Elemental Spark
Tier 3Minion
A blazing mote of elemental fi re.
Motives & tactics blast, consume, gain mass
- Difficulty
- 15
- Thresholds
- –None
- HP
- 1
- Stress
- 1
- Attack
- +0 Bursts of Fire · Close · 5 mag
Features
- Minion (9) Passive The Elemental is defeated when they take any damage. For every 9 damage a PC deals to the Elemental, defeat an additional Minion within range the attack would succeed against.
- Group Attack Action Spend a Fear to choose a target and spotlight all Elemental Sparks 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.
Greater Earth Elemental
Tier 3Bruiser
A living landslide of boulders and dust, as large as a house.
Motives & tactics avalanche, knock over, pummel
- Difficulty
- 17
- Thresholds
- 22 / 40
- HP
- 10
- Stress
- 4
- Attack
- +7 Boulder Fist · Very Close · 3d10+1 phy
Features
- Slow Passive When you spotlight the Elemental 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 Elemental and they have a token on their stat block, clear the token and they can act.
- Crushing Blows Passive When the Elemental 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.
- Immovable Object Passive An attack that would move the Elemental moves them two fewer ranges (for example, Far becomes Very Close). When the Elemental takes physical damage, reduce it by 7.
- Rockslide Action Mark a Stress to create a rockslide that buries the land in front of Elemental within Close range with rockfall. All targets in this area must make an Agility Reaction Roll (19). Targets who fail take 2d12+5 physical damage and become Vulnerable until their next roll with Hope. Targets who succeed take half damage.
- Momentum Reaction When the Elemental makes a successful attack against a PC, you gain a Fear.
Greater Water Elemental
Tier 3Support
A huge living wave that crashes down upon enemies.
Motives & tactics deluge, disperse, drown
- Difficulty
- 17
- Thresholds
- 17 / 34
- HP
- 5
- Stress
- 5
- Attack
- +3 Crashing Wave · Very Close · 3d4+1 mag
Features
- Water Jet Action Mark a Stress to attack a target within Very Close range. On a success, deal 2d4+7 physical damage and the target’s next action has disadvantage. On a failure, the target must mark a Stress.
- Drowning Embrace Action Spend a Fear to make an attack against all targets within Very Close range. Targets the Elemental succeeds against become Restrained and Vulnerable as they begin drowning. A target can break free, ending both conditions, with a successful Strength or Instinct Roll.
- High Tide Reaction When the Elemental makes a successful standard attack, you can mark a Stress to knock the target back to Close range.
Huge Green Ooze
Tier 3Skulk
A translucent green mound of acid taller than most humans.
Motives & tactics camouflage, creep up, envelop, multiply
- Difficulty
- 15
- Thresholds
- 15 / 30
- HP
- 7
- Stress
- 4
- Attack
- +3 Ooze Appendage · Melee · 3d8+1 mag
- Experience
- Blend In +3
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.
- Acidic Form Passive When the Ooze makes a successful attack, the target must mark an Armor Slot without receiving its benefi ts (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP.
- 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.
- 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.
A quadrupedal scaled beast with multiple long-necked heads, each filled with menacing fangs.
Motives & tactics devour, regenerate, terrify
- Difficulty
- 18
- Thresholds
- 19 / 35
- HP
- 10
- Stress
- 5
- Attack
- +3 Bite · Close · 2d12+2 phy
Features
- Many-Headed Menace Passive The Hydra begins with three heads and can have up to fi ve. When the Hydra takes Major or greater damage, they lose a head.
- Relentless (X) Passive The Hydra can be spotlighted X times per GM turn, where X is the Hydra’s number of heads. Spend Fear as usual to spotlight them.
- Regeneration Action If the Hydra has any marked HP, spend a Fear to clear a HP and grow two heads.
- Terrifying Chorus Action All PCs within Far range lose 2 Hope.
- Magical Weakness Reaction When the Hydra takes magic damage, they become Dazed until the next roll with Fear. While Dazed, they can’t use their Regeneration action but are immune to magic damage.
The sovereign ruler of a nation, wreathed in the privilege of tradition and wielding unmatched power in their domain.
Motives & tactics control vassals, destroy rivals, forge a legacy
- Difficulty
- 16
- Thresholds
- 16 / 32
- HP
- 6
- Stress
- 5
- Attack
- +0 Warhammer · Melee · 3d6+3 phy
- Experience
- History +3, Nobility +3
Features
- Execute Them! Action Spend a Fear per PC in the party to have the group condemned for crimes real or imagined. A PC who succeeds on a Presence Roll can demand trial by combat or another special form of trial.
- Crownsguard Action Once per scene, mark a Stress to summon six Tier 3 Minions, who appear at Close range to enforce the Monarch’s will.
- Casus Belli Reaction Long-Term Countdown (8). Spend a Fear to activate after the Monarch’s desire for war is first revealed. When it triggers, the Monarch has a reason to rally the nation to war and the support to act on that reason. You gain 1d4 Fear.