A large wolf with menacing teeth, seldom encountered alone.
Motives & tactics defend territory, harry, protect pack, surround, trail
- Difficulty
- 12
- Thresholds
- 5 / 9
- HP
- 4
- Stress
- 3
- Attack
- +2 Claws · Melee · 1d6+2 phy
- Experience
- Keen Senses +3
Features
- Pack Tactics Passive If the Wolf makes a successful standard attack and another Dire Wolf is within Melee range of the target, deal 1d6+5 physical damage instead of their standard damage and you gain a Fear.
- Hobbling Strike Action Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 direct physical damage and make them Vulnerable until they clear at least 1 HP.
Giant Mosquitoes
Tier 1Horde (5/HP)
Dozens of fi st-sized mosquitoes, flying together for protection.
Motives & tactics fly away, harass, steal blood
- Difficulty
- 10
- Thresholds
- 5 / 9
- HP
- 6
- Stress
- 3
- Attack
- -2 Proboscis · Melee · 1d8+3 phy
- Experience
- Camouflage +2
Features
- Horde (1d4+1) Passive When the Mosquitoes have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.
- Flying Passive While flying, the Mosquitoes have a +2 bonus to their Difficulty.
- Bloodsucker Reaction When the Mosquitoes’ attack causes a target to mark HP, you can mark a Stress to force the target to mark an additional HP.
A cat-sized rodent skilled at scavenging and survival.
Motives & tactics burrow, hunger, scavenge, wear down
- Difficulty
- 10
- Thresholds
- –None
- HP
- 1
- Stress
- 1
- Attack
- -4 Claws · Melee · 1 phy
- Experience
- Keen Senses +3
Features
- Minion (3) Passive The Rat is defeated when they take any damage. For every 3 damage a PC deals to the Rat, 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 Rats 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 1 physical damage each. Combine this damage.
Giant Scorpion
Tier 1Bruiser
A human-sized insect with tearing claws and a stinging tail.
Motives & tactics ambush, feed, grapple, poison
- Difficulty
- 13
- Thresholds
- 7 / 13
- HP
- 6
- Stress
- 3
- Attack
- +1 Pincers · Melee · 1d12+2 phy
- Experience
- Camouflage +2
Features
- Double Strike Action Mark a Stress to make a standard attack against two targets within Melee range.
- Venomous Stinger Action Make an attack against a target within Very Close range. On a success, spend a Fear to deal 1d4+4 physical damage and Poison them until their next rest or they succeed on a Knowledge Roll (16). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 4 or lower, they must mark a Stress.
- Momentum Reaction When the Scorpion makes a successful attack against a PC, you gain a Fear.
Glass Snake
Tier 1Standard
A clear serpent with a massive head that leaves behind a glass shard trail wherever they go.
Motives & tactics climb, feed, keep distance, scare
- Difficulty
- 14
- Thresholds
- 6 / 10
- HP
- 5
- Stress
- 3
- Attack
- +2 Glass Fangs · Very Close · 1d8+2 phy
Features
- Armor-Shredding Shards Passive On a successful attack within Melee range against the Snake, the attacker 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.
- Spinning Serpent Action Mark a Stress to make an attack against all targets within Very Close range. Targets the Snake succeeds against take 1d6+1 physical damage.
- Spitter Action Spend a Fear to introduce a d6 Spitter Die. When the Snake is in the spotlight, roll this die. On a result of 5 or higher, all targets in front of the Snake within Far range must succeed on an Agility Reaction Roll or take 1d4 physical damage. The Snake can take the spotlight a second time this GM turn.
A nimble fighter armed with javelins.
Motives & tactics flank, harry, kite, profit
- Difficulty
- 12
- Thresholds
- 5 / 9
- HP
- 3
- Stress
- 3
- Attack
- +1 Javelin · Close · 1d6+2 phy
- Experience
- Camouflage +2
Features
- Maintain Distance Passive After making a standard attack, the Harrier can move anywhere within Far range.
- Fall Back Reaction When a creature moves into Melee range to make an attack, you can mark a Stress before the attack roll to move anywhere within Close range and make an attack against that creature. On a success, deal 1d10+2 physical damage.