Spectral Guardian
Tier 2Standard
A ghostly fighter with spears and swords, anchored by duty.
Motives & tactics move through solid objects, protect treasure, rehash old battles
- Difficulty
- 15
- Thresholds
- 7 / 15
- HP
- 4
- Stress
- 3
- Attack
- +1 Spear · Very Close · 2d8+1 phy
- Experience
- Ancient Knowledge +2
Features
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Ghost · Grave Blade
- Ghost Passive The Guardian has resistance to physical damage. Mark a Stress to move up to Close range through solid objects.
- Grave Blade Action Spend a Fear to make an attack against a target within Very Close range. On a success, deal 2d10+6 physical damage and the target must mark a Stress.
A skilled espionage agent with a knack for being in the right place to overhear secrets.
Motives & tactics cut and run, disguise appearance, eavesdrop
- Difficulty
- 15
- Thresholds
- 8 / 17
- HP
- 4
- Stress
- 3
- Attack
- -2 Dagger · Melee · 2d6+3 phy
- Experience
- Espionage +3
Features
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Gathering Secrets · Fly on the Wall
- Gathering Secrets Action Spend a Fear to describe how the Spy knows a secret about a PC in the scene.
- Fly on the Wall Reaction When a PC or group is discussing something sensitive, you can mark a Stress to reveal that the Spy is present in the scene, observing them. If the Spy escapes the scene to report their findings, you gain 1d4 Fear.
A prowling hunter, like a slinking mountain lion, with a slate-gray stone body.
Motives & tactics defend territory, isolate prey, stalk
- Difficulty
- 13
- Thresholds
- 11 / 22
- HP
- 6
- Stress
- 3
- Attack
- +3 Bite and Claws · Melee · 2d8+6 phy
- Experience
- Stonesense +3
Features
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Stonestrider · Rocky Ambush · Avalanche Roar · Momentum
- Stonestrider Passive The Stonewraith can move through stone and earth as easily as air. While within stone or earth, they are Hidden and immune to all damage.
- Rocky 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 (15) or take 2d8 physical damage and become temporarily Restrained.
- Avalanche Roar Action Spend a Fear to roar while within a cave and cause a cave-in. All targets within Close range must succeed on an Agility Reaction Roll (14) or take 2d10 physical damage. The rubble can be cleared with a Progress Countdown (8).
- Momentum Reaction When the Stonewraith makes a successful attack against a PC, you gain a Fear.
A battle-hardened mage trained in destructive magic.
Motives & tactics develop new spells, seek power, shatter formations
- Difficulty
- 16
- Thresholds
- 11 / 23
- HP
- 5
- Stress
- 6
- Attack
- +4 Staff · Far · 2d10+4 mag
- Experience
- Magical Knowledge +2, Strategize +2
Features
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Battle Teleport · Refresh Warding Sphere · Eruption · Arcane Artillery · Warding Sphere
- Battle Teleport Passive Before or after making a standard attack, you can mark a Stress to teleport to a location within Far range.
- Refresh Warding Sphere Action Mark a Stress to refresh the Wizard’s “Warding Sphere” reaction.
- Eruption Action Spend a Fear and choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take 2d10 physical damage and are thrown out of the area. Targets who succeed take half damage and aren’t moved.
- Arcane Artillery Action Spend a Fear to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take 2d12 magic damage. Targets who succeed take half damage.
- Warding Sphere Reaction When the Wizard takes damage from an attack within Close range, deal 2d6 magic damage to the attacker. This reaction can’t be used again until the Wizard refreshes it with their “Refresh Warding Sphere” action.
Adult Flickerfly
Tier 3Solo
A winged insect the size of a large house with iridescent scales and wings that move too fast to track.
Motives & tactics collect shiny things, hunt, nest, swoop
- Difficulty
- 17
- Thresholds
- 20 / 35
- HP
- 12
- Stress
- 6
- Attack
- +3 Wing Slash · Very Close · 3d20 phy
Features
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Relentless (4) · Never Misses · Deadly Flight · Whirlwind · Mind Dance · Hallucinatory Breath · Uncanny Refl exes
- Relentless (4) Passive The Flickerfly can be spotlighted up to four times per GM turn. Spend Fear as usual to spotlight them.
- Never Misses Passive When the Flickerfly makes an attack, the target’s Evasion is halved against the attack.
- Deadly Flight Passive While flying, the Flickerfly can move up to Far range instead of Close range before taking an action.
- Whirlwind Action Spend a Fear to whirl, making an attack against all targets within Very Close range. Targets the Flickerfly succeeds against take 3d8 direct physical damage.
- Mind Dance Action Mark a Stress to create a magically dazzling display that grapples the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfly learns one of the target’s fears.
- Hallucinatory Breath Action Countdown (Loop 1d6). When the Flickerfly takes damage for the first time, activate the countdown. When it triggers, the Flickerfly breathes hallucinatory gas on all targets in front of them up to Far range. Targets must make an Instinct Reaction Roll or be tormented by fearful hallucinations. Targets whose fears are known to the Flickerfly have disadvantage on this roll. Targets who fail lose 2 Hope and take 3d8+3 direct magic damage.
- Uncanny Refl exes Reaction When the Flickerfly takes damage from an attack within Close range, you can mark a Stress to take half damage.
Demon Of Avarice
Tier 3Support
A regal cloaked monstrosity with circular horns adorned with treasure.
Motives & tactics consume, fuel greed, sow dissent
- Difficulty
- 17
- Thresholds
- 15 / 29
- HP
- 6
- Stress
- 5
- Attack
- +2 Hungry Maw · Melee · 3d6+5 mag
- Experience
- Manipulation +3
Features
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Money Talks · Numbers Must Go Up · Money Is Time
- Money Talks Passive Attacks against the Demon are made with disadvantage unless the attacker spends a handful of gold. This Demon starts with a number of handfuls equal to the number of PCs. When a target marks HP from the Demon’s standard attack, they can spend a handful of gold instead of marking HP (1 handful per HP). Add a handful of gold to the Demon for each handful of gold spent by PCs on this feature.
- Numbers Must Go Up Passive Add a bonus to the Demon’s attack rolls equal to the number of handfuls of gold they have.
- Money Is Time Action Spend 3 handfuls of gold (or a Fear) to spotlight 1d4+1 allies.