Failed Experiment
Tier 2Standard
A magical necromantic experiment gone wrong, leaving them warped and ungainly.
Motives & tactics devour, hunt, track
- Difficulty
- 13
- Thresholds
- 12 / 23
- HP
- 3
- Stress
- 3
- Attack
- +1 Bite and Claw · Melee · 2d6+5 phy
- Experience
- Copycat +3
Features
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Warped Fortitude · Overwhelm · Lurching Lunge
- Warped Fortitude Passive The Experiment is resistant to physical damage.
- Overwhelm Passive When a target the Experiment attacks has other adversaries within Very Close range, the Experiment deals double damage.
- Lurching Lunge Action Mark a Stress to spotlight the Experiment as an additional GM move instead of spending Fear.
Giant Beastmaster
Tier 2Leader
A leather-clad warrior bearing a whip and massive bow.
Motives & tactics command, make a living, maneuver, pin down, protect companion animals
- Difficulty
- 16
- Thresholds
- 12 / 24
- HP
- 6
- Stress
- 5
- Attack
- +2 Longbow · Far · 2d8+4 phy
- Experience
- Animal Handling +3
Features
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Two as One · Pinning Strike · Deadly Companion
- Two as One Passive When the Beastmaster is spotlighted, you can also spotlight a Tier 1 animal adversary currently under their control.
- Pinning Strike Action Make a standard attack against a target. On a success, you can mark a Stress to pin them to a nearby surface. The pinned target is Restrained until they break free with a successful Finesse or Strength Roll.
- Deadly Companion Action Twice per scene, summon a Bear, Dire Wolf, or similar Tier 1 animal adversary under the Beastmaster’s control. The adversary appears at Close range and is immediately spotlighted.
Giant Brawler
Tier 2Bruiser
An especially muscular giant wielding a warhammer larger than a human.
Motives & tactics make a living, overwhelm, slam, topple
- Difficulty
- 15
- Thresholds
- 14 / 28
- HP
- 7
- Stress
- 4
- Attack
- +2 Warhammer · Very Close · 2d12+3 phy
- Experience
- Intrusion +2
Features
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Battering Ram · Bloody Reprisal · Momentum
- Battering Ram Action Mark a Stress to have the Brawler charge at an inanimate object within Close range they could feasibly smash (such as a wall, cart, or market stand) 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.
- Bloody Reprisal Reaction When the Brawler marks 2 or more HP from an attack within Very Close range, you can make a standard attack against the attacker. On a success, the Brawler deals 2d6+15 physical damage instead of their standard damage.
- Momentum Reaction When the Brawler makes a successful attack against a PC, you gain a Fear.
Giant Recruit
Tier 2Minion
A giant fighter wearing borrowed armor.
Motives & tactics batter, make a living, overwhelm, terrify
- Difficulty
- 13
- Thresholds
- –None
- HP
- 1
- Stress
- 2
- Attack
- +1 Warhammer · Very Close · 5 phy
Features
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Minion (7) · Group Attack
- Minion (7) Passive The Recruit is defeated when they take any damage. For every 7 damage a PC deals to the Recruit, defeat an additional Minion within range the attack would succeed against.
- Group Attack Action Spend a Fear to choose a target and spotlight all Giant Recruits 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.
A giant bird of prey with blood-stained talons.
Motives & tactics hunt prey, stay mobile, strike decisively
- Difficulty
- 14
- Thresholds
- 8 / 19
- HP
- 4
- Stress
- 4
- Attack
- +1 Claws and Beak · Very Close · 2d6+3 phy
Features
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Flight · Deadly Dive · Take Off · Deadly Drop
- Flight Passive While flying, the Eagle gains a +3 bonus to their Difficulty.
- Deadly Dive Action Mark a Stress to attack a target within Far range. On a success, deal 2d10+2 physical damage and knock the target over, making them Vulnerable until they next act.
- Take Off Action Make an attack against a target within Very Close range. On a success, deal 2d4+3 physical damage and the target must succeed on an Agility Reaction Roll or become temporarily Restrained within the Eagle’s massive talons. If the target is Restrained, the Eagle immediately lifts into the air to Very Far range above the battlefield while holding them.
- Deadly Drop Action While flying, the Eagle 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.
A snake-headed, scaled humanoid with a gilded bow, enraged that their peace has been disturbed.
Motives & tactics corner, hit-and-run, petrify, seek vengeance
- Difficulty
- 15
- Thresholds
- 13 / 25
- HP
- 9
- Stress
- 3
- Attack
- +4 Sunsear Shortbow · Far · 2d20+3 mag
- Experience
- Stealth +3
Features
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Relentless (2) · Sunsear Arrows · Crown of Serpents · Petrifying Gaze · Momentum
- Relentless (2) Passive The Gorgon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
- Sunsear Arrows Passive When the Gorgon makes a successful standard attack, the target Glows until the end of the scene and can’t become Hidden. Attack rolls made against a Glowing target have advantage.
- Crown of Serpents Action Make an attack roll against a target within Melee range using the Gorgon’s protective snakes. On a success, mark a Stress to deal 2d10+4 physical damage and the target must mark a Stress.
- Petrifying Gaze Reaction When the Gorgon 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 Gorgon is attacked. When it triggers, the target must make a death move. If the Gorgon is defeated, all petrification countdowns end.
- Momentum Reaction When the Gorgon makes a successful attack against a PC, you gain a Fear.