Creature Catalogue
Creature Catalogue
Creature Catalogue
Special Note: Apex Nemeses – Any Nemesis adversary is a significant challenge, but some are especially
dangerous. An adversary of this magnitude will be noted as an Apex Nemesis. Apex Nemeses are built to be
extremely challenging, and can quickly wipe out an unprepared group. Please use discretion when fielding these
adversaries.
Beasts
Aurochs (Rival) – These large, shaggy herbivores are commonly used as beasts of burden. While largely
docile, they can be very dangerous when injured or frightened.
Brawn: 4 Agility: 1 Intelligence: 1
Cunning: 1 Willpower: 2 Presence: 1
Soak: 6 Wounds: 18 M/R Defense: 0/0
Skills: Athletics 1, Brawl 1, Resilience 1
Talents: None
Abilities: Silhouette 2, Beast of Burden 8 (add 8 to encumbrance threshold)
Equipment: Tramplie (Brawl; Damage: 8; Critical: 5; Range [Engaged], Inaccurate 1, Knockdown)
Bear (Rival) – This profile can be used to represent any large bear, like a grizzly or polar bear (add cold
immunity for polar bears).
Brawn: 4 Agility: 2 Intelligence: 1
Cunning: 1 Willpower: 1 Presence: 1
Soak: 6 Wounds: 20 M/R Defense: 0/0
Skills: Athletics 1, Brawl 2, Resilience 2
Talents: None
Abilities: Silhouette 2
Equipment: Claws (Brawl; Damage: 7; Critical: 3; Range [Engaged], Disorient 1), Bite (Brawl; Damage: 8;
Critical: 3; Range [Engaged], Pierce 1, Vicious 2), Thick Hide (+2 Soak)
Camel (Rival) – Foul tempered and belligerent, camels nevertheless make excellent mounts and beasts of
burden in arid desert environments.
Brawn: 3 Agility: 1 Intelligence: 1
Cunning: 1 Willpower: 2 Presence: 1
Soak: 3 Wounds: 14 M/R Defense: 0/0
Skills: Athletics 2, Brawl 1, Survival 1
Talents: None
Abilities: Silhouette 2
Sand Walker (remove 1 Setback from any checks made to traverse sandy or desert terrain)
Crocodile (Rival) – This profile can be used for any large crocodilian creature (alligators, caimans).
Brawn: 3 Agility: 2 Intelligence: 1
Cunning: 1 Willpower: 1 Presence: 1
Soak: 5 Wounds: 16 M/R Defense: 0/0
Skills: Athletics 2, Brawl 2, Cool 1, Stealth 2, Resilience 1
Talents: None
Abilities: Silhouette 2
Equipment: Bite (Brawl; Damage: 6; Critical: 3; Range [Engaged], Ensnare 2, Vicious 2), Scaled Hide (+2 Soak)
Elk (Rival) – These large, powerful beasts dwell in remote forests. They prefer to avoid combat, but will fight
fiercely if pressed.
Brawn: 4 Agility: 3 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 4 Wounds: 14 M/R Defense: 0/0
Skills: Athletics 2, Brawl 1, Vigilance 2
Talents: None
Abilities: Silhouette 2, Sure Footed (elk suffer no penalties when moving through difficult terrain)
Equipment: Antlers (Brawl; Damage: 7; Critical: 5; Range [Engaged], Disorient 1), Hooves (Brawl; Damage: 5;
Critical: 5; Range [Engaged])
Rhinoceros (Rival) – Large, powerful, and easily angered, rhinoceroses are remarkable but dangerous animals.
Brawn: 4 Agility: 2 Intelligence: 1
Cunning: 1 Willpower: 1 Presence: 1
Soak: 6 Wounds: 12 M/R Defense: 0/0
Skills: Brawl 2, Resilience 2, Survival 2
Talents: None
Abilities: Silhouette 2
Equipment: Goring Horn (Brawl; Damage: 8; Critical: 4; Range [Engaged], Pierce 3, Vicious 2), Trample (Brawl;
Damage: 10; Critical: 5; Range [Engaged], Knockdown, Disorient 3, Inaccurate 1)
Riding Elephant (Rival) – A trained elephant makes for an impressive and dangerous mount.
Brawn: 5 Agility: 1 Intelligence: 1
Cunning: 1 Willpower: 2 Presence: 1
Soak: 8 Wounds: 26 M/R Defense: 0/0
Skills: Brawl 1, Resilience 2
Talents: None
Abilities: Silhouette 3
Sweep (an elephant may spend 2 Advantage to hit an additional target with a successful Brawl check, if the
additional target is Engaged with the first target)
Trample (if an elephant takes a maneuver to move closer to its target before attacking with its Feet, it gains 1
Boost to its attack check and deals +2 damage)
Equipment: Tusks (Brawl; Damage: 10; Critical: 5; Range [Engaged], Concussive 1), Feet (Brawl; Damage: 12;
Critical: 4; Range [Engaged], Knockdown)
Tiger (Rival) – This profile can be used for most great cats.
Brawn: 3 Agility: 4 Intelligence: 1
Cunning: 3 Willpower: 1 Presence: 1
Soak: 3 Wounds: 18 M/R Defense: 0/0
Skills: Athletics 2, Brawl 1, Cool 3, Coordination 2, Perception 2, Stealth 2, Vigilance 3
Talents: None
Abilities: Fierce Pounce (if a tiger uses the aim maneuver, it gains the Knockdown quality on its next claw
attack)
Equipment: Claws (Brawl; Damage: 6; Critical: 3; Range [Engaged]), Bite (Brawl; Damage: 7; Critical: 3; Range
[Engaged], Pierce 1, Vicious 2)
Warhorse (Rival) – Bred and trained for military use, a warhorse is a powerful asset to any fighting force, and a
reliable companion to a soldier or knight.
Brawn: 4 Agility: 3 Intelligence: 1
Cunning: 1 Willpower: 2 Presence: 2
Soak: 7 Wounds: 16 M/R Defense: 0/0
Skills: Athletics 2, Brawl 1
Talents: None
Abilities: Silhouette 2, Trained Mount 2 (add 2 Boost to a rider's Riding checks while mounted)
Equipment: Trampling Hooves (Brawl; Damage: 8; Critical: 4; Range [Engaged], Knockdown)
Wolf (Minion) – This profile can be used for many types of pack-hunting creatures.
Brawn: 2 Agility: 3 Intelligence: 1
Cunning: 3 Willpower: 1 Presence: 1
Soak: 3 Wounds: 5 M/R Defense: 0/0
Skills (group only): Athletics, Brawl, Perception
Talents: None
Abilities: Pack Tactics (if more than one wolf is engaged with a target, all wolves engaged with that target gain 1
Boost die to combat checks)
Equipment: Bite (Brawl; Damage: 5; Critical: 3; Range [Engaged], Vicious 1)
Wooly Mammoth (Rival) – A powerful, heavily furred elephantine beast native to colder climates, mammoths
are known for their massive tusks and irritable temperament.
Brawn: 5 Agility: 1 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 10 Wounds: 28 M/R Defense: 0/0
Skills: Brawl 1, Survival 2, Resilience 2
Talents: None
Abilities: Silhouette 3
Sweep (a mammoth may spend 2 Advantage to hit an additional target with a successful Brawl check, if the
additional target is Engaged with the first target)
Trample (if a mammoth takes a maneuver to move closer to its target before attacking with its Feet, it gains 1
Boost to its attack check and deals +2 damage)
Equipment: Tusks (Brawl; Damage: 10; Critical: 5; Range [Engaged], Concussive 1), Feet (Brawl; Damage: 12;
Critical: 4; Range [Engaged], Knockdown)
Demons
Lost Souls (Minion) – The damned souls of those who have sold their souls to the infernal powers, these pitiful
creatures are playthings and fodder to even lesser demons. They are often herded into battle for the amusement
of their masters.
Brawn: 2 Agility: 1 Intelligence: 1
Cunning: 1 Willpower: 1 Presence: 1
Soak: 2 Wounds: 3 M/R Defense: 0/0
Skills (group only): Brawl, Resilience
Talents: None
Abilities: Demonic (a demon is immune to poison and disease. A demon doubles its soak vs. non-magical
attacks)
Aura of Despair (any non-demonic creature Engaged with a troupe of lost souls increases the difficulty of any
Willpower-based skill check they make by one)
Lesser Demon (Minion) – While clumsy, slow, and stupid, lesser demons can still prove very dangerous in large
numbers. As the least of the true demons, they are particularly vicious towards lost souls, and anyone else they
can bully or torment. Though they can vary greatly in appearance, all lesser demons use the same stat block.
Brawn: 2 Agility: 1 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 3 Wounds: 5 M/R Defense: 0/0
Skills (group only): Brawl, Resilience, Vigilance
Talents: None
Abilities: Demonic (a demon is immune to poison and disease. A demon doubles its soak vs. non-magical
attacks)
Miasma (any non-demonic creature within Short range of lesser demons must make a Hard Resilience check
at the start of their turn, or suffer 2 strain from their nauseating emissions)
Strength in Numbers (if there is more than one minion group of lesser demons within Short range of each other,
all such groups gain +1 damage)
Equipment: Claws (Brawl; Damage: 3; Critical: 4; Range [Engaged]), Bite (Brawl; Damage: 5; Critical: 3; Range
[Engaged], Vicious 1)
Hell Bat Swarm (Rival) - Though they appear to be hideous bat-like beasts, these winged terrors are true
demons. They wheel about in swarms over the battlefields where their greater kin fight, blinding foes and feeding
on the fallen.
Brawn: 2 Agility: 3 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 1 Wounds: 30 M/R Defense: 1/1
Skills: Brawl 1, Coordination 3
Talents: None.
Abilities: Silhouette 0, Flyer
Demonic (a demon is immune to poison and disease. A demon doubles its soak vs. non-magical attacks)
Teeming Threat (as a maneuver, a swarm may engage all living targets within Short range, and take an attack
action against each target. Swarm attacks cannot be parried)
Swarm (halve the damage dealt to the swarm before applying soak, unless the weapon has the Blast or Burn
quality [regardless of whether the quality is activated])
Blinding Swarm (enemies who are Engaged with a hell bat swarm suffer 2 Setback on all checks)
Equipment: Piercing Bites (Brawl; Damage: 3; Critical: 4; Range [Engaged]; Pierce 3, may spend 2 Advantage
to inflict 2 additional wounds).
Barbakul Demon (Rival) – Commonly called spined demons, these cunning creatures are exceptionally alert
and stealthy, and often serve as the scouts and watchdogs of a demonic warhost. Barbakul are not as physically
formidable as other demons, but their barbed hides and long piercing claws make them more than a match for
most mortal foes.
Brawn: 3 Agility: 3 Intelligence: 2
Cunning: 3 Willpower: 2 Presence: 1
Soak: 5 Wounds: 10 M/R Defense: 0/0
Skills: Brawl 2, Cool 3, Perception 3, Stealth 3, Vigilance 3
Talents: None
Abilities: Demonic (a demon is immune to poison and disease. A demon doubles its soak vs. non-magical
attacks)
Impalement (a barbakul may spend 3 Threat or Despair on a melee combat check targeting them to cause the
attacker to suffer 4 wounds from its barbed spikes)
Multiattack (A barbakul does not increase the difficulty of combined checks to attack with its claws and bite, and
may spend 2 Advantage or Triumph to hit with each additional weapon)
Equipment: Claws (Brawl; Damage: 5; Critical: 3; Range [Engaged], Pierce 2, Linked 1), bite (Brawl; Damage:
6; Critical: 2; Range [Engaged], Vicious 3)
Narcarex Demon (Rival) – When most races think of demons, these creatures are what come to mind.
Narcarex, also called hellfire demons, are horned, winged, leering demons with red skin, cloven hooves, and
long tails ending in a barbed tip. In battle, hellfire demons are wreathed in unholy flames, searing their enemies
as they impale them with their vicious tridents.
Brawn: 4 Agility: 2 Intelligence: 2
Cunning: 3 Willpower: 2 Presence: 2
Soak: 6 Wounds: 12 M/R Defense: 1/0
Skills: Athletics 2, Brawl 2, Melee (Heavy) 3, Perception 2, Ranged 3, Vigilance 2
Talents: None
Abilities: Flyer
Demonic (a demon is immune to poison and disease. A demon doubles its soak vs. non-magical attacks)
Hellfire Aura (a creature that begins its turn in Engaged range with a narcarex suffers 2 wounds from the
demon's blazing aura)
Multiattack (A narcarex does not increase the difficulty of combined checks to attack with its trident and tail, and
may spend 2 Advantage or Triumph to hit with each additional weapon)
Equipment: Demonic Trident (Melee (Heavy); Damage: 7; Critical: 3; Range [Engaged], Pierce 2, Linked 2,
Vicious 2), Tail Lash (Brawl; Damage: 6; Critical: 4; Range [Engaged], Knockdown, Pierce 1), Hurl Hellfire
(Ranged; Damage: 6; Critical 3; Range [Medium], Burn 2, Blast 6)
Antenoran Demon (Rival) – Not all the realms of Hell are fiery; some are frozen wastelands. Antenoran
demons hail from these icy regions, and are as cold and merciless as their homelands. Resembling a monstrous
cross between a praying mantis and a dinosaur, antenorans often command warbands of weaker demons,
driving them into battle while brandishing their terrible frigid polearms.
Brawn: 4 Agility: 3 Intelligence: 2
Cunning: 2 Willpower: 3 Presence: 2
Soak: 6 Wounds: 15 M/R Defense: 1/1
Skills: Athletics 2, Brawl 3, Cool 2, Leadership 2, Melee (Heavy) 3, Resilience 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Demonic (a demon is immune to poison and disease. A demon doubles its soak vs. non-magical attacks)
Iceborn (an antenoran does not suffer damage from natural cold or ice, and doubles its soak for purposes of
reducing damage from magical cold)
Icy Barrier (an antenoran may spend a Story Point to summon a barrier of ice within Short range to separate its
enemies, or to enclose them. This can take the form of a wall up to 60 feet long, 10 feet high, and a foot thick, or
a hemispherical dome 20 feet in height. The wall can be breached with a Daunting Athletics check, or by
dealing 10 or more points of damage in a single attack. The barrier is unnaturally frigid: non-demonic creatures
in Engaged range of the barrier, or enclosed within it, suffer 3 wounds per turn from the brutal cold)
Multiattack (an antenoran does not increase the difficulty of combined checks to attack with its polearm and tail,
and may spend 2 Advantage or Triumph to hit with each additional weapon)
Equipment: Frigid Polearm (Melee (Heavy); Damage: 9; Critical: 3; Range [Engaged], Defensive 1, Ensnare 3,
Pierce 3, Sunder), Spiked Tail (Brawl; Damage: 8; Critical: 4; Range [Engaged], Pierce 2, Vicious 2)
Brachyuru Demon (Rival) – These large, powerful demons revel in physical combat, and eagerly charge into
battle against any foe. Brachyuru demons are massive, scaly humanoids with two sets of arms: one pair at the
shoulders, ending in huge, crushing claws, and another pair emerging from their chest, with nimble, clawed
fingers. Their heads resemble a hideous cross between a dog and a goat. Their legs end in savagely clawed
feet. Every part of a brachyuru can, and is, used to attack.
Brawn: 5 Agility: 1 Intelligence: 1
Cunning: 2 Willpower: 3 Presence: 2
Soak: 7 Wounds: 18 M/R Defense: 1/1
Skills: Athletics 3, Brawl 3, Cool 2, Resilience 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once), Rapid Reaction
Abilities: Silhouette 2
Demonic (a demon is immune to poison and disease. A demon doubles its soak vs. non-magical attacks)
Magic Resistance (a brachyuru upgrades the difficulty of any magic skill check targeting it by one)
Power Word: Stun (as a maneuver, a brachyuru may spend a Story Point to target an enemy in Short range with
a blasphemous word of power. The target must succeed at a Hard Discipline check or be staggered until the
end of its next turn. If the target succeeds, it is immobilized instead. In either case, the target suffers 4 strain)
Improved Multiattack (A brachyuru does not increase the difficulty of combined checks to attack with its claws,
hands, and bite, and may spend 1 Advantage or Triumph to hit with each additional weapon)
Equipment: Claws (Brawl; Damage: 10; Critical: 3; Range [Engaged], Linked 1, Pierce 2, Sunder), Hands
(Brawl; Damage: 7; Critical: 2; Range [Engaged], Disorient 3, Linked 1, Knockdown), Bite (Brawl; Damage: 8;
Critical: 3; Range [Engaged], Pierce 2, Vicious 2)
Gorgul Demon (Nemesis) – These demons are grotesquely obese, flabby creatures with wide, bulging eyes,
absurdly large ears, oversized mouths, and extremely long, thin arms. While their appearance is somewhat
comical, gorgul demons are terrifying opponents. They use their long arms to snatch opponents and shove them
into their gaping mouths, where they are swallowed whole. A gorgul's stomach is transparent, so the gorgul can
watch its prey digesting in its corpulent belly. They take enormous joy in this, emitting a continuous high-pitched
giggle while grabbing for their next victim.
Brawn: 4 Agility: 1 Intelligence: 2
Cunning: 2 Willpower: 3 Presence: 1
Soak: 6 Wounds: 30 Strain: 20 M/R Defense: 0/0
Skills: Brawl 3, Cool 3, Resilience 4, Vigilance 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 3
Demonic (a demon is immune to poison and disease. A demon doubles its soak vs. non-magical attacks)
Magic Resistance (a gorgul upgrades the difficulty of any magic skill check targeting it by one)
Corpulent (If a gorgul suffers a Critical Injury, subtract -30 from the Critical Injury result).
Pest Control (a gorgul does not increase the difficulty of combat checks made against smaller targets)
Swallow Whole (if a gorgul Ensnares a target of Silhouette 2 or smaller with its claw attack, it may spend 3
Advantage or Triumph to swallow the target. While swallowed, the target is immobilized and begins to suffocate,
and suffers 4 wounds at the start of its turn each round until it escapes or is Incapacitated. A target Incapacitated
this way is digested and unrecoverable. A target may be freed by dealing at least 5 wounds to the gorgul with a
bladed or piercing weapon in a single attack, allowing the target to escape the demon’s belly. A gorgul’s belly will
reseal itself at the start of its turn. A gorgul can swallow up to two Silhouette 2 creatures, 8 Silhouette 1
creatures, or any number of Silhouette 0 creatures at one time. Anyone seeing a friend or ally trapped within the
belly of a gorgul must make an Average fear check as an out-of-turn incidental)
Giggle Fit (while a gorgul has one or more targets swallowed, it emits a hideous, high-pitched giggling sound. All
non-demonic creatures within Medium range must make a Hard Discipline check at the start of their turn as an
incidental, or suffer 2 strain from the unnerving sound)
Ponderous (a gorgul can spend no more than one maneuver per turn to move)
Malithar Demon (Nemesis) – Beautiful and lethal are the two words that best describe malithar demons. They
have the heads and torsos of exceedingly beautiful women, with six arms, and a long, powerful serpentine lower
body. They wield a weapon in each of their hands, preferring swords. While they are highly effective in battle,
malithar most often act as captains for demonic hosts, as lesser demons crave malithar approval and will follow
their orders eagerly.
Brawn: 5 Agility: 4 Intelligence: 3
Cunning: 3 Willpower: 3 Presence: 4
Soak: 7 Wounds: 26 Strain: 18 M/R Defense: 4/2
Skills: Coordination 3, Cool 3, Leadership 2, Melee (Light) 4, Vigilance 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Demonic (a demon is immune to poison and disease. A demon doubles its soak vs. non-magical attacks)
Magic Resistance (a malithar upgrades the difficulty of any magic skill check targeting it by one)
Multiattack (A malithar does not increase the difficulty of combined checks to attack with its swords and tail, and
may spend 2 Advantage or Triumph to hit with each additional weapon)
Rain of Steel (a malithar has six limbs, and wields a weapon in each hand. A malithar does not increase the
difficulty of its attacks to activate auto-fire, can activate auto-fire with 1 Advantage, and its initial target does not
need to be the target with the highest difficulty and defense)
Constrict (if a malithar Ensnares a target with its tail, it may use a maneuver to constrict the target. While
constricted, the target is immobilized, and suffers 3 wounds per round at the start of its turn. A malithar can
maintain constriction by spending a maneuver each round to do so, but cannot use maneuvers to move while
doing so, and cannot make tail attacks. A target may escape the constriction by succeeding at an opposed
Athletics check)
Equipment: Demonic Swords (Melee; Damage: 8; Critical: 2; Range [Engaged], Defensive 1, Pierce 2, Vicious
2, Auto-Fire), Tail Lash (Melee; Damage: 10; Critical: 3; Range [Engaged]; Ensnare 3)
Valroth Demon (Apex Nemesis) – These huge, fiery demons are the greatest of their kind. They appear as
massive horned figures wreathed in infernal fire and writhing shadows, wielding a huge flaming sword and a
cruelly barbed whip. Many serve as champions and executioners for their infernal masters. All other demons
obey their commands, and they often lead hordes of demons into battle.
Brawn: 6 Agility: 3 Intelligence: 3
Cunning: 4 Willpower: 5 Presence: 4
Soak: 8 Wounds: 45 Strain: 30 M/R Defense: 2/1
Skills: Athletics 3, Cool 3, Discipline 4, Leadership 3, Melee (Light) 4, Resilience 4, Vigilance 3
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature twice)
Abilities: Silhouette 3
Demonic (a demon is immune to poison and disease. A demon doubles its soak vs. non-magical attacks)
Terrifying (at the start of the encounter, all of their opponents must make a Formidable fear check as an out-of-
turn incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check
against the most terrifying enemy)
Devastating (when a valroth inflicts a Critical Injury, +40 is added to the resulting Critical Injury result)
Fireborn (a valroth does not suffer damage from natural heat or flame, and doubles its soak for purposes of
reducing damage from magical fire)
Magic Resistance (a valroth upgrades the difficulty of any magic skill check targeting it by one)
Fire and Shadow (A valroth is surrounded by magical flames and shadows, granting it +1 Defense. For each
ranged band farther than Engaged that an enemy is from a valroth, increase its Defense by 1)
Hellfire Aura (a creature that begins its turn in Engaged range with a Valroth suffers 4 wounds from the demon's
blazing aura)
Multiattack (a valroth does not increase the difficulty of combined checks to attack with its flaming sword and
whip, and may spend 2 Advantage or Triumph to hit with each additional weapon)
Whip Drag (a valroth that Ensnares a target with its whip may suffer 2 strain to drag the target one range band
closer, to a minimum of Engaged. While a target is Ensnared, the valroth cannot use its whip to make attacks)
Equipment: Flaming Sword (Melee; Damage: 16; Critical: 2; Range [Short]; Burn 2, Defensive 1, Pierce 2,
Vicious 2), Barbed Whip (Melee; Damage: 12; Critical: 3; Range [Medium]; Ensnare 3, Pierce 2)
Giants
Cyclops (Nemesis) – Cyclopes are colossal, one-eyed giants with a single large horn protruding from their
foreheads. They live alone, often tending herds of aurochs or giant sheep, and are fiercely territorial. Cyclopes
are not smart, but they are among the most powerful giantkin, and can quickly kill unprepared intruders.
Brawn: 6 Agility: 2 Intelligence: 2
Cunning: 2 Willpower: 3 Presence: 2
Soak: 8 Wounds: 33 Strain: 29 M/R Defense: 0/0
Skills: Athletics 2, Brawl 2, Melee (Light) 2, Resilience 2, Survival 2, Vigilance 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 3
Devastating (when a giant inflicts a Critical Injury, +40 is added to the resulting Critical Injury result)
Terrifying (at the start of the encounter, all of their opponents must make a Hard fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy).
Equipment: Huge club (Melee; Damage: 12; Critical: 2; Range [Short]; Inaccurate 1, Knockdown, Prepare 1).
Hill Giant (Nemesis) – Hill giants are the most loutish and stupid of the true giants. They are clumsy, voracious
oafs that shamble about the land, eating everything they can find. They are particularly feared by farmers and
settlers.
Brawn: 5 Agility: 1 Intelligence: 1
Cunning: 1 Willpower: 2 Presence: 1
Soak: 6 Wounds: 28 Strain: 20 M/R Defense: 0/0
Skills: Athletics 2, Brawl 2, Melee (Light) 2, Ranged 1
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 3
Devastating (when a giant inflicts a Critical Injury, +20 is added to the resulting Critical Injury result)
Terrifying (at the start of the encounter, all of their opponents must make a Hard fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy).
Equipment: Huge club (Melee; Damage: 10; Critical: 3; Range [Short]; Inaccurate 1, Knockdown, Prepare 1),
sack of boulders (Ranged; Damage: 9; Critical: 4; Range [Medium]; Inaccurate 1, Blast 6, Concussive 1,
Knockdown, Slow Firing 2)
Fire Giant (Nemesis) – Skilled craftsmen and brutal tyrants, fire giants are the most militaristic and organized of
the giantkin. They prefer to live in volcanic regions, and are often accompanied by tamed hellhounds or
salamanders.
Brawn: 5 Agility: 2 Intelligence: 2
Cunning: 2 Willpower: 3 Presence: 2
Soak: 8 Wounds: 36 Strain: 24 M/R Defense: 3/1
Skills: Athletics 2, Brawl 2, Melee (Light) 3, Vigilance 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 3
Devastating (when a giant inflicts a Critical Injury, +20 is added to the resulting Critical Injury result)
Fireborn (a fire giant does not suffer damage from natural heat or flame, and doubles its soak for purposes of
reducing damage from magical fire).
Greatsword Sweep (on a successful Melee check, a fire giant can spend 2 Advantage per target to hit additional
targets within Short range).
Terrifying (at the start of the encounter, all of their opponents must make a Hard fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy).
Equipment: Huge greatsword (Melee; Damage: 12; Critical: 2; Range [Short]; Defensive 2, Pierce 2, Unwieldy
5), black iron plate (+2 soak, +1 Defense)
Frost Giant (Nemesis) – Savage raiders and merciless killers, frost giants terrorize the northern lands. They are
often accompanied by trained winter wolves.
Brawn: 5 Agility: 2 Intelligence: 2
Cunning: 2 Willpower: 2 Presence: 2
Soak: 7 Wounds: 30 Strain: 20 M/R Defense: 0/0
Skills: Athletics 2, Brawl 2, Melee (Light) 2, Resilience 2, Survival 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 3
Devastating (when a giant inflicts a Critical Injury, +20 is added to the resulting Critical Injury result)
Iceborn (a frost giant does not suffer damage from natural cold or ice, and doubles its soak for purposes of
reducing damage from magical cold or ice).
Berserk (A frost giant that suffers five or more wounds goes berserk, dealing +2 damage. If a frost giant suffers a
Critical Injury, the bonus damage increases to +4 for the rest of the combat).
Terrifying (at the start of the encounter, all of their opponents must make a Hard fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy).
Equipment: Huge greataxe (Melee; Damage: 12; Critical: 3; Range [Short]; Pierce 3, Vicious 2, Cumbersome
5), heavy furs (+2 soak)
Stone Giant (Nemesis) – Stone giants dwell far from civilization on high mountains, in deep valleys, or in
enormous cave systems. They are territorial, but generally will not attack unless provoked. They can throw
boulders with extraordinary accuracy.
Brawn: 6 Agility: 1 Intelligence: 2
Cunning: 2 Willpower: 2 Presence: 1
Soak: 8 Wounds: 32 Strain: 24 M/R Defense: 1/1
Skills: Athletics 2, Brawl 2, Ranged 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 3
Devastating (when a giant inflicts a Critical Injury, +40 is added to the resulting Critical Injury result)
Stony Skin (If a stone giant suffers a Critical Injury, subtract -20 from the Critical Injury result).
Terrifying (at the start of the encounter, all of their opponents must make a Hard fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy).
Equipment: Stony fists (Brawl; Damage: 10; Critical: 4; Range [Short]; Concussive 1, Disorient 4, Knockdown),
Hurled Boulders (Ranged; Damage: 12; Critical: 4; Range [Long]; Blast 10, Concussive 1, Knockdown, Slow
Firing 2)
Golems
Bone Golem (Nemesis) – Bone golems are horrid constructions created by necromancers. The bones of
dozens or hundreds of creatures are fused together into a grotesque humanoid shape. While not the most
powerful of their kind, bone golems are among the most frightening to encounter.
Brawn: 4 Agility: 1 Intelligence: 1
Cunning: 1 Willpower: 2 Presence: 1
Soak: 6 Wounds: 20 Strain: 15 M/R Defense: 0/0
Skills: Brawl 2, Ranged 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Construct (a construct does not require food, drink, air, or sleep. Constructs are immune to poison, disease,
Coercion, fear, charm, or any mind-affecting ability)
Magic Resistance (a golem upgrades the difficulty of any magic skill check targeting it by one)
Terrifying (at the start of the encounter, all of their opponents must make a Hard fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy).
Impalement (a bone golem may spend 3 Threat or Despair on a melee combat check targeting them to cause
the attacker to suffer 6 wounds from its bony spikes)
Impact Vulnerability (bone golems increase their soak by 2 against slashing or piercing weapons, but hammers,
maces, flails, or greataxes deal +2 damage per hit)
Equipment: Bone claws (Brawl; Damage: 7; Critical: 3; Range [Engaged]; Pierce 1, Knockdown), hurled bone
spikes (Ranged; Damage: 5; Critical: 3; Range [Short]; Pierce 1, Vicious 2)
Brass Golem (Nemesis) – these golems are forged from articulated enchanted brass, and filled with a
superheated fluid. They often have animal heads, especially bull heads. Brass golems are often used as temple
guardians.
Brawn: 4 Agility: 1 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 7 Wounds: 22 Strain: 16 M/R Defense: 0/0
Skills: Melee (Heavy) 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Construct (a construct does not require food, drink, air, or sleep. Constructs are immune to poison, disease,
Coercion, fear, charm, or any mind-affecting ability)
Magic Resistance (a golem upgrades the difficulty of any magic skill check targeting it by one)
Fire Absorption (a brass golem takes no Damage: from magical or non-magical fire. If attacked with fire, resolve
the attack as normal, but the brass golem heals a number of wounds equal to the Damage: dealt)
Super-heated Spray (a brass golem may spend 3 Threat or Despair on a melee combat check targeting them to
cause the attacker to suffer 6 wounds from its super-heated fluid)
Achilles' Heel (a brass golem has a valve somewhere on its body that, if opened, will release its super-heated
animating fluid. This requires a Hard Perception check or a Daunting Vigilance check to notice. In order to
open the valve, a character must be Engaged with the brass golem, and make a Daunting Skulduggery check.
If they succeed, the fluid begins to rush out, and the brass golem suffers 4 wounds per round at the start of its
turn until the valve is closed, or until it is defeated. The character that opens the valve will suffer 4 wounds from
the fluid)
Equipment: Large Greataxe (Melee (Heavy); Damage: 8; Critical: 3; Range [Engaged]; Pierce 2, Vicious 2)
Flesh Golem (Nemesis) – Another frequent creation of necromancers and mad alchemists, flesh golems are
abhorrent amalgamations of various dead beings stitched together into a greater form. They are difficult to
control, and frequently run amok.
Brawn: 4 Agility: 1 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 5 Wounds: 18 Strain: 14 M/R Defense: 0/0
Skills: Athletics 1, Brawl 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Construct (a construct does not require food, drink, air, or sleep. Constructs are immune to poison, disease,
Coercion, fear, charm, or any mind-affecting ability)
Magic Resistance (a golem upgrades the difficulty of any magic skill check targeting it by one)
Lightning Absorption (a flesh golem takes no damage for magical or non-magical fire. If attacked with lightning,
resolve the attack as normal, but the flesh golem heals a number of wounds equal to the damage dealt)
Aversion to Fire (if a flesh golem is damaged by fire, it suffers 2 Setback on its next skill check)
Berserk (A flesh golem that suffers five or more wounds goes berserk, dealing +2 damage. If a flesh golem
suffers a Critical Injury, the bonus damage increases to +4 for the rest of the combat).
Fists of Fury (a flesh golem does not increase the difficulty of combined checks to attack with both fists)
Equipment: Huge Fists (Brawl; Damage: 6; Critical: 4; Range [Engaged]; Disorient 3, Knockdown)
Iron Golem (Nemesis) – Among the most powerful of all golems, iron golems are usually created by archmages
as guardians of their greatest treasures. These implacable creations are nearly impossible to stop.
Brawn: 5 Agility: 1 Intelligence: 1
Cunning: 2 Willpower: 3 Presence: 1
Soak: 8 Wounds: 30 Strain: 24 M/R Defense: 2/2
Skills: Athletics 2, Melee (Light) 3, Ranged 3, Vigilance 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Construct (a construct does not require food, drink, air, or sleep. Constructs are immune to poison, disease,
Coercion, fear, charm, or any mind-affecting ability)
Greater Magic Resistance (an iron golem upgrades the difficulty of any magic skill check targeting it by two. Any
offensive spell targeting an iron golem that generates 3 Threat or Despair reflects back on the caster)
Fire Absorption (an iron golem takes no damage for magical or non-magical fire. If attacked with fire, resolve the
attack as normal, but the iron golem heals a number of wounds equal to the damage dealt)
Juggernaut (an iron golem is immune to immobilize, knockdown, forced movement, or any effect or condition
that would inhibit its movement)
Equipment: Large Sword (Melee (Heavy); Damage: 9; Critical: 2; Range [Engaged]; Defensive 1, Accurate 1),
Large Shield (Melee (Light); Damage: 6; Critical: 6; Range [Engaged]; Defensive 2, Deflection 2, Knockdown),
Poison Breath (Ranged; Damage: 6; Critical: 3; Range [Short]; Blast 6, Burn 2, Slow Firing 2)
Stone Golem (Nemesis) – These golems often take the form of humanoid stone statues, and can be difficult to
detect when still. They are frequently constructed with multiple limbs, each wielding a weapon, and can attack
relentlessly with all of them.
Brawn: 5 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 3 Presence: 1
Soak: 7 Wounds: 24 Strain: 18 M/R Defense: 4/0
Skills: Melee (Light) 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Construct (a construct does not require food, drink, air, or sleep. Constructs are immune to poison, disease,
Coercion, fear, charm, or any mind-affecting ability)
Magic Resistance (a golem upgrades the difficulty of any magic skill check targeting it by one)
Impact Vulnerability (stone golems increase their soak by 2 against slashing or piercing weapons, but hammers,
maces, flails, or greataxes deal +2 damage per hit)
Multiple Limbs (a stone golem has four to six limbs, and wields a weapon in each hand. A stone golem does not
increase the difficulty of its attacks to activate auto-fire, and its initial target does not need to be the target with
the highest difficulty and defense)
Equipment: Swords (Melee(Light); Damage: 8; Critical: 2; Range [Engaged]; Defensive 1, Pierce 1, Auto-fire)
Monsters
Ancient Wurm (Apex Nemesis) – An ancient wurm is a truly terrifying colossal beast with two huge forelimbs
and a serpentine body. They spend most of their time asleep, but when they wake, they can ravage nations.
Brawn: 6 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 3 Presence: 1
Soak: 10 Wounds: 60 Strain: 40 M/R Defense: 0/0
Skills: Athletics 2, Brawl 2, Ranged 2, Resilience 4
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature twice)
Abilities: Silhouette 5
Terrifying (at the start of the encounter, all of their opponents must make a Daunting fear check as an out-of-
turn incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check
against the most terrifying enemy)
Colossal (If an ancient wurm suffers a Critical Injury, subtract -30 from the Critical Injury result).
Sweep Attack (on a successful Brawl check, an ancient wurm can spend 2 Advantage per target to hit additional
targets within Short range)
Equipment: Massive Jaws (Brawl; Damage: 12; Critical: 2; Range [Engaged]), Breach 1, Vicious 4), Massive
Claws (Brawl; Damage: 18; Critical: 4; Range [Short]); Concussive 2, Ensnare 2), Thunderous Roar (Ranged;
Damage: 10; Critical: 4; Range [Medium]; Blast 10, Concussive 1, Stun Damage, Slow Firing 3)
Basilisk (Rival) – Basilisks are ponderous, eight-legged subterranean predators, well-known and feared for their
petrifying gaze.
Brawn: 3 Agility: 1 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 6 Wounds: 14 M/R Defense: 0/0
Skills: Brawl 2, Perception 3, Stealth 2, Vigilance 3
Talents: None
Abilities: Darkvision (a basilisk suffers no Perception penalties at night or in complete darkness)
Petrifying Gaze (once per turn as a maneuver, a basilisk can force a target within Medium range to meet its
deadly gaze. The basilisk makes an opposed Perception vs. Discipline check. If the target has not yet acted
this turn, downgrade the difficulty by one. If the check succeeds, the target is immobilized and disoriented until
the end of its next turn, when it may make a Hard Resilience check as an incidental. If it succeeds, the effect
ends. If it fails, the target is turned to stone and indefinitely Incapacitated. This may be dispelled by an ally with a
successful Hard Arcana check, or the character may be restored by a successful Hard Heal check (using
Divine or Primal). Potential targets may avoid the basilisk's gaze by tightly closing their eyes or averting their
gaze. In either case, while avoiding the basilisk's gaze, a target is treated as if it is suffering the Blinded Critical
Injury)
Bat, Giant (Rival) – These creatures are large and aggressive nocturnal predators. Giant bats are often found in
caves and shadowy forests. They use their powerful sonic attacks to cripple and bring down prey from the air,
then land to feast on their helpless victims.
Brawn: 3 Agility: 4 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 4 Wounds: 12 M/R Defense: 1/1
Skills: Brawl 2, Perception 4, Ranged 2, Stealth 3, Survival 2, Vigilance 3
Talents: None
Abilities: Silhouette 2
Blindsight (giant bats are unaffected by darkness penalties as long as they can hear)
Equipment: Fangs (Brawl; Damage: 5; Critical: 3; Range [Engaged], Vicious 2), Sonic Shriek (Ranged;
Damage: 4; Critical: 5; Ranged [Medium], Pierce 2, Stun Damage, Stun 3, Slow Firing 1)
Beetle, Giant (Rival) – Giant beetles are a common threat found in nearly every non-arctic environment. Some,
like fire beetles, are a valuable resource to fledgling adventurers. While most are similar in nature, the specific
abilities of different types of giant beetles are described below.
Brawn: 3 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 5 Wounds: 10 M/R Defense: 0/0
Skills: Brawl 3, Coordination 2, Stealth 2, Survival 2
Talents: Swift (a giant beetle does not spend additional maneuvers to move through difficult terrain).
Bombardier Beetle: These giant beetles are aggressive hunters, and are feared for their ability to spray a blast of
super-heated caustic fluid when attacked.
Abilities: Bombardier beetles may use their Brawl skill to attack with their Caustic Blast.
Equipment: Mandibles (Brawl; Damage: 6; Critical: 3; Range [Engaged]), Caustic Blast (Brawl; Damage: 6;
Critical: 3; Range [Short], Blast 6, Burn 3, Concussive 1, Slow Firing 2)
Death Beetle: Easily recognized by the “death's head” markings on their carapace, death beetles are scavengers
and carrion eaters, but will aggressively attack anything they consider a threat. Their huge mandibles are deadly.
Abilities: None
Equipment: Scythe Mandibles (Brawl; Damage: 8; Critical: 2; Range [Engaged], Pierce 2, Vicious 2)
Fire Beetle: The luminous eyes of fire beetles continue to provide smokeless illumination for days after the
beetle's demise. Hunting fire beetles is often a rite of passage for new delvers.
Abilities: None
Equipment: Mandibles (Brawl; Damage: 6; Critical: 3; Range [Engaged], Burn 2)
Black Slime (Rival) – Tireless, mindless, and eternally hungry, black slime is one of the most feared perils of the
deep places of the world. The potent acid of its seething form dissolves everything but stone.
Brawn: 4 Agility: 1 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 5 Wounds: 20 M/R Defense: 0/0
Skills: Brawl 2, Perception 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities:
Slime (a black slime is immune to blindness, deafness, any mind-affecting ability or skill, acid, or knockdown)
Amorphous (as an incidental, a black slime may increase or decrease its silhouette by 1)
Wall Crawler (a black slime may move along walls or ceilings without needing to make an Athletics check)
Flailing Pseudopods (A black slime does not increase the difficulty of its attacks to activate auto-fire, and its initial
target does not need to be the target with the highest difficulty and defense)
Corrosive Form (any weapon or object not made of stone that strikes a black slime is immediately damaged by
one step. Any creature not made of stone that succeeds in a Brawl attack against a black slime suffers 6
damage. Any armour made of metal, wood, or leather that is struck by a black slime is immediately damaged by
one step (in addition to its pseudopod's Sunder quality). A black slime may spend Triumph on an attack roll (or
Despair on an enemy's roll) to immediately destroy an enemy's metal, wood, or leather weapon or armour)
Equipment: Pseudopods (Brawl; Damage: 6; Critical: 2; Range [Engaged], Auto-fire, Burn 2, Sunder)
Carnosaur (Nemesis) – These massive, powerful therapod predators dominate their territory, ferociously
attacking and devouring anything smaller than themselves, including other carnosaurs.
Brawn: 6 Agility: 3 Intelligence: 1
Cunning: 3 Willpower: 2 Presence: 1
Soak: 9 Wounds: 30 Strain: 18 M/R Defense: 0/0
Skills: Brawl 2, Resilience 3, Survival 3, Vigilance 2
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature twice), Durable 3
Abilities: Silhouette 3
Terrifying (at the start of the encounter, all of their opponents must make a Hard fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy)
Pest Control (a carnosaur does not increase the difficulty of combat checks made against smaller targets)
Tail Sweep (once per round, a carnosaur may spend 3 Threat or Despair generated by an opponent's melee
attack check to automatically hit the opponent with a tail sweep attack for base damage)
Equipment: Rending Claws (Brawl; Damage: 8; Critical: 3; Range [Engaged], Pierce 3, Linked 1), Crushing Bite
(Brawl; Damage: 12; Critical: 2; Range [Engaged]; Pierce 4, Vicious 4); Tail Sweep (Brawl; Damage: 10; Critical:
4; Range [Short]); Concussive 1, Knockdown)
Cave Fisher (Rival) - These subterranean arachnids resemble large, flat, stone-coloured scorpions with eight
legs and two large, shearing claws. They lurk in elevated places in caves and caverns, dangling transparent
filaments to ensnare prey. When a living creature blunders into a filament, it is quickly reeled up to the cave
fisher to be dismembered and devoured.
Brawn: 4 Agility: 2 Intelligence: 1
Cunning: 3 Willpower: 2 Presence: 1
Soak: 6 Wounds: 14 M/R Defense: 0/0
Skills: Athletics 2, Brawl 3, Ranged 2, Stealth 3, Vigilance 3
Talents: None
Abilities: Silhouette 2
Dark Vision (a cave fisher suffers no Perception penalties even in complete darkness)
Wall Crawler (a cave fisher may move along walls or ceilings without needing to make an Athletics check)
Anchored (a cave fisher may use a maneuver to anchor itself. While anchored, it is immune to forced movement
and knockdown. It can anchor itself to a floor, wall, or ceiling. It cannot take maneuvers to move while anchored.
It may cease being anchored as an incidental)
Filaments (A cave fisher extrudes a long, transparent, highly adhesive filament to capture prey. It requires a
Hard Vigilance check to notice a cave fisher filament. A target that touches the filament is automatically
ensnared. A cave fisher may also shoot its filament out to capture prey, though this is not its preferred method of
attack. A filament can be escaped with a Hard Athletics check, or severed by dealing 5 wounds to it [Soak 3].
Severing a filament does not injure a cave fisher. A cave fisher can extrude a replacement filament on its turn as
a maneuver)
Reel (if a cave fisher Ensnares a target with a filament, it may use a maneuver to drag the target to itself)
Equipment: Claws (Brawl; Damage: 6; Critical: 3; Range [Engaged], Linked 1, Pierce 1), Filaments (Ranged;
Damage: 0; Critical: 6, Range [Medium], Ensnare 3)
Chimera (Nemesis) – Chimeras are horrible magical hybrid beasts with the hindquarters of a giant goat, the
forequarters of a lion, the tail and wings of a dragon, and the heads of all three creatures. They are cruel
predators who revel in violence, and will attack anything they perceive to be prey or a rival (i.e. virtually
anything).
Brawn: 4 Agility: 3 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 5 Wounds: 21 Strain: 19 M/R Defense: 1/0
Skills: Athletics 2, Brawl 3, Ranged 2, Stealth 3
Talents: None
Abilities: Flyer, Silhouette 2
Multiattack (a chimera does not increase the difficulty of combined checks to attack with its claws, bite, and
horns, and may spend 2 Advantage or Triumph to hit with each additional weapon. If its fire breath is available to
use, a chimera may use that instead of its bite or horns)
Equipment: Claws and Bite (Brawl; Damage: 7; Critical: 3; Range [Engaged], Vicious 1), Horns (Brawl;
Damage: 6; Critical: 3; Range [Engaged], Knockdown), Fire Breath (Ranged; Damage: 6; Critical: 3; Range
[Short], Blast 6, Burn 2, Slow Firing 2)
Coeurl (Rival) – This creature resembles a huge, six-legged black panther, with two long, spiked tentacles
protruding from its shoulders, and terrible glowing eyes. Also known as the “black destroyer”, the coeurl
magically displaces light, appearing to be several feet away from its actual position... which is usually closer than
you think.
Brawn: 4 Agility: 3 Intelligence: 2
Cunning: 3 Willpower: 1 Presence: 1
Soak: 5 Wounds: 18 M/R Defense: 2/2
Skills: Athletics 2, Brawl 3, Coordination 2, Perception 3, Stealth 3
Talents: None
Abilities: Silhouette 2
Displacement (while it is not incapacitated or staggered, a coeurl gains 4 dice of concealment from its
displacement ability. When an enemy takes a maneuver to engage a coeurl, it must succeed at a Hard
Perception check as an incidental; if it fails, it engages the coeurl's displaced form rather than the creature
itself)
Agile (a coeurl can perform a second maneuver to move without suffering strain. It still cannot exceed the limit of
two maneuvers in a turn)
Multiattack (A coeurl does not increase the difficulty of combined checks to attack with its tentacles and jaws,
and may spend 2 Advantage or Triumph to hit with each additional weapon)
Equipment: Tentacles (Brawl; Damage: 6; Critical: 3; Range [Short], Ensnare 2, Linked 1), Bite (Brawl; Damage:
7; Critical: 3; Range [Engaged], Vicious 2)
Dreadgazer (Apex Nemesis) – A dreadgazer is a malevolent spherical being 10' in diameter, armour plated,
with a huge central eye over a drooling maw of sharp teeth. Ten smaller eyestalks emerge from its surface,
peering angrily about in all directions. It moves by hovering silently through the air. Cruel, paranoid, and highly
intelligent, the dreadgazer is one of the most terrifying enemies adventurers can face.
Brawn: 2 Agility: 1 Intelligence: 5
Cunning: 3 Willpower: 5 Presence: 3
Soak: 6 Wounds: 30 Strain: 25 M/R Defense: 1/1
Skills: Arcana 4, Brawl 3, Cool 3, Discipline 3, Perception 4, Resilience 3, Vigilance 4
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature twice)
Abilities: Silhouette 2
Flyer (the dreadgazer automatically hovers at all times unless incapacitated or killed, and is immune to
knockdown. It can also fly, and has no height range limit, but it costs one maneuver for each range band)
Terrifying (upon first seeing a dreadgazer, a character must make a Daunting fear check with the difficulty
upgraded once, to reflect the alien nature and frightening reputation of the creature)
Anti-Magic Field (as an incidental, the dreadgazer may aim its central eye at a target within Long range. That
target, and anyone within Short range of that target, is unable to use magic skills, and magical properties of
items become non-functional. The dreadgazer may not target foes affected by Anti-Magic Field with Eye Blast
that turn)
Eye Blast (as an action, the dreadgazer may attack with three of its eyestalks, selected at random [reroll any
duplicates], against one to three targets within Long range. The dreadgazer suffers no penalty for targeting
creatures at Engaged range. Each attack is an average Arcana check.
1) Charm Ray – the target takes no damage, but must make a Daunting Discipline check as an out-of-turn
incidental. If it fails, it is controlled by the dreadgazer until the end of its next turn. The dreadgazer may choose
the target's maneuvers and actions, but while affected, the target is disoriented.
2) Paralyzing Ray – the target takes no damage, but must make a Daunting Resilence check as an out-of-turn
incidental. If it fails, it is immobilized and staggered until the end of its next turn.
3) Fear Ray - the target takes no damage, but must make a Daunting Discipline check as an out-of-turn
incidental. If it fails, it must spend its next turn using all maneuvers and actions to flee away from the dreadgazer.
4) Slowing Ray - the target takes no damage, but must make a Daunting Resilence check as an out-of-turn
incidental. If it fails, on its next turn the target may only use one maneuver, cannot downgrade its action to a
maneuver, and cannot change range bands. The target also suffers three Setback on any actions it takes.
5) Enervation Ray – this attack deals 8 damage, with a Critical Rating of 4. The target must make a Daunting
Resilence check as an out-of-turn incidental. If it fails, it suffers additional damage equal to half of its remaining
Wounds, and suffers an equal amount of Strain.
6) Telekinetic Ray - the target takes no damage, but is immobilized until the end of its next turn, and must make
a Daunting Resilence check as an out-of-turn incidental. If it fails, it is moved one range band in a direction of
the dreadgazer's choice. The dreadgazer may spend 3 Advantage or Triumph on the check to move the target
an additional range band. It may do this more than once.
7) Sleep Ray - the target takes no damage, but must make a Daunting Discipline check as an out-of-turn
incidental. If it fails, it falls asleep for four rounds. The target is awakened early if it takes damage, or if another
character engages it and takes an action to wake it.
8) Petrification Ray - the target must make a Daunting Resilience check as an out-of-turn incidental. If it fails, it
is immobilized and disoriented until the end of its next turn, when it may make another Daunting Resilience
check as an out-of-turn incidental. If it succeeds, the effect ends. If the second check fails, the target is turned to
stone and indefinitely Incapacitated. This may be dispelled by a successful D aunting Arcana check, or the
character may be restored by a successful Daunting Heal check (using Divine or Primal).
9) Disintegration Ray - the target must make a Daunting Coordination check as an out-of-turn incidental. If it
fails, the attack deals 16 damage with the Pierce 5 and Vicious 5 qualities, and a Critical Rating of 2. If this
attack incapacitates the target, it is considered disintegrated into dust; no resurrection is possible. lf the target is
a Silhouette 2 or smaller non-magical object or creation of magical force, it is disintegrated. If the target is a
Silhouette 3 or larger object or creation of magical force, this ray disintegrates a l0-foot sphere of it.
10) Death Ray – the target must make a Daunting Coordination check as an out-of-turn incidental. If it fails,
the attack deals 16 damage with the Breach 1 and Vicious 5 qualities, and a Critical Rating of 2. A living target
that is Incapacitated by this attack dies immediately.
Equipment: Toothy Jaws (Brawl; Damage: 8; Critical: 3; Range [Engaged]), Vicious 2), Eye Blast (Arcana;
Damage: 8; Critical: 4; Range [Long]); Special)
Eagle, Giant (Rival) – This profile can be used for any very large, predatory avian creature.
Brawn: 4 Agility: 4 Intelligence: 1
Cunning: 3 Willpower: 1 Presence: 1
Soak: 5 Wounds: 18 M/R Defense: 0/0
Skills: Brawl 2, Perception 4, Survival 2, Vigilance 3
Talents: None
Abilities: Silhouette 2
Swoop Attack (after making a Brawl combat check, a giant eagle can move from engaged to short range of the
target as an incidental).
Equipment: Razor Claws (Brawl; Damage: 6; Critical: 2; Range [Engaged], Linked 1, Pierce 2, Vicious 2)
Ettin (Nemesis) – These powerful two-headed giants are foul-smelling and bad-tempered. Thankfully, they prize
solitude, and typically dwell far away from civilization. They are very difficult to surprise, and too aggressive to
outwit.
Brawn: 5 Agility: 1 Intelligence: 2
Cunning: 3 Willpower: 2 Presence: 1
Soak: 6 Wounds: 24 Strain: 12 M/R Defense: 0/0
Skills: Brawl 2, Melee (Light) 2, Perception 3, Resilience 2, Survival 2, Vigilance 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Two Heads (an ettin may take a second maneuver each turn for free, but may take no more than two maneuvers
total)
Better Than One (any effect that blinds, charms, disorients, knocks out, or staggers an ettin requires two
additional Advantage to affect an ettin, even if the effect is normally automatic)
Multiattack (An ettin does not increase the difficulty of combined checks to attack with its weapons, and may
spend 2 Advantage or Triumph to hit with its additional weapon)
Equipment: Huge Axe (Brawl; Damage: 9; Critical: 3; Range [Engaged], Pierce 2, Vicious 2), Huge Morningstar
(Brawl; Damage: 10; Critical: 4; Range [Engaged]; Pierce 2, Sunder)
Evil Eye (Nemesis) – An evil eye appears as a large, disembodied eyeball hovering in the air. Instead of lids,
the creature has a chitinous, flesh-coloured carapace covered in long, movable spines. “Evil Eye” is what these
creatures are called by adventurers; the true name of the species is unknown. What is known is that they come
from another world, possibly another universe, and that their goal seems to be to enslave all species to their will.
They seem particularly fond of using minotaurs as their slaves of choice.
Brawn: 3 Agility: 2 Intelligence: 4
Cunning: 3 Willpower: 4 Presence: 2
Soak: 7 Wounds: 20 Strain: 25 M/R Defense: 1/1
Skills: Arcana 4, Brawl 3, Cool 2, Discipline 3, Perception 3, Vigilance 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature twice)
Abilities: Silhouette 2
Flyer (the evil eye automatically hovers at all times unless incapacitated or killed, and is immune to knockdown.
It can also fly, and has no height range limit, but it costs one maneuver for each range band)
Terrifying (upon first seeing an evil eye, a character must make a Hard fear check with the difficulty upgraded
once, to reflect the alien nature and frightening reputation of the creature)
Darkvision (the evil eye is unaffected by low light conditions or complete darkness)
Magic Resistance (increase the difficulty of all spells targeting the evil eye by 2)
Eye Blast (as an action, the evil eye may attack with one of three eye blast attacks against a target within Long
range. The evil eye suffers no penalty for targeting creatures at Engaged range. Each attack is an average
Arcana check.
1) Charm Ray – the target takes no damage, but must make a Hard Discipline check as an out-of-turn
incidental. If it fails, it is controlled by the evil eye until the end of its next turn. The evil eye may choose the
target's maneuvers and actions, but while affected, the target is disoriented.
2) Fear Ray - the target takes damage, and must make a Hard Discipline check as an out-of-turn incidental. If
it fails, it must spend its next turn using all maneuvers and actions to flee away from the evil eye.
3) Telekinetic Ray - the target takes no damage, but is immobilized until the end of its next turn, and must make
a Hard Resilence check as an out-of-turn incidental. If it fails, it is moved one range band in a direction of the
evil eye's choice. The evil eye may spend 3 Advantage or Triumph on the check to move the target an additional
range band. It may do this more than once.
Equipment: Spines (Brawl; Damage: 8; Critical: 3; Range [Engaged]), Vicious 2), Eye Blast (Arcana; Damage:
8; Critical: 4; Range [Long]); Special)
Gargoyle (Rival) – These creatures are evil earth elementals that dwell on the Material Plane. They can pose as
grotesque statues for long periods of time, even years or decades, until they decide to attack. By folding their
wings over themselves, they can also disguise themselves as rocks, boulders, or stone outcroppings.
Brawn: 3 Agility: 3 Intelligence: 2
Cunning: 3 Willpower: 2 Presence: 1
Soak: 5 Wounds: 15 M/R Defense: 1/1
Skills: Brawl 3, Vigilance 2
Talents: None
Abilities: Flyer
False Appearance (while a gargoyle remains motionless, it is virtually indistinguishable from a stone statue or
natural stone, depending on how it has concealed itself. It takes a Formidable Perception check to identify a
stationary gargoyle)
Rake (if a gargoyle attacks on the same turn in which it engages a target, its claw attack gains the Linked 1
quality against that target)
Swoop Attack (after making a Brawl combat check, a gargoyle can move from engaged to short range of the
target as an incidental).
Griffon (Rival) – Griffons are powerful predators, as adept at fighting on the ground as in the air.
Brawn: 3 Agility: 4 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 4 Wounds: 15 M/R Defense: 0/1
Skills: Athletics 2, Brawl 2, Coordination 2, Perception 2, Vigilance 2
Talents: None
Abilities: Silhouette 2
Swoop Attack (after making a Brawl combat check while flying, a griffon can move from engaged to short range
of the target as an incidental).
Equipment: Bite (Brawl; Damage: 6; Critical: 2; Range [Engaged], Vicious 1), Claws (Brawl; Damage: 5; Critical:
3; Range [Engaged], Linked 1), Wing Buffet (Brawl; Damage: 4; Critical: 5; Range [Engaged], Stun 3,
Knockdown)
Griffon, Owl (Nemesis) – Owl griffons are larger and more deadly examples of their kind, easily recognized by
their owl heads, wings, and talons. They prefer to hunt at night, and are nearly silent until they attack.
Brawn: 4 Agility: 4 Intelligence: 1
Cunning: 3 Willpower: 2 Presence: 1
Soak: 6 Wounds: 20 Strain: 16 M/R Defense: 0/1
Skills: Athletics 2, Brawl 3, Cool 3, Coordination 2, Perception 3, Stealth 3, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Silent Strike (an owl griffon that succeeds at an opposed Stealth vs Vigilance check may add any Advantage
gained from the check as both successes on Initiative and as bonus damage on its first attack)
Swoop Attack (after making a Brawl combat check while flying, an owl griffon can move from engaged to short
range of the target as an incidental).
Equipment: Bite (Brawl; Damage: 7; Critical: 2; Range [Engaged], Vicious 2), Claws (Brawl; Damage: 6; Critical:
3; Range [Engaged], Pierce 1, Linked 1), Wing Buffet (Brawl; Damage: 5; Critical: 5; Range [Engaged], Stun 3,
Knockdown)
Hellhound (Minion) – Hellhounds are hulking canines that resemble mastiffs with fiery glowing eyes, and flames
licking along their black coats. They are often kept as pets and guard dogs by fire giants.
Brawn: 3 Agility: 3 Intelligence: 1
Cunning: 3 Willpower: 1 Presence: 1
Soak: 4 Wounds: 6 M/R Defense: 0/0
Skills (group only): Athletics, Brawl, Perception, Ranged
Talents: None
Abilities: Pack Tactics (when using the assist maneuver, hellhounds add 2 Boost instead of 1)
Fireborn (a hellhound does not suffer damage from natural heat or flame, and doubles its soak for purposes of
reducing damage from magical fire).
Equipment: Bite (Brawl; Damage: 6; Critical: 2; Range [Engaged], Vicious 1); Fiery Breath (Ranged; Damage:
6; Critical: 3; Range [Short], Blast 6, Burn 1, Slow Firing 2)
Hydra (Nemesis) – A hydra is a massive reptilian predator, with a powerful sauropod-like body, and five shark-
like heads on long, serpentine necks. They are renowned, and feared, for their ability to regrow their severed
heads. Hydras are endlessly voracious, and will gladly feed on any living (or dead) creature they can catch. They
are also extremely difficult to surprise, thanks to their multiple heads.
Brawn: 5 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 3 Presence: 1
Soak: 7 Wounds: 40 Strain: 20 M/R Defense: 0/0
Skills: Brawl 2, Cool 3, Perception 3, Resilience 2, Vigilance 4
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature twice)
Abilities: Silhouette 4
Amphibious (a hydra may remain submerged for up to one hour, and suffers no movement penalties in water)
Terrifying (at the start of the encounter, all of their opponents must make a Hard fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy)
Colossal (If a hydra suffers a Critical Injury, subtract -20 from the Critical Injury result).
Pest Control (a hydra does not increase the difficulty of combat checks made against smaller targets)
Regeneration (a hydra regenerates 8 wounds at the end of its turn. If the hydra suffered damage from fire or acid
since its last turn, reduce the regeneration to four wounds)
Many Heads (A hydra attacks with its many heads, biting any targets within reach. A hydra does not increase the
difficulty of the combat check, to use auto-fire, and only requires 1 Advantage to activate auto-fire, but it cannot
assign more than three hits to a single target each round. Triumph is treated as 2 Advantage for the purposes of
activating auto-fire)
Tail Sweep (once per round, a hydra may spend 3 Threat or Despair generated by an opponent's melee attack
check to automatically hit the opponent with a tail sweep attack for base damage)
Equipment: Bite (Brawl; Damage: 9; Critical: 3; Range [Short]), Auto-Fire, Pierce 1, Vicious 2), Tail Sweep
(Brawl; Damage: 10; Critical: 4; Range [Short]); Concussive 1, Knockdown)
Landshark (Rival) – The landshark, or bulette, is supposedly the result of sorcerous crossbreeding. It is a
voracious, nomadic predator that greedily devours anything it can catch.
Brawn: 5 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 3 Presence: 1
Soak: 7 Wounds: 20 M/R Defense: 1/1
Skills: Athletics 2, Brawl 3, Perception 3, Resilience 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Tremorsense (as long as a landshark is in contact with the ground, it cannot be blinded or deafened, and is
unaffected by light conditions)
Tunneling (a landshark can burrow through the earth as normal movement, and can burrow through rocky earth
as difficult terrain. It cannot burrow through solid stone)
Leap (a landshark on the surface can use a maneuver to engage a target on the ground from any point within
Medium range)
Erupt (while tunneling, the landshark may use its Ground Burst attack against a target within Short range)
Equipment: Shearing Bite (Brawl; Damage: 9; Critical: 3; Range [Engaged]; Pierce 2, Vicious 2), Ground Burst
(Brawl; Damage: 7; Critical: 5; Range [Engaged]; Blast 6, Concussive 1, Knockdown, Prepare 2)
Landshark, Ancient (Nemesis) – Landsharks never stop growing, even as adults, though they do so much
more slowly. An ancient landshark is a truly terrible monster, as insatiable as it is unstoppable.
Brawn: 5 Agility: 2 Intelligence: 1
Cunning: 3 Willpower: 3 Presence: 1
Soak: 8 Wounds: 30 Strain: 20 M/R Defense: 1/1
Skills: Athletics 2, Brawl 3, Perception 3, Resilience 2, Vigilance 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 3
Tremorsense (as long as an ancient landshark is in contact with the ground, it cannot be blinded or deafened,
and is unaffected by light conditions)
Tunneling (an ancient landshark can burrow through the earth or rocky earth as normal movement, and can
burrow through solid rock as difficult terrain)
Leap (an ancient landshark on the surface can use a maneuver to engage a target on the ground from any point
within Medium range)
Erupt (while tunneling, an ancient landshark may use its Ground Burst attack against a target within Short range)
Equipment: Shearing Bite (Brawl; Damage: 12; Critical: 1; Range [Engaged]; Pierce 2, Vicious 4), Ground Burst
(Brawl; Damage: 10; Critical: 5; Range [Engaged]; Blast 8, Concussive 1, Knockdown, Prepare 2)
Manticore (Nemesis) – A savage, clever predator born of sorcerous crossbreeding, manticores are monsters in
every sense of the word. A manticore has a vaguely humanoid head with multiple rows of teeth, the body of a
lion or tiger, and sweeping draconic wings. Its long tail ends in a cluster of spikes, which it can hurl with deadly
accuracy.
Brawn: 4 Agility: 3 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 5 Wounds: 21 Strain: 19 M/R Defense: 1/0
Skills: Athletics 2, Brawl 3, Ranged 2, Stealth 3
Talents: None
Abilities: Flyer, Silhouette 2
Multiattack (a manticore does not increase the difficulty of combined checks to attack with its claws, bite, and tail,
and may spend 2 Advantage or Triumph to hit with each additional weapon)
Equipment: Claws and Bite (Brawl; Damage: 6; Critical: 3; Range [Engaged], Linked 2, Vicious 2), Tail Spikes
(Ranged; Damage: 7; Critical: 3; Range [Medium], Slow Firing 1, Pierce 2)
Mimic (Rival) – These shapeshifting predators are the bane of dungeon delvers. They take the forms of
inanimate objects, such as doors, tables, and treasure chests; when prey comes within reach, or touches the
mimic, it sprouts pseudopods and attacks.
Brawn: 4 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 6 Wounds: 14 M/R Defense: 0/0
Skills: Brawl 2, Cool 3, Perception 2, Stealth 3
Talents: Rapid Reaction 1
Abilities: Darkvision (a mimic suffers no Perception penalties at night or in complete darkness)
False Appearance (as an action, a mimic may perfectly imitate an inanimate object of silhouette 0-2. While it
remains motionless, a mimic is indistinguishable from an ordinary object)
Adhesive (a mimic is highly adhesive. Increase the difficulty of any check to escape its Ensnare by 1)
Equipment: Pseudopods (Brawl; Damage: 6; Critical: 3; Range [Engaged], Linked 1, Ensnare 4), Bite (Brawl;
Damage: 7; Critical: 2; Range [Engaged], Burn 1, Pierce 1)
Mind Slayer (Apex Nemesis) – Remnants of an ancient species from an unknown world, mind slayers dwell in
the darkness, enslaving weaker beings and devouring their brains for sustenance and pleasure. They are
abhorred by all other species. Mind slayers are frequently accompanied by obedient thralls, and are occasionally
willing to parley.
Brawn: 2 Agility: 3 Intelligence: 5
Cunning: 4 Willpower: 4 Presence: 4
Soak: 5 Wounds: 20 Strain: 30 M/R Defense: 1/1
Skills: Arcana 4, Brawl 3, Charm 4, Cool 3, Coercion 4, Deception 4, Leadership 3, Negotiation 3, Perception 4,
Stealth 3
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature once), Finesse (a mind slayer
may use Agility instead of Brawn for Brawl and Melee attacks)
Abilities: Darkvision (a mind slayer suffers no Perception penalties at night or in complete darkness)
Magic Resistance (increase the difficulty of any spell or magical effect targeting a mind slayer by one)
Psionic Awareness (a mind slayer is aware of any living, thinking creature within Medium range. Attempts by a
living, thinking creature to hide from a mind slayer automatically fail)
Sacrifice Thrall (if a mind slayer is struck by an attack, it may spend 2 Setback to cause an unengaged, active
thrall within Short range to suffer the attack instead)
Domination (as an action, a mind flayer may spend a Story Point to dominate a living, thinking target. This is an
Arcana check opposed by the target's Discipline. If the target fails, the mind slayer may choose the target's next
maneuver and action, but the target is disoriented)
Devour Brain (as an action, a mind slayer may use Devour Brain against an engaged target Ensnared by its
tentacles, or staggered by its Mind Blast. A target incapacitated by this attack is killed, and its brain devoured by
the mind slayer. When a mind slayer devours a brain, it heals 5 Wounds and recovers 10 Strain)
Mind Blast (as an action, a mind slayer may use Mind Blast. The mind slayer may target any number of living,
thinking creatures within range. A target successfully hit by Mind Blast must make a Daunting Discipline check.
If it succeeds, the target is disoriented until the end of its next turn. If it fails, the target is staggered until the end
of the encounter. It may make another Daunting Discipline check at the end of each of its turns to recover from
the effect)
Equipment: Tentacles (Brawl; Damage: 5; Critical: 5; Range [Engaged], Ensnare 3), Mind Blast (Arcana;
Damage: 9; Critical: 2; Range [Medium]; Slow Firing 2), Devour Brain (Brawl; Damage: 10; Critical: 2; Range
[Engaged]; Pierce 5, Vicious 5)
Minotaur Maverick (Minion) – Minotaurs are brutish humanoids with hirsute human bodies, and the head, feet,
and tails of bulls. They are greedy, stupid creatures, eager to bully, torment, and kill anyone or anything smaller
than them. Mavericks are the youngest and smallest minotaurs; they frequently band together for ease of
hunting and mutual protection from larger minotaurs.
Brawn: 3 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 4 Wounds: 6 M/R Defense: 2/1
Skills (group only): Athletics, Brawl, Perception, Survival, Vigilance
Talents: None
Abilities: Orientation (a minotaur has an infallible sense of direction, and an instinctive ability to navigate any
maze or labyrinth. Add 2 Boost die to any roll made by a minotaur during a chase through a maze or dungeon)
Equipment: Fists (Brawl; Damage: 5; Critical: 4; Range [Engaged]; Disorient 3, Knockdown), Gore (Brawl;
Damage: 6; Critical: 3; Range [Engaged; Pierce 1, Knockdown)
Minotaur Bull (Rival) – Minotaur bulls are mature minotaurs, and typically make up the bulk of a herd. They
bully the mavericks to do their bidding, and in turn are bullied by the herd's Lord.
Brawn: 4 Agility: 2 Intelligence: 1
Cunning: 3 Willpower: 2 Presence: 1
Soak: 5 Wounds: 14 M/R Defense: 2/1
Skills: Athletics 2, Brawl 2, Melee (Light) 2, Perception 2, Vigilance 2
Talents: None
Abilities: Orientation (a minotaur has an infallible sense of direction, and an instinctive ability to navigate any
maze or labyrinth. Add 2 Boost die to any roll made by a minotaur during a chase through a maze or dungeon)
Equipment: Axe (Melee (Light); Damage: 8; Critical: 3; Range [Engaged]; Pierce 1, Vicious 1), Gore (Brawl;
Damage: 7; Critical: 3; Range [Engaged; Pierce 1, Concussive 1, Knockdown)
Minotaur Lord (Nemesis) – Minotaur Lords are enormous brutes, nearly the size of a giant. There is one
Minotaur Lord to a herd, and they rule over their herd with tyrannical authority. They commonly wield huge black
iron axes with great skill and savagery.
Brawn: 5 Agility: 2 Intelligence: 1
Cunning: 3 Willpower: 3 Presence: 1
Soak: 6 Wounds: 25 Strain: 18 M/R Defense: 0/0
Skills: Athletics 2, Brawl 3, Melee (Light) 3, Perception 2, Survival 3, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once), Durable 2
Abilities: Silhouette 2
Orientation (a minotaur has an infallible sense of direction, and an instinctive ability to navigate any maze or
labyrinth. Add 2 Boost die to any roll made by a minotaur during a chase through a maze or dungeon)
Terrifying (at the start of the encounter, all of their opponents must make a Hard fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy).
Devastating (when a minotaur lord inflicts a Critical Injury, +20 is added to the resulting Critical Injury result)
Goring Charge (if a minotaur lord uses a maneuver to engage an opponent, it may make a gore attack as an
incidental)
Equipment: Black iron axe (Melee; Damage: 10; Critical: 3; Range [Engaged; Pierce 2, Vicious 2), Gore (Brawl;
Damage: 8; Critical: 3; Range [Engaged; Pierce 1, Concussive 1, Knockdown)
Owlbear (Rival) – Few creatures are as bad-tempered and aggressive as the owlbear. They fearlessly attack
anything that intrudes on their territory, regardless of size.
Brawn: 4 Agility: 2 Intelligence: 1
Cunning: 3 Willpower: 2 Presence: 1
Soak: 6 Wounds: 18 M/R Defense: 0/0
Skills: Athletics 2, Brawl 3, Cool 2, Vigilance 2
Talents: None
Abilities: Silhouette 2
Night Vision (owlbears suffer no Perception penalties at night)
Berserker (when an owlbear suffers one or more wounds, it deals +2 damage with all attacks. If it suffers a
Critical Injury, it deals +4 damage with all attacks)
Multiattack (an owlbear does not increase the difficulty of combined checks to attack with its claws and bite, and
may spend 2 Advantage or Triumph to hit with each additional weapon)
Equipment: Claws (Brawl; Damage: 8; Critical: 3; Range [Engaged]; Linked 1, Vicious 2), Bite (Brawl; Damage:
9; Critical: 2; Range [Engaged]; Vicious 2)
Owlbear, Dire (Nemesis) – The only thing more bad-tempered and aggressive than an owlbear is a dire
owlbear. These massive predators dominate their territory and ferociously assault any intruders.
Brawn: 5 Agility: 3 Intelligence: 1
Cunning: 3 Willpower: 2 Presence: 1
Soak: 7 Wounds: 26 Strain: 16 M/R Defense: 0/0
Skills: Athletics 2, Brawl 3, Cool 3, Resilience 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Night Vision (owlbears suffer no Perception penalties at night)
Berserker (when a dire owlbear suffers one or more wounds, it deals +2 damage with all attacks. If it suffers a
Critical Injury, it deals +4 damage with all attacks)
Multiattack (a dire owlbear does not increase the difficulty of combined checks to attack with its claws and bite,
and may spend 2 Advantage or Triumph to hit with each additional weapon)
Equipment: Claws (Brawl; Damage: 10; Critical: 3; Range [Engaged]; Linked 1, Knockdown, Vicious 3), Bite
(Brawl; Damage: 12; Critical: 2; Range [Engaged]; Pierce 2, Vicious 3)
Roper (Nemesis) – These abominations mimic rock formations in caves and caverns, and greedily devour any
living prey that comes too close, drawing them in with their adhesive tentacles, and devouring them with
powerful jaws.
Brawn: 4 Agility: 1 Intelligence: 2
Cunning: 3 Willpower: 3 Presence: 1
Soak: 7 Wounds: 20 Strain: 15 M/R Defense: 0/0
Skills: Brawl 3, Cool 3, Perception 3, Stealth 3, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Anchored (a roper is immune to forced movement and knockdown. It can anchor itself to a floor, wall, or ceiling.
It cannot move from its location during an encounter)
Perfect Mimic (when a roper is inactive, it cannot be discerned from a normal cave formation)
Flailing Tendrils (A roper does not increase the difficulty of its attacks to activate auto-fire, and its initial target
does not need to be the target with the highest difficulty and defense)
Tendrils (A roper may have six active tendrils at a time. A roper can't use the same tendril on more than one
target at a time. A tendril can be escaped with a Hard Athletics check, or severed by dealing 6 wounds to it
[Soak 4]. Severing a tendril does not injure a roper. A roper can extrude a replacement tendril on its turn as a
maneuver)
Reel (if a roper Ensnares a target with a tentacle, it may use a maneuver to drag the target to its jaws and make
a free Bite attack)
Equipment: Tendrils (Brawl; Damage: 4; Critical: 6; Range [Short], Ensnare 4, Auto-fire), Bite (Brawl; Damage:
10; Critical: 2; Range [Engaged]; Vicious 3)
Rust Monster (Rival) – These subterranean scavengers are the bane of many adventurers. While normally
docile, even friendly, they eagerly seek to corrode and consume any ferrous metal they can (usually in the form
of armour and weapons).
Brawn: 2 Agility: 3 Intelligence: 1
Cunning: 3 Willpower: 1 Presence: 1
Soak: 4 Wounds: 12 M/R Defense: 0/0
Skills: Athletics 1, Brawl 1, Perception 3, Stealth 3
Talents: None
Abilities: Scent Iron (a rust monster can determine the location and volume of any ferrous metal within Medium
range. It is attracted to quantity over quality)
Eyes on the Prize (a rust monster suffers no Setback for targeting specific items with its Antenna Strike)
Rust Metal (any ferrous metal item struck by a rust monster's Antenna Strike is immediately damaged by one
step. The rust monster can spend 1 Advantage to damage it an additional step. It can do this as many times as it
has Advantage to do so, until the item is destroyed)
Equipment: Weak Bite (Brawl; Damage: 4; Critical: 4; Range [Engaged]), Antenna Strike (Brawl; Damage: 2;
Critical: 6; Range [Engaged])
Scarab Swarm (Rival) – Frequently found in ancient tombs, these brightly coloured beetles can quickly and
easily reduce a party of unwary adventurers to gleaming bones.
Brawn: 1 Agility: 3 Intelligence: 1
Cunning: 1 Willpower: 1 Presence: 1
Soak: 1 Wounds: 36 M/R Defense: 0/0
Skills: Brawl 1, Coordination 2.
Talents: None.
Abilities: Silhouette 2
Teeming Threat (as a maneuver, a swarm may engage all living targets within Short range, and take an attack
action against each target.Swarm attacks cannot be parried)
Swarm (halve the damage dealt to the swarm before applying soak, unless the weapon has the Blast or Burn
quality [regardless of whether the quality is activated])
Voracious (enemies who are Engaged with a scarab swarm at the start of their turn must make a Hard
Resilience check as an incidental or suffer 4 wounds)
Equipment: Mandibles (Brawl; Damage: 1; Critical: 4; Range [Engaged]; Pierce 3, may spend 2 Advantage to
inflict 3 strain).
Scorpion, Giant (Rival) – Nearsighted, methodical hunters, giant scorpions can be very dangerous to the
unwary.
Brawn: 3 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 5 Wounds: 10 M/R Defense: 0/0
Skills: Brawl 3, Coordination 2, Stealth 2, Survival 2
Talents: None
Abilities: Death Sting (when incapacitated, a giant scorpion makes one out-of-turn Brawl attack with its stinger
against an engaged opponent. This check gains 1 Boost, and +2 damage)
Equipment: Claws (Brawl; Damage: 5; Critical: 4; Range [Engaged]), Poisonous Stinger (Brawl; Damage: 3;
Critical: 3; Range [Engaged], Burn 3, Pierce 3, Prepare 1)
Spider, Giant (Rival) – Giant spiders are found in nearly every adventuring environment. These arachnid
predators are patient stalkers, waiting for prey to enter their webs, or walk within reach of their deadly fangs.
Some are ambush predators, while others are swift hunters that aggressively pursue prey. This latter variety
usually does not use webbing, but their bite attacks are more deadly.
Brawn: 3 Agility: 3 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 5 Wounds: 10 M/R Defense: 0/0
Skills: Brawl 2, Cool 2, Coordination 2, Ranged 1, Stealth 2, Vigilance 3.
Talents: None
Abilities: Skitter (can move across walls, ceilings, and giant spider webs without penalty)
Equipment: Venomous fangs (Brawl; Damage 5; Critical 3; Range [Engaged]; Burn 2, Pierce 3), acid spit
(Ranged; Damage 4; Critical 4; Range [Short]; Burn 2, Pierce 3) or webbing (Ranged; Damage 1; Critical 6;
Range [Short]; Ensnare 3)
Spider Broodling, Giant (Minion) – Even newly-hatched giant spiders can be a dangerous threat to
adventurers. These creatures are voracious from the moment they emerge from their eggs, and eagerly swarm
any available prey. They lack the ability to spit venom, but their bite is just as deadly as an adult's, and their
webbing just as strong.
Brawn: 2 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 4 Wounds: 4 M/R Defense: 0/0
Skills: Brawl, Cool, Coordination, Stealth, Vigilance
Talents: None
Abilities: Skitter (can move across walls, ceilings, and giant spider webs without penalty)
Equipment: Venomous fangs (Brawl; Damage 4; Critical 3; Range [Engaged]; Burn 2, Pierce 3), webbing
(Ranged; Damage 1; Critical 6; Range [Short]; Ensnare 3)
Spider Matriarch, Giant (Nemesis) – Giant spider matriarchs are huge creatures that possess much greater
intelligence than most of their kind. Despite their size, they are quite stealthy.
Brawn: 4 Agility: 4 Intelligence: 2
Cunning: 3 Willpower: 2 Presence: 1
Soak: 6 Wounds: 18 Strain: 12 M/R Defense: 0/0
Skills: Brawl 3, Cool 3, Coordination 4, Ranged 2, Stealth 3, Vigilance 3.
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Skitter (can move across walls, ceilings, and giant spider webs without penalty)
Hatch Broodlings (a giant spider matriarch may spend a maneuver to hatch a clutch of its eggs, adding a spider
broodling minion group to the encounter. The broodlings may act immediately)
Paralytic Venom (a target wounded by a giant spider matriarch's fangs must make a Hard Resilience check or
be staggered until the end of its next turn. The giant spider matriarch may expend 2 Threat or Despair to extend
the duration of the paralysis by one round)
Equipment: Venomous fangs (Brawl; Damage 7; Critical 2; Range [Engaged]; Burn 2, Pierce 3), acid spit
(Ranged; Damage 6; Critical 3; Range [Short]; Burn 2, Pierce 3) or webbing (Ranged; Damage 2; Critical 6;
Range [Short]; Ensnare 3)
Swamp Horror (Nemesis) – The atocatl, or swamp horror, is one of the most dreaded predators in the Tezowar
Jungle. These aquatic monstrosities can grow to enormous size, and move almost completely undetected, even
in shallow water. They attack with their hideously strong tentacles, crushing and drowning victims before
devouring them.
Brawn: 5 Agility: 3 Intelligence: 1
Cunning: 3 Willpower: 1 Presence: 1
Soak: 6 Wounds: 36 Strain: 20 M/R Defense: 0/0
Skills: Brawl 3, Perception 2, Stealth 5, Survival 3, Vigilance 3
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature twice)
Abilities: Silhouette 2
Amphibious (a swamp horror may breathe underwater without penalty, and never suffers movement penalties for
moving through water)
Flailing Tentacles (A swamp horror does not increase the difficulty of its attacks to activate auto-fire, and its initial
target does not need to be the target with the highest difficulty and defense)
Crushing Grip (can maintain a grip on a victim with some tentacles while attacking with others; as long as a
victim is immobilized by the swamp horror's tentacles, it inflicts 2 strain and 1 wound at the start of the victim's
turn. Victims immobilized beneath the water's surface may start to drown)
Pest Control (a swamp horror does not increase the difficulty of combat checks made against smaller targets)
Equipment: Tentacles (Brawl; Damage: 6; Critical: 3; Range [Short], Auto-fire, Ensnare 4, Knockdown)
Stirge (Minion) – Stirges are small flying monsters that feed on the blood of living creatures. They are fearless
and persistent until they are satiated. While individually weak, they are dangerous in large numbers.
Brawn: 1 Agility: 3 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 1 Wounds: 3 M/R Defense: 1/1
Skills (group only): Brawl, Coordination
Talents: None.
Abilities: Silhouette 0, Flyer
Attach (After a successful attack, a flock of stirges may spend 2 Advantage to attach to their target. On
subsequent turns, a target with stirges attached suffers 3 wounds at the start of their turn. As an action, the
target or an ally may make an Average Athletics check to remove the attached stirges)
Equipment: Proboscis (Brawl; Damage: 1; Critical: 4; Range [Engaged]; Pierce 3, may spend 2 Advantage to
inflict 2 additional wounds).
Stirge Swarm (Rival) – A colony of hungry stirges can be a deadly threat to an adventuring party.
Brawn: 2 Agility: 3 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 1 Wounds: 36 M/R Defense: 1/1
Skills: Brawl 1, Coordination 2.
Talents: None.
Abilities: Silhouette 0, Flyer
Teeming Threat (as a maneuver, a swarm may engage all living targets within Short range, and take an attack
action against each target. Swarm attacks cannot be parried)
Swarm (halve the damage dealt to the swarm before applying soak, unless the weapon has the Blast or Burn
quality [regardless of whether the quality is activated])
Voracious (enemies who are Engaged with a stirge swarm at the start of their turn must make a Hard Resilience
check as an incidental or suffer 4 wounds)
Equipment: Proboscis (Brawl; Damage: 3; Critical: 4; Range [Engaged]; Pierce 3, may spend 2 Advantage to
inflict 2 additional wounds).
Troll, Cave (Apex Nemesis) – Slow and stupid, but immensely strong and resilient, cave trolls are sometimes
used as living war machines by cruel humanoids. They are frequently as dangerous to their allies as to their
enemies.
Brawn: 6 Agility: 2 Intelligence: 1
Cunning: 3 Willpower: 2 Presence: 1
Soak: 10 Wounds: 40 Strain: 18 M/R Defense: 0/0
Skills: Brawl 2, Resilience 3, Survival 3, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 3
Sweep Attack ((on a successful Brawl check, a cave troll can spend 2 Advantage per target to hit additional
targets engaged with the first target)
Regeneration (at the start of its turn, a cave troll automatically heals 3 Wounds, unless the damage was dealt by
fire or acid)
Chow Down (a cave troll that has Ensnared a target with its claws may spend 2 Advantage or Triumph to make a
Crushing Bite attack against that target)
Equipment: Rending Claws (Brawl; Damage: 12; Critical: 4; Range [Engaged], Ensnare 3), Crushing Bite
(Brawl; Damage: 15; Critical: 3; Range [Engaged]; Pierce 5, Vicious 4)
Troll, Swamp (Rival) – Cruel, cunning, and eternally hungry, swamp trolls are a constant threat to river traffic
and freshwater port communities.
Brawn: 4 Agility: 2 Intelligence: 2
Cunning: 2 Willpower: 1 Presence: 1
Soak: 6 Wounds: 18 M/R Defense: 0/0
Skills: Brawl 2, Resilience 3, Stealth 3, Survival 3
Talents: None
Abilities: Silhouette 2
Amphibious (a swamp troll may breathe underwater without penalty, and never suffers movement penalties for
moving through water)
Regeneration (at the start of its turn, a swamp troll automatically heals 2 Wounds, unless the damage was dealt
by fire or acid)
Equipment: Claws (Brawl; Damage: 7; Critical: 4; Range [Engaged], Vicious 2), Savage Bite (Brawl; Damage: 8;
Critical: 3; Range [Engaged], Pierce 3, Vicious 3)
Tunnel Hulk (Rival) – These murderous, insectoid abominations tunnel through the underworld, endlessly
searching for prey. Their powerful claws can bore through solid rock, and their mind-scrambling gaze makes
escape impossible for their victims.
Brawn: 5 Agility: 1 Intelligence: 2
Cunning: 3 Willpower: 3 Presence: 1
Soak: 8 Wounds: 18 M/R Defense: 1/1
Skills: Athletics 3, Brawl 2, Cool 3, Perception 3, Resilience 2, Stealth 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Tremorsense (as long as a tunnel hulk is in contact with the ground, it cannot be blinded or deafened, and is
unaffected by light conditions)
Confusing Gaze (as a maneuver, a tunnel hulk can force a target within Short range to meet its potent gaze. If
the target has not yet acted during the encounter, it cannot avoid the tunnel hulk's gaze. The target must make a
Hard Discipline check. If it succeeds, the target is disoriented until the end of its next turn. If it fails, the target is
staggered until the end of its next turn. A tunnel hulk may use 2 Setback generated by the target to cause the
target to see the closest ally as an enemy, whom it must attack when it can next act. A creature may avoid the
tunnel hulk's gaze by tightly closing its eyes or averting its gaze. In either case, while avoiding the tunnel hulk's
gaze, the creature is treated as if it is suffering the Blinded Critical Injury)
Multiattack (A tunnel hulk does not increase the difficulty of combined checks to attack with its claws and
mandibles, and may spend 2 Advantage or Triumph to hit with each additional weapon)
Equipment: Claws (Brawl; Damage: 10; Critical: 3; Range [Engaged], Pierce 2, Linked 1, Sunder), Mandibles
(Brawl; Damage: 8; Critical: 2; Range [Engaged], Vicious 3)
Winged Ape (Rival) – These beasts resemble gorillas with red eyes and huge, batlike wings. They often serve
evil sorcerers as sentries and guardians. They take sadistic glee in picking up victims and dropping them from
high in the air.
Brawn: 4 Agility: 3 Intelligence: 2
Cunning: 3 Willpower: 1 Presence: 1
Soak: 5 Wounds: 16 M/R Defense: 1/1
Skills: Athletics 3, Brawl 3, Stealth 2, Vigilance 2
Talents: None
Abilities: Flyer
Carry Off (if a winged ape Ensnares a Silhouette 1 or smaller target with its Claws, it may force the target to
make an opposed Athletics check. If the target fails, it is carried aloft by the winged ape, and is treated as Short
range from the ground. The target can make another opposed Athletics check on its turn to break free, but will
then fall if it has no means of flight. The winged ape can drop a carried target as an incidental on its next turn)
Swoop Attack (after making a Brawl combat check, a winged ape can move from engaged to short range of the
target as an incidental).
Winter Wolf (Minion) – These creatures look like white wolves, but they are actually cunning magical beasts.
Winter wolves are frequently tamed by frost giants to serve as hunting hounds and guardians.
Brawn: 3 Agility: 3 Intelligence: 2
Cunning: 3 Willpower: 1 Presence: 2
Soak: 4 Wounds: 6 M/R Defense: 0/0
Skills (group only): Athletics, Brawl, Perception, Ranged
Talents: None
Abilities: Pack Tactics (when using the assist maneuver, winter wolves add 2 Boost instead of 1)
Iceborn (a winter wolf does not suffer damage from natural cold or ice, and doubles its soak for purposes of
reducing damage from magical cold or ice).
Equipment: Bite (Brawl; Damage: 6; Critical: 2; Range [Engaged], Vicious 1); Icy Blast (Ranged; Damage: 6;
Critical: 3; Range [Short], Blast 6, Ensnare 3, Slow Firing 2)
Viscid Cube (Rival) – Viscid cubes slide through dungeon halls, devouring all organic matter they encounter.
Many times adventurers do not notice the cube until it is too late.
Brawn: 4 Agility: 1 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 5 Wounds: 20 M/R Defense: 0/0
Skills: Brawl 2, Cool 2, Perception 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Silhouette 2
Slime (a viscid cube is immune to blindness, deafness, any mind-affecting ability or skill, acid, or knockdown)
Wall Crawler (a viscid cube may move along walls or ceilings without needing to make an Athletics check)
Transparent: Even when the cube is in plain sight, it takes a Hard Vigilance check to spot a cube that has neither
moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is automatically
engulfed.
Engulf: A viscid cube's primary method of attack is brutally simple: it engulfs and dissolves its victims. A cube
may use its action to attempt to engulf a target it is Engaged with. The target must make a Hard Coordination
check to avoid being engulfed. If the target succeeds, they remain at Engaged range of the cube.
If the target is engulfed, it is pulled into the cube, where it is immobilized and begins to suffocate. At the
beginning of its turn, the target suffers 3 wounds from the cube's acidic interior and 3 strain each round until it is
freed, escapes, or is incapacitated. When the cube moves, the engulfed target moves with it.
An engulfed creature can try to escape by taking an action to make a Hard Athletics check. On a success, the
creature escapes to Engaged range of the cube.
A creature Engaged with the cube may attempt to pull an object or creature from within the cube. This is an
opposed Athletics check against the cube (3 Difficulty 1 Challenge). If successful, the selected object or creature
is drawn out of the cube. Whether successful or not, the creature attempting the action suffers 3 wounds.
A viscid cube can engulf up to 10 Silhouette 0 creatures, 4 Silhouette 1 creatures, or 1 Silhouette 2 creature.
Yeti (Rival) – This profile can be used for many large, savage, humanoid types. Just change their abilities to suit
the terrain.
Brawn: 5 Agility: 2 Intelligence: 1
Cunning: 3 Willpower: 1 Presence: 1
Soak: 6 Wounds: 20 M/R Defense: 0/0
Skills: Brawl 3, Resilience 3, Stealth 3, Survival 3
Talents: None
Abilities: Silhouette 2
Cold Adapted (yeti are immune to the effects of cold or freezing environments)
Humanoids
Bugbear (Minion) – The largest and strongest of the goblinoids, bugbears rule over their weaker kin without
mercy. They are surprisingly stealthy, and favor ambushes followed by overwhelming violence.
Brawn: 3 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 5 Wounds: 7 M/R Defense: 0/0
Skills (group only): Athletics, Melee (Heavy), Perception, Skulduggery, Stealth
Talents: None
Abilities: Ambusher (a bugbear may determine initiative using Skulduggery instead of Cool or Vigilance)
Brutal Opportunist (a bugbear gains 1 Boost on its attack roll and +1 damage when it attacks a target that has
not yet acted in the turn)
Equipment: Morningstar (Melee (Heavy); Damage: 7; Critical: 4; Range [Engaged]; Pierce 2, Sunder, Inaccurate
1), Oiled Chainmail (+2 Soak, no Stealth penalty)
Bugbear Chief (Rival) – Bugbears rule by strength, cunning, and fighting prowess. The scars on their chiefs
serve as badges of honour, and as a warning.
Brawn: 4 Agility: 2 Intelligence: 2
Cunning: 3 Willpower: 3 Presence: 2
Soak: 6 Wounds: 15 M/R Defense: 0/0
Skills: Athletics 1, Melee (Heavy) 3, Perception 1, Skulduggery 2, Stealth 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Ambusher (a bugbear chief may determine initiative using Skulduggery instead of Cool or Vigilance)
Brutal Opportunist (a bugbear chief gains 1 Boost on its attack roll and +1 damage when it attacks a target that
has not yet acted in the turn)
Strength of Will (as an out-of-turn incidental, a bugbear chief may use its own Willpower for any Discipline check
required of an allied bugbear within Short range)
Equipment: Morningstar (Melee (Heavy); Damage: 8; Critical: 4; Range [Engaged]; Pierce 2, Sunder, Inaccurate
1), Oiled Chainmail (+2 Soak, no Stealth penalty)
Boglok (Minion) - Bogloks dwell in swamps, tropical jungles, and other damp places. They are not evil, but they
are highly territorial. They use their own secretions to poison their weapons.
Brawn: 2 Agility: 3 Intelligence: 2
Cunning: 2 Willpower: 1 Presence: 1
Soak: 3 Wounds: 5 M/R Defense: 1/0
Skills (group only): Coordination, Melee (Light), Survival
Talents: None
Abilities: Amphibious (a Boglok may hold its breath underwater for an hour, and never suffers movement
penalties for moving through water)
Poisoned Weapons (if a boglok wounds a target, the target must immediately make a Hard Resilence check.
Failure means the target is immobilized for one round, plus one round per Setback generated. Despair on a
successful or failed check means the target is staggered for one round)
Equipment: Spear (Melee (Light); Damage: 4; Critical: 4; Range [Engaged]; Accurate 1, Defensive 1)
Boglok Boss (Rival) – Boglok hunting parties are led by bosses. While not the most formidable opponents, a
boss can keep his hunters focused on bringing down a tough opponent.
Brawn: 2 Agility: 3 Intelligence: 2
Cunning: 2 Willpower: 1 Presence: 2
Soak: 4 Wounds: 10 M/R Defense: 1/0
Skills: Coordination 2, Melee (Light) 2, Survival 2
Talents: None
Abilities: Amphibious (a Boglok boss may hold its breath underwater for an hour, and never suffers movement
penalties for moving through water)
Pack Tactics (when using the assist maneuver, a Boglok boss adds two Boost instead of one)
Poisoned Weapons (if a boglok boss wounds a target, the target must immediately make a Hard Resilence
check. Failure means the target is immobilized for one round, plus one round per Setback generated. Despair
on a successful or failed check means the target is staggered for one round)
Equipment: Spear (Melee (Light); Damage: 5; Critical: 4; Range [Engaged]; Accurate 1, Defensive 1)
Gnoll (Minion) – Cruel, savage marauders, gnolls are hated and feared by all. Much like the hyaenas they
resemble, gnoll packs are dominated by females rather than males.
Brawn: 3 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 5 Wounds: 7 M/R Defense: 1/1
Skills (group only): Athletics, Brawl, Melee (Light), Perception, Survival
Talents: None
Abilities: Night Vision (a gnoll suffers no Perception penalties at night)
Rampage (if a gnoll incapacitates an enemy, it may immediately attack another engaged target)
Equipment: Axe (Melee (Light); Damage: 6; Critical: 3; Range [Engaged]; Vicious 1), Shield (Melee (Light);
Damage: 3; Critical: 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1, Knockdown), Scavenged
Chainmail (+2 Soak)
Gnoll Pack Lord (Rival) – A gnoll pack lord is the fiercest of her kind in a given pack. She can inspire her
cackling followers to new heights of mayhem and savagery.
Brawn: 4 Agility: 2 Intelligence: 2
Cunning: 3 Willpower: 2 Presence: 2
Soak: 6 Wounds: 13 M/R Defense: 2/1
Skills: Athletics 1, Brawl 2, Melee (Light) 2, Perception 2, Survival 1
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Night Vision (a gnoll pack lord suffers no Perception penalties at night)
Rampage (if a gnoll pack lord incapacitates an enemy, it may immediately attack another engaged target)
Incite Rampage (Once per turn, as a maneuver, a gnoll pack lord can compel an allied gnoll within Short range
to make a melee attack against an engaged opponent)
Equipment: Axe (Melee (Light); Damage: 7; Critical: 3; Range [Engaged]; Vicious 1), Shield (Melee (Light);
Damage: 4; Critical: 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1, Knockdown), Scavenged
Chainmail (+2 Soak)
Goblin (Minion) – Weak but cunning, goblins value strength in numbers above all else (except living to fight
another day).
Brawn: 1 Agility: 2 Intelligence: 2
Cunning: 3 Willpower: 1 Presence: 2
Soak: 2 Wounds: 4 M/R Defense: 2/1
Skills (group only): Athletics, Melee (Light), Ranged, Stealth, Survival
Talents: None
Abilities: Silhouette 0, Discretion (a goblin may disengage as an incidental rather than a maneuver)
Equipment: Spear (Melee (Light); Damage: 3; Critical: 4; Range [Engaged]; Accurate 1, Defensive 1), Shield
(Melee (Light); Damage: 1; Critical: 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1, Knockdown),
Leather Armour (+1 Soak); Short Bow (Ranged; Damage: 6; Critical: 3; Range [Short]; Inaccurate 1)
Goblin Boss (Rival) – Goblin bosses are crafty survivors who know when to run off and leave their comrades to
die valiantly.
Brawn: 2 Agility: 3 Intelligence: 2
Cunning: 3 Willpower: 1 Presence: 2
Soak: 3 Wounds: 10 M/R Defense: 2/1
Skills: Athletics 1, Melee (Light) 2, Ranged 2, Stealth 2, Survival 1
Talents: None
Abilities: Silhouette 0
Die For Me! (if struck by an attack, a goblin boss may spend 2 Setback to cause an unengaged goblin within
Short range to be hit by the attack instead)
Equipment: Spear (Melee (Light); Damage: 4; Critical: 4; Range [Engaged]; Accurate 1, Defensive 1), Shield
(Melee (Light); Damage: 2; Critical: 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1, Knockdown),
Leather Armour (+1 Soak); Short Bow (Ranged; Damage: 6; Critical: 3; Range [Short]; Inaccurate 1)
Kobold Warrior (Minion) – These humanoid canines love gems and precious metals, and are frequently found
in abandoned mines, though a tribe will occasionally assault and occupy a working mine. They are especially
hated by dwarves.
Brawn: 3 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 4 Wounds: 6 M/R Defense: 2/1
Skills (group only): Athletics, Brawl, Melee (Light), Perception, Vigilance
Talents: None
Abilities: Pack Tactics (a kobold that uses the assist maneuver grants 2 Boost instead of one)
Equipment: Bite (Brawl; Damage: 5; Critical: 4; Range [Engaged], Vicious 1), Sword (Melee (Light); Damage: 6;
Critical: 2; Range [Engaged]; Defensive 1), Shield (Melee (Light); Damage: 3; Critical: 6; Range [Engaged];
Defensive 1, Deflection 1, Inaccurate 1, Knockdown)
Kobold Spearman (Minion) – Kobolds dislike complex weapons, and avoid bows and crossbows. Spearmen
are capable of hurling javelins with great accuracy. They usually carry enough light spears or javelins to last an
entire encounter.
Brawn: 3 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 4 Wounds: 6 M/R Defense: 0/0
Skills (group only): Athletics, Brawl, Melee (Light), Perception, Ranged, Stealth
Talents: Hurler (Increase the range of any thrown weapon by one range band)
Abilities: Pack Tactics (a kobold that uses the assist maneuver grants 2 Boost instead of one)
Equipment: Bite (Brawl; Damage: 5; Critical: 4; Range [Engaged], Vicious 1), Light Spears (Ranged; Damage:
5; Critical: 3; Range [Medium]; Defensive 1, Accurate 1)
Kobold Alpha (Rival) – These burly kobolds dominate their packs through strength and ferocity. They will never
back down from a fight if any packmates are still fighting.
Brawn: 4 Agility: 2 Intelligence: 2
Cunning: 3 Willpower: 2 Presence: 3
Soak: 5 Wounds: 14 M/R Defense: 2/1
Skills: Athletics 2, Brawl 2, Melee (Light) 2, Perception 2, Vigilance 2
Talents: None
Abilities: Pack Tactics (a kobold alpha that uses the assist maneuver grants 2 Boost instead of one)
Strength of the Pack (a kobold alpha is immune to fear or Coercion while any allied kobolds are in line of sight)
Equipment: Bite (Brawl; Damage: 6; Critical: 4; Range [Engaged], Vicious 1), Sword (Melee (Light); Damage: 7;
Critical: 2; Range [Engaged]; Defensive 1), Shield (Melee (Light); Damage: 4; Critical: 6; Range [Engaged];
Defensive 1, Deflection 1, Inaccurate 1, Knockdown)
Kobold Shaman (Rival) – These kobolds have learned the rudiments of Divine magic, and use their powers to
protect, heal, and strengthen their tribe. Kobolds usually worship Hurnos, but some more savage tribes may
serve Nerukk.
Brawn: 3 Agility: 2 Intelligence: 2
Cunning: 3 Willpower: 3 Presence: 2
Soak: 4 Wounds: 12 M/R Defense: 2/1
Skills: Brawl 2, Divine 2, Lore 2, Melee (Heavy) 2, Perception 2
Talents: None
Abilities: Pack Tactics (a kobold shaman that uses the assist maneuver grants 2 Boost instead of one)
Strength of the Pack (a kobold shaman is immune to fear or Coercion while any allied kobolds are in line of
sight)
Spiteful Curse (add 2 Boost to magic actions that target a character who has previously inflicted wounds on the
kobold shaman during this encounter)
Spells: Kobold shamans can choose any magic action allowed for the Divine skill, and may select additional spell
effects as normal. The spells they use most often are the following:
Agonizing Hex (choose a target at short or medium range for this attack and make an Average Divine check. If
successful, this magic attack inflicts 6 damage +1 damage per success, with the Disorient 2 and Knockdown
qualities).
Bad Luck (choose a target at short or medium range and make a Hard Divine check. If successful, the target
decreases the ability of any skill checks they make by 1 until the end of the kobold shamans’s next turn, and
when the target makes a check, may change one Setback die to a face displaying Failure. The kobold shaman
may maintain these effects by performing the concentrate maneuver).
Restore the Pack (choose an allied target at short or medium range and make an Average Divine check. The
target and one other allied target within range are healed for one wound per success, and remove a status effect
from which they are suffering. Advantage can be also be spent to affect additional targets, one target per
Advantage)
Equipment: Bite (Brawl; Damage: 6; Critical: 4; Range [Engaged], Vicious 1), Staff (Melee (Heavy); Damage: 6;
Critical: 2; Range [Engaged]; Defensive 1). bone robed armour (+1 soak, +1 defense), kobold fetish (Additional
Target and Range 1 add no difficulty)
Greater Kobold (Nemesis) – Greater kobolds tower over their kin, and dominate the tribes in which they dwell.
Most tribes rarely have more than two or three greater kobolds, as these powerful creatures chafe at any
perceived threat to their supremacy.
Brawn: 5 Agility: 3 Intelligence: 2
Cunning: 3 Willpower: 3 Presence: 3
Soak: 7 Wounds: 18 Strain: 14 M/R Defense: 3/3
Skills: Athletics 3, Brawl 3, Leadership 3, Melee (Light) 3, Perception 3, Stealth 2, Vigilance 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Titan's Grip (a greater kobold may use the Melee (Light) skill to wield a two-handed weapon with one hand)
Abilities: Silhouette 2
Pack Tactics (a greater kobold that uses the assist maneuver grants 2 Boost instead of one)
Equipment: Bite (Brawl; Damage: 8; Critical: 3; Range [Engaged], Pierce 1, Vicious 1), Huge Sword (Melee
(Light); Damage: 10; Critical: 2; Range [Engaged]; Defensive 1, Pierce 1), Bulwark Shield (Melee (Light);
Damage: 7; Critical: 5; Range [Engaged]; Defensive 2, Deflection 3, Inaccurate 2, Knockdown)
Tae Ew Sauran Brave (Minion) – Bloodthirsty and violent, Tae Ew Sauran will aggressively defend their territory
from intruders, and will hunt human prey as readily as animal. Tae Ew braves are younger warriors, eager to
prove themselves in battle.
Brawn: 3 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 5 Wounds: 6 M/R Defense: 2/2
Skills (group only): Athletics, Melee (Light), Ranged, Stealth, Survival
Talents: None
Abilities: Amphibious (a Tae Ew Sauran may hold its breath underwater for an hour, and never suffers
movement penalties for moving through water)
Claws (a Tae Ew Sauran may use his claws to attack, using the following weapon profile: Brawl; Damage +1;
Critical 3; Range [Engaged]; Vicious 1)
Out for Blood (after a Tae Ew Sauran hits a character with a successful combat check, they add 1 Boost to
combat checks targeting the same character until the end of the encounter)
Equipment: Spear (Melee (Light); Damage: 5; Critical: 4; Range [Engaged]; Accurate 1, Defensive 1), Tall
Shield (Melee (Light); Damage: 3; Critical: 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1,
Knockdown), Thrown Spear (Ranged; Damage: 5; Critical: 4; Range [Short], Pierce 1, Limited Ammo 1)
Tae Ew Sauran Marauder (Rival) – A Tae Ew Sauran marauder is a seasoned warrior, adept at jungle warfare.
They wield war clubs studded with obsidian blades. Tae Ew Marauders are skilled hunters and merciless killers.
Brawn: 4 Agility: 3 Intelligence: 1
Cunning: 3 Willpower: 2 Presence: 2
Soak: 6 Wounds: 14 M/R Defense: 1/0
Skills: Athletics 3, Melee (Heavy) 3, Ranged 2, Stealth 2, Survival 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Amphibious (a Tae Ew Sauran may hold its breath underwater for an hour, and never suffers
movement penalties for moving through water)
Claws (a Tae Ew Sauran may use his claws to attack, using the following weapon profile: Brawl; Damage +1;
Critical 3; Range [Engaged]; Vicious 1)
Out for Blood (after a Tae Ew Sauran hits a character with a successful combat check, they add 1 Boost to
combat checks targeting the same character until the end of the encounter)
Knockout Blow (a Tae Ew Marauder may choose to strike with the flat of his macuahuitl instead of with the
bladed edges. If so, increase the Critical Rating to 3, remove the Vicious 3 quality, and add the Concussive 1
quality)
Equipment: Macuahuitl (Melee (Heavy); Damage: 8; Critical: 1; Range [Engaged]; Cumbersome 3, Vicious 3,
Defensive 1), Thrown Spear (Ranged; Damage: 6; Critical: 4; Range [Short], Pierce 1, Limited Ammo 1)
Tae Ew Sauran Shaman (Rival) – A Tae Ew Sauran shaman guides its tribe to new hunting grounds, and grants
them strength in battle. They are formidable opponents.
Brawn: 4 Agility: 2 Intelligence: 1
Cunning: 3 Willpower: 3 Presence: 2
Soak: 6 Wounds: 14 M/R Defense: 2/2
Skills: Athletics 1, Melee (Light) 2, Ranged 1, Stealth 2, Survival 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Amphibious (a Tae Ew Sauran may hold its breath underwater for an hour, and never suffers
movement penalties for moving through water)
Claws (a Tae Ew Sauran may use his claws to attack, using the following weapon profile: Brawl; Damage +1;
Critical 3; Range [Engaged]; Vicious 1)
Out for Blood (after a Tae Ew Sauran hits a character with a successful combat check, they add 1 Boost to
combat checks targeting the same character until the end of the encounter)
Battle Strength (as a maneuver, a Tae Ew Sauran shaman may spend a Story Point to grant all allied Tae Ew
Sauran within Short range +3 damage on their next attacks)
Equipment: Spear (Melee (Light); Damage: 6; Critical: 4; Range [Engaged]; Accurate 1, Defensive 1), Tall
Shield (Melee (Light); Damage: 4; Critical: 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1,
Knockdown), Thrown Spear (Ranged; Damage: 6; Critical: 4; Range [Short], Pierce 1, Limited Ammo 1)
Tae Ew Sauran Warchief (Nemesis) – A Tae Ew Sauran warchief is a marauder who has proven himself time
and again in the hunt and in battle. These formidable warriors are among the most dangerous of all the Tae Ew.
Brawn: 5 Agility: 3 Intelligence: 1
Cunning: 4 Willpower: 3 Presence: 2
Soak: 7 Wounds: 20 Strain: 12 M/R Defense: 1/1
Skills: Athletics 3, Melee (Heavy) 4, Perception 3, Ranged 4, Stealth 3, Survival 3
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature once), Durable 3
Abilities: Amphibious (a Tae Ew Sauran may hold its breath underwater for an hour, and never suffers
movement penalties for moving through water)
Claws (a Tae Ew Sauran may use his claws to attack, using the following weapon profile: Brawl; Damage +1;
Critical 3; Range [Engaged]; Vicious 1)
Out for Blood (after a Tae Ew Sauran hits a character with a successful combat check, they add 1 Boost to
combat checks targeting the same character until the end of the encounter)
Knockout Blow (a Tae Ew Warchief may choose to strike with the flat of his macuahuitl instead of with the bladed
edges. If so, increase the Critical Rating to 3, remove the Vicious 3 quality, and add the Concussive 1 quality)
Equipment: Macuahuitl (Melee (Heavy); Damage: 9; Critical: 1; Range [Engaged]; Cumbersome 3, Vicious 3,
Defensive 1), Thrown Spear (Ranged; Damage: 7; Critical: 3; Range [Short], Pierce 1, Limited Ammo 1)
Ratten (Minion) – Cunning and furtive, Ratten frequently dwell in the shadows and sewers of greater
civilizations, plotting murder and domination.
Brawn: 1 Agility: 2 Intelligence: 2
Cunning: 3 Willpower: 1 Presence: 2
Soak: 2 Wounds: 4 M/R Defense: 2/1
Skills (group only): Athletics, Brawl, Melee (Light), Skulduggery, Stealth
Talents: Finesse (a Ratten shadeblade may use Agility instead of Brawn for Brawl and Melee (Light) attacks)
Abilities: Ambusher (a Ratten may determine initiative using Skulduggery instead of Cool or Vigilance)
Rat Fever (a target wounded by a Ratten's bite must make a Hard Resilence check. On a failure, their Brawn
characteristic is reduced by one, and they are disoriented. This effect lasts until they receive treatment, either an
Average Medicine check, or magical Restoration)
Equipment: Sword (Melee (Light); Damage: 4; Critical: 2; Range [Engaged]; Defensive 1), Shield (Melee (Light);
Damage: 1; Critical: 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1, Knockdown), Leather Armour
(+1 Soak); Bite (Brawl; Damage: 3; Critical: 3; Range [Engaged], Vicious 1)
Ratten Shadeblade (Rival) – While not exactly leaders, shadeblades are valued, and feared, members of
Ratten warpacks. Their scythe-like blades have brought down many unwary foes.
Brawn: 2 Agility: 3 Intelligence: 2
Cunning: 3 Willpower: 1 Presence: 2
Soak: 3 Wounds: 12 M/R Defense: 2/0
Skills: Athletics 2, Brawl 1, Melee (Light) 2, Skulduggery 2, Stealth 3
Talents: Finesse (a Ratten shadeblade may use Agility instead of Brawn for Brawl and Melee (Light) attacks)
Abilities: Ambusher (a Ratten shadeblade may determine initiative using Skulduggery instead of Cool or
Vigilance)
Backstabber (on a successful melee attack, a Ratten shadeblade may spend a Story Point to add +3 damage to
one hit)
Dual Wielder (a Ratten shadeblade decreases the difficulty of the next combined combat check it makes during
the same turn by one)
Rat Fever (a target wounded by a Ratten shadeblade's bite must make a Hard Resilence check. On a failure,
their Brawn characteristic is reduced by one, and they are disoriented. This effect lasts until they receive
treatment, either an Average Medicine check, or magical Restoration)
Equipment: Scythe Blades (Melee (Light); Damage: 5; Critical: 2; Range [Engaged]; Defensive 1), Leather
Armour (+1 Soak); Bite (Brawl; Damage: 3; Critical: 3; Range [Engaged], Vicious 1)
Sea Devil (Minion) – These monstrous marine marauders are greatly feared by sailors and coastal
communities. They dislike bright light, and prefer to attack their surface targets during the dark of the new moon.
Brawn: 3 Agility: 2 Intelligence: 2
Cunning: 2 Willpower: 2 Presence: 1
Soak: 5 Wounds: 6 M/R Defense: 0/0
Skills (group only): Athletics, Coercion, Melee (Light), Ranged, Stealth
Talents: None
Abilities: Amphibious (a sea devil may breathe underwater without penalty, and never suffers movement
penalties for moving through water)
Equipment: Trident (Melee (Light); Damage: 5; Critical: 3; Range [Engaged]; Accurate 1, Vicious 1), Weighted
Net (Ranged; Damage: 0; Critical: 6; Range [Short], Ensnare 4, Disorient 4. Limited Ammo 1)
Sea Devil Myrmidon (Rival) – Most who see a sea devil myrmidon flee at once. Their hulking, four-armed,
hammerheaded forms mean death has arrived.
Brawn: 4 Agility: 2 Intelligence: 2
Cunning: 2 Willpower: 3 Presence: 1
Soak: 6 Wounds: 15 M/R Defense: 1/1
Skills: Athletics 2, Coercion 2, Melee (Light) 3, Melee (Heavy) 3, Ranged 1, Stealth 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Amphibious (a sea devil may breathe underwater without penalty, and never suffers movement
penalties for moving through water)
Blood in the Water (a sea devil myrmidon gains +2 damage against any target that has suffered one or more
Wounds)
Multiattack (A sea devil myrmidon does not increase the difficulty of combined checks to attack with all of its
weapons, and may spend 2 Advantage or Triumph to hit with each additional weapon)
Equipment: Great Trident (Melee (Heavy); Damage: 7; Critical: 3; Range [Engaged]; Accurate 1, Pierce 1,
Vicious 2), Weighted Net (Ranged; Damage: 0; Critical: 6; Range [Short], Ensnare 4, Disorient 4, Limited Ammo
1), Shield (Melee (Light); Damage: 4; Critical: 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1,
Knockdown)
Troglodyte (Minion) – These sly, degenerate subterranean reptilians are hated for their sadistic ways and their
unbearable stench.
Brawn: 3 Agility: 1 Intelligence: 2
Cunning: 2 Willpower: 2 Presence: 1
Soak: 5 Wounds: 7 M/R Defense: 0/0
Skills (group only): Athletics, Brawl, Stealth, Survival
Talents: None
Abilities: Darkvision (a troglodyte suffers no Perception penalties at night or in complete darkness)
Nauseating Stench (any character that begins their turn engaged with a troglodyte must make a Hard Resilence
check. On a success, they are disoriented for one round. On a failure, they are staggered for one round. A
Triumph on this check means they do not have to make the check again during this encounter)
Equipment: Bite (Brawl; Damage: 6; Critical: 4; Range [Engaged]; Vicious 1), Grasping Claws (Brawl; Damage:
5; Critical: 4; Range [Engaged]; Ensnare 2)
Troglodyte Berserker (Rival) – Slow-witted but incredibly savage, troglodyte berserkers are kept pacified with
strange mushrooms and cave moulds until they are needed for battle.
Brawn: 4 Agility: 1 Intelligence: 1
Cunning: 1 Willpower: 3 Presence: 1
Soak: 6 Wounds: 14 M/R Defense: 0/0
Skills: Athletics 1, Brawl 3, Stealth 1, Survival 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Darkvision (a troglodyte berserker suffers no Perception penalties at night or in complete darkness)
Nauseating Stench (any character that begins their turn engaged with a troglodyte berserker must make a Hard
Resilence check. On a success, they are disoriented for one round. On a failure, they are staggered for one
round. A Triumph on this check means they do not have to make the check again during this encounter)
Furious (a troglodye berserker is immune to fear or Coercion)
Berserker (when a troglodyte berserker suffers one or more wounds, it deals +1 damage with all attacks. If it
suffers a Critically Injury, it deals +2 damage with all attacks)
Equipment: Bite (Brawl; Damage: 7; Critical: 3; Range [Engaged]; Vicious 1), Grasping Claws (Brawl; Damage:
6; Critical: 4; Range [Engaged]; Pierce 1, Ensnare 2)
Undead
Ghast (Rival) – These wicked undead are often found leading packs of ghouls, turning a band of savages into a
fearsome threat.
Brawn: 3 Agility: 1 Intelligence: 2
Cunning: 3 Willpower: 2 Presence: 2
Soak: 4 Wounds: 12 M/R Defense: 0/0
Skills: Athletics 1, Brawl 2, Stealth 2
Talents: None
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Stench (any character that begins their turn engaged with a ghast must make an Average Resilience check.
On a success, they are disoriented for one round. On a failure, they are staggered for one round. A Triumph on
this check means they do not have to make the check again during this encounter)
Defiant Undead (increase the difficulty of any Divine check made against a ghast by one)
Paralyzing Touch (a living target hit by a ghast's claws must make an Average Resilience check. If it fails, it is
staggered until the end of the encounter. At the end of each of its turns, it may attempt another Average
Resilience check to escape the effect. Divine Healing may also undo the effect)
Equipment: Bite (Brawl; Damage: 6; Critical: 3; Range [Engaged]; Vicious 1), Filthy Claws (Brawl; Damage: 5;
Critical: 4; Range [Engaged]; Special)
Ghoul (Minion) – Ferocious and nearly mindless, ghouls hunger for the flesh of the dead. When they can't find
dead flesh to devour, they find living flesh and make it dead as quickly as possible.
Brawn: 2 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 3 Wounds: 6 M/R Defense: 0/0
Skills (group only): Athletics, Brawl
Talents: None
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Paralyzing Touch (a living target hit by a ghoul's claws must make an Average Resilience check. If it fails, it is
staggered until the end of its next turn. At the end of each of its turns, it may attempt another Average
Resilience check to escape the effect. Divine Healing may also undo the effect)
Equipment: Bite (Brawl; Damage: 5; Critical: 4; Range [Engaged]; Vicious 1), Filthy Claws (Brawl; Damage: 5;
Critical: 4; Range [Engaged]; Special)
Hullathoin (Apex Nemesis) – A hullathoin is among the most powerful and destructive of all undead. It
resembles a gargantuan quadrupedal reptile with a vaguely crocodilian head. It has a mottled, rotting grey and
black hide, and is covered in leaking, pustulent sores. Two long, barbed tentacles extend from its shoulders. A
hullathoin is usually surrounded by a cloud of bloodfiend stirges, and accompanied by packs of vampire spawn,
zombies, ghouls, and other undead. Despite its bestial appearance, a hullathoin is highly intelligent, and will
coordinate the attacks of its minions to its greatest advantage.
Brawn: 5 Agility: 1 Intelligence: 3
Cunning: 3 Willpower: 4 Presence: 3
Soak: 8 Wounds: 50 Strain: 40 M/R Defense: 0/0
Skills: Athletics 2, Brawl 4, Leadership 3, Ranged 2, Vigilance 3
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature twice)
Abilities: Silhouette 4
Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Terrifying (at the start of the encounter, all opponents must make a Daunting fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy)
Colossal (If a hullathoin suffers a Critical Injury, subtract -30 from the Critical Injury result)
Command Undead (a hullathoin can direct the actions of any undead with a Willpower lower than 3 within Long
range as an out-of-turn incidental)
Expel Stirges (as a maneuver, a hullathoin may spend a Story Point to expel a stirge swarm from its body. The
swarm appears at engaged range of the hullathoin, and can act immediately. The stirges will attack any living
targets engaged with the hullathoin, or move to the nearest living targets)
Multiattack (a hullathoin does not increase the difficulty of combined checks to attack with its claws, tentacles,
and bite, and may spend 2 Advantage or Triumph to hit with each additional weapon)
Pus Explosion (once per encounter as an action, a hullathoin may convulse its body, spewing its toxic pus in all
directions. This affects all living targets within Short range. Affected targets must make a Daunting Resilience
check or suffer four wounds and be staggered until the end of their next turn. Targets who succeed at their
check suffer two wounds and are disoriented until the end of their next turn. A Despair result means the target
takes damage again on their next turn, and the effects are extended by one turn.
Toxic Tentacles (targets wounded by a hullathoin's tentacles must make a Hard Resilience check as an out-of-
turn incidental or suffer four additional wounds from its venom. If the check generates Despair, they must check
again on their next turn. If a hullathoin Ensnares a target with its tentacle attack, it can drag the target one range
band closer to it [to a minimum range of engaged] as an incidental)
Equipment: Crushing Bite (Brawl; Damage: 12; Critical: 2; Range [Engaged]), Pierce 3, Vicious 4), Claws
(Brawl; Damage: 10; Critical: 3; Range [Engaged]); Concussive 1, Knockdown, Vicious 3), Toxic Tentacles
(Brawl; Damage: 8; Critical: 4; Range [Medium]; Ensnare 3, Linked 1, Special)
Lich (Apex Nemesis) – Liches are powerful, evil spellcasters who have conquered death. They typically appear
as desiccated or skeletonized humans in ancient robes, bearing artifacts of great power, with coldly glowing
eyes. These beings are extraordinarily intelligent, foresighted, and cruel: it is very hard to take a lich by surprise,
and even harder to permanently destroy one.
Brawn: 2 Agility: 3 Intelligence: 5
Cunning: 3 Willpower: 4 Presence: 4
Soak: 4 Wounds: 22 Strain: 30 M/R Defense: 2/2
Skills: Arcana 5, Brawl 3, Cool 3, Coercion 4, Discipline 4, Lore 5, Forbidden 5, Leadership 3, Negotiation 3,
Perception 3, Resilience 3, Vigilance 4
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature twice), Signature Spell (Ice
Storm)
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive. A lich
doubles its soak against all non-magical attacks)
Terrifying (at the start of the encounter, all opponents must make a Daunting fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy)
Spell Turning (when targeted by a magic skill check, a lich may spend a Story Point and suffer 4 strain as an out-
of-turn incidental to cause the spell to target another character instead)
Phylactery (a lich’s soul is tied to a special item called a phylactery. This item is always carefully hidden. If a lich
is destroyed, it gains a new body in seven days, regaining all its lost wounds and strain, and becoming active
again. The new body appears within 5 feet of the phylactery. If its phylactery is destroyed, a lich cannot reform,
and is permanently destroyed)
Spells (a lich can choose any magic action allowed for the Arcana skill, and may select additional spell effects as
normal. The spells a lich uses most often are the following:
DIsintegrate (choose a target at short or medium range for this attack and make a Hard Arcana check. If
successful, this magic attack inflicts 10 damage +1 damage per Success, with the Pierce 5, Vicious 5 and
Sunder qualities, and a Critical Rating of 2)
Ice Storm (choose a target at short or medium range for this attack and make a Hard Arcana check. If
successful, this magic attack inflicts 10 damage +1 damage per Success, with the Blast 5, Ensnare 5, and
Vicious 5 qualities, and a Critical Rating of 2. If the Blast quality is triggered, it affects all targets within short
range of the target rather than engaged)
Arcane Barrier (make a Hard Arcana check; if successful, until the end of the lich’s next turn, reduce the
damage of all hits against them by one, plus one for every Success, and the lich gains +5 defense (to a
maximum of 4). The lich can maintain these effects with the concentrate maneuver).
Master Sorcerer (a lich may maintain concentration on one spell per turn as an incidental instead of as a
maneuver)
Equipment: Icy Claw (Brawl; Damage: 5; Critical: 3; Range [Engaged]; Concussive 1, Stun 5), Diadem of Power
(implement, the lich may add the Deadly and Empowered qualities to an attack spell without increasing the
difficulty. Add 1 Advantage to the result of any successful spell check), Archmagus Robes (+1 Soak, +2
Defense), other magical items as chosen by the GM.
Mummified Jackal (Minion) – These creatures are often found guarding tombs and sacred sites, as vigilant and
relentless in death as they were in life.
Brawn: 2 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 3 Wounds: 4 M/R Defense: 0/0
Skills (group only): Brawl, Resilience, Vigilance
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Embalmed Toughness (mummified jackals are immune to piercing weapons, and double their soak against all
other non-magical weapons. They take normal damage from fire, magical weapons, and spell attacks)
Pack Tactics (when using the assist maneuver, wolves add 2 Boost instead of 1)
Mummy (Rival) – Mummies are preserved corpses reanimated to serve as guardians. While slow moving, they
are immensely tough and strong. They are especially feared for the terrible wasting curse they can inflict on
defilers of their tombs.
Brawn: 4 Agility: 1 Intelligence: 2
Cunning: 2 Willpower: 3 Presence: 1
Soak: 5 Wounds: 12 M/R Defense: 0/0
Skills: Brawl 2, Melee (Light) 3, Resilience 3, Vigilance 3
Talents: None
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Slow Moving (a mummy can spend no more than one maneuver per turn to move)
Embalmed Toughness (mummies are immune to piercing weapons, and double their soak against all other non-
magical weapons. They take normal damage from fire, magical weapons, and spell attacks)
Mummy’s Curse (a living creature struck by a mummy’s fist attack must make a Hard Resilience check. If they
fail, they are afflicted with the mummy’s curse: reduce their wound and strain thresholds by 4, and subtract one
from all ability checks. They must repeat this check each day [with the same result for failure] until they succeed,
or are Incapacitated (at which point they die and turn to dust). The curse can be broken by Divine magic by
succeeding at a Hard Divine check)
Mummy Lord (Nemesis) - Mummy lords are the reanimated remains of great sorcerer-kings. They jealously
guard their tombs and secrets, annihilating trespassers and tomb robbers without mercy. While they superficially
resemble lesser mummies, they are usually clad in rotting finery and jewelry befitting their status in life. All are
potent spellcasters.
Brawn: 5 Agility: 1 Intelligence: 4
Cunning: 3 Willpower: 4 Presence: 3
Soak: 6 Wounds: 24 Strain: 18 M/R Defense: 1/1
Skills: Arcana 3, Brawl 3, Lore 4, Melee (Light) 3, Resilience 3, Vigilance 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature twice)
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Magic Resistance (a mummy lord upgrades the difficulty of any magic skill check targeting it by one)
Terrifying (at the start of the encounter, all opponents must make a Daunting fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy)
Slow Moving (a mummy can spend no more than one maneuver per turn to move)
Embalmed Toughness (mummies are immune to piercing weapons, and double their soak against all other non-
magical weapons. They take normal damage from fire, magical weapons, and spell attacks)
Curse of the Pharaoh (a living creature struck by a mummy lord’s fist attack must make a Daunting Resilience
check. If they fail, they are afflicted with the Curse of the Pharaoh: reduce their wound and strain thresholds by
6, and subtract one from all ability checks. They must repeat this check each day [with the same result for
failure] until they succeed, or are Incapacitated (at which point they die and turn to dust). The curse can be
broken by Divine magic by succeeding at a Daunting Divine check)
Spells (a mummy lord can choose any magic action allowed for the Arcana skill, and may select additional spell
effects as normal. The spells they use most often are the following:
Sandstorm (choose a target at short or medium range for this attack and make an Average Arcana check. If
successful, this magic attack inflicts 8 damage +1 damage per Success, with the Disorient 2 and Knockdown
qualities)
Aegis of Thoth (make a Hard Arcana check; if successful, until the end of the mummy lord’s next turn, reduce
the damage of all hits against them by one, plus one for every 2 Success, and the mummy lord gains +3
defense. The mummy lord can maintain these effects with the concentrate maneuver).
Summon Scarabs (make a Hard Arcana check; if successful, the mummy lord summons a scarab swarm at
engaged range. The scarab swarm is an ally to the mummy lord)
Master Sorcerer (a mummy lord may maintain concentration on one spell per turn as an incidental instead of as
a maneuver)
Equipment: Fist (Brawl; Damage: 10; Critical: 3; Range [Engaged]; Concussive 1, Knockdown), Pharaoh’s
Crown (implement, when the mummy lord casts the Conjure spell to summon an ally, adding the Summon Ally
effect does not increase its difficulty. In addition, the creature(s) remain summoned until the end of the encounter
without the mummy lord having to use the concentrate maneuver), Pharaoh’s Crook (implement, functions as a
magical staff)
Necromantic Swarm (Rival) – A necromantic swarm consists of innumerable dismembered body parts,
including hands, feet, arms, legs, and heads. Necromancers with particularly horrid senses of humour
occasionally animate necromantic swarms to protect their lairs (or simply out of boredom and a surplus of spare
parts).
Brawn: 2 Agility: 2 Intelligence: 1
Cunning: 1 Willpower: 1 Presence: 1
Soak: 1 Wounds: 32 M/R Defense: 0/0
Skills: Brawl 2, Coordination 2
Talents: None
Abilities: Silhouette 2
Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Terrifying (at the start of the encounter, all opponents must make a Hard fear check as an out-of-turn incidental.
If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most
terrifying enemy)
Teeming Threat (as a maneuver, a swarm may engage all living targets within Short range, and take an attack
action against each target)
Swarm (halve the damage dealt to the swarm before applying soak, unless the weapon has the Blast or Burn
quality [regardless of whether the quality is activated])
Show of Hands (enemies who are Engaged with a necromantic swarm at the start of their turn must make a
Hard Resilience check as an incidental or suffer 4 wounds)
Equipment: Body Parts (Brawl; Damage: 4; Critical: 4; Range [Engaged]; Disorient 3, Knockdown)
Reanimated Hand (Rival) – A reanimated hand is a combination of alchemy and necromancy. The creature
appears as a severed hand, but monstrously huge, with a toothy maw in its palm. It moves about by walking on
its fingers, and pounces upon victims to crush them in its grip while savaging them with its bite. They are often
found in the lairs of evil wizards or powerful undead.
Brawn: 4 Agility: 3 Intelligence: 2
Cunning: 2 Willpower: 2 Presence: 1
Soak: 6 Wounds: 18 M/R Defense: 0/0
Skills: Brawl 2, Perception 2, Ranged 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Magic Resistance (a reanimated hand upgrades the difficulty of any magic skill check targeting it by one)
Flying Punch (a reanimated hand may ball into a fist and launch itself at an enemy. If it hits, it becomes Engaged
with that enemy as an incidental).
Death Grip (if a reanimated hand Ensnares a target with its Smack attack, it grips the target tightly and begins to
squeeze, while ferociously biting at the same time. The target suffers 4 additional wounds, and is immobilized.
The target suffers another 4 wounds each turn that the hand continues its Death Grip. Either the target (or an
ally) must succeed at an opposed Athletics check as an action on their turn to free the target from the hand. A
reanimated hand cannot attack other targets while using its Death Grip, but may release its target as an
incidental).
Equipment: Punch (Ranged; Damage: 6; Critical: 3; Range [Short]; Disorient 3, Knockdown), Smack (Brawl;
Damage: 7; Critical: 3; Range [Engaged]; Ensnare 1)
Skeleton (Minion) – The most common form of undead, animated skeletons are found in crypts, tombs,
dungeons, and anywhere that necromancers are active. They are silent, tenacious, and dangerous in large
numbers.
Brawn: 2 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 1 Presence: 1
Soak: 3 Wounds: 4 M/R Defense: 1/1
Skills (group only): Melee (Light), Perception, Ranged, Resilience, Vigilance
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Undying (may spend 3 Setback from any check made by a PC to return one previously defeated skeleton to an
existing minion group, removing damage from the group accordingly. Spend Despair to return two skeletons to a
minion group).
Equipment: Rusted blade (Melee; Damage: 5; Critical: 3;Range [Engaged]), worn bow (Ranged; Damage: 6;
Critical: 3; Range [Medium]), antique mail (+1 soak).
Skeleton Mage (Rival) – Skeleton mages are undead created from fallen spellcasters. They still retain much of
their former magical power, and are clever, deadly foes.
Brawn: 2 Agility: 2 Intelligence: 3
Cunning: 2 Willpower: 3 Presence: 2
Soak: 4 Wounds: 12 M/R Defense: 2/2
Skills: Arcana 3, Cool 2, Lore 3, Perception 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Enervating Curse (A skeleton mage may make a Hard Arcana check against a target, if successful, the target
reduces its Ability for all checks by one until the end of its next turn. In addition, if the target suffers strain for any
reason, they suffer 1 additional strain).
Ghostly Barrier (A skeleton mage is surrounded by a misty barrier that increases Defense by one and adds +1
Soak)
Equipment: Ice Spear (Arcana; Damage: 7; Critical: 2; Range [Medium], Ensnare 3, Vicious 3), Icy Blast
(Arcana; Damage: 7; Critical: 2; Range [Medium], Blast 3, Ensnare 3) Staff (+4 to magic attacks; Melee (Heavy);
Damage: 4; Critical: 4; Range [Engaged], Defensive 1), decaying finery (+1 Defense)
Skeleton Warrior (Rival) – Some skeletons are imbued with greater necromantic power, or contain some
vestige of the warrior from whom they were created. These skeleton warriors are often found leading other
skeletons, and are formidable opponents.
Brawn: 3 Agility: 2 Intelligence: 2
Cunning: 2 Willpower: 3 Presence: 2
Soak: 5 Wounds: 13 M/R Defense: 3/2
Skills: Melee (Light) 3, Perception 2, Ranged 3, Resilience 2, Vigilance 3
Talents: Adversary 1 (upgrade difficulty of all combat checks against this creature once)
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Skeleton Commander: any skeleton minion groups within Medium range of a skeleton warrior gain +2 damage.
Equipment: Steel blade (Melee (Light); Damage: 6; Critical: 2; Range [Engaged], Defensive 1), longbow
(Ranged; Damage: 6; Critical: 3; Range [Medium]), Shield (Melee (Light); Damage: 3; Critical: 6; Range
[Engaged]; Defensive 1, Deflection 1, Inaccurate 1, Knockdown), plate and chain (+1 Defense, +2 soak)
Spectre (Minion) – A lesser form of undead created by a wraith, a spectre is aware that it has been cheated of
passing into the afterlife. It feels nothing but rage and hatred towards the living.
Brawn: 1 Agility: 3 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 3 Wounds: 6 M/R Defense: 2/2
Skills (group only): Brawl, Stealth
Talents: Finesse (a spectre may use Agility instead of Brawn for Brawl and Melee attacks)
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Incorporeal (may move over or through terrain [including doors and walls] without penalty. Halve the damage
dealt before applying soak, unless the attack came from a magical source such as a spell or magical weapon)
Life Drain (each time a target is wounded by a spectre, must make an Average Resilience check or have its
Wound and Strain threshold reduced by one until the next sunrise. If either threshold is reduced to zero, the
target dies)
Sunlight Vulnerability (a spectre exposed to natural sunlight takes two unsoakable Wounds per turn until it is out
of the sunlight. If reduced to zero Wounds, it dissipates into grey smoke)
Equipment: Draining Touch (Brawl; Damage: 3; Critical: 2; Range [Engaged]; Breach 1, Special)
Vampire Spawn (Minion) – Vampire spawn are newly turned vampires, and are often nearly feral, seeking only
to slake their thirst upon the living. They are usually subservient to the vampire that created them, but sometimes
they are abandoned to wander on their own. While they are much weaker than true vampires, when they band
together in packs, they can be daunting foes.
Brawn: 3 Agility: 2 Intelligence: 1
Cunning: 2 Willpower: 2 Presence: 1
Soak: 5 Wounds: 7 M/R Defense: 0/0
Skills (group only): Brawl, Perception, Stealth, Vigilance
Talents: None
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Sunlight Vulnerability (a vampire spawn exposed to natural sunlight suffers 2 Wounds per turn until it is out of the
sunlight. If reduced to zero Wounds, it collapses into dust)
Regeneration (vampire spawn heal 2 wounds at the start of their turn, unless they are in direct sunlight)
Vampire's Embrace (a vampire spawn that Ensnares its target with its Claws attack may spend 2 Advantage or
Triumph to make a Bite attack against the target. If the bite attack is successful, the vampire spawn heals
damage equal to the damage inflicted after soak)
Equipment: Claws (Brawl; Damage: 5; Critical: 3; Range [Engaged]; Ensnare 2, Vicious 1), Vampiric Bite
(Brawl; Damage: 6; Critical: 2; Range [Engaged]; Pierce 2)
Vampire, Orlok (Nemesis) – Vampires of the Orlok bloodline are grotesque creatures that skulk through the
shadows, spreading pestilence and horror in their wake. Most take up residence in sewers, cave systems,
abandoned tombs or castles, attended by their feral spawn and swarms of vermin. No two Orlok vampires are
the same: some may have powers other than those listed here.
Brawn: 4 Agility: 3 Intelligence: 3
Cunning: 4 Willpower: 4 Presence: 2
Soak: 6 Wounds: 22 Strain: 16 M/R Defense: 0/0
Skills: Athletics 3, Coordination 3, Brawl 4, Coercion 3, Perception 3, Stealth 4, Vigilance 3
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature twice)
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Sunlight Vulnerability (a vampire exposed to natural sunlight suffers 2 Wounds per turn until it is out of the
sunlight. If reduced to zero Wounds, it collapses into dust)
Regeneration (an Orlok vampire heals 3 wounds at the start of their turn, unless they are in direct sunlight)
Terrifying (at the start of the encounter, all opponents must make a Daunting fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy)
Command Beasts (an Orlok vampire can direct the actions of certain beasts (rats, bats, insects, spiders, wolves)
with a Willpower lower than 3 within Long range as an out-of-turn incidental)
Wall Crawler (an Orlok vampire may move along walls or ceilings without needing to make an Athletics check)
Vampire's Embrace (a vampire that Ensnares its target with its Claws attack may spend 2 Advantage or Triumph
to make a Bite attack against the target. If the bite attack is successful, the vampire heals damage equal to the
damage inflicted after soak)
Pestilent Bite (a living target bitten by an Orlok vampire must make a Daunting Resilience check or become
afflicted with a wasting disease. The target immediately reduces its wound and strain thresholds by four each.
Each day, the target must repeat this check until it succeeds, or dies. A character that dies from the wasting
disease, or dies while afflicted by it, will rise at nightfall as a vampire spawn)
Mist Form (a vampire reduced to 0 wounds dissolves into an eerie mist, and attempts to return to its resting
place. If it cannot return to its resting place before dawn, or is exposed to direct sunlight, it is destroyed. If it
reaches its resting place, it reforms and is Incapacitated until the next sunset, when it arises, fully restored. If the
vampire is slain in its resting place while Incapacitated, it is destroyed)
Equipment: Claws (Brawl; Damage: 7; Critical: 3; Range [Engaged]; Ensnare 2, Vicious 2), Vampiric Bite
(Brawl; Damage: 6; Critical: 2; Range [Engaged]; Pierce 3, Vicious 3)
Vampire, Dracul (Nemesis) – Vampires of the Dracul bloodline are formidable warriors and cunning deceivers.
They are quite adept at blending into civilized societies, which they prey on from the inside. It is not until a town
or village is overrun with vampire spawn that the truth of the Dracul's masquerade is revealed. No two Dracul
vampires are the same: some may have powers other than those listed here.
Brawn: 4 Agility: 4 Intelligence: 4
Cunning: 4 Willpower: 4 Presence: 4
Soak: 6 Wounds: 20 Strain: 18 M/R Defense: 1/1
Skills: Athletics 3, Coordination 3, Brawl 4, Charm 3, Coercion 4, Melee (Light) 4, Negotiation 3, Perception 3,
Vigilance 3
Talents: Adversary 2 (upgrade difficulty of all combat checks against this creature twice)
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Sunlight Vulnerability (a vampire exposed to natural sunlight suffers 2 Wounds per turn until it is out of the
sunlight. If reduced to zero Wounds, it collapses into dust)
Regeneration (a Dracul vampire heals 3 wounds at the start of their turn, unless they are in direct sunlight)
Terrifying (at the start of the encounter, all opponents must make a Daunting fear check as an out-of-turn
incidental. If there are multiple sources of fear in the encounter, the opponents only make one fear check against
the most terrifying enemy).
Vampire's Embrace (a vampire that Ensnares its target with its Claws attack may spend 2 Advantage or Triumph
to make a Bite attack against the target. If the bite attack is successful, the vampire heals damage equal to the
damage inflicted after soak)
Mesmeric Gaze (once per round as a maneuver, a Dracul vampire may attempt to mesmerize a target. This is a
Coercion check opposed by the target's Discipline. If the vampire succeeds, the target is immobilized until the
end of its next turn. The vampire may spend 3 Advantage on the check to stagger the target as well. If the check
generates a Triumph for the vampire, instead of immobilizing and/or staggering the target, the vampire may
spend 3 strain to choose the target's next maneuver and action)
Mist Form (a vampire reduced to 0 wounds dissolves into an eerie mist, and attempts to return to its resting
place. If it cannot return to its resting place before dawn, or is exposed to direct sunlight, it is destroyed. If it
reaches its resting place, it reforms and is Incapacitated until the next sunset, when it arises, fully restored. If the
vampire is slain in its resting place while Incapacitated, it is destroyed)
Equipment: Claws (Brawl; Damage: 7; Critical: 3; Range [Engaged]; Ensnare 2, Vicious 2), Vampiric Bite
(Brawl; Damage: 6; Critical: 2; Range [Engaged]; Pierce 3, Vicious 3), Fine Sword (Melee (Light); Damage: 7;
Critical: 1; Range [Engaged]; Accurate 1, Defensive 1)
Will O' Wisp (Rival) – Will o' wisps are evil undead vestiges that manifest as small, glowing balls of light. They
feed on fear and despair, and frequently lure travelers into dangerous environments or monster lairs to feed on
their fear. Skilled magic users can sometimes extract the essence of a fallen wisp to create a lightstone.
Brawn: 1 Agility: 3 Intelligence: 2
Cunning: 3 Willpower: 2 Presence: 1
Soak: 2 Wounds: 12 M/R Defense: 1/1
Skills: Brawl 2, Deception 3, Stealth 3
Talents: None
Abilities: Flyer, Silhouette 0
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Incorporeal (may move over or through terrain [including doors and walls] without penalty. Halve the damage
dealt before applying soak, unless the attack came from a magical source such as a spell or magical weapon)
Deceptive Illumination (A will o' wisp can shed light out to Medium range, or as little as Engaged range. It can
appear as candlelight, torchlight, or virtually any form of luminescence it chooses. It can change the range of its
illumination, or its appearance, as an incidental)
Invisibility (As an action, a will o' wisp may turn invisible, extinguishing its light. It may sustain this invisibility by
spending a maneuver to concentrate each turn. It cannot remain invisible if it attacks)
Consume Life (Once per turn, a will o' wisp engaged with an Incapacitated creature may attempt to consume its
life as an incidental. The creature must make an Average Resilience check or die immediately. If the creature
dies, the will o' wisp regains 6 wounds)
Wight (Rival) – Wights are undead warriors whose lust for battle is stronger than the grave. They are frequently
found haunting the tombs, cairns, and barrows where they were once laid to rest.
Brawn: 3 Agility: 2 Intelligence: 2
Cunning: 2 Willpower: 3 Presence: 2
Soak: 5 Wounds: 12 M/R Defense: 3/2
Skills: Athletics 1, Melee (Light) 3, Perception 2, Vigilance 2
Talents: None
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Life Drain (each time a target is wounded by a wight, it must make a Hard Resilence check or have its Wound
and Strain threshold reduced by two until the next sunrise. If either threshold is reduced to zero, the target dies.
It will rise as a zombie under the control of its killer at the next nightfall)
Sunlight Vulnerability (a wight exposed to natural sunlight suffers 2 Wounds per turn until it is out of the sunlight.
If reduced to zero Wounds, it collapses into dust)
Equipment: Sword (Melee (Light); Damage: 6; Critical: 2; Range [Engaged]; Defensive 1), Shield (Melee (Light);
Damage: 3; Critical: 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1, Knockdown), Ancient
Platemail (+1 Defense, +2 Soak)
Wraith (Rival) – When a supremely evil person dies, they sometimes leave behind a malevolent echo of
themselves, known as a wraith. Wraiths exist only to destroy life. Their incorporeal nature and life-draining
attacks make them terrifying opponents.
Brawn: 1 Agility: 3 Intelligence: 2
Cunning: 3 Willpower: 2 Presence: 2
Soak: 4 Wounds: 12 M/R Defense: 3/3
Skills: Brawl 2, Cool 2, Discipline 2, Stealth 3
Talents: Finesse (a spectre may use Agility instead of Brawn for Brawl and Melee attacks)
Abilities: Death Sight (an undead suffers no Perception penalties at night or in total darkness)
Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to survive)
Incorporeal (may move over or through terrain [including doors and walls] without penalty. Halve the damage
dealt before applying soak, unless the attack came from a magical source such as a spell or magical weapon)
Life Drain (each time a target is wounded by a wraith, it must make a Hard Resilence check or have its Wound
and Strain threshold reduced by two until the next sunrise. If either threshold is reduced to zero, the target dies.
It will rise as a spectre under the control of its killer at the next nightfall)
Sunlight Vulnerability (a wraith exposed to natural sunlight suffers 2 Wounds per turn until it is out of the sunlight.
If reduced to zero Wounds, it dissipates into grey smoke)
Equipment: Draining Touch (Brawl; Damage: 3; Critical: 1; Range [Engaged]; Breach 1, Special)
Zombie (Minion) – Mindless and relentless, zombies stagger slowly towards any living creature they see. Their
only impulse is to kill. They present little challenge in small numbers, but they are often accompanied by
necromancers, or more powerful undead.
Brawn: 2 Agility: 1 Intelligence: 1
Cunning: 1 Willpower: 1 Presence: 1
Soak: 3 Wounds: 4 M/R Defense: 0/0
Skills (group only): Brawl, Vigilance
Talents: None
Abilities: Undead (an undead is immune to poison, disease, and sleep, and needs no air, water, or food to
survive)
Equipment: Bite (Brawl; Damage: 4; Critical: 4; Range [Engaged]; Vicious 1), Claws (Brawl; Damage: 3; Critical:
5; Range [Engaged])