Vault Guardian Sentinel
Tier 3Bruiser
A dust-covered golden construct with boxy limbs and a huge mace for a hand.
Motives & tactics destroy at any cost, expunge, protect
- Difficulty
- 17
- Thresholds
- 21 / 40
- HP
- 6
- Stress
- 3
- Attack
- +3 Charged Mace · Very Close · 2d12+1 phy
Features
- Kinetic Slam Passive Targets who take damage from the Sentinel’s standard attack are knocked back to Very Close range.
- Box In Action Mark a Stress to choose a target within Very Close range to focus on. That target has disadvantage on attack rolls when they’re within Very Close range of the Sentinel. The Sentinel can only focus on one target at a time.
- Mana Bolt Action Spend a Fear to lob explosive magic at a point within Far range. All targets within Very Close range of that point must make an Agility Reaction Roll. Targets who fail take 2d8+20 magic damage and are knocked back to Close range. Targets who succeed take half damage and aren’t knocked back.
- Momentum Reaction When the Sentinel makes a successful attack against a PC, you gain a Fear.
Vault Guardian Turret
Tier 3Ranged
A massive living turret with reinforced armor and twelve piston- driven mechanical legs.
Motives & tactics concentrate fire, lock down, mark, protect
- Difficulty
- 16
- Thresholds
- 20 / 32
- HP
- 5
- Stress
- 4
- Attack
- +3 Magitech Cannon · Far · 3d10+3 mag
Features
- Slow Firing Passive When you spotlight the Turret and they don’t have a token on their stat block, they can’t make a standard attack. Place a token on their stat block and describe what they’re preparing to do. When you spotlight the Turret and they have a token on their stat block, clear the token and they can attack.
- Mark Target Action Spend a Fear to Mark a target within Far range until the Turret is destroyed or the Marked target becomes Hidden. While the target is Marked, their Evasion is halved.
- Concentrate Fire Reaction When another adversary deals damage to a target within Far range of the Turret, you can mark a Stress to add the Turret’s standard attack damage to the damage roll.
- Detonation Reaction When the Turret is destroyed, they explode. All targets within Close range must make an Agility Reaction Roll. Targets who fail take 3d20 physical damage. Targets who succeed take half damage.
Young Ice Dragon
Tier 3Solo
A glacier-blue dragon with four powerful limbs and frost-tinged wings.
Motives & tactics avalanche, defend lair, fly, freeze, defend what, is mine, maul
- Difficulty
- 18
- Thresholds
- 21 / 41
- HP
- 10
- Stress
- 6
- Attack
- +7 Bite and Claws · Close · 4d10 phy
- Experience
- Protect What Is Mine +3
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.
- No Hope Passive When a PC rolls with Fear while within Far range of the Dragon, they lose a Hope.
- Blizzard Breath Action Spend 2 Fear to release an icy whorl in front of the Dragon within Close range. All targets in this area must make an Agility Reaction Roll. Targets who fail take 4d6+5 magic damage and are Restrained by ice until they break free with a successful Strength Roll. Targets who succeed must mark 2 Stress or take half damage.
- Avalanche Action Spend a Fear to have the Dragon unleash a huge downfall of snow and ice, covering all other creatures within Far range. All targets within this area must succeed on an Instinct Reaction Roll or be buried in snow and rocks, becoming Vulnerable until they dig themselves out from the debris. For each PC that fails the reaction roll, you gain a Fear.
- Frozen Scales Reaction When a creature makes a successful attack against the Dragon from within Very Close range, they must mark a Stress and become Chilled until their next rest or they clear a Stress. While they are Chilled, they have disadvantage on attack rolls.
- Momentum Reaction When the Dragon makes a successful attack against a PC, you gain a Fear.
Arch-Necromancer
Tier 4Leader
A decaying mage adorned in dark, tattered robes.
Motives & tactics corrupt, decay, flee to fight another day, resurrect
- Difficulty
- 21
- Thresholds
- 33 / 66
- HP
- 9
- Stress
- 8
- Attack
- +6 Necrotic Blast · Far · 4d12+8 mag
- Experience
- Forbidden Knowledge +3, Wisdom of Centuries +3
Features
- Dance of Death 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.
- Beam of Decay Action Mark 2 Stress to cause all targets within Far range to make a Strength Reaction Roll. Targets who fail take 2d20+12 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 and becomes Vulnerable until they roll with Hope.
- Open the Gates of Death Action Spend a Fear to summon a Zombie Legion, which appears at Close range and immediately takes the spotlight.
- Not Today, My Dears Reaction When the Necromancer has marked 7 or more of their HP, you can spend a Fear to have them teleport away to a safe location to recover. A PC who succeeds on an Instinct Roll can trace the teleportation magic to their destination.
- Your Life Is Mine Reaction Countdown (Loop 2d6). When the Necromancer has marked 6 or more of their HP, activate the countdown. When it triggers, deal 2d10+6 direct magic damage to a target within Close range. The Necromancer then clears a number of Stress or HP equal to the number of HP marked by the target from this attack.
Fallen Shock Troop
Tier 4Minion
A cursed soul bound to the Fallen’s will.
Motives & tactics crush, dominate, earn relief, punish
- Difficulty
- 18
- Thresholds
- –None
- HP
- 1
- Stress
- 1
- Attack
- +2 Cursed Axe · Very Close · 12 phy
Features
- Minion (12) Passive The Shock Troop is defeated when they take any damage. For every 12 damage a PC deals to the Shock Troop, defeat an additional Minion within range the attack would succeed against.
- Aura of Doom Passive When a PC marks HP from an attack by the Shock Troop, they lose a Hope.
- Group Attack Action Spend a Fear to choose a target and spotlight all Fallen Shock Troops 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 12 physical damage each. Combine this damage.
Fallen Sorcerer
Tier 4Support
A powerful mage bound by the bargains they made in life.
Motives & tactics acquire, dishearten, dominate, torment
- Difficulty
- 19
- Thresholds
- 26 / 42
- HP
- 6
- Stress
- 5
- Attack
- +4 Corrupted Staff · Far · 4d6+10 mag
- Experience
- Ancient Knowledge +2
Features
- Conflagration Action Spend a Fear to unleash an all-consuming firestorm and make an attack against all targets within Close range. Targets the Sorcerer succeeds against take 2d10+6 direct magic damage.
- Nightmare Tableau Action Mark a Stress to trap a target within Far range in a powerful illusion of their worst fears. While trapped, the target is Restrained and Vulnerable until they break free, ending both conditions, with a successful Instinct Roll.
- Slippery Reaction When the Sorcerer takes damage from an attack, they can teleport up to Far range.
- Shackles of Guilt Reaction Countdown (Loop 2d6). When the Sorcerer is in the spotlight for the first time, activate the countdown. When it triggers, all targets within Far range become Vulnerable and must mark a Stress as they relive their greatest regrets. A target can break free from their regret with a successful Presence or Strength Roll. When a PC fails to break free, they lose a Hope.