Minor Fire Elemental
Tier 1Solo
A living fl ame the size of a large bonfire.
Motives & tactics encircle enemies, grow in size, intimidate, start fi res
- Difficulty
- 13
- Thresholds
- 7 / 15
- HP
- 9
- Stress
- 3
- Attack
- +3 Elemental Blast · Far · 1d10+4 mag
Features
- Relentless (2) Passive The Elemental can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
- Scorched Earth Action Mark a Stress to choose a point within Far range. The ground within Very Close range of that point immediately bursts into fl ames. All creatures within this area must make an Agility Reaction Roll. Targets who fail take 2d8 magic damage from the fl ames. Targets who succeed take half damage.
- Explosion Action Spend a Fear to erupt in a fi ery explosion. Make an attack against all targets within Close range. Targets the Elemental succeeds against take 1d8 magic damage and are knocked back to Far range.
- Consume Kindling Reaction Three times per scene, when the Elemental moves onto objects that are highly flammable, consume them to clear a HP or a Stress.
- Momentum Reaction When the Elemental makes a successful attack against a PC, you gain a Fear.
A crimson-hued creature from the Circles Below, consumed by rage against all mortals.
Motives & tactics act erratically, corral targets, relish pain, torment
- Difficulty
- 14
- Thresholds
- 8 / 15
- HP
- 8
- Stress
- 4
- Attack
- +3 Claws · Melee · 1d8+6 phy
Features
- Relentless (2) Passive The Demon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
- All Must Fall Passive When a PC rolls a failure with Fear while within Close range of the Demon, they lose a Hope.
- Hellfire Action Spend a Fear to rain down hellfire within Far range. All targets within the area must make an Agility Reaction Roll. Targets who fail take 1d20+3 magic damage. Targets who succeed take half damage.
- Reaper Reaction Before rolling damage for the Demon’s attack, you can mark a Stress to gain a bonus to the damage roll equal to the Demon’s current number of marked HP.
- Momentum Reaction When the Demon makes a successful attack against a PC, you gain a Fear.
Minor Treant
Tier 1Minion
An ambulatory sapling rising up to defend their forest.
Motives & tactics crush, overwhelm, protect
- Difficulty
- 10
- Thresholds
- –None
- HP
- 1
- Stress
- 1
- Attack
- -2 Clawed Branch · Melee · 4 phy
Features
- Minion (5) Passive The Treant is defeated when they take any damage. For every 5 damage a PC deals to the Treant, defeat an additional Minion within range the attack would succeed against.
- Group Attack Action Spend a Fear to choose a target and spotlight all Minor Treants 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 4 physical damage each. Combine this damage.
A moving mound of translucent green slime.
Motives & tactics camouflage, consume and multiply, creep up, envelop
- Difficulty
- 8
- Thresholds
- 5 / 10
- HP
- 5
- Stress
- 2
- Attack
- +1 Ooze Appendage · Melee · 1d6+1 mag
- Experience
- Camouflage +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 benefits (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 a standard attack against a target within Melee range. On a success, the Ooze envelops them and the target must mark 2 Stress. The target must mark an additional Stress when they make an action roll. If the Ooze takes Severe damage, the target is freed.
- Split Reaction When the Ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Green Oozes (with no marked HP or Stress). Immediately spotlight both of them.
Tiny Green Ooze
Tier 1Skulk
A small moving mound of translucent green slime.
Motives & tactics camouflage, creep up
- Difficulty
- 14
- Thresholds
- 4 / -
- HP
- 2
- Stress
- 1
- Attack
- -1 Ooze Appendage · Melee · 1d4+1 mag
Features
- Acidic Form Passive When the Ooze 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.
A moving mound of translucent flaming red slime.
Motives & tactics camouflage, consume and multiply, ignite, start fi res
- Difficulty
- 10
- Thresholds
- 6 / 11
- HP
- 5
- Stress
- 3
- Attack
- +1 Ooze Appendage · Melee · 1d8+3 mag
- Experience
- Camouflage +3
Features
- Creeping Fire Passive The Ooze can only move within Very Close range as their normal movement. They light any flammable object they touch on fi re.
- Ignite Action Make an attack against a target within Very Close range. On a success, the target takes 1d8 magic damage and is Ignited until they’re extinguished with a successful Finesse Roll (14). While Ignited, the target takes 1d4 magic damage when they make an action roll.
- Split Reaction When the Ooze has 3 or more HP marked, you can spend a Fear to split them into two Tiny Red Oozes (with no marked HP or Stress). Immediately spotlight both of them.