Stag Knight
Tier 3Standard
A knight with huge, majestic antlers wearing armor made of dangerous thorns.
Motives & tactics isolate, maneuver, protect the forest, weed, the unwelcome
- Difficulty
- 17
- Thresholds
- 19 / 36
- HP
- 7
- Stress
- 5
- Attack
- +3 Bramble Sword · Melee · 3d8+3 phy
- Experience
- Forest Knowledge +3
Features
- From Above Passive When the Knight succeeds on a standard attack from above a target, they deal 3d12+3 physical damage instead of their standard damage.
- Blade of the Forest Action Spend a Fear to make an attack against all targets within Very Close range. Targets the Knight succeeds against take physical damage equal to 3d4 + the target’s Major threshold.
- Thorny Armor Reaction When the Knight takes damage from an attack within Melee range, you can mark a Stress to deal 1d10+5 physical damage to the attacker.
A sturdy animate old-growth tree.
Motives & tactics hide in plain sight, preserve the forest, root, down, swing branches
- Difficulty
- 17
- Thresholds
- 22 / 40
- HP
- 7
- Stress
- 4
- Attack
- +2 Branch · Very Close · 3d8+2 phy
- Experience
- Forest Knowledge +3
Features
- Just a Tree Passive Before they make their first attack in a fi ght or after they become Hidden, the Treant is indistinguishable from other trees until they next act or a PC succeeds on an Instinct Roll to identify them.
- Seed Barrage Action Mark a Stress and make an attack against up to three targets within Close range, pummeling them with giant acorns. Targets the Treant succeeds against take 2d10+5 physical damage.
- Take Root Action Mark a Stress to Root the Treant in place. The Treant is Restrained while Rooted, and can end this effect instead of moving while they are spotlighted. While Rooted, the Treant has resistance to physical damage.
Treant Sapling
Tier 3Minion
A small, sentient tree sapling.
Motives & tactics blend in, preserve the forest, pummel, surround
- Difficulty
- 14
- Thresholds
- –None
- HP
- 1
- Stress
- 1
- Attack
- +0 Branches · Melee · 8 phy
Features
- Minion (6) Passive The Sapling is defeated when they take any damage. For every 6 damage a PC deals to the Sapling, defeat an additional Minion within range the attack would succeed against.
- Group Attack Action Spend a Fear to choose a target and spotlight all Treant Saplings 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.
Head Vampire
Tier 3Leader
A captivating undead dressed in aristocratic finery.
Motives & tactics create thralls, charm, command, fly, intimidate
- Difficulty
- 17
- Thresholds
- 22 / 42
- HP
- 6
- Stress
- 6
- Attack
- +5 Rapier · Melee · 2d20+4 phy
- Experience
- Aristocrat +3
Features
- Terrifying Passive When the Vampire makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
- Look into My Eyes Passive A creature who moves into Melee range of the Vampire must make an Instinct Reaction Roll. On a failure, you gain 1d4 Fear.
- Feed on Followers Action When the Vampire is within Melee range of an ally, they can cause the ally to mark a HP. The Vampire then clears a HP.
- The Hunt Is On Action Spend 2 Fear to summon 1d4 Vampires, who appear at Far range and immediately take the spotlight.
- Lifesuck Reaction When the Vampire is spotlighted, roll a d8. On a result of 6 or higher, all targets within Very Close range must mark a HP.
An intelligent undead with blood-stained lips and a predator’s smile.
Motives & tactics bite, charm, deceive, feed, intimidate
- Difficulty
- 16
- Thresholds
- 18 / 35
- HP
- 5
- Stress
- 4
- Attack
- +3 Rapier · Melee · 3d8 phy
- Experience
- Nocturnal Hunter +3
Features
- Draining Bite Action Make an attack against a target within Melee range. On a success, deal 5d4 physical damage. A target who marks HP from this attack loses a Hope and must mark a Stress. The Vampire then clears a HP.
- Mistform Reaction When the Vampire takes physical damage, you can spend a Fear to take half damage.
Vault Guardian Gaoler
Tier 3Support
A boxy, dust-covered construct with thick metallic swinging doors on their torso.
Motives & tactics carry away, entrap, protect, pummel
- Difficulty
- 16
- Thresholds
- 19 / 33
- HP
- 5
- Stress
- 3
- Attack
- +2 Body Bash · Very Close · 3d6+2 phy
Features
- Blocking Shield Passive Creatures within Melee range of the Gaoler have disadvantage on attack rolls against them. Creatures trapped inside the Gaoler are immune to this feature.
- Lock Up Action Mark a Stress to make an attack against a target within Very Close range. On a success, the target is Restrained within the Gaoler until freed with a successful Strength Roll (18). While Restrained, the target can only attack the Gaoler.