic
⚔ 3 burst ◎ Each creature in the area
Effect: Each target makes an Agility test.
≤11 18 lightning damage; the target is thunderstruck (save ends)
12–16 14 lightning damage; the target is thunderstruck (EoT)
17+ 9 lightning damage
Effect: See Thunderstruck. Additionally, until the end of the encounter, any enemy who moves within 3 squares of the taxiarch for the first time in a round or starts their turn there takes 3 lightning damage.
End Effect
At the end of each of their turns, the taxiarch can take 15 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
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War Dog Tetrarch

Level 6 Leader
Humanoid, Soulless, War Dog EV 32
Size
1M
Speed
7
Stamina
180
Stability
2
Free Strike
7
Immunity: Weakness:
Movement:
M +4
A +3
R +2
I +3
P +4
Houndblade 2d10 + 4
Signature Ability
Charge, Melee, Ranged, Strike, Weapon ◎ Main action
⚔ Melee 1 or ranged 3 ◎ Two creatures or objects
≤11 11 damage
12–16 16 damage; taunted (EoT)
17+ 19 damage; taunted (EoT)
Effect: A creature taunted this way takes a bane on strikes.
3 Malice: Each target loses 1d3 Recoveries.
Get Them, You Dolts!
1 Malice per target
Ranged ◎ Maneuver
⚔ Ranged 10 ◎ Three creatures
Effect: Each target shifts up to their speed and can make a free strike. If the free strike targets an enemy taunted by the tetrarch, it deals an extra 4 damage.
Sneering Disregard
Triggered action
Ranged
⚔ Ranged 10 ◎ The triggering creature
Trigger: A creature within distance who is not taunted by the tetrarch targets the tetrarch with a power roll.
Effect: The power roll has a double bane. If the target obtains a tier 1 outcome, the tetrarch ignores any of the power roll's effects other than damage and the target is frightened of the tetrarch (save ends).
Enter the Fray
Villain Action 1
Area
⚔ 2 burst ◎ Each enemy in the area
Effect: The tetrarch can jump up to 7 squares before using this ability.
≤11 Push 2; I<2 frightened (save ends)
12–16 Push 4; I<3 frightened (save ends)
17+ Push 5; I<4 frightened (save ends)
Lay Waste 2d10 + 4
Villain Action 2
Area, Ranged, Weapon
⚔ Five 2 cubes within 20 ◎ Each creature and object in the area
≤11 7 fire damage; A<2 slowed (EoT)
12–16 13 fire damage; A<3 slowed (save ends)
17+ 16 fire damage; A<4 slowed (save ends)
Effect: The area is set ablaze until the end of the encounter. While ablaze, the area is difficult terrain, and any creature takes 2 fire damage for each square in the area they enter for the first time in a round.
You Would Dare?!
Villain Action 3
⚔ Self ◎ Self
Effect: Until the end of the encounter, the tetrarch has damage immunity 2, and their Houndblade ability targets three creatures or objects.
End Effect
At the end of each of their turns, the tetrarch can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
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War Dog Tormentite

Level 5 Horde Hexer
Humanoid, Soulless, War Dog EV 7
Size
1M
Speed
5
Stamina
30
Stability
0
Free Strike
3
Immunity: Weakness:
Movement:
M 0
A 0
R +2
I +3
P 0
Mark of Agony 2d10 + 3
Signature Ability
Magic, Ranged, Strike ◎ Main action
⚔ Ranged 10 ◎ One creature or object
≤11 6 corruption damage
12–16 8 corruption damage; the target is marked (save ends)
17+ 9 corruption damage; the target is marked (save ends)
Effect: Strikes made against a target marked this way gain an edge. Additionally, whenever the tormentite takes damage, each target marked by them takes 3 damage.
Vortex of Pain 2d10 + 3
3 Malice
Area, Magic, Ranged ◎ Main action
⚔ 4 cube within 10 ◎ Each enemy in the area
≤11 2 corruption damage
12–16 4 corruption damage
17+ 5 corruption damage; one ally in the area can end one effect that can be ended by a saving throw, and can give that effect to one target
Effect: The tormentite regains 2 Stamina for each creature targeted by this ability.
Posthumous Promotion
Magic, Ranged ◎ Maneuver
⚔ Ranged 10 ◎ One war dog
Effect: If the target has a loyalty collar, they are reduced to 0 Stamina.
Persistent Pain
From the start of the encounter, the tormentite takes 1 damage at the start of each of their turns.
Loyalty Collar
When the tormentite is reduced to 0 Stamina, their loyalty collar explodes, dealing 2d6 damage to each adjacent enemy and object.
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War Spider

Level 1 Elite Mount
Animal, Goblin EV 12
Size
3
Speed
7
Stamina
60
Stability
2
Free Strike
4
Immunity: Weakness:
Movement: Climb
M +2
A +1
R -4
I 0
P -3
Bite 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature
≤11 7 poison damage
12–16 11 poison damage
17+ 14 poison damage; M<2 weakened (save ends)
2 Malice: For any tier outcome, if the target has M<3, they are weakened (save ends).
Leg Blade 2d10 + 2
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 6 damage
12–16 9 damage
17+ 12 damage
Trample
5 Malice
◎ Main action
⚔ Self ◎ Self
Effect: The spider shifts up to their speed and uses Leg Blade against each creature who comes adjacent to them during the shift. The spider makes one power roll against all targets.
Web 2d10 + 2
Area, Weapon ◎ Maneuver
⚔ 3 cube within 1 ◎ Each creature in the area
≤11 A<0 restrained (save ends)
12–16 A<1 restrained (save ends)
17+ A<2 restrained (save ends)
Effect: The area is difficult terrain for enemies.
Skitter
Triggered action
⚔ Self ◎ Self
Trigger: The spider or any ally riding the spider takes damage.
Effect: The damage is halved, and the spider shifts up to 2 squares after the triggering effect resolves.
Ride Launcher
Any ally who leaps off the back of the spider can jump up to 6 squares without making a test, and takes no damage if they fall during the jump. After any jump, the first melee strike they make on the same turn gains an edge.
Wide Back
While riding the spider, two size 1 allies can occupy the same space.
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Werewolf

Level 1 Solo
Accursed, Humanoid, Werebeast EV 36
Size
1M
Speed
7
Stamina
200
Stability
0
Free Strike
5
Immunity: Weakness:
Movement:
M +3
A +2
R -1
I +1
P +1
Accursed Bite 2d10 + 3
Signature Ability
Charge, Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature
≤11 9 damage; the target gains 2 rage
12–16 13 damage; the target gains 4 rage
17+ 16 damage; the target gains 5 rage
2 Malice: If the target is P<0 they are afflicted with lycanthropy. Each time the target is unaffected by the potency effect, the potency increases by 1 the next time the werewolf uses the ability against the same target. A creature afflicted with lycanthropy gains 2 rage at the end of each of their turns whenever they're in combat. Their rage doesn't disappear after finishing a respite, and they must complete the Find a Cure downtime project in Draw Steel: Heroes to end this effect.
Ripping Claws 2d10 + 3
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 11 damage; M<1 bleeding (save ends)
12–16 14 damage; M<2 bleeding (save ends)
17+ 18 damage; M<3 bleeding (save ends)
Berserker Slash 2d10 + 3
3 Malice
Area, Weapon ◎ Main action
⚔ 1 burst ◎ Each enemy and object in the area
≤11 4 damage; push 2
12–16 6 damage; push 3; the target gains 1 rage
17+ 7 damage; slide 3; the target gains 3 rage
Effect: The werewolf shifts up to their speed before using this ability.
Wall Leap
◎ Maneuver
⚔ Self ◎ Self
Effect: The werewolf jumps up to 4 squares. If they end this jump at a wall, the werewolf jumps off the wall up to 4 squares and can make a melee free strike. If the target of the free strike has M<2, they are knocked prone.
Facepalm and Head Slam
2 Malice
Melee ◎ Triggered action
⚔ Melee 1 ◎ The triggering creature
Trigger: A creature within distance targets the werewolf with a melee ability after charging or moving 2 or more squares in a straight line toward them.
Effect: The target is knocked prone and takes 5 damage before the triggering ability is resolved.
Howl
Villain Action 1
Area
⚔ 5 burst ◎ Each enemy in the area
Effect: Each target makes an Intuition test.
≤11 The target must move their speed in a straight line away from the werewolf; frightened (save ends)
12–16 Frightened (EoT)
17+ No effect.
Effect: Any enemy in the encounter who has 1 or more rage gains 4 rage and howls along with the werewolf.
Full Wolf
Villain Action 2
⚔ Self ◎ Self
Effect: The werewolf transforms into a massive wolf of size 3 until they die or until the end of the encounter. They move to a space that can accommodate their new size and push adjacent creatures out of their way. While in wolf form, they have speed 10 and stability 2, their strikes gain a +2 damage bonus and bestow an additional 1 rage, and the potency of Accursed Bite increases by 1.
Rampage 2d10 + 3
Villain Action 3
Area, Weapon
⚔ 2 burst ◎ Each creature in the area
≤11 5 damage; the target gains 2 rage; M<1 bleeding (save ends)
12–16 8 damage; the target gains 4 rage; M<2 bleeding (save ends)
17+ 11 damage; the target gains 8 rage; M<3 bleeding (save ends)
Effect: The werewolf shifts up to their speed before and after using this ability.
Blood In Their Eyes
3 Malice
◎ Main action
⚔ Self ◎ Self
Effect: The werewolf gains 10 temporary Stamina and a +3 bonus to speed until the end of their turn. They can use this feature only if they took any holy damage since ending their last turn.
Solo Action
5 Malice
◎ Main action
⚔ Self ◎ Self
Effect: The werewolf takes an additional main action on their turn. They can use this feature even if they are dazed.
Moonfall
10 Malice
◎ Main action
⚔ Self ◎ Self
Effect: Until the end of the encounter, the encounter map turns to night and the moon appears impossibly huge in the sky. The werewolf can take an additional move action or maneuver on each of their turns while they have line of effect to the moon. Any creature who ends their turn with line of effect to the moon who has 1 or more rage gains 2 rage.
Solo Monster
End Effect: At the end of each of their turns, the werewolf can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The werewolf can take two turns each round. They can't take turns consecutively.
Accursed Rage
The werewolf's ferocity is expressed through rage, and their abilities can inflict rage points on any enemy except a stormwight fury. A creature who starts their turn with 10 or more rage expends their rage. Then before taking their turn, they must shift up to their speed toward the nearest creature and make a melee free strike against them. A creature who takes damage from this free strike gains 1 rage. Accumulated rage disappears after a character finishes a respite.
Shapeshifter
The werewolf enters combat in their hybrid humanoid form. Their shape can't be changed by any external effect.
Vukenstep
The werewolf ignores difficult terrain.
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Wode Elf Warleader

Level 3 Leader
Fey, Humanoid, Wode Elf EV 20
Size
1M
Speed
7
Stamina
120
Stability
2
Free Strike
5
Immunity: Weakness:
Movement: Teleport
M +2
A +3
R +1
I +2
P +2
Wodeblade 2d10 + 3
Signature Ability
Magic, Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 8 damage; M<1 restrained (save ends)
12–16 12 damage; M<2 restrained (save ends)
17+ 15 damage; M<3 restrained (save ends)
Effect: The warleader can teleport up to 3 squares between each strike.
2 Malice: A target restrained by this ability takes an extra 3 damage.
Fairness Is a Human Concept
5 Malice
Area ◎ Maneuver
⚔ 10 burst ◎ Each ally in the area
Effect: Each non-minion target can make a free strike, then each target shifts up to 3 squares. A target who has cover or concealment at the end of this shift can attempt to hide at the end of the warleader's turn.
Wode Sickness
Triggered action
Ranged
⚔ Ranged 10 ◎ One enemy
Trigger: An ally ends their turn.
Effect: The target must not have taken their turn this round. The target takes their turn immediately, and if they have P<2 they are bleeding and take a bane on strikes until the end of their turn.
You Will All Witness my Blade
Villain Action 1
Area
⚔ 5 burst ◎ Each enemy in the area
Effect: The warleader uses Wodeblade against each target and gains an edge on the power roll.
Suppressing Volley
Villain Action 2
Area
⚔ 5 burst ◎ Each ally in the area
Effect: The warleader can use Wodeblade. Each target can then make a free strike.
Is It Now or Is It Then?
Villain Action 3
Area
⚔ 5 burst ◎ Self and each ally in the area
Effect: Each target is invisible until the start of the next round. The warleader then uses Wodeblade.
End Effect
At the end of each of their turns, the warleader can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Into the Green
The warleader can attempt to hide at the end of each of their turns.
Masking Glamor
Abilities targeting the warleader that would take a bane from cover or concealment have a double bane instead.
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Wode Hag

Level 3 Solo
Fey, Hag EV 60
Size
1L
Speed
5
Stamina
300
Stability
1
Free Strike
6
Immunity: Weakness:
Movement: Fly, hover
M +2
A +1
R +1
I +3
P +3
Corrosive Claws 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ Two creatures or objects
≤11 9 corruption damage; A<1 weakened (save ends)
12–16 13 corruption damage; A<2 weakened (save ends)
17+ 16 corruption damage; A<3 weakened (save ends)
Soul Steal 2d10 + 3
Area, Magic ◎ Main action
⚔ 4 cube within 1 ◎ Each enemy in the area
≤11 5 corruption damage; P<1 4 corruption damage
12–16 8 corruption damage; P<2 5 corruption damage
17+ 10 corruption damage; P<3 6 corruption damage
Effect: This ability gains an edge against a target who has a soul.
3 Malice: The hag regains Stamina equal to half the damage dealt.
Shapeshifter
Magic ◎ Maneuver
⚔ Self ◎ Self
Effect: The hag alters their body to become any size 1 creature, from a house cat to a humanoid. If the hag uses this ability while outside of any enemy's line of effect, they can choose to be automatically hidden. The hag can return to their original form as a free maneuver.
5 Malice: The hag becomes a size 2 creature instead, from a bear to an ogre. While in this form, the hag's melee abilities gain a +1 bonus to distance and deal an extra 4 damage.
Turned Upside Down 2d10 + 3
2 Malice
Area, Magic ◎ Triggered action
⚔ 1 burst ◎ Each enemy in the area
Trigger: A creature targets the hag with a melee strike.
≤11 Slide 2; M<1 the slide is vertical
12–16 Slide 3; R<2 the slide is vertical, and the target is restrained (EoT)
17+ Vertical slide 5; R<3 restrained (EoT)
Effect: While restrained this way, a creature is vertical force moved is suspended in midair. The creature falls when the condition ends.
Snackies for Sweeties 2d10 + 3
Villain Action 1
Area, Weapon
⚔ 5 burst ◎ Each creature in the area
Effect: The hag attaches an ornate explosive pastry to each target who has A<2. At the end of the round, the hag makes one power roll against each creature with a pastry attached to them.
≤11 6 poison damage
12–16 10 poison damage
17+ 13 poison damage
Special: A creature wearing a pastry or adjacent to a creature wearing a pastry can attempt an Agility test to remove the pastry as a maneuver.
≤ 11: The hag makes the power roll for all pastries.
12-16: The pastry is not removed.
17+: The pastry is removed and can no longer explode.
Predator's Alacrity
Villain Action 2
Area, Weapon
⚔ 1 burst ◎ Each enemy in the area
Effect: Before using this villain action, the hag shifts up to their speed. They then use Corrosive Claws against each target, push each target up to 2 squares, and shift up to their speed again.
Open the Oven 2d10 + 3
Villain Action 3
Area, Weapon
⚔ 5 cube within 1 ◎ Each creature in the area
≤11 6 fire damage; A<1 weakened (save ends)
12–16 10 fire damage; A<2 weakened (save ends)
17+ 13 fire damage; A<3 weakened (save ends)
Effect: The hag turns the area into a roiling oven until the end of the encounter. Any creature in the area takes an extra 5 damage from the hag's damage-dealing abilities.
Solo Monster
End Effect: At the end of each of their turns, the hag can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The hag can take two turns each round. They can't take turns consecutively.
Supernatural Resistance
Magic and psionic abilities used against the hag take a bane.
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Wyvern Lurker

Level 4 Elite Ambusher
Beast, Wyvern EV 24
Size
2
Speed
9
Stamina
120
Stability
2
Free Strike
6
Immunity: Acid 5 Weakness:
Movement: Fly
M +2
A +3
R -1
I +1
P 0
Agonizing Stinger 2d10 + 3
Signature Ability
Magic, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 9 damage
12–16 14 damage; M<2 bleeding (save ends)
17+ 17 damage; M<3 bleeding (save ends)
1 Malice: One target hidden from the lurker takes an extra 6 acid damage.
Acidic Anguish 2d10 + 3
3 Malice
Magic, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ One creature or object
≤11 10 acid damage; M<1 weakened (save ends)
12–16 16 acid damage; M<2 weakened (save ends)
17+ 20 acid damage; M<3 weakened (save ends)
Effect: A target weakened this way takes 1d4 acid damage at the start of each of their turns.
Swooping Torment
◎ Maneuver
⚔ Self ◎ Self
Effect: The lurker flies up to their speed, then can attempt to hide. Each enemy the lurker moves adjacent to during this movement can choose to take 3 sonic damage or fall prone.
Retaliatory Dive
Triggered action
Ranged
⚔ Ranged 5 ◎ The triggering creature
Trigger: A creature within distance deals damage to the lurker with a ranged ability.
Effect: The lurker flies adjacent to the target and can make a free strike against them.
Ruthless Rage
While within 10 squares of another wyvern, the lurker deals an extra 3 damage with strikes.
Tenacious Hunter
Any creature affected by a condition imposed by a wyvern can't be hidden from the lurker.
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Wyvern Predator

Level 4 Elite Brute
Beast, Wyvern EV 24
Size
3
Speed
7
Stamina
140
Stability
3
Free Strike
6
Immunity: Acid 5 Weakness:
Movement: Fly
M +3
A +2
R -1
I +1
P 0
Sedating Stinger 2d10 + 3
Signature Ability
Magic, Strike, Weapon ◎ Main action
⚔ Melee 3 ◎ Two creatures or objects
≤11 9 damage
12–16 14 damage; M<2 slowed (save ends)
17+ 17 damage; M<3 slowed (save ends)
Effect: If a target slowed this way is already slowed, they are instead restrained (save ends).
Tail Sweep 2d10 + 3
Area, Weapon ◎ Main action
⚔ 6 × 3 line within 1 ◎ Each creature and object in the area
≤11 6 damage; A<1 3 acid damage
12–16 11 damage; A<2 3 acid damage
17+ 14 damage; A<3 3 acid damage
5 Malice: The predator uses this ability a second time, either recreating the same line or creating a new line.
Grasping Jaws 2d10 + 3
2 Malice
Magic, Strike, Weapon ◎ Maneuver
⚔ Melee 2 ◎ One creature or object
≤11 9 damage; A<1 grabbed
12–16 14 damage; A<2 grabbed
17+ 17 damage; A<3 grabbed and the target takes a bane on the Escape Grab maneuver
Deterring Sting
1 Malice
Melee ◎ Triggered action
⚔ Melee 3 ◎ The triggering creature
Trigger: A creature within distance deals damage to the predator with a melee ability.
Effect: The predator uses Sedating Stinger against the target, then shifts up to 3 squares.
Stubborn Rage
While winded or within 10 squares of another wyvern, the predator can't be made dazed or frightened.
Tenacious Hunter
Any creature affected by a condition imposed by a wyvern can't be hidden from the predator.
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Xorannox the Tyract

Level 6 Solo
Horror, Overmind EV 96
Size
3
Speed
5
Stamina
450
Stability
2
Free Strike
7
Immunity: Weakness:
Movement: Fly, hover
M +4
A +2
R +4
I +3
P +3
Toothful Thrashing 2d10 + 4
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature or object
≤11 12 damage; slide 2; M<2 bleeding (EoT)
12–16 20 damage; slide 3; M<3 bleeding (EoT)
17+ 23 damage; vertical slide 3; M<4 bleeding (EoT)
Grav Spike 2d10 + 4
Area, Psionic ◎ Main action
⚔ 2 burst ◎ Each enemy in the area
≤11 Vertical push 3
12–16 Vertical push 5
17+ Vertical push 7
Effect: Xorannox shifts up to his speed before or after using this ability.
Optical Collusion
◎ Maneuver
⚔ Self ◎ Self
Effect: Xorannox commands all his eyestalks to move up to their speed.
Shutout
2 Malice
Area ◎ Maneuver
⚔ 5 × 2 line within 1 ◎ Special
Effect: Xorannox ends all ongoing supernatural effects and suppresses supernatural effects from treasures in the area. New supernatural effects can't be activated in the area until the end of Xorannox's next turn.
Cower!
Triggered action
Psionic, Ranged
⚔ Ranged 10 ◎ The triggering creature
Trigger: A creature within distance deals damage to Xorannox.
Effect: If the target has I<3 they are frightened (save ends).
Disruption Beam 2d10 + 4
Villain Action 1
Psionic, Ranged, Strike
⚔ Ranged 10 ◎ Three creatures
≤11 11 psychic damage; R<2 dazed (save ends)
12–16 17 psychic damage; R<3 dazed (save ends)
17+ 20 psychic damage; R<4 dazed (save ends)
All Eyes, All Rise
Villain Action 2
⚔ Self ◎ Self
Effect: Xorannox recreates any destroyed eyestalks, which return in unoccupied spaces on the encounter map with full Stamina.
Panopticbeam
Villain Action 3
Area
⚔ 2 burst ◎ Each creature in the area
Effect: Xorannox directs each of his eyestalks to use a signature ability against any target.
Gas Belch
3 Malice
◎ Maneuver
⚔ Self ◎ Self
Effect: Xorannox lets out a noxious belch. Each enemy within 2 squares of him who has M<3 is weakened (save ends).
Slime Trail
5 Malice
◎ Maneuver
⚔ Self ◎ Self
Effect: Until the end of Xorannox's next turn, whenever he or any of his eyes leave their space, they secrete a viscous slime onto the ground in that area. Any creature who enters an affected square has lightning weakness 5 and fire weakness 5 until the end of the encounter.
Solo Action
5 Malice
◎ Main action
⚔ Self ◎ Self
Effect: Xorannox takes an additional main action on his turn. He can use this feature even if he is dazed.
Mind Over Matter
7 Malice
◎ Main action
⚔ Self ◎ Self
Effect: Xorannox fills the encounter map with a powerful telekinetic field. The Director chooses a cardinal direction (north, south, east, or west). Whenever a creature in the encounter willingly moves or is force moved, they are pulled 2 squares in the chosen direction, ignoring stability. Each time this feature is used, its previous effect ends.
Solo Monster
End Effect: At the end of each of his turns, Xorannox can take 10 damage to end one effect on him that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: Xorannox can take two turns each round. He can't take turns consecutively.
Eyes of the Tyract
Six unique eyestalks float around Xorannox, acting on his turn at his command until they are reduced to 0 Stamina. On each of Xorannox's turns, he directs one eyestalk to move and use a signature ability.
Above It All
Xorannox can't be made frightened or knocked prone, and he can't be flanked.
Natural Enemies
If Xorannox perceives another overmind or a voiceless talker on the encounter map, he targets that threat one or more times on each of his turns.
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