Tab 1

The following is a list of creatures for use in Daggerheart games, inspired by creatures from a variety of sources (particularly AD&D 2e and D&D 3e, Pathfinder, the Cypher System, and Call of Cthulhu, and actual mythology). To be occasionally updated with new creatures and better rules.

As always, if you see a mistake, let me know! And thanks

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ChangeLog

Reordering the abilities to fit the Passives/Actions/Reactions format of the actual book. Doh!

7/19: Altered the “Spread The Curse” feature for Werebeast.

7/22: Altered the “Secret Knowledge” trait for the Sphinx to require an Instinct Reaction Roll, and altered the Sidhe’s “Enticing Illusions.”

7/25: Gave the Black Dog a new trait: “Feed.”

7/27: Did a minor correction on the Afanc.

7/28: Did a massive update: new monsters! Lots of ‘em!

8/3: A few more corrections, thanks to people pointing out problems and mistakes.

8/11: A bunch of corrects, a bit of clean-up with some descriptions, and I renamed Fire-Faeries to Glow-Faeries, so you wouldn’t think they inflicted fire damage. They glow like lightning bugs!

8/23-8/25: Bunch of minor corrections.

9/1: A bunсh more corrections. I swear I proofread this.

9/15: Changed Giant Anuran into a Bruiser and adjusted its thresholds accordingly.

1/22/26: put the Bugbear stats into Tier 2 where they belonged.

4/26/20206: A big update! Over 70 new adversaries! Tons of changes! Tons of new mistakes to find, I’m sure.

This product includes materials from the Daggerheart System Reference Document 1.0, (c) Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.

The materials and references within this application are limited to those included in the Daggerheart System Reference Document (SRD) and all creations are intended to be compatible with the Daggerheart TTRPG system. Users are responsible for ensuring that any content they create complies with the terms of the Darrington Press Community Gaming License. If you intend to distribute content created using this application, please consult the license to ensure compliance with its terms. This application is not affiliated with, endorsed by, or sponsored by Darrington Press.

Darrington Press™ and the Darrington Press authorized work logo are trademarks of Critical Role, LLC and used with permission.

All original material in this work is (c) 2026 Jessica Wolfman, WolfWorks Press


Table of Contents

Tier 1 Adversaries

Acid Vulture

Amphiptere

Angry Mob

Apprentice Mage

Barbed Pig-Toads

Black Ooze

Tiny Black Ooze

Blood Ooze

Tiny Blood Ooze

Bodyguard

Carock

Cave Devil

Charlatan

Crocodilian

Dire Boar

Dire Grave Beetle Swarm

Dragonet

Ferine Elf Archer

Ferine Elf Beastrider

Ferine Elf Wild One

Ferine Elf Witch

Fire Falcon

Flaming Skeleton

Flock of Crows

Giant Anuran

Giant Beetle

Giant Centipede

Giant Leech

Glow-Faeries

Grabber

Great Cat

Gremlin

Healer

Hunting Spider Swarm

Imp

Lamp-Eye

Lore Master

Minor Air Elemental

Minor Ice Elemental

Monkey Troop

Murkling

Noble Steed

Pardal

Peskies

Piranhakeets

Plague Rat

Plako

Poltergeist

Pterrippus

Rasné

Rockjaw

Salamander

School of Hungry Fish

Stonie

Stonie Swarm

Strimoa

Tantarlit

Terror Bird

Toxic Ooze

Tiny Toxic Ooze

Tree Octopus

Twilling

Venomous Snake

Whipweed

White Ooze

Tiny White Ooze

Wild Bovid

Wildflower

Young Hydriad

Young Lampades

Young Oread

Tier 2 Adversaries

Aloris

Battle Smith

Black Dog

Bleederbites

Blood Mist

Bogey

Bounty Hunter

Brute

Brute Squad

Bugbear

Carnivorous Tree

Cerebrute: Psychic Horror

Cerebrute: Evolved Mentality

Child of the Blood Moon (Moonclaw)

Clanker Eye

Crawling Haunter

Creepy Doll: Innocent

Creepy Doll: Evil Revealed

Crocotta

Darkling

Darkness Elemental

Demon Dancers

Demon of Battle

Demon of Pain

Demon-Horse

Devil Eel

Devil Eel Herald

Devil-Bird

Disembodied Part

Doppelganger

Dustling

Dust Devil

Eye-Thing

Face-Eater

Faceless Lurker

Feralope

Feyhound

Fire Demons

Fire-Lizard

Flesh Ooze

Formych Worker

Formych Warrior

Formych Potentate

Formych Queen

Ghostly Horde

Ghoul

Ghoul Cultist

Giant Bolas Spider

Giant Spider

Gibberbird

Greenspeaker Druid

Harpy

Harpy Fury

Haunt

Hexahedros

Honeytrap Flower

Horde Demons

Hungry Ghost

Inquisitor

Killer Ape

Killerphant

Lamia

Land Shark

Lieutenant

Living Topiary

Living Water

Mageslayer

Midden Beast

Mimic

Reanimated

Moreaued

Gang of Moreaued

Not-Sheep

Pachyderm

Peryton

Phantasmist

Pit Fighter

Rager

Rawhead-And-Bloody-Bones

Rotsower Druid

Scarecrow

Scolops

Scolops Whelp

Secret-Seeker

Serpoped

Shadow Demon

Shambler

Spined Shrieker

Stalker Demon

Stone Ooze

Tiny Stone Ooze

Shadowed Slithers

Storm Beast

Stranglevine

Stupor Snake

Summoner

Swordclaw

Gruff Brute Therianthrope

Pack Hunter Therianthrope

Sly One Therianthrope

Shadow Lurker Therianthrope

Soaring Terror Therianthrope

Trapper

Troll

Unicorn: Watchful Guardian

Unicorn: Untamable Warrior

War-Bard

Watchdemon

Whip-Tailed Cat

Wight

Wild Dancers

Will o’ Wisp

Zombie Wall


Tier 3 Adversaries

Afanc

Boneless One Progenitor

Chimera: Howling Mutate

Chimera: Screaming Chaos

Crime Boss

Demon of Calculations

Demon of Chains

Demon of Deals

Demon of Deformation

Demon of Disease

Demon of Vapors

Demon of Mockery

Demon of Slime

Demon Tree

Demon Tree

Dread Champion

Dream-Haunter

Dream Weaver

Pack of Dreamlings

Duelist

Firebrand

Flowertrap Plant

Flying Eye

Golem

Greater Air Elemental

Greater Ice Elemental

Green Creeper

Hag

Harbinger Ghost

Herald of the Fallen

Huge Toxic Ooze

Huge White Ooze

Hydriad

Iron Brute

Lampades

Manes

Manticore

Mekhos

Naga

Omniscis

Ophidemon

Oracle

Oread

Púca

Quake-Maker

Rapacious Mud

Mudling

Ruin Elemental

Sidhe

Swamp Hulk

Sword Spirit

Earth-Shaker Therianthrope

Legendary Therianthrope

Tutelary Spirit

Vengeful Ghost

Wind-Walker

Wizened

Wraith

Young Cloud Dragon

Young Forest Dragon

Young Marsh Dragon

Young Wastelands Dragon


Tier 4 Adversaries

Cloud Dragon: Sky Dancer

Cloud Dragon: Darkening Clouds

Cloud Dragon: Raging Storm

Composite Ooze

Composite Ooze Spore

Dragon of the Darkness Below

Dragon-Fish: Master of the Seas

Dragon-Fish: Angered Typhoon

Dzin

Forest Dragon: Great Beast

Forest Dragon: Monarch of the Woods

Forest Dragon: Fury of Nature

Hallowed Light

Hallowed Paladin

Hallowed Shield

Huge Flesh Ooze

Mocker

Marsh Dragon: Mired Beast

Marsh Dragon: Swampland Terror

Marsh Dragon: Malignance Embodied

Sphinx

Storm Elemental

That-Which-Births-Horrors (Spawner)

Wastelands Dragon: Desert Haunter

Wastelands Dragon: Pitiless Sun

Wastelands Dragon: Bone-Bleacher

Wurm


Tier 1 Adversaries

 

Acid Vulture

Tier 1 Standard; Difficulty 10

A large, brightly colored carrion bird that spits acid to ward off poachers.

Motives & Tactics: Fly away, spit acid, steal food

Thresholds: 5/10

HP: 3 – OOO

Stress: 3 – OOO

ATK: +1

Bite: Melee | ATK: +1 | 1d6+2 phy

Features

Flying – Passive: While flying, the Acid Vulture has a +2 bonus to their Difficulty.

Spit Acid – Action: Make an attack against all targets in front of the Acid Vulture, or below them if they are flying, within Very Close range. Targets the Acid Vulture succeeds against take 2d6 physical damage and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP and you gain a Fear.

 

Amphiptere

Tier 1 Solo; Difficulty 13

A bat-winged snake with a venomous bite and a sharp, barbed tail.

Motives & Tactics: Ambush, constrict, hunt, fly, poison

Experience: Keen Senses +2

Thresholds: 7/13

HP: 7 – OOOOO – OO

Stress: 3 – OOO

ATK: +2

Fang-Filled Maw: Very Close | 1d6+3 phy

Features

Flying – Passive: While flying, the Amphiptere has a +2 bonus to their Difficulty.

Constriction – Action: Mark a Stress to deal 3d6+12 physical damage to a creature the Amphiptere has Restrained.

Venomous Bite – Action: Make an attack against a target within Melee range. On a success, spend a Fear to deal 1d12+2 physical damage and Poison them until their next rest. While Poisoned, the target is Vulnerable and if they fail a roll with Fear, they must mark a Stress and are knocked down until their next action.

Constrict – Action: Make an attack against a target within Melee range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll (15), or is freed automatically if the Amphiptere takes Severe damage.

Stinging Tail – Reaction: If an attacker is within Very Close range when the Amphiptere marks 2 or more HP, spend a Fear to deal 1d8+2 physical damage to the attacker.

 

Angry Mob

Tier 1 Horde (4/HP); Difficulty 10

A group of riotous peasants.

Motives & Tactics: March, show anger, storm the palace

Thresholds: 5/8

HP: 5 – OOOOO

Stress: 2 – OO

ATK: -2

Tools and Pitchforks: Melee | 1d8+1 phy

Features

Get In The Way – Passive: The area within Very Close range of the Mob is difficult to navigate.

Horde (1d4) – Passive: When the Mob has marked half or more of their HP, their standard attack deals 1d4 physical damage instead.

Relentless (2) – Passive: The Mob can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

…And Torches – Action: Spend a Fear to set a flammable object On Fire. A creature within Melee range of the flaming object is also set On Fire. While a creature acts while On Fire, they must take an extra 1d8 magic damage if they are still On Fire at the end of their action.

Kick ‘Em While They’re Down – Action: Spend a Fear to make a Restrained target mark 1 HP.

Overwhelm – Action: Once per scene, make an attack against a target within Very Close range. On a success, move the Mob into Melee range and the target is Restrained and Vulnerable until they break free with a successful Strength Roll (15).

 

Apprentice Mage

Tier 1 Ranged; Difficulty 10

An inexperienced spellcaster doing the best they can.

Motives & Tactics: Discover magic, prove worthiness, stay out of danger

Experience: Magic Knowledge +2

Thresholds: 4/7

HP: 3 – OOO

Stress: 4 – OOOO

ATK: +1

Arcane Bolt: Far | 1d8+3 mag

Features

Distracting Cantrip – Action: Mark a Stress to perform a minor magical effect against a target within Close range and force them to make an Instinct Reaction Roll (12). On a failure, the target is temporarily Distracted and has disadvantage on their next action roll.

Protective Shield – Reaction: When the Apprentice takes damage, mark a Stress to gain resistance to it.

 

Barbed Pig-Toads

Tier 1 Horde (4/HP); Difficulty 10

Small, foul-tempered beasts that look like a cross between a pig, a pug, and a horney toad.

Motives & Tactics: Bite, find food, protect burrows, overwhelm

Thresholds: 5/10

HP: 4 – OOOO

Stress: 2 – OO

ATK: -1

Bite: Melee | 1d8+1 phy

Features

Horde (1d4+1) – Passive: When the Pig-Toads have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.

Toxic Bite – Passive: Targets who mark HP from the Swarm’s attacks must make a Strength Reaction Roll (10) or must mark 2 Stress and are Vulnerable until their next rest, and they take a lockjaw token. If a target has 3 or more lockjaw tokens, then they can only choose one downtime move at their next rest.

 

Black Ooze

Tier 1 Skulk; Difficulty 11

A slithering oil slick that can assume shapes.

Motives & Tactics: Camouflage, consume and multiply, learn, mimic

Experience: Hide in Shadows +4

Thresholds: 6/12

HP: 6 – OOOOO O

Stress: 2 – OO

ATK: +1

Ooze Appendage: Melee | 1d8+1 phy

Features

Acidic Form – Passive: When the ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Make Teeth – Action: The ooze causes fanged maws to appear all over its body. Make an attack against a creature within Melee range. On a success, inflict 1d6+2 direct physical damage and the ooze clears an HP.

Strange Mimicry – Action: Mark a Stress to assume the form of a featureless copy of a PC. The ooze remains in this form until it chooses to drop it or take Major or greater damage and mimics the PC’s movements and words. The first time a PC sees their copy, they must make an Instinct or Knowledge Reaction Roll (15) or must mark a Stress and lose a Hope.

Whirlwind Of Blades – Action: The ooze creates multiple blade- or claw-like appendages. Spend a Fear to make an attack against all targets within Very Close range. Targets the ooze succeeds against take 2d6+2 direct physical damage.

Split – Reaction: When the ooze has 4 or more HP marked, you can spend a Fear to split them into two Tiny Black oozes (with no marked HP or Stress). Immediately spotlight both of them.

 

Tiny Black Ooze

Tier 1 Skulk; Difficulty 13

A tarry lump of goo.

Motives & Tactics: Stay hidden, watch and learn

Thresholds: 6/None

HP: 3 – OOO

Stress: 1 – O

ATK: +2

Ooze Appendage: Melee | 1d4+2 phy

Features

Acidic Form – Passive: When the ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

 

Blood Ooze

Tier 1 Skulk; Difficulty 10

A vampiric ooze the color of dried blood that arises from piles of corpses.

Motives & Tactics: consume and multiply, creep up, envelop

Thresholds: 6/10

HP: 5 – OOOOO

Stress: 2 – OO

ATK: +0

Ooze Appendage: Melee | 1d8+3 mag

Features

Slow – Passive: When you spotlight the ooze and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the ooze and they have a token on their stat block, clear the token and they can act.

Envelop – Action: Make an attack against a target within Melee range. On a success, the Ooze Envelops them and the target must mark 2 Stress and becomes Weakened until the end of the scene. While Weakened, they have disadvantage on Strength, Agility, and Finesse action rolls, must mark an HP each time they make an action roll, and the Ooze clears an HP. When the Ooze takes Severe damage, all Enveloped targets are freed and the condition is cleared.

Animate – Reaction: When a creature marks their last HP while Weakened from the ooze’s Blood Drain, spend a Fear to cause the creature to arise as a Tier 1 Zombie and spotlight it. The Zombie is not under the ooze’s control.

Split – Reaction: When the ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Blood oozes (with no marked HP or Stress). Immediately spotlight both of them.

 

Tiny Blood Ooze

Tier 1 Skulk; Difficulty 12

A small red slime that looks like a mobile blood clot.

Motives & Tactics: creep up, hide

Thresholds: 4/None

HP: 3 – OOO

Stress: 1 – O

ATK: -2

Ooze Appendage: Melee | 1d6+1 phy

Features

Blood Drain – Passive: When the ooze makes a successful attack, the target must make a Strength Reaction Roll (11) or become Weakened until the end of the scene. While Weakened, they have disadvantage on Strength, Agility, and Finesse action rolls.

 

Bodyguard

Tier 1 Support; Difficulty 12

A loyal guard who is willing to take a blow for their boss.

Motives & Tactics: Protect client, look for danger, ward off enemies

Experience: Spot Dangers +2

Thresholds: 6/9

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +1

Sword: Melee | 1d8+2 phy

Features

Armored – Passive: When the Bodyguard takes physical damage, reduce it by 3.

How Dare You – Passive: The Bodyguard has advantage on the first attack they make against a target who intends to cause their employer harm.

Self-Sacrifice – Reaction: When the Bodyguard is within Close range of their employer who would take damage, you can mark a Stress to move into Melee range of them and take the damage instead. If the attacker is within Very Close range, the Bodyguard can then move to within Melee range of them and make a standard attack.

 

Carock

Tier 1 Bruiser; Difficulty 13

A pony-sized mustelid that combines elements of badger and wolverine. Their claws are powerful enough to let them dig slowly through solid rock.

Motives & Tactics: bite, climb, dig, hiss and snarl, trail prey

Experience: Keen Senses +2

Thresholds: 4/8

HP: 4 OOOO

Stress: 3 OOO

ATK: +0

Bite and Claw: Melee | 1d4+6 phy

Features

Ramp Up – Passive: You must spend a Fear to spotlight the Carock. While spotlighted, they can make their standard attack against all targets within range.

Rampaging Fury – Reaction: When the Carock marks 2 or more HP, they can rampage. Move the Carock to a point within Close range and deal 2d6+3 direct physical damage to all targets in their path.

 

Cave Devil

Tier 1 Skulk; Difficulty 10

Not a demon, but a mischievous and destructive subterranean creature that resembles a small, scrawny gargoyle.

Motives & Tactics: break stuff, collect shinies, fly, lead astray

Experience: Stealth +2, Trickery +2

Thresholds: 4/7

HP: 3 – OOO

Stress: 2 – OO

ATK: +1

Crystal Dagger: Melee | 1d4+3 py

Features

Flying – Passive: While flying, the Cave Devil gains a +2 bonus to their Difficulty.

Mimicry – Passive: The Cave Devil can mimic voices and sounds they have heard. A creature can make an Instinct or Knowledge Reaction Roll to know that the Cave Devil’s mimicry isn’t real. Spend a Fear to make the Cave Devil’s voice appear to have originated anywhere within Close range.

Cloaked – Action: Become Hidden until after the Cave Devil’s next attack. Attacks made while Hidden from this feature have advantage.

Chink in the Armor – Reaction: The Cave Devil has a strange magical ability to break things they touch. When the Cave Devil marks HP, mark a Stress to cause the attacker to mark an Armor Slot.

Crystal Poison – Reaction: When a target marks HP from the Cave Devil’s standard attack, they must succeed on an Instinct Reaction Roll or begin to hallucinate and see distances and sizes incorrectly until the end of the scene. Targets who fail must mark a Stress.

 

Charlatan

Tier 1 Social; Difficulty 13

A skilled liar and fraud who has a bridge to sell.

Motives & Tactics: escape, lie, profit, steal

Experience: Manipulation +4, Disguise +2

Thresholds: 5/8

HP: 3 OOO

Stress: 4 OOOO

ATK: -1

Dagger: Melee | 1d4+4

Features

Glass Diamonds and Brass Gold – Passive: If the Charlatan is telling the PC something they want to hear, the PC has disadvantage on any attempt made to see through the Charlatan’s lies.

Confusing Doubletalk – Passive: When a PC rolls a 14 or lower on a Presence or Knowledge Roll made against the Charlatan, they must mark a Stress.

It Was The Other Guy – Action: Spend a Fear to direct an opponent’s attention to another target. If used on a PC, they must make a Presence Reaction Roll (15). On a failure, they must mark 2 Stress or focus their attention on the other target.

The Better Part Of Valor – Reaction: When the Charlatan takes any damage, mark a Stress to become Hidden until their next action or a PC succeeds on an Instinct Roll (14) to find them.

 


Crocodilian

Tier 1 Bruiser; Difficulty 14

An alligator, crocodile, or similar large, water-dwelling reptile.

Motives & Tactics: ambush prey, devour

Experience: Ambusher +4

Thresholds: 10/17

HP: 6 – OOOOO O

Stress: 2 – OO

ATK: +1

Vicious Bite: Melee | 1d6+6 phy

Features

Smiling Jaws – Passive: A target who marks HP from the Crocodilian’s standard attack must make a Strength Reaction Roll or be Restrained until they break free with a successful Strength Roll.

Death Roll – Action: The Crocodilian drags a Restrained creature underwater and spins around, causing the target to become Vulnerable and start drowning. The target takes 2d6+10 physical damage.

 

Dire Boar

Tier 1 Bruiser; Difficulty 12

A boar the size of a draft horse, whose tusks and aggression are both oversized.

Motives & Tactics: defend territory, eat, charge, gore

Experience: Keen Senses +2

Thresholds: 8/16

HP: 7 – OOOOO OO

Stress: 2 – OO

ATK: +1

Outsized Tusks: Melee | 1d6+3 phy

Features

Rampaging Fury – Action: Spend a Fear to move the Boar into Melee range with a creature and make a standard attack. On a success, deal 2d4+4 physical damage and the target must mark a Stress.

Momentum – Reaction: When the Boar makes a successful attack against a PC, you gain a Fear.

Not Ready To Die – Reaction: Once per day, when the Boar would mark its last HP, mark a Stress instead.


Dire Grave Beetle Swarm

Tier 1 (10/HP) Horde; Difficulty 10

A swarm of fist-sized burying beetles. They normally eat carrion and other detritus, but these mutants are happy to devour injured prey.

Motives & Tactics: consume flesh, crawl over

Thresholds: 5/12

HP: 5 – OOOOO

Stress: 2 – OO

ATK: +0

Pinching Bites: Melee | 1d6+6

Features

Horde (1d4+1) – Passive: When the Grave Beetles have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.

Bury – Reaction: When the Grave Beetles mark HP from an attack within Melee range, you can mark a Stress to make a standard attack against the attacker. On a success, the target takes no damage but is Restrained and Vulnerable and must mark a Stress.

Dragonet

Tier 1 Ranged; Difficulty 11

A tiny shoulder dragon with colorful wings. They breathe magical plasma, not fire

Motives & Tactics: be curious, fly, stay out of way

Experience: Keen Senses +2

Thresholds: 3/6

HP: 3 – OOO

Stress: 2 – OO

ATK: +2

Fiery Breath: Very Close | 1d8+2 mag

Features

Flying – Passive: While flying, the Dragonet gains a +3 bonus to their Difficulty.

Teleport – Passive: Before or after taking an action, you can mark a Stress to teleport to a location within Far range.

Happy Gas – Action: Spend a Fear to exhale non-damaging, euphoria-causing gas on all targets in front of them up to Very Close range. Targets must succeed on an Instinct Reaction Roll or mark a Stress, become Vulnerable, calm, and happy.

 


Ferine Elf Archer

Tier 1 Ranged; Difficulty 12

A masked elf archer that darts from branch to branch, taking potshots as they go.

Motives & Tactics: climb, help allies, protect territory

Experience: Keen Senses +3

Thresholds: 5/9

HP: 3 – OOO

Stress: 3 – OOO

ATK: +2

Elf Bow: Far | 1d8+3 phy

Features

Climber – Passive: The Archer climbs just as easily as they run.

Tree Leaper – Passive: As long as the Archer is above the ground, they can move up to Far range as their normal movement.

Hobbling Shot – Action: Make an attack against a target within Far range. On a success, mark a Stress to deal 1d12+3 physical damage. If the target marks HP from this attack, they have disadvantage on Agility Rolls until they clear at least 1 HP.

Pin Down – Action: Spend a Fear to make an attack within Far range against a target who is within Very Close range of an ally. On a success, the target takes 1d6+8 physical damage and on their next action, can only move up to Very Close range as part of their movement.

 

Ferine Elf Beastrider

Tier 1 Leader; Difficulty 11

A wild elven battler wearing an animal mask who is bonded to a great beast mount.

Motives & Tactics: drive back intruders, roam freely, protect territory

Experience: Keen Senses +3, Animal Lore +2

Thresholds: 6/12

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +1

Elfin Blade: Melee | 1d6+4

Features

Rider – Passive: While the Ferine Elf is mounted on their Chosen Beast, they gain a +2 bonus to their Difficulty. When they take Severe damage, they’re knocked from their mount and lose this benefit until you mark a Stress to remount.

Beast Mount – Action: If the Beastrider is mounted, when you spotlight them, their mount can also attack. Make an attack roll at +0 for the beast. On a success, deal 1d10+2 physical damage.

Pack Tactics – Passive: If the Ferine Elf makes a successful standard attack and another Ferine Elf or their Chosen Beast is within Melee range of the target, deal 1d8+2 physical damage instead of their standard damage and you gain a Fear.

Bite Back – Reaction: When the Ferine Elf is attacked by a target within Melee range, spend a Fear to make an attack. On a success, the Chosen Beast attacks, dealing 1d10+2 physical damage.

 

Ferine Elf Wild One

Tier 1 Bruiser; Difficulty 14

A masked and muscular elf, wearing the pelts and teeth of their prey.

Motives & Tactics: battle, intimidate, kill or be killed, protect pack

Thresholds: 9/17

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +2

War Club: Melee | 2d4+4 phy

Features

Ramp Up – Passive: You must spend a Fear to spotlight the Wild One. While spotlighted, they can make their standard attack against all 6 targets within range.

Knockback – Action: Make an attack against a target within Very Close range. On a success, mark a Stress to move into Melee range of the target, deal 3d4+2 physical damage, and knock the target down. The target is Vulnerable until their next action.

Momentum – Reaction: When the Wild One makes a successful attack against a PC, you gain a fear.

 

Ferine Elf Witch

Tier 1 Support; Difficulty 12

A skull-wearing elf wearing dozens of rune-marked tokens, each one containing a bound spirit.

Motives & Tactics: bind and command spirits, protect pack

Experience: Nature Lore +2, Arcane Lore +2

Thresholds: 7/13

HP: 3 – OOO

Stress: 6 – OOOOO O

ATK: +1

Spirit-Flame: Close | 1d8+6 mag

Features

Blindness – Action: Mark a Stress to send a spirit to cover the eyes of a target within Far range. The target is Blinded and all creatures are Hidden to them. This lasts until the end of the scene, the target marks 2 Stress, or the Witch takes Major or greater damage.

Divine Future – Action: Once per scene, spend a Fear to give an ally a warning about the future. If the ally is a PC, they gain a token. They can spend that token to turn a roll made with Fear into one made with Hope, or to force you to make a roll with disadvantage. If the ally is an NPC, place a token on its statblock. Spend the token to make a PC who rolled with Hope roll with Fear, or vice versa.

Healer – Action: Once per scene, the Witch can mark 2 Stress to clear one Stress or one HP of an ally within Very Close range.

Spirit Shield – Action: Mark a Stress to protect an ally within Close range with a mystical Shield until the Witch marks their last HP. While Shielded, the target has resistance to all damage. The Witch can only Shield one target in this way at a time.

 

Fire Falcon

Tier 1 Ranged; Difficulty 10

A flame-colored raptor that shoots fireballs from its eyes.

Motives & Tactics: drive off intruders, fly, hunt, start fires

Experience: Hunt from Above +2

Thresholds: 4/9

HP: 2 – OO

Stress: 2 – OO

ATK: +0

Firebomb: Far | 1d8+2 mag

Features

Flying – Passive: While flying, the Fire Falcon has a +2 bonus to their difficulty.

Fiery Aura – Action: Spend a Fear to burst into flames. Make an attack against all targets within Very Close range. Targets the Fire Falcon succeeds against take 1d6 magic damage.

 

Flaming Skeleton

Tier 1 Standard; Difficulty 11

A charred skeleton wreathed in magical flames.

Motives & Tactics: burn, fight, steal skin

Thresholds: 6/12

HP: 3 – OOO

Stress: 3 – OOO

ATK: +1

Flaming Sword: Melee | 1d8+2 phy

Features

Burning Shield – Passive: The Flaming Skeleton has resistance to magic damage.

Fiery Aura – Passive: When the Flaming Skeleton takes damage from an attack within Very Close range, the attacker takes 1d4+3 direct physical damage.

Burning Burst – Action: When the Flaming Skeleton causes a target to mark HP, mark a Stress to cause the target to be temporarily lit On Fire. When a creature acts while On Fire, they must take an extra 2d4 physical damage if they are still On Fire at the end of their action.

Burned To A Crisp – Reaction: When the Flaming Skeleton marks their last HP, they explode in a burst of flames. Make an attack against all targets within Very Close range. Targets the Flaming Skeleton succeeds against take 1d12+2 physical damage.

 

Flock of Crows

Tier 1 Horde (9/HP); Difficulty 12

A large group of screeching, angry birds.

Motives & Tactics: fly, obscure, peck, swarm

Thresholds: 6/11

HP: 6 – OOOOO O

Stress: 2 – OO

ATK: -2

Beaks: Melee | 1d10+1

Features

Horde (1d6+1): When the Swarm has marked half or more of their HP, their standard attack deals 1d6+1 physical damage instead.

In Your Face – Passive: All targets within Melee range have disadvantage on attacks against targets other than the Flock.

Blinding Strikes – Reaction: Birds aim for the eyes. When a target marks HP from the Horde’s attack, Spend a Fear to cause a target to become Blinded until the clear an HP. While Blinded, all things are Hidden to them.

 

Giant Anuran

Tier 1 Bruiser; Difficulty 10

A human-sized frog or toad with a toxin-covered skin.

Motives & Tactics: capture prey, leap away

Thresholds: 7/14

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +1

Slap: Melee | 1d6+2 phy

Features

Poisonous Skin – Passive: A creature that touches the Anuran with bare skin loses a Hope and suffers from hallucinations until they mark 2 Stress or take a long rest.

Great Leap – Action: Mark a Stress to leap into Melee range with a target within Close range. The target must succeed on an Agility or Instinct Reaction Roll (15) or take 2d8 physical damage and be knocked down and Vulnerable until their next action.

Sticky Tongue – Action: Make an attack against a creature within Close range. On a success, the target takes no damage but is Restrained and is pulled back to within Melee range of the Anuran.

Swallow Whole – Action: Mark a Stress and make an attack against a target within Melee range. On a success, the target takes 1d10 physical damage, and if they are the size of a halfling or goblin or smaller, is Swallowed by the Anuran, Restrained, and must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the target succeeds on a Strength Roll, or if the Anuran takes Severe damage, the target is freed.

 

Giant Beetle

Tier 1 Bruiser; Difficulty 12

A horse-sized beetle, reminiscent of both stag and rhinoceros beetles, with powerful mandibles and strong horns.

Motives & Tactics: charge, defend self, eat, fly away

Thresholds: 8/16

HP: 6 – OOOOO O

Stress: 3 – OOO

ATK: +3

Horn: Very Close | 1d8+6

Features

Armored Elytra – Passive: When the Sliver Beetle takes physical damage, reduce it by 3.

Rending Bite – Action: Make an attack against a target within Melee range. On a success, the attack deals direct damage.

Charge – Action: Spend a Fear to have the Sliver Beetle move up to Far range and make a standard attack against a target. On a success, deal 1d6+4 physical damage. The target must succeed on a Strength Reaction Roll or be knocked over, making them Vulnerable until they next act.

Momentum – Reaction: When the Sliver Beetle makes a successful attack against a PC, you gain a Fear.

 

Giant Centipede

Tier 1 Skulk; Difficulty 9

A centipede as long as a human is tall.

Motives & Tactics: eat, pinch, stay in dark areas

Thresholds: 4/7

HP: 3 – OOO

Stress: 2 – OO

ATK: +1

Nasty Bite: Very Close | 1d4+4 phy

Features

Venomous Bite – Passive: When a target marks HP from the Centipede’s bite, they must also make a Strength Reaction Roll (12) or must mark a Stress as well.

 

Giant Leech

Tier 1 Minion; Difficulty 9

Leeches no smaller than the length of a human’s leg.

Motives & Tactics: Consume blood, swim, bite

Experience: Stealth +3

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: -2

Numbing Bite: Melee | 1 phy

Features

Minion (3) – Passive: The Giant Leech is defeated when they take any damage. For every 3 damage a PC deals to the Giant Leech, defeat an additional Minion within range the attack would succeed against.

Attach – Action: Make a standard attack against a target in Melee range. On a success, they deal 1 damage and Attach to the target and begins draining blood. While Attached, each time the target takes an action, they mark an HP. The leech can be removed with a successful Strength Roll.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Giant Leeches within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage.

 

Glow-Fae

Tier 1 Horde (10/HP) ; Difficulty 9

Simple-minded fae barely the size of a hand, each one glowing with a different color.

Motives & Tactics: Flitter about, eat pollen, tend plants, confuse

Thresholds: 5/10

HP: 4 – OOOO

Stress: 2 – OO

ATK: -1

Sting: Melee | 1d6+2 mag

Features

Flying – Passive: While flying, the Swarm has a +2 bonus to their Difficulty.

Horde (1d4) – Passive: When the Swarm has marked half or more of their HP, their standard attack deals 1d4 physical damage instead.

Dance of Confusion – Action: You must spend a Fear to spotlight the Glow-Faeries. While spotlighted, all creatures within Far range must make an Instinct Reaction Roll or be Entranced until they take damage or spend 2 Stress to clear this condition. While Entranced, a target can’t act and is Vulnerable.

Grabber

Tier 1 Bruiser; Difficulty 10

Six-foot-long creatures that look like a cross between a bloodworm and a mole. They grab prey and drag it back into their burrows.

Motives & Tactics: Bite, drag, dig, steal kills, ambush

Experience: Tremor Sense +2

Thresholds: 7/12

HP: 6 – OOOOO O

Stress: 3 – OOO

ATK: +1

Bite: Melee | 1d8+2 phy

Features

Drag – Action: Mark a Stress to move the Grabber up to Close range and drag a Restrained target along with it.

Hook In – Action: Make a standard attack against a target within Very Close range. On a success, spend a Fear to pull them into Melee range, deal 1d6+1 physical damage, and Restrain them until the Grabber Worm takes Major or greater damage or the target breaks free with a successful Strength Roll (13).

 

Great Cat

Tier 1 Skulk; Difficulty 12

A lion, panther, or tiger, or similar ambush predator.

Motives & Tactics: Climb, hunt, prowl, ambush, sneak up

Experience: Keen Senses +3, Stealth +3

Thresholds: 5/9

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +2

Bite and Claw: Melee | 1d6+2 phy

Features

Suffocating Neck Bite – Action: Make an attack against a creature within Melee range. On a success, Mark a Stress to Restrain them. While Restrained, the target is Vulnerable and can’t breathe. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Cat takes Major or greater damage.

 

Gremlin

Tier 1 Standard; Difficulty 11

Flightless, arachnoid kin to fairies who love to both build and break.

Motives & Tactics: Build things, take things apart, sabotage, climb, cling to surfaces, hide

Experience: Tinker +4, Stealth +2

Thresholds: 6/13

HP: 3 – OOO

Stress: 4 – OOOO

ATK: +0

Nasty Bite: Melee | 1d6+3 phy

Features

Sabotage – Action: Mark a Stress to target an object within Melee range and Curse it until a PC makes a Spellcast (15) roll, clearing the condition. If a creature uses a Cursed object to make an action roll, a roll with Hope is treated as a roll with Fear. A PC that doesn’t have a Spellcast trait can’t attempt to remove the Curse themself.

Healer

Tier 1 Support; Difficulty 12

A pacifistic herbalist and healer.

Motives & Tactics: Do no harm, heal anyone, offer succor

Experience: Medicine +2

Thresholds: 5/8

HP: 3 – OOO

Stress: 5 – OOOOO

ATK: -2

Caduceus Staff: Melee | 1d4+2

Features

Healing Touch – Action: Twice per scene, mark a Stress to administer aid to a creature within Melee range. That creature can clear 1 HP or 1 Stress.

Rare Medicinal Herbs – Action: When a creature uses the Tend To Wounds or Clear Stress moves during a short rest and the Healer assists them, they may roll 1d6 + the creature’s Tier instead of 1d4 + the creature’s Tier. During a long rest, the healer may use the Tend to All Wounds move on a creature of their choice. The Healer can only assist one creature each rest, and doing so requires the creature to spend a number of handfuls of gold equal to the number of Hit Points to be cleared.

 


Hunting Spider Swarm

Tier 1 Horde (5/HP); Difficulty 11

Spiders the size of a giant’s fist that hunt in swarms.

Motives & Tactics: Bite, encase in webbing, harass

Experience: Tremor Sense +2

Thresholds: 7/12

HP: 6 – OOOOO O

Stress: 3 – OOO

ATK: +1

Bite: Melee | 1d12+2 phy

Features

Horde (1d6+1) – Passive: When the Spiders have marked half or more of their HP, their standard attack deals 1d6+1 physical damage instead.

They’re Everywhere – Passive: All targets within Melee range have disadvantage against targets other than the Swarm.

Venomous Bite – Action: Make an attack against a target within Melee range. On a success, spend a Fear to deal 1d12+2 physical damage and Poison them until their next rest. While Poisoned, the target is Vulnerable and if they fail a roll with Fear, they are knocked down until their next action.

Webbing – Action: Countdown (5). Mark a Stress to choose a target that has been Poisoned by the swarm and Restrain them in spider silk. It ticks down when a PC rolls with Fear or the swarm is spotlighted. Each time it ticks down, the target can attempt a Strength Roll. On a success, they break the webbing, clear the Restrained condition, and the Countdown ends. When the Countdown is triggered, the target is completely Encased in silk and cannot escape on their own.

 

Imp

Tier 1 Support; Difficulty 9

A tiny shapechanging demon that often serves as a familiar to a spellcaster.

Motives & Tactics: Encourage evil, serve master, sting, subvert orders

Experience: Infiltration +2, Manipulation +2

Thresholds: 4/8

HP: 3 – OOO

Stress: 4 – OOOO

ATK: +0

Stinging Tail: Melee | 1d4+1 phy

Features

Bound – Passive: If the Imp has a spellcaster master or ally, the Imp has a +2 bonus to their Difficulty.

Flying – Passive: While flying, the Imp gains a +2 bonus to their Difficulty.

Helpful – Action: Once per scene, the Imp can mark 2 Stress to clear one Stress or one HP of an ally within Very Close range.

Shapechange – Action: The Imp can transform into a small, innocuous animal. Choose up to three different beastform options from the Druid class (pick from Agile Scout, Household Friend, Stalking Arachnid, Striking Serpent, or Winged Beast) and mark a Stress to transform into one of them. The Imp gains the damage (proficiency of 1) and features of that animal. The beastform’s advantages are treated as Experiences for the Imp, and their Difficulty increases by an amount equal to that beastform’s Evasion bonus. While in this form, they can’t use their Sting action and they can’t hold objects. The Imp stays in this form until they choose to drop it or they take Major or greater damage.

Sting – Action: Make an attack against a target within Melee range. On a success, spend a Fear to temporarily Poison them. While Poisoned, they’re Asleep until they take damage or they spend two Stress on their turn to clear the condition.

Thanks For The Assist – Action: Twice per scene, the Imp causes an ally within Close range to mark 1 Stress. The Imp can then clear one Stress or one HP.

Turn Invisible – Action: Spend a Fear to turn Invisible. While Invisible, the Imp is Hidden. The Imp becomes visible if they take an action or a PC attacks them and succeeds with Hope.

 

Lamp-Eye

Tier 1 Ranged; Difficulty 11

Subterranean lystrosaurus with glowing eyes that shed dangerous light.

Motives & Tactics:, Blind and burn, defend the herd, eat anything

Thresholds: 3/6

HP: 3 – OOO

Stress: 3 – OOO

ATK: +2

Burning Eyes: Close | 1d10+4 mag

Features

Blinding Eye-Beams – Action: Mark a Stress to have the Lamp-Eye aim their beams at a target within Close range. If the target fails a Strength Reaction Roll (13), they are Blinded until the end of the scene or the target marks 2 Stress. While Blinded, all creatures are Hidden to them. A target who succeeds marks 1 Stress.

 

Lore Master

Tier 1 Social; Difficulty 11

A wise and knowledgeable sage.

Motives & Tactics: dispense information, obtain knowledge, research

Experience: Specific Field of Knowledge +4, Other Knowledge +2

Thresholds: 5/8

HP: 3 – OOO

Stress: 5 – OOOOO

ATK: -1

Runic Staff: Far | 1d10 mag

Features

Consult The Books – Passive: A PC who succeeds on a Presence or Knowledge Roll (13) can ask the Lore Master to provide the answer to one or more questions they have on a particular subject. The PC gains a +1 on the roll for each handful of gold they spend (at the GM’s discretion, particularly rare information may require bags of gold instead). Actually obtaining the information may take the Lore Master several hours or days. Give the PC one token per handful (or bag) of gold spent. At any time, they can spend a token to gain a +1 bonus to a roll that is connected to the question the Lore Master answered.

 

Minor Air Elemental

Tier 1 Solo; Difficulty 14

A human-sized cloud that roils and changes shape; its surface constantly ripples.

Motives & Tactics: Be free, fling things around, fly, undo bindings and locks

Thresholds: 7/13

HP: 7 – OOOOO OO

Stress: 3 – OOO

ATK: +2

Wind Blast: Far | 1d10+2 mag

Features

Airy Form – Passive: The Elemental has resistance to physical damage.

Flying – Passive: While flying, the Elemental has a +2 bonus to their Difficulty.

Invisible – Passive: The Elemental is Invisible, and while Invisible, they are Hidden. Place three tokens on this statblock. Each time they take an action or a PC attacks them and succeeds with Hope, remove a token. When the last token is removed, the Elemental becomes visible. Spend a Fear to make them Invisible again.

Relentless (3) – Passive. The Elemental can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Suffocate – Action: Spend a Fear to choose a target within Melee range and stuff a tendril of the Elemental’s body down its throat. The target must make an Agility Reaction Roll. Targets who fail take 2d8 physical damage, can’t breathe, and is Restrained and Vulnerable until they break free with a successful Strength check. Each time the target makes an action roll while Restrained, they must mark a Stress.

Momentum – Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.

 


Minor Ice Elemental

Tier 1 Ranged; Difficulty 13

A whirling collection of ice crystals and snowflakes in the shape of a snowman.

Motives & Tactics: Flutter about, freeze

Thresholds: 8/14

HP: 5 – OOOOO

Stress: 5 – OOOOO

ATK: +2

Ice Shard: Far | 1d10+3 phy

Features

Black Ice – Action: Mark a Stress to choose a point within Far range. The ground within Very Close range of that point ices over. All creatures within this area must make an Agility Reaction Roll. Targets who fail are knocked down and Vulnerable until their next action. The ice lasts until the scene ends, and a creature who moves through the area during this time must also make an Agility Reaction Roll or be knocked down and Vulnerable until their next action.

Frostbite – Reaction: When a target takes damage from the Elemental’s standard attack, spend a Fear to make them mark a Stress. If they can’t mark a Stress, they lose a Hope instead.

Momentum – Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.

 

Monkey Troop

Tier 1 Horde (5/HP); Difficulty 10

A pack of small but angry monkeys.

Motives & Tactics: Climb, protect territory, repel invaders, steal trinkets, throw things

Experience: Throw +2

Thresholds: 6/10

HP: 6 – OOOOO O

Stress: 3 – OOO

ATK: -1

Thrown Rocks and Sticks: Close | 1d8+3 phy

Features

Horde (1d4+1) – Passive: When the Monkeys have marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.

Everywhere – Passive: All targets within Melee range have disadvantage on attacks against targets other than the Swarm.

 


Murkling

Tier 1 Minion; Difficulty 12

Small, many-armed creatures that live in dark places.

Motives & Tactics: Build traps, cause mischief, climb, dig, shun light, steal

Experience: Keen Senses +3

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +0

Bite and Kick: Melee | 2 phy

Features

Minion (3) – Passive: The Murkling is defeated when they take any damage. For every 3 damage a PC deals to the Murkling, defeat an additional Minion within range the attack would succeed against.

Booby Trap – Action: Spend 2 Fear to reveal a snare, pit, or net trap set anywhere on the battlefield next to least two Murklings. All targets within Very Close range of the trap must succeed on an Agility Reaction Roll (13) or be trapped. A target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Finesse or Strength Roll (13).

Group Attack – Action: Spend a Fear to choose a target and spotlight all Murklings within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.

Passwall – Action: Spend a Fear to move up Close range through solid objects.

Scary Ambiance – Action: The Murkling can create an audible or visual illusion within Far range that lasts until the Murkling takes any damage or chooses to dispel it. Once per scene, spend a Fear to force each creature within Close range to make an Instinct or Knowledge check. A PC that fails loses a Hope. If the illusion is visual, it can be no larger than a Human and it holds up to scrutiny until an observer is within Melee range.

 

Noble Steed

Tier 1 Support; Difficulty 12

A trained mount, such as a horse, riding elk, or riding bird, that is loyal to their rider.

Motives & Tactics: Be ridden, protect rider, run

Experience: Notice Danger +2

Thresholds: 5/7

HP: 3 – OOO

Stress: 2 – OO

ATK: +1

Crushing Blow: Melee | 1d4+4 phy

Features

Run Like The Wind – Passive: The Steed can move anywhere within Far range without having to make a roll.

 

Pardal

Tier 1 Standard; Difficulty 10

A large, magical lynx whose technicolor markings flow like fire.

Motives & Tactics: Pounce, hunt, run

Experience: Keen Senses +3

Thresholds: 6/11

HP: 3 – OOO

Stress: 3 – OOO

ATK: +0

Bite and Claws: Melee | 1d4+3 phy

Features

Enchanting Markings – Action: Spend a Fear to have the Pardal’s colors have a hypnotic effect on creatures within Close range. Targets must succeed on an Instinct Reaction Roll or become Entranced until they mark 2 Stress. Other Pardals within Close range of the target can mark a Stress to each add a +1 bonus to the Difficulty of the reaction roll. While Entranced, a target can’t act and is Vulnerable.

Fiery Run – Action: Mark a Stress for the Pardal to move to a point within Far range and deal 2d4 direct magical damage to all targets in their path.

 

Peskies

Tier 1 Horde (4/HP); Difficulty 12

A group of small, prank-playing faeries who have chosen the party as their next target.

Motives & Tactics: Annoy, avoid harm, fly away, harass, embarrass, play pranks

Experience: Stealth +2

Thresholds: 5/9

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: -2

Thorn Daggers: Melee | 1d8+2 phy

Features

Horde (1d6) – Passive: When the Peskies have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.

Prank – Action: Mark a Stress to perform one of the following pranks:

  • Animation: Target an object within Close range and cause it to sprout legs or wings. The object will then run around the area within Very Far range of its owner. In order to catch the item, a PC must make an Agility or Instinct Roll (15); they must then spend a Hope to cause it to become inanimate again.
  • Illusion: Create a temporary illusion within Close range that is no larger than the Peskie and which lasts until the Peskie takes any damage or chooses to dispel it. The illusion holds up to scrutiny until an observer is within Melee range and makes a Knowledge Roll.
  • Minor Curse: Choose a target within Close range and Curse them. The next roll they make with Hope is made with Fear instead.
  • Minor Transmutation: Choose a target within Close range and force them to make an Instinct Reaction Roll. On a failure, transmute one of their body parts to become an animal body part (such as turning a human’s head into a donkey’s head). This causes no mechanical changes in the target. The transmutation lasts until the target takes a long rest or makes a Spellcast (15) roll to dispel it.

 

Piranhakeets

Tier 1 Horde ((5/HP); Difficulty 10

A flock of varicolored, bloodthirsty, saw-beaked birds.

Motives & Tactics: Harass, strip flesh from bone

Thresholds: 5/8

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: -1

Fang-Filled Beaks: Melee | 1d12+1 phy

Features

Flying – Passive: While flying, the Piranhakeets have a +2 bonus to their Difficulty.

Terrifying – Passive: When the Piranhakeets make a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Horde (1d6) – Passive: When the Piranhakeets have marked half or more of their HP, their standard attack deals 1d6 physical damage instead.

The Smell Of Blood – Reaction: When a creature within Close range of the Piranhakeets marks HP from another creature’s attack, you can mark a Stress to immediately spotlight the Piranhakeets, moving them into Melee range of the target and making a standard attack

 

Plague Rat

Tier 1 Skulk; Difficulty 10

This stinking, dog-sized beast resembles a furless, chalk-white rat, although it is not actually a rodent.

Motives & Tactics: Bite, climb, eat everything, spread disease

Thresholds: 5/9

HP: 3 – OOO

Stress: 2 – OO

ATK: +1

Bite: Melee | 1d6+1 phy

Features

Death Burst – Reaction: When the Rat marks their last HP, they swell up and burst, gas pouring from every orifice. Make an attack with advantage against all targets within Very Close range. Targets the Rat succeeds against take 2d4 physical damage and must succeed on an Strength Agility roll. On a failure, the target must spend 2 Hope or become Diseased and break out in ugly lesions and blisters. While Diseased, each time they must mark a Stress, they must also roll a d6. On a roll of 6, they can’t clear that mark until they are no longer Diseased. A target can clear the condition with a Knowledge (15) Roll. They can then clear Stress normally.

Diseased Breath – Reaction: Countdown (Loop 1d6). When the Rat takes damage for the first time, activate the countdown. When it triggers, the Rat breathes fetid gas on all targets in front of them up to Close range. Targets must succeed on an Strength Reaction Roll. Targets who fail take 2d4+3 physical damage and must spend 2 Hope or become Diseased, as above.

Plako

Tier 1 Standard; Difficulty 11

A human-sized armored fish with sharp barbs, strong fins, and rudimentary lungs.

Motives & Tactics: Bite and slash, circle, eat, swim

Thresholds: 6/10

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +1

Nipping Bites and Razor Fins: Melee | 1d8+2 phy

Features

Slow Land Walk – Passive: While on land, Plako can only move within Very Close range as their normal movement.

Swallow Whole – Action: Mark a Stress and make an attack against a target within Very Close range. On a success, the target takes 3d10+15 physical damage, and if they are the size of a halfling or goblin or smaller, is Swallowed by the Plako, Restrained, and must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the target succeeds on a Strength Roll, or if the Plako takes Severe damage, the target is freed.

Covered in Barbs – Reaction: When the Plake takes damage from an attack within Melee range, deal 1d4 physical damage to the attacker.

 


Poltergeist

Tier 1 Ranged; Difficulty 10

A minor ghost, as mischievous as they are malicious.

Motives & Tactics: Disrupt, make noise, throw things

Experience: Scary +2

Thresholds: 3/6

HP: 3 OOO

Stress: 2 OO

ATK: -1

Thrown Object: Close | 1d4 phy

Features

Bound – Passive: The Poltergeist is Bound to something—a location, object, or person—and cannot move more than Very Far range from it.

Invisible – Passive: The Poltergeist is Invisible; while Invisible it is Hidden and can’t be seen except through magical means.

Rejuvenation – Passive: When the Poltergeist is defeated, it will return in 2d20 days with all HP and Stress cleared. The reason for them becoming a ghost must be properly dealt with, or their body either properly interred or completely destroyed, for the Poltergeist to truly pass on.

General Nastiness – Action: Spend a Fear to set a small fire, break a window or mirror, create a foul odor, make words appear on the wall, create the sound of mocking laughter or banging, and so forth.

Hail of Objects – Action: Mark a Stress to pick up objects and throw them at targets in front of the Poltergeist within Far range. Make an attack against these targets. Targets the Poltergeist succeeds against take 1d8+2 physical damage.

 

Pterippus

Tier 1 Standard; Difficulty 10

Flying horses with beaks and colorful, feathered wings, ears, and tails.

Motives & Tactics: Fly fast, protect herd

Experience: Keen Senses +2

Thresholds: 7/12

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +0

Beak and Hooves: Melee | 1d8+3 pjy

Features

Flying – Passive: While flying, the Pterrippus has a +3 bonus to their Difficulty.

Free Movement – Passive: The Pterrippus can move anywhere within Far range without having to make a roll.

Kick and Buck – Action: Mark a Stress to make an attack against a creature that is behind the Pterrippus within Melee range or is riding them. On a success, deal 2d4+4 physical damage and the target is knocked down, takes damage falling (if the Pteripus is airborn), and is Vulnerable until their next action.

 

Rasné

Tier 1 Minion; Difficulty 9

Small, slightly anthropomorphic plants

Motives & Tactics: Be curious, care for plants, hide

Expertise: Plant Knowledge +2

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: -2

Spit Seed: Close | 2 phy

Features

Minion (3) – Passive: The Rasne is defeated when they take any damage. For every 3 damage a PC deals to the Rasne, defeat an additional Minion within range the attack would succeed against.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Rasnes within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.

Luck Charm – Reaction: Spend a Hope to alter the roll of a PC within Close range so that it rolls with Fear or rolls with Hope, as the Rasne wishes. The Rasne may choose to give a PC a good luck charm, which can be consumed to alter a roll made with Fear so that it rolls with Hope instead.

Tickle – Action: Make an attack against a target within Melee range. On a success, the Rasne tickles or pinches the target, who takes no damage but must mark a Stress.

 

Rockjaw

Tier 1 Standard; Difficulty 11

Doglike beasts made of elemental soil with jaws that can crunch through solid rock.

Motives & Tactics: Eat rocks, obey orders, tunnel

Thresholds: 8/16

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +0

Crunching Bite: Melee | 1d6+1 phy

Features

Adamantine Jaws – Passive: When the Rockbeast succeeds on a standard attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.)

Rocky Hide – Passive: The Rockbeast has resistance to physical damage.

Explosive Shrapnel – Reaction: When the Rockbeast marks their last HP, the magic powering them ruptures in an explosion of force. Make an attack with advantage against all targets within Very Close range. Targets the Rockbeast succeeds against take 1d4+2 physical damage.

 

Salamander

Tier 1 Standard; Difficulty 9

A wolf-sized red and orange amphibian who can control flames.

Motives & Tactics: Burn things, extinguish flames, hide, swim

Thresholds: 4/7

HP: 4 – OOOO

Stress: 2 – OO

ATK: +0

Fiery Bite: Melee | 1d6+3 mag

Features

Flame-Retardant – Passive: The Salamander has resistance to magic damage and isn’t harmed by nonmagical fire.

Toxic Skin – Passive: When a creature takes damage from the Salamander, they must also mark a Stress.

Extinguish – Action: The Salamander can extinguish any fire within Close range.

Fiery Aura – Action: Spend a Fear to burst into flames. Make an attack against all targets within Very Close range. Targets the Salamander succeeds against take 2d6 magic damage.

 

School of Hungry Fish

Tier 1 Horde (10/HP); Difficulty 10

A school of small but sharp-toothed and aggressive fish.

Motives & Tactics: Devour, obscure vision

Thresholds: 6/9

HP: 5 – OOOOO

Stress: 2 – OO

ATK: -3

Bites: Melee | 1d6+3 phy

Features

Horde (1d4+2) – Passive: When the School has marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.

Skeletonize – Passive: When the School makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

 

Stonie

Tier 1 Standard; Difficulty 11

A head-sized rock-beast with crab-like limbs and inquisitive stalked eyes

Motives & Tactics: be curious, climb, consume, flee, nip and pinch

Thresholds: 5/8

HP: 3 – OOO

Stress: 3 – OOO

ATK: +0

Claws: Melee | 1d4+2 phy

Features

Just a Rock – Passive: Before they make their first attack in a fight or after they become Hidden, the Stonie is indistinguishable from other rocks until they next act or a PC succeeds on an Instinct roll to identify them.

Rock Body – Passive: When the Stonie takes physical damage, reduce it by 3.

Shell-Hide – Action: The Stonie can pull its limbs and eyes into its shell. While shell-hiding, they are immune to physical damage but can’t move and the only action they can talk is to emerge from their shell.

Double Strike – Action: Mark a Stress to make a standard attack against two targets within Melee range.

 

Stonie Swarm

Tier 1 Horde (4/HP); Difficulty 11

Although not a hostile creature, they will swarm against aggressors.

Motives & Tactics: Climb, drop down, get revenge, overwhelm

Thresholds: 7/10

HP: 6 – OOOOO O

Stress: 3 – OOO

ATK: +1

Claws: Melee | 1d8+4 phy

Features

Horde (1d4+2) – Passive: When the Stonie Swarm has marked half or more of their HP, their standard attack deals 1d4+2 physical damage instead.

Relentless (2) – Passive: The Swarm can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Rock Body – Passive: When the Swarm takes physical damage, reduce it by 3.

 

Strimoa

Tier 1 Standard; Difficulty 11

An oversized, spiky-feathered blood-red ratite with a deafening scream.

Motives & Tactics: Feed, harry, lay traps, run, surround prey

Experience: Sprinter +2

Thresholds: 6/12

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +1

Peck and Kick: Melee | 1d8+2 phy

Features

Pack Tactics – Passive: If the Strimoa makes a successful standard attack and another Strimoa is within Melee range of the target, deal 1d8+5 physical damage instead of their standard damage and you gain a Fear.

Deafening Shriek – Action: Spend a Fear to spotlight four Strimoas at once. They then shriek. All creatures within Close range must mark 1 Stress and make a Strength Reaction Roll or be temporarily Deafened until their next rest.

 

Tantarlit

Tier 1 Leader; Difficulty 13

Anthropomorphic, bat-winged mosquitoes who ambush passers-by to drink their blood.

Motives & Tactics: Ambush, harass, lay traps, steal blood

Experience: Camouflage +2

Thresholds: 7/12

HP: 7 – OOOOO OO

Stress: 3 – OOO

ATK: +1

Proboscis: Melee | 1d12+2 phy

Features

Flying – Passive: While flying, the Tantarlit has a +2 bonus to their Difficulty.

Birth Children – Action: Once per scene, summon 1d4+1 Giant Mosquitoes, who appear at Very Close range.

Draining Bite – Reaction: Make an attack against a target within Melee range. On a success, deal 1d4+1 physical damage. A target who marks HP from this attack loses a Hope and must mark a Stress. The Tantarlit then clears a HP.

Sharp Talons – Reaction: After the Tantarlit makes a standard attack, you can mark a Stress to attack with the Tantarlit’s foot-talons. On a success, deal 1d8+5 physical damage.

 

Terror Bird

Tier 1 Bruiser; Difficulty 13

A flightless bird that stands as tall as a giant, with a viciously hooked beak.

Motives & Tactics: Charge, hit-and-run, hunt

Thresholds: 7/14

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +1

Hooked Beak: Melee | 1d12+3 phy

Features

Sudden Charge – Action: Mark a Stress to have the Terror Bird move into Melee range of a target from within Close range and make a standard attack. On a success, deal direct damage.

 

Toxic Ooze

Tier 1 Skulk; Difficulty 9

A pulsating ooze made out of noxious chemicals.

Motives & Tactics: Consume and multiply, corrupt, creep around

Experience: Camouflage +1

Thresholds: 5/11

HP: 5 – OOOOO

Stress: 2 – OO

ATK: +1

Ooze Appendage: Melee | 1d6+2 mag

Features

Slow – Passive: When you spotlight the ooze and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the ooze and they have a token on their stat block, clear the token and they can act.

Toxic Fumes – Passive: A creature that is within Very Close range to the ooze must make an Instinct Reaction Roll. On a failure, they are Nauseated until they roll with Hope. While Nauseated, they make Strength, Agility, and Finesse rolls at disadvantage.

Toxic Spit – Action: Make an attack against a creature within Close range. On a success, deal 1d6+2 magic damage, and a blob of the gunk Adheres to the target. When the target acts while this gunk is Adhered, they must take an extra 1d8 magic damage if it is still Adhered at the end of their action.

Split – Reaction: When the ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Toxic oozes (with no marked HP or Stress). Immediately spotlight both of them.

 

Tiny Toxic Ooze

Tier 1 Skulk; Difficulty 10

A small puddle of vomitous, mobile gunk.

Motives & Tactics: Camouflage, creep up

Thresholds: 4/None

HP: 2 – OO

Stress: 1 – O

ATK: +0

Ooze Appendage: Melee | 1d4+1 phy

Features

Toxic Fumes – Passive: A creature that is within Very Close range to the ooze must make an Instinct Reaction Roll. On a failure, they are Nauseated until they roll with Hope. While Nauseated, they make Strength, Agility, and Finesse rolls at disadvantage.

 

Tree Octopus

Tier 1 Standard; Difficulty 9

A hairy, tree-dwelling octopus-like entity with a wide, toothy maw on its mantle.

Motives & Tactics: ambush, brachiate, grapple, levitate, protect territory

Experience: Keen Senses +2

Thresholds: 4/9

HP: 4 – OOOO

Stress: 2 – OO

ATK: +1

Tentacle: Very Close | 1d4+1 phy

Features

Relentless (3) – Passive: The Tree Octopus can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Bite – Action: Mark a Stress to make an attack against a target that is within Melee range and Restrained by the Tree Octopus. On a success, deal 2d4+4 physical damage.

Grab and Drag – Action: Make an attack roll against a target within Very Close range. On a success, mark a Fear to drag them to Melee range. The target is Restrained until they break free with a successful Strength roll or the Tree Octopus takes Major or greater damage.

 


Twilling

Tier 1 Skulk; Difficulty 12

Once faeries, these snake-eyed creatures have been corrupted by darkness and evil.

Motives & Tactics: Ambush, fly, harry, hide, shun light, torment

Thresholds: 6/10

HP: 3 – OOO

Stress: 3 – OOO

ATK: +1

Claws: Melee | 1d4+4 phy

Features

Pack Tactics – Passive: If the Twilling makes a standard attack and an ally is within Melee range of the target, deal X physical damage instead of their standard damage.

Shadow-Bound – Passive: The Twilling gains a +1 bonus to attack and damage rolls while in shadow or darkness and a -1 penalty to attack and damage rolls while in bright light.

Poisoned Spur – Action: Make an attack against a target within Melee range. On a success, spend a Fear to deal 1d6+1 physical damage and Poison them until their next rest. While Poisoned, the target is Vulnerable and if they fail a roll with Fear, they must mark a Stress and are knocked down until their next action.

Shriek – Action: Mark a Stress to make all targets lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.

 

Venomous Snake

Tier 1 Minion; Difficulty 10

A member of any species of venomous snake.

Motives & Tactics: Scare off would-be attackers, strike quickly

Experience: Tremor Sense +2

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +1

Bite: Melee | 1 phy

Features

Minion (3) – Passive: The Snake is defeated when they take any damage. For every 3 damage a PC deals to the Snake, defeat an additional Minion within range the attack would succeed against.

Group Attack – Action: Spend 2 Fear to choose a target and spotlight all Venomous Snakes within Very Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 1 physical damage each. Combine this damage. They also inject venom; choose one of the Venomous Bite options.

Venomous Bite – Reaction: When the Snake succeeds on an attack against a target, spend a Fear to inject one of the following venoms into the target, causing the target to be Poisoned until the venom is treated, requiring a Knowledge Roll (16) or magical treatment; each species of Snake only injects one kind of venom.

  • Cytotoxic: While Poisoned, the target suffers from Necrosis. Each time the target fails a roll with Fear, they mark a Stress. Additionally, whenever the target takes damage, they lose a Hope.
  • Hemotoxic: While Poisoned, the target is Sick And Bleeding and has disadvantage on Strength, Agility, and Finesse rolls. Additionally, each time the target fails a roll with fear, they mark a Stress.
  • Neurotoxic: While Poisoned, the target has Blurred Vision and all things are Hidden to them. They also can’t speak. Additionally, each time the target rolls with Fear, they mark an HP.

 

Whipweed

Tier 1 Standard; Difficulty 10

A mobile plant with long stalks attached to a multilegged bulb.

Motives & Tactics: Absorb blood, shun sunlight, slash

Experience: Camouflage +2

Thresholds: 5/10

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +0

Stalk-Lash: Very Close | 1d4+1 phy

Features

Ramp Up – Passive: You must spend a Fear to spotlight the Whipweed. While Spotlighted, they can make their standard attack against all targets within range.

Slow-Moving – Passive: The Whipweed can only move up to Very Close range as their normal movement.

Tripvine – Action: Mark a Stress to whip a stalk around a creature within Very Close range. They must succeed on an Agility Reaction Roll or be knocked over, making them Vulnerable until they next act.

 

White Ooze

Tier 1 Skulk; Difficulty 11

A white ooze so cold that snowflakes form in the air around it.

Motives & Tactics: Consume and multiply, envelop, freeze everything

Experience: Camouflage +3

Thresholds: 6/11

HP: 6 – OOOOO O

Stress: 3 – OOO

ATK: +1

Ooze Appendage: Melee | 1d6+5

Features

Slow – Passive: When you spotlight the ooze and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the ooze and they have a token on their stat block, clear the token and they can act.

Snowdrift – Passive: The ooze can only move within Very Close range as their normal movement. They cause any object they touch to ice over.

Frostbite – Action: Make an attack against a target within Very Close range. On a success, the target takes 1d6+2 magic damage and is temporarily Chilled until they make a successful Strength Roll (15). While Chilled, they must mark a Stress whenever they make an Agility or Fitness action roll.

Frozen Aura – Reaction: When a creature within Melee range deals damage to the ooze, the creature takes 1d6 direct magic damage.

Split – Reaction: When the ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny White oozes (with no marked HP or Stress). Immediately spotlight both of them.

 

Tiny White Ooze

Tier 1 Skulk; Difficulty 12

A moving snowball that freezes what it touches.

Motives & Tactics: Freeze things

Thresholds: 4/none

HP: 2 – OO

Stress: 1 – O

ATK: -1

Ooze Appendage: Melee | 1d4+3

Features

Chilled To The Bone – Passive: When the ooze makes a successful attack, the target has disadvantage on the next action roll they make.

 

Wild Bovid

Tier 1 Standard; Difficulty 11

An aurochs, bison, buffalo, or particularly large antelope, wild goat, or wild sheep

Motives & Tactics: graze, repel predators, stay alert

Thresholds: 4/7

HP: 4 – OOO)

Stress: 3 – OOO

ATK: +1

Crushing Blow: Melee | 1d8+3

Features

Toss – Action: When the Herd Animal succeeds on a standard attack, mark a Stress to throw the target back to Very Close range. The target is Vulnerable until their next action.

Stampede – Action: When any Herd Animal on the battlefield marks 2 or more HP, spend 2 Fear to spotlight them and all Herd Animals within Close range of them. Move all Herd Animals to a point within Far range and deal 1d10+4 direct physical damage to all targets in their paths. Those targets must make an Agility Reaction Roll (14) or must also mark a Stress and be knocked down and Vulnerable until their next action.

Kick and Buck – Action: Mark a Stress to make an attack against a creature that is behind the Steed within Melee range or is riding them. On a success, deal 2d4+4 physical damage and the target is knocked down and is Vulnerable until their next action

 

Wildflower

Tier 1 Skulk; Difficulty 10

An eyeless plant-monster that resembles a predatory animal; the thorns in their tail drip with venom.

Motives & Tactics: Ambush, climb, drag away prey, patrol territory

Experience: Tremor Sense +3

Thresholds: 5/8

HP: 3 – OOO

Stress: 3 – OOO

ATK: +1

Thorn Claws: Melee | d6+4 phy

Features

Double-Strike – Action: Mark a Stress to make a standard attack against two targets within Melee range.

Thorn-Covered Tail – Action: Make an attack against a target in Very Close range. On a success, spend a Fear to deal 2d4 physical damage and the target is Poisoned until they spend 2 Stress or make a Knowledge (14) roll. While Poisoned, they are tormented by frightening hallucinations. On a success, the target takes half damage. When a creature acts while Poisoned, they must mark a Stress if they are still Poisoned at the end of their action.

 


Young Hydriad

Tier 1 Leader; Difficulty 12

A water-spirit, sometimes called a naiad or nereid, who protects a body of water. They resemble a fish-person, or a person made of water.

Motives & Tactics: capsize, defend territory, swim

Thresholds: 9/14

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +2

Shell Knife: Melee | 1d10+1 phy

Features

Summon Fish – Action: Spend a Fear to summon 1d4+1 Schools of Hungry Fish, or spend 2 Fear to summon a Shark. The adversaries appear at Close range and are immediately spotlighted.

Grabbing Seaweed – Action: Spend a Fear to wrap water plants around the limbs of targets within Very Close range. Each target in that area who fails a Strength or Agility Reaction Roll is Restrained until they’re freed with a successful Strength roll.

Momentum – Reaction: When the Young Hydriad makes a successful attack against a PC, you gain a Fear.

 

Young Lampades

Tier 1 Leader; Difficulty 12

A crystalline spirit-person who serves the subterranean world

Motives & Tactics: Protect, repel, shepherd the dead

Experiences: The Dead +2

Thresholds: 8/14

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +2

Shepard’s Crook: Melee | 1d8+4 phy

Features

Ignite – Action: The Lampade’s crook burns with pale flames. Make an attack against a target within Very Close range. On a success, the target takes 1d10 magic damage and is Ignited until they’re extinguished with a successful Finesse Roll. While Ignited, the target takes 1d6 magic damage when they make an action roll.

Make Use – Reaction: When an ally dies within Close range, you can mark a Stress to cause it to rise as a Shambling Zombie, or 2 Stress for it to rise as a Brawny Zombie. The Zombie is immediately spotlighted.

Momentum – Reaction: When the Lampades makes a successful attack against a PC, you gain a Fear.

 

Young Oread

Tier 1 Leader; Difficulty 12

A stone-spirit bound to a mountain or other large rock formation.

Motives & Tactics: Command, protect the mountains, wait patiently

Thresholds: 12/16

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +2

Stone Club: Melee | 1d10+4 phy

Features

Stonestrider – Passive: The Oread can move through stone and earth as easily as air. While within stone or earth, they are Hidden and immune to all damage.

Awaken Pebbles – Action: Mark a Stress to spotlight 1d4 allies within range of a target they can attack without moving. On a success, their attacks deal half damage.

Shard Spray – Action: Mark a Stress to send slivers of sharp stone flying at all targets in front of the Oread within Far range. Make an attack against these targets. Targets the Oread succeeds against take 1d8+6 physical damage. If they succeed against more than one target, you gain a Fear.

Momentum – Reaction: When the Young Oread makes a successful attack against a PC, you gain a Fear.


Tier 2 Adversaries

 

Aloris

Tier 2 Standard; Difficulty 14

A tooth-filled maw surrounded by glowing red eyes. A dozen spindly limbs dangle from its small body.

Motives & Tactics: Fight for territory, fly, hunt, protect pack, rend

Thresholds: 10/17

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +2

Gnawing Bite: Melee | 2d8+2 phy

Features

Levitation – Passive: The Aloris levitates several feet of the ground and attempts to Restrain it are made at disadvantage.

Pack Tactics – Passive: If the Aloris makes a successful standard attack and another Aloris is within Melee range of the target, deal 3d6+2 physical damage instead of their standard damage and you gain a Fear.

Hypnotic Gaze – Reaction: When the Aloris takes damage from an attack within Close range, spend a Fear to force the target to make an Instinct Reaction Roll. On a failure, the target is Vulnerable until they mark 2 Stress or the Aloris marks its last HP.

 

Battle Smith

Tier 2 Bruiser; Difficulty 12

A powerfully built blacksmith

Motives & Tactics: Create weapons and armor, hammer, shove back, take apart.

Thresholds: 11/25

HP: 7 – OOOOO – OO

Stress: 4 – OOOO

ATK: +3

Hammer: Melee | 2d12+3 phy

Features

Chink In the Armor – Passive: On a successful standard attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Overwhelming Force – Passive: Targets who mark HP from the Smith’s standard attack are knocked back to Very Close range.

Ramp Up – Passive: You must spend a Fear to spotlight the Smith. While spotlighted, they can make their standard attack against all targets within range.

Fast Repair – Action: Mark a Stress to target a creature that is wearing armor within Very Close range. That creature can clear an Armor Slot.

Fires Of The Forge – Reaction: When the Smith takes damage, mark a Stress to gain resistance to it.

 

Black Dog

Tier 2 Solo; Difficulty 13

An oversized, ghostly dog with a cursed howl that heralds storms, deaths, and doom.

Motives & Tactics: Bite, herd spirits away, haunt cursed places, punish the guilty

Experience: Keen Senses +3, Nocturnal Hunter +2

Thresholds: 13/25

HP: 7 – OOOOO OO

Stress: 4 – OOOO

ATK: +2

Bite: Melee | 1d6+4 phy

Features

Light and Shadow – Passive: The Black Dog gains a +1 bonus to attack and damage rolls while in shadow or darkness and a -1 penalty to attack and damage rolls while in bright light.

Of Two Worlds – Passive: The Dog has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.

Terrifying – Passive: When the Dog makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Baleful Howl – Action: Mark a Stress to make all targets on the battlefield lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress. In either case, you gain a Fear.

Feed – Action: Spend a Fear to have the Black Dog gulp down a recently-killed corpse. It then clears all Hit Points and Stress. However, while doing so, they are Vulnerable until the next time they are spotlighted.

Worry Prey – Reaction: When a target who marks HP from the Dog’s standard attack, spend a Fear to force them to make an Instinct Reaction Roll (15) or mark a Stress and be knocked over, making them Vulnerable until they next act.

 


Bleederbites

Tier 2 Horde (4/HP); Difficulty 12

A swarm of tiny creatures, like insectoid Compsognathuses, that seek out wounded prey to swarm.

Motives & Tactics: Bite off chunks, dart about, harry, swarm

Experience: Track +2

Thresholds: 8/16

HP: 5 – OOOO

Stress: 2 – OO

ATK: +0

Bites: Melee | 2d6+4 phy

Features

Horde (1d4) – Passive: When the Swarm has marked half or more of their HP, their standard attack deals 1d6+2 physical damage instead.

Wounding Bite – Reaction: When the swarm succeeds on an attack, the target is Bleeding; give them three bleeding tokens. Spend a Fear to remove a token to cause the target to mark an HP. If the target clears an HP, end the condition and remove all tokens without causing the target to mark any HP.

 

Blood Mist

Tier 2 Skulk; Difficulty 12

A vaporous entity with glowing specks for eyes. They consume blood, turning redder as they do so.

Motives & Tactics: Drain blood, hide in fog, sneak up

Experience: Stealth +3

Thresholds: 7/17

HP: 4 – OOOO

Stress: 4 – OOOO

ATK: +3

Misty Tendril: Melee | 2d6+2 phy

Features

Gaseous – Passive: The Blood Mist has resistance to physical damage. Mark a Stress to move up to Close range through tiny holes and thin cracks.

Just a Patch of Mist – Passive: Before they make their first attack in a fight or after they become Hidden, the Blood Mist is indistinguishable from other trees until they next act or a PC succeeds on an Instinct Roll to identify them. A Blood Mist that has caused targets to mark a total of four or more HP cannot use this feature.

Envelop – Action: Make an attack against a target within Melee range. On a success, the Mist Envelops them and the target must mark a Stress. While Enveloped, the target must mark an additional Stress every time they make an action roll. When the Blood Mist takes Severe Damage, the Enveloped target is freed and the condition is cleared.

Bloodsucker – Reaction: When the Blood Mist’s attack causes a target to mark HP, you can spend a Fear to force the target to mark an additional HP. You can then clear an HP.

 

Bogey

Tier 2 Solo; Difficulty ; Difficulty 15

A gaunt, sadistic near-humanoid who lives to terrify others

Motives & Tactics: Haunt, terrify, torment

Experience: Manipulate +4, Stealth +4

Thresholds: 7/16

HP: 3 – OOO

Stress: 5 – OOOOO

ATK: +1

Claws: Melee | 2d4+4 phy

Features

Feed On Terror – Passive: If the Bogey succeeds on a standard attack against a target that is Restrained by the Bogey’s Greatest Fears trait, the target loses a Hope and the Bogey clears an HP or a Stress. If the target can’t lose a Hope, they must mark an HP.

Invisible – Passive: The Bogey is Invisible, and while Invisible, they are Hidden. Place three tokens on this statblock. Each time they take an action or a PC attacks them and succeeds with Hope, remove a token. When the last token is removed, the Bogey becomes visible. Spend a Fear to make them Invisible again.

Greatest Fears – Action: While Hidden, mark X Stress to trap targets within Close range in a powerful illusion of their worst fears, where X equals the number of targets to be affected. Creatures within range must make an Instinct Reaction Roll or become trapped. While trapped, the target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Instinct Roll. The target also breaks free if they mark any HP or if the Bogey becomes visible.

Read Mind – Action: Spend a Fear to choose a target within Far range. On a success, the Bogey can peer into the target’s mind and read its surface thoughts. If the target is a PC, ask what they are thinking about.

 

Bounty Hunter

Tier 2 Solo; Difficulty 15

A tenacious tracker and manhunter.

Motives & Tactics: Capture or kill, follow quarry, get paid

Experience: Track +3, Intimidate +3

Thresholds: 10/16

HP: 10 – OOOOO OOOOO

Stress: 4 – OOOO

ATK: +4

Serrated Blade: Melee | 2d6+2 phy

Features

Relentless (2) – Passive: The Bounty Hunter can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Bow and Barbed Arrows – Action: Make an attack against a target within Far range. On a success, the target takes 2d8+4 physical damage and the arrow is Embedded in the wound until the target receives medical attention (a Knowledge (15) roll or the Tend to Wounds downtime move). While the arrow is Embedded, you may spend a Fear to force the target to mark 1 HP.

Captured! – Action: Mark a Stress to make an attack against a target within Very Close range. Optionally, once per scene, make an attack against a target within Far range (using a weapon such as bolos or a lasso). On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength roll (18).

Steely Glare – Action: Mark a Stress to glare at a PC within Close range and cause them to lose a Hope.

Momentum – Reaction: When the Bounty Hunter makes a successful attack against a PC, you gain a Fear.

 

Brute

Tier 2 Minion; Difficulty 14

A tough but dumb thug

Motives & Tactics: follow orders, get paid, look tough, show them who’s boss, threaten

Experience: Intimidate +2

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +2

Meaty Fist or Blunt Object: Melee | 5 phy

Features

Minion (5) – Passive: The Brute is defeated when they take any damage. For every 5 damage a PC deals to the Brute, defeat an additional Minion within range the attack would succeed against.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Brutes within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage.

Sucker Punch – Reaction: When the Brute succeeds on an attack against a PC, spend a Fear to force the target to succeed on an Agility Reaction Roll or be knocked over, making them Vulnerable until they next act.

 

Brute Squad

Tier 2 Horde (2/HP); Difficulty 14

A pack of very big, very strong, not-so-bright thugs

Motives & Tactics: Eat and drink, obey orders, punch people

Experience: Intimidate +3

Thresholds: 12/18

HP: 6 – OOOOO O

Stress: 3 – OOO

ATK: +0

Meaty Fists and Blunt Objects: Melee | 2d10+3

Features

Horde (1d10+1) – Passive: When the Squad has marked half or more of their HP, their standard attack deals 1d10+1 physical damage instead.

Relentless (2) – Passive: The Squad can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Toss – Action: Make an attack against a target within Very Close range. On a success, mark a Stress to move into Melee range of the target, deal 4d8 physical damage, and throw the target back to Close range.

 

Bugbear

Tier 2 Solo; Difficulty 15

Hairy humanoids with massive claws that lurk in shadows and terrify people

Motives & Tactics: Eat organs, escape, sneak, rip apart, shun light, steal, terrify

Experience: Camouflage +4, Manipulate +2

Thresholds: 8/16

HP: 8 – OOOOO OOO

Stress: 4 – OOO

ATK: +3

Hooked Claws: Melee | 2d6+8 phy

Features

Hide In Shadows – Action: Become Hidden until after the Bugbear’s next attack. Attacks made while Hidden from this feature have disadvantage.

Mimicry – Passive: The Bugbear can mimic sounds they have heard, but not voices. A creature can make an Instinct or Knowledge Reaction Roll to know that the Bugbear’s mimicry isn’t real. Spend a Fear to make the Bugbear’s voice appear to have originated anywhere within Close range.

Terrifying – Passive: When the Bugbear makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Unnerving Whispers – Action: While Hidden, spend a Fear to choose a target within Close range and whisper horrors directly into their ear. The target must make a Knowledge Reaction Roll. On a failure, they lose 1d4 Hope. On a success, they lose 1 Hope.

Venomous Bite – Action: Make an attack against a target within Melee range. On a success, spend a Fear to deal 2d4+6 physical damage and Poison them until their next long rest or they succeed on a Knowledge roll (16). While Poisoned, the target has disadvantage on Strength, Agility, and Finesse action rolls, and whenever they roll with Fear, they must mark a Stress.

Coward – Reaction: When the Bugbear has marked 6 or more of their HP, you can spend a Fear to have them slip away into the shadows and escape. Action rolls made to locate them are made at disadvantage.

 

Carnivorous Tree

Tier 2 Bruiser; Difficulty 15

Any of a wide variety of mobile, carnivorous trees; their glowing eyes and gaping maws only show at the last minute.

Motives & Tactics: Choke, eat, hide in plain sight, swing branches

Thresholds: 8/18

HP: 7 – OOOOO OO

Stress: 4 – OOOO

ATK: +2

Branch: Very Close| 2d10+4 phy

Features

Just a Tree – Passive: Before they make their first attack in a fight or after they become Hidden, the Tree is indistinguishable from other trees until they next act or a PC succeeds on an Instinct Roll to identify them.

Slow-Moving – Passive: The Tree can only move within Very Close range as their normal movement.

Big Bite – Action: Mark a Stress to make an attack against a target within Very Close range. If the target is Restrained by the Tree, the Tree has advantage on this attack. On a success, the target takes 2d6+2 direct physical damage and loses a Hope.

Hanging Tree – Action: Spend a Fear to attack a target within Very Close range. On a success, the target takes no damage but is Restrained, Vulnerable, and hoisted up into the air. Spend an additional Fear to wrap a branch around the target’s throat, causing the target to begin to choke. The target can end all conditions with a successful Finesse or Strength Roll.

Whispers On The Wind – Action: Spend a Fear to produce a luring whisper that affects all targets within Far range. Targets must succeed on an Instinct Reaction Roll (13) or become Entranced until they mark 2 Stress. While Entranced, a target feels compelled to move towards the source of the whispers. A PC may mark a Stress to resist.

 

Cerebrute: Psychic Horror

Tier 2 Solo ; Difficulty 14

A telepathic, levitating, tentacled and toothy-mawed brain-like entity that gains knowledge by eating other creature’s brains.

Motives & Tactics: Ambush, defend colony, paralyze enemies, philosophize, ponder reality

Experience: Magical Knowledge +2, Philosophy +2

Thresholds: 13/19

HP: 5 – OOOOO

Stress: 5 – OOOOO

ATK: +3

Mind Bolt: Very Close | 2d6+5 mag

Features

Doorway – Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range. A creature that is Restrained by the Cerebrute and within Melee range of them teleports with them.

Levitation – Passive: The Cerebrute levitates several feet off the ground and attempts to Restrain it are made at disadvantage.

Read Thoughts – Action: Mark a Stress to read the vague surface thoughts of a target within Far range.

Remove Brain – Action: Spend a Fear to spotlight two Cerebrutes within Melee range of a Restrained target and begin an Extraction Countdown (4). This countdown ticks down when one of the two Cerebrutes is attacked. When it triggers, the target must make a death move. If either of the Cerebrutes is defeated, the countdown ends.

Tentacular Embrace – Action: Make an attack against a target within Melee range. On a success, spend a Fear to cause the target to freeze in place, becoming Vulnerable and Restrained until they mark 2 Stress or the Cerebrute takes Severe damage.

Toothy Bite – Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 2d10+2 direct damage.

Stunning Blow – Reaction: When the Cerebrute makes a successful standard attack, mark a Stress to give the target disadvantage on their next action roll.

The Mind Expands (Phase Change) – Reaction: When the Psychic Horror marks their last HP, replace them with the Evolved Mentality and immediately spotlight them.

 

Cerebrute: Evolved Mentality

Tier 2 Solo ; Difficulty 15

A telepathic, levitating, tentacled and toothy-mawed brain-like entity that gains knowledge by eating other creature’s brains.

Motives & Tactics: Enslave, sacrifice minions, survive

Experience: Magical Knowledge +2, Philosophy +2

Thresholds: 13/19

HP: 5 – OOOOO

Stress: 6 – OOOOO O

ATK: +4

Neural Strike: Close | 2d8+3 mag

Features

Doorway – Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range. A creature that is Paralyzed by the Cerebrute and within Melee range of them teleports with them.

Levitation – Passive: The Cerebrute levitates several feet off the ground and attempts to Restrain it are made at disadvantage.

Brainjack – Action: Once per scene, Spend a Fear to send out a brainwave pulse that affects all targets within Close range. Targets must succeed on an Instinct Reaction Roll or become Dominated by the Cerebrute. A Dominated target cannot attack the Cerebrute. Additionally, a Dominated PC must mark a Stress or perform an action (including attacking an ally) telepathically ordered by the Cerebrute. This effect lasts until the targets succeeds on a Presence or Knowledge Roll (17).

Psychic Explosion – Action: Mark a Stress to make an attack against all targets within Very Close range. Targets the Cerebrute succeeds against take 2d10 direct magic damage and must succeed on a Strength or Instinct Reaction Roll or be knocked back to Far range.

Change Your Mind – Reaction: When a target within Very Close range of the Cerebrute makes a successful attack against the them, spend 2 Fear to force the PC to instead attack another target within their attack’s range. The Cerebrute can also force the target to attack themselves, if their weapon or spell would reasonably allow it. The PC may spend 2 Hope to resist.

Stunning Blow – Reaction: When the Cerebrute makes a successful standard attack, spend a Fear to make the target become Vulnerable until they spend a Hope to clear the condition.

 

Child of the Blood Moon (Moonclaw)

Tier 2 Standard; Difficulty 14

During the day, they look like, and pretend to be, normal humanoids. At night, under certain phases of the moon on certain times of the year, they transform into hideous, violent monsters with long teeth and claws and tough red hide.

Motives & Tactics: Ambush, bite and claw, infiltrate, snatch the unwary, steal

Experience: Act Human +3, Cunning Hunter +2

Thresholds: 8/12

HP: 4 – OOOO

Stress: 4 – OOOO

ATK: +2

Sharp Claws: Melee | 2d6+2

Features

Hidden Face – Passive: If the first attack the Moonclaw makes succeeds, all PCs within Far range lose a Hope and you gain a fear.

Ambush – Action: Mark a Stress to leap into Melee range with a target within Very Close range. The target must succeed on an Agility or Strength Reaction Roll or take 2d10 physical damage and be knocked down and Vulnerable until they next act.

Numbing Bite – Action: Make an attack against a creature within Melee range. On a hit, mark a Stress to inject a Numbing venom. While Numbed, the target has disadvantage on all action rolls and cannot gain Hope. The condition lasts until the target marks 2 Stress.

 

Clanker Eye

Tier 2 Bruiser; Difficulty 15

A necromantic construct made of animated bones, muscles, tendons, and gray matter, bent into a crab-like shape, onto which heavy metal panels have been bolted. A single, grossly oversized eye adorns the thing’s front.

Motives & Tactics: follow orders, maul, tear apart

Thresholds: 14/28

HP: 6 – OOOOO O

Stress: 6 – OOOOO O

ATK: +3

Pincers: Melee | 2d8+6

Features

Armored – Passive: When the Clanker Eye  takes damage, reduce it by 3.

Double Strike – Action: Mark a Stress to make a standard attack against two targets within Melee range.

Eye Beam – Action: Make an attack against a target within Far range. On a success, the target can’t move and is Restrained and Vulnerable until they mark a Stress.

Trample – Action: Mark a Stress to make an attack against all targets in the Clanker Eye ‘s Path when they move. Targets the Clanker Eye  succeeds against take 3d4+5 physical damage.

Death Quake – Reaction: When the Clanker Eye  marks their last HP, the magic powering them ruptures in an explosion of force. Make an attack with advantage against all targets within Very Close range. Targets the Clanker Eye  succeeds against take 1d20 magic damage.

 

Crawling Haunter

Tier 2 Bruiser; Difficulty 15

Hairless beasts with oversized fangs and a taste for young flesh. They’re smarter than they look..

Motives & Tactics: Kill or be killed, play with prey, prowl, rip apart

Experience: Stealth +4

Thresholds: 10//20

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +2

Bite and Claws: Melee | d8+4 | phy

Features

Magical Reflection – Passive: When the Haunter takes magical damage, deal an amount of damage to the attacker equal to half the damage they dealt.

Pack Tactics – Passive: If the Haunter makes a successful standard attack and another Haunter is within Melee range of the target, deal 2d8+8 physical damage instead of their standard damage and you gain a Fear.

Devouring Bite – Action: Make a standard bite against a target within Melee range. On a success, spend a Fear to cause the target to lose a Hope and is Weakened.

Fearsome – Reaction: When a creature within Close range rolls with Hope, mark a Stress to make the roll be with Fear instead.

 

Creepy Doll: Innocent

Tier 2 Solo; Difficulty 14

A children’s toy that doesn’t quite look right.

Motives & Tactics: Frighten, hide, possess

Experience: Pretend +4, Stealth +2, Intimidate +2

Thresholds: 14/25

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +0

Sharp Object: Melee | 2d8+6 mag

Features

Full of Stuffing – Passive: The Creepy Doll is resistant to physical damage.

Just A Doll – Passive: Before they make their first attack in a fight, the Creepy Doll is indistinguishable from a normal doll until they act or a PC succeeds on an Instinct Roll to identify them.

Childish Laughter – Action: Spend a Fear to laugh sweetly. All targets within Very Close range must make a Presence Reaction Roll or become Enchanted by the Doll. While Enchanted, the target sees the Doll as a friend and will take all of the Doll’s actions and words in a favorable way. This lasts until the target succeeds on a Presence or Knowledge Roll (15).

Transfer Life – Action: Mark 2 Stress to force a target who has taken magic damage from the Creepy Doll to make an Instinct Reaction Roll. On a failure, the Creepy Doll Transfers their mind and soul into the target, and the target’s mind and soul is Transferred into the Creepy Doll. While Transferred, they don’t gain access to their new body’s memories, features, or abilities. This lasts until they’re forcibly switched back to their original bodies. If the doll is completely destroyed, such as by burning it, the newly Transferred mind and soul are also destroyed. If the Transferred Creepy Doll marks their last HP, the original owner, if still alive, can make an Instinct Reaction Roll and spend 3 Hope to transfer back.

Cracked Face (Phase Change) – Reaction: When the Creepy Doll marks their last HP, replace them with the Evil Revealed and immediately spotlight them.

 

Creepy Doll: Evil Revealed

Tier 2 Solo; Difficulty 15

Its true nature revealed, the Creepy Doll seeks to sate its cruelty

Motives & Tactics: Drive insane, frighten, hide, leap up

Experience: Pretend +4, Stealth +2, Intimidate +2

Thresholds: 15/27

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +4

Sharp Object: Melee | 2d10+6 mag

Features

Relentless (2) – Passive: The Creepy Doll can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Nasty Cackle – Action: Spend X Stress to laugh cruelly. All targets within Very Close range must make an Instinct Reaction roll or lose a Hope. Additionally, choose a number of targets equal to the Stress spent. If these targets also fail a Presence Reaction Roll (15), they begin to Laugh cruelly as well. Gain a Fear for each target that begins to Laugh. While Laughing, a target is Vulnerable. Each time a Laughing target makes an action roll, they must mark a Stress. A Laughing target, or another creature within Very Close range of the target, may spend a Hope to calm down and end the condition.

Face Hugger – Action: Make an attack roll against a target within Very Close range. On a success, the Doll leaps onto the target’s face and Attaches themself to the target’s body. While Attached, the Doll is Restrained and Vulnerable, but has advantage on standard attacks made against the target to which it attached, and the target has disadvantage on Reaction Rolls against the Doll’s Mental Assault and Nasty Cackle. The target may make a Strength Reaction Roll (15) to remove the Doll.

Mental Assault – Action: Spend a Fear to choose a target within Close range and force it to make an Instinct or Presence Reaction Roll. On a failure, the target takes 4d4+4 magic damage and loses a Hope, and the Creepy Doll clears either an HP or a Stress, your choice.

Toy Attack – Action: Mark a Stress to animate toys and small objects within Close range and cause them to attack all targets within that range. Make an attack against these targets. Targets the Creepy Doll succeeds against take 1d8+2 physical damage.

 


Crocotta

Tier 2 Skulk; Difficulty 13

A strange cross between an antelope, hyena, and badger, with rows of bone for teeth and the ability to mimic voices and animal sounds.

Motives & Tactics: Harass, lure travelers, track relentlessly

Experience: Mimicry +3, Ambusher +2, Keen Senses +2

Thresholds: 9/18

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +2

Bone-Jawed Bite: Melee | 2d8+2 phy

Features

Gnawing Jaws – Passive: Targets who mark HP from the Crocotta’s attacks must also mark a Stress.

Mimicry – Passive: The Crocotta can mimic voices and sounds they have heard. A creature can make an Instinct or Knowledge Reaction Roll to know that the Crocotta’s mimicry isn’t real.

Crushing Kick – Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 1d10+8 direct damage.

 

Darkling

Tier 2 Solo; Difficulty 16

A grayed-out, half-alive humanoid whose soul has been replaced by shadowstuff.

Motives & Tactics: Inspire fear, serve the darkness, try to feel alive

Experience: Hunter +2, Shadow Knowledge +2

Thresholds: 14/22

HP: 9 OOOOO OOOO

Stress: 4 OOOO

ATK: +4

Ebon Blade: Melee | 2d10+4 phy

Features

Envenomed Darkness – Passive: Targets who mark HP from the Darkling’s attacks are Vulnerable until they clear an HP.

Relentless (2) – Passive: The Darkling can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Light and Shadow – Passive: The Darkling gains a +1 bonus to attack and damage rolls while in shadow or darkness and a -1 penalty to attack and damage rolls while within bright light.

Regeneration – Action: As long as the Darkling is in an area of dim light or darkness, if they have marked any HP, you can spend X Fear to clear an equal number of HP.

Shadow Travel – Action: Mark a Stress to teleport to an area of shadow or darkness within Far range.

Snuff Out – Action: Spend a Fear to snuff out all lights within Close range, including magical ones.

Creeping Shadows – Reaction: When a creature makes a successful melee attack against the Darkling, they must make an Instinct Reaction Roll or lose a Hope.

Momentum – Reaction: When the Darkling makes a successful attack against a PC, you gain a Fear.

 

Darkness Elemental

Tier 2 Skulk; Darkness 12

A featureless splotch of animate darkness and silence that trails smoky wisps of gloom.

Motives & Tactics: Haunt the darkness, move through cracks, shun and destroy light and noise

Experience: Camouflage +3

Thresholds: 10/20

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +2

Shadow Tendrils: Very Close | 2d6+2 mag

Features

Shadow Form – Passive: The Elemental has resistance to all damage. Mark a Stress to move up to Close range through tiny holes and thin cracks.

Create Darkness – Action: Mark a Stress to create a patch of silent darkness within Close range, which lasts until the end of the scene or the Elemental marks their last HP. When a creature other than the Elemental enters the area, everything is Hidden and Silenced to them. While Silenced, the creature can’t hear or make noise. While the Elemental is in this area, they gain a +2 bonus to their attacks.

Momentum – Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.

 

Demon Dancers

Tier 2 Minion; Difficulty 13

Corpse-like yet graceful demons with filthy costumes. They wear changing masks to hide their featureless faces.

Motives & Tactics: Cause confusion and fear, dance, overwhelm, surround

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +1

Scratch and Bash: Melee | 3 phy

Features

Minion (5) – Passive: The Dancer is defeated when they take any damage. For every 5 damage a PC deals to the Dancer, defeat an additional Minion within range the attack would succeed against.

Nimble Leap – Passive: Before or after making a standard attack, the Dancer can leap to a location within Very Close range.

Whirling Dance – Passive: As long as the Dancer is not Restrained or Vulnerable, attacks made against them are made at disadvantage.

Discordant Music – Action: Spend 2 Fear to force a target within Close range to make an Instinct Reaction Roll. On a failure, strange music only they can hear begins to play, and the target is Cursed and you gain a Fear. While Cursed, the target has disadvantage on Instinct, Presence, and Knowledge rolls until they spend 2 Hope and succeed on a Spellcast (18) roll.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Dancers within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 physical damage each. Combine this damage.

 

Demon of Battle

Tier 2 Standard; Difficulty 15

Lesser demons that resemble vile-hued gargoyles, spawned entirely for fighting.

Motives & Tactics: Engage in war, gang up, kill or be killed, take no prisoners

Experience: Soldier +4

Thresholds: 10/20

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +2

Saw-Toothed Blade: Melee | 2d10+2 phy

Features

Flying – Passive: While flying, the Demon have a +2 bonus to their Difficulty.

Heavily Armored – Passive: When the Demon takes physical damage, reduce it by 3.

Momentum – Reaction: When the Demon makes a successful attack against a PC, you gain a Fear.

Relentless (2) – Passive: The Demon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Bloody Reprisal – Reaction: When the Demon marks 2 or more HP from an attack within Melee range, you can make a standard attack against the attacker. On a success, the Demon deals 3d6+10 physical damage instead of their standard damage.

 


Demon of Pain

Tier 2 Support; Difficulty 15

A horned, coelopterid horror whose four limbs hold instruments of torture.

Motives & Tactics: Fly away, interrogate, torture

Experience: Interrogation +4, Manipulation +3

Thresholds: 15/22

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +2

Disturbing Instruments: Melee | 2d8 phy

Features

Flying – Passive: While flying, the Demon has a +2 bonus to their Difficulty.

Relentless (2) – Passive: The Demon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Bind – Action: choose a target within Close range and force them to make an Agility or Instinct Reaction Roll. On a failure, spend 2 Fear to bind them in magical shackles. The target is Restrained and Vulnerable until they break free with a successful Strength, Knowledge, or Spellcast Roll (20).

Scourge – Action: Make an attack against a target within Close range. On a success, spend a Fear to pull them into Melee range and deal 3d4+5 physical damage.

Hopeless Situation – Reaction: When a target that is Restrained by the Demon marks HP from an attack by the Demon, they also lose a Hope.

Sadism – Reaction: If the Demon causes a PC to mark HP from a standard attack, gain a Fear and the Demon has advantage on its next attack roll against that PC.

 

Demon-Horse

Tier 2 Support; Difficulty 14

Otherworldly steeds with horns and fangs, sharp teeth, and fiery manes and tails

Motives & Tactics: Bite, kick, kill or be killed, serve rider, tear flesh

Experience: Keen Senses +3

Thresholds: 11/18

HP: 4 – OOOO

Stress: 5 – OOOOO

ATK: +3

Flaming Hooves: Melee | 2d6+2 mag

Features

Terrifying – Passive: When both the Demon-Horse and their rider make a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Great Gallop – Action: Spend a Fear to spotlight both the Demon-Horse and their rider. Move them in a line to a point within Far range and make two attacks, one for the Demon-Horse and one for the Rider, against each creature in their path. Attacks they succeed against while spotlighted in this way deal half damage.

Invisibility – Action: Once per scene, spend a Fear to become Invisible. While Invisible, the Demon-Horse and their rider are Hidden. Place three tokens on this statblock. Each time they take an action or a PC attacks them and succeeds with Hope, remove a token. When the last token is removed, the Demon-Horse becomes visible.

Bleeding Bite – Reaction: Make an attack against a target within Melee range. On a success, deal 1d8+4 physical damage, and the target is Bleeding. Give them three bleeding tokens. Spend a Fear to remove a token to cause the target to mark an HP. If the target clears an HP, end the condition and remove all tokens without causing the target to mark any HP.

 

Devil Eel

Tier 2 Standard; Difficulty 13

Intelligent lamprey-like beings with stinger-tipped tails and many prehensile fins. They can survive and move about on land for brief periods of time.

Motives & Tactics: Build cities, hunt, swim, worship Forgotten Gods

Thresholds: 8/16

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +1

Bite: Melee | 2d8+2 phy

Features

Landwalker – Passive: When out of water, a Devil Eel can only move to Very Close range.

Bloodsucker – Reaction: When the Devil Eel’s standard attack causes a target to mark HP, you can mark a Stress to force the target to mark an additional HP.

Barbed Tail – Reaction: If an attacker is within Very Close range when the Devil Eel marks 2 or more HP, spend a Fear to deal 1d4+2 physical damage and have barbs get Embedded in the target until the target uses a downtime move to remove the quills. While the target has barbs Embedded in them, when they roll a failure on an Agility or Strength roll, they must also mark a Stress.

 

Devil Eel Herald

Tier 2 Leader; Difficulty 15

A much larger leader amongst the Devil Eels, Guardians have been blessed by their gods.

Motives & Tactics: Destroy enemies, lead, swim, worship Forgotten Gods

Experience: Divine Blessing +2

Thresholds: 13/26

HP: 6 – OOOOO OO

Stress: 4 – OOOO

ATK: +3

Bite: Melee | 2d10+3 phy

Features

Landwalker – Passive: When out of water, a Herald can only move to Very Close range.

Embolden – Action: Spend a Fear to spotlight up to five Devil Eels within Far range. The first attack roll they make while spotlighted from this feature is made at +1.

Hypnotic Stare – Action: Mark a Stress to choose a target within Far range. On a hit, the target falls into a deep, sleeplike trance and can’t take any actions except for trying to wake up. The target wakes up when they are hit by an attack, mark 1 or more HP, or succeed on an Instinct Roll (15) to wake up.

Draining Bite – Action: Make a standard attack against a target within Melee range. On a success, deal 2d6+6 physical damage. A target who marks HP from this attack loses a Hope and must mark a Stress. The Herald then clears an HP.

 

Devil-Bird

Tier 2 Standard; Difficulty 13

A one-eyed, bird-like creature with an unnerving gaze..

Motives & Tactics: Carry off, terrify, stalk victim

Experience: Keen Vision +3

Thresholds: 8/19

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +2

Beak and Claw: Melee | 2d4+6 phy

Features

Flying – Passive: While flying, the Devil-Bird has a +2 bonus to their Difficulty.

Carry Off – Action: Spend a Fear to make an attack against a target within Far range. On a success, they deal 2d10+2 physical damage. Additionally, if the target is the size of a human or smaller, mark 1 Stress to temporarily Restrain them in the Devil-Bird’s claws. If the target is Restrained, the Devil-Bird immediately lifts into the air to Far range above the battlefield while holding them.

Deadly Drop – Action: While flying, the Devil-Bird can drop a Restrained target they are holding. When dropped, the target is no longer Restrained but starts falling. If their fall isn’t prevented during the PCs’ next action, the target takes 2d20 physical damage when they land.

Nightmare Gaze – Action: Mark 2 Fear gaze into the eyes of a target within Close range. The target must succeed on an Instinct Reaction Roll. On a failure, they lose a Hope and are Cursed until they mark 2 Stress and succeed on a Spellcast Roll (15), or an Instinct Roll if they don’t have a Spellcast Roll. You then gain a Fear and the Devil-Bird clears an HP and has advantage on standard attacks made against that target. While Cursed, each time they use a downtime move they must spend a Hope, and they only clear half as much stress when using a downtime move.

 

Disembodied Part

Tier 2 Minion; Difficulty 14

A severed and reanimated body part, most commonly—but not always—a hand and arm or foot and leg.

Motives & Tactics: Attack, bash, find a body

Experience: Tremor Sense +2

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +0

Bash: Melee | 2 phy

Features

Minion (5) – Passive: The Disembodied Part is defeated when they take any damage. For every 5 damage a PC deals to the Disembodied Part, defeat an additional Minion within range the attack would succeed against.

Attach – Action: If the Disembodied Part is within Very Close range of a creature that is missing a comparable body part, make a standard attack. On a success, spend a Fear. The target takes no damage but the Disembodied Part attaches to the PC. The PC may mark 3 Stress to resist. At any point, you can spend a Fear to apply advantage or disadvantage to a roll the PC makes as the Disembodied Part takes over briefly and either helps or hinders.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Disembodied Parts within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.

 

Doppelganger

Tier 2 Skulk; Difficulty 12

A gray, nearly featureless humanoid who changes their shape in order to take over other peoples’ lives.

Motives & Tactics: Duplicate, infiltrate, read minds, replace

Experience: Manipulation +3, Infiltration +3

Thresholds: 8/16

HP: 7 – OOOOO OO

Stress: 8 – OOOOO OOO

ATK: +1

Dagger: Melee | 2d4+6 phy

Features

You Know Me – Passive: Creatures have disadvantage on Insight or Knowledge rolls made to determine the Doppelganger’s true identity.

Assume Form – Action: Mark a Stress to assume the form of any humanoid the Doppelganger has touched skin-to-skin. Doppelgangers may remain in a form as long as they wish.

Read Mind – Action: Mark a Stress to choose a target within Far range. On a success, the Doppelganger can peer into the target’s mind and read its surface thoughts.

Momentum – Reaction: When the Doppelganger makes a successful attack against a PC, you gain a Fear.

 

Dustling

Tier 2 Skulk; Difficulty 13

Swirling ash, dust, and sand that coalesces into a humanoid form, with white embers for eyes. Dustlings represent decay, erosion, and entropy, but also yearn for life.

Motives & Tactics: Consume heat and matter, seek knowledge, spread decay

Experience: Ruins +2

Thresholds: 8/17

HP: 3 – OOO

Stress: 3 – OOO

ATK: +3

Lashing Limbs: Very Close | 2d8+4 phy

Features

Relentless (2) – Passive: The Dustling can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Sandman – Action: Make an attack against a target within Very Close range. On a success, they take 2d8+4 physical damage and must make an Instinct Reaction Roll (10). On a failure, they become Asleep until they take damage, or until 1d4 hours have passed. While Asleep, a PC cannot be spotlighted.

Dust to Dust – Reaction: When the Dustling takes damage from an attack within Close range, you can spend a Fear to force the attacker to make an Instinct Reaction Roll. On a failure, they begin to turn to stone, marking a HP and starting a Crumbling Countdown (4). This countdown ticks down when the Dustling is attacked. When it triggers, the target must make a death move. If the Dustling is defeated, all crumbling countdowns end.

Entropic Spray – Reaction: If an attacker is within Very Close range when the Dustling marks HP, spend a Fear to deal 2d4+2 magic damage to the attacker.

 

Dust Devil

Tier 2 Standard; Difficulty 13

A whirlwind with embers for eyes.

Motives & Tactics: Blow air, choke, spread sand and dirt

Experience: Tremor Sense +2

Thresholds: 10/18

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +2

Tornado Lash: Very Close | 2d8+1 phy

Features

Particulate Form – Passive: The Dust Devil has resistance to physical damage. Mark a Stress to move up to Close range through tiny holes and thin cracks.

Earthwalk – Passive: The Dust Devil can move through earth (but not stone) as easily as air. While within earth, they are Hidden and immune to all damage.

Asphyxiate- Action: Make an attack against a target within Very Close range. On a success, mark a Stress to fill the target’s airways with dust and dirt. The target is Choking and Vulnerable. While Choking, they must spend a Hope to make an action roll. Mark a stress to remove this effect.

Sandstorm – Action: Spend a Fear to fill the area within Close range with swirling sand. The area is obscured to everyone but the Dust Devil, and any creature in the area other than the Dust Devil is Blinded while in the area, and while Blinded, all creatures are Hidden to them.

 

Eye-Thing

Tier 2 Skulk; Difficulty 13

A creature that consists of little more than a large eyeball with spindly clawed limbs.

Motives & Tactics: Gamble, see things, take notes

Experience: Excellent Eyesight +4.

Thresholds: 7/17

HP: 4 – OOOO

Stress: 4 – OOOO

ATK: +2

Eye-Blast: Close | 2d4+4

Features

Relentless (2) – Passive: The Eye-Thing can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

See There – Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.

True Sight – Passive: Creatures cannot be Hidden to an Eye-Thing, and they can see through illusions. Spend a Fear to see through a wall.

Dangerous Stare – Action: Mark a Stress to temporarily Curse a target within Close range until the end of the scene or the target rolls a critical success. Choose one of the following effects:

  • Confusing Curse: While Cursed, the target must mark a Stress to make an action roll.
  • Slothful Curse: While Cursed, the target can only move up to Very Close range as their normal movement.
  • Uselessness Curse: While Cursed, the target can’t spend Hope to use their Features against any adversaries.

 

Face-Eater

Tier 2 Bruiser; Difficulty 14

Small, goblin-like creatures whose head is mostly a mouth with many rows of teeth.

Motives & Tactics: Climb, devour, ambush

Experience: Ambusher +3

Thresholds: 9/18

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +2

Enormous Bite: Melee | 2d12+4 phy

Features

Pack Tactics – Passive: If the Face-Eater makes a successful standard attack and another Face-Eater is within Melee range of the target, deal 2d12+8 physical damage instead of their standard damage.

Rending Teeth – Passive: The Face-Eater’s standard attack deals direct damage.

Terrifying – Passive: When the Face-Eater makes a successful attack, all PCs within Far range must lose a Hope and you gain a Fear.

Eat Your Face – Reaction: If the Face-Eater causes a PC to mark their last HP, and the PC chooses to make the Avoid Death or Risk It All death moves, spend 3 Fear to force the PC to mark a scar in addition, in addition to the one they might have to mark from the chosen move.

Overwhelm – Reaction: When the Face-Eater takes Minor damage from an attack within Melee range, you can mark a Stress to make a standard attack with advantage against the attacker.

 

Faceless Lurker

Tier 2 Minion; Difficulty 14

Scabrous semi-humanoids whose eyeless heads are nothing more than a huge mouth.

Motives & Tactics: Eat flesh, hunger, rip and tear, shun light

Experience: Stealth +2, Detect +2

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +1

Bite: Melee | 3 phy

Features

Minion (5) – Passive: The Lurker is defeated when they take any damage. For every 5 damage a PC deals to the Lurker, defeat an additional Minion within range the attack would succeed against.

Tearing Bite – Passive: The Lurker’s attacks deal direct damage.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Lurkers within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 physical damage each. Combine this damage.

Leaping Ambush – Action: While Hidden, spend a Fear to leap into Melee range with a target while within Very Close range. The target must succeed on an Agility or Instinct Reaction Roll (16) or take 3 physical damage and be knocked down and Vulnerable until their next action.

 

Feralope

Tier 2 Skulk; Difficulty 14

A demonic being that resembles a stick figure made of black leather, with arms and legs that end in white-bone points, and an animal’s skull for a face. It doesn’t walk; it jumps and cartwheels.

Motives & Tactics: Act senselessly, cause terror, impale leap and bound, set fires

Experience: Intimidate +2

Thresholds: 8/18

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +4

Bone Limb Stab: Very Close | 2d4+5 phy

Features

Relentless (2) – Passive: The Feralope can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Terrifying – Passive: When the Feralope makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Capricious Leap – Action: Before or after making a standard attack, you can mark a Stress to leap to a location within Far range.

Spit Flame – Action: Mark a Stress to choose a point within Far range. The ground within Melee range of that point immediately bursts into flames. All creatures within this area must make an Agility Reaction Roll. Targets who fail take 3d8 magic damage from the flames. Targets who succeed take half damage.

 


Feyhound

Tier 2 Horde (2/HP); Difficulty 14

Short, fox-faced fae that hunt in never-tiring packs.

Motives & Tactics: Bite and tear, harass, hunt, obey

Experience: Keen Senses +3, Tracking +3

Thresholds: 10/16

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +2

Bite and Claw: Melee | 2d8+1 phy

Features

Horde (1d6+1) – Passive: When the Feyhounds have marked half or more of their HP, their standard attack deals 1d8+1 damage instead.

Frightening Howl – Action: Mark a Stress to make all targets within Very Close range lose a Hope and force them to make an Instinct Reaction Roll (15). On a failure, the creature also has disadvantage on the next roll they make during this scene.

Hobbling Strike – Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 direct physical damage and make them Vulnerable until they clear at least 1 HP.

Shapechange – Action: The Feyhound can transform into a magical creature that resembles a coyote. Use the Pack Predator beastform option from the Druid class and mark a Stress to transform into it. The Feyhound gains the damage (proficiency of 1) and features of that animal. The beastform’s advantages are treated as Experiences for the Feyhound, and their Difficulty increases by an amount equal to that beastform’s Evasion bonus. While in this form, they can’t hold objects. The Feyhound stays in this form until they choose to drop it or they take Major or greater damage.

Unending Hunt – Reaction: Twice per scene, when a PC rolls a failure with Fear, clear a Stress.

 

Fire Demons

Tier 2 Horde (8/HP); Difficulty 12

Malicious wheels of red flame that travel in large packs.

Motives & Tactics: Burn, destroy, wreak havoc

Thresholds: 13/17

HP: 5 – OOOOO

Stress: 2 – OO

ATK: +0

Flaming Body: Melee | 2d12 mag

Features

Fire Form – Passive: The Fire Demon has resistance to physical damage. Mark a Stress to move up Close range through solid objects. Anything flammable the Fire Demon moves through will catch on fire.

Horde (1d6+1) – Passive: When the Fire Demons have marked half or more of their HP, their standard attack deals 1d12 physical damage instead.

Levitation – Passive: The Fire Demon levitates several feet off the ground and can’t be Restrained.

Water Vulnerability – Passive: If splashed with sufficient qualities of water, the Swarm must mark 1d4 HP.

Mesmerizing Dance – Action: Spend a Fear to target a creature within Close range and force them to make an Instinct Reaction Roll. On a failure, the creature loses a Hope and is Entranced until they spend 2 Stress to clear this condition. The target remains Entranced even after taking damage. While Entranced, a target can’t act and is Vulnerable.

Fire-Lizard

Tier 2 Skulk; Difficulty 13

Only somewhat smarter than the iguanas they resemble, and colored in yellow, red, and orange, these 8-foot-long, six-legged, pack-hunting reptiles are sometimes mistaken for small dragons.

Motives & Tactics: Breathe fire, harry, hunt, surround

Thresholds: 8/18

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +4

Bite and Claw: Melee | 2d4+6

Features

Pack Tactics – Passive: If the Fire-Lizard makes a successful standard attack and another Fire-Lizard is within Melee range of the target, deal 2d6+5 physical damage instead of their standard damage, and you gain a Fear.

Fiery Breath – Action: Spend a Fear to breathe flames in front of the Fire-Lizard within Very Close range. All targets in this area must make an Agility Reaction Roll. Targets who fail take 2d6 direct magic damage. If the target failed with Fear, they are also On Fire. When it acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.

 


Flesh Ooze

Tier 2 Skulk; Difficulty 10

A huge mound of mobile, boneless flesh.

Motives & Tactics: Consume and multiply, creep up, envelop

Thresholds: 8/16

HP: 7 – OOOOO OO

Stress: 2 – OO

ATK: +2

Flesh Appendage: Very Close | 2d6+4 phy

Features

Slow – Passive: When you spotlight the ooze and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the ooze and they have a token on their stat block, clear the token and they can act.

Stench – Passive: A creature that is within Close range must make an Instinct Reaction Roll or be temporarily Nauseated. While Nauseated, they can only move up to Very Close range, and if they fail a roll with Fear, they become violently ill and must mark a Stress.

Envelop – Action: Make a standard attack against a target within Melee range. On a success, the ooze envelops them and the target must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the ooze takes Severe damage, the target is freed.

Disease – Reaction: When the ooze envelopes a creature, spend a Fear to make them temporarily Diseased. While Diseased, they clear half as many HP or Stress when using a downtime move, and when they fail a roll with Fear, they must mark a Stress. The disease can be cured with a Knowledge Roll (14).

 

Formych Worker

Tier 2 Minion; Difficulty 11

Telepathic, hive-minded ant-people who exist to work for the colony.

Motives & Tactics: Obey orders, repair damaged things, work

Experience: Keen Smell +3

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +0

Bite and Claw: Melee | 2 phy

Features

Minion (3) – Passive: The Formych Worker is defeated when they take any damage. For every 3 damage a PC deals to the Formych Worker, defeat an additional Minion within range the attack would succeed against.

Sturdy Build – Passive: The Formych Worker has resistance to magical damage.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Formych Workers within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.

Mend – Action: Spend a Fear to spotlight four Formych Works who are in Very Close range of a target. They then either clear one HP or one Armor Slot that the target had marked.

 

Formych Warrior

Tier 2 Horde (5/HP); Difficulty 14

Telepathic, hive-minded ant-people who exist to defend the colony.

Motives & Tactics: Defend, kill or be killed, trap, track, obey orders

Experience: Keen Smell +3, Track +3

Thresholds: 10/20

HP: 6 – OOOOO O

Stress: 3 – OOO

Ch ATK: +3

Chitin Polearm: Very Close | 2d8+5

Features

Thick Carapace – Passive: When the Formych takes physical damage, reduce it by 3.

Horde (2d6+1) – Passive: When the Formychs have marked half or more of their HP, their standard attack deals 2d6+1 physical damage instead.

Paralyzing Stinger – Action: Make an attack against a target within Very Close range. On a success, spend a Fear to deal 2d4+3 physical damage and cause the target to freeze in place, becoming Vulnerable and Restrained until they mark 2 Stress.

 

Formych Potentate

Tier 2 Leader; Difficulty 14

The elite of a Formych colony; they are fully free-willed yet always care deeply about the hive.

Motives & Tactics: Command, intimidate, sacrifice warriors, serve the queen

Experience: Keen Smell +3

Thresholds: 10/20

HP: 8 – OOOOO OOO

Stress: 5 – OOOOO

ATK: +2

Chitin Sword: Melee | 2d8+3 phy

Features

Never Alone – Passive: When the Potentate is spotlighted, you can also spotlight a creature it has Controlled.

Attend, Warriors – Action: When you spotlight the Potentate, mark a Stress to also spotlight 1d4 allies within Close range.

Paralyzing Stinger – Action: Make an attack against a target within Very Close range. On a success, spend a Fear to deal 2d4+3 physical damage and cause the target to freeze in place, becoming Vulnerable and Restrained until they mark 2 Stress.

Pheromonal Controlled – Action: Mark a Stress to choose a target within Very Close range and force it to make an Instinct Reaction Roll (16). On a failure, the creature is temporarily Controlled by the Myrmarch. While Controlled, the target is Vulnerable and will obey any orders given by the Myrmarch, as long as those orders do not go against the target’s moral code or would cause it obvious harm.

Momentum – Reaction: When the Myrmarch makes a successful attack against a PC, you gain a Fear.

 

Formych Queen

Tier 2 Leader; Difficulty 16

The ruler of the colony, larger than two draft horses. She is incredibly intelligent and dedicated to her children

Motives & Tactics: Judge, perfect the colony, protect the colony

Experience: Diplomatic Leader +3

Thresholds: 16/28

HP: 10 – OOOOO OOOOO

Stress: 6 – OOOOO O

ATK: +1

Venomous Spittle: Close | 2d4+10 phy

Features

Dizzying Pheromones – Passive: Spend a Fear to exude pheromones within Close range. Non-Formychs in the area must make an Instinct Reaction Roll. On a failure, they are temporarily Dizzy for as long as they remain in the area. While Dizzy, they can’t use reactions and must make an Agility roll (16) whenever they move any distance.

Hub Of The Hive – Passive: The Queen can see through the eyes and of any Formych Myrmarch, although she is Blind to her own location while doing so. She can also communicate telepathically with any Formych she has begat, regardless of their distance.

Sessile – Passive: The Queen can only move up to Melee range. As part of her normal movement.

Always Protected – Action: Mark a Stress to summon six Formych Warriors , who appear at Close range to protect the Queen. Immediately spotlight them. They have advantage on their first attack roll.

Scent of Success – Action: Mark a Stress to grant advantage to an ally within Very Far range.

Venom – Reaction: When the Queen succeeds on a standard attack and the target marks at least 1 HP, spend a Fear to cause the target to be Poisoned until their next rest. While Poisoned, if the target rolls with Fear, they must mark a Stress.

 

Ghostly Horde

Tier 2 Horde (3/HP); Difficulty 14

When a group of creatures dies together in great distress, they form a horde. The individuals that make it up cannot exist outside of the Horde, as their emotions are too closely tied to one another.

Motives & Tactics: Reveal history, increase the horde

Thresholds: 10/18

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +1

Grasping Hands: Melee | 2d10+2 mag

Features

Bound – Passive: The Ghostly Horde is Bound to something—a location, object, or person—and cannot move more than Very Far range from it.

Ghost – Passive: The Ghostly Horde has resistance to all damage. Mark a Stress to move up Close range through solid objects.

Overwhelm – Passive: All targets within Melee range have disadvantage on attacks against targets other than the Ghostly Horde.

Horde (1d10+1) – Passive: When the Ghostly Horde has marked half or more of the HP, their standard attack deals 1d10+1 physical damage instead.

Rejuvenation – Passive: When the Ghostly Horde is defeated, it will return in 2d20 days with all HP and Stress cleared. The reason for them becoming a ghost must be properly dealt with, or their body either properly interred or completely destroyed, for the Ghostly Horde to truly pass on.

 

Ghoul

Tier 2 Skulk; Difficulty 14

Abominable humanoids who eat sentient beings and who seek out ancient knowledge.

Motives & Tactics: Burrow, change forms, devour corpses, seek forgotten knowledge, steal

Experience: History +3, Keen Senses +2

Thresholds: 8/18

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +2

Ragged Claws: Melee | 2d4+4 phy

Features

Creature of Darkness – Passive: The Ghoul gains a +1 bonus to attack and damage rolls while in shadow or darkness and a -1 penalty to attack and damage rolls while in bright light.

Shapechange – Action: The Ghoul can transform into a scavenging animal, although it retains its bad smell regardless of form. Choose up to three different beastform options from the Druid class (pick from Pack Predator, Stalking Arachnid, Striking Serpent, or Winged Beast) and mark a Stress to transform into one of them. The Ghoul gains the damage (proficiency of 2) and features of that animal. The beastform’s advantages are treated as Experiences for the Ghoul, and their Difficulty increases by an amount equal to that beastform’s Evasion bonus. While in this form, they can’t use their Gnaw action or Lick Blood reaction and they can’t hold objects. The Ghoul stays in this form until they choose to drop it or they take Major or greater damage.

Gnaw – Action: Mark 2 stress to bite a target in Melee range dealing 2d12+4 direct physical damage.

Lick Blood – Reaction: If the Ghoul succeeds on a standard attack and inflicts Major or Severe damage, spend a Fear to clear an HP.

Fear is Fuel – Reaction: Twice per scene, when a PC rolls a failure with Fear, clear a Stress.

 

Ghoul Cultist

Tier 2 Leader; Difficulty 15

A powerful ghoul who has obtained forbidden knowledge and power and stands head and shoulders over its kin

Motives & Tactics: Command lessers, uncover secrets, worship Forgotten Gods

Experience: Magical Knowledge +3, History +3, Keen Senses +3

Thresholds: 13/23

HP: 8 – OOOOO OOO

Stress: 5 – OOOOO

ATK: +3

Runic Rod: Far | ATK +2d8+4 | mag

Features

Creature of Darkness – Passive: The Ghoul gains a +1 bonus to attack and damage rolls while in shadow or darkness and a -1 penalty to attack and damage rolls while in bright light.

Paralyzing Bite – Action: Make an attack against a target within Melee range. On a success, spend 1 Fear to deal 1d6+3 physical damage and cause the target to freeze in place, becoming Vulnerable and Restrained until they mark 2 Stress.

Speak Hidden Truths – Action: Spend 1 Fear to choose a target within Close range. The Ghoul’s words are carried to their ears. The target must make a Knowledge Resistance Roll or must mark a Stress and become temporarily Vulnerable.

Shapechange – Action: The Ghoul can transform into a scavenging animal, although it retains its bad smell regardless of form. Choose up to three different beastform options from the Druid class (pick from Pack Predator, Stalking Arachnid, Striking Serpent, or Winged Beast) and mark a Stress to transform into one of them. The Ghoul gains the damage (proficiency of 2) and features of that animal. The beastform’s advantages are treated as Experiences for the Ghoul, and their Difficulty increases by an amount equal to that beastform’s Evasion bonus. While in this form, they can’t use their Paralyzing Bite, Invisibility, or Summon Things From Beyond actions and they can’t hold objects. The Ghoul stays in this form until they choose to drop it or they take Major or greater damage.

Invisibility – Action: Once per scene, spend a Fear to become Invisible. While Invisible, the Ghoul is Hidden. Place two tokens on this statblock. Each time they take an action or a PC attacks them and succeeds with Hope, remove a token. When the last token is removed, the Ghoul becomes visible.

Summon Things From Beyond – Action: Once per day, mark a Stress to summon a Demonic Hound Pack, which appears at Close range and is immediately spotlighted.

Momentum – Reaction: When the Ghoul makes a successful attack against a PC, you gain a Fear.

 

Giant Bolas Spider

Tier 2 Standard; Difficulty 13

Huge arachnids that produce thick lines of webbing they use to lasso their prey.

Motives & Tactics: Ambush, climb, feed, grapple

Thresholds: 8/18

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +2

Fangs: Melee | 2d6+5 phy

Features

Bolas – Action: Make an attack against a target within Far range. On a success, the target takes no damage but is Restrained. The target can break free, clearing the condition, with a successful Strength roll (15) or is freed automatically if the filament is cut with an edged weapon.

Reel In – Action: Mark a Stress to pull a target that is Restrained by the Spider into Melee range of it, and then make a standard attack against them.

 

Giant Spider

Tier 2 Skulk; Difficulty 13

A surprisingly intelligent spider with a body the size of a pony’s.

Motives & Tactics: Bite, breed, consume prey, spin webs, wait patiently

Experience: Tremor Sense +3

Thresholds: 9/18

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +3

Bite: Melee | 2d6+3 phy

Features

All Webbed Up – Action: Countdown (5). Mark a Stress to choose a target that has been Poisoned by the Spider and Restrain them in spider silk. It ticks down when a PC rolls with Fear or the Spider is spotlighted. Each time it ticks down, the target can attempt a Strength Roll. On a success, they break the webbing, clear the Restrained condition, and the Countdown ends. When the Countdown is triggered, the target is completely Encased in silk and cannot escape on their own. The webbing can be cut through.

Shoot Webbing – Action: Make an attack against a target within Very Close range. On a success, spend a Fear to pull them into Melee range, deal 2d6+3 physical damage, and Restrain them with webbing. The target can break free, clearing the Restrained condition, with a successful Strength Roll or when the webbing is cut through.

Venomous Bite – Reaction: After succeeding on a standard attack, spend a Fear to Poison the target until they mark 2 Stress or until their next rest. While Poisoned, the target is Vulnerable and if they fail a roll with Fear, they fall down until their next action.

 

Gibberbird

Tier 2 Horde (3/HP); Difficulty 13

Flightless, human-sized corvid-like beings of eldritch origin that constantly, mindlessly chatter and sing.

Motives & Tactics: Mob, harry, rip and tear, eat everything, disorient, cause chaos and destruction, shun fire

Experience: Keen Senses +2

Thresholds: 11/17

HP: 6 – OOOOO O

Stress: 3 – OOO

ATK: +1

Claws or Bone-Bladed Knife: Melee | 2d8+4 phy

Features

Dire Cacophony – Passive: The Gibberbird constantly mumble, shriek, and sing to themselves. When a PC rolls a failure with Fear while within Close range of the Horde, they lose a Hope.

Horde (1d4+2) – Passive: When the Gibberbird has marked half or more of their HP, their standard attack deals 1d4+3 physical damage instead.

Relentless (2) – Passive: The Gibberbird can be spotlighted two times per GM turn. Spend Fear to spotlight them as usual.

Implant – Action: Mark a Stress to choose a target within Melee range and bite it. The creature takes 1d6+2 damage and is forced to make an Agility Reaction Roll. On a failure, the Gibberbird Implants an egg, the target marks an HP, and starts an Implantation Countdown (5). The countdown ticks down when the target makes an action roll with Fear. When it triggers, an infant Gibberbird emerges and the target must make a death move. A Knowledge (18) roll can be made to remove the egg, clearing the condition.

 

Greenspeaker Druid

Tier 2 Leader; Difficulty 15

A caretaker of nature, clade in leaves and old pelts.

Motives & Tactics: Protect natural space, hide, ambush

Experience: Nature Lore +3, Camouflage +2

Thresholds: 12/24

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +4

Gnarled Staff: Melee | 2d6+6 mag

Features

Ritual Blow – Action: Make an attack on a target within Melee range. On a success, inflict 1d8+4 direct physical damage and the target must mark a Stress.

Shapechange – Action: The Druid can shapechange into three different animals. Choose any Tier 1 animal form. Mark a Stress to transform into one of them. The Druid gains that form’s damage (Proficiency 1). The beastform’s advantages are treated as Experiences for the Druid, and their Difficulty increases by an amount equal to that beastform’s Evasion bonus. While in this form, they can’t use their Forest Helpers reaction and they can’t hold objects. The Druid stays in this form until they choose to drop it or they take Major or greater damage.

Blend In – Reaction: When the Greenspeaker makes a successful attack, you can mark a Stress to become Hidden until the Greenspeaker’s next attack or a PC succeeds on an Instinct Roll (17) to find them.

Forest Helpers – Reaction: Countdown (6). When the Greenspeaker is in the spotlight for the first time, activate the countdown. When it triggers, summon 1d4+2 Minor Treants or Tangle Brambles who appears at Close range.

 

Harpy

Tier 2 Ranged; Difficulty 14

Large vultures with human-like faces, known for their razor-sharp feathers and foul stench.

Motives & Tactics: Harass, steal food, spread filth

Experience: Eagle-Eyed +2

Thresholds: 6/17

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +3

Steel-Edged Feathers: Far | 2d8+5 phy

Features

Flight – Passive: While flying, the Harpy gains a +3 bonus to their Difficulty.

Sickening Smell – Passive: A creature that makes a melee attack against the Harpy while within Very Close range of them must make an Instinct Reaction Roll or be Nauseated and lose a Hope.

Carry Off – Action: Spend a Fear to spotlight two Harpies and make an attack against a target within Far range. On a success, they deal 2d4+6 physical damage. Additionally, if the target is the size of a human or smaller, mark 1 Stress from each Harpy to temporarily Restrain them in the Harpies’ talons. The Harpies immediately lift into the air and move to Far range above the battlefield while holding the target. While carrying the target, the Harpies and target are both Vulnerable.

Deadly Dive – Action: Mark a Stress to attack a target within Far range. On a success, deal 2d10+5 physical damage and knock the target over, making them Vulnerable until they next act.

Wing-Slash – Action: Make an attack against a target in Melee range. On a success, deal 1d4+3 physical damage and the target is knocked down and Vulnerable until their next action.

 

Harpy Fury

Tier 2 Leader; Difficulty 16

Given commandments from gods both forgotten and hallowed, they lead flocks of harpies to commit acts of vengeance. Their steely tail feathers are long, barbed whips.

Motives & Tactics: Be cruel, follow orders, gain vengeance, lead and protect the flock, terrorize

Experience: Divine Knowledge +2, Hear Lies +2

Thresholds: 13/25

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +4

Scourge-Tail: Very Close | 2d10+4

Features

Flying – Passive: While flying, the Harpy gains a +3 bonus to their Difficulty.

Approach, My Children: Summon three Harpies, who appear at Far range.

Shapechange – Action: Mark a Stress to transform into a humanoid. While in this form, the Fury can’t fly, but their Scourge-Tail transforms into an actual scourge and the Fury retains their standard attack. The Fury can stay in this form until they choose to drop it or take any damage.

Taunt – Action: The Fury speaks uncomfortable truths about a target within Close range, and the target must make an Instinct Reaction Roll or become temporarily Rattled. While Rattled, whenever the target marks 1 or more HP or Stress, they also lose a Hope.

Wing-Slash – Action: Make an attack against a target in Melee range. On a success, deal 1d6+3 physical damage and the target is knocked down and Vulnerable until their next action.

Divine Commandment – Reaction: Countdown (5). The Fury is tasked to terrify and destroy a specific individual or group. When the Fury is in the spotlight for the first time, if their target is on the battlefield, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Harpies within Far range make a standard attack with advantage against the target and their allies. If any attacks succeed on the same target, combine their damage.

Pestilent Breath – Reaction: Countdown (Loop 1d6). When the Fury takes damage for the first time, activate the countdown. When it triggers, the Fury breathes foul, diseased mist on all targets in front of them up to Close range. Harpies are immune to this breath, but all others must succeed on a Strength Reaction Roll or become Diseased until their next rest or they succeed on a Knowledge Roll, and they must mark a Stress and lose a Hope. While Diseased, the target has disadvantage on one character trait, chosen randomly.

 

Haunt

Tier 2 Social; Difficulty 10

A weak spirit, tied to the world through their connections to the living, but succumbing to hate and despair. Their ghostly form is tattered indistinct.

Motives & Tactics: Attack those who can’t help, beg for release, move through solid objects, reveal history

Experience: Ancient Knowledge +2, Unearth Terrors +2

Thresholds: 5/8

HP: 2 – OO

Stress: 4 – OOOO

ATK: +0

Soul-Burning Touch: Melee | 2d4+4 mag

Features

Bound – Passive: The Haunt can’t move further than Very Far range from the area to which they are bound.

Ghost – Passive: The Haunt has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.

Rejuvenation – Passive: When the Haunt is defeated, they will return in at some point in the future (GM’s prerogative) with no marked HP. The reason for them becoming a ghost must be properly dealt with, or their body either properly interred or completely destroyed, for the Phantom to truly pass on.

Phantom Shift – Action: Mark a Stress to trap all targets within Close range in a powerful illusion of events surrounding the Haunt’s life and death. Targets can move about freely within the illusion and interact with illusory creatures and objects, but can only see through the illusion with a successful Instinct Roll. On each failed roll, the target marks a Stress and loses a Hope.

Turn Invisible – Action: Spend a Fear to turn Invisible. While Invisible, the Haunt is Hidden. The Haunt becomes visible if they take an action or a PC attacks them and succeeds with Hope.

Immersive Terror – Reaction: Countdown (Loop 1d6). When the Haunt is in the spotlight for the first time, activate the countdown. When it triggers, all targets caught in the Haunt’s Phantom Shift must mark 1d4 Stress as they relive the Haunt’s life.

 

Hexahedros

Tier 2 Standard; Difficulty 14

Uneven, metallic box-shaped people from another realm, with jagged limbs emerging from each surface.

Motives & Tactics: Build, explore, gather materials, perform experiments, slash.

Experience: Tremor Sense +3

Thresholds: 10/18

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +2

Limb-Blade: Melee | 2d8+2 phy

Features

Entirely Metal – Passive: The Hexahedros has resistance to physical damage.

Floating Bounce – Passive: Before or after making a standard attack, the Hexahedros can leap to a location within Close range.

Uncannily Sharp Edges – Passive: The Hexahedros’ standard attacks deal direct damage.

Hive Mind – Action: Mark a Stress to communicate with any other Hexahedros across any distance.

Lightning Whip – Action: Make an attack against a target within Very Close range. On a success, deal 2d4+6 magic damage. A target who marks 2 or more HP must also also mark 2 Stress or are Electrified until they roll with Hope. While Electrified, they make action rolls with disadvantage.

Lightning Shield – Reaction: Once per scene, when the Hexahedros takes damage from an attack within Close range, mark a Stress to deal 2d6 magic damage to the attacker and surround the Hexahedros with a magical barrier. Creatures who attack the Hexahedros while they are protected by the shield have disadvantage on their attack rolls. The shield collapses the next time an adversary is spotlighted.

 

Honeytrap Flower

Tier 2 Standard; Difficulty 14

A carnivorous flower that causes delusions in those who come near.

Motives & Tactics: Eat, lure, send out spores

Experience: Tremor Sense +2

Thresholds: 12/18

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +1

Thorn-Vine Whip: Very Close | 2d6+3 phy

Features

Come Hither – Action: Spend a Fear to release a cloud of hallucination-causing pollen and an enticingly sweet scene in front of the Flower within Close range. All targets in this area must make an Instinct or Knowledge Reaction Roll or must mark a Stress and see the Flower as something they truly desire.

Feeding Bite – Action: Make an attack against a target within Melee range. On a success, deal 3d6 physical damage. A target who marks HP from this attack must mark a Stress, and the Flower then clears an HP.

 

Horde Demons

Tier 2 Horde (2/HP); Difficulty 14

A mass of minor, fairly stupid demons, each one different from the rest.

Motives & Tactics: Clobber, create chaos, devour, rip apart, make a mess

Thresholds: 11/22

HP: 6 – OOOOO O

Stress: 3 – OOO

ATK: +2

Bite and Claw: Melee | 2d8+3 phy

Features

Horde (2d4+1) – Passive: When the Horde has marked half or more of their HP, their standard attack deals 2d4+1 physical damage instead.

It’s Ours! – Passive: Creatures restrained by the Horde take double damage from attacks the Horde make against them.

Overwhelming – Passive: When the Horde marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.

Too Much To Stop – Passive: The Horde’s attacks deal direct damage. Each time the Horde is spotlighted, choose whether they deal physical or magical damage.

Grasping Arms – Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 2d8+3 physical damage and the target is Restrained until they break free with a successful Strength Roll.

Varied Abilities – Reaction: When the Horde succeeds on making a standard attack, spend a Fear to inflict magical damage instead of physical and cause the target to lose a Hope.

 

Hungry Ghost

Tier 2 Standard; Difficulty 14

Cursed with undeath for having been particularly deceitful, miserly, neglectful, or greedy in life, hungry ghosts look like the victims of a famine, but with elongated limbs and necks. Each must consume a different substance, such as food, living flesh, carrion, feces, colors, memories, or coins, but they are never satisfied.

Motives & Tactics: Consume, give into compulsion, regenerate, spread the pain

Thresholds: 9/17

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +1

Bite and Claws: Melee | 2d6+5 phy

Features

Invisible – Passive: The Hungry Ghost is Invisible, and while Invisible, they are Hidden. Place three tokens on this statblock. Each time they take an action or a PC attacks them and succeeds with Hope, remove a token. When the last token is removed, the Hungry Ghost becomes visible. Spend a Fear to make them Invisible again.

Weakening Touch – Passive: Targets who mark HP from the Hungry Ghost’s attacks are Vulnerable until they clear at least 1 HP.

Regeneration – Action: If the Hungry Ghost has any marked HP, spend a Fear to clear an HP.

Shapechange – Action: The Hungry Ghost can transform into a ball of burning light. While in this form, they can’t use their Invisible feature, but has resistance to physical damage and can mark a Stress to move up to Close range through solid objects. The Hungry Ghost stays in this form until they choose to drop it or they take Major or greater damage.

Forever Cursed – Reaction: When the Hungry Ghost is defeated, you can spotlight them and roll a d6. On a result of 6, the Hungry Ghost reforms with no marked HP.

 

Inquisitor

Tier 2 Social; Difficulty 12

A professional torturer, wearing a hood to hide their face.

Motives & Tactics: Get answers, keep victims alive, refuse compromise, cause pain

Experience: Intimidation +3

Thresholds: 10/15

HP: 3 – OOO

Stress: 5 – OOOOO

ATK: +3

Implement of Torture: Melee | 2d4+3

Features

Ear For Truth – Action: Spend a Fear to force a target within Very Close range to make an Instinct Reaction Roll. On a failure, then for the rest of the scene, the Inquisitor knows if the target is telling the truth or lying.

You Can Spare Yourself The Pain – Action: Spend a Fear to offer a Restrained target that has been injured by the Inquisitor a dangerous bargain or a demand for answers in exchange for freedom. If used on a PC, they must make a Presence Reaction Roll (18). On a failure, they must mark 2 Stress and lose 2 Hope or take the deal.

To The Pain – Reaction: When the Inquisitor succeeds on an attack against a target who is Restrained, if the target marks any HP, they also lose a Hope.

 

Killer Ape

Tier 2 Bruiser; Difficulty 14

A particularly vicious and cunning tailed ape with sharp, oversized teeth. Many have four arms instead of two.

Motives & Tactics: Feast on flesh, climb, rip and tear, scare

Thresholds: 10/25

HP: 8 – OOOOO OOO

Stress: 5 – OOOOO

ATK: +4

Bite and Punch: Melee | 2d6+4

Features

Ramp Up – Passive: You must spend a Fear to spotlight the Ape. While spotlighted, they can make their standard attack against all targets within range.

Back-Breaker – Action: Mark a Stress to slam a Restrained target into the ground and inflict 3d4+6 direct physical damage. The target is also Vulnerable until they next act.

Grab On – Action: Make an attack against a target within Melee range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Ape takes Major or greater damage.

 

Killerphant

Tier 2 Bruiser; Difficulty 14

Spike-backed elephant-like beasts with many pairs of curved tusks.

Motives & Tactics: Chase predators, destroy barriers, graze and browse, gore, intimidate

Experience: Keen Senses +3

Thresholds: 10/20

HP: 8 – OOOOO OOO

Stress: 3 – OOO

ATK: +3

Tusks: Very Close | 2d4+4

Features

Ramp Up – Passive: You must spend a Fear to spotlight the Killerphant. While Spotlighted, they can make their standard attack against all targets within range.

Stomp – Action: Stomp the ground, knocking all targets within Melee range back to Close range. Each target knocked back this way must mark a Stress.

Rampaging Fury – Reaction: When the Killerphant marks 2 or more HP, they can rampage. Move the Killerphant to a point within Close range and deal 2d6+5 direct physical damage to all targets in their path.

Rip and Tear – Reaction: When the Killerphant makes a successful standard attack, you can mark a Stress to temporarily Restrain the target and force them to mark 2 Stress.

Momentum – Reaction: When the Killerphant makes a successful attack against a PC, you gain a Fear.

 

Lamia

Tier 2 Leader; Difficulty 14

Demonic beings that look like attractive humanoids with the lower body of a serpent.

Motives & Tactics: Begat monstrous young, beguile, devour sentients, lure stragglers

Experience: Manipulate +2, Keen Senses +2

Thresholds: 10/20

HP: 8 – OOOOO OOO

Stress: 6 – OOOOO O

ATK: +1

Kris Dagger: Melee | 2d8+1 phy

Features

Live in Excess – Passive: If an attacker spends a bag of gold (or sacrifices a bit of jewelry or loot worth as much), the Lamia becomes Distracted until the next roll with Fear. While Distracted, the Lamia has disadvantage on all rolls.

Constrict – Action: Make an attack against a creature within Melee range. On a success, the target takes no damage, but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Lamia marks Major or greater damage.

Call Forth Young – Action: Once per scene, Spend a Fear to summon a Failed Experiment or similar Tier 1 – Or Tier 2 monstrous adversary under the Lamia’s control. The adversary appears at Close range and is immediately spotlighted.

Enchanter – Action: Spend a Fear to touch a target within Very Close range. The target must succeed on an Instinct Reaction Roll or become Entranced until they spend 2 Hope. While Entranced, the target is Vulnerable and will take anything the Lamia does in the best possible light.

Enticing Illusions – Action: Mark a Stress to create a temporary visual illusion within Far range that is no larger than a room that lasts until the Lamia takes any damage or chooses to dispel it. It holds up to scrutiny until an observer is within Melee range.

Shapechange – Action: Mark a Stress to transform into a humanoid. While in this form, they can’t use their Constrict or Squeeze features. The Lamia stays in this form until they choose to drop it or they take Major or greater damage.

Squeeze – Action: Mark a Stress to deal 3d4+4 physical damage to a creature the Lamia has Restrained.

They’re On My Side Now – Reaction: When the Lamia successfully Entrances a target, you can mark a Stress to cause all other PCs within Close range to lose a Hope.

 

Land Shark

Tier 2 Bruiser; Difficulty 15

A lumbering, land-walking hammerhead shark that is always hungry.

Motives & Tactics: Defend territory, dig, eat, follow blood trail

Experience: Sense of Smell +3

Thresholds: 14/27

HP: 7 – OOOOO OO

Stress: 3 – OOO

ATK: +2

Terrible Bite: Melee | 2d10+4 phy

Features

Rending Bite – Passive: When the Shark makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Momentum – Reaction: When the Shark makes a successful attack against a PC, you gain a Fear.

Worry Prey – Reaction: When the Shark makes a successful attack, spend a Fear to clamp down on the target. The target is Restrained until they break free with a successful Strength Roll (15). When a creature acts while Restrained, they must take an extra 2d6 physical damage if they are still Restrained at the end of their action.

 

Lieutenant

Tier 2 Support; Difficulty 16

An experienced soldier or guard.

Motives & Tactics: Assist, assess scene, follow orders

Experience: Local Knowledge +2

Thresholds: 11/19

HP: 5 – OOOOO

Stress: 6 – OOOOO O

ATK: +3

Mace: Melee | 2d8+4 phy

Features

We’ve Got Them Now! – Action: Mark a Stress to make an attack against a target within Very Close range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength roll (16).

Momentum – Reaction: When the Lieutenant makes a successful attack against a PC, you gain a Fear.

Rally The Troops – Reaction: Twice per scene, when a PC rolls a failure with Fear, the Lieutenant can cause an ally within Far range to clear a Stress or HP.

Living Topiary

Tier 2 Skulk; Difficulty 13

A large bush, sculpted into the form of an animal and given magical life.

Motives & Tactics: Obey orders, protect garden, repel despoilers

Thresholds: 7/16

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +1

Branch: Melee | 2d6+3 phy

Features

Hedgewalker – Passive: If the Topiary is in an area with heavy foliage, you can mark a Stress to teleport to a location within Far range that is also within heavy bush.

Just Another Plant – Passive: Before they make their first attack in a fight or after they become Hidden, the Topiary is indistinguishable from other trees until they next act or a PC succeeds on an Instinct Roll to identify them.

Leafy Body – Passive: The Topiary has resistance to physical damage.

Consume Plants – Reaction: Three times per scene, when the Topiary moves into an area with living plants, consume them to clear an HP or a Stress.

Magical Weakness – Reaction: When the Topiary takes magic damage, they also mark a Stress.

 

Living Water

Tier 2 Skulk; Difficulty 14

An intelligent slime that looks just like clear water.

Motives & Tactics: Consume, gather treasure, mimic water

Experience: Tremor Sense +2

Thresholds: 7/18

HP: 3 OOO

Stress: 3 OO

ATK: +3

Ooze Appendage: Very Close | 2d4+6 mag

Features

Fluid – Passive: While within a body of water, they are Hidden and immune to all damage.

Corrosive Embrace – Action: Spend a Fear to make an attack against a creature within Very Close range. On a success, the target takes 2d4 magic damage and is Restrained by the Living Water until freed with a successful Strength Roll, and while Restrained, the target is Vulnerable. While Restrained and Vulnerable in this way, a target must mark a Stress or take 2d4 magic damage when they make an action roll.

 

Mageslayer

Tier 2 Bruiser; Difficulty 16

A warrior who aims to stop spellcasters from causing harm.

Motives & Tactics: Destroy magic, make no compromises, track

Experience: Track +2, Arcane Lore +2

Thresholds: 15/28

HP: 9 – OOOOO OOOO

Stress: 5 – OOOOO

ATK: +4

Runed Greatsword: Melee | 2d10+2 mag

Features

Protected – Passive: The Mageslayer has resistance to magic damage.

Target Caster – Passive: Spend a Fear to target a PC with the Spellcast trait within Very Close range and mark them as a Nemesis until the end of the scene. Attacks made by the Mageslayer against a Nemesis deal direct damage. The Mageslayer can only maintain one Nemesis at a time.

Momentum – Reaction: When the Mageslayer makes a successful attack against a PC, you gain a Fear.

Shut Them Down – Reaction: When the Mageslayer makes a successful attack against a PC target with the Spellcast trait, mark 2 Stress to force the target to spend 2 Hope or you may choose a Spell or Codex domain card and return it to their Vault.

 

Midden Beast

Tier 2 Bruiser; Difficulty 16

Bloated, tentacular monsters that lurk in trash piles and dung heaps.

Motives & Tactics: Crush, defend territory, slam, spread filth

Experience: Tremor Sense +2

Thresholds: 15/26

HP: 10 – OOOOO OOOOO

Stress: 3 – OOO

ATK: +1

Tentacles: Very Close | 2d10+2 phy

Features

Relentless (2) – Passive: The Midden Beast can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Filthy Bite – Action: Mark a Stress to make an attack against a target within Melee. On a success, spend a Fear to deal 2d6+4 physical damage and Poison them until their next long rest. While Poisoned, the target has disadvantage on Strength, Agility, and Finesse action rolls.

Tentacle Grab – Action: Make a standard attack. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Midden Beast takes Major or greater damage.

Slam – Reaction: Spend a Fear after Restraining a target to slam them into the ground. The target must make a Strength Reaction Roll. On a failure, they take 1d8+4 physical damage and must mark 2 Stress. On a success, they mark 1 Stress.

 

Mimic

Tier 2 Standard; Difficulty 13

An amorphous creature that can assume the form of any inanimate object with near-perfect accuracy.

Motives & Tactics: Ambush, eat, mimic objects, shun bright light, stick to prey, survive

Experience: Disguise +4, Tremor Sense +2

Thresholds: 9/16

HP: 6 – OOOOO O

Stress: 3 – OOO

ATK: +2

Oversized Bite: Melee | 2d10+1 phy

Features

Prey-Focused – Passive: Creatures Restrained by the Mimic take double damage from attacks by them.

Shapechange – Action: Mark a Stress to transform into any object no larger than a dinner table. The Mimic can stay in this form until they choose to reveal themselves, take an action, or mark two or more HP.

Sticky Tentacle – Action: Make an attack against a target within Melee range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength roll or is freed automatically if the Mimic takes Severe damage. Spend a Fear to inflict disadvantage on this roll.

 

Reanimated

Tier 2 Solo; Difficulty 15

A stitched-together collection of body parts, given new life by science and magic.

Motives & Tactics: Grapple, rip and tear, seek answers

Experience: Keen Senses +3

Thresholds: 12/26

HP: 8 – OOOOO OOO

Stress: 4 – OOOO

ATK: +2

Punch: Melee | 2d8+2

Features

Rend and Crush – Passive: If a target damaged by the Reanimated doesn’t mark an Armor Slot to reduce the damage, they must mark a Stress.

Unstoppable – Passive: The Reanimated has resistance to all damage. If the Reanimated takes magic damage, they either clear a Stress or you gain a Fear.

Wishbone – Passive: If a creature that is Restrained by the Reanimated is still Restrained at the end of their action, mark a Stress to cause them to take an additional 1d10+2 physical damage.

Enraged Howl – Action: Mark a Stress to make all targets within Very Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.

Grab On – Action: Make an attack against a target within Melee range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Reanimated takes Major or greater damage.

Berserk Rampage – Reaction: Countdown (Loop 1d6). When the Reanimated takes damage for the first time, activate the countdown. It ticks down when a PC takes a violent action. When it triggers, move the Reanimated in a straight line to a point within Far range and make an attack with advantage against all targets in their path. Targets the Reanimated succeeds against take 2d8+2 physical damage. A PC that takes damage from this attack has advantage on their next attack against the Reanimated.

 

Moreaued

Tier 2 Minion ; Difficulty 12

Misshaped amalgams of humanoid and animal, the result of mad science, broken magic, or divine curses.

Motives & Tactics: Assume the worst, regenerate, relieve pain, steal

Experience: Animal Nature +2

Thresholds: None

HP: 1 O

Stress: 1 O

ATK: +0

Bites, Claws, and Weapons: Melee | 3 phy

Features

Minion (5) – Passive: The Moreaued is defeated when they take any damage. For every 5 damage a PC deals to a Moreaued, defeat an additional Moreaued within range the attack would succeed against.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Moreaued within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 3 damage each. Combine the damage.

Regeneration – Action: If the Moreaued has marked any HP, spend a Fear to clear an HP.

 

Gang of Moreaued

Tier 2 Horde (3/HP); Difficulty 13

A snarling, squealing pack of maddened beast-folk.

Motives & Tactics: Regenerate, tick together, survive, take down

Thresholds: 13/17

HP: 6 OOOOO O

Stress: 3 OOO

ATK: +1

Bites, Claws, and Weapons: Melee | 2d8+2 phy

Features

Horde (1d8+1) – Passive: When the Pack has marked half or more of their HP, their standard attack deals 1d6+3 physical damage instead.

Pile On – Action: Spend a Fear to make an attack against a target within Melee range. On a success, the Pack Pile On the target. While the Pack is Piled On, both the Pack and the target are Restrained and Vulnerable. The Pack can end this effect instead of moving while they are spotlighted. The target can end the effect by making a successful Strength Roll (15)

Regeneration – Action: If the Pack has marked any HP, spend a Fear to clear an HP.

 

Not-Sheep

Tier 2 Skulk; Difficulty 13

Although it looks like a normal domestic or wild sheep, cow, pony, or other simple barnyard herbivore, the Not-Sheep is actually a vicious carnivore with oversized jaws.

Motives & Tactics: Hide in plain sight, rend and tear

Experience: Disguise +4

Thresholds: 9/19

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +3

Bite: Melee | 2d6+5 phy

Features

Just A Harmless Herbivore – Passive: Before they make their first attack in a fight or after they become Hidden, the Not-Sheep is indistinguishable from other herbivores of the same apparent species and breed until they next act of a PC succeeds on an Instinct Roll (15) to identify them.

Rending Bite – Passive: When the Not-Sheep makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

 

Pachyderm

Tier 2 Bruiser; Difficulty 15

An elephant, hippopotamus, or rhinoceros, or similar large, thick-skinned herbivore.

Motives & Tactics: Charge, chase away intruders, graze, protect herd

Experience: Intimidate +2

Thresholds: 14/26

HP: 7 – OOOOO OO

Stress: 4 – OOOO

ATK: +3

Crushing Blow: Melee | 2d10+6 phy

Features

Thick-Skinned – Passive: When the Pachyderm takes physical damage, reduce it by 3.

Trample – Action: Mark a Stress to make an attack against all targets in the Elephant’s path when they move. Targets the Pachyderm succeeds against take 2d6 physical damage.

Toss – Action: When the Pachyderm succeeds on a standard attack, mark a Stress to throw the target back to Close range. The target is Vulnerable until their next action.

Overturn – Action: Spend 2 Fear to attack a vehicle the PCs are in and start an Overturn Countdown (6) This countdown ticks down whenever the Pachyderm is spotlighted. When triggered, the vehicle breaks open and falls over. While this countdown is active, the Pachyderm can’t take any other actions.

 

Peryton

Tier 2 Bruiser; Difficulty 15

A fanged stag with dark teal wings that devours hearts.

Motives & Tactics: Hunt, harry, consume, eat hearts, fight, fore

Experience: Keen Senses +3, Track +3

Thresholds: 10/25

HP: 7 – OOOOO OO

Stress: 5 – OOOOO

ATK: +4

Antlers: Melee | 2d10+4

Features

Flight – Passive: While flying, the Peryton gains a +2 bonus to their Difficulty.

Deadly Dive – Action: Mark a Stress to attack a target within Far range. On a success, deal direct damage and knock the target over, making the Vulnerable until they next act.

Iron Bite – Action: Mark a Stress to make an attack against a target within Melee range. On a success, the target takes 2d6+10 physical damage and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP and you gain a Fear.

 

Phantasmist

Tier 2 Standard; Difficulty 14

A caster who specializes in magic that fools the senses and mind.

Motives & Tactics: Control, gain servitors, increase magical ability, trick

Experience: Arcane Lore +2 Manipulation +3

Thresholds: 8/17

HP: 5 – OOOO

Stress: 4 – OOOO

ATK: +2

Rend Psyche: Far | 2d4+4

Features

It Came From Over There – Passive: The Phantasmist can make their standard attack appear to have originated from another location, including an ally or NPC. Spend a Fear to have the attack appear to have come from a PC.

Enchanter – Action: Spend a Fear to touch a target within Close range. The target must succeed on an Instinct Reaction Roll or become Entranced until they spend 2 Hope. While Entranced, the target is Vulnerable and will take anything the Phantasmist does in the best possible light.

Phantasmal Horror – Action: Mark a Stress to trap a target within Far range in a powerful illusion. While trapped, the target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Instinct Roll.

Realistic Illusions – Action: Mark a Stress to create a temporary visual illusion at a point within Far range, that fills an area within Very Close range. The illusion lasts until the Phantasmist takes Major or greater damage or chooses to dispel it. It holds up to scrutiny until an observer is within Melee range and makes a Knowledge Roll (16).

Doubles – Reaction: When the Phantasmist would take damage from an attack, spend a Fear to have the attack damage an illusory double instead.

 

Pit Fighter

Tier 2 Solo; Difficulty 16

A seasoned arena fighter who knows how to work the crowd.

Motives & Tactics: Get paid, look good, win

Experience: Intimidation +2, Showmanship +3

Thresholds: 14/26

HP: 9 – OOOOO OOOO

Stress: 4 – OOOO

ATK: +2

Spiked Gauntlet or Blood-Stained Sword: Melee | 2d10+5 phy

Features

Relentless (2) – Passive: The Pit Fighter can be spotlighted up to twice per GM turn. Spend Fear as usual to spotlight them.

Head-Ringing Blow – Action: Twice per scene, spend a Stress to make an attack against a target within Melee range. On a success, the target takes direct damage and is Vulnerable until their next turn.

Showboat – Action: Once per scene, spend a Fear to mug to the crowd and clear 1 HP and 1 Stress. All PCs within Far range must make an Instinct check or lose a Hope.

Block – Reaction: When the Pit Fighter takes physical damage from a target within Very Close range, spend a Stress to gain resistance to that damage.

Momentum – Reaction: When the Pit Fighter makes a successful attack against a PC, you gain a Fear.

 

Rager

Tier 2 Bruiser; Difficulty 14

A heavily-built fighter, bristling with weapons and caught in a berserk rage.

Motives & Tactics: Howl, move around, wreck and destroy

Thresholds: 15/28

HP: 10 – OOOOO OOOOO

Stress: 4 – OOOO

ATK: +4

Greataxe: Melee | 2d12+3 phy

Features

Ramp Up – Passive: You must spend a Fear to spotlight the Rager. While spotlighted, they can make their standard attack against all targets within range.

This One In Particular – Passive: When the Rager causes a target to take Major or greater damage, spend a Fear to gain advantage on their next attack against the same target.

War Cry – Passive: When the Rager makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.

Spread The Hurt – Action: When the Rager marks 2 or more HP, they whirl around, making an attack against all targets within Very Close range. Targets the Rager succeed against take direct damage

Momentum – Reaction: When the Rager makes a successful attack against a PC, you gain a Fear.

 


Rawhead-And-Bloody-Bones

Tier 2 Bruiser; Difficulty 16

A skeleton from which shreds of bloody, muscle and sinew hang, the Rawhead-And-Bloody is an undead boogeyman who rises from a hanged criminal and exists solely to continue their crimes.

Motives & Tactics: Crawl through tight spaces, get revenge, inspire fear, kill and steal, stick to the shadows

Experience: Criminal +3, Tremor Sense +2

Thresholds: 15/28

HP: 7 – OOOOO OO

Stress: 5 – OOOOO

ATK: +4

Bite and Claw: Melee | 2d8+6

Features

Double-Jointed – Passive: Mark a Stress to move up to Close range through spaces that should be far too small for the Rawhead-And-Bloody Bones to move through.

Light and Shadow – Passive: The Rawhead-And-Bloody-Bones gains a +1 bonus to attack and damage rolls while in shadows or darkness and a -1 penalty to attack and damage roles while in bright light.

Relentless (2) – Passive: The Rawhead-and-Bloodied-Bones can be spotlighted twice per GM turn. Spend Fear as usual to spotlight them.

Speak My Name – Passive: The Rawhead-And-Bloody-Bones is aware if anyone speaks the name they went by in life, and their rough distance and direction.

Detach Head – Action: Mark a Stress to cause the Rawhead-And-Bloody-Bones’ head to detach and fly around under its own power. While flying, the Head gets a +2 bonus to its Difficulty. This doesn’t hinder the rest of the body’s actions or ability to sense in any way.

King of the Gibbet – Action: Once per scene, spend 2 Fear to summon 1d4 Flocks of Crows (q.v.), who appear at Far range and immediately take the spotlight.

Horrifying – Passive: Targets who mark HP from the Rawhead-And-Bloody-Bones’ attacks must also mark a Stress.

 

Rotsower Druid

Tier 2 Leader; Difficulty 16

A corrupted druid who spreads decay instead of supporting life.

Thresholds: 13/26

Motives & Tactics: Cause rot, command, raise zombies

Experience: Unnatural Knowledge +2

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +4

Reaping Sickle: Melee | 2d10+2 phy

Features

Befouled Blade – Passive: When the Rot-Sower succeeds on a standard attack, spend a Fear to Poison the target until their next rest or they succeed on a Knowledge Roll (18). While Poisoned, the target must spend a Stress whenever they roll with Fear. If they can’t spend a Stress, they must mark an HP.

Summon Rot-Spawn – Action: Once per scene, mark a Stress to summon either Giant Mosquitoes, a Swarm of Rats, or a Zombie Pack.

Spread Death – Action: When an ally of the Rot-Sower is defeated, mark a Stress to cause them to explode. Make an attack with advantage against all targets within Very Close range of the ally. Targets the ally succeeds against take 2d8+4 magic damage.

Momentum – Reaction: When the Rot-Sower makes a successful attack against a PC, you gain a Fear.

 

Scarecrow

Tier 2 Bruiser; Difficulty 15

An scarecrow with a stuffed and painted sack for a head. Animated by a bound soul, people tend to see the faces of their lost loves ones in them.

Motives & Tactics: Bash, frighten, patrol territory

Thresholds: 11/25

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +4

Stick Limbs: Melee | 2d10+2 phy

Features

Horrifying – Passive: Targets who mark HP from the Scarecrow’s attacks must also mark a Stress.

Strangely Familiar – Passive: During the day and when seen from afar, the Scarecrow resembles a living being. One PC, chosen randomly, will think that they resemble someone they once knew. This illusion doesn’t function at night, when in battle with the Scarecrow, or when that PC gets within Melee range of the Scarecrow.

Stuffed With Straw – Passive: The Scarecrow has resistance to physical damage.

Crowcall – Action: Countdown (Loop 6). Activate the first time the Scarecrow takes damage or causes a target to mark HP. It ticks down when a PC takes an action. When it triggers, summon 1d4 Flocks of Crows (q.v.), who appear at Close range and are immediately spotlighted.

 

Scolops

Tier 2 Standard; Difficulty 15

A scarlet and orange dragon-centipede with deadly, strength-sapping spittle.

Motives & Tactics: Climb, defend treasure and territory, scuttle

Experience: Keen Senses +2

Thresholds: 8/18

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +2

Bite: Melee | 2d6+5 phy

Features

Constrict – Action: Make an attack against a creature within Melee range. On a success, the target takes no damage, but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Scolops takes Severe damage.

Squeeze – Action: Mark a Stress to deal 1d10+4 physical damage to a creature the Scolops has restrained.

Momentum – Reaction: When the Scolops makes a successful attack against a PC, you gain a Fear.

Vile Breath – Reaction: Countdown (Loop 1d6). When the Scolops takes damage for the first time, activate the countdown. When it triggers, the Scolops spits venom on a target in front of them up to Far range. The target must succeed on an Agility Reaction Roll or take 3d4+10 magic damage and loses 1d4 Hope. If they can’t lose a Hope, they must mark a Stress, can’t move, and are Restrained and Vulnerable until they clear an HP. Targets who succeed take half damage.

Scolops Whelp

Tier 2 Minion; Difficulty 13

An arm-length dragon-centipede. The young aren’t as deadly as their parents are, but come in very large numbers.

Motives & Tactics: Establish territory, gather treasure, hide, survive

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: -1

Bite: Melee | 4 phy

Features

Minion (6) – Passive: The Whelp is defeated when they take any damage. For every 6 damage a PC deals to the Whelp, defeat an additional Minion within range the attack would succeed against.

Venom – Passive: If the target marks an HP from the Scolops’ attack, they must succeed on a Strength Reaction Roll or become Vulnerable until they spend a Hope to clear this condition.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Scolops Whelps within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.

 

Secret-Seeker

Tier 1 Standard; Difficulty 14

A gaunt, bestial humanoid whose head is covered in eyes,

Motives & Tactics: Learn forbidden knowledge, rip and tear, scavenge

Experience: Hidden Knowledge +3, Stealth +2

Thresholds: 10/18

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +2

Hooked Claws: Melee | 2d6+2 phy

Features

True Sight – Passive: Creatures cannot be Hidden to a Secret-Seeker, and they can see through illusions. Spend a Fear to see through a wall.

Sickening Gaze – Action: Make an attack against a creature within Close range. On a success, spend a Fear to deal 2d4+5 direct magic damage and the target must mark a Stress.

Weird Insight – Action: Mark a Stress to choose a target within Close range and force them to make an Instinct Reaction Roll. On a failure, the target loses a Hope and the Secret-Seeker learns one of the target’s secrets.

I Know All Your Secrets – Reaction: If the Secret-Seeker can use a PC’s secret against them in some manner, clear an HP and gain a Fear.

 

Serpoped

Tier 2 Standard; Difficulty 14

A long, furry serpent with a saber-toothed feline head and barbed tail.

Motives & Tactics: Bite, hunt, sting, warn off

Experience: Keen Senses +2

Thresholds: 9/18

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +2

Bite: Melee | 2d4+4 phy

Features

Relentless (2) – Passive: The Serpoped can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Venomous Stinger – Action: Make an attack against a target within Close range. On a success, spend a Fear to deal 1d4+6 physical damage and Poison them until their next rest. While Poisoned, they are lethargic and can only move to Very Close range as part of their normal movement.

Constrict – Action: Make an attack against a target within Melee range. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll (15), or is freed automatically if the Serpoped takes Severe damage.

Squeeze – Action: Mark a Stress to deal 3d6+8 physical damage to a creature the Serpoped has Restrained.

 

Shadow Demon

Tier 2 Skulk; Difficulty 12

A lesser demon made of chilling darkness, summoned as a supernatural assassin or spy.

Motives & Tactics: Extinguish light, hide, kill, spread darkness

Experience: Manipulate +2, Infiltrate +2

Thresholds: 10/20

HP: 3 – OOO

Stress: 3 – OOO

ATK: +2

Shadow Blade: Melee | 2d8+6 mag

Features

Relentless (2) – Passive: The Demon can be spotlighted two times per GM turn. Spend Fear to spotlight them as usual.

One with the Shadows – Passive: As long as the Demon isn’t in bright light, they are Hidden. Attacks made while Hidden from this feature have advantage.

Shadowform – Passive: The Demon has resistance to physical damage. Mark a Stress to move up to Close range through tiny holes and thin cracks.

Extinguish – Action: Once per scene, spend a Fear to extinguish all nonmagical lights up to Close range.

Aim for the Heart – Action: Spend 2 Fear and make a standard attack. On a success, the attack deals direct damage and the target is Frozen. When a creature acts while Frozen, they must take an extra 2d6 magic damage if they are still Frozen at the end of their action.

Burning Coldfire – Action: Make an attack at a target within Far range and throw a ball of cold flames. On a success, deal 2d6+3 magic damage.

Shadowy Form – Reaction: The Demon’s form is blurry and indistinct. When the Demon takes damage from an attack, spend a Fear to reduce the damage by one threshold.

 

Shambler

Tier 2 Standard; Difficulty 12

A mobile pile of decaying plant matter that is awakened by misused magic

Motives & Tactics: Engulf, hunger for meat, patrol, pummel

Experience: Camouflage +2

Thresholds: 9/18

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +2

Leafy Tendril: Very Close | 1d6+4 phy

Features

Absorption – Passive: If the Shambler takes magical damage, they clear a Stress and you gain a Fear.

Homogenous Interior – Passive: The Shambler has resistance to physical damage.

Chlorokinesis – Action: Mark a Stress to reshape plant matter within Close range. The area becomes difficult terrain.

Engulf – Action: Make a standard attack against a target in Melee range. On a success, the Shambler Engulfs them and the target must mark 1 HP. While Engulfed, the target is Restrained and Vulnerable and can only take actions to break free or that target the Shambler. Each time the target makes an action or the Shambler is spotlighted, the target must mark 1 HP. The target can break free, clearing all conditions, with a successful Strength roll or is freed automatically if the Shambler takes Severe damage.

Regeneration – Action: Up to three times per scene, spend any number of Fear to clear an equal number of HP.

Rampaging Fury – Reaction: When the Shambler marks 2 or more HP, they can rampage. Move the Shambling Mound to a point within Close range and deal 2d8+4 direct physical damage to all targets in their path.

 

Spined Shrieker

Tier 2 Standard; Difficulty 13

Spine-covered ape-bulls with a cry that can be heard for miles. They are sometimes used as steeds, especially by demons.

Motives & Tactics: Bring chaos, harry, howl, protect pack, scavenge, surround

Experience: Keen Senses +2

Thresholds: 9/18

HP: 7 – OOOOO OO

Stress: 3 – OOO

ATK: +4

Bite: Melee | 2d6+2 phy

Features

Pact Tactics – Passive: If the Howler makes a successful standard attack and another Howler is within Melee range of the target, deal 2d8+4 physical damage instead of their standard damage, and you gain a Fear.

Mind-Rending Howl – Action: Countdown (Loop 1d6). When the Howler is spotlighted for the first time, activate the countdown. When it triggers, the Howler howls. All targets in front of them up to Far range must succeed on an Instinct Reaction Roll. Those who fail must mark a Stress and lose a Hope.

Spined – Action: Mark a Stress to make an attack against a creature in Melee range. On a success, mark a Stress to deal 3d4+3 physical damage and have quills get Embedded in the target until the target uses a downtime move to remove the quills. While the target has quills Embedded in them, when they roll a failure on an Agility or Strength roll, they must also mark a Stress.

 

Stalker Demon

Tier 2 Solo; Difficulty 16

A skull-faced demon that in an unerring hunter and tracker.

Motives & Tactics: Follow, never stop the hunt, reposition

Experience: Bounty Hunter +4

Thresholds: 12/22

HP: 10 – OOOOO OOOOO

Stress: 5 – OOOOO

ATK: +3

Demonic Bow: Far | 2d6+6 mag

Features

Turn Invisible – Action: Spend a Fear to turn Invisible. While Invisible, the Demon is Hidden. The Demon becomes visible if they take an action or a PC attacks them and succeeds with Hope.

Magic Arrows – Reaction: When the Demon makes a successful standard attack, spend a Fear to inflict one of the following effects of your choice, or roll a d4 for a random effect.

  1. Burn: The bolt burns with black flames and the target is temporarily On Fire. When the target acts while On Fire, they must take an additional 2d4 magic damage if they are still On Fire at the end of their action.
  2. Entangled: The bolt bursts into sticky webbing. The target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Strength or Finesse Roll (18).
  3. Flash: The bolt bursts into brilliant light and the target is temporarily Blinded. While Blinded, everything is Hidden to them.
  4. Tracked: The bolt implants a Tracker into the target, which remains until it is removed with a Knowledge or Finesse Roll. As long as the target is Tracked, the Demon will know where they are.

Never Taken Alive – Reaction: When the Demon marks their last HP, they explode. Make an attack with advantage against all targets within Very Close range. Targets the Demon succeeds against take 2d4+1 magic damage.

 

Stone Ooze

Tier 2 Skulk; Difficulty 14

A mobile pile of amorphous rock, as large as a boulder.

Motives & Tactics: Burrow, camouflage, consume and multiply, creep up, envelop, petrify

Experience: Tremor Sense +3

Thresholds: 15/26

HP: 4 – OOOO

Stress: 2 – OO

ATK: +2

Ooze Appendage: Very Close | 2d4+3 phy

Features

Earth Glide – Passive: The ooze can move through stone and earth as easily they move on the ground. While within stone or earth, they are Hidden and immune to all damage.

Slow – Passive: When you spotlight the ooze and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the ooze and they have a token on their stat block, clear the token and they can act.

Stony – Passive: When the ooze takes physical damage, reduce it by 1d10.

Envelop – Action: Make an attack against a target within Melee range. On a success, the ooze Envelops them and the target must mark 2 Stress. While Enveloped, the target must mark an additional Stress every time they make an action roll. When the ooze takes Severe damage, all Enveloped targets are freed and the condition is cleared.

Petrify – Reaction: When a creature is Enveloped by the ooze, you can spend a Fear to force the attacker to make an Instinct Reaction Roll. On a failure, they begin to turn to stone, marking a HP and starting a Petrification Countdown (4). This countdown ticks down when the Enveloped creature makes an action roll. When it triggers, the target must make a death move. If the ooze is defeated, all petrification countdowns end.

Split – Reaction: When the ooze has 4 or more HP marked, you can spend a Fear to split them into two Green oozes (with no marked HP or Stress). Immediately spotlight both of them.

 

Tiny Stone Ooze

Tier 2 Skulk; Difficulty 12

A small stone ooze that looks like a moving pile of mud and pebbles.

Motives & Tactics: Camouflage, creep up

Experience: Tremor Sense +2

Thresholds: 7/None

HP: 3 – OOO

Stress: 1 – O

ATK: +2

Ooze Appendage: Melee | 1d6+2

Features

Earth Glide – Passive: The ooze can move through stone and earth as easily as air. While within stone or earth, they are Hidden and immune to all damage.

Stiffen – Reaction: When the ooze succeeds at a standard attack, spend a Fear to cause the target to become Stiff until the scene ends. While Stiff, the target can only move to Very Close range as part of their normal movement.

 

Shadowed Slitherers (8/HP)

Tier 2 Horde; Difficulty 12

Resembling spiders, snakes, and other vermin made of whispery shadows, these entities arise where undead are common.

Motives & Tactics: Bite, create darkness, make undead, shun light

Thresholds: 10/16

HP: 5 – OOOOO

Stress: 2 – OO

ATK: -1

Bite: Melee | 2d6+4 mag

Features

Horde (1d6+2) – Passive: When the Slitherers have marked half or more of their HP, their standard attack deals 1d6+2 physical damage instead.

Bound By Darkness – Passive: The Slitherers can’t enter areas that are brightly lit.

Cloaked – Action: Become Hidden until after the Slitherers’ next attack. Attacks made while Hidden from this feature have advantage.

Shadow Imbuement – Action: Mark a Stress to turn a corpse within Very Close range into either a Rotted Zombie or Skeleton Dredge, or mark 2 Stress to turn it into a Manes (q.v.). The new undead is immediately spotlighted.

Draining Bite – Passive: Targets who mark HP from the Slitherers’ attacks must also mark a Stress and lose a Hope.

 

Storm Beast

Tier 2 Standard; Difficulty 13

A thundercloud shaped like a dire wolf

Motives & Tactics: Herald storms, play in rain, pursue targets, spit lightning

Thresholds: 10/18

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +4

Lightning Bite: Very Close | 2d4+8 mag

Features

Cloud Form – Passive: The Storm Beast has resistance to physical damage.

Flying – Passive: While flying, the Storm Beast gains a +3 bonus to their Difficulty.

Pack Tactics – Passive: If the Storm Beast makes a successful standard attack and another Storm Beast is within Melee range of the target, deal 3d6+5 physical damage instead of their standard damage and you gain a Fear.

Storm Breath – Action: Countdown (Loop 1d6). When the Storm Beast takes damage for the first time, activate the countdown. When it triggers, the Storm Beast releases thunder and lightning in front of them up to Close range. Targets must make an Agility Reaction Roll. Targets who fail take 2d6+3 magic damage and are Deafened until they roll a success with Hope. Targets who succeed must mark 2 Stress or take half damage.

 

Stranglevine

Tier 2 Bruiser; Difficulty 15

An animate woody vine, often 25 feet long or longer, consisting of multiple branches. Although rooted to the spot, it is otherwise highly mobile and even more highly aggressive.

Motives & Tactics: Lurk, strangle

Thresholds: 10/25

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +2

Vine Whip: Close | 2d10+2

Features

Just a Vine – Passive: Before they make their first attack in a fight or after they become Hidden, the Stranglevine is indistinguishable from other vines until they next act or a PC succeeds on an Instinct roll to identify them.

Out of Nowhere – Passive: The Stranglevine has advantage on attacks if they are Hidden.

Relentless (3) – Passive: The Stranglevine can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Strangle – Action: Make an attack against a target within Melee range. On a success, the target takes no damage but is being Strangled, and while Strangled, is Restrained and Vulnerable and can’t breathe. When the target acts while Strangled, they must take an extra 2d6 direct physical damage if they are still being Strangled at the end of their action. Mark a Stress to hoist the target into the air. A target can break free of being Strangled with a successful Strength or Agility but if in the air will start falling. If their fall isn’t prevented during the PC’s next action, the target takes 1d20+5 physical damage.

 


Stupor Snake

Tier 2 Bruiser; Difficulty 16

A 60-foot-long constrictor snake with a lethargy-causing bite.

Motives & Tactics: Ambush, constrict, lurk

Experience: Camouflage +2, Keen Senses +2

Thresholds: 11/26

HP: 9 – OOOOO OOOO

Stress: 5 – OOOOO

ATK: +4

Bite: Close | 2d8+7 phy

Features

Constrict – Action: Make an attack against a creature within Melee range. On a success, the target takes no damage, but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Snake takes Severe damage.

Squeeze – Action: Mark a Stress to deal 3d4+4 physical damage to a creature the Stupor Snake has Restrained.

Venomous Bite – Reaction: When the Snake makes a successful standard attack, mark a Stress to Poison the target until they roll with Hope. While Poisoned, they can only move to Very Close range for their normal movement and have disadvantage on action rolls.

 

Summoner

Tier 2 Leader; Difficulty 15

A mage who lets the creatures they conjure do the fighting for them.

Motives & Tactics: Don’t get hurt, stay back, sacrifice summons

Experience: Arcane Lore +2, Monster Lore +3

Thresholds: 10/16

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +3

Bone Wand: Close | 2d10+3 mag

Features

Battle Summoning – Action: When you choose this action, spend one or more Fear to place a token on their stat block and describe the Summoner beginning their ritual. When you spotlight the Summoner and they have a token on their stat block, clear the token and choose one of the following adversaries: Battle Box, Chaos Skull, Minor Chaos Elemental, Demonic Hound Pack, Minor Fire Elemental, Minor Demon, Spectral Guardian, or similar otherworldly Tier 1 – or 2 creature. You summon a number of creatures equal to the number of Fear spent. The creatures appear within Close range and are immediately spotlighted. They disappear at the end of the scene.

De-Summon Self – Action: When the Summoner has marked 2 or more Hit Points, mark a Stress to teleport to a location within Far range.

 

Swordclaw

Tier 2 Bruiser; Difficulty 16

An uneasy mix of mantis and therapod, with luminescent eyes and piercing howls.

Motives & Tactics: Ambush, eat anything, harry prey, hunt in packs, grab

Experience: Keen Senses +3, Track +3

Thresholds: 16/28

HP: 10 – OOOOO OOOOO

Stress: 3 – OOO

ATK: +4

Sword Claws: Very Close | 2d8+6 phy

Features

Armor-Piercing Claws – Passive: When the Swordclaw makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Pack Tactics – Passive: If the Swordclaw makes a successful standard attack and another Swordclaw is within Melee range of the target, deal 3d8 physical damage instead of their standard damage and you gain a Fear.

Powerful Jumps – Action: While Hidden, mark a Stress to leap into Melee range with a target within Very Close range. The target must succeed on an Agility or Instinct Reaction Roll (17) or take 2d8 physical damage and become temporarily Restrained.

 

Tatzelwyrm

Tier 2 Standard; Difficulty 13

Wingless dragon-kin, somewhat longer than a horse, and possessing only two limbs.

Motives & Tactics: ambush, bite, consume, hiding, trap

Experience: Stealth +2

Thresholds: 9/19

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +3

Bite: Melee | 2d8+2 phy

Features

Ambush – Action: While Hidden, mark a Stress to leap into Melee range with a target within Very Close range. The target must succeed on an Agility or Instinct Reaction Roll (13) or take 2d10+4 physical damage.

Venomous Bite – Reaction: When the Tatzelwyrm’s standard attack causes a target to mark HP, spend a Fear to cause the target to be Poisoned until their next rest or they succeed on a Knowledge (18) Roll. While Poisoned, the target has disadvantage on Strength action rolls.

 

Gruff Brute Therianthrope

Tier 2 Bruiser; Difficulty 15

Werebadgers, Wereboars, and other highly aggressive therianthropes.

Motives & Tactics: Aim for the weakest, rant and rave, threaten

Experience: Intimidate +3

Thresholds: 13/24

HP: 6 – OOOOO O

Stress: 5 – OOOOO

ATK: +2

Bite and Claw: Melee | 2d10+3 phy

Features

Therianthrope: The Therianthrope has the following Features:

  • Bane – Passive: The Therianthrope has a supernatural allergy to a substance such as silver or aconite. If forced to consume the substance, or if injured by a weapon made of it, they mark a Stress and are Vulnerable until you spend a Fear to shake it off.
  • Beast Die – Passive: You may Mark a Stress to add a d8 to one attack and its damage roll.
  • Spread the Curse – Passive: If a target marks HP from the Therianthrope’s standard attack, they must make a Strength Reaction Roll or become Afflicted with Therianthropy until the condition is removed, requiring a lengthy downtime project. While Afflicted, they gain the Therianthrope feature, but can only Shapeshift under the light of a full moon and have no control over their actions while Shapeshifted. An Afflicted PC may spend an advancement to gain the Supernatural Toughness or Spread the Curse features.
  • Shapeshift – Action: Mark a Stress to transform into the Therianthrope’s natural humanoid form, animal form, or a monstrous hybrid of the two. If they are within Very Close range of a target when they use this ability, they may make a standard attack with advantage against that target, and on a success, you gain a Fear.
  • Supernatural Toughness – Passive: When the Therianthrope takes damage, spend X Fear to reduce the number of HP they must mark by the number of Fear spent.
  • Frenzy – Reaction: When the Therianthrope takes damage for the first time, activate a Countdown (6). It ticks down when they take damage or mark Stress. When it triggers, the Therianthrope becomes Frenzied and attacks indiscriminately. Additionally, their Difficulty increases by 2 and they add their Beast Die to all attack and damage rolls without having to mark Stress. When the Frenzy ends, they revert to their humanoid form and mark 1d4 Stress.

Threaten – Action: Make a standard attack against a target. On a success, mark a Stress to Threaten the target until their next successful attack roll made with Hope. While Threatened, the target has disadvantage on attacks made against the Therianthrope.

Momentum – Reaction: When the Therianthrope makes a successful attack against a PC, you gain a Fear.

Rampaging Fury – Reaction: When the Therianthrope marks 2 or more HP, move them to a point within Close range and deal 3d6+4 physical damage. Then spend a Fear to cause them to enter Frenzy.

 

Pack Hunter Therianthrope

Tier 2 Standard; Difficulty 14

Werewolves, werelions, and other therianthropes who hunt in groups.

Motives & Tactics: Harry prey, protect the pack, surround

Experience: Hunter +3, Keen Senses +4

Thresholds: 12/20

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +3

Bite and Claw: Melee | 2d6+4 phy

Features

Therianthrope: The Therianthrope has the following Features:

  • Bane – Passive: The Therianthrope has a supernatural allergy to a substance such as silver or aconite. If forced to consume the substance, or if injured by a weapon made of it, they mark a Stress and are Vulnerable until you spend a Fear to shake it off.
  • Beast Die – Passive: You may Mark a Stress to add a d8 to one attack and its damage roll.
  • Spread the Curse – Passive: If a target marks HP from the Therianthrope’s standard attack, they must make a Strength Reaction Roll or become Afflicted with Therianthropy until the condition is removed, requiring a lengthy downtime project. While Afflicted, they gain the Therianthrope feature, but can only Shapeshift under the light of a full moon and have no control over their actions while Shapeshifted. An Afflicted PC may spend an advancement to gain the Supernatural Toughness or Spread the Curse features.
  • Shapeshift – Action: Mark a Stress to transform into the Therianthrope’s natural humanoid form, animal form, or a monstrous hybrid of the two. If they are within Very Close range of a target when they use this ability, they may make a standard attack with advantage against that target, and on a success, you gain a Fear.
  • Supernatural Toughness – Passive: When the Therianthrope takes damage, spend X Fear to reduce the number of HP they must mark by the number of Fear spent.
  • Frenzy – Reaction: When the Therianthrope takes damage for the first time, activate a Countdown (6). It ticks down when they take damage or mark Stress. When it triggers, the Therianthrope becomes Frenzied and attacks indiscriminately. Additionally, their Difficulty increases by 2 and they add their Beast Die to all attack and damage rolls without having to mark Stress. When the Frenzy ends, they revert to their humanoid form and mark 1d4 Stress.

Pack Tactics – Passive: If the Therianthrope makes a successful attack and another Therianthrope Pack Hunter is within Melee range of the target, deal 2d8+6 physical damage instead of their standard damage and you gain a Fear.

Relentless (2) – Passive: The Therianthrope can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Hobbling Strike – Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d6+8 direct physical damage and make them Vulnerable until they clear at least 1 HP.

Momentum – Reaction: When the Therianthrope makes a successful attack against a PC, you gain a Fear.

 

Sly One Therianthrope

Tier 2 Leader; Difficulty 14

Wererats, Werefoxes, and other therianthropes who rely on wit, stealth, and charm to get by.

Motives & Tactics: Entice, lie, profit, survive at any cost

Experience: Manipulation +3, Stealth +2

Thresholds: 13/24

HP: 5 – OOOOO

Stress: 5 – OOOOO

ATK: +2

Bite and Claw: Melee | 2d8+6

Features

Therianthrope: The Therianthrope has the following Features:

  • Bane – Passive: The Therianthrope has a supernatural allergy to a substance such as silver or aconite. If forced to consume the substance, or if injured by a weapon made of it, they mark a Stress and are Vulnerable until you spend a Fear to shake it off.
  • Beast Die – Passive: You may Mark a Stress to add a d6 to one attack and its damage roll.
  • Spread the Curse – Passive: If a target marks HP from the Therianthrope’s standard attack, they must make a Strength Reaction Roll or become Afflicted with Therianthropy until the condition is removed, requiring a lengthy downtime project. While Afflicted, they gain the Therianthrope feature, but can only Shapeshift under the light of a full moon and have no control over their actions while Shapeshifted. An Afflicted PC may spend an advancement to gain the Supernatural Toughness or Spread the Curse features.
  • Shapeshift – Action: Mark a Stress to transform into the Therianthrope’s natural humanoid form, animal form, or a monstrous hybrid of the two. If they are within Very Close range of a target when they use this ability, they may make a standard attack with advantage against that target, and on a success, you gain a Fear.
  • Supernatural Toughness – Passive: When the Therianthrope takes damage, spend X Fear to reduce the number of HP they must mark by the number of Fear spent.
  • Frenzy – Reaction: When the Therianthrope takes damage for the first time, activate a Countdown (6). It ticks down when they take damage or mark Stress. When it triggers, the Therianthrope becomes Frenzied and attacks indiscriminately. Additionally, their Difficulty increases by 2 and they add their Beast Die to all attack and damage rolls without having to mark Stress. When the Frenzy ends, they revert to their humanoid form and mark 1d4 Stress.

Friends Like These – Action: When the Therianthrope would mark HP, spend a Fear to cause one ally that is within Melee range to take the damage instead. If this would cause the ally to mark 2 or more HP or be defeated, the Therianthrope uses the distraction to move up to Far range.

Groupies – Action: Once per scene, spend a Fear to summon 1d4+1 Tier 1 or 2 adversaries who appear within Far range to enforce the Therianthrope’s will.

Momentum – Reaction: When the Therianthrope makes a successful attack against a PC, you gain a Fear.

Sneaky – Reaction: When the Therianthrope makes a successful attack, you can mark a Stress to become Hidden until their next attack or a PC succeeds on an Instinct Roll (16) to find them.

 

Shadow Lurker Therianthrope

Tier 2 Skulk; Difficulty 13

Werepanthers, Werespiders, and other Therianthropes who ambush their prey.

Motives & Tactics: Be stealthy, lie in wait, kill quickly and quietly.

Experience: Stealth +3

Thresholds: 8/18

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +4

Bite and Claw: Melee | 2d4+6 phy

Features

Therianthrope: The Therianthrope has the following Features:

  • Bane – Passive: The Therianthrope has a supernatural allergy to a substance such as silver or aconite. If forced to consume the substance, or if injured by a weapon made of it, they mark a Stress and are Vulnerable until you spend a Fear to shake it off.
  • Beast Die – Passive: You may Mark a Stress to add a d6 to one attack and its damage roll.
  • Spread the Curse – Passive: If a target marks HP from the Therianthrope’s standard attack, they must make a Strength Reaction Roll or become Afflicted with Therianthropy until the condition is removed, requiring a lengthy downtime project. While Afflicted, they gain the Therianthrope feature, but can only Shapeshift under the light of a full moon and have no control over their actions while Shapeshifted. An Afflicted PC may spend an advancement to gain the Supernatural Toughness or Spread the Curse features.
  • Shapeshift – Action: Mark a Stress to transform into the Therianthrope’s natural humanoid form, animal form, or a monstrous hybrid of the two. If they are within Very Close range of a target when they use this ability, they may make a standard attack with advantage against that target, and on a success, you gain a Fear.
  • Supernatural Toughness – Passive: When the Therianthrope takes damage, spend X Fear to reduce the number of HP they must mark by the number of Fear spent.
  • Frenzy – Reaction: When the Therianthrope takes damage for the first time, activate a Countdown (6). It ticks down when they take damage or mark Stress. When it triggers, the Therianthrope becomes Frenzied and attacks indiscriminately. Additionally, their Difficulty increases by 2 and they add their Beast Die to all attack and damage rolls without having to mark Stress. When the Frenzy ends, they revert to their humanoid form and mark 1d4 Stress.

Cloaked – Passive: Become Hidden until after the Therianthrope’s next attack. Attacks made while Hidden from this feature have advantage.

Relentless (2) – Passive: The Therianthrope can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Pounce – Action: Mark a Stress to move anywhere within Far range and make an attack against a target within Very Close range. On a success, the target takes 3d4+8 physical damage and marks a Stress.

Momentum – Reaction: When the Therianthrope makes a successful attack against a PC, you gain a Fear.

 

Soaring Terror Therianthrope

Tier 2 Standard; Difficulty 13

Werebats, wereowls, and other Therianthropes who hunt from the air.

Motives & Tactics: Dive bomb, snatch, fly away

Experience: Hunt From Above +3

Thresholds: 8/17

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +2

Bite and Claw: Melee | 2d6+4

Features

Therianthrope: The Therianthrope has the following Features:

  • Bane – Passive: The Therianthrope has a supernatural allergy to a substance such as silver or aconite. If forced to consume the substance, or if injured by a weapon made of it, they mark a Stress and are Vulnerable until you spend a Fear to shake it off.
  • Beast Die – Passive: You may Mark a Stress to add a d6 to one attack and its damage roll.
  • Spread the Curse – Passive: If a target marks HP from the Therianthrope’s standard attack, they must make a Strength Reaction Roll or become Afflicted with Therianthropy until the condition is removed, requiring a lengthy downtime project. While Afflicted, they gain the Therianthrope feature, but can only Shapeshift under the light of a full moon and have no control over their actions while Shapeshifted. An Afflicted PC may spend an advancement to gain the Supernatural Toughness or Spread the Curse features.
  • Shapeshift – Action: Mark a Stress to transform into the Therianthrope’s natural humanoid form, animal form, or a monstrous hybrid of the two. If they are within Very Close range of a target when they use this ability, they may make a standard attack with advantage against that target, and on a success, you gain a Fear.
  • Supernatural Toughness – Passive: When the Therianthrope takes damage, spend X Fear to reduce the number of HP they must mark by the number of Fear spent.
  • Frenzy – Reaction: When the Therianthrope takes damage for the first time, activate a Countdown (6). It ticks down when they take damage or mark Stress. When it triggers, the Therianthrope becomes Frenzied and attacks indiscriminately. Additionally, their Difficulty increases by 2 and they add their Beast Die to all attack and damage rolls without having to mark Stress. When the Frenzy ends, they revert to their humanoid form and mark 1d4 Stress.

Relentless (2) – Passive: The Therianthrope can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Deadly Dive – Action: Mark a Stress to attack target within Far range. On a success, deal 3d8+3 physical damage and knock the target over, making them Vulnerable until they next act.

Momentum – Reaction: When the Therianthrope makes a successful attack against a PC, you gain a Fear.

 

Trapper

Tier 2 Bruiser; Difficulty 13

A very large, slow-flying land-ray that changes its coloration and texture to hide from its prey.

Motives & Tactics: Ambush, camouflage, crush, fly

Experience: Camouflage +4

Thresholds: 10/20

HP: 9 – OOOOO OOOO

Stress: 3 – OOO

ATK: +2

Wing-Slap: Very Close | 2d6+4 phy

Features

Slow-Moving – Passive: The Trapper can only move up to Very Close range as their normal movement.

Stony Hide – Passive: When the Trapper takes physical damage, reduce it by 3.

Envelop – Action: Mark a Stress and make a standard attack against all creatures within Very Close range. Targets the Trapper succeeds against are enveloped by the Trapper, is Restrained, and must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the target succeeds on a Strength (15) Roll, or if the Trapper takes Severe damage, the target is freed.

 

Troll

Tier 2 Bruiser; Difficulty 16

Long-limbed, giant-sized humanoids that are constantly hungry for fresh meat.

Motives & Tactics: Devour, pummel, rend, rip limbs

Experience: Keen Senses +2, Camouflage +3

Thresholds: 15/28

HP: 7 – OOOOO OO

Stress: 4 – OOOO

ATK: +3

Claws: Very Close | 2d10+2 phy

Features

Ramp Up – Passive: You must spend a Fear to spotlight the Troll. While spotlighted, they can make their standard attack against all targets within range.

Rending Talons – Passive: If a target damaged by the Troll doesn’t mark an Armor Slot to reduce the damage, they must mark a Stress.

Regeneration – Action: If the Troll takes physical damage, spend 2 Fear to clear 2 HP. If the Troll is reduced to 0 HP by magical damage, mark 2 Stress to clear 2 HP.

Momentum – Reaction: When the Troll makes a successful attack against a PC, you gain a Fear.

 

Unicorn: Watchful Guardian

Tier 2 Solo; Difficulty 15

A delicate but fierce spiral-horned equine that protects places of natural and divine (or diabolical) wonder.

Motives & Tactics: Heal and bless, hide, flee, protect territory

Experience: Discern Truth +4, Keen Senses +4

Thresholds: 13/26

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +3

Hooves: Melee | 2d8+3 phy

Features

Inherently Magical – Passive: The Watchful Guardian has resistance to magical damage.

Healing Touch – Action: Mark X Stress to choose a target within Close range, or the Unicorn themself, and clear a number of Stress or HP equal to the number of Stress spent. Optionally, mark a Stress to touch a diseased or poisoned inanimate object or substance to cleanse it.

Horn Swipe – Action: Make an attack against all targets in front or sides of the Unicorn within Melee range. Targets the Unicorn succeeds against take 3d4+3 physical damage.

Kick and Buck – Action: Mark a Stress to make an attack against a creature that is behind the Watchful Guardian within Melee range. On a success, deal 2d8+4 physical damage and the target is knocked down and is Vulnerable until their next action.

Supernaturally Fast – Reaction: When the Watchful Guardian takes damage from an attack within Close range, you can mark a Stress to take half damage.

Unleash Ferocity (Phase Change) – Reaction: When the Watchful Guardian marks their last HP, replace them with the Angered Warrior and immediately spotlight them.

 

Unicorn: Untamable Warrior

Tier 2 Solo; Difficulty 16

Desperate to protect their chosen place, the unicorn has nothing left to lose

Motives & Tactics: Charge recklessly, repel attackers

Experience: Discern Truth +4, Keen Senses +4

Thresholds: 11/22

HP: 5 – OOOOO

Stress: 5 – OOOOO

ATK: +3

Sharp Horn: Melee | 2d10+6 phy

Features

Relentless (2) – Passive: The Untamable Warrior can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Inherently Magical – Passive: The Untamable Warrior has resistance to magical damage.

Battle Teleport – Passive: Before or After making a standard attack, you can mark a Stress to teleport to a location within Far range.

Charging Strike – Action: Mark a Stress to move up to Far range and make an attack against a target. On a success, deal 3d10+6 physical damage, and the target must mark a Stress and is knocked down and Vulnerable until their next action.

Empowered Horn – Action: Countdown (Loop 1d6). The Untamable Warrior channels the power of their territory into their horn. When the Untamable Warrior is in the spotlight for the first time, activate the countdown. When it triggers, deal all targets within Close range 1d6+4 direct magic damage.

Kick and Buck – Action: Mark a Stress to make an attack against a creature that is behind the Untamable Warrior within Melee range. On a success, deal 2d8+4 physical damage and the target is knocked down and is Vulnerable until their next action.

Unstoppable Horn – Action: Mark a Stress to have the Untamable Warrior charge at an inanimate object within Close range they could feasibly destroy (such as a gate or cart) and destroy it. All targets within Very Close range of the object must succeed on an Agility Reaction roll or take 2d4+3 physical damage from the shrapnel.

Momentum – Reaction: When the Untamable Warrior makes a successful attack against a PC, you gain a Fear.

 

War-Bard

Tier 2 Support; Difficulty 14

A musician whose music brings morale to the troops and unnerves the enemy.

Motives & Tactics: Encourage allies, terrify enemies, write sagas

Experience: Inspirational Speaking +3

Thresholds: 8/16

HP: 3 – OOO

Stress: 6 – OOOOO O

ATK: +1

Sword: Melee | 2d8+2 phy

Features

Quick Bow– Action: Mark a Stress to make an attack against two targets within Far range. On a success, both targets take 2d6+2 physical damage.

Heart-Stopping Music – Action: Mark a Stress to make all targets within Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.

Stir The Blood – Action: Mark a Stress to spotlight 1d4+1 allies. If their next attack is successful, they inflict +5 damage.

Hold Fast – Reaction: When an ally of the War-Bard is forced to make a reaction roll, you can mark a Stress to give them a +2 bonus to the roll.

 

Watchdemon

Tier 2 Bruiser; Difficulty 14

Dedicated demons set to guard a location or object, used by other demons and amoral mortals alike. They resemble ogres with elephantine tusks.

Motives & Tactics: Allow no trespassers, obey orders, wait patiently

Experience: Keen Senses +3

Thresholds: 14/26

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +4

Tusks: Very Close | 2d10+2

Features

Bone Breaker – Passive: The Watchdemon’s attacks deal direct damage.

Bound – Passive: The Watchdemon is Bound to the location or object they guard and cannot move more than Very Far range from it.

Thick Claws – Action: Mark a Stress to make an attack against two targets within Melee range. On a success, deal 2d6+6 damage.

Toss – Action: When the Watchdemon succeeds on a standard attack, mark a Stress to throw the target back to Close range. The target is Vulnerable until their next action.

Poison Breath – Reaction: Countdown (Loop 1d6). When the Watchdemon takes damage for the first time, activate the countdown. When it triggers, the Watchdemon breathes a cloud of toxic vapors on all targets in front of them up to Close range. Targets who fail a Strength Reaction Roll take 3d8 physical damage and are Poisoned until their next rest or they succeed on a Knowledge Roll (20). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 3 or lower, they must mark a Stress.

Summon Replacement – Reaction: When the Watchdemon marks their last HP, spend 2 Fear to call for a replacement Watchdemon, who appears within Close range and is immediately spotlighted. The replacement doesn’t have this feature.

 

Whip-Tailed Cat

Tier 2 Bruiser; Difficulty 15

Magical felines, larger than a tiger, with double-length, prehensile tails.

Motives & Tactics: Destroy magic, hunt, patrol territory

Experience: Keen Senses +3 Stealth +3

Thresholds: 12/26

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +3

Bite and Claw: Melee | 2d10+4

Features

Illusory Form – Action: Once per day, the Cat can place an illusion over itself of a normal-looking humanoid. The illusion holds up to scrutiny until an observer is within Very Close range.

Mind-Numbing Glare – Action: Spend a Fear to meet the eyes of a target within Close range. The target must succeed on an Instinct Reaction Roll or become Paralyzed until the mark 2 Stress or until their next rest. While Paralyzed, the target can’t act and is Restrained and Vulnerable.

Whip Tail – Action: Make an attack against up to three targets within Very Close range. Mark a Stress to deal 3d6+6 physical damage to targets the Cat succeeded against.

 

Wight

Tier 2 Leader; Difficulty 16

A withered undead corpse that leeches the life out of others.

Motives & Tactics: Shun light, spread death, steal life

Experience: History +2

Thresholds: 15/27

HP: 7 – OOOO OO

Stress: 5 – OOOOO

ATK: +5

Longsword: Melee | 2d8+4

Features

Aura of Death – Passive: When a PC who is within Very Close range of the Wight fails with Fear, the PC loses a Hope.

Bones and Sinew – Passive: The Wight has resistance to physical damage.

Animate – Action: Mark a Stress to turn a corpse within Very Close range into either a Rotted Zombie or Skeleton Dredge, or mark 2 Stress to turn it into a Manes (q.v.). The new undead is immediately spotlighted.

Draining Touch – Action: Make a standard attack against a creature within Melee range. On a success, spend a Fear to make the target mark 1 HP and lose 1Hope, and the Wight clears an HP.

Weaponmaster – Action: Mark a Stress to make a standard attack against two targets within Melee range.

Momentum – Reaction: When the Wight makes a successful attack against a PC, you gain a Fear.

 

Wild Dancers

Tier 2 Horde; Difficulty 14

Horned beings of chaos, madness, and decadence, clad in torn and stained rags, trailing brightly-colored ribbons, and wielding jagged blades or merely their own clawed hands. The Dancers attempt to bring those they encounter into their mob—or kill them if they refuse.

Motives & Tactics: Dance wildly, demand sustenance, exalt chaos, rip and tear

Thresholds: 14/18

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +2

Sabers and Claws: Melee | 2d6+2 phy

Features

Draining Aura – Passive: When a PC marks HP from an attack by the Wild Dancers, they must make an Instinct Reaction Roll or become Sapped and can either move or make an action roll, but not both, until they spend 2 Hope to end the condition.

Blurred Travel – Action: Mark two Stress to allow the Horde to teleport to any point within Far range.

Beautiful Colors – Action: Once per day, the Horde can twirl their ribbons and cause sparkling colors to appear in the area. Spend X Fear to choose a number of targets equal to the number of Fear spent that are within Close range. They immediately fall into a trance and can’t take any actions except to try to wake up. A target wakes up when they are hit by an attack, mark 1 or more HP, or succeed on an Instinct Roll (15) to wake up.

Join The Dance – Action: Spend a Fear to target a creature within Close range. The target must succeed on an Instinct Reaction Roll or become Frenzied until they mark 2 Stress. Other Wild One mobs within Close range of the target can mark a Stress to each add a +1 bonus to the Difficulty of the roll. While Frenzied, a target will travel with and become part of the Horde.

Frenzy – Reaction: When a creature within Close range of the Horde marks HP from another creature’s attack or refuses to give the Wild Ones food or drink, you can mark a Stress to immediately spotlight the Horde, moving them into Melee range of the target and making a standard attack.

 

Will o’ Wisp

Tier 2 Skulk; Difficulty 14

A malicious ball of glowing light that lures the unwary to their doom.

Motives & Tactics: Be illusive, lure into danger

Thresholds: 7/16

HP: 3 – OOO

Stress: 3 – OOO

ATK: +5

Electric Shock: Very Close | 2d4+6 mag

Features

Ethereal – Passive: The Will o’ Wisp has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.

Levitation – Passive: The Will o’ Wisp levitates several feet off the ground and can’t be Restrained.

Drain Life – Action: Spend a Fear and choose a target within Very Close range and force them to make a Presence Reaction Roll. On a failure, the creature must mark a Stress and lose a Hope, and the Will o’ Wisp clears one HP or one Stress.

Turn Invisible – Action: Spend a Fear to turn Invisible. While Invisible, the Will o’ Wisp is Hidden. The Will o’ Wisp becomes visible if they take an action or a PC attacks them and succeeds with Hope.

 

Zombie Wall

Tier 2 Standard; Difficulty 15

Consisting of faces, arms, and other body parts pressed by the foulest magics into the form of a wall, this is a truly horrifying obstacle.

Motives & Tactics: Absorb new meat, block passage, claw, hate, pummel

Experience: Tremorsense +3

Thresholds: 12/20

HP: 6 – OOOOO O

Stress: 4 – OOOO

ATK: +3

Grasping Arms: Very Close | 2d4+6 phy

Features

Block – Passive: The Zombie Wall can’t move, and it’s impossible to get past or over it without defeating it first.

Ramp Up – Passive: You must spend a Fear to spotlight the Zombie Wall. While spotlighted, they can make their standard attack against all targets within range.

Zombie Wallform – Passive: Before they make their first attack in a fight, the Zombie Wall is indistinguishable from any other normal wall in the area until they next act or a PC succeeds on an Instinct Roll to identify them.

Resistant – Passive: The Zombie Wall has resistance to all damage.

Terrifying – Passive: When the Zombie Wall makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Absorb – Reaction: Make an attack against a creature within Melee range. On a success, the target takes 2d8 damage and is Restrained. Start an Absorption Countdown (6). It ticks down when a PC rolls with Fear. When it triggers, the target must make a death move, and if the target dies, they are absorbed into the Zombie Wall and the Zombie Wall clears all HP and Stress. If the Zombie Wall is defeated, all absorption countdowns end.


Tier 3 Adversaries

 

Afanc

Tier 3 Solo; Difficulty 20

A lake-dwelling creature like a mammalian Mosasaur. Its nightly song lures sailors to their doom.

Motives & Tactics: Hunt, lure travelers, swim

Experience: Entrancing Singer +3

Thresholds: 24/40

HP: 10 – OOOOO OOOOO

Stress: 6 – OOOOO O

ATK: +5

Toothy Bite: Very Close | 4d10 physical

Features

Dinner Time – Passive: Make a standard attack with advantage against a swimming target that is Vulnerable. On a success, the attack deals direct damage.

Gentle Song – Action: Mark a Stress to cause all who can hear the Afanc within Far range to become Vulnerable until their next roll with Hope.

Whirlpool – Action: Countdown (5). When the Afanc takes damage for the first time, activate the countdown. When it triggers, the creature’s thrashing tail and fins cause a whirlpool to form. Swimmers within Close range must make a Strength Reaction Roll. Targets who fail take 3d10+8 physical damage and become Vulnerable. Targets who succeed take half damage. Watercraft in the area take damage, are pulled into the whirlpool, or both, and creatures on board must mark 2 Stress or fall overboard. Additionally, the area becomes difficult to move through until the end of the scene.

Tail Splash – Reaction: When the Afanc makes a successful standard attack, you can mark a Stress to knock the target back to Close range.

 

Boneless One Progenitor

Tier 3 Leader; Difficulty 18

A large, four-armed Boneless One who transforms humanoids into more of their kind.

Motives & Tactics: Create new Boneless Ones, expand territory, rule, sacrifice servitors

Thresholds: 22/34

HP: 8 – OOOOO OOO

Stress: 6 – OOOOO O

ATK: +6

Bone Claws: Very Close | 3d6+10 phy

Features

Bloated – Passive: The Progenitor can only move up to Very Close range as their normal movement.

Hub Of The Hive – Passive: The Progenitor can communicate telepathically with any Boneless they have created, regardless of their distance.

Mimicry – Passive: The Progenitor can mimic sounds they have heard, but not voices. A creature can make an Instinct or Knowledge Reaction Roll to know that the Progenitor’ mimicry isn’t real.

Relentless (2) – Passive: The Progenitor can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Rubbery – Passive: The Progenitor has resistance to physical damage.

Call For Reinforcements – Action: Mark a Stress to summon 1d4+3 Boneless, who appear at Close range to protect the Progenitor. Immediately spotlight them.

Paralyzing Stinger – Action: Make an attack against a target within Very Close range. On a success, mark a Stress to deal 2d4+3 physical damage and cause the target to freeze in place, becoming Vulnerable and Restrained until they mark 2 Stress.

Transform – Reaction: When a creature is Restrained from the Progenitor’s Stinger, spend 2 Fear to force the attacker to make a Strength Reaction Roll. On a failure, they begin to transform into a Boneless Servitor, marking an HP and starting a Transformation Countdown (2d4). When it triggers, the target must make a death move, but will turn into an NPC Boneless One instead of dying.

 

Boneless One Servitor

Tier 3 Minion; Difficulty 15

Slithering, cartilaginous beings with glowing red eyes. The only hard parts of their body are their teeth and claws.

Motives & Tactics: Ambush, capture, hide, kill, lure, move through darkness, shun light

Experience: Squeeze +3, Keen Senses +2

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +2

Bite and Claw: Melee | 7 phy

Features

Hold Them Down – Passive: Creatures Restrained by the Servitors take double damage from attacks by other adversaries.

Minion (8) – Passive: The Servitor is defeated when they take any damage. For every 8 damage a PC deals to the Servitors, defeat an additional Minion within range the attack would succeed against.

Mimicry – Passive: The Servitor can mimic sounds they have heard, but not voices. A creature can make an Instinct or Knowledge Reaction Roll to know that the Servitors’s mimicry isn’t real.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Servitors within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 7 physical damage each. Combine this damage.

                Optionally, the target takes no damage but freezes in place, becoming Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll (18)

 

Chimera: Howling Mutate

Tier 3 Solo; Difficulty 17

Winged, multiheaded mutates created when Chaos melds several creatures into one. The lion/goat/dragon version is merely iconic, not prescriptive.

Motives & Tactics: Behave erratically, destroy, fly, hunger, leave warnings, stalk prey

Experience: Ambusher +3, Keen Senses +3

Thresholds: 22/34

HP: 6 – OOOOO O

Stress: 5 – OOOOO

ATK: +5

Bite and Claw: Very Close | 3d10+4 phy

Features

Relentless (3) – Passive: The Chimera can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Rend and Crush – Passive: If a target damaged by the Chimera doesn’t mark an Armor Slot to reduce the damage, they must mark a Stress.

Charging Slam – Action: Mark a Stress to charge through a group at Close ram and make an attack against all targets in the Chimera’s path. Targets the Chimera succeeds against takes 3d10+6 physical damage and are knocked back to Very Far range. If the target is knocked into a solid object or another creature, they take an extra 1d6 direct physical damage.

Demented Howl – Action: (Countdown 5). When the Chimera takes damage from the first time, activate the countdown. When it triggers, the Chimera howls. All targets within Far range must make a Presence Reaction Roll (17). Targets who fail lose a Hope and you gain a Fear for each one. Targets who succeed must mark a Stress.

Snatch – Action: Make an attack against a target within Very Close range. On a success, deal 4d8+4 physical damage and the target must succeed on an Agility Reaction Roll or become temporarily Restrained within the Chimera’s many claws.

Wishbone – Reaction: If the Chimera has Restrained a target, they can attempt to hold onto them with at least two heads and pull them apart. The target must make a Strength Reaction Roll or take 2d6+6 direct physical damage and must mark 1d4 Stress. Targets who succeed take half damage.

Burst (Phase Change) – Reaction: When the Howling Mutate marks their last HP, replace them with the Screaming Chaos and immediately spotlight them.

 

Chimera: Screaming Chaos

Tier 3 Solo; Difficulty 19

Winged, multiheaded mutates created when Chaos melds several creatures into one. The lion/goat/dragon version is merely iconic, not prescriptive.

Motives & Tactics: Behave erratically, defend territory, destroy, fly, hunger, leave warnings, stalk prey

Experience: Ambusher +3, Keen Senses +3

Thresholds: 22/34

HP: 7 – OOOOO OO

Stress: 6 – OOOOOO

ATK: +7

Bite and Claw: Very Close | 3d10+8 phy

Features

Relentless (3 + X) – Passive: The Chimera can be spotlighted up to three times per GM turn, and may be spotlighted an additional X times, where X is equal to the number of Stress you spend. Spend Fear as usual to spotlight them.

Rend and Crush – Passive: If a target damaged by the Chimera doesn’t mark an Armor Slot to reduce the damage, they must mark a Stress.

Chaos Burst – Reaction: Countdown (6). The Chaos that melded the Chimera together begins to leak out of the Chimera’s wounds and affect the world around them. When the Screaming Chaos is in the spotlight for the first time, activate the countdown. When it triggers, the world around them within Far range changes into a different biome, as do the creatures in it. All targets in the area take 4d8+4 magic damage and are Unstabilized until they manage to stabilize themselves by marking a Stress and making an Instinct Reaction Roll. They must mark a Stress each time they attempt to stabilize themselves. While Unstabilized, their form shifts and they are Vulnerable, and can only move the Very Close range without making an Agility roll.

Foul Breath – Action: Spend a Fear to make an attack against all targets in front of the chimera within Close range. Targets the Chimera succeeds against take 4d6+4 magic damage and are Poisoned until their next rest or they clear an HP. While Poisoned, they are Vulnerable, and must mark a Stress each time they roll with Fear.

Rampaging Fury – Reaction: When the Chimera marks 2 or more HP, they can rampage. Move the Chimera to a point within Close range and deal 4d10 direct physical damage to all targets in their path.

Momentum – Reaction: When the Chimera makes a successful attack against a PC, you gain a Fear.

 

Crime Boss

Tier 3 Leader; Difficulty 19

The head of a crime guild or gang, who has ultimate power but a tenuous grip on their position.

Motives & Tactics: Destroy rivals, profit, sacrifice lackeys

Experience: Criminal Instincts +3, Intimidation +4

Thresholds: 22/40

HP: 10 – OOOOO OOOOO

Stress: 5 – OOOOO

ATK: +7

Shortsword: Melee | 3d8+8 phy

Features

Relentless (2) – Passive: The Crime Boss can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Secretly Armored – Passive: When the Crime Boss takes physical damage, reduce it by 3.

Bring Me Their Heads – Action: When one or more PCs are within Far range of the Crime Boss, spend 1 Fear per PC to Mark them and demand they be captured or killed. Each adversary within Close range of the Crime Boss has advantage on their first roll to track the Marked PCs, the first attack roll made against a Marked PC, and if that attack roll succeeds, it deals direct damage. You gain 1d4 Fear.

Loyal Guards – Action: Once per scene, mark a Stress to summon 1d4+1 Tier 1 adversaries, who appear at Close range to enforce the Crime Boss’s will.

Scary Face – Action: Spend a Fear to target any number of creatures within Very Close range and force them to make an Instinct Reaction Roll. On a failure, they lose a Hope and you gain a Fear.

With Me – Action: When you spotlight the Crime Boss, mark a Stress to also spotlight two allies within Close range.

 

Demon of Calculations

Tier 3 Support; Difficulty 16

A hideous, swollen brain with many jointed arthropod limbs, a toothy maw, and too many pairs of bile-yellow eyes. They act as advisors and tacticians to other demons.

Motives & Tactics: Blast, compete, compute, manipulate, overthink, show pride

Experience: Infiltrate +4

Thresholds: 20/30

HP: 5 – OOOOO

Stress: 6 – OOOOO O

ATK: +2

Pincers: Melee | 3d6+3 phy

Features

Double Strike – Action: Mark a Stress to make a standard attack against two targets within Melee range.

Eye Blast – Action: Mark a Stress to attack a target within Far range. On a hit, spend a Fear to choose an effect or roll a d4 for a random effect. The Demon uses the corresponding magical beam:

  1. Branded. The target is Branded, and the Demon gives an ally within Very Close range the ability to sense the Brand. As long as the target is Branded, the Demon or their ally can track the target wherever they go. The target remains Branded until the Demon marks their last HP or the target spends 3 Hope.
  2. Dominated. The target must succeed on an Instinct Reaction Roll or become Dominated by the Demon. A Dominated target cannot attack the Demon. Additionally, a Dominated PC must mark a Stress or perform an action (including attacking an ally) telepathically ordered by the Demon. The Demon can freely communicated with the Dominated target, see through their eyes, and speak through their mouths, regardless of distance. This effect lasts until the targets succeeds on a Presence or Knowledge Roll (18), or the Demon uses this feature on another target.
  3. Paralyzed. The target freezes in place, and becomes Vulnerable and Restrained until they mark 2 Stress.
  4. Soul-Draining Ray. The target takes 4d4+8 magic damage and loses a Hope.

Fear Is Fuel – Reaction: Twice per scene, when a PC rolls a failure with Fear, clear a Stress.

Tactician – Reaction: Mark a Stress to give an ally within Close range advantage on an attack or reaction roll.

 

Demon of Chains

Tier 3 Leader; Difficulty 17

A humanoid draped in and pierced by barbed, gore-streaked chains. Underneath these chains, its mutilated face is disturbingly human.

Motives & Tactics: Capture, cause terror, create disturbing art, torture

Experience: Manipulation +2

Thresholds: 18/36

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +5

Spiked Chain: Very Close | 2d6+3 phy

Features

Relentless (2) – Passive: The Demon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Unnerving Stance – Passive: When the Demon makes two successful attacks on one PC, all PCs within Far range must lose a Hope and gain a Fear.

Control Chains – Action: Mark a Stress to animate 1d6+1 chains that are in Close range to them. These chains are treated as Minions with an ATK of +1 and that inflict 3d4 physical damage.

Infernal Chains – Action: Spend a Fear to conjure otherworldly chains and wrap them around a target within Far range. That creature must succeed on an Agility Reaction Roll or become Restrained and Vulnerable. A target can break free, ending both conditions, with a successful Strength or Instinct roll. While Restrained, each time the target takes a turn, it marks 1 HP.

 

Demon of Deals

Tier 3 Social; Difficulty 15

Typically tall, good-looking, and well-dressed, but with unusual eyes and a sinister smile. Demons of deals always have such interesting things for sale.

Motives & Tactics: Get payment, obfuscate clauses, spread curses

Experience: Salesman of the Year +4

Thresholds: 13/30

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +3

Searing Touch: Melee | 3d10+3 mag

Features

Confusing Patter – Passive: When a PC fails a Presence or Instinct Roll made against the Demon, they must mark a Stress.

Shake On It – Action: Spend a Fear to force a target within Melee range that the Demon touches to succeed on an Instinct Reaction Roll or become Beguiled by the Demon and view them as a friend and confidant. Spend additional Fear to give a penalty to the roll equal to amount of Fear spent. A Beguiled creature cannot attack the Demon. Additionally, Spend a Fear to make a Beguiled PC make a standard attack against their nearest ally. The PC may mark a Stress to resist. This effect lasts until the target succeeds on an Instinct or Knowledge Roll.

We’ll Keep In Touch – Reaction: When the Demon takes damage from an attack, they can teleport up to Far range.

You Thought You Could Cheat Me? – Reaction: Countdown (6). Activate the first time the Demon is attacked or when a character attempt to renege on a deal they made with the Demon. It ticks down when a PC takes a violent or evasive action. When it triggers, summon a Demon of Hubris, a Demon of Murder (q.v.), or a Stalker Demon (q.v.) who appears at Close range.

 


Demon of Deformation

Tier 3 Minion; Difficulty 14

A minor demon whose touch warps and ruins objects. They resemble a cross between a satyr and a baboon, with glowing eyes and a too-wide, sharp-toothed grin.

Motives & Tactics: Break things, fly, cause chaos

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +4

Bite: Melee | 5 phy

Features

Minion (8) – Passive: The Demon is defeated when they take any damage. For every 8 damage a PC deals to the Demon, defeat an additional Minion within the range the attack would succeed against.

Warping Touch – Action: Spend a Fear to touch an object of the demon’s size or smaller and warp, twist, spindle, or otherwise ruin it. If a PC is holding or wearing the object, they may spend a Hope to resist the warping.

Twisting – Action: Spend a Fear to force a target within Very Close range to mark a Stress and become Vulnerable until their next rest or they clear an HP, as their body is mutated.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Demons of Destruction within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage. In addition, the target must succeed on a Strength Reaction Roll or be Poisoned until their next rest or they succeed on a Knowledge Roll (16). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 4 or lower, they must mark a Stress.

 

Demon of Disease

Tier 3 Ranged; Difficulty 16

A half-rotted hyena-goat-vulture hybrid with tattered wings who spreads sickness.

Motives & Tactics: Create zombies, focus fire, reposition, spread contagion

Experience: Keen Senses +3

Thresholds: 18/25

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +6

Bone Longbow: Far | 3d8+10

Features

Diseased Arrows – Passive: When the Demon succeeds on a standard attack, spend a Fear to infect the target with a Disease. While Diseased, the target has disadvantage on Strength, Agility, and Finesse rolls, and clears one less Stress and HP during downtime and from abilities. Each time the target takes a rest, they can make a Strength Reaction Roll (16). On a success, they clear the condition.

Flying – Passive: While flying, the Demon has a +2 bonus to their Difficulty.

Relentless (2) – Passive: The Demon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Zombie – Passive: If a creature dies while Diseased, spend a Fear to cause it to rise as a Zombie of their tier.

Barbed Tail – Action: Mark a Stress to make an attack against all targets within Melee range. Targets the Demon succeeds against take 2d10+2 physical damage. When a target uses armor to reduce damage from this attack, they must mark 2 Armor Slots.

Howl – Action: Mark a Stress to make all targets within Close range lose 1d4 Hope. If a target is not able to lose a Hope, they must instead mark 3 Stress.

Momentum – Reaction: When the Demon makes a successful attack against a PC, you gain a Fear.

Rotting Presence – Reaction: When a creature marks an HP while within Very Close range to the Demon, spend 2 Fear to make them mark 2 HP instead.

 

Demon of Vapors

Tier 3 Skulk; Difficulty 17

Foul and boiling sickly-colored that swirl in the shape of a humanoid face.

Motives & Tactics: Burn and poison, cause anguish, protect partner

Experience: Intimidation +2, Manipulation +3

Thresholds: 20/32

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +4

Burning Blows: Melee | 3d8+4 mag

Features

Gaseous – Passive: The Demon is resistant to physical damage. Mark a Stress to move up to Close range through tiny holes and thin cracks. the Demon is subjected to strong winds, their Terrible Aura doesn’t work until they are next spotlighted.

Levitation – Passive: The Demon levitates several feet off the ground and can’t be Restrained.

Sheer Hopelessness – Passive: When a PC rolls with Fear while within Far range of the Demon, they lose a Hope and you gain a Fear.

Terrible Aura – Passive: When a creature makes a successful attack against the Demon from within Very Close range, they must mark a Stress and begin to Smolder And Choke until their next rest or they clear a Stress. While Smoldering And Choking, they are Vulnerable and have disadvantage on attack rolls.

Vaporous Form – Passive: The Demon has resistance to all damage. Mark a Stress to move up to Close range through solid objects.

Enervating Touch – Action: Make an attack against a target within Very Close range. On a success, the target takes no damage but is Restrained and Vulnerable, and must mark an HP and lose a Hope. The target can break free, clearing both conditions, with a successful Strength or Instinct roll. However, each time the target fails this roll, they must mark an additional HP and lose another Hope.

 

Demon of Mockery

Tier 3 Solo; Difficulty 17

A strangely-dressed, ever-changing demon with a too-wide toothy grin.

Motives & Tactics: Demoralize, insult and taunt, mimic voices

Experience: Manipulation +3

Thresholds: 16/28

HP: 9 – OOOOO OOOO

Stress: 7 – OOOOO OO

ATK: +6

Barbed Tail: Very Close | 3d8+8

Features

Mimicry – Passive: The Demon can mimic voices and sounds they have heard. A creature can make an Instinct or Knowledge Reaction Roll (20) to know that the Demon’s mimicry isn’t real.

Slayin’ Them – Passive: When a creature within Far range of the Demon marks their last Stress or HP, the Demon clears an HP and a Stress.

Chink In The Armor – Action: Mark a Stress to choose a target within Close range and force them to make an Instinct Reaction Roll. On a failure, the target loses a Hope and the Demon learns one of the target’s secrets.

Remember This? – Action: Mark a Stress to trap one or more targets within Close range in a powerful illusion of events that are designed to humiliate them. Targets can move about freely within the illusion and interact with illusory creatures and objects, but can only break free with a successful Instinct or Presence Roll. Targets whose secrets are known to the Demon have disadvantage on this roll. Targets who fail must mark a Stress and lose a Hope.

Vicious Mockery – Action: Mark a Stress to say something mocking and force a target within Close range to make a Presence Reaction Roll. On a failure, the creature takes 3d8+3 magic damage, must mark 1d4 Stress, and is Vulnerable until their next action, and you gain a Fear. On a success, they take half damage and must mark a Stress.

 

Demon of Murder

Tier 3 Skulk; Difficulty 16

A cloaked, corpse-pale entity, bearing seeping wounds.

Motives & Tactics: Assassinate, demoralize, spread fear

Experience: Manipulation +3, Track +2

Thresholds: 16/28

HP: 8 – OOOOO OOO

Stress: 4 – OOOO

ATK: +7

Spectral Dagger: Close | 3d6+5 mag

Features

Aura of Doom – Passive: When a PC marks HP from an attack by the Demon, they lose a Hope.

Deadly Blows – Passive: The Demon’s attacks deal direct damage.

Flying – Passive: While flying, the Demon has a +2 bonus to their Difficulty.

Indistinct – Passive: Mark a Stress to make the Demon’s form shadowy and indistinct. A creature targeting them with an attack rolls at disadvantage. If the attacker succeeds with Hope, the effect ends.

 

Demon of Slime

Tier 3 Standard; Difficulty 17

Intelligent, witty, bloated demons made of a slimy, sticky substance.

Motives & Tactics: Capture, enslave, outwit, philosophize, promote nihilism, stick to things

Experience: Manipulation +2, Philosophy +2

Thresholds: 17/30

HP: 6 – OOOOO O

Stress: 5 – OOOOO

ATK: +3

Ebon Claws: Melee | 3d6+5

Features

Body of Ooze – Passive: The Demon has resistance to magic damage.

Horrifying – Passive: Targets who mark HP from the Demon’s attacks must also mark a Stress.

You Are Weak – Action: Mark a Stress to force all targets within Close range to make a Presence Reaction Roll. Those who fail lose 1d4 Hope and are Vulnerable until they next roll with Hope.

Persuasive Words – Action: Spend a Fear to speak horrific, cynical words that affect all targets within Close range. Targets must succeed on an Instinct Reaction Roll or become Beguiled and see the Demon as a friend. A Beguiled creature can’t attack the Demon and will take all of the Demon’s actions and words in a favorable way. This lasts until the target succeeds on a Presence or Knowledge Roll.

Adhesive Form – Reaction: When a target hits the Demon with a melee attack or touches them, spend a Fear to cause the target’s weapon or body part of Stick to the Demon. The target can remove their weapon or stuck body part with a Strength Reaction Roll (20). While a body part is Stuck, the target is Restrained and Vulnerable.

Even Magic Dies – Reaction: When a PC targets the Demon with a spell, mark 2 Stress to cause the spell to fail, and the caster must spend 2 Hope or or put the spell card back in their Vault.

 

Demon Tree

Tier 3 Bruiser; Difficulty 19

There are forests in the Circles Below, and some of the trees are worse than the demons themselves.

Motives & Tactics: Consume, hide in plain sight, swing branches, terrorize

Experience: Tremor Sense +3

Thresholds: 25/40

HP: 8 – OOOOO OOO

Stress: 4 – OOOO

ATK: +5

Branch: Very Close | 3d10+5 phy

Features

Iron Bark – Passive: When the Demon Tree takes physical damage, reduce it by 3.

Ramp Up – Passive: You must spend a Fear to spotlight the Demon Tree. While spotlighted, they can make their standard attack against all targets within range.

Serpentine Branch – Action: Mark an HP to break off a branch and have it slither to a target within Close range and attack. On a success, the target takes 4d8 physical damage and must succeed on a Strength Reaction Roll or the target freezes in place and becomes Vulnerable and Restrained until they mark 2 Stress.

Gaping Maw – Action: When a PC moves within Melee range, you can spend a Fear to make an attack against them. On a successful attack, the target takes 3d6 direct physical damage and is Swallowed. While Swallowed, a target is Restrained and can only take actions to attack the Demon Tree. The Demon Tree disgorges all Swallowed creatures when they take Major damage.

Grab and Drag – Action: Spend a Fear to drag a Paralyzed target into Melee range.

Blood Fertilizes The Soil – Reaction: When a creature dies within Close range, you can spend a Fear to clear 2 HP and 2 Stress as the Demon Tree draws nutrients out of the soil.

Momentum – Reaction: When the Demon Tree makes a successful attack against a PC, you gain a Fear.

 

Dread Champion

Tier 3 Leader; Difficulty 19

A warrior dedicated to a malicious god, either New or Forgotten.

Motives & Tactics: Expand the cult, show dominance

Experience: Intimidation +3

Thresholds: 20/38

HP: 9 – OOOOO OOOO

Stress: 5 – OOOOO

ATK: +7

Morningstar: Melee | 3d8+4

Features

Heavily Armored – Passive: When the Dread Champion takes physical damage, reduce it by 3

Terrifying – Passive: When the Dread Champion makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.

Unleash The Troops – Action: Mark a Stress to spotlight 1d4+1 allies. Attacks they make while spotlighted in this way deal half damage.

Trample The Weak – Reaction: When a creature within Close range of the Dread Champion marks HP from another creature’s attack, you can mark a Stress to immediately spotlight the Dread Champion , moving them into Melee range of the target and making a standard attack

Smite – Reaction: When the Dread Champion succeeds on a standard attack, spend a Fear to inflict 3d10 direct magic damage.

Rampage – Reaction: Countdown (Loop 1d6). When the Dread Champion takes damage for the first time, activate the countdown. When it triggers, move the Hunter in a straight line to a point within Far range and make an attack against all targets in their path. Targets the Hunter succeeds against take 2d8 physical damage.

 

Dream-Haunter

Tier 3 Skulk; Difficulty 14

A shifting shadow, featureless save for its evil grin, that haunts dreams

Motives & Tactics: Create nightmares, feed on hope, hide in shadows

Experience: Stealth +3

Thresholds: 16/27

HP: 5 – OOOOO

Stress: 7 – OOOOO

ATK: +3

Ghostly Bite: Melee | 3d4+8

Features

Ghost – Passive: The Dream-Haunter has resistance to physical damage. Mark a Stress to move up Close range through solid objects.

Slumber – Action: Spend a Fear to choose a target within Very Close range. The creature must succeed on an Instinct Reaction Roll or fall Asleep until they take damage or spend a Hope on their turn to clear this condition.

Devour Dream – Action: Spend a Fear to choose a target within Melee range that is Asleep. The creature’s sleep is filled with nightmares drawn from their darkest thoughts and fears. If the Dream-Haunter can remain by the target’s side until the dream is over, the target loses 2 Hope and is Vulnerable until they can sleep without interference from the Dream-Haunter. If the target isn’t able to lose a Hope, they must instead mark 4 Stress.

 

Dream Weaver

Tier 3 Leader; Difficulty 17

Shapeshifting entities dwell entirely within the Dream World, where they shape sleepers’ dreams. They can reach out to the waking world through reflections. Dream Weavers draw their shapes from the mind of the dreamer, but can make them either terrifying or soothing as they choose.

Motives & Tactics: Feed on dream energy, weave dreams

Experience: Empathy +3

Thresholds: 18/38

HP: 6 – OOOOO O

Stress: 6 – OOOOO O

ATK: +6

Shape-Appropriate Weapon: Melee | 3d10+2 phy

Features

It Was Only A Dream – Passive: If a sleeping or unconscious PC marks their last HP because of the Dream Weaver or a Dreamscape controlled by a Dream Weaver doesn’t have to make a Death Move. Instead, they wake up and must mark 1d4 Stress and 1d4 Hope, and you gain a Fear. They may choose to make a Death Move instead. If they do so, they may remain in the dream and clear all HP.

Dreamstuff – Passive: The Dream Weaver has resistance to physical damage.

Relentless (3) – Passive: The Dream Weaver can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Dream-Eater – Action: Some Dream Weavers consume dream energy more directly than others. Make an a target within Very Close range. On a success, spend a Fear to deal 2d12+5 mag damage and Drain them until the take a long rest without interacting with Dream World adversaries. While Drained, they have disadvantage on action and reaction rolls made with one Trait of your choice.

Nightmares and Sweet Dreams – Passive: Mark a Stress to cause a dream to become a Nightmare Realm or a Sweet Dream. If the Dream Weaver chooses to make a Nightmare Realm, then then each target’s Fear Die becomes a d20. If the Dream Weaver chooses to make a Sweet Dream, then each target’s Hope Die becomes a d20. When spotlighted, the Dream Weaver can mark a Stress to change the type of dream or to make it a “normal” dream with no alterations to the Fear Die size.

Dreams Do Hurt – Action: Spend a Fear to cause a the dream to become hostile to the dreamers in some way, attacking any number of targets the Dream Weaver chooses within Close range. All targets in that area must make a Reaction Roll using an attribute appropriate for the form the hostility takes. Targets who fail take 2d12+5 magic damage and are Vulnerable until their next roll with Hope. Targets who succeed take half damage.

Land of Nod – Action: Mark 2 Stress to choose an awake target within Close range and force them to make an Instinct Reaction Roll. On a failure, they become Asleep until they take damage or until 1d4 hours have passed. While Asleep, a PC can’t be spotlighted.

The World Comes Alive – Action: Summon a Dreamling Pack, who appear at Close range and are immediately spotlighted.

What Dreams Reveal – Action: Mark a Stress to peer into the mind of all targets within Close range. All targets within Close range must make an Instinct Reaction Roll. For each target who fails, you gain a Fear and the Dream Weaver learns one of the target’s fears, hopes, or goals.

Momentum – Reaction: When the Dream Weaver makes a successful attack against a PC, you gain a Fear.

This Dream Has Ended – Reaction: When the Dream Weaver marks their last HP, all sleeping targets within Far range immediately wake up and must mark 1d4 Stress and 1d4 Hope.

 

Pack of Dreamlings

Tier 3 Minion (4/HP); Difficulty 15

Larval Dream Weavers. They usually take on minor roles or act as objects within a Dream.

Motives & Tactics: Steal memories, obey Dream Weavers, play a role

Experience: Be Unnoticeable +2

Thresholds: 16/27

HP: 6 – OOOOO O

Stress: 3 – OOO

ATK: +0

Grasping Claws: Melee | 3d6+4 phy

Features

Consume Memories – Passive: If a target marks HP from the Pack’s standard attack, they must spend a Hope or become Memory-Drained until they make a make a Knowledge Roll (17). While Memory-Drained, they can’t use Experiences.

Dreamstuff – Passive: The Dreamling has resistance to physical damage.

Horde (1d6+4) – Passive: When the Pack has marked half or more of their HP, their standard attack deals 1d6+4 physical damage instead.

Laid Bare – Passive: Creatures Restrained by the Dreamlings take double damage from attacks by other adversaries.

Sleep Paralysis – Reaction: Make an attack against a target within Melee range. On a success, the target takes no damage freezes in place, becoming Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Pack takes Major or greater damage.

 

Duelist

Tier 3 Solo; Difficulty 18

A professional sword-fighter who fights for glory, honor, and fame (and money).

Motives & Tactics: Be honorable, fight, study opponent

Experience: Witty Repartee +2

Thresholds: 18/30

HP: 10 – OOOOO OOOOO

Stress: 6 – OOOOO O

ATK: +7

Rapier: Melee | 3d10+10 phy

Features

Relentless (3) – Passive: The Duelist can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Size Up – Action: Spend a Fear to study an opponent within Close range. On their next attack against that opponent, the Duelist has advantage on their roll.

Feint – Action: Mark a Stress to make a standard attack against a target within Melee range with advantage. On a success, deal direct damage.

Parry – Reaction: When the Duelist is hit by an attack made from within Melee range that would inflict physical damage, mark 2 Stress to force the attacker to reroll their Fear die.

Disarm – Reaction: If a PC attacks the Duelist from within Melee range and fails with Fear, spend a Fear to disarm them and cause them to be Vulnerable until the equip a weapon.

Momentum – Reaction: When the Duelist makes a successful attack against a PC, you gain a fear.

Riposte – Reaction: When a creature attacks the Duelist while within Melee range and misses, spend a Fear to make a standard attack against that target.

 

Firebrand

Tier 3 Leader; Difficulty 18

A proud rebel against a tyrannical force.

Motives & Tactics: Destroy the oppressors, gather the people, make sacrifices

Experience: Inspire +3

Thresholds: 20/38

HP: 8 – OOOOO OOO

Stress: 6 – OOOOO O

ATK: +6

Longsword: Melee | 3d10+2

Features

Explosives – Action: Mark a Stress to reveal an explosive trap set anywhere on the battlefield by the Firebrand. Make an attack with advantage against all targets within Very Close range. Targets the explosion succeeds against take 2d8+8 magic damage and are knocked back to Far range, and the area is set On Fire.

Inspiring Actions – Action: Mark a Stress to move into Melee range of an ally and make a standard attack against a target within Very Close range. On a success, deal 3d8+4 physical damage and the ally can clear a Stress.

Rally For The Cause – Action: Once per scene, spend a Fear to spotlight all allies within Far range. Attacks they make while spotlighted in this way deal half damage.

Vox Populi – Action: Spend 2 Fear to spotlight the Firebrand and up to 2d4 allies within Far range.

Momentum – Reaction: when the Firebrand makes a successful attack against a PC, you gain a Fear

 

Flowertrap Plant

Tier 3 Bruiser; Difficulty 17

A Venus fly trap plant that is as large as a small tree, but far more mobile.

Motives & Tactics: Hide in plain sight, pummel, swallow whole

Experience: Camouflage +3, Tremor Sense +2

Thresholds: 20/38

HP: 10 – OOOOO OOOOO

Stress: 4 – OOOO

ATK: +5

Branch: Very Close | 3d6+10

Features

Relentless (2) – Passive: The Flowertrap can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Slow-Moving – Passive: The Flowertrap can only move up to Very Close range as their normal movement.

Branch Slam – Action: Spend a Fear to slam a target that the Flowertrap has Restrained into the ground. The target takes 3d10+4 physical damage and is no longer Restrained, but is knocked down and Vulnerable until their next action.

Grab On – Action: Make a standard attack against a target. On a success, the target takes no damage but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Flowertrap takes Major or greater damage.

Swallow Whole – Action: Mark a Stress and make an attack against a target within Very Close range. On a success, the target takes 2d10+8 physical damage, is Swallowed by the Flowertrap, Restrained, and must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the target succeeds on a Strength Roll (20), or if the Flowertrap takes Severe damage, the target is freed.

Deadly Defense – Reaction: When the Flowertrap has marked 6 or more of their HP, spend a Fear to emit a sickening orange-ish fog in front of the Flowertrap within Close range. All targets in this area must make an Agility Reaction Roll or take 4d6+3 physical damage and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP and you gain a Fear. Additionally, the fog hangs in the air until the end of the scene. The area is heavily obscured. All creatures other than the Flowertrap who move through the area take 1d10 physical damage.

 

Flying Eye

Tier 3 Minion; Difficulty 16

A bat-winged eye with a dangerous stare and iron-edged wings

Motives & Tactics: Fire eye rays, fly, hunt, poison, protect flock

Experience: Shifting Camouflage +3

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +3

Wing Slash: Melee | 8 phy

Features

Minion (8) – Passive: The Flying Eye is defeated when they take any damage. For every 8 damage a PC deals to the Eye, defeat an additional Minion within range the attack would succeed against.

Double Strike – Action: Mark a Stress to make a standard attack against two targets within Melee range.

Eye Ray – Action: Spend a Fear to make an attack against a target within Far range. On a success, deal 3d10+6 magic damage, and the target must make a Strength Reaction Roll or become Poisoned. While Poisoned, the target must succeed on an Agility Roll to move farther than Melee range, and each time they roll with Fear, they must mark a Stress.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Flying Eyes within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 8 physical damage each. Combine this damage.

 

Golem

Tier 3 Bruiser; Difficulty 18

A powerful construct sculpted from clay and stone and infused with divine magic.

Motives & Tactics: Destroy target, obey orders, perform duties

Thresholds: 25/40

HP: 10 – OOOOO OOOOO

Stress: 5 – OOOOO

ATK: +8

Great Fists: Melee | 3d10+6 phy

Features

Divine Power – Passive: The Golem’s attacks deal direct damage.

Rend and Crush – Passive: If a target damaged by the Golem doesn’t mark an Armor Slot to reduce the damage, they must mark a Stress.

Momentum – Reaction: When the Golem makes a successful attack against a PC, you gain a fear.

Slow – Passive: When you spotlight the Golem and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the Golem and they have a token on their stat block, clear the token and they can act.

Unstoppable – Passive: The Golem has resistance to all damage. If the golem takes magic damage, you can choose one of the following: the Golem clears a Stress; if the Golem doesn’t have a token on their stat block, put one there; gain a Fear.

Double Strike – Action: Mark a Stress to make a standard attack against two PCs within Melee range.

Trample – Action: Mark a Stress to make an attack against all targets in the Construct’s path when they move. Targets the Golem succeeds against take 3d4+1 damage.

 

Greater Air Elemental

Tier 3 Standard; Difficulty 18

A living tornado, taller than a house; glowing spots deep within its body indicate its eyes

Motives & Tactics: Alter the weather, cause chaos

Thresholds: 17/30

HP: 5 – OOOOO

Stress: 5 – OOOOO

ATK: +5

Wind Blast: Far | 3d6+6 phy

Features

Airy Form – Passive: The Elemental has resistance to physical damage. Mark a Stress to move up to Close range through tiny holes and thin cracks.

Flying – Passive: While flying, the Elemental has a +3 bonus to their Difficulty.

Invisible – Passive: The Elemental is Invisible, and while Invisible, they are Hidden. Place three tokens on this statblock. Each time they take an action or a PC attacks them and succeeds with Hope, remove a token. When the last token is removed, the Elemental becomes visible. Spend a Fear to make them Invisible again.

Reflect Missiles – Passive: If the Elemental is attacked by a physical weapon from Close or farther range, roll a number of d6s equal to the Elemental’s number of unmarked Stress. If any of these dice show a result of 5 or 6, the missile is reflected and targets another creature within Very Close range of the Elemental instead.

Carry Away – Action: Spend 3 Stress to choose a target in Very Close range. The target must make a Strength Reaction Roll. On a failure, both the creature and the Elemental move up to Far distance.

Whirlwind – Action: Spend a Fear to throw a line of blasting air at any number of targets in a line up to Far range. All targets must succeed on a Strength Reaction Roll or take 3d12+2 physical damage and be knocked over, making them Vulnerable until they next act.

Momentum – Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.

 

Greater Ice Elemental

Tier 3 Standard; Difficulty 17

A hulking mass of snow and ice that trails flurries behind it.

Motives & Tactics: Freeze everything, slow things down

Experience: Throw +2

Thresholds: 20/33

HP: 8 – OOOOO OOO

Stress: 3 – OOO

ATK: +6

Frozen Fist: Very Close | 3d8+3 phy

Features

Chilling Fog – Action: (Countdown Loop 1d4): When the Elemental takes damage for the first time, activate the countdown. When it triggers, the Elemental breathes a thick, freezing fog on all targets in front of them up to Far range. Each target marks 1d4 Stress, and is temporarily Chilled until they make a successful Strength Roll (20). While Chilled, they must mark a Stress whenever they make an Agility or Finesse action roll.

Icy Boulder – Action: Mark a Stress to fire heavy shards of ice at all targets in front of the Elemental within Far range. Make an attack against these targets. Targets the Elemental succeeds against take 3d10+1 physical damage. If they succeed against more than one target, you gain a Fear.

Flash-Freeze – Reaction: When the Elemental takes damage from an attack within Very Close range, you can spend a Fear to force the attacker to make an Agility Reaction Roll. On a failure, they begin to turn to ice, marking an HP and starting a Frozen Countdown (4). The countdown ticks down when the Elemental is attacked. When it triggers, the target must make a death move. If the Elemental is defeated, all frozen countdowns end.

Momentum – Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear.

 

Green Creeper

Tier 3 Standard; Difficulty 15

A bloated, mobile, thorn-covered plant that grows out of the corpse of another creature.

Motives & Tactics: Grab prey, implant seeds, make corpses

Experience: Camouflage +3

Thresholds: 16/28

HP: 6 – OOOOO O

Stress: 5 – OOOOO

ATK: +2

Thorn-Tooth Bite: Very Close | 3d8+2 phy

Features

Homogenous – Passive: The Green Creeper is resistant to physical damage.

Grab and Drag – Action: Make an attack against a target within Far range. On a success, spend a Fear to pull them into Very Close range, deal 3d6+2 physical damage, and Restrain them until the Defender takes Severe damage.

Implant – Action: Mark 2 Stress to choose a target that is Restrained by the Green Creeper and bite it. The creature takes 1d6+2 damage and is forced to make an Agility Reaction Roll. On a failure, the Green Creeper Implants a seed, the target marks an HP, and starts an Implantation Countdown (2d6). The countdown ticks down when the target takes a long rest. Each time it ticks down, the target must mark an HP, which can’t be be unmarked as long as the seed remains Implant. When it triggers or the target marks their last HP, a new Green Creeper emerges and the target must make a death move. A Knowledge (20) roll can be made to remove the seed, clearing the condition; doing so causes the target to mark 1d4 HP.

 

Hag

Tier 3 Leader; Difficulty 19

Unnatural beings that look like wretched, weathered humanoids; they use strange magics and make enticing deals

Motives & Tactics: Be creepy, lure the unwary, make deals, scheme, use magic

Experience: Magical Knowledge +3

Thresholds: 22/36

HP: 8 – OOOOO OOO

Stress: 7 – OOOOO OO

ATK: +6

Blighted Staff: Far | 3d10+2 mag

Features

Mimicry – Passive: The Hag can mimic voices and sounds they have heard. A creature can make an Instinct or Knowledge Reaction Roll to know that the Hag’s mimicry isn’t real. Spend a Fear to make the Cave Devil’s voice appear to have originated anywhere within Close range.

Do My Bidding – Action: Twice per scene, summon a cave ogre, minor demon, sylvan soldier, tangle bramble swarm, or similar Tier 1 adversary. The creature is allied with the Hag, appears at Close range, is immediately spotlighted, and has advantage on their first attack roll.

Evil Eye – Action: Choose a target within Far range and temporarily Curse them. While the target is Cursed, you can mark a Stress when that target rolls with Hope to make the roll be with Fear instead.

Iron Teeth and Claws – Action: Make an attack against a target within range. Deal 3d6+8 phy damage, and the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Spirit Minions – Action: Make an attack roll against a target within Close range to send spirits flying towards them. On a success, spend a Fear to deal 3d4+4 magic damage and Haunt them until their next rest or they succeed on a Knowledge roll (17). While Haunted, if the target rolls a failure with Fear, they lose a Hope.

Shapechange – Action: Mark a Stress to transform into a humanoid. While in this form, they can’t use their Do My Bidding, Evil Eye, or Iron Teeth and Claws actions. The Hag stays in this form until they choose to drop it or they take Major or greater damage.

Momentum – Reaction: When the Hag makes a successful attack against a PC, you gain a Fear.

 

Harbinger Ghost

Tier 3 Ranged; Difficulty 17

An insubstantial, glowing figure, forever doomed to appear before tragedy strikes. They wail at the misfortune to come, but their warning causes doom to those who hear it.

Motives & Tactics: Move through objects, pronounce doom, wail

Thresholds: 12/25

HP: 4 – OOOO

Stress: 3 – OOO

ATK: +6

Heart-Piercing Scream: Far | 3d10+3 mag

Features

Bound – Passive: The Harbinger is Bound to something—a site where a disaster is going to occur, or to a person who is going to die—and cannot move more than Very Far range from it.

Ghost – Passive: The Harbinger has resistance to all damage. Mark a Stress to move up Close range through solid objects.

Omen of Death – Rection: When a PC fails a roll with Fear while within Close range of the Harbinger, mark a Stress to force them to make an Instinct Reaction Roll. On a failure, they become Vulnerable as horror clenches at their chest, and they must mark a Stress. Start a Doom Countdown (2d4). This countdown ticks down when any PC rolls with Fear. When it triggers, the target immediately marks all cleared HP, but can reduce the number of HP marked this way by spending any number of Hope. For each Hope spent in this way, reduce the number of HP marked by 1.

Horrific Face – Action: When the Harbinger takes damage from an attack within Close range, you can spend a Fear to force the target to make an Instinct Reaction Roll. On a failure, the target is Terrified, and while so, can’t act except to flee the battle or try to shake off their fear with a successful Insight Roll. Additionally, whenever you spend Fear, the target must mark Stress. This effect lasts until the Harbinger is defeated or the target takes a rest.

 


Herald of the Fallen

Tier 3 Leader; Difficulty 17

A high-ranking cultist with a close connection to their patron.

Motives & Tactics: Curse the unfaithful, use magic, worship Forgotten Gods

Experience: Fallen Lore +4, Rituals +3

Thresholds: 18/40

HP: 10 – OOOOO OOOOO

Stress: 6 – OOOOO O

ATK: +6

Twisted Staff: Far | ATK +6+ | 3d10+1 mag

Features

Relentless (2) Passive: The Herald can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

The Hand Of Our Patron – Passive: Allies of the Herald within Close range of them cannot be made Vulnerable.

Avatar – Action: Once per scene, spend 2 Fear to transform into a shape similar to that of the Herald’s patron. They immediately clear a HP and a Stress, gain resistance to all damage. While flying, they gain a +2 bonus to their difficulty. The Herald can stay in this form until they choose to drop it or they take Major or greater damage.

Doomsday – Action: Countdown (2d6). Activate when the Herald first marks Severe damage, and it counts down whenever they or an ally take damage. When it triggers, the environment begins shaking and burning with magical energy and structures and other objects begin to collapse. Each target within Close range of the Herald must make an Agility Roll. Targets who fail take 1d10+6 direct physical damage and are Restrained by the rubble until they break free with a successful Strength Roll. Targets who succeed take half damage. If the Herald is defeated the countdown ends.

Loyal Guards – Action: Once per scene, mark a Stress to summon 2d4 Tier 2 adversaries, who appear at Close range to enforce Herald’s will.

Pronounce Omen – Action: Spend a Hope and force a target within Far range to make an Instinct Reaction Roll or be temporarily Curse them. While the target is Cursed, they have disadvantage on all rolls, unless they spend a Hope first. They remain Cursed until the Herald marks their last HP or they succeed on a Spellcast Roll (20)

Momentum – Reaction: When the Herald makes a successful attack against a PC, you gain a Fear.

Summoning – Reaction: Once per scene, when the Herald marks 2 or more HP, you can mark a Stress to summon a Minor Demon who appears at Close range and is immediately spotlighted.

 

Huge Toxic Ooze

Tier 3 Skulk; Difficulty 15

A violently churning ooze that reeks of chemicals.

Motives & Tactics: Consume and multiply, creep around, corrupt

Thresholds: 17/32

HP: 8 – OOOO OOO

Stress: 4 – OOOO

ATK: +5

Ooze Appendage: Very Close | 3d6+5 mag

Features

Boiling Skin – Passive: When a PC takes standard damage from the ooze, they also mark 1d4 Stress.

Toxic Fumes – Passive: A creature that is within Very Close range to the ooze must make an Instinct Reaction Roll. On a failure, they are Nauseated until they roll with Hope. While Nauseated, they make Strength, Agility, and Finesse rolls at disadvantage.

Slow – Passive: When you spotlight the ooze and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the ooze and they have a token on their stat block, clear the token and they can act.

Toxic Spit – Action: Make an attack against a creature within Far range. On a success, deal 1d6+2 magic damage, and a blob of the gunk Adheres to the target. When the target acts while this gunk is Adhered, they must take an extra 1d8 magic damage if it is still Adhered at the end of their action.

Split – Reaction: When the ooze has 3 or more HP marked, you can spend a Fear to split them into two Toxic oozes (with no marked HP or Stress). Immediately spotlight both of them.

 

Huge White Ooze

Tier 3 Skulk; Difficulty 14

A boulder-sized mound of mobile ice.

Motives & Tactics: Consume and multiply, envelop, freeze things

Experience: Camouflage +3

Thresholds: 15/27

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +1

Ooze Appendage: Very Close | 3d6+5 mag

Features

Slow – Passive: When you spotlight the ooze and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the ooze and they have a token on their stat block, clear the token and they can act.

Envelop – Action: Make an attack against a target within Melee range. On a success, the ooze Envelops them and the target must mark 2 Stress. While Enveloped, the target must mark an additional Stress every time they make an action roll. Start a Flash-Freeze Countdown (4). This countdown ticks down when the ooze is attacked. When it triggers, the target must make a death move, but will be Frozen Solid instead of dying. When the ooze takes Severe damage, all Enveloped targets are freed, the condition is cleared, and the countdown is ended.

Frostbite – Action: Make an attack against a target within Very Close range. On a success, the target takes 1d6+2 magic damage and is temporarily Chilled until they make a successful Strength Roll (15). While Chilled, they must mark a Stress whenever they make an Agility or Fitness action roll.

Frozen Aura – Reaction: When a creature within Melee range deals damage to the ooze, the creature takes 2d6 direct magic damage.

Split – Reaction: When the ooze has 3 or more HP marked, you can spend a Fear to split them into two White oozes (with no marked HP or Stress). Immediately spotlight both of them.

 

Hydriad

Tier 3 Leader; Difficulty 17

Sometimes called a nereid or naiad, this is a powerful water spirit who ensure their territory’s waters are clean. They often demand tribute from sailors—or simply view them all as enemies.

Motives & Tactics: Capsize, drown, repel, rescue

Experience: Sea Knowledge +4

Thresholds: 18/36

HP: 6 – OOOOO O

Stress: 5 – OOOOO

ATK: +5

Trident: Melee | 2d10+1 phy

Features

Hold Fast – Passive: Creatures Restrained by the Hydriad take double damage from attacks by other adversaries.

One With Water – Passive: While underwater, the Hydriad can choose to be Hidden.

Drowning Touch – Action: Mark a Stress to make an attack against all targets within Very Close range. Targets the Hydriad succeeds against become Restrained and Vulnerable as they begin to drown. A target can break free, ending both conditions, with a successful Strength or Instinct Roll.

Water Whip – Action: Make an attack against a target within Close range. On a success, spend a Fear to pull them into range, deal 2d8 physical damage, and Restrain them until they succeed on a Strength Roll or the Hydriad takes Major or greater damage.

Blood in the Water – Reaction: When a creature within Close range of the Hydriad marks HP from physical damage, spend 2 Fear to spotlight all allies within range that are in the water. Attacks they make while spotlighted in this way deal half damage.

 

Iron Brute

Tier 3 Bruiser; Difficulty 16

Constructs of unknown origin, Iron Brutes are shaped vaguely like great bulls or boars made of spiked plates of rusting iron.

Motives & Tactics: Crush, destroy, wander

Thresholds: 18/35

HP: 7 – OOOOO O

Stress: 4 – OOOO

ATK: +5

Horns and Tusks: Melee | 3d10+5

Features

Unstoppable Force – Passive: The Iron Brute’s attacks deal direct damage.

Metal Plated – Passive: When the Iron Brute takes physical damage, reduce it by 3.

Overwhelming Force – Passive: Targets who mark HP from the Iron Brute’s standard attack are knocked back to Very Close range and must make an Agility Reaction Roll or be knocked down and become Vulnerable until they next act.

Ramp Up – Passive: You must spend a Fear to spotlight the Iron Brute. While spotlighted, they can make their standard attack against all targets within range.

Momentum – Reaction: When the Iron Brute makes a successful attack against a PC, you gain a Fear.

 

Lampades

Tier 3 Leader; Difficulty 17

An underworld spirit who tends to both the beauty of deep caverns and to the souls of the dead.

Motives & Tactics: Call spirits, preserve balance, usher souls

Experience: Knowledge of the Dead +4

Thresholds: 18/36

HP: 5 – OOOOO

Stress: 4 – OOOO

ATK: +4

Crystal Darts: Far | 3d10+1 phy

Features

Death Comes For All – Action: Once per scene, spend 2 Fear to attack a target within Far range. If that target fails an Instinct Roll, they must immediately mark all cleared HP, but can spend any number of Hope to reduce the number of HP marked by an equal number.

Seize Bones – Action: Mark a Stress to make an attack against a target within Close range. On a success, deal 3d6+8 physical damage and the target is Vulnerable and Restrained until they break free with a successful Instinct or Presence Roll.

Summon Spirits – Action: Spend a Fear to cause three Manes (q.v.) Minions to rise from the ground. They appear at Close range and immediately take the spotlight.

The Cycle of Life – Reaction: When an ally dies within Close range, you can spend a Fear to clear 2 HP and 2 Stress as the Lampades reabsorbs the ally’s life force.

Manes

Tier 3 Minion; Difficulty 14

A dark, languid, nearly featureless spirit and also called a Lemure or Lares, they are either a soul that has escaped from the afterlife and now wanders aimlessly, or an extension of the will of the (usually evil) being that created them. Slaying one merely causes them to discorporate for a time.

Motives & Tactics: Seek life, shun light, tear and rend, wander

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +0

Grasping Hands: Melee | 6 mag

Features

Bound By Darkness – Passive: The Manes can’t enter areas that are brightly lit.

Minion (8) – Passive: The Manes is defeated when they take any damage. For every 8 damage a PC deals to the Manes, defeat an additional Minion within range the attack would succeed against.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Manes within close range of them. Those minions move into Melee range of the target and make one shared attack roll. On a success, they deal 6 magic damage. Combine this damage.

Blood is Life – Passive: When a PC marks HP from an attack by the Manes, they lose a Hope and you gain a Fear.

 

Manticore

Tier 3 Solo; Difficulty 18

A very large red lion with a simian face, dragon wings, and an iron-spiked tail. They love little more than to devour humanoid flesh.

Motives & Tactics: Defend territory, envenom, fly, monologue, stalk

Experience: Keen Senses +2, Local Knowledge, Track +2

Thresholds: 22/34

HP: 10 – OOOOO OOOOO

Stress: 7 – OOOOO OO

ATK: +7

Bite and Claws: Melee | 3d8+8 phy

Features

Flying – Passive: While flying, the Manticore has a +2 bonus to their Difficulty.

Rows Of Teeth – Passive: If a target damaged by the Manticore’s standard attack doesn’t mark an Armor Slot to reduce the damage, they must mark a Stress.

Tail Spines – Action: Make an attack against a target within Far range. On a success, mark a Stress to deal 3d12+3 direct damage. If the target marks HP from this attack, they are Vulnerable and disadvantage on Agility Rolls until they clear at least 1 HP.

Trumpeting Call – Action: Mark a Stress to let out a powerful yet musical roar towards all targets in front of it within Close range. Those targets lose a Hope.

Double Claw – Reaction: After the Manticore makes a standard attack, you can mark a Stress to make an additional standard attack. If both attacks target the same creature, combine the damage.

 

Mekhos

Tier 3 Solo; Difficulty 18

A nightmare construction of magic, clockwork, and steam, powered by a stolen soul

Motives & Tactics: Destroy, smash target, ease pain

Thresholds: 22/40

HP: 10 – OOOOO OOOOO

Stress: 5 – OOOOO

ATK: +6

Built-In Axes: Melee | 3d12+6

Features

Metal Encasement – Passive: When the Mekhos takes physical damage, reduce it by 3.

Ramp Up – Passive: You must spend a Fear to spotlight the Mekhos. While spotlighted, they can make their standard attack against all targets within range.

Relentless (2) – Passive: The Mekhos can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Chest Canon – Action: Spend a Fear to introduce a d6 Canon Die. When the Mekhos is in the spotlight, roll this die. On a result of 5 or higher, all targets in front of the Mekhos within Close range must succeed on an Agility Reaction Roll or take 2d8 physical damage.

Death Burst – Reaction: When the Mekhos marks their last HP, the magic powering them ruptures in an explosion of force. Make an attack with advantage against all targets within Very Close range. Targets the Mekhos succeeds against take 3d20 magic damage.

Lightning Aura – Reaction: If an attacker within Very Close range when the Mekhos marks 2 or more HP**, spend a Fear** to deal **3d6+**6 magical damage to the attacker.

Momentum – Reaction: When the Mekhos makes a successful attack against a PC, you gain a Fear.

Rampaging Fury – Reaction: When the Mekhos marks 3 or more HP, they can rampage. Move the Mekhos to a point within Close range and deal 4d8+4 direct physical damage to all targets in their path.

 

Naga

Tier 3 Solo; Difficulty 16

Giant serpents with human-like heads. They act as guardians of places and things sacred to the Gods and Divinities.

Motives & Tactics: Discourage trespassers, protect, seek vengeance, swallow whole, swim

Experience: History +3, Religion +4

Thresholds: 21/32

HP: 9 – OOOOO OOOO

Stress: 7 – OOOOO OO

ATK: +6

Bite: Very Close | 3d10+9

Features

Relentless (2) – Passive: The Naga can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Constrict – Action: Make an attack against a creature within Melee range. On a success, the target takes no damage, but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Naga takes Severe damage.

Hypnotic Gaze – Action: Look into the eyes of a creature with Close range and spend a Fear to force the target to make an Instinct Reaction Roll or become Hypnotized until they mark 2 Stress. While Entranced, the target can’t act and is Vulnerable.

Shapechange – Action: The Naga can transform into a humanoid or into a normal-sized snake. Choose the Striking Serpent beastform option from the Druid class and mark a Stress to transform. The Naga gains the damage (proficiency of 2) and features of that animal. The beastform’s advantages are treated as Experiences for the Naga, and their Difficulty increases by an amount equal to that beastform’s Evasion bonus. While in this form, they can’t use their Constriction, Hypnotic Gaze, or Swallow Whole actions and they can’t hold objects. The Naga stays in this form until they choose to drop it or they take Major or greater damage.

Squeeze – Action: Mark a Stress to deal 4d6+4 physical damage to a creature the Naga has Restrained.

Swallow Whole – Action: When a PC moves within Melee range, you can spend a Fear to make an attack against them. On a successful attack, the target is Swallowed. While Sweallowed, a creature is Restrained and can only take actions to attack the Naga. The Naga disgorgest all Swallowed creatures when they take major damage.

Venomous Spit – Action: Make an attack against a target within Close range. On a success, spend a Fear to deal 3d4+3 physical damage, cause the target to mark a Stress, and Blind them until their next rest or they clear 1 HP. While Blinded, all creatures are Hidden to them.

Momentum – Reaction: When the Naga makes a successful attack against a PC, you gain a Fear.

 

Omniscis

Tier 3 Leader; Difficulty 17

A hideous amalgam of humanoid and any of a dozen types of aquatic life. They mind-control land-dwellers into being their servitors.

Motives & Tactics: Control, gather resources, scheme, sacrifice slaves, swim

Thresholds: 17/25

HP: 8 – OOOOO OOO

Stress: 5 – OOOOO

ATK: +3

Fishy Claws: Melee | 3d8+10 phy

Features

Relentless (2) – Passive: The Omniscis can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Constrict – Action: Make an attack against a creature within Melee range. On a success, the target takes no damage, but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Omniscis takes Severe damage.

Constriction – Action: mark a Stress to deal 3d8+12 physical damage to a creature the Omniscis has Restrained.

Domination – Action: Spend a Fear to affect a target within Far range. The target must succeed on an Instinct Reaction Roll or become Entranced until they mark 2 Stress. While Entranced, the target can’t act except to follow the Omniscis’s orders, and is Vulnerable, but is capable of breathing under water.

Squeeze – Action: Mark a Stress to deal 3d4+4 physical damage to a creature the Omniscis has Restrained.

Demand Obedience – Action: Spend a Fear to order an Entranced target to make an attack.

 

Ophidemon

Tier 3 Solo; Difficulty 17

A six-eyed, serpentine, saw-scaled, anti-magic demon.

Motives & Tactics: Cause infighting, stay invisible,

Experience: Arcane Lore +4

Thresholds: 22/38

HP: 10 – OOOOO OOOOO

Stress: 6 – OOOOO O

ATK: +7

Tail Slap: Close | 3d10+8 phy

Features

Anti-Magic – Passive: The Ophidemon has resistance to magic damage.

Relentless (3) – Passive: The Ophidemon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Constrict – Action: Make an attack against a creature within Melee range. On a success, the target takes no damage, but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Ophidemon takes Severe damage.

Disjunctive Bite – Action: Make an attack against a target within Close range. On a success, spend a Fear to deal 3d12 physical damage and Poison them until their next long rest or they succeed on a Knowledge Roll (20). While Poisoned, when the target rolls with Fear, they must mark a Stress. Additionally, if the target is a PC, they must spend 2 Hope or you may choose one of their domain cards and return it to their Vault.

Invisibility – Action: Once per scene, spend a Fear to become Invisible. While Invisible, the Ophidemon is Hidden. Place three tokens on this statblock. Each time they take an action or a PC attacks them and succeeds with Hope, remove a token. When the last token is removed, the Ophidemon becomes visible.

Squeeze – Action: Mark a Stress to deal 2d8+4 physical damage to a creature the Ophidemon has Restrained.

Redirect Magic – Reaction: When a PC with a Spellcast trait attempts to cast a spell, spend a Fear to make an attack against them. On a success, the spell affects a creature of the Ophidemon’s choice and the target marks 1d4 Stress and loses a Hope.

 

Oracle

Tier 3 Social; Difficulty 17

A shroud-covered figure whose clouded eyes are focused elsewhere in time and space.

Motives & Tactics: Arange situations, interpret omens, see the future

Experience: Read Omens +4

Thresholds: 15/26

HP: 5 – OOOOO

Stress: 3 – OOO

ATK: +2

Sacrificial Knife: Melee | 3d7+8 mag

Features

True Sight – Passive: Creatures cannot be Hidden to an Oracle, and they can see through illusions. Spend a Fear to see through a wall.

Weal Or Woe – Action: Once per day, a PC can request the Oracle perform an act of divination and determine whether an upcoming event or situation will be fortunate or unfortunate. The PC may spend one or more bags of gold and an equal number of Hope (maximum of 3) when making this request. Give the PC one token per bag of gold and Hope spent. At any time, they can spend a token to turn a failure they rolled into a success, or a roll they made with Fear into a roll with Hope, as long as the roll is connected to the original question in some way. A PC can only ask about a specific event or situation once; any subsequent questioning will not give the PC any additional tokens.

Secret Knowledge – Reaction: When the Oracle sees a mortal creature for the first time, mark a Stress to force the target to make an Instinct Reaction Roll. On a failure, they lose a Hope and Oracle knows one of their secrets.

 

Oread

Tier 3 Leader; Difficulty 19

A stone-spirit that embodies an entire mountain range.

Motives & Tactics: Dispense wisdom, drive out, protect the mountain’s resources

Experience: Earthen Knowledge +4

Thresholds: 25/40

HP: 8 – OOOOO OOO

Stress: 5 – OOOOO

ATK: +6

Levitated Boulders: Far | 2d10+8 phy

Features

Stonestrider – Passive: The Oread can move through stone and earth as easily as air. While within stone or earth, they are Hidden and immune to all damage.

Awaken Mountain – Action: Spend a Fear to cause a Greater Earth Elemental to rise out of the ground. They appear at Close range and immediately take the spotlight.

Earth Eruption – Action: Mark a Stress to cause the ground to explode. All creatures within Close range must succeed on an Agility Reaction Roll or take 2d8+2 physical damage be knocked over, making them Vulnerable until they next act. Targets who succeed take half damage.

Fossilize – Rection: When the Oread or one of their allies takes damage from an attack within Close range, you can spend a Fear to force the attacker to make an Instinct Reaction Roll. On a failure, they begin to turn to stone, marking a HP and starting a Petrification Countdown (4). This countdown ticks down when the Oread is attacked. When it triggers, the target must make a death move. If the Oread is defeated, all petrification countdowns end.

 

Púca

Tier 3 Solo; Difficulty 18

Mischievous (but generally benign) fae shapechangers, tricksters, and gaslighters.

Motives & Tactics: Confuse, give advice, have fun, play tricks

Experience: Trickster +3, Wise +3

Thresholds: 20/30

HP: 10 – OOOOO OOOOO

Stress: 6 – OOOOO O

ATK: +4

Shillelagh: Melee | 3d12+4 phy

Features

Relentless (3) – Passive: The Púca can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Fumble – Action: When a PC within Close range rolls with Hope, mark a Stress to cause them to roll with Fear instead.

Here, There, and Everywhere – Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range. The Púca may choose a target within Very Close range to teleport with them. If the target fails an Instinct Reaction Roll, they must mark 2 Stress and are teleported, making them temporarily Vulnerable. On a success, the target must mark a Stress.

Invisibility – Action: Spend a Fear to become Invisible. They may choose any number of other creatures to be able to see them. While Invisible, the Púca is Hidden. Place three tokens on this statblock. Each time the Púca takes an action or a PC attacks them and succeeds with Hope, remove a token. When the last token is removed, the Púca becomes visible. Optionally, spend a Fear and choose a target within Very Close range. The target must make an Instinct Reaction Roll or become Invisible until they take a long rest or the Púca ends the condition. The Púca can choose for the Invisible target to be Inaudible as well.

Little Magics – Action: The Púca creates an audible or visual illusion within Far range that lasts until the Púca takes any damage, chooses to dispel it, or the illusion is touched by an object made of iron. The Púca can choose to make the illusion detectable by only specific individuals. Once per scene, spend a Fear to force each creature within Close range to make an Instinct or Knowledge check. A PC that fails loses a Hope. If the illusion is visual, it can be no larger than a large horse. It holds up to scrutiny until an observer is within Melee range and attempts to interact with it.

Shapechange – Action: The Púca can turn into an animal that looks either mundane or magical (their choice each time they transform) or into a humanoid with animal like ears, eyes, and/or tails. Choose any Tier 1 or 2 beastfor options from the Druid class and mark a Stress to transform. The Púca gains the damage (proficiency of 3) and features of that animal. The beastform’s advantages are treated as Experiences for the Púca, and their Difficulty increases by an amount equal to that beastform’s Evasion bonus. While in this form, they can’t use their Fumble or Here, There, and Everywhere actions or Hangover reaction, and they can’t hold objects. The Púca stays in this form until they choose to drop it or they take Major or greater damage.

Hangover – Reaction: When the Púca takes damage from an attack within Close range, mark a Stress to deal an amount of magic damage to the attacker equal to half the damage they dealt.

 

Quake-Maker

Tier 3 Bruiser; Difficulty 18

A two-legged sauropod that blends into trees and can create violent earthquakes.

Motives & Tactics: Hide, howl, pummel, stomp

Experience: Camouflage +2

Thresholds: 25/40

HP: 10 – OOOOO OOOOO

Stress: 4 – OOOO

ATK: +4

Bite: Close | 3d20 phy

Features

Earthquake – Action: Countdown (1d4 Loop). When the Quake-Maker is first spotlighted, begin the Countdown. When it triggers, the Quake-Maker stomps its feet and bellows, causing an earthquake. The results depend on how many times the Countdown has looped:

  • First Loop: All targets within Very Close range who fail a Strength Reaction Roll take 3d4+4 physical damage and are knocked down and are Vulnerable until they next act.
  • Second Loop: All targets within Close range who failed their Strength Reaction Roll (19) take 3d6+6 physical damage, and targets who marked an HP are Deafened until they clear an HP.
  • Third Loop: All targets within Far range who failed their Strength Reaction Roll (20) take 3d8+8 physical damage, and targets who rolled with Fear are Restrained by rubble until they break free with a successful Strength or Agility roll.

            If the Quake-Maker is defeated while this countdown is active, trigger the countdown immediately as the destruction caused by their death throes.

Tail Slap – Action: Make an attack against all creatures to the rear of the Quake-Maker that are within Close range. Targets the Quake-Maker succeeds against take 2d12+6 physical damage and are knocked back to Far range. Each target knocked back this way must mark a Stress.

Momentum – Reaction: When the Quake-Maker makes a successful attack against a PC, you gain a Fear.

Rampaging Fury – Reaction: When the Quake-Maker marks 3 or more HP, they can rampage. Move the Quake-Maker to a point within Close range and deal 3d10 direct physical damage to all targets in their path.

 

Rapacious Mud

Tier 3 Solo; Difficulty 18

A living bog with delusions of grandeur that greedily sucks their enemies into their body.

Motives & Tactics: Entice, demand respect, drown, lord over others

Experience: Manipulate +3, Tremor Sense +2

Thresholds: 22/38

HP: 10 – OOOOO OOOOO

Stress: 6 – OOOOO O

ATK: +5

Muddy Appendage: Close | 3d10+8

Features

Homogenous Body – Passive: The Rapacious Mud has resistance to physical damage.

Insinuating Touch – Passive: If a creature comes within Very Close range of the Rapacious Mud, Spend a Fear to force them to make an Instinct Reaction Roll or become Lethargic until they spend 2 Hope. While Lethargic, the target must mark a Stress before they can take an action, is Restrained and Vulnerable, and is pulled into the Rapacious Mud’s body and begins drowning. If the target breaks the Entranced condition, they can begin to attempt to break free, ending both conditions, with a successful Strength or Instinct Roll.

Muddy Ground – Passive: The ground around the Rapacious Mud out to Close range is muddy terrain that is difficult to navigate.

Relentless (2) – Passive: The Rapacious Mud can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Slow – Passive: When you spotlight the Rapacious Mud and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the Rapacious Mud and they have a token on their stat block, clear the token and they can act.

Constrict – Action: Make an attack against a creature within Very Close range. On a success, the target takes no damage, but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Rapacious Mud takes Severe damage.

Squeeze – Action: Mark a Stress to deal 3d4+4 physical damage to a creature the Stupor Snake has Restrained.

Bud Off – Reaction: When the Rapacious Mud marks an HP, mark a Stress to create two Mudlings, who appear within Very Close range and are immediately spotlighted.

Momentum – Reaction: When the Rapacious Mud makes a successful attack against a PC, you gain a Fear.

 

Mudling

Tier 3 Minion; Difficulty 14

A vaguely humanoid mix of earth and water.

Motives & Tactics: Dig, obey master, swim, strangle

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +2

Muddy Appendage: Very Close | 7 phy

Features

Earthstrider – Passive: The Mudling can move through earth and mud (but not solid rock) as easily as air.

Mud In The Eyes – Action: Make an attack against a target within Far range. On a success, the target is temporarily Blinded. While Blinded, all creatures are Hidden to it.

Minion (8) – Passive: The Mudling is defeated when they take any damage. For every 8 damage a PC deals to the Mudling, defeat an additional Minion within range the attack would succeed against.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Mudlings within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 7 damage each. Combine this damage.

 

Ruin Elemental

Tier 3 Bruiser; Difficulty 16

A serpentine whirlwind of dust, ash, debris, and glowing embers that revels in destruction.

Motives & Tactics: Pummel, spread destruction, wreck

Thresholds: 20/38

HP: 9 – OOOOO OOOO

Stress: 4 – OOOO

ATK: +6

Catastrophic Blast: Close | 2d8+7 mag

Features

Fiery Reaction – Passive: When the Elemental takes Major or greater magical damage, all creatures withing Close range are hit by burning embers and flying debris, taking 3d10 physical damage.

Relentless (2) – Passive: The Elemental can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Rubble – Passive: When the Elemental’s Fiery Reaction or Rampaging Fury are triggered, all terrain in the area or path becomes difficult to move through, and objects and structures sustain damage or crumble.

Choking Doom – Action: Spend a Fear to make an attack against all targets within Very Close range. Targets the Elemental succeeds against become temporarily Blinded and Vulnerable as they begin choking. While Blinded, everything is Hidden to the target.

Draining Touch – Action: On a successful standard attack, mark a Stress to force a target who marks HP from this attack to lose a Hope and mark a Stress. The Elemental then clears an HP.

Momentum – Reaction: When the Elemental makes a successful attack against a PC, you gain a Fear

Rampaging Fury – Reaction: When the Elemental marks 2 or more HP, they can rampage. Move the Elemental to a point within Close range and deal 3d6+6 direct physical damage. If they succeed against more than one target, you gain a Fear.

 


Sidhe

Tier 3 Standard; Difficulty 16

Tall and beautiful immortal fey beings with a changeable and often inhuman mindset.

Motives & Tactics: Be changeable, be entertained, command lessers, punish the bothersome

Experience: Magical Knowledge +4, Manipulation +4, Natural Knowledge +4, Keen Senses +4

Thresholds: 19/33

HP: 9 – OOOOO OOOO

Stress: 6 – OOOOO O

ATK: +3

Enchanted Blade: Melee | 3d8+9 mag or phy

Features

Fae Luck – Passive: Twice per scene, spend a Fear to reroll the Sidhe’s action or reaction roll.

Fae Step – Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Close range.

Ironbane – Passive: The Sidhe has a supernatural allergy to iron. If injured by a weapon made of it, they mark a Stress and are Vulnerable until you spend a Fear to shake it off.

Relentless (3) – Passive: The Sidhe can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Bow and Alfshot – Action: Make an attack against a target within Far range. On a success, the target takes 2d10+10 physical damage. If the target marks an HP, spend a Fear to force the target to make an Instinct Reaction Roll. On a failure, they become Asleep until they take damage, or until 3d4 hours have passed. While Asleep, the PC can’t be spotlighted.

Charming Gaze – Action: Spend a Fear to look into the eyes of a target within Close range. They must succeed on an Instinct Reaction Roll or become Enchanted until they succeed on an Instinct or Knowledge Roll (18) or mark 2 Hope. While Enchanted, the target will take anything the Sidhe does in the best possible light.

Enticing Illusions – Action: Mark a Stress to create a temporary visual illusion that surrounds the Sidhe up to Far range and that lasts until the Sidhe takes Major or greater damage or chooses to dispel it. It holds up to scrutiny until an observer is within Melee range and makes a Knowledge Reaction Roll.

Shapechange – Action: The Sidhe can turn into an animal that looks either mundane or magical (their choice each time they transform) or into a humanoid. Choose up to three different beastform options from the Druid class (pick from Household Friend, Nimble Grazer, Pack Predator, Winged Beast, or Legendary Hybrid) and mark a Stress to transform into one of them. The Sidhe gains the damage (proficiency of 3) and features of that animal. The beastform’s advantages are treated as Experiences for the Sidhe, and their Difficulty increases by an amount equal to that beastform’s Evasion bonus. While in this form, they can’t use their Bow and Alfshot, Fae Step reaction, Charming Gaze or Enticing Illusions actions, or Curse of Mercurialness reaction, and they can’t hold objects. The Sidhe stays in this form until they choose to drop it or they take Major or greater damage.

Momentum – Reaction: When the Sidhe makes a successful attack against a PC, you gain a Fear.

Special: Courted Fey

Add one or more of these to represent a Sidhe who is a ranking member of a typical Sidhe court.

  • Seelie Court: Heart’s Desire – Action: Mark a Stress to force a target within Close range to make an Instinct Reaction Roll (20). On a failure, you gain a Fear and the Sidhe learns one of the target’s desires.
  • Unseelie Court: Sadistic Laughter – Reaction: When the Sidhe’s target marks 2 or more HP, you can mark a Stress to make all targets within Very Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.

 

Swamp Hulk

Tier 3 Bruiser; Difficulty 16

A giant amphibious beast with too many eyes and limbs

Motives & Tactics: Ensnare, hunger, pummel, swim

Thresholds: 18/28

HP: 10 – OOOOO OOOOO

Stress: 3 – OOO

ATK: +3

Limb Slap: Very Close | 3d10+4 phy

Features

Relentless (3) – Passive. The Swamp Hulk can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Great Leap – Action: Spend a Fear to leave into Melee range with a target who is within Far range. The target must succeed on an Agility or Instinct Reaction Roll (18) or take 2d8 physical damage and be knocked down and Vulnerable until their next action.

Swallow Whole – Action: Mark a Stress and make an attack against a target within Very Close range. On a success, the target takes 2d10+10 physical damage, is Swallowed by the Swamp Hulk, Restrained, and must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the target succeeds on a Strength (18) Roll, or if the Swamp Hulk takes Severe damage, the target is freed.

Sticky Tongue – Action: Make an attack roll against a target within Close range. On a success, mark a Fear to drag them to Melee range. The target is Restrained until they break free with a successful Strength Roll or the Swamp Hulk takes Severe damage.

Momentum – Reaction: When the Swamp Hulk makes a successful attack against a PC, you gain a Fear.

 


Sword Spirit

Tier 3 Bruiser; Difficulty 16

The spirits of slain soldiers in the form of a cluster of animated weapons.

Motives & Tactics: Haunt battlefields, kill, move, reenact battles

Experience: Throw +2

Thresholds: 20/32

HP: 10 – OOOOO OOOOO

Stress: 5 – OOOOO

ATK: +5

Thrown Blades: Far | 3d8+4 phy

Features

Constant Movement – Passive: Nothing can slow or alter the Sword Spirit’s move.

Ramp Up – Passive: You must spend a Fear to spotlight the Sword Spirit. While Spotlighted, they can make their standard attack against all targets within range.

Windswept – Passive: The Sword Spirit can move to Far range and still perform an action.

Whirlwind – Action: Spend a Fear to make an attack against all targets within very Close range. Targets the Sword Spirit succeeds against take 3d10 physical damage.

Life From Death – Reaction: If the Sword Spirit’s attack causes a target to take Major or greater damage, the Sword Spirit clears an HP.

Momentum – Reaction: When the Sword Spirit makes a successful attack against a PC, you gain a Fear

 

Earth-Shaker Therianthrope

Tier 3 Bruiser; Difficulty 17

Werebears, weretigers, and other therianthropes with large, powerful animal forms.

Motives & Tactics: Break bones, crush and smash, defend territory

Experience: Big +3

Thresholds: 20/35

HP: 8 – OOOOO OOO

Stress: 5 – OOOOO

ATK: +5

Bite and Claw: Melee | 3d10+4 phy

Features

Therianthrope: The Therianthrope has the following Features:

  • Bane – Passive: The Therianthrope has a supernatural allergy to a substance such as silver or aconite. If forced to consume the substance, or if injured by a weapon made of it, they mark a Stress and are Vulnerable until you spend a Fear to shake it off.
  • Beast Die – Passive: You may Mark a Stress to add a d12 to one attack and its damage roll.
  • Spread the Curse – Passive: If a target marks HP from the Therianthrope’s standard attack, they must make a Strength Reaction Roll or become Afflicted with Therianthropy until the condition is removed, requiring a lengthy downtime project. While Afflicted, they gain the Therianthrope feature, but can only Shapeshift under the light of a full moon and have no control over their actions while Shapeshifted. An Afflicted PC may spend an advancement to gain the Supernatural Toughness or Spread the Curse features.
  • Shapeshift – Action: Mark a Stress to transform into the Therianthrope’s natural humanoid form, animal form, or a monstrous hybrid of the two. If they are within Very Close range of a target when they use this ability, they may make a standard attack with advantage against that target, and on a success, you gain a Fear.
  • Supernatural Toughness – Passive: When the Therianthrope takes damage, spend X Fear to reduce the number of HP they must mark by the number of Fear spent.
  • Frenzy – Reaction: When the Therianthrope takes damage for the first time, activate a Countdown (6). It ticks down when they take damage or mark Stress. When it triggers, the Therianthrope becomes Frenzied and attacks indiscriminately. Additionally, their Difficulty increases by 2 and they add their Beast Die to all attack and damage rolls without having to mark Stress. When the Frenzy ends, they revert to their humanoid form and mark 1d4 Stress.

Ramp Up – Passive: You must spend a Fear to spotlight the Earth-Shaker. While spotlighted, they can make their standard attack against all targets within range.

Pure Muscle – Passive: The Earth-Shaker’s attacks deal direct damage.

Momentum – Reaction: When the Earth-Shaker makes a successful attack against a PC, you gain a Fear.

 

Legendary Therianthrope

Tier 3 Solo; Difficulty 19

Weregriffons, wereraptors, and other Therianthropes whose animal form is that of a legendary, hybrid, or prehistoric animal.

Motives & Tactics: Invoke terror and wonder, play with their food, prowl territory

Experience: Apex Predator +3, Intimidate +3

Thresholds: 22/38

HP: 11 – OOOOO OOOOO O

Stress: 5 – OOOOO

ATK: +2

Bite and Claw: Melee | 3d12+8

Features

Therianthrope: The Therianthrope has the following Features:

  • Bane – Passive: The Therianthrope has a supernatural allergy to a substance such as silver or aconite. If forced to consume the substance, or if injured by a weapon made of it, they mark a Stress and are Vulnerable until you spend a Fear to shake it off.
  • Beast Die – Passive: You may Mark a Stress to add a d12 to one attack and its damage roll.
  • Spread the Curse – Passive: If a target marks HP from the Therianthrope’s standard attack, they must make a Strength Reaction Roll or become Afflicted with Therianthropy until the condition is removed, requiring a lengthy downtime project. While Afflicted, they gain the Therianthrope feature, but can only Shapeshift under the light of a full moon and have no control over their actions while Shapeshifted. An Afflicted PC may spend an advancement to gain the Supernatural Toughness or Spread the Curse features.
  • Shapeshift – Action: Mark a Stress to transform into the Therianthrope’s natural humanoid form, animal form, or a monstrous hybrid of the two. If they are within Very Close range of a target when they use this ability, they may make a standard attack with advantage against that target, and on a success, you gain a Fear.
  • Supernatural Toughness – Passive: When the Therianthrope takes damage, spend X Fear to reduce the number of HP they must mark by the number of Fear spent.
  • Frenzy – Reaction: When the Therianthrope takes damage for the first time, activate a Countdown (6). It ticks down when they take damage or mark Stress. When it triggers, the Therianthrope becomes Frenzied and attacks indiscriminately. Additionally, their Difficulty increases by 2 and they add their Beast Die to all attack and damage rolls without having to mark Stress. When the Frenzy ends, they revert to their humanoid form and mark 1d4 Stress.

Relentless (3) – Passive: The Therianthrope can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Terrifying – Passive: When the Therianthrope makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.

Sweeping Strike: Spend a Fear to make an attack against every PC within Very Close range of the Therianthrope.

Momentum – Reaction: When the Therianthrope makes a successful attack against a PC, you gain a Fear.

 

Tutelary Spirit

Tier 3 Solo; Difficulty 18

Spirits of forests, bodies of water, rock formations, and similar natural locations, embodied in humanoid form.

Motives & Tactics: Intimidate, make bargains, protect territory, punish interlopers

Experience: Local Knowledge +4, Manipulate +3, Natural Knowledge +3

Thresholds: 24/40

HP: 6 – OOOOO O

Stress: 7 – OOOOO OO

ATK: +5

Sacred Weapon: Very Close | 3d10+9 phy

Features

Above Mortal Concerns – Passive: The Tutelary Spirit has resistance to all damage.

Bound – Passive: The Tutelary Spirit is Bound to a specific location. If they travel more than a 1d4 day’s journey from that place, then each time they take an action, they must mark a Stress.

Meld – Passive: The Tutelary Spirit can meld with an object or substance in the area in which they are Bound. While melded, they are Hidden and immune to all damage, but can take no actions, move, or speak.

Relentless (2) Passive: The Tutelary Spirit can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Healing Touch – Action: Mark one or more Stress to choose a target within Close range, or the Tutelary Spirit themself, and clear one HP per Stress marked.

Shape The World – Action: Spend a Fear to alter the natural world to create a dangerous or confusing area surrounding the Tutelary Spirit within Far range. The area becomes difficult terrain and all creatures other than the Tutelary Spirit and those they choose to protect are Vulnerable until their next roll with Hope.

Shapechange – Action: The Tutelary Spirit can turn into an animal that looks either mundane or magical (their choice each time they transform) or into a humanoid. Choose up to three different Tier 1 or 2 beastform options from the Druid class and mark a Stress to transform into one of them. The Sidhe gains the damage (proficiency of 3) and features of that animal. The beastform’s advantages are treated as Experiences for the Tutelary Spirit, and their Difficulty increases by an amount equal to that beastform’s Evasion bonus. While in this form, they can’t use their Meld passive, or Healing Touch or Shape The World actions, and they can’t hold objects. The Tutelary Spirit stays in this form until they choose to drop it or they take Major or greater damage.

Momentum – Reaction: When the Tutelary Spirit makes a successful attack against a PC, you gain a Fear.

Return to Nature – Reaction: When a creature dies within Far range, you can spend a Fear to clear 2 HP and 2 Stress as the creature’s life force is used to bolster the Tutelary Spirit’s.

 

Vengeful Ghost

Tier 3 Standard; Difficulty 15

The ghost of someone who suffered a great wrong (real or perceived) in life, who was murdered or suffered from neglect that led to their death, or who denied proper burial or received no burial at all. Their need for justice keeps them from passing on.

Motives & Tactics: Frighten, reveal history and wrongdoings, seek reparations

Experience: Express Emotion +3

Thresholds: 18/30

HP: 5 – OOOOO

Stress: 5 – OOOOO

ATK: +2

Chilling Touch: Melee | 3d6+3

Features

Ghost – Passive: The Vengeful Ghost has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.

Seek the Living – Passive: The Vengeful Ghost is aware of the location of any living being within Very Far range. Creatures cannot be Hidden from them.

Touch of Death – Passive: When a PC marks HP from an attack by the Vengeful Ghost, they lose a Hope.

Rejuvenation – Passive: When the Vengeful Ghost is defeated, they will return in 2d20 days with no marked HP. The reason for them becoming a ghost must be properly dealt with, or their body either properly interred or completely destroyed, for the Phantom to truly pass on.

Disturbing Effects – Action: Spend a Fear to create disturbing, but ultimately non-harmful effects such as cold spots, bloody writing on the wall, screams and moans, and so on. Choose one PC. If they fail an Instinct Reaction Roll (10), they lose a Hope.

Overwhelm – Action: Spend a Fear to perform an action, such as singing or assuming a horrific form, that causes targets within Close range to become Overwhelmed with emotions if they fail an Instinct Reaction Roll. On a failure, choose an effect or roll a d4 for a random effect. Vengeful Ghosts can only cause one emotion.

  1. Reverence. The target is overcome with awe or respect for the Spirit. A Revering creature can’t attack the Spirit. Additionally, a Revering PC must mark a Stress or follow the Spirit’s orders.
  2. Sickness. The character is Revolted, and while so, has disadvantage on Strength, Agility, and Finesse rolls.
  3. Sorrow. The target is Distraught, and while so, has disadvantage on all Knowledge, Instinct, and Presence rolls.
  4. Terror. The target becomes terribly frightened. A PC may choose to either be paralyzed with fright, becoming Restrained and Vulnerable, or to not be able to act except to flee the battle.

A target that is Overwhelmed remains that way until they shake off the effects with an successful Insight Roll (17), they mark 2 Stress, or another PC uses a downtime move to comfort the Overwhelmed creature in order to clear the condition.

Phantom Shift – Action: Once per day, mark a Stress to trap all targets within Close range in a powerful illusion of events surrounding the Vengeful Ghost’s life and death. Targets can move about freely within the illusion and interact with illusory creatures and objects, but can only see through the illusion with a successful Instinct Roll. On each failed roll, the target marks a Stress and loses a Hope.

Turn Invisible – Action: Spend a Fear to turn Invisible. While Invisible, the Vengeful Ghost is Hidden. The Vengeful Ghost becomes visible if they take an action or a PC attacks them and succeeds with Hope.

Invoke Death – Reaction: When the Vengeful Ghost takes damage from an attack within Close range, deal an amount of magic damage to the attacker equal to half the damage they dealt. The form this damage comes in is reminiscent of the way the Vengeful Ghost died, and if the target dies from this damage, they will appear to have died the same way the Vengeful Ghost did.

Momentum – Reaction: When the Vengeful Ghost makes a successful attack against a PC, you gain a Fear.

 

Wind-Walker

Tier 3 Solo; Difficulty 17

Horned, bestial, eldritch spirits who haunt desolate lands.

Motives & Tactics: Eat flesh, fly, rip and tear, spread curse

Experience: Track +3

Thresholds: 18/25

HP: 10 – OOOOO OOOOO

Stress: 5 – OOOOO

ATK: +6

Tearing Claws: Very Close | 3d8+10 phy

Features

Flying – Passive: While flying, the Wind-Walker’s Difficulty increases by +2

Relentless (2) – Passive: The Wind-Walker can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Supernatural Toughness – Passive: The Wind-Walker has resistance to all damage.

Transforming Bite – Passive: Make an attack against a creature in Melee range. On a success, inflict 2d10+3 physical damage. You can also spend a Fear to Curse the target. A PC may make an Instinct Reaction Roll to resist. If they fail, they gain a new Experience at +2: “Bestial Instincts.” Additionally, the next time they have to make a death move, instead of dying, they become a Wind-Walker. The Curse may be removed with an appropriate spell or a Spellcast (25) roll.

Howling Breath – Action: Mark a Stress to make all targets within Close range in front of the Wind-Walker lose 2 Hope and get pushed back one range increment. If a target is not able to lose a Hope, they must instead mark 2 Stress.

Life-Consuming Bite – Reaction: When the Wind-Walker causes a PC to mark one or more HP, it clears an equal number of HP.

Momentum – Reaction: When the Wind-Walker makes a successful attack against a PC, you gain a Fear.

 

Wizened

Tier 3 Solo; Difficulty 19

A mummified or skeletal undead that rises when grave goods are stolen from a warded tomb.

Motives & Tactics: Curse, punish, retrieve belongings, terrify, track

Experience:

Thresholds: 22/40

HP: 11 – OOOOO OOOOO O

Stress: 6 – OOOOO O

ATK: +7

Cursed Staff: Melee | 3d12+8 phy

Features

Eyes of the Dead – Passive: The Wizened can see Hidden creatures and objects. They always know the direction to the stolen goods they track.

Horrifying – Passive: Targets who mark HP from the Wizened’s attacks must also mark a Stress.

Magical Nature – Passive: The Wizened is resistant to magical damage.

Relentless (2) – Passive: The Wizened can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Curse Of The Mummy – Action: When the Wizened causes a target who has stolen grave goods to mark two or more HP, spend 2 Fear to cause the target to become Cursed until they return the stolen grave goods and spend 6 Hope*.* While cursed, the target’s wounds fester and they can’t use downtime moves to clear HP.

Doom Glare – Action: Choose a target within Far range and force them to make an Instinct Reaction Roll. On a failure, spend a Hope to inflict 2d20 magic damage and the target is Vulnerable until they mark 2 Stress or the scene ends.

Dermestid Swarm – Action: Mark a Stress to summon a Grave Beetle Swarm (q.v.), which emerges from the Wizened’s body and appears within Melee range. The Swarm is immediately spotlighted.

Momentum – Reaction: When the Wizened makes a successful attack against a PC, you gain a Fear.

Spell Parry – Reaction: When the Wizened takes magical damage from an attack within Far range, mark 2 Stress to mark one fewer HP and to cause the attacker to take 3d8+3 direct magic damage.

 

Wraith

Tier 3 Leader; Difficulty 18

Resembling twisting smoke in the shape of a hooded person, they are formed from the souls of the truly wicked. Under the hood are its viewer’s worst fears.

Motives & Tactics: Drain life, move through solid objects, shun light, torment

Thresholds: 20/38

Experience: Creature of Evil +2

HP: 7 – OOOOO OO

Stress: 5 – OOOOO

ATK: +6

Tenebrous Blade: Melee | 3d8+6 mag

Features

Ghost – Passive: The Wraith has resistance to physical damage. Mark a Stress to move up Close range through solid objects.

Light and Shadow – Passive: The Wraith gains a +1 bonus to attack and damage rolls while in shadow or darkness and a -1 penalty to attack and damage rolls while in bright light.

Terrifying – Passive: When the Wraith makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.

Create Manes – Action: When the Wraith is within Very Close range of a corpse, spend a Fear to cause the corpse’s spirit to rise as a Manes (q.v.) under the Wraith’s command. The Manes is immediately spotlighted and has advantage on its first attack.

Waves of Evil – Action: Spend a Fear to return up to 1d14+1 defeated Manes to the battle at the points where they were destroyed.

Reaping Blade – Action: Spend a Fear to make an attack against a target within Very Close range. On a success, deal 3d12 magic damage and the Wraith clears an HP.

Taste Fear – Action: Mark a Stress to choose a target within Very Close range. That creature must make an Instinct Reaction Roll. If it fails, you gain a Fear, the target becomes Vulnerable, and the Specter learns one of the target’s fears.

Terrifying Gaze – Action: Spend a Fear to force a creature who is Vulnerable to make an Instinct Reaction Roll or be tormented by images of their worst fears. If the Specter knows the target’s fears, the target has disadvantage on the roll. Targets who fail must mark a Stress and lose 1d4 Hope. A target who marks their final Stress from this cannot take any downtime moves during their next long rest other than to clear Stress and Hit Points.

Death In Their Eyes – Reaction: When the Wraith is targeted by an attack, you can spend a Fear to force the attacker to make a Presence Reaction Roll. On a failure, they mark 1d4 Stress as their mind is flooded with visions of their own violent death.

Evil Doesn’t Die – Reaction: When the Wraith is defeated, you can spotlight them and roll a d6. On a result of 6, the Wraith reforms with no marked HP.

Special: Spectral Steed

Some wraiths ride hellish mounts which are capable of galloping through the air. Although these beasts don’t attack themselves, they help make their riders more terrifying and can travel far faster than their riders can. Mounted wraiths have the following additional features:

Rider – Passive: While the Wraith is mounted, they get a +2 bonus to their Difficulty. They cannot be unwillingly dismounted.

Charge – Action: Mark a Stress to choose a target within Far range and make a standard attack against them. On a success, deal standard damage, and the target must mark a Stress and is knocked over, making them Vulnerable until they next act.

 

Young Cloud Dragon

Tier 3 Solo; Difficulty 17

A draconic ribbon of silver- and gold-edged color in constant flight.

Motives & Tactics: Fly, snatch, stay mobile, watch the ground

Experience: Hunt From Above +3

Thresholds: 19/35

HP: 10 – OOOOO OOOOO

Stress: 6 – OOOOO O

ATK: +6

Bite and Claw: Close | 3d8+4 phy

Features

Flying – Passive: While flying, the Dragon gains a +3 bonus to their Difficulty.

Constrict – Action: Make an attack against a creature within Melee range. On a success, the target takes no damage, but is Restrained and Vulnerable. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Dragon takes Severe damage.

Foggy Breath – Action: Spend 2 Fear to breathe a cloud of fog in front of the Dragon within Close range. The Dragon can choose if the Fog is harmless vapor or is harmful and made of freezing crystals or boiling steam. If the fog is harmful, then each creature in it must make an Agility Reaction Roll. Targets who fail take 4d6+2 magic damage. Targets who succeed must spend a Hope or take half damage. The cloud’s area becomes heavily obscured until the next time the Dragon is spotlighted. While within the cloud, a creature other than the Dragon has disadvantage on action rolls.

Squeeze – Action: Mark a Stress to deal 3d6+12 physical damage to a creature the Stupor Dragon has Restrained.

Take Off – Action: Make an attack against a target within Very Close range. On a success, deal 3d6+3 physical damage and the target must succeed on an Agility Reaction Roll or become temporarily Restrained within the Dragon’s massive talons. If the target is Restrained, the Dragon immediately lifts into the air to Very Far range above the battlefield while holding them.

Deadly Drop – Action: While flying, the Dragon can drop a Restrained target they are holding. When dropped, the target is no longer Restrained but starts falling. If their fall isn’t prevented during the PCs’ next action, the target takes 2d20 physical damage when they land.

Mistform – Reaction: When the Cloud Dragon takes physical damage, you can spend a Fear to take half damage.

 

Young Forest Dragon

Tier 3 Leader; Difficulty 19

A green and brown dragon with scales like leaves and horns like branches.

Motives & Tactics: Defend lair, lurk, rip apart, trap

Thresholds: 22/36

HP: 11 – OOOOO OOOOO O

Stress: 6 – OOOOO O

ATK: +7

Bite and Claw: Close | 3d10+1 phy

Features

Relentless (3) – Passive: The Dragon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Rend and Crush – Passive: If a target damaged by the Dragon doesn’t mark an Armor Slot to reduce the damage, they must mark a Stress.

Trapped In Amber – Passive: Creature’s Restrained by the Dragon’s Adhering Breath take double damage from the Dragon’s attacks.

Adhering Breath – Action: Spend 2 Fear to release a gout of sticky liquid, like tree sap or spider webbing. All targets in front of the Dragon within Close range must make an Agility Reaction Roll. Targets who fail are Encased by the sticky substance until they break free with a successful Strength Roll, clearing all conditions. While Encased, a target is Restrained, Vulnerable, and Blinded. While a target is Blinded, all creatures are Hidden to them.

Awaken Plants – Action: Once per scene, Mark a Stress to animate plants in the form of 2d4 Minor Treants or 1d2 Tangle Bramble Swarms, which appear at Far range and are immediately spotlighted.

Momentum – Reaction: When the Dragon makes a successful attack against a PC, you gain a Fear.

 

Young Marsh Dragon

Tier 3 Solo; Difficulty 19

A wingless, muck-colored dragon with a crocodilian body and serpentine neck.

Motives & Tactics: Befoul, defend the lair, swim

Experience: Keen Senses +3.

Thresholds: 19/29

ATK: +6

HP: 11 – OOOOO OOOOO O

Stress: 7 – OOOOO OO

Bite: Close | 3d20 phy

Features

Relentless (3) – Passive: The Dragon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Rend and Crush – Passive: If a target damaged by the Dragon doesn’t mark an Armor Slot to reduce the damage, they must mark a Stress.

Swamp Gas Breath – Action: Spend 2 Fear to release a foul miasma in from the Dragon within Close range. All targets in this area must make an Strength Reaction Roll. Targets who fail take 4d6+6 magic damage and are Poisoned by the miasma until their next rest or they clear all HP. While Poisoned, they are Vulnerable, and each time they roll with Fear when they take an action, they take 1d10 physical direct damage.

Swarming Insects – Action: Spend a Fear to have the Dragon call forth a tremendous cloud of stinging insects against all adversaries within Close range. Each target must spend a Hope or take 2 Stress.

Tail Slap – Action: Make an attack against up to three targets within Very Close range. On a success, mark a Stress to deal 3d6+2 physical damage and the targets must succeed on a Strength Reaction Roll or be knocked down.

 

Young Wastelands Dragon

Tier 3 Solo; Difficulty 17

A powerfully-built beast with rocklike scutes and scales and tremendous wings

Motives & Tactics: Corrode, defend lair, fly, spread the wastelands

Experience: Keen Senses +3

Thresholds: 20/35

HP: 11 – OOOOO OOOOO O

Stress: 7 – OOOOO OO

ATK: +7

Bite and Claws: Close | 3d20 phy

Features

Relentless (3) – Passive: The Dragon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Desiccating Bite – Action. The dragon makes a standard attack against a creature within Close range. On a success, the target begins to Shrivel. If they act while Shriveled, they must take an extra 3d6 magic damage if they are still Shriveled at the end of the action. They can end the condition with a successful Spellcast check or by spending 2 Stress.

Acid Breath – Action: Spend 2 Fear to spit a spray of acid in front of the dragon within Close range. All targets in this area who fail take 3d6+4 physical damage and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage).. Targets who succeed must mark 2 Stress or take half damage.

Stone Scaled – Passive: When the Dragon takes physical damage, reduce it by 5. Additionally, if a creature hits the Dragon with a weapon while within Very Close range, spend a Fear to cause sparks to fly from the contact and for the attacker to take 2d6 magic damage.

Momentum – Reaction: When the Dragon makes a successful attack against a PC, you gain a Fear.

 


Tier 4 Adversaries

 

Cloud Dragon: Sky Dancer

Tier 4 Solo; Difficulty 18

Iridescent scales reflect all the colors of the sky as the Dragon twists and loops in the air..

Motives & Tactics: Fly free, hunt, snatch, observe

Experience: Hunt From Above +5

Thresholds: 30/60

HP: 5 – OOOOO

Stress: 6 – OOOOO O

ATK: +8

Grinning Jaws: Close | 4d8+8 phy

Features

Flying – Passive: While flying, the Sky Dancer gains a +4 bonus to their Difficulty.

Dive-Bomb – Action: If the Sky Dancer is flying, mark a Stress to choose a point within Far range. Move to that point and make an attack against all targets within Very Close range. Targets the Sky Dancer succeeds against take 2d10+8 physical damage and must mark a Stress and lose a Hope.

Clear Skies – Action: Spend a Fear to turn Invisible. While Invisible, the Sky Dancer is Hidden. The Sky Dancer becomes visible if they take an action or a PC attacks them and succeeds with Hope.

Forceful Gale – Action: Once per scene, spend 2 Fear to release a blast of freezing wind in front of the Dragon within Close range. All targets in this area must make a Strength Reaction Roll. Targets who fail must mark 1d4 Stress, are pushed back two range increments (e.g., from Melee to Close), and are knocked down and Vulnerable until their next action. Targets who succeed must mark1 Stress and are pushed back one range increment.

Flyby – Reaction: Countdown (Loop 1d6). When the Sky Dancer is in the spotlight for the first time, activate the countdown. When it triggers, move the Sky Dancer in a straight line to a point within Very Far range and make an attack against all targets in their path. Targets the Hunter succeeds against take 2d8+8 physical damage.

Mistform – Reaction: When the Cloud Dragon takes physical damage, you can spend a Fear to take half damage.

Sunbeam – Reaction: When the Sky Dancer takes Major or greater damage, mark 2 Stress to cause them to flash with brilliant sunlight. Each creature within Far range of the Sky Dancer must make an Instinct Reaction Roll. On a success, a creature loses 1d4 Hope and is Blinded until their next rest or they mark 2 Stress. While Blinded, all creatures are Hidden to them.

Gathering Clouds (Phase Change) – Reaction: When the Sky Dancer marks their last HP, replace them with the Darkening Cloud and immediately spotlight them.

 

Cloud Dragon: Darkening Cloud

Tier 4 Solo; Difficulty 20

The dragon’s scales take on a angry bruise-purple tinge as their anger begins to grow.

Motives & Tactics: Fly, herald the storm, intimidate, roar

Experience: Hunt From Above +5

Thresholds: 30/60

HP: 6 – OOOOO O

Stress: 6 – OOOOO O

ATK: +10

Snarling  Bite: Close | 4d8+12 phy

Features

St. Elmo’s Fire – Passive: Mark a Stress to surround the Darkening Cloud in an aura of flickering greenish light. A creature that is within Very Close range of the that succeeds on a melee attack against them must make an Agility Reaction Roll. On a failure, they take 1d20+4 magic damage and are Vulnerable until they mark a Stress or roll with Hope. On a success, they take half damage.

Relentless (3) – Passive: The Darkening Cloud can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Threatening Rumble – Action: Once per scene, spend 2 Fear and have the Darkening Cloud magically roar, targeting all creatures within Close range. Each target must make an Instinct Reaction Roll. On a failure, the target marks 1d4 Stress and 1 HP, and loses 1d4 Hope, is knocked back one range (such as Close range to Far range), and is temporarily Vulnerable. On a success, the target must mark a Stress and a HP, and lose a Hope.

Cloudburst (Phase Change) – Reaction: When the Darkening Cloud marks their last HP, replace them with the Darkening Cloud and immediately spotlight them. Additionally, the battlefield becomes dark and the clouds above begin to crackle with lightning.

Mistform – Reaction: When the Darkening Cloud takes physical damage, you can spend a Fear to take half damage.

Retaliation – Reaction: When the Darkening Cloud takes damage from an attack within Close range, you can mark a Stress to make a standard attack against the attacker.

 

Cloud Dragon: Raging Storm

Tier 4 Solo; Difficulty 19

The dragon’s once-colorful form has darkened like a storm cloud, and their eyes flash with lightning.

Motives & Tactics: Kill or be killed, rage, spit lightning

Experience: Hunt From Above +5

Thresholds: 30/60

HP: 5 – OOOOO

Stress: 6 – OOOOO O

ATK: +9

Weapon: Melee | 4d10+16

Features

Driving Rain – Passive: The Raging Storm’s physical attacks deal direct damage.

Faltering Flight – Passive: While flying, the Raging Storm gains a +1 bonus to their Difficulty.

High Pressure – Passive: PCs can’t spend Hope to use features against the Dragon.

Relentless (4) – Passive: The Raging Storm can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.

Frenzied Lashing – Action: Mark a Stress to make an attack against all targets within Close range. Targets the Ashen Tyrant succeeds against take 2d8+2 physical damage, are knocked back to Close range of where they were, and must mark a Stress

Torrent – Action: Spend 2 Fear to summon a rainstorm that covers the entire battlefield. Vision is severely reduced and all ranged attacks made by anyone other than the Raging Storm are made at disadvantage.

Mistform – Reaction: When the Cloud Dragon takes physical damage, you can spend a Fear to take half damage.

Lightning Breath – Reaction: When the Raging Storm takes Major damage, roll a d10. On a result of 8 or higher, the Raging Storm spits lightning at any number of targets in a line up to Far range. All targets in that area must make an Agility Reaction Roll. Targets who fail take 2d12+2 physical damage, mark 2 Stress, and are Electrified until they roll with Hope. While Electrified, they make action rolls with disadvantage. Targets who succeed take half damage and must mark a Stress

Thunder Burst – Reaction: When the Raging Storm marks their last HP, a horrific storm breaks out overhead and bolts of lightning erupt from the Dragon’s body. Make an attack with advantage against all targets within Far range. Targets the Raging Storm succeeds against take 3d10 magic damage and must mark 1d4 Stress. Targets who succeed take half damage and mark a Stress.

 

Composite Ooze

Tier 4 Solo; Difficulty 20

A tremendous gelatinous mass in which survive the minds of the dozens of creatures they have consumed over the centuries. Each of these minds is still alive and can think, but has long-since been driven to madness. The faces and limbs of those the ooze have consumed press out from inside the ooze.

Motives & Tactics: Assimilate, dissolve, hide, grow, hunger, lash out

Experience: Knowledge of the Masses +4

Thresholds: 35/70

HP: 12 – OOOOO OOOOO OO

Stress: 6 – OOOOO O

ATK: +5

Ooze Appendage: Very Close | 4d20 phy

Features

Horrifying – Passive: Targets who mark HP from the Ooze’s attacks must also mark a Stress.

Ramp Up – Passive: You must spend a Fear to spotlight the Ooze. While spotlighted, they can make their standard attack against all targets within range.

Sticky – Passive: If a creature makes an attack with a weapon from within Very Close range and rolls with Fear, their weapon becomes Stuck in the Ooze’s body*.* They must spend a Hope or make a Strength Roll to unstick their weapon.

Create Spore – Action: Mark 2 Stress to create a Composite Ooze Spore, which appears within Very Close range and is immediately spotlighted.

Regeneration – Action: Up to three times per scene, spend any number of Fear to clear an equal number of HP.

Acidic Form – Reaction: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Engulf – Reaction: When a PC moves within Melee range, you can spend a Fear to make an attack against them. On a successful attack, the target is Engulfed and mark an HP*.* Start an Absorption Countdown (6). The countdown ticks down when the Ooze is attacked. When it triggers, the target must make a death move. If the Ooze is defeated, all Absorption Countdowns end.

 

Composite Ooze Spore

Tier 4 Skulk; Difficulty 16

A quivering lump of multicolored ooze. They are sent out to consume, then return to their parent ooze with in order to “upload” what they consumed.

Motives & Tactics: Bring back minds, climb, jump

Thresholds: 20/35

HP: 4 – OOOO

Stress: 4 – OOOO

ATK: +4

Ooze Appendage: Melee | 4d6+10 phy

Features

Great Leaps – Action: Mark a Stress to leap into Melee range with a target within Very Close range. The target must succeed on an Agility or Instinct Reaction Roll (18) or take 3d8+5 physical damage and be knocked over, making them Vulnerable until they next act.

Acidic Form – Reaction: When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

 


Dragon Of The Darkness Below

Tier 4 Solo; Difficulty 21

A dragon trapped underground for so long they’ve gone blind and their wings have atrophied into nothing but hook-clawed fingers.

Motives & Tactics: Crawl, consume, escape, gather treasure, scream, seek exit

Experience: Keen Hearing and Scent +4

Thresholds: 38/70

HP: 12 – OOOOO OOOOO OO

Stress: 7 – OOOOO OO

ATK: +10

Rending Bite: Close | 4d12+15 phy

Features

Relentless (2) – Passive: The Dragon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Maddened Muttering – Passive: The dragon whispers to themself constantly about the dark secrets they have uncovered. A creature within Very Close range must make a Knowledge or Instinct Reaction Roll. On a failure, they must spend a Hope or take 2d8+6 magic damage.

Anguished Cry – Action: Countdown (Loop 2d4). When the Dragon is in the spotlight for the first time, activate the countdown. When it triggers, the Dragon screams. All targets within Far range lose 1d4 Hope. If the target is not able to lose a Hope, they must instead mark 2 Stress.

Breath of Darkness – Action: Spend 2 Fear to release a cloud of pure darkness in front of the Dragon within Far range. All targets in that area must make an Agility Reaction Roll. Targets who fail take 2d8+10 magic damage, mark 1d4 Stress, and are Blinded until they succeed on a roll with Hope. While Blinded, all creatures are Hidden to them. Targets who succeed take half damage and must mark a Stress.

Wing Claws – Action: Make an attack against a target within Far range. On a success, deal 3d10+6 damage. Additionally, spend a Fear to Restrain them and drag them into Very Close range.

Lashing Tail – Reaction: When the Dragon marks 2 or more HP, their tail lashes out. All creatures within Close range must make an Agility Reaction Roll. A creature who fails takes 3d12 physical damage and is knocked over, and is Vulnerable until their next turn. On a success, a target takes half damage.

Momentum – Reaction: When the Dragon makes a successful attack against a PC, you gain a Fear.

 

Dragon-Fish: Master Of The Seas

Tier 4 Solo; Difficulty 20

A sinuous, many-finned sea monster, far longer than a ship, and far more intelligent than its bestial appearance implies.

Motives & Tactics: Drown, extort, electrify, swallow whole

Experience: Electrolocation +3

Thresholds: 35/70

HP: 7 – OOOOO OO

Stress: 7 – OOOOO OO

ATK: +8

Needle-Toothed Bite: Close | 4d10+5 phy

Features

Relentless (3) – Passive: The Master Of The Seas can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Swallow Whole – Action: Mark a Stress and make an attack against a target within Very Close range. On a success, the target takes 3d10+15 physical damage, is Swallowed by the Master Of The Seas, Restrained, and must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the target succeeds on a Strength Roll, or if the Master Of The Seas takes Severe damage, the target is freed.

Water Camouflage – Passive: When the Master Of The Seas is fully underwater, spend a Fear to turn Invisible. While Invisible, the Master Of The Seas is Hidden. The Master Of The Seas becomes visible if they take an action or a PC attacks them and succeeds with Hope.

Water Leap – Action: Mark a Stress to leap into Melee range with a target within Far range. The target must succeed on an Agility or Instinct Reaction Roll or take 2d20 physical damage and be knocked down and be Vulnerable until their next action.

Momentum – Reaction: When the Master Of The Seas makes a successful attack against a PC, you gain a Fear.

Blood In The Water – Reaction: When the Master Of The Seas has marked 5 or more of their HP, 1d4+2 Sharks appear within Far range. They do not attack the Master Of The Seas, although they are not subservient to the Master Of The Seas either.

Bloodied Hatred (Phase Change) – Reaction: When the Master Of The Seas marks their last HP, replace them with the Angered Typhoon and immediately spotlight them. Additionally, 1d4 more Sharks appear within Far range.

 

Dragon-Fish: Angered Typhoon

Tier 4 Solo; Difficulty 20

Electricity begins coruscating along the dragon-fish’s body as its fury mounts.

Motives & Tactics: Create whirlpools, destroy ships, rage mindlessly

Experience: Electrolocation +3

Thresholds: 30/65

HP: 8 – OOOOO OOO

Stress: 7 – OOOOO OO

ATK: +9

Rending Bite: Close | 4d10+15 phy

Features

Relentless (3) – Passive: The Angered Typhoon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Capsize – Action: Spend 2 Fear to attack the ship the PCs are in and start a Capsize Countdown (2d6) This countdown ticks down whenever the Hippopotamus is spotlighted or a PC rolls with Fear. When triggered, the ship cracks open and begins to sink. It will be entirely submerged by the end of the scene.

Swallow Whole – Action: Mark a Stress and make an attack against a target within Very Close range. On a success, the target takes 3d10+15 physical damage, is Swallowed by the Angered Typhoon, Restrained, and must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the target succeeds on a Strength Roll, or if the Angered Typhoon takes Severe damage, the target is freed.

Rending Bite – Passive: When the Angered Typhoon makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Electric Aura – Action: Spend a Fear to generate an intense aura of electricity around the Angered Typhoon. Make an attack against all targets in the water within Close range. On a success, deal 3d8+4 magic damage. A target who marks 2 or more HP must also mark 2 Stress or are Electrified until they roll a success with Hope. While Electrified, they make action rolls with disadvantage.

Tsunami Surge – Reaction: Countdown (6): When the Angered Typhoon takes Severe damage, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, the Angered Typhoon thrashes about, causing a terrible tidal wave. All targets within Far range must make a Strength Reaction Roll or be knocked back two range increments and be Vulnerable until their next action. If this knocks a creature into water, that creature is Vulnerable until they are no longer in the water. If the Angered Typhoon is defeated while this countdown is active, trigger the countdown immediately as the destruction caused by their death throes.

 

Dzin

Tier 4 Solo; Difficulty 21

Elemental offspring of the gods who have been cursed by those same gods to be bound to objects in the Mortal Realm, and are forced to become the slave of whomever holds the object. The “genie in a lamp” is simply the most famous example.

Motives & Tactics: Exploit wishes, seek freedom, teleport

Experience: Ancient History +4, Divine Knowledge +4, Insight +4, Manipulation +4

Thresholds: 35/70

HP: 10 – OOOOO OOOOO

Stress: 8 – OOOOO OOO

ATK: +8

Elemental Greatsword: Melee | 4d12+20 mag

Features

Battle Teleport – Passive: Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.

Elemental Attunement – Passive: The Dzin is completely comfortable in the element of which they are part. They are immune to all physical and magical damage that uses that element (e.g., an ice-element Dzin is immune to damage from a cold-based attack). They can move through that element as easily as air, and while within that element, they can choose to be Hidden.

Relentless (3) – Passive: The Dzin can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Shapechange – Action: The Dzin can transform into an animal or into a Humanoid. Choose up to three different beastform options from the Druid class of any Tier and mark a Stress to transform into one of them. The Dzin gains the damage (proficiency of 4) and features of that animal. The beastform’s advantages are treated as Experiences for the Dzin, and their Difficulty increases by an amount equal to that beastform’s Evasion bonus. While in beast form, they can’t use their Wish action and they can’t hold objects. The Dzin stays in this form until they choose to drop it or they take Severe damage.

Illusory Reality – Action: mark a Stress to create an illusion, so realistic that it borders on reality. It fills an area up to Far range. Targets can move about freely within the illusion and interact with illusory creates an objects, but can only see through the illusion with a successful Instinct Roll. On each failed roll, the target marks a Stress and loses a Hope. Spend a Fear to have the illusion come to life. Make an attack roll against a target within Very Close range of the illusory object. On a success, deal 4d10+10 magic damage.

Wish – Action: Mark a Stress to grant a wish of any sort. It is the GM’s prerogative as to whether the Dzin has limitations on the number of wishes they can grant, whether there are wishes they cannot or will not grant, or how much the Dzin will twist the literal phrasing of the wish. No matter how powerful the Dzin is, they cannot grant themselves a wish or another Dzin a wish.

Momentum – Reaction: When the Dzin makes a successful attack against a PC, you gain a Fear.

Retaliation – Reaction: When the Dzin takes damage from an attack within Close range, you can mark a Stress to make a standard attack against the attacker.

 

Forest Dragon: Great Beast

Tier 4 Solo; Difficulty 18

A dragon with scales that shift to match the trees, with teeth and claws like the sharpest thorns.

Motives & Tactics: Control the trees, repel invaders, hunt, run

Experience: Hunt +5

Thresholds: 32/64

HP: 5 – OOOOO

Stress: 6 – OOOOO O

ATK: +8

Bite and Claw: Close | 4d8+8 phy

Features

Relentless (2) – Passive: The Great Beast can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Terrible Blows – Passive: Targets who mark HP from the Great Beast’s standard attack are knocked back to Close range.

Hide In Plain Sight – Action: Become Hidden until after the Great Beast’s next attack. Attacks made while Hidden from this feature have advantage.

Master Of The Trees – Action: Spend a Fear to have the Great Beast animate and control plants within Far range. The area within Far range becomes difficult to navigate until the end of the scene. Each time an enemy rolls with Fear while in this area, the plants hinder them further and they must mark a Stress.

Run Rampage – Reaction: Countdown (Loop 1d6): When the Great Beast is in the spotlight for the first time, activate the countdown. When it triggers, move the Great Beast in a straight line to a point within Far range and make an attack against all targets in their path. Targets the Hunter succeeds against take 3d8 physical damage.

Metamorphosis (Phase Change) – Reaction: When the Great Beast marks their last HP, replace them with the Monarch Of The Woods and immediately spotlight them.

 

Forest Dragon: Monarch Of The Woods

Tier 4 Solo; Difficulty 19

The dragon’s scales turn to the hardest wood and its eyes glow with righteous anger.

Motives & Tactics: Demand obedience, release spores, repel intruders, spit thorns

Experience: Hunt +5

Thresholds: 32/54

HP: 6 – OOOOO O

Stress: 6 – OOOOO O

ATK: +9

Bite and Claw: Close | 4d10+8 phy

Features

Relentless (3) – Passive: The Monarch Of The Woods can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Spores – Action: Spend 2 Fear to cause the Monarch Of The Woods to release toxic spores all around it out to Close range. The area becomes hazy and difficult to see through. All targets in the area must make an Instinct Reaction Roll. Targets who failed take 3d10+4 physical damage and are temporarily Poisoned. A Poisoned creature takes 2d10 direct physical damage each time they act.

Envenomed Bite – Reaction: When the Monarch Of The Woods makes a successful standard attack, spend a Fear to cause the target to become Poisoned until their next long rest or they make a successful Instinct Reaction Roll. While Poisoned, the target has disadvantage on Strength, Agility, and Finesse action rolls.

Hail Of Thorns – Reaction: When the Monarch Of The Woods takes Major or greater damage, roll a d10. On an 8 or higher, the Monarch spits thorns in front of them within Far range. All targets in that area must make an Agility Reaction Roll. Targets who fail take 4d6+8 physical damage and are temporarily Impaled By Thorns. While Impaled, the target marks a Stress each time they act.

Toxic Blood – Reaction: When the Fury Of Nature takes Severe damage, all creatures within Close ranged are bathed in their poisonous blood, taking 2d10 magic damage. This splash covers the ground within Very Close range with blood, and all creatures other than the Fury who move through it take 3d6 magic damage.

Forest Eternal (Phase Change) – Reaction: When the Monarch Of The Woods marks their last HP, replace them with the Fury Of Nature and immediately spotlight them.

 

Forest Dragon: Fury Of Nature

Tier 4 Leader; Difficulty 20

A primal beast that embodies the phrase “red in tooth and claw.”.

Motives & Tactics: Kill or be killed, level trees, roar

Experience: Hunt +5

Thresholds: 32/64

HP: 6 – OOOOO O

Stress: 6 – OOOOO O

ATK: +9

Bite and Claws: Close | 4d10+12 phy

Features

Instinctual Terror – Passive: When a PC rolls a failure while within Close range of the Fury of Nature, they lose a Hope and you gain a Fear. If the PC can’t lose a Hope, they must mark an HP.

Last Stand – Passive: Mark a Stress instead of spending a Fear to spotlight the Fury Of Nature.

Relentless (4) – Passive: The Fury Of Nature can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.

Hamstring – Action: Mark A Stress to make a standard attack against a target within Very Close range. On a success, deal direct damage and make them Vulnerable until they clear at least 1 HP.

Extend Life Force – Action: When the Fury Or Nature takes Severe damage, spend a Fear to bring 2d6 Treant Saplings to life. They are immediately spotlighted.

Primal Roar – Action: Countdown (1d12). Spend a Fear to activate. It ticks down when a PC rolls with Fear. When it triggers, the Fury Of Nature emits a bellow that shakes the earth and trees within Far range. Each creature in that area must make a Strength Reaction Roll. Targets who fail take 3d8+3 physical damage and must mark 2 Stress or be knocked back one range increment and are temporarily Vulnerable. Targets who succeed take half damage and must mark 2 Stress but are not knocked down. Additionally, Hidden creatures in the area no longer Hidden. If the Fury Of Nature is defeated while this countdown is active, trigger the countdown immediately as the destruction caused by their death throws.

Momentum – Reaction: When the Dragon makes a successful attack against a PC, you gain a Fear.

 

Hallowed Light

Tier 4 Minion; Difficulty 16

A minor divine servitor, resembling an intricate knot of glowing light.

Motives & Tactics: Aid others, fly, obey orders, smite foes

Experience: Divine Knowledge +2

Thresholds: None

HP: 1 – O

Stress: 1 – O

ATK: +2

Light Beam: Close | 10 mag

Features

Divine Flight – Passive: While flying, the Light can move up to move up to Far range instead of Close range before taking an action.

Levitation – Passive: The Light levitates several feet off the ground and can’t be Restrained.

Minion (9) – Passive: The Light is defeated when they take any damage. For every 9 damage a PC deals to the Light, defeat an additional Minion within range the attack would succeed against.

Group Attack – Action: Spend a Fear to choose a target and spotlight all Lights within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 10 physical damage each. Combine this damage.

 

Hallowed Paladin

Tier 4 Support; Difficulty 18

A low-ranked divine warrior fitted with divine tools and weapons.

Motives & Tactics: Enforce dogma, fly, reveal divinity, smite enemies

Thresholds: 22/40

HP: 6 – OOOOO O

Stress: 6 – OOOOO O

ATK: +6

Gleaming Morningstar: Very Close | 4d8+6 phy

Features

Divine Flight – Passive: While the Paladin is flying, spend a Fear to move up to Far range instead of Close range before taking an action.

Relentless (2) – Passive: The Seraph can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them

Heal – Action: Choose a target within Very Close range and mark a Stress to have them clear 1 HP or 1 Stress.

Reinforcements – Reaction: When a creature on the battlefield is defeated, mark a Stress to transform its soul into a Hallowed Soldier to enforce the Paladin’s will. The Soldier is immediately spotlighted. When the Soldier marks its last HP, or at the end of the scene, it dissipates back into a soul and travels to its normal afterlife.

Unending Battle – Reaction: the Paladin is defeated, you can spotlight them and roll a d6. On a result of 5-6, if there are other adversaries on the battlefield, the Warrior re-forms with no marked HP.

 

Hallowed Shield

Tier 4 Support; Difficulty 18

Celestial beings that resemble a golden shield with wings and one eye.

Motives & Tactics: Keep order, protect others, sacrifice self

Thresholds: 20/35

HP: 4 – OOOO

Stress: 5 – OOOOO

ATK: +3

Wing-Blades: Melee | 4d8+6 phy

Features

Levitation – Passive: The Shield levitates several feet of the ground and attempts to Restrain it are made at disadvantage.

Blinding Flash – Action: Mark a Fear to flash brilliant light from the Shield’s eye towards all targets in front of them. All targets must make an Instinct Reaction Roll or be Blinded until they next take an action. While Blinded, everything is Hidden to them.

Fast Flyer – Passive: After making a standard attack, the Shield can move anywhere within Far range.

Heal – Action: Choose a target within Very Close range and mark a Stress to have them clear 1 HP or 1 Stress.

Regeneration – Action: If the Shield has marked any HP, spend a Fear to clear an HP.

Shield Wall – Action: Mark a Fear to choose a target and spotlight any number of Shields within Close range of them. If the target attempts to move past the Shields, they must first succeed on an Agility Roll. If more than two Shields have been spotlighted, the Difficulty increases by the number of Shields above two.

Reinforce – Reaction: When the Shield is within Very Close range of a creature they are protecting who would mark HP, you can mark a Stress to move into Melee range of them and take the damage instead.

 

Huge Flesh Ooze

Tier 4 Skulk; Difficulty 19

A stinking, mobile teratoma the size of a whale

Motives & Tactics: Consume and multiply, creep up, envelop

Thresholds: 21/36

HP: 7 – OOOOO OO

Stress: 4 – OOOO

ATK: +7

Fleshy Appendage: Close | 4d6+10 phy

Features

Disgusting – Passive: When the ooze makes a successful attack, all PCs within Far range must lose a Hope and you gain a Fear.

Slow – Passive: When you spotlight the ooze and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the ooze and they have a token on their stat block, clear the token and they can act.

Stench – Passive: A creature that is within Far range must make an Instinct Reaction Roll or be temporarily Nauseated. While Nauseated, they can only move up to Very Close range, and if they fail a roll with Fear, they become violently ill and must mark a Stress.

Envelop – Action: Make a standard attack against a target within Melee range. On a success, the ooze envelops them and the target must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the ooze takes Severe damage, the target is freed.

Many Bites – Action: Mark a Stress to make an attack against 1d4 targets within Very Close range. Targets the ooze succeeds against take 3d8+4 physical damage.

Regeneration – Action: If the ooze has any marked HP, spend a Fear to clear an HP.

Disease – Reaction: When the ooze envelopes a creature, spend a Fear to make them temporarily Diseased. While Diseased, they clear half as many HP or Stress when using a downtime move, and when they fail a roll with Fear, they must mark a Stress. The disease can be cured with a Knowledge Roll (20).

Split – Reaction: When the ooze has 4 or more HP marked, you can spend a Fear to split them into two Flesh oozes (with no marked HP or Stress). Immediately spotlight both of them.

 

Mocker

Tier 4 Skulk; Difficulty 20

A gigantic, vicious ape-like monster that can transform into a small and cuddly animal.

Motives & Tactics: Disguise, befriend, rip limbs, rend flesh, shun sunlight.

Experience: Intrusion +4, Manipulate +4

Thresholds: 30/55

HP: 11 – OOOOO OOOOO O

Stress: 7 – OOOOO OO

ATK: +9

Claws: Very Close | 4d10+10 phy

Features

Overwhelming Force – Passive: Targets who mark HP from the Mocker’ standard attack are knocked back to Close range.

Terrifying – Passive: When the Mocker is in their monstrous form and makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Howl – Action: Mark a Stress to make all targets within Close range lose 1d4 Hope. If a target is not able to lose a Hope, they must instead mark 3 Stress.

Shapechange – Action: The Mocker can turn into a single type of small, friendly-seeming animal from the Household Friend beastform of the Druid class and mark a Stress to transform into it. The Mocker gains the damage (proficiency of 3) and features of that animal. The beastform’s advantages are treated as Experiences for the Mocker, and their Difficulty increases by an amount equal to that beastform’s Evasion bonus. While in this form, they can’t use any of their other features and they can’t hold objects. The Mocker stays in this form until they choose to drop it or they take Major or greater damage.

Fear-Eater – Reaction: Twice per scene, when a PC rolls a failure with Fear, clear a Stress.

Momentum – Reaction: When the Mocker makes a successful attack against a PC, you gain a Fear.

 

Marsh Dragon: Mired Beast

Tier 4 Solo; Difficulty 19

A crocodilian dragon with a massive jaw, oversized scutes, and long limbs.

Motives & Tactics: Defend the lair, frighten, hunt, stalk from underwater

Experience: Keen Senses +3

Thresholds: 30/68

HP: 7 – OOOOO OO

Stress: 6 – OOOOO O

ATK: +8

Bite: Close | 4d10+5 phy

Features

Ignus Fatuus – Passive: Countdown (d6). When the dragon is first injured, activate the countdown. When the Dragon marks HP, tick down this countdown by the number of HP marked. When it triggers, dancing marshlights appear within Far range of the Dragon. All targets within that area must succeed on an Instinct Reaction Roll or become Disoriented until the end of the scene. While Disoriented, they have disadvantage on rolls until they clear at least 1 HP or stress.

Relentless (2) – Passive: The Dragon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Capricious Leap – Action: Before or after making a standard attack, you can mark a Stress to leap to a location within Far range.

Tail Slap – Action: Make an attack against up to three targets within Very Close range. On a success, mark a Stress to deal 4d6+4 physical damage and the targets must succeed on a Strength Reaction Roll or be knocked down.

Fetid Transformation (Phase Change) – Reaction: When the Mired Beast marks their last HP, replace them with the Swampland Terror and immediately spotlight them.

 

Marsh Dragon: Swampland Terror

Tier 4 Solo; Difficulty 20

Foul insects begin to swarm out of the dragon’s many wounds..

Motives & Tactics: Repel invaders, swim, spread disease and dismay

Experience: Keen Senses +3.

Thresholds: 33/66

HP: 8 – OOOOO OOO

Stress: 6 – OOOOO O

ATK: +9

Diseased Bite: Close | 4d12+4 phy

Features

Clamping Jaws – Passive: When the Dragon makes a successful standard attack, you can mark a Stress to temporarily Restrain the target until they break free with a successful Strength or Instinct Roll, and force them to mark 2 Stress. A target Restrained by this feature must spend a Hope to make an action roll. If the target attempts to escape but fails, they take 3d6 direct physical damage.

Relentless (3) – Passive: The Dragon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Constant Harassment – Action: Mark a Stress a number of giant mosquitoes equal to twice the number of PCs. They appear at Far range.

Corrupted Breath – Action: Spend 2 Fear to release a foul miasma from the Dragon within Close range. All targets in this area must make an Strength Reaction Roll. Targets who fail take 4d6+6 magic damage and are Poisoned by the miasma until their next rest or they clear all HP. While Poisoned, they are Vulnerable, and each time they take an action, they must spend a Hope or take 1d10 direct damage.

Filled With Hatred (Phase Change) – Reaction: When the Mired Beast marks their last HP, replace them with the Malignance Embodied and immediately spotlight them.

 

Marsh Dragon: Malignance Embodied

Tier 4 Solo; Difficulty 20

All those who enter the swamp are at the mercy of its ruler; and its ruler has no mercy.

Motives & Tactics: Cause corruption and rot, drown, prove peerless, swim, terrify

Experience: Keen Senses +3

Thresholds: 33/69

HP: 8 – OOOOO OOO

Stress: 5 – OOOO

ATK: +10

Bite and Claw: Close | 4d12+12 phy

Features

Corrosive Blood – Passive: When the dragon takes Severe damage, all creatures within Close range are sprayed by their foul blood, taking 4d8 physical damage. This splash contaminates the ground within Very Close range, and all creatures other than the dragon and any zombie legions who move through it take 2d10+4 direct magical damage.

Go All Out – Passive: Mark a Stress instead of spending a Fear to spotlight the Malignance Embodied.

Death Roll- Passive: When the Dragon makes a successful standard attack, spend a Fear to make the target temporarily Restrained and Vulnerable until they break free with successful Strength or Instinct Roll, and force them to mark 2 Stress. The Dragon then pulls the target underwater, where they begin drowning. A target Restrained by this feature must spend a Hope to make an action roll. If the target attempts to escape but fails, they must mark 1 Stress and take 3d6 direct physical damage.

Awaken Bog Mummies – Action: Once per day, spend 2 Fear to summon a number of zombie legions equal to the number of PCs. They appear within Close range surrounding the dragon and are immediately spotlighted.

Pull Beneath – Action: (Countdown d10). Spend a Fear to activate. It ticks down when a PC rolls with Fear. When it triggers, the ground becomes like sucking quicksand. In order to make any movement, a creature will need to succeed on a Strength reaction roll first. If a creature fails and rolls with Fear, they are sucked underneath the water, mark 1d4 Stress, and are Restrained until they break free with a successful Strength roll.

Relentless (4) – Passive: The Dragon can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.

 

Sphinx

Tier 4 Solo; Difficulty 19

Tremendous creatures with the bodies of lions, horses, bulls, or other such beasts, with a human head and colorful bird’s wings and tail. They are the guardians of secrets and knowledge and long-lost places.

Motives & Tactics: Chase away, hoard knowledge, protect territory, repel intruders, roar, terrify

Experience: History +4, Keen Senses +4, Magical Knowledge +4

Thresholds: 35/65

HP: 11 – OOOOO OOOOO O

Stress: 7 – OOOOO OO

ATK: +6

Claws: Very Close | 4d8+10 phy

Features

Flying – Passive: While flying, the Sphinx gains a +3 bonus to their Difficulty.

Relentless (2) – Passive: The Sphinx can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Teleport – Passive: Before or after making a standard attack, they can teleport up to Far range.

Healing Touch – Action: Mark one or more Stress to choose a target within Close range, or the Sphinx themself, and clear two HP per Stress marked.

Lightning Eyes – Action: Make an attack against up to two targets within Far range. On a success, they take 4d10+4 magic damage. A target who marks 2 or more HP must also mark 2 Stress or are Electrified until they roll with Hope. While Electrified, they make action rolls with disadvantage.

Reveal Dark Knowledge – Action: Spend a Fear to place knowledge of something that mortals should not know into the mind of a target within Far range. The target must make a Knowledge Reaction Roll. A target whose secrets are known to the Sphinx has disadvantage. On a failure, they lose all Hope and take 2d20+4 direct magic damage. On a success, they take half damage and lose a Hope. The Sphinx can choose if the target remembers the knowledge afterwards or not.

Roar – Action: Once per scene, spend 2 Fear and have the Sphinx magically roar, targeting all creatures within Close range. Each target must make an Instinct Reaction Roll. On a failure, the target marks 1d4 Stress and 1 HP, and loses 1d4 Hope, is knocked back one range (such as Close range to Far range), and is temporarily Vulnerable. On a success, the target must mark a Stress and a HP, and lose a Hope.

Turn Invisible – Action: Spend a Fear to turn Invisible. While Invisible, the Sphinx is Hidden. The Sphinx becomes visible if they take an action or a PC attacks them and succeeds with Hope.

World-Walker – Action: Once per long rest, mark 4 Stress to let the Sphinx and any number of creatures within Very Close range can travel to one of the Realms Beyond. Mark 6 Stress to travel to the Circles Below.

Momentum – Reaction: When the Sphinx makes a successful attack against a PC, you gain a Fear.

Secret Knowledge – Reaction: When the Sphinx sees a mortal creature for the first time, they force the target to spend a Hope or make an Instinct Reaction Roll. On a failure, the Sphinx knows one of their secrets.

 

Storm Elemental

Tier 4 Ranged; Difficulty 18

A thundercloud, lit by flashes of lightning, that towers above the trees.

Motives & Tactics: Cause darkness, explode thunder, rain, throw lightning

Thresholds: 25/40

HP: 6 – OOOOO O

Stress: 5 – OOOOO

ATK: +7

Lightning Blast: Very Far | 4d10+15 mag

Features

Obscuring Clouds – Passive: The area around the Elemental to Close range is in heavy shadow and torrential rain, and the area becomes difficult to move through.

Strike Twice – Action: Spend 2 Fear to cause all targets within Far range to make an Agility Reaction Roll. Targets who fail take 2d20+9 magic damage and you gain a Fear. Targets who succeed take half damage. A target who marks 2 or more HP must also mark 2 Stress or are Electrified until they roll with Hope. While Electrified, they make action rolls with disadvantage.

Thunderous Boom – Action: Mark a Stress to let loose a powerful burst of thunder. All creatures within Close range must succeed on a Strength Reaction Roll or be Deafened until the end of the scene and be knocked back to Far range. Each target knocked back must mark a Stress.

Windblast – Action: Spend a Fear to send a whirlwind at any number of targets in a line up to Far range. All targets must succeed on an Agility Reaction Roll or take 4d6+6 physical damage and be knocked down, making them Vulnerable until they next act. If a target marks an Armor Slot to reduce the damage, they must also mark a Stress.

Fast as Lightning – Reaction: When the Elemental takes damage, mark a Stress to have them teleport up to Far range.

 

That-Which-Births-Horrors (Spawner)

Tier 4 Leader; Difficulty 20

Hideous entities that devour creatures, then birth servitor clones

Motives & Tactics: Experience the world, produce young

Experience:

Thresholds: 35/60

HP: 9 – OOOOO OOOO

Stress: 6 – OOOOO O

ATK: +5

Barbed Tentacles: Close | 4d10+4 phy

Features

Being of Magic – Passive: The Spawner has resistance to magic damage.

Child-Maker – Passive: When the Spawner devours a living creature, they can produce a Spawn 1d4 days later. The Spawn is an exact copy of the devoured creature and retains the intelligence and memories of the original. However, they are completely loyal to their “parent”, and the Spawner can freely communicate with them telepathically, see through their eyes, and speak through their mouths, regardless of distance.

Ramp Up – Passive: You must spend a Fear to spotlight the Spawner. While spotlighted, they can make their standard attack against all targets within range.

Birth Young – Action: Mark a Stress to cause any living creature of Tier 3 or lower to appear within Very Close range of the Spawner. The creature is immediately spotlighted.

Protect Me, My Children – Action: Mark a Stress to spotlight 1d4 allies. Attacks they make while spotlighted in this way deal half damage, or full damage if you spend a Fear.

 

Wastelands Dragon: Desert Haunter

Tier 4 Solo; Difficulty 18

A tremendous dragon with scales the same color as the surrounding sand and stones, and with teeth and claws harder than rocks.

Motives & Tactics: Defend lair, fly, hunt, intimidate, spread the wasteland

Experience: Hunt from Above +5

Thresholds: 35/70

HP: 6 – OOOOO O

Stress: 5 – OOOOO

ATK: +8

Bite and Claws: Close | 4d10+10 phy

Features

Crushing Blows – Passive: When the Desert Haunter makes a successful attack, the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.

Relentless (2) – Passive: The Desert Haunter can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Flying – Passive: While flying, the Desert Haunter gains a +3 bonus to their Difficulty.

Unbreaking Rock – Passive: The Desert Haunter has resistance to physical damage. Additionally, if a creature makes an attack against the Desert Haunter from within Melee range and succeeds with Fear, the attacker must spend a Hope or the weapon is Damaged and its die size is reduced by one die type. The weapon can be repaired during downtime (ammunition is simply destroyed).

Desiccating Bite – Action. The Desert Haunter makes a standard attack against a creature within Close range. On a success, the target begins to Shrivel. If they act while Shriveled, they must take an extra 4d6+4 magic damage if they are still Shriveled at the end of the action. They can end the condition with a successful Spellcast check or by spending 2 Stress.

Dive-Bomb – Action: If the Desert Haunter is flying, mark a Stress to choose a point within Far range. Move to that point and make an attack against all targets within Very Close range. Targets the Desert Haunter succeeds against take 2d10+4 physical damage and must mark a Stress and lose a Hope.

No Mercy (Phase Change) – Reaction: When the Desert Haunter marks their last HP, replace them with the Pitiless Sun and immediately spotlight them.

 

Wastelands Dragon: Pitiless Sun

Tier 4 Solo; Difficulty 19

An enraged dragon, their scales hardening and their body emitting desert heat.

Motives & Tactics: Destroy, fly, howl, survive

Experience: Hunt from Above +5

Thresholds: 32/65

HP: 7 – OOOOO OO

Stress: 5 – OOOOO

ATK: +9

Weapon: Close | 4d12+10 phy

Features

Unbreaking Rock – Passive: The Pitiless Sun has resistance to physical damage. Additionally, if a creature makes an attack against the Pitiless Sun from within Melee range and succeeds with Fear, the attacker must spend a Hope or the weapon is Damaged and its die size is reduced by one die type. The weapon can be repaired during downtime (ammunition is simply destroyed).

Relentless (3) – Passive: The Pitiless Sun can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Heatwave – Action: Spend a Fear to cause shimmering waves of heat to rise from the Pitiless Sun’s body. All creatures within Very Close range must mark a Stress and retreat to Close range or take 3d6+4 magic damage. The area around the Pitiless Sun remains hot until the next time they are spotlighted.

Stomp – Action: Rear up and slam the ground, knocking all targets within Close range back two range increments. Each target knocked back this way must mark 1d4 Stress and is Vulnerable until their next action.

Withering Breath – Reaction: Countdown (Loop 6). When the Pitiless Sun takes damage for the first time, activate the countdown. It ticks down whenever a PC makes an attack. When it triggers, the Pitiless Sun breathes burning acidic gas on all targets in front of them up to Far range. All targets in the area must make an Agility Reaction Roll. Targets who fail take 3d8+6 physical damage, mark 1d4 Stress, and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP and you gain a Fear.

Vengeful Vow (Phase Change) – Reaction: When the Pitiless Sun marks their last HP, replace them with the Bone Bleacher and immediately spotlight them.

 

Wastelands Dragon: Bone-Bleacher

Tier 4 Solo; Difficulty 10

The dragon’s scales may be crumbling, but it vows their foes will fall before they do.

Motives & Tactics: crush, fly, scream, transform

Experience: Hunt from Above +5

Thresholds: 30/65

HP: 8 – OOOOO OOO

Stress: 5 – OOOOO

ATK: +10

Talon and Fangs: Close | 4d12+15 phy

Features

Last Stand – Passive: Mark a Stress instead of spending a Fear to spotlight the Bone-Bleacher.

Relentless (4) – Passive: The Bone-Bleacher can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.

Take You With Me – Passive: When a PC rolls a failure while within Close range of the Bone-Bleacher, they lose a Hope and you gain a Fear. If the PC can’t lose a Hope, they must mark a HP.

Infuriated Roar – Action: Countdown (Loop 1d6). Spend a Fear to activate. It ticks down when a PC rolls with Fear. When it triggers, the Bone-Bleacher roars, shaking the ground and causing creatures within Close range to begin sinking into it. All targets within that area must take 1d8+10 physical damage, lose 2 Hope, and can’t move unless they first mark a Stress. They are also Deafened until they make a roll with Hope.

Pillar Of Salt – Action: When the Bone-Bleacher succeeds on a standard attack and inflicts Severe damage, you can spend a Fear to force the target to make a Strength Reaction Roll. On a failure, they begin to dissolve into sand, dust, salt, and bones, marking an HP and starting a Dissolution Countdown (6). This countdown ticks down when the Bone-Bleacher is attacked. When it triggers, the target must make a death move. If the Bone-Bleacher is defeated, the countdown ticks twice more and then ends.

Buried Alive – Reaction: When the Bone-Bleacher marks their last HP, they immediately release an Infuriated Roar and thrash their wings about as they begin to dissolve, leaving behind only their bones. The area out to Far range is covered in sand and dirt and all creatures in it are Restrained by the sand and are Choking until they break free with a successful Strength Roll.

 

Wurm

Tier 4 Solo; Difficulty 18

A gigantic worm with many teeth in a jawless mouth that swallows people and their mounts whole.

Motives & Tactics: Dig, eat

Experience: Tremor Sense +4

Thresholds: 24/40

HP: 11 – OOOOO OOOOO O

Stress: 4 – OOOO

ATK: +8

Bite: Close | 4d10+4 phy

Features

Groundswim – Passive: The Wurm digs through terrain other than solid rock as easily as they move on the ground. They can move up to Melee range through solid rock as their normal movement.

Swallow Whole – Action: Mark a Stress and make an attack against a target within Close range. On a success, the target takes 3d10+5 physical damage, is Swallowed by the Wurm, Restrained, and must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the target succeeds on a Strength Roll, or if the Wurm takes Severe damage, the target is freed.

Venomous Stinger – Action: Make an attack against a target within Close range. On a success, spend a Fear to deal 2d12+10 physical damage and Poison them until their next long rest. While Poisoned, they are overcome with Lethargy and can only move up to Melee range as their normal movement. When a Poisoned creature rolls with Fear, they also must mark a Stress.