{"adversaries":[{"name":"ACID BURROWER","type":"solo","description":"A horse-sized insect with digging claws and acidic blood.","source":"DH Core","features":[{"type":"passive","description":"The Burrower can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. ","title":"Relentless (3)","question":"","order":null},{"type":"action","description":"**Mark a Stress** to have the Burrower burst out of the ground. All creatures within Very Close range must succeed on an Agility Reaction Roll or be knocked over, making them *Vulnerable* until they next act.","title":"Earth Eruption","question":"","order":null},{"type":"action","description":"Make an attack against all targets in front of the Burrower within Close range. Targets the Burrower succeeds against take **2d6** physical damage and 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 and you gain a Fear.","title":"Spit Acid","question":"","order":null},{"type":"reaction","description":"When the Burrower takes Severe damage, all creatures within Close range are bathed in their acidic blood, taking **1d10** physical damage. This splash covers the ground within Very Close range with blood, and all creatures other than the Burrower who move through it take **1d6** physical damage.","title":"Acid Bath","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Burrow, drag away, feed, reposition","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":8,"stress":3,"attack_modifier":3,"standard_attack_name":"Claws","standard_attack_range":"very_close","standard_attack_damage":"1d12+2 phy","experience":"Tremor Sense +2"},{"name":"AMBUSHER SPIDER","type":"standard","description":"A stealthy dog-sized brown spider skilled in ambush tactics.","source":"GUASHNIM","features":[{"type":"passive","description":"When the Ambusher is within Melee range of a creature and at least one other Ambusher is within Close range, all attacks against that creature have advantage.","title":"Too Many to Handle","question":"","order":1},{"type":"passive","description":"If attacked with fire, the spider becomes *Vulnerable* until after the next PC action.","title":"It Burns","question":"","order":2},{"type":"reaction","description":"When the ambusher enters the scene without being spotted first, they can immediately move into melee with a target and make an attack against them. On a success, they strike with their claws for **2d4+8** (phy) damage.","title":"Ambush","question":"","order":3}],"tier":1,"horde_hp":"","motives_tactics":"Surprise attacks, Quick strikes, Overwhelm","difficulty":12,"damage_threshold_major":8,"damage_threshold_severe":12,"hp":4,"stress":3,"attack_modifier":1,"standard_attack_name":"Legs","standard_attack_range":"melee","standard_attack_damage":"1d8+1 phy","experience":""},{"name":"AMPHIPTERE","type":"minion","description":"A sleek, snake-like reptile with feathered wings and a draconic face.","source":"Incredible Creatures","features":[{"type":"passive","description":"The Amphiptere is defeated when they take any damage. For every 3 damage a PC deals to the Amphiptere, defeat an additional Minion within range the attack would succeed against.","title":"Minion (3)","question":"","order":null},{"type":"passive","description":"A PC that marks HP from an Amphiptere’s “Group Attack” loses a Hope.","title":"Discouraging Bites","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Amphiptere 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 2 physical damage each. Combine this damage.","title":"Group Attack","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Ambush from above, swarm, obey their master","difficulty":10,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":-1,"standard_attack_name":"Bite","standard_attack_range":"melee","standard_attack_damage":"2 phy","experience":""},{"name":"ANIMATED TOY","type":"minion","description":"A toy or other small object animated by an infusion of magic.","source":"Incredible Creatures","features":[{"type":"passive","description":"The Toy is defeated when they take any damage. For every 4 damage a PC deals to the Toy, defeat an additional Minion within range the attack would succeed against.","title":"Minion (4)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Toys 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.","title":"Group Attack","question":"","order":null},{"type":"reaction","description":"When a PC makes an attack within Very Close range of a Toy, the Toy can move into Melee range and make a standard attack.","title":"Underfoot","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Protect children, injure adults","difficulty":10,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":-2,"standard_attack_name":"Bonk","standard_attack_range":"melee","standard_attack_damage":"1 phy","experience":""},{"name":"ARCANIST GUARD","type":"support","description":"A magic-wielding guard with a ward-covered coat using magic to enhance their comrades.","source":"Mike Underwood","features":[{"type":"action","description":"Make an attack against a target within Far range. On a success, **mark a Stress** to make the target *Tagged*. The Arcanist always knows the direction and distance of a *Tagged* target within a Very Far range. The Arcanist may only have one target *Tagged* at a time.","title":"Tag and Tail","question":"","order":null},{"type":"action","description":"**Spend 2 Fear** and choose up to 3 allies within Close range to become *Empowered*. *Empowered* targets gain a **+1d4** bonus to damage rolls. All instances of *Empowered* given by the Arcanist clear if they take Severe damage or at the end of the scene.","title":"Empower Allies","question":"","order":null},{"type":"reaction","description":"When an ally within Close range would take damage, **mark a Stress** to reduce the severity by one threshold.","title":"Spellshield","question":"","order":null},{"type":"reaction","description":"When a PC investigates or tries to open a door in a place protected by the Arcanist, **spend a Fear** to reveal that it has been magically warded by the Arcanist and activate a *Progress Countdown (4)*. Until the countdown is triggered, that door cannot be opened or unlocked.","title":"Warded Door","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Create wards, strengthen allies, tag suspects, make it through the day","difficulty":11,"damage_threshold_major":4,"damage_threshold_severe":9,"hp":4,"stress":4,"attack_modifier":0,"standard_attack_name":"Wand","standard_attack_range":"far","standard_attack_damage":"1d8 mag","experience":"Mage +2"},{"name":"ARCHER GUARD","type":"ranged","description":"A tall guard bearing a longbow and quiver with arrows fletched in the settlement’s colors.","source":"DH Core","features":[{"type":"action","description":"Make an attack against a target within Far range. On a success, **mark a Stress** to deal **1d12+3** physical damage. If the target marks HP from this attack, they have disadvantage on Agility Rolls until they clear at least 1 HP.","title":"Hobbling Shot","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Arrest, close gates, make it through the day, pin down","difficulty":10,"damage_threshold_major":4,"damage_threshold_severe":8,"hp":3,"stress":2,"attack_modifier":1,"standard_attack_name":"Longbow","standard_attack_range":"far","standard_attack_damage":"1d8+3 phy","experience":"Local Knowledge +3"},{"name":"ASHKADAVAR","type":"skulk","description":"A wizard’s familiar, created from the bodies of several woodland creatures.","source":"Incredible Creatures","features":[{"type":"passive","description":"Spellcast rolls that target the Ashkadavar have disadvantage. If a PC makes a spellcast roll within Far range and fails, the Ashkadavar can **mark a Stress** to summon an identical Ashkadavar within Very Close range.","title":"Magical Hunger","question":"","order":null},{"type":"passive","description":"The Ashkadavar has resistance to physical damage. Additionally, it can **mark a Stress** to teleport to a location within Far range.","title":"Unreal Existence","question":"","order":null},{"type":"action","description":"Make a standard attack against a target. On a Success, **spend a Fear**. The Ashkadavar gains a +2 bonus to its damage for each other Ashkadavar within Very Close range of the target.","title":"Magic Connection","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Consume magic, prolong life, grovel, get revenge, strength in numbers","difficulty":10,"damage_threshold_major":6,"damage_threshold_severe":10,"hp":3,"stress":3,"attack_modifier":1,"standard_attack_name":"Magic Breath","standard_attack_range":"very_close","standard_attack_damage":"1d4+3 mag","experience":"Magical Knowledge +3"},{"name":"ASHKADAVAR SWARM","type":"horde","description":"A group of replicating chimeric creations made from the bodies of several woodland creatures.","source":"Incredible Creatures","features":[{"type":"passive","description":"When the Swarm has marked half or more of their HP, their standard attack deals **1d4+2** magic damage instead.","title":"Horde (1d4+2)","question":"","order":null},{"type":"passive","description":"Spellcast rolls that target the Swarm have disadvantage. If a PC makes a spellcast roll within Far range and fails, the Swarm can **mark a Stress** and clear 1 HP.","title":"Magical Hunger","question":"","order":null},{"type":"action","description":"Make a standard attack against a target. On a success, **spend a Fear** to gain a bonus to the damage roll equal to the number of the Swarm’s unmarked HP.","title":"Magic Surge","question":"","order":null}],"tier":1,"horde_hp":"(1/HP)","motives_tactics":"Consume magic, prolong life, strength in numbers","difficulty":11,"damage_threshold_major":8,"damage_threshold_severe":12,"hp":6,"stress":4,"attack_modifier":-1,"standard_attack_name":"Magic Breath","standard_attack_range":"melee","standard_attack_damage":"1d8+4 mag","experience":"Think Tank +3"},{"name":"BEAR","type":"bruiser","description":"A large bear with thick fur and powerful claws.","source":"DH Core","features":[{"type":"passive","description":"Targets who mark HP from the Bear’s standard attack are knocked back to Very Close range. ","title":"Overwhelming Force","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make an attack against a target within Melee range. On a success, deal **3d4+10** physical damage and the target is *Restrained* until they break free with a successful Strength Roll.","title":"Bite","question":"","order":null},{"type":"reaction","description":"When the Bear makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Climb, defend territory, pummel, track","difficulty":14,"damage_threshold_major":9,"damage_threshold_severe":17,"hp":7,"stress":2,"attack_modifier":1,"standard_attack_name":"Claws","standard_attack_range":"melee","standard_attack_damage":"1d8+3 phy","experience":"Ambusher +3, Keen Senses +2"},{"name":"BLADED GUARD","type":"standard","description":"An armored guard bearing a sword and shield painted in the settlement’s colors.","source":"DH Core","features":[{"type":"passive","description":"A creature who tries to move within Very Close range of the Guard must succeed on an Agility Roll. If additional Bladed Guards are standing in a line alongside the first, and each is within Melee range of another guard in the line, the Difficulty increases by the total number of guards in that line.","title":"Shield Wall","question":"","order":null},{"type":"action","description":"Make an attack against a target within Very Close range. On a success, **mark a Stress** to *Restrain* the target until they break free with a successful attack, Finesse Roll, or Strength Roll.","title":"Detain","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Arrest, close gates, make it through the day, pin down","difficulty":12,"damage_threshold_major":5,"damage_threshold_severe":9,"hp":5,"stress":2,"attack_modifier":1,"standard_attack_name":"Longsword","standard_attack_range":"melee","standard_attack_damage":"1d6+1 phy","experience":"Local Knowledge +3"},{"name":"BLOOMING COCKATRICE","type":"leader","description":"A green, dragon-like creature with a moss-covered rooster’s\nneck and bright flower petal wings.","source":"Incredible Creatures","features":[{"type":"passive","description":"While flying, the Cockatrice gains a +2\nbonus to their Difficulty.","title":"Flying","question":"","order":null},{"type":"passive","description":"Before a PC within\nClose range makes an action roll that would affect the\nCockatrice, they must succeed on a Presence Reaction\nRoll (10). On a failure, the PC marks a Stress as they\nbegin to turn into a tree and start an Arborization\nCountdown (4). It ticks down when any PC in the scene\nrolls with Fear. When it triggers, the target is *Restrained*\nand *Unconscious*; they can’t make action rolls, can’t\nspeak, and automatically fail all reaction rolls. All\ncreatures that the Cockatrice has turned into trees clear\nboth conditions when the Cockatrice is defeated.","title":"Eyes of Leaf and Stem","question":"","order":null},{"type":"action","description":"Make a standard attack against\na target. On a success, **spend a Fear** to force the target\nto mark an Armor Slot without receiving its benefits (they\ncan still use armor to reduce the damage). If they have an\nArborization Countdown, tick it down by 1. If they can’t\nmark an Armor Slot, they must mark an additional HP.","title":"Penetrating Peck","question":"","order":null},{"type":"action","description":"**Spend a Fear** to spotlight **1d4+1**\nallies. Attacks they make while spotlighted in this way\nhave advantage but deal half damage.","title":"Baleful Crow","question":"","order":null},{"type":"reaction","description":"When a Budding Cockatrice Clutch\nmarks HP, you can **mark a Stress** to fly into Melee range\nof the attacker and make a “Penetrating Peck” attack\nagainst them without spending a Fear.","title":"Mama Hen","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Encourage nature, create new growth, protect the young","difficulty":11,"damage_threshold_major":7,"damage_threshold_severe":15,"hp":5,"stress":5,"attack_modifier":2,"standard_attack_name":"Beak","standard_attack_range":"melee","standard_attack_damage":"1d10+2 mag","experience":"Nature's Friend +2"},{"name":"BRAWNY ZOMBIE","type":"bruiser","description":"A large corpse, decay-bloated and angry.","source":"DH Core","features":[{"type":"passive","description":"When you spotlight the Zombie 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 Zombie and they have a token on their stat block, clear the token and they can act.","title":"Slow","question":"","order":null},{"type":"action","description":"Make a standard attack with advantage against a target the Zombie has *Restrained*. On a success, the attack deals direct damage.","title":"Rend Asunder","question":"","order":null},{"type":"reaction","description":"When the Zombies makes a successful standard attack, you can **mark a Stress** to temporarily *Restrain* the target and force them to mark 2 Stress.","title":"Rip and Tear","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Crush, destroy, hail debris, slam","difficulty":10,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":7,"stress":4,"attack_modifier":2,"standard_attack_name":"Slam","standard_attack_range":"very_close","standard_attack_damage":"1d12+3 phy","experience":"Collateral Damage +2, Throw +4"},{"name":"BROODMOTHER","type":"leader","description":"A survival-focused horse-sized red spider with an inflated abdomen, capable of breeding and commanding its offspring.","source":"GUASHNIM","features":[{"type":"passive","description":"If attacked with fire, the spider becomes *Vulnerable* until after the next PC action. When this happens, you may immediately spotlight an ally of the Broodmother within Close range without spending Fear.","title":"It Burns","question":"","order":null},{"type":"action","description":"When you spotlight the Broodmother, **mark a Stress** to also spotlight two allies within Close range.","title":"Crawl Forth","question":"","order":null},{"type":"action","description":"Once per scene, **mark a Stress** to summon **1d4** Crawling Spiders, which appear at Very Close range.","title":"Bring the Offspring","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Infest, Expand, Survive","difficulty":12,"damage_threshold_major":12,"damage_threshold_severe":15,"hp":6,"stress":3,"attack_modifier":-1,"standard_attack_name":"Legs","standard_attack_range":"melee","standard_attack_damage":"1d12+1 phys","experience":"Need to Survive +2"},{"name":"BUDDING COCKATRICE CLUTCH","type":"horde","description":"A group of young dragon-like creatures with green fuzzy\nscales and tightly wrapped buds for wings waiting to bloom.","source":"Incredible Creatures","features":[{"type":"passive","description":"When the Clutch have marked\nhalf or more of their HP, their standard attack deals\n**1d4+1** magic damage instead.","title":"Horde (1d4+1)","question":"","order":null},{"type":"reaction","description":"When the Clutch have marked\nhalf or more of their HP, **mark a Stress** to create a\nbramble thicket around the Clutch in a Very Close range.\nAll targets within the area must make a Finesse Reaction\nRoll (12). Targets who fail take **2d8** physical damage and\nare temporarily *Restrained*. Targets who succeed take half\ndamage and are knocked out of the area. The Clutch can\nmove through this area unimpeded and has a +3 bonus to\nits Difficulty while in the bramble thicket.","title":"Thicket Sprout","question":"","order":null}],"tier":1,"horde_hp":"(1/HP)","motives_tactics":"Grow strong, seek food, keep close to the nest","difficulty":10,"damage_threshold_major":6,"damage_threshold_severe":11,"hp":4,"stress":4,"attack_modifier":-1,"standard_attack_name":"Beaks","standard_attack_range":"melee","standard_attack_damage":"1d8+2 mag","experience":""},{"name":"BURROSKA DOLL","type":"ranged","description":"A wooden humanoid the size of a doll. They are dressed in\nleaves and have spiky growths all over their bodies.","source":"Incredible Creatures","features":[{"type":"reaction","description":"When the Doll marks its last\nHP, all creatures within Close range must succeed on an\nAgility Reaction Roll. Targets who fail take **1d6** physical\ndamage.","title":"Spine Explosion","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Hide in tall grass, drop from trees, attack in numbers","difficulty":10,"damage_threshold_major":5,"damage_threshold_severe":-1,"hp":2,"stress":3,"attack_modifier":-1,"standard_attack_name":"Spine Spear","standard_attack_range":"close","standard_attack_damage":"1d6+4 phy","experience":""},{"name":"BURROSKA DOLL (Enhanced)","type":"ranged","description":"A wooden humanoid the size of a doll. They are dressed in\nleaves and have spiky growths all over their bodies.","source":"RMR","features":[{"type":"action","description":"**Mark a Stress** to make an attack against a group of targets within Close range. On a success, the targets takes **1d6+2** physical damage.","title":"Spike Fling","question":"","order":null},{"type":"reaction","description":"When the Doll marks its last\nHP, all creatures within Close range must succeed on an\nAgility Reaction Roll. Targets who fail take **1d8** physical\ndamage.","title":"Spine Explosion","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Hide in tall grass, drop from trees, attack in numbers","difficulty":11,"damage_threshold_major":4,"damage_threshold_severe":7,"hp":3,"stress":3,"attack_modifier":1,"standard_attack_name":"Spine Spear","standard_attack_range":"close","standard_attack_damage":"1d8+3 phy","experience":""},{"name":"BUSYBODY","type":"social","description":"A meddling civilian determined to meddle with other people’s business.","source":"Mike Underwood","features":[{"type":"passive","description":"Up to three times per scene, the Busybody may utilize an experience without spending Fear.","title":"Practiced Manipulator","question":"","order":null},{"type":"action","description":"Spend a Fear to have the Busybody appear to harass anyone opposing their agenda. Each PC present must make a Presence Reaction Roll or mark a Stress.","title":"Meddling","question":"","order":null},{"type":"action","description":"Mark a Stress to have the Busybody rile up a crowd. Activate a Consequence Countdown (5). When the countdown triggers, the crowd takes drastic, ill-advised action and you gain 1d4+1 Fear. The Busybody may only have one of these countdowns active at a time.","title":"Somebody Has to Do Something About This!","question":"","order":null},{"type":"reaction","description":"When a target within Close challenges the busybody or their advice, mark a Stress to force the target to mark a Stress.","title":"How Rude","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Exaggerate the truth, find gossip, glorify themselves, stir up controversy","difficulty":11,"damage_threshold_major":4,"damage_threshold_severe":8,"hp":2,"stress":4,"attack_modifier":-3,"standard_attack_name":"Knife","standard_attack_range":"far","standard_attack_damage":"1d4 phy","experience":"Local Knowledge +3, Gossip +3"},{"name":"CAVE OGRE","type":"solo","description":"A massive humanoid who sees all sapient life as food.","source":"DH Core","features":[{"type":"passive","description":"You must **spend a Fear** to spotlight the Ogre. While spotlighted, they can make their standard attack against all targets within range.","title":"Ramp Up","question":"","order":null},{"type":"passive","description":"The Ogre’s attacks deal direct damage. ","title":"Bone Breaker","question":"","order":null},{"type":"action","description":"**Mark a Stress** to pick up heavy objects and throw them at all targets in front of the Ogre within Far range. Make an attack against these targets. Targets the Ogre succeeds against take **1d10+2** physical damage. If they succeed against more than one target, you gain a Fear.","title":"Hail of Boulders","question":"","order":null},{"type":"reaction","description":"When the Ogre marks 2 or more HP, they can rampage. Move the Ogre to a point within Close range and deal **2d6+3** direct physical damage to all targets in their path.","title":"Rampaging Fury","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Bite off heads, feast, rip limbs, stomp, throw enemies","difficulty":13,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":8,"stress":3,"attack_modifier":1,"standard_attack_name":"Club","standard_attack_range":"very_close","standard_attack_damage":"1d10+2 phy","experience":"Throw +2"},{"name":"CONSTRUCT","type":"solo","description":"A roughly humanoid being of stone and steel, assembled and animated by magic.","source":"DH Core","features":[{"type":"passive","description":"The Construct can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. ","title":"Relentless (2)","question":"","order":null},{"type":"passive","description":"When the Construct marks HP from physical damage, they must mark an additional HP.","title":"Weak Structure","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make an attack against all targets in the Construct’s path when they move. Targets the Construct succeeds against take **1d8** physical damage. ","title":"Trample","question":"","order":null},{"type":"reaction","description":"Before rolling damage for the Construct’s attack, you can **mark a Stress** to gain a +10 bonus to the damage roll. The Construct can then take the spotlight again.","title":"Overload","question":"","order":null},{"type":"reaction","description":"When the Construct marks their last HP, the magic powering them ruptures in an explosion of force. Make an attack with advantage against all targets within Very Close range. Targets the Construct succeeds against take **1d12+2** magic damage.","title":"Death Quake","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Destroy environment, serve creator, smash target, trample groups","difficulty":13,"damage_threshold_major":7,"damage_threshold_severe":15,"hp":9,"stress":4,"attack_modifier":4,"standard_attack_name":"Fist Slam","standard_attack_range":"melee","standard_attack_damage":"1d20 phy","experience":""},{"name":"COURTIER","type":"social","description":"An ambitious and ostentatiously dressed socialite.","source":"DH Core","features":[{"type":"action","description":"**Mark a Stress** to say something mocking and force a target within Close range to make a Presence Reaction Roll (14) to see if they can save face. On a failure, the target must mark 2 Stress and is *Vulnerable* until the scene ends. ","title":"Mockery","question":"","order":null},{"type":"action","description":"**Spend a Fear** and target a PC. The Courtier convinces a crowd or prominent individual that the target is the cause of their current conflict or misfortune.","title":"Scapegoat","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Discredit, gain favor, maneuver, scheme","difficulty":12,"damage_threshold_major":4,"damage_threshold_severe":8,"hp":3,"stress":4,"attack_modifier":-4,"standard_attack_name":"Daggers","standard_attack_range":"melee","standard_attack_damage":"1d4+2 phy","experience":"Socialite +3"},{"name":"CRAWLING SPIDER","type":"horde","description":"A cat-sized spider skilled at stealth and survival, normally caught in pairs.","source":"GUASHNIM","features":[{"type":"passive","description":"When the Crawling Spider have marked half or more of their HP, their standard attack deals **1d6+1** physical damage instead.","title":"Horde (1d6+1)","question":"","order":null},{"type":"passive","description":"If attacked with fire, the spider becomes *Vulnerable* until after the next PC action.","title":"It Burns","question":"","order":null}],"tier":1,"horde_hp":"(3/HP)","motives_tactics":"Climb, Hunger, Hide, Wear down","difficulty":10,"damage_threshold_major":5,"damage_threshold_severe":8,"hp":6,"stress":2,"attack_modifier":-1,"standard_attack_name":"Legs","standard_attack_range":"melee","standard_attack_damage":"1d12+2 phy","experience":"Keen Senses +2"},{"name":"DEEPROOT DEFENDER","type":"bruiser","description":"A burly vegetable-person with grasping vines.","source":"DH Core","features":[{"type":"action","description":"Slam the ground, knocking all targets within Very Close range back to Far range. Each target knocked back this way must mark a Stress.","title":"Ground Slam","question":"","order":null},{"type":"action","description":"Make an attack against a target within Close range. On a success, spend a Fear to pull them into Melee range, deal **1d6+2** physical damage, and *Restrain* them until the Defender takes Severe damage.","title":"Grab and Drag","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Ambush, grab, protect, pummel","difficulty":10,"damage_threshold_major":8,"damage_threshold_severe":14,"hp":7,"stress":3,"attack_modifier":2,"standard_attack_name":"Vines","standard_attack_range":"close","standard_attack_damage":"1d8+3 phy","experience":"Huge +3"},{"name":"DEMON TOAD","type":"minion","description":"A fiendish pig-sized amphibian infused with the power of the abyss.","source":"Wondrous Environments","features":[{"type":"passive","description":"The Toad is defeated when they take any damage. For every 4 damage a PC deals to the Toad, defeat an additional Minion within range the attack would succeed against.","title":"Minion (4)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Demon Toads within Far range of them. Those Minions move into Very Close range of the target and make one shared attack roll. On a success, they deal 2 physical damage each. Combine this damage.","title":"Group Attack","question":"","order":null},{"type":"reaction","description":"When the Toad dies, it explodes in a burst of hellfire. All creatures within Very Close range, including other Demon Toads, take 5 physical damage. If this causes a chain reaction, combine the damage.","title":"Hellfire Burst","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Leap into range, rush foe, self-combust","difficulty":10,"damage_threshold_major":0,"damage_threshold_severe":0,"hp":1,"stress":1,"attack_modifier":0,"standard_attack_name":"Whip Tongue","standard_attack_range":"close","standard_attack_damage":"2 phy","experience":""},{"name":"DIRE WOLF","type":"skulk","description":"A large wolf with menacing teeth, seldom encountered alone.","source":"DH Core","features":[{"type":"passive","description":"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.","title":"Pack Tactics","question":"","order":null},{"type":"action","description":"**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.","title":"Hobbling Strike","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Defend territory, harry, protect pack, surround, trail","difficulty":12,"damage_threshold_major":5,"damage_threshold_severe":9,"hp":4,"stress":3,"attack_modifier":2,"standard_attack_name":"Claws","standard_attack_range":"melee","standard_attack_damage":"1d6+2 phy","experience":"Keen Senses +3"},{"name":"DOLLIGLOP","type":"leader","description":"A small, ooze-like creature that inhabits a child’s doll or other toy and feeds off emotion.","source":"Incredible Creatures","features":[{"type":"passive","description":"When a PC spends Hope within Far range of the Dolliglop, you gain a Fear.","title":"Pay the Price","question":"","order":null},{"type":"action","description":"Twice per scene, **spend a Fear** to summon a number of Animated Toys equal to twice the number of PCs. They appear within Far range and make a “Group Attack” against a chosen target.","title":"Island of Misfits","question":"","order":null},{"type":"action","description":"**Spend a Fear** to emanate a wave of loss and sadness from the Dolliglop. Each target within Far range must make an Instinct or Presence Reaction Roll. On a failure, the target vividly recalls a memory of a lost toy or keepsake and they have disadvantage on all action rolls until they roll with Hope. Targets who succeed mark a Stress.\n\\\n*Describe a toy your character either lost or was forced to part with in their childhood.*","title":"Outgrown and Discarded","question":"","order":null},{"type":"reaction","description":"If a PC rolls with Hope within Far range of the Dolliglop, you can **mark a Stress** and roll a **d20**. If the result is equal to or lower than the number on the PC’s Hope die, the Dolliglop clears 1 HP and you gain a Fear.","title":"Feed on Hope","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Devour youthful innocence, remain hidden, eliminate grown-ups","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":14,"hp":6,"stress":3,"attack_modifier":3,"standard_attack_name":"Tentacle Slap","standard_attack_range":"melee","standard_attack_damage":"1d6+4 phy","experience":"Straight to the Heart +3"},{"name":"FORLORN SPIRIT","type":"standard","description":"A distraught or displaced soul, seeking either redemption or solace.","source":"Incredible Creatures","features":[{"type":"passive","description":"The Spirit has resistance to physical damage. **Mark a Stress** to move up to Close range through solid objects.","title":"Ghost","question":"","order":null},{"type":"action","description":"**Spend a Fear** to howl at all targets within Far range, forcing them to make an Instinct or Presence Reaction Roll. On a failure, the target must use a **d10** for their Hope die until they roll with Hope or the scene ends. On a success, the target marks a Stress, but gleans a course of action that might put the Spirit to rest. \n\\\n*What does the Spirit desire? What can the PCs do to facilitate it?*","title":"Forlorn Wail","question":"","order":null},{"type":"reaction","description":"When a PC marks HP within Close range of the Spirit, **mark a Stress** to have the Spirit immediately move into Melee range of that PC and make a standard attack.","title":"Feel Your Pain","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Express emotion, crave physicality, bewilderment","difficulty":11,"damage_threshold_major":8,"damage_threshold_severe":13,"hp":4,"stress":4,"attack_modifier":2,"standard_attack_name":"Clinging Grasp","standard_attack_range":"melee","standard_attack_damage":"1d6+2 mag","experience":"Anguish +2"},{"name":"FUNGRIL GLADESERVANT","type":"solo","description":"A towering fungril dressed in what nature provides with a\nwooden blade arm and a network of vines which serve as\nfingers.","source":"Incredible Creatures","features":[{"type":"passive","description":"When a PC within Close\nrange sings a lullaby they can make a Presence Roll\n(15) to cause the Gladeservant to fall *Asleep* until the\nGladeservant marks HP or the GM spends a Fear to\nawaken them. While *Asleep*, the Gladeservant cannot act.","title":"Entranced By Song","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make an attack\nagainst all targets in front of the Gladeservant. Targets\nthe Gladeservant succeeds against take **1d8+3** physical\ndamage and mark a Stress.","title":"Blade Swing","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target\nwithin Close range to make a Strength Reaction Roll.\nOn a failure, the Gladeservant *Envelops* them and the\ntarget must mark 2 Stress. While *Enveloped*, the target is\n*Restrained* and must mark an additional Stress every time\nthey make an action roll. When the Gladeservant takes\nSevere damage, falls *Asleep*, or is defeated, all *Enveloped*\ntargets are freed and the condition is cleared.","title":"Grasping Vine","question":"","order":null},{"type":"action","description":"**Mark a Stress** to throw a heavy\nobject at a point within Far range. All targets within a\nVery Close range of that point must succeed on an Agility\nReaction Roll. Targets who fail take **3d6** physical damage.","title":"Stone’s Throw","question":"","order":null},{"type":"reaction","description":"When the Gladeservant\ntakes damage from an attack within Close range, you\ncan **spend a Fear** to make a standard attack against the\nattacker at advantage. On a success, clear a Stress.","title":"Rage of the Trees","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Encourage growth, adhere to the forest’s will, cut away disease","difficulty":13,"damage_threshold_major":9,"damage_threshold_severe":15,"hp":8,"stress":5,"attack_modifier":3,"standard_attack_name":"Wooden Blade","standard_attack_range":"very_close","standard_attack_damage":"1d10+6 phy","experience":"Prune +3, Forest Knowledge +2"},{"name":"GIANT MOSQUITOES","type":"horde","description":"Dozens of fist-sized mosquitoes, flying together for protection.","source":"DH Core","features":[{"type":"passive","description":"When the Mosquitoes have marked half or more of their HP, their standard attack deals **1d4+1** physical damage instead.","title":"Horde (1d4+1)","question":"","order":null},{"type":"passive","description":"While flying, the Mosquitoes have a +2 bonus to their Difficulty.","title":"Flying","question":"","order":null},{"type":"reaction","description":"When the Mosquitoes’ attack causes a target to mark HP, you can **mark a Stress** to force the target to mark an additional HP.","title":"Bloodsucker","question":"","order":null}],"tier":1,"horde_hp":"(5/HP)","motives_tactics":"Fly away, harass, steal blood","difficulty":10,"damage_threshold_major":5,"damage_threshold_severe":9,"hp":6,"stress":3,"attack_modifier":-2,"standard_attack_name":"Proboscis","standard_attack_range":"melee","standard_attack_damage":"1d8+3 phy","experience":"Camouflage +2"},{"name":"GIANT RAT","type":"minion","description":"A cat-sized rodent skilled at scavenging and survival.","source":"DH Core","features":[{"type":"passive","description":"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. ","title":"Minion (3)","question":"","order":null},{"type":"action","description":"**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.","title":"Group Attack","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Burrow, hunger, scavenge, wear down","difficulty":10,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":-4,"standard_attack_name":"Claws","standard_attack_range":"melee","standard_attack_damage":"1 phy","experience":"Keen Senses +3"},{"name":"GIANT SCORPION","type":"bruiser","description":"A human-sized arachnid with tearing claws and a stinging tail.","source":"DH Core","features":[{"type":"action","description":"**Mark a Stress** to make a standard attack against two targets within Melee range.","title":"Double Strike","question":"","order":null},{"type":"action","description":"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.","title":"Venomous Stinger","question":"","order":null},{"type":"reaction","description":"When the Scorpion makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Ambush, feed, grapple, poison","difficulty":13,"damage_threshold_major":7,"damage_threshold_severe":13,"hp":6,"stress":3,"attack_modifier":1,"standard_attack_name":"Pincers","standard_attack_range":"melee","standard_attack_damage":"1d12+2 phy","experience":"Camouflage +2"},{"name":"GLASS SNAKE","type":"standard","description":"A clear serpent with a massive head that leaves behind a glass shard trail wherever they go.","source":"DH Core","features":[{"type":"passive","description":"After a successful attack against the Snake within Melee range, the attacker must mark an Armor Slot. If they can’t mark an Armor Slot, they must mark an HP.","title":"Armor-Shredding Shards","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make an attack against all targets within Very Close range. Targets the Snake succeeds against take **1d6+1** physical damage.","title":"Spinning Serpent","question":"","order":null},{"type":"action","description":"**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.","title":"Spitter","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Climb, feed, keep distance, scare","difficulty":14,"damage_threshold_major":6,"damage_threshold_severe":10,"hp":5,"stress":3,"attack_modifier":2,"standard_attack_name":"Glass Fangs","standard_attack_range":"very_close","standard_attack_damage":"1d8+2 phy","experience":""},{"name":"GREEN OOZE","type":"skulk","description":"A moving mound of translucent green slime.","source":"DH Core","features":[{"type":"passive","description":"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.","title":"Slow","question":"","order":null},{"type":"passive","description":"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. ","title":"Acidic Form","question":"","order":null},{"type":"action","description":"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.","title":"Envelop","question":"","order":null},{"type":"reaction","description":"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.","title":"Split","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Camouflage, consume and multiply, creep up, envelop","difficulty":8,"damage_threshold_major":5,"damage_threshold_severe":10,"hp":5,"stress":2,"attack_modifier":1,"standard_attack_name":"Ooze Appendage","standard_attack_range":"melee","standard_attack_damage":"1d6+1 mag","experience":"Camouflage +3"},{"name":"GRIFFON","type":"skulk","description":"A creature with the forelegs and head of an eagle and the hindquarters of a lion.","source":"Incredible Creatures","features":[{"type":"action","description":"**Spend a Fear** to attack a target within Far range. On a success, deal **1d10+2** physical damage and knock the target over, making them *Restrained* and *Vulnerable* until they break free, ending both conditions, with a successful Finesse or Strength Roll (15). A target *Restrained* by the Griffon has disadvantage on attacks against it.","title":"Diving Tackle","question":"","order":null},{"type":"reaction","description":"When a target that the Griffon has *Restrained* fails to break free, **mark a Stress** to move to a point within Far range while holding them.","title":"Talon Ascent","question":"","order":null},{"type":"reaction","description":"When a creature makes an attack against the Griffon, **mark a Stress** to gain a +2 bonus to their Difficulty.","title":"Evasive Maneuvers","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Find food, protect nest, swoop in, swoop out","difficulty":13,"damage_threshold_major":6,"damage_threshold_severe":11,"hp":4,"stress":3,"attack_modifier":1,"standard_attack_name":"Beak","standard_attack_range":"melee","standard_attack_damage":"1d6+3 phy","experience":"Keen Eyes +3"},{"name":"GRINNING LEGION MOB","type":"horde","description":"An unruly mob of nihilistic ruffians from smaller-statured ancestries – goblin, halfling, goblin, and more.","source":"Mike Underwood","features":[{"type":"passive","description":"When the Mob has marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.","title":"Horde (1d4+1)","question":"","order":null},{"type":"action","description":"Mark a Stress to have the Mob yell and jeer in a cacophony, which unnerves all nearby. All targets within Close must make an Instinct Reaction Roll or mark a Stress.","title":"Make a Ruckus","question":"","order":null}],"tier":1,"horde_hp":"(3/HP)","motives_tactics":"Find humor in horror, scream so they don’t cry, thrive on fear","difficulty":10,"damage_threshold_major":5,"damage_threshold_severe":10,"hp":5,"stress":3,"attack_modifier":-1,"standard_attack_name":"Claws and Knives","standard_attack_range":"melee","standard_attack_damage":"1d8+2 phy","experience":"Annoying +2"},{"name":"GRINNING WOLFRIDER","type":"standard","description":"A Grinning Legion warrior with a bird-skull mask wielding a short spear and riding a cackling wolf.","source":"Mike Underwood","features":[{"type":"passive","description":"The Wolfrider can move up to a Far range as part of their action. If they move at least a Close distance before making an attack, they gain advantage on the attack.","title":"Mounted Duo","question":"","order":null},{"type":"action","description":"**Spend a Fear** to force all targets within Close distance to make a Presence Reaction Roll or lose a Hope.","title":"Menacing Howl","question":"","order":null},{"type":"reaction","description":"When a target moves from within Very Close distance, **mark a Stress** to move into Melee range with them and make an attack. On a success, they take an additional **1d6** damage and become *Vulnerable* until they next take the spotlight.","title":"Run Down","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Cause panic, encircle and harry, mock targets","difficulty":11,"damage_threshold_major":5,"damage_threshold_severe":10,"hp":3,"stress":2,"attack_modifier":0,"standard_attack_name":"Spear","standard_attack_range":"very_close","standard_attack_damage":"1d6+2 phy","experience":" Malicious +2, Keen Senses +2"},{"name":"HARRIER","type":"standard","description":"A nimble fighter armed with javelins.","source":"DH Core","features":[{"type":"passive","description":"After making a standard attack, the Harrier can move anywhere within Far range. ","title":"Maintain Distance","question":"","order":null},{"type":"reaction","description":"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.","title":"Fall Back","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Flank, harry, kite, profit","difficulty":12,"damage_threshold_major":5,"damage_threshold_severe":9,"hp":3,"stress":3,"attack_modifier":1,"standard_attack_name":"Javelin","standard_attack_range":"close","standard_attack_damage":"1d6+2 phy","experience":"Camouflage +2"},{"name":"HEAD GUARD","type":"leader","description":"A seasoned guard with a mace, a whistle, and a bellowing voice.","source":"DH Core","features":[{"type":"action","description":"**Spend 2 Fear** to spotlight the Head Guard and up to **2d4** allies within Far range.","title":"Rally Guards","question":"","order":null},{"type":"reaction","description":"Countdown (5). When the Head Guard is in the spotlight for the first time, activate the countdown. It ticks down when a PC makes an attack roll. When it triggers, all Archer Guards within Far range make a standard attack with advantage against the nearest target within their range. If any attacks succeed on the same target, combine their damage. ","title":"On My Signal","question":"","order":null},{"type":"reaction","description":"When the Head Guard makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Arrest, close gates, pin down, seek glory","difficulty":15,"damage_threshold_major":7,"damage_threshold_severe":13,"hp":7,"stress":3,"attack_modifier":4,"standard_attack_name":"Mace","standard_attack_range":"melee","standard_attack_damage":"1d10+4 phy","experience":"Commander +2, Local Knowledge +2"},{"name":"HEDGE WIZARD","type":"social","description":"A mystic who has learned the ways of magic by learning the ways of life.","source":"Incredible Creatures","features":[{"type":"passive","description":"The Hedge Wizard must be offered a gift such as a fine wine or a magic trinket before speaking openly with the PCs. PCs that do not extend this hospitality have disadvantage on all social actions made against the Hedge Wizard.","title":"Dubious Dealings","question":"","order":null},{"type":"action","description":"**Mark a Stress** to force a PC to make a Knowledge Reaction Roll. On a failure, the PC must speak the truth until the end of the scene. If they knowingly tell a lie, they must mark 3 Stress.","title":"Hex","question":"","order":null},{"type":"reaction","description":"If a PC threatens the Hedge Wizard with violence, **spend a Fear** to summon 1 Sylvan Soldier (or similar Tier 1 Standard adversary) for every 2 PCs, who appear at Close range and are immediately spotlighted.","title":"Whispering Wanderers","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Live away from others, make potions, commune with the natural world","difficulty":11,"damage_threshold_major":8,"damage_threshold_severe":12,"hp":3,"stress":3,"attack_modifier":-2,"standard_attack_name":"Staff","standard_attack_range":"far","standard_attack_damage":"1d6+1 mag","experience":"Ancestral Wisdom +2, Herbology +2"},{"name":"HIPPOGRIFF","type":"support","description":"A flying creature with the forelegs and head of an eagle and the hindquarters of a horse trained to accept riders. ","source":"Incredible Creatures","features":[{"type":"passive","description":"A creature that is riding the Hippogriff can cause the Hippogriff to **mark a Stress** to move to a Far range when they act.","title":"Mount","question":"","order":null},{"type":"reaction","description":"A creature riding the Hippogriff can mark a Stress to add a +2 to their Difficulty (Or evasion if a PC) when targeted by an attack. If the attack would still be successful, the Hippogriff takes the damage instead.","title":"Protective","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Protect rider, obey, feed","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":12,"hp":4,"stress":3,"attack_modifier":1,"standard_attack_name":"Beak","standard_attack_range":"melee","standard_attack_damage":"1d6+3 phy","experience":"Keen Eyes +3"},{"name":"Iruxi Ogre","type":"solo","description":"A massive lizard who sees all sapient life as food.","source":"RMR","features":[{"type":"passive","description":"You must **spend a Fear** to spotlight the Ogre. While spotlighted, they can make their standard attack against all targets within range.","title":"Ramp Up","question":"","order":null},{"type":"passive","description":"The Ogre’s attacks deal direct damage. ","title":"Bone Breaker","question":"","order":null},{"type":"action","description":"**Mark a Stress** to pick up heavy objects and throw them at all targets in front of the Ogre within Far range. Make an attack against these targets. Targets the Ogre succeeds against take **1d10+2** physical damage. If they succeed against more than one target, you gain a Fear.","title":"Hail of Boulders","question":"","order":null},{"type":"reaction","description":"When the Ogre marks 2 or more HP, they can rampage. Move the Ogre to a point within Close range and deal **2d6+3** direct physical damage to all targets in their path.","title":"Rampaging Fury","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Bite off heads, feast, rip limbs, stomp, throw enemies","difficulty":13,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":8,"stress":3,"attack_modifier":1,"standard_attack_name":"Club","standard_attack_range":"very_close","standard_attack_damage":"1d10+2 phy","experience":"Throw +2"},{"name":"Iruxi Spellblade","type":"leader","description":"An Iruxi commander, combining swordplay and magic to deadly effect.","source":"RMR","features":[{"type":"passive","description":"Damage dealt by the Spellblade’s standard attack is considered both physical and magic.","title":"Arcane Steel","question":"","order":null},{"type":"action","description":"**Mark a Stress** and target a group within Far range. All targets must succeed on an Agility Reaction Roll or take **1d8+2** magic damage. You gain a Fear for each target who marked HP from this attack.","title":"Suppressing Blast","question":"","order":null},{"type":"action","description":"**Spend 2 Fear** to spotlight up to five allies within Far range.","title":"Move as a Unit","question":"","order":null},{"type":"reaction","description":"When the Spellblade makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Blast, command, endure","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":14,"hp":6,"stress":3,"attack_modifier":3,"standard_attack_name":"Empowered Longsword","standard_attack_range":"melee","standard_attack_damage":"1d8+4 phy/mag","experience":"Magical Knowledge +2"},{"name":"Iruxi Swordsman","type":"minion","description":"An armed Iruxi testing their luck.","source":"RMR","features":[{"type":"passive","description":"The Swordsman is defeated when they take any damage. For every 4 damage a PC deals to the Swordsman, defeat an additional Minion within range the attack would succeed against.","title":"Minion (4)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Swordsmans 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 3 physical damage each. Combine this damage.","title":"Group Attack","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Charge, lacerate, overwhelm, profit","difficulty":10,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":3,"standard_attack_name":"Longsword","standard_attack_range":"melee","standard_attack_damage":"3 phy","experience":""},{"name":"Iruxi Wizard","type":"ranged","description":"An adversary well trained in destructive magic.","source":"RMR","features":[{"type":"passive","description":"When a player succeeds with fear when rolling against the Novice Wizard, the Novice Wizard temporarily gains a **+2** to its difficulty which may make the roll a failure.","title":"Magic Shield","question":"","order":null},{"type":"action","description":"**Spend a Fear** to fire out three small fiery comets at up to three creatures, Targets must make an *Agility Reaction Roll*. Targets who fail take **1d6+1 magic** damage. Targets who succeed take half damage.","title":"Fire Comets","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Strategise, avoid danger,  attack  from a far.","difficulty":11,"damage_threshold_major":4,"damage_threshold_severe":7,"hp":3,"stress":2,"attack_modifier":1,"standard_attack_name":"Staff","standard_attack_range":"far","standard_attack_damage":"1d8+4 mag","experience":"Magic Arson +2"},{"name":"JAGGED KNIFE BANDIT","type":"standard","description":"A cunning criminal in a cloak bearing one of the gang’s iconic knives.","source":"DH Core","features":[{"type":"passive","description":"The Bandit climbs just as easily as they run. ","title":"Climber","question":"","order":null},{"type":"passive","description":"When the Bandit succeeds on a standard attack from above a target, they deal **1d10+1** physical damage instead of their standard damage.","title":"From Above","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Escape, profit, steal, throw smoke","difficulty":12,"damage_threshold_major":8,"damage_threshold_severe":14,"hp":5,"stress":3,"attack_modifier":1,"standard_attack_name":"Daggers","standard_attack_range":"melee","standard_attack_damage":"1d8+1 phy","experience":"Thief +2"},{"name":"JAGGED KNIFE HEXER","type":"support","description":"A staff-wielding bandit in a cloak adorned with magical paraphernalia, using curses to vex their foes.","source":"DH Core","features":[{"type":"action","description":"Choose a target within Far range and temporarily *Curse* them. While the target is *Cursed*, you can **mark a Stress** when that target rolls with Hope to make the roll be with Fear instead.","title":"Curse","question":"","order":null},{"type":"action","description":"Make an attack against up to three targets within Very Close range. **Mark a Stress** to deal **2d6+3** magic damage to targets the Hexer succeeded against.","title":"Chaotic Flux","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Command, hex, profit","difficulty":13,"damage_threshold_major":5,"damage_threshold_severe":9,"hp":4,"stress":4,"attack_modifier":2,"standard_attack_name":"Staff","standard_attack_range":"far","standard_attack_damage":"1d6+2 mag","experience":"Magical Knowledge +2"},{"name":"JAGGED KNIFE KNEEBREAKER","type":"bruiser","description":"An imposing brawler carrying a large club.","source":"DH Core","features":[{"type":"passive","description":"Creatures *Restrained* by the Kneebreaker take double damage from attacks by other adversaries.","title":"I’ve Got ’Em","question":"","order":null},{"type":"action","description":"Make an attack against a target within Melee range. On a success, the target takes no damage but is *Restrained* and *Vulnerable*. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Kneebreaker takes Major or greater damage.","title":"Hold Them Down","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Grapple, intimidate, profit, steal","difficulty":12,"damage_threshold_major":7,"damage_threshold_severe":14,"hp":7,"stress":4,"attack_modifier":-3,"standard_attack_name":"Club","standard_attack_range":"melee","standard_attack_damage":"1d4+6 phy","experience":"Thief +2, Unveiled Threats +3"},{"name":"JAGGED KNIFE LACKEY","type":"minion","description":"A thief with simple clothes and small daggers, eager to prove themselves.","source":"DH Core","features":[{"type":"passive","description":"The Lackey is defeated when they take any damage. For every 3 damage a PC deals to the Lackey, defeat an additional Minion within range the attack would succeed against. ","title":"Minion (3)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Jagged Knife Lackeys 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 2 physical damage each. Combine this damage.","title":"Group Attack","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Escape, profit, throw smoke","difficulty":9,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":-2,"standard_attack_name":"Daggers","standard_attack_range":"melee","standard_attack_damage":"2 phy","experience":"Thief +2"},{"name":"JAGGED KNIFE LIEUTENANT","type":"leader","description":"A seasoned bandit in quality leathers with a strong voice and cunning eyes.","source":"DH Core","features":[{"type":"action","description":"When you spotlight the Lieutenant, **mark a Stress** to also spotlight two allies within Close range.","title":"Tactician","question":"","order":null},{"type":"action","description":"Summon three Jagged Knife Lackeys, who appear at Far range.","title":"More Where That Came From","question":"","order":null},{"type":"action","description":"**Spend a Fear** to make an attack against a *Vulnerable* target within Close range. On a success, deal **2d6+12** physical damage and the target must mark a Stress.","title":"Coup de Grace","question":"","order":null},{"type":"reaction","description":"When the Lieutenant makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Bully, command, profit, reinforce","difficulty":13,"damage_threshold_major":7,"damage_threshold_severe":14,"hp":6,"stress":3,"attack_modifier":2,"standard_attack_name":"Javelin","standard_attack_range":"close","standard_attack_damage":"1d8+3 phy","experience":"Local Knowledge +2"},{"name":"JAGGED KNIFE SHADOW","type":"skulk","description":"A nimble scoundrel bearing a wicked knife and utilizing shadow magic to isolate targets.","source":"DH Core","features":[{"type":"passive","description":"When the Shadow succeeds on a standard attack that has advantage, they deal **1d6+6** physical damage instead of their standard damage.","title":"Backstab","question":"","order":null},{"type":"action","description":"Become **Hidden** until after the Shadow’s next attack. Attacks made while **Hidden** from this feature have advantage.","title":"Cloaked","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Ambush, conceal, divide, profit","difficulty":12,"damage_threshold_major":4,"damage_threshold_severe":8,"hp":3,"stress":3,"attack_modifier":1,"standard_attack_name":"Daggers","standard_attack_range":"melee","standard_attack_damage":"1d4+4 phy","experience":"Intrusion +3"},{"name":"JAGGED KNIFE SNIPER","type":"ranged","description":"A lanky bandit striking from cover with a shortbow.","source":"DH Core","features":[{"type":"passive","description":"If the Sniper is **Hidden** when they make a successful standard attack against a target, they deal **1d10+4** physical damage instead of their standard damage.","title":"Unseen Strike","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Ambush, hide, profit, reposition","difficulty":13,"damage_threshold_major":4,"damage_threshold_severe":7,"hp":3,"stress":2,"attack_modifier":-1,"standard_attack_name":"Shortbow","standard_attack_range":"far","standard_attack_damage":"1d10+2 phy","experience":"Stealth +2"},{"name":"LEAFCUTTER SPRIGGANT","type":"standard","description":"An insect the size of a large dog with wooden armor plates\ntaken from the bark of various trees.","source":"Incredible Creatures","features":[{"type":"action","description":"Make a standard attack against a\ntarget. On a success, **spend a Fear** to do **2d6+2** physical\ndamage and the target must mark an Armor Slot without\ngaining its benefit (they can still use armor to reduce the\ndamage).","title":"Acidic Bite","question":"","order":null},{"type":"reaction","description":"When the Spriggant takes physical\ndamage, **mark a Stress** to reduce it by 3.","title":"Bark Block","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Fashion armor, cut through dead growth, dissolve metal","difficulty":12,"damage_threshold_major":7,"damage_threshold_severe":11,"hp":4,"stress":3,"attack_modifier":1,"standard_attack_name":"Mandibles","standard_attack_range":"melee","standard_attack_damage":"1d6+1 phy","experience":"Bark and Bite +2"},{"name":"MAD MAGE","type":"leader","description":"A wizard commanding creatures made by stitching together disparate parts.","source":"Incredible Creatures","features":[{"type":"action","description":"Make a standard attack against a target. On a success, mark a Stress to make the target *Vulnerable* until they make a successful Finesse Roll to clear the condition.","title":"Bait Beacon","question":"","order":null},{"type":"action","description":"Once per scene, summon a Manticore under the Mage’s control. The Manticore appears at Close range and is immediately spotlighted.","title":"Come My Pet!","question":"","order":null},{"type":"reaction","description":"When an ally within Close range makes an attack, the Mage can **mark a Stress** to give the ally advantage.","title":"Familiar Friend","question":"","order":null},{"type":"reaction","description":"*Consequence Countdown (5)*. When the Mage is in the spotlight for the first time, activate the countdown. When it triggers, an Ashkadavar Swarm appears at a point within Far range.","title":"Chaotic Swarm","question":"","order":null},{"type":"reaction","description":"When an ally causes a PC to mark HP, you gain a Fear.","title":"Well Done, My Minions!","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Experiment, create life, make creatures","difficulty":12,"damage_threshold_major":8,"damage_threshold_severe":14,"hp":6,"stress":6,"attack_modifier":3,"standard_attack_name":"Wrathful Wand","standard_attack_range":"far","standard_attack_damage":"1d8+4 mag","experience":"Dubious Magic +2"},{"name":"MANTICORE","type":"ranged","description":"A lion with cinnabar-red fur, wings of a bat, the tail of a giant scorpion, and the wide face of a man.","source":"Incredible Creatures","features":[{"type":"passive","description":"While flying, the Manticore gains a +2 bonus to their Difficulty.","title":"Flying","question":"","order":null},{"type":"passive","description":"When the Manticore makes an attack with “Poison Sting” or “Barb Fling” you can **spend a Fear** to add **1d6** bonus to the damage roll and *Poison* the target until their next rest or they succeed on a Knowledge Roll (15). 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.","title":"Poison Barbs","question":"","order":null},{"type":"action","description":"Make an attack against a target within Very Close range. On a success, the target takes 1d6+4 physical damage. If they mark HP, they lose a Hope.","title":"Poison Sting","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make an attack against a target within Far range. On a success, the target takes **1d8+3** physical damage.","title":"Barb Fling","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Lurk above, feast on humanoids, fly evasively, retreat to a distance","difficulty":11,"damage_threshold_major":5,"damage_threshold_severe":9,"hp":4,"stress":3,"attack_modifier":1,"standard_attack_name":"Triple Bite","standard_attack_range":"melee","standard_attack_damage":"1d8+3 phy","experience":"Man-eater +2"},{"name":"MERCHANT","type":"social","description":"A finely dressed trader with a keen eye for financial gain.","source":"DH Core","features":[{"type":"passive","description":"A PC who succeeds on a Presence Roll against the Merchant gains a discount on purchases. A PC who fails on a Presence Roll against the Merchant must pay more and has disadvantage on future Presence Rolls against the Merchant.","title":"Preferential Treatment","question":"","order":null},{"type":"passive","description":"When a PC rolls a 14 or lower on a Presence Roll made against the Merchant, they must mark a Stress.","title":"The Runaround","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Buy low and sell high, create demand, inflate prices, seek profit","difficulty":12,"damage_threshold_major":4,"damage_threshold_severe":8,"hp":3,"stress":3,"attack_modifier":-4,"standard_attack_name":"Club","standard_attack_range":"melee","standard_attack_damage":"1d4+1 phy","experience":"Shrewd Negotiator +3"},{"name":"MINOR CHAOS ELEMENTAL","type":"solo","description":"A coruscating mass of uncontrollable magic.","source":"DH Core","features":[{"type":"passive","description":"The Elemental is resistant to magic damage.","title":"Arcane Form","question":"","order":null},{"type":"action","description":"**Mark a HP** to force all targets within Close range to mark a Stress and become *Vulnerable* until their next rest or they clear a HP.","title":"Sickening Flux","question":"","order":null},{"type":"action","description":"**Spend a Fear** to transform the area within Very Close range into a different biome. All targets within this area take **2d6+3** direct magic damage.","title":"Remake Reality","question":"","order":null},{"type":"reaction","description":"When the Elemental takes damage from an attack within Close range, deal an amount of damage to the attacker equal to half the damage they dealt.","title":"Magical Reflection","question":"","order":null},{"type":"reaction","description":"When the Elemental makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Confound, destabilize, transmogrify","difficulty":14,"damage_threshold_major":7,"damage_threshold_severe":14,"hp":7,"stress":3,"attack_modifier":3,"standard_attack_name":"Warp Blast","standard_attack_range":"close","standard_attack_damage":"1d12+6 mag","experience":""},{"name":"MINOR DEMON","type":"solo","description":"A crimson-hued creature from the Circles Below, consumed by rage against all mortals.","source":"DH Core","features":[{"type":"passive","description":"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.","title":"Relentless (2)","question":"","order":null},{"type":"action","description":"**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.","title":"Hellfire","question":"","order":null},{"type":"reaction","description":"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.","title":"Reaper","question":"","order":null},{"type":"reaction","description":"When the Demon makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Act erratically, corral targets, relish pain, torment","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":8,"stress":4,"attack_modifier":3,"standard_attack_name":"Claws","standard_attack_range":"melee","standard_attack_damage":"1d8+6 phy","experience":""},{"name":"MINOR EARTH ELEMENTAL","type":"skulk","description":"A collection of rocks and stones that move as a cohesive unit.","source":"Incredible Creatures","features":[{"type":"passive","description":"Before they make their first attack in a fight or after they become *Hidden*, the Elemental is indistinguishable from other rocks until their next attack or a PC succeeds on an Instinct Roll to identify them. ","title":"Like a Rock","question":"","order":null},{"type":"action","description":"**Spend a Fear** to roll and tumble in a straight line to a point in Far range. Every PC within Melee range of the line must make an Agility Reaction Roll. On a failure, they take **1d12+4** physical damage and mark a Stress. On a success, they take half damage. ","title":"Rolling Thunder","question":"","order":null},{"type":"reaction","description":"If a PC moves within Very Close range of the Elemental while it is *Hidden*, it can move and make a standard attack with advantage against that PC.","title":"Surprise Slam","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Slam, grind, hide, exist","difficulty":12,"damage_threshold_major":7,"damage_threshold_severe":12,"hp":4,"stress":3,"attack_modifier":1,"standard_attack_name":"Slam","standard_attack_range":"melee","standard_attack_damage":"1d8+3 phy","experience":""},{"name":"MINOR FIRE ELEMENTAL","type":"solo","description":"A living flame the size of a large bonfire.","source":"DH Core","features":[{"type":"passive","description":"The Elemental can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. ","title":"Relentless (2)","question":"","order":null},{"type":"action","description":"**Mark a Stress** to choose a point within Far range. The ground within Very Close range of that point immediately bursts into flames. All creatures within this area must make an Agility Reaction Roll. Targets who fail take **2d8** magic damage from the flames. Targets who succeed take half damage.","title":"Scorched Earth","question":"","order":null},{"type":"action","description":"**Spend a Fear** to erupt in a fiery 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.","title":"Explosion","question":"","order":null},{"type":"reaction","description":"Three times per scene, when the Elemental moves onto objects that are highly flammable, consume them to clear a HP or a Stress.","title":"Consume Kindling","question":"","order":null},{"type":"reaction","description":"When the Elemental makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Encircle enemies, grow in size, intimidate, start fires","difficulty":13,"damage_threshold_major":7,"damage_threshold_severe":15,"hp":9,"stress":3,"attack_modifier":3,"standard_attack_name":"Elemental Blast","standard_attack_range":"far","standard_attack_damage":"1d10+4 mag","experience":""},{"name":"MINOR TREANT","type":"minion","description":"An ambulatory sapling rising up to defend their forest.","source":"DH Core","features":[{"type":"passive","description":"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. ","title":"Minion (5)","question":"","order":null},{"type":"action","description":"**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.","title":"Group Attack","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Crush, overwhelm, protect","difficulty":10,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":-2,"standard_attack_name":"Clawed Branch","standard_attack_range":"melee","standard_attack_damage":"4 phy","experience":""},{"name":"NOVICE BOW USER (2 BP)","type":"ranged","description":"An adversary well trained with bow and arrows.","source":"Bonus Reaction","features":[{"type":"passive","description":"When the Novice Bow User is in Close range from the target of its attack, it gets a +1 bonus to both ATK and damage.","title":"Precise Aim","question":"","order":null},{"type":"reaction","description":"After a successful attack, you can **Spend a Fear** to do half the damage to another creator within very close range of the first target.","title":"Ricochet Shot","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Keep distance, use cover, hit their targets.","difficulty":11,"damage_threshold_major":4,"damage_threshold_severe":7,"hp":3,"stress":2,"attack_modifier":1,"standard_attack_name":"Shortbow","standard_attack_range":"far","standard_attack_damage":"1d8+1 phy","experience":"Sniper +2"},{"name":"NOVICE BRAWLER (4 BP)","type":"bruiser","description":"An adversary with experience in hand to hand combat.","source":"Bonus Reaction","features":[{"type":"passive","description":"The Novice Brawler rolls with advantage when trying to grapple a creature.","title":"Wrestler","question":"","order":null},{"type":"action","description":"Make an attack roll against a target within melee range. On a success, the target is *Restrained* until they use an action to beat the Novice Brawler's Difficulty with a Strength or Agility roll. The next lime the Novice Brawler is spotlighted, it can use another action to **Mark a Stress** and throw a grappled creature into another creature, dealing **1d8+1** physical damage to both.","title":"Grapple","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Grab, Restrain, Throw","difficulty":11,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":5,"stress":3,"attack_modifier":1,"standard_attack_name":"Fists","standard_attack_range":"melee","standard_attack_damage":"1d8+1 phy","experience":"Strongman +2"},{"name":"NOVICE CLERIC (1 BP)","type":"support","description":"An adversary experienced with healing magic.","source":"Bonus Reaction","features":[{"type":"action","description":"Clear one HP from a target within melee range.","title":"Healing Palms","question":"","order":null},{"type":"action","description":"**Mark a Stress** to add a **+2** to an ATK and damage rolls.","title":"Devine Smite","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Heal, support, smite.","difficulty":11,"damage_threshold_major":4,"damage_threshold_severe":7,"hp":3,"stress":3,"attack_modifier":11,"standard_attack_name":"Staff","standard_attack_range":"far","standard_attack_damage":"1d8+1 mag","experience":"Combat Medic +2"},{"name":"NOVICE PALADIN (3BP)","type":"leader","description":"An adversary trained with both physical weapons and devine magic.","source":"Bonus Reaction","features":[{"type":"passive","description":"Any ally within close range of the Novice Paladin gets a **+1** to their difficulty.","title":"Stay Close","question":"","order":null},{"type":"action","description":"**Mark a Stress** to add **1D6** to the Novice Paladins standard attack damage roll. You can do this after the original attack roll has been made.","title":"Paladin Smite","question":"","order":null},{"type":"reaction","description":"*Once per scene*, when the Novice Paladin marks their last hit point, roll a d20, on a 20 the Paladin regains 1 HP and gains the spotlight.","title":"Celestial Intervention","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Stand ground, inspire, fight for the cause.","difficulty":11,"damage_threshold_major":8,"damage_threshold_severe":14,"hp":6,"stress":4,"attack_modifier":1,"standard_attack_name":"Longsword","standard_attack_range":"melee","standard_attack_damage":"1d8+1 phy","experience":"Inspiring Presence +2"},{"name":"NOVICE SWORD USER (2 BP)","type":"standard","description":"An adversary well trained with a sword.","source":"Bonus Reaction","features":[{"type":"passive","description":"The Novice Sword User can be spotlighted up to two limes per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"action","description":"**Mark a Stress** to clear one HP.","title":"Surge Action","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Get in close, hit hard, protect  allies.","difficulty":11,"damage_threshold_major":5,"damage_threshold_severe":9,"hp":5,"stress":3,"attack_modifier":1,"standard_attack_name":"Sword","standard_attack_range":"melee","standard_attack_damage":"1d8+1 phy","experience":"Protector +2"},{"name":"NOVICE WIZARD (2BP)","type":"ranged","description":"An adversary well trained in destructive magic.","source":"Bonus Reaction","features":[{"type":"passive","description":"When a player succeeds with fear when rolling against the Novice Wizard, the Novice Wizard temporarily gains a **+2** to its difficulty which may make the roll a failure.","title":"Magic Shield","question":"","order":null},{"type":"action","description":"**Spend a Fear** to fire out three small fiery comets at up to three creatures, Targets must make an *Agility Reaction Roll*. Targets who fail take **1d6 magic** damage. Targets who succeed take half damage.","title":"Fire Comets","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Strategise, avoid danger,  attack  from a far.","difficulty":11,"damage_threshold_major":4,"damage_threshold_severe":7,"hp":3,"stress":2,"attack_modifier":1,"standard_attack_name":"Staff","standard_attack_range":"far","standard_attack_damage":"1d8+1 mag","experience":"Magic Arson +2"},{"name":"NOXIOUS ZOMBIE","type":"support","description":"A walking corpse emitting a cloud of toxic gas from various holes in its body.","source":"Mike Underwood","features":[{"type":"passive","description":"A PC that makes an action roll within Very Close distance of the Noxious Zombie must mark a Stress.","title":"Sickening Aura","question":"","order":null},{"type":"action","description":"Mark a Stress to breathe out a cloud of sickening gas that extends out to a Very Close distance. All targets within or that enter the cloud must make a Strength Reaction Roll or take 1d10 direct physical damage. Activate a Countdown (3). When it triggers, the cloud dissipates.","title":"Toxic Breath","question":"","order":null},{"type":"reaction","description":"When the Zombie is defeated, spend a Fear to have it burst, releasing its gas. Every PC within Close distance of the Zombie’s last location must make a Strength Reaction Roll or mark 2 Stress. On a success, they still mark a Stress.","title":"Like a Balloon","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Consume flesh, flush out prey, sicken the living","difficulty":10,"damage_threshold_major":4,"damage_threshold_severe":8,"hp":3,"stress":3,"attack_modifier":0,"standard_attack_name":"Clumsy Bite","standard_attack_range":"melee","standard_attack_damage":"1d4+2 phy","experience":"Disgusting +2"},{"name":"PATCHWORK ZOMBIE HULK","type":"solo","description":"A towering gestalt of corpses moving as one, with torso-sized limbs and fists as large as a grown halfling.","source":"DH Core","features":[{"type":"passive","description":"When the Zombie takes Major or greater damage, they mark an additional HP.","title":"Destructible","question":"","order":null},{"type":"passive","description":"When the Zombie makes a standard attack, they can attack all targets within Very Close range. ","title":"Flailing Limbs","question":"","order":null},{"type":"action","description":"When the Zombie is within Very Close range of a corpse, they can incorporate it into themselves, clearing a HP and a Stress.","title":"Another for the Pile","question":"","order":null},{"type":"action","description":"**Mark a Stress** to cause all PCs within Far range to make a Presence Reaction Roll (13). Targets who fail lose a Hope and you gain a Fear for each. Targets who succeed must mark a Stress.","title":"Tormented Screams","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Absorb corpses, flail, hunger, terrify","difficulty":13,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":10,"stress":3,"attack_modifier":4,"standard_attack_name":"Too Many Arms","standard_attack_range":"very_close","standard_attack_damage":"1d20 phy","experience":"Intimidation +2, Tear Things Apart +2"},{"name":"PETTY BUREAUCRAT","type":"social","description":"A scathing and dismissive bureaucrat who is running their own petty fiefdom.","source":"RMR","features":[{"type":"passive","description":"A PC who rolls a 15 or lower on a Presence roll targeting the Bureaucrat must mark a Stress.","title":"Devastating Retort","question":"","order":null},{"type":"action","description":"**Mark a Stress** to say something mocking and force a target within Close range to make a Presence Reaction Roll (15) to see if they can save face. On a failure, the target must mark 2 Stress and has *disadvantage* until the scene ends.","title":"Mockery","question":"","order":null},{"type":"reaction","description":"*Consequence Countdown (Decreasing 8)*. When the Bureaucrat is in the spotlight for the first time, activate the countdown. It ticks down when a PC fails an action roll, or rolls with fear, as per Consequence Advancement (CRB 163). When it triggers, the Bureaucrat orders the PCs to leave their office. The timer resets in 24 hours.","title":"Limited Patience","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Protect power, maintain resources, control minions","difficulty":13,"damage_threshold_major":4,"damage_threshold_severe":7,"hp":2,"stress":4,"attack_modifier":-2,"standard_attack_name":"Letter opener","standard_attack_range":"melee","standard_attack_damage":"1d4+1 phy","experience":"Administration +3"},{"name":"PETTY NOBLE","type":"social","description":"A richly dressed and adorned aristocrat brimming with hubris.","source":"DH Core","features":[{"type":"passive","description":"All social actions made against the Noble on their land have disadvantage.","title":"My Land, My Rules","question":"","order":null},{"type":"action","description":"Once per scene, **mark a Stress** to summon **1d4** Bladed Guards, who appear at Far range to enforce the Noble’s will.","title":"Guards, Seize Them!","question":"","order":null},{"type":"action","description":"**Spend a Fear** and target a PC. The Noble proclaims that the target and their allies are exiled from the noble’s territory. While exiled, the target and their allies have disadvantage during social situations within the Noble’s domain.","title":"Exile","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Abuse power, gather resources, mobilize minions","difficulty":14,"damage_threshold_major":6,"damage_threshold_severe":10,"hp":3,"stress":5,"attack_modifier":-3,"standard_attack_name":"Rapier","standard_attack_range":"melee","standard_attack_damage":"1d6+1 phy","experience":"Aristocrat +3"},{"name":"PIRATE CAPTAIN","type":"leader","description":"A charismatic sea dog with an impressive hat, eager to raid and plunder.","source":"DH Core","features":[{"type":"passive","description":"When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.","title":"Swashbuckler","question":"","order":null},{"type":"action","description":"Once per scene, **mark a Stress** to summon a Pirate Raiders Horde, which appears at Far range. ","title":"Reinforcements","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks **1d4+1** Stress. On a success, they must mark a Stress.","title":"No Quarter","question":"","order":null},{"type":"reaction","description":"When the Captain makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Command, make ’em walk the plank, plunder, raid","difficulty":14,"damage_threshold_major":7,"damage_threshold_severe":14,"hp":7,"stress":5,"attack_modifier":4,"standard_attack_name":"Cutlass","standard_attack_range":"melee","standard_attack_damage":"1d12+2 phy","experience":"Commander +2, Sailor +3"},{"name":"PIRATE RAIDERS","type":"horde","description":"Seafaring scoundrels moving in a ravaging pack.","source":"DH Core","features":[{"type":"passive","description":"When the Raiders have marked half or more of their HP, their standard attack deals **1d4+1** physical damage instead.","title":"Horde (1d4+1)","question":"","order":null},{"type":"passive","description":"When the Raiders mark 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.","title":"Swashbuckler","question":"","order":null}],"tier":1,"horde_hp":"(3/HP)","motives_tactics":"Gang up, plunder, raid","difficulty":12,"damage_threshold_major":5,"damage_threshold_severe":11,"hp":4,"stress":3,"attack_modifier":1,"standard_attack_name":"Cutlass","standard_attack_range":"melee","standard_attack_damage":"1d8+2 phy","experience":"Sailor +3"},{"name":"PIRATE TOUGH","type":"bruiser","description":"A thickly muscled and tattooed pirate with melon-sized fists.","source":"DH Core","features":[{"type":"passive","description":"When the Tough marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress. ","title":"Swashbuckler","question":"","order":null},{"type":"action","description":"Make an attack against a target within Very Close range. On a success, **mark a Stress** to move into Melee range of the target, dealing **3d4** physical damage and knocking the target back to Close range.","title":"Clear the Decks","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Plunder, raid, smash, terrorize","difficulty":13,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":5,"stress":3,"attack_modifier":1,"standard_attack_name":"Massive Fists","standard_attack_range":"melee","standard_attack_damage":"2d6 phy","experience":"Sailor +2"},{"name":"PIT CHAMPION","type":"solo","description":"The Felon’s brawler that dominates the fight scene and puts challengers in their place.","source":"EE_Fangs_and_Felons","features":[{"type":"passive","description":"The Champion can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make a standard attack. On a success, the target becomes *Dizzy*. While *Dizzy*, the target has disadvantage on their next Action roll, then clears the condition.","title":"Uppercut","question":"","order":null},{"type":"action","description":"**Spend a Fear** to make an attack against a target within Very Close range. On a success, deal **1d12+5** physical damage and the target becomes *Vulnerable* until they mark a Stress to shake it off.","title":"Flying Fist","question":"","order":null},{"type":"reaction","description":"When a target within Melee range misses an attack against the Champion, you can **mark a Stress** to immediately make a standard attack against them.","title":"Counterpunch","question":"","order":null},{"type":"reaction","description":"When the Champion is targeted by an attack, you can **spend a Fear** to designate the attacker as their *Rival*. The Champion has Resistance to all incoming damage from the *Rival*, including the triggering attack. The Champion can only have one *Rival* at a time.","title":"Gentleman’s Rules","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Brawl, absorb punishment, never yield","difficulty":13,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":9,"stress":4,"attack_modifier":3,"standard_attack_name":"Knuckle Sandwich","standard_attack_range":"melee","standard_attack_damage":"1d10+4 phy","experience":"Brawler +2"},{"name":"POSSESSED TOWNSFOLK","type":"horde","description":"Everyday people possessed by malevolent spirits or mind controlled by a magic-user.","source":"Mike Underwood","features":[{"type":"passive","description":"When the Townsfolk have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.            ","title":"Horde (1d4+1)","question":"","order":null},{"type":"passive","description":"When attacking the Townsfolk, PCs must mark a Stress or take disadvantage on their attacks. When the Townsfolk are defeated, the possession ends.","title":"Not in Control","question":"","order":null},{"type":"action","description":"Mark a Stress to clear a HP on the Townsfolk as more people are possessed and join the crowd.","title":"More Join In","question":"","order":null}],"tier":1,"horde_hp":"(5/HP)","motives_tactics":"Destroy the living, obey orders, reflect suppressed humanity.","difficulty":11,"damage_threshold_major":5,"damage_threshold_severe":11,"hp":6,"stress":2,"attack_modifier":0,"standard_attack_name":"Clubs & Pitchforks","standard_attack_range":"melee","standard_attack_damage":"1d8+2 phy","experience":"Self-Sufficient +3"},{"name":"PRICKLEBOAR","type":"bruiser","description":"A carnivorous boar-like creature grown from a plant; it has\nthorny horns and a tough, watermelon colored hide.","source":"Incredible Creatures","features":[{"type":"passive","description":"A PC who has marked HP\ncan’t become *Hidden* from the Prickleboar.","title":"Heightened Senses","question":"","order":null},{"type":"action","description":"Make a standard attack against\na target. On a success, if the target marked HP, **mark\na Stress** to make them *Bloodied* until they clear 1 HP or\ntake a moment to bandage the wound with a Finesse\nRoll (10). While *Bloodied*, they can only move within Very\nClose range as their normal movement.","title":"Bleeding Strike","question":"","order":null},{"type":"reaction","description":"When the Prickleboar takes\nSevere damage, move them in a straight line to a point\nwithin Far range and make an attack against all targets\nin their path. Targets the Prickleboar succeeds against\ntake **1d10+1** physical damage. You can **spend a Fear** to\nactivate this reaction when the Prickleboar takes Major\ndamage instead.","title":"Thorn Charge","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Charge, make a mess, seek out sources of food","difficulty":13,"damage_threshold_major":7,"damage_threshold_severe":15,"hp":6,"stress":4,"attack_modifier":2,"standard_attack_name":"Thorny Tusks","standard_attack_range":"melee","standard_attack_damage":"1d12+3 phy","experience":""},{"name":"RED OOZE","type":"skulk","description":"A moving mound of translucent flaming red slime.","source":"DH Core","features":[{"type":"passive","description":"The Ooze can only move within Very Close range as their normal movement. They light any flammable object they touch on fire.","title":"Creeping Fire","question":"","order":null},{"type":"action","description":"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.","title":"Ignite","question":"","order":null},{"type":"reaction","description":"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.","title":"Split","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Camouflage, consume and multiply, ignite, start fires","difficulty":10,"damage_threshold_major":6,"damage_threshold_severe":11,"hp":5,"stress":3,"attack_modifier":1,"standard_attack_name":"Ooze Appendage","standard_attack_range":"melee","standard_attack_damage":"1d8+3 mag","experience":"Camouflage +3"},{"name":"ROTTED ZOMBIE","type":"minion","description":"A decaying corpse ambling toward their prey.","source":"DH Core","features":[{"type":"passive","description":"The Zombie is defeated when they take any damage. For every 3 damage a PC deals to the Zombie, defeat an additional Minion within range the attack would succeed against.","title":"Minion (3)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Rotted Zombies 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 2 physical damage each. Combine this damage.","title":"Group Attack","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Eat flesh, hunger, maul, surround","difficulty":8,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":-3,"standard_attack_name":"Bite","standard_attack_range":"melee","standard_attack_damage":"2 phy","experience":""},{"name":"SAND SPRITE","type":"ranged","description":"A small, fairy-like creature made of sand and dirt.","source":"Incredible Creatures","features":[{"type":"passive","description":"While flying, the Sand Sprite gains a +2 bonus to their Difficulty.","title":"Flying","question":"","order":null},{"type":"action","description":"**Spend a Fear** to cover all targets within Close range with fine sand. Targets must make an Agility or Instinct Reaction Roll. On a failure, the target takes **1d6+4** physical damage, marks a Stress, and is *Vulnerable* until they clear a Stress. On a success, they take half damage and have disadvantage on their next Action Roll.","title":"Spray Sand","question":"","order":null},{"type":"reaction","description":"When a PC fails a roll targeting the Sprite, it can move to a point within Close range.","title":"Evade","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Prank, torment, evade","difficulty":11,"damage_threshold_major":4,"damage_threshold_severe":8,"hp":4,"stress":3,"attack_modifier":1,"standard_attack_name":"Spit Sand","standard_attack_range":"far","standard_attack_damage":"1d12+1 phy","experience":"Joke’s on You +2"},{"name":"SELLSWORD","type":"minion","description":"An armed mercenary testing their luck.","source":"DH Core","features":[{"type":"passive","description":"The Sellsword is defeated when they take any damage. For every 4 damage a PC deals to the Sellsword, defeat an additional Minion within range the attack would succeed against.","title":"Minion (4)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Sellswords 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 3 physical damage each. Combine this damage.","title":"Group Attack","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Charge, lacerate, overwhelm, profit","difficulty":10,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":3,"standard_attack_name":"Longsword","standard_attack_range":"melee","standard_attack_damage":"3 phy","experience":""},{"name":"SHAMBLING ZOMBIE","type":"standard","description":"An animated corpse that moves shakily, driven only by hunger.","source":"DH Core","features":[{"type":"passive","description":"When the Zombie is within Melee range of a creature and at least one other Zombie is within Close range, all attacks against that creature have advantage. ","title":"Too Many to Handle","question":"","order":null},{"type":"passive","description":"Targets who mark HP from the Zombie’s attacks must also mark a Stress.","title":"Horrifying","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Devour, hungry, mob enemy, shred flesh","difficulty":10,"damage_threshold_major":4,"damage_threshold_severe":6,"hp":4,"stress":1,"attack_modifier":0,"standard_attack_name":"Bite","standard_attack_range":"melee","standard_attack_damage":"1d6+1 phy","experience":""},{"name":"SHOPPER","type":"social","description":"A person perusing the marketplace for goods or services.","source":"Incredible Creatures","features":[{"type":"reaction","description":"When the Shopper is threatened with physical violence, roll a **d12**. On a 1–7, they attempt to flee in any direction away from the threat. On an 8–12, they freeze in terror and are *Vulnerable* until they take damage, after which they flee if they are able.","title":"Fright or Flight","question":"","order":null},{"type":"reaction","description":"**Spend a Fear** to outbid a PC attempting to purchase something at a discount.","title":"Bargain Hunter","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Score a bargain, enjoy the day, escape with their life if threatened","difficulty":10,"damage_threshold_major":2,"damage_threshold_severe":-1,"hp":2,"stress":2,"attack_modifier":-4,"standard_attack_name":"Fist","standard_attack_range":"melee","standard_attack_damage":"1d4 phy","experience":"Can I Speak to the Manager? +2"},{"name":"SKELETON ARCHER","type":"ranged","description":"A fragile skeleton with a shortbow and arrows.","source":"DH Core","features":[{"type":"passive","description":"When two or more adversaries are within Very Close range of a creature, all damage the Archer deals to that creature is doubled.","title":"Opportunist","question":"","order":null},{"type":"action","description":"Make an attack against a *Vulnerable* target within Far range. On a success, **mark a Stress** to deal **3d4+8** physical damage.","title":"Deadly Shot","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Perforate distracted targets, play dead, steal skin","difficulty":9,"damage_threshold_major":4,"damage_threshold_severe":7,"hp":3,"stress":2,"attack_modifier":2,"standard_attack_name":"Shortbow","standard_attack_range":"far","standard_attack_damage":"1d8+1 phy","experience":""},{"name":"SKELETON BONEWRIGHT","type":"support","description":"A skeleton medic preserving and restoring its allies to keep up the pressure.","source":"Mike Underwood","features":[{"type":"passive","description":"The Bonewright may mark their HP or mark HP on a skeleton ally within Very Close instead of marking a Stress.","title":"Work With What You’ve Got","question":"","order":null},{"type":"action","description":"Mark a Stress and pick a skeleton ally within Very Close range. Clear up to 2 HP on that ally.","title":"Patch Up","question":"","order":null},{"type":"action","description":"Spend a Fear and choose a defeated skeleton ally within Close. Activate a Countdown (1d4) as the Bonewright tries to re-assemble them. When the countdown triggers, mark a Stress to return that ally to the scene with up to 2 HP cleared.","title":"Get Back in There","question":"","order":null},{"type":"reaction","description":"When an ally within Close succeeds on an attack, mark a Stress to add 1d6 to their damage (combine this damage).","title":"Use This!","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Assemble skeletons, mend allies, stay out of the fight, steal flesh","difficulty":11,"damage_threshold_major":4,"damage_threshold_severe":9,"hp":3,"stress":3,"attack_modifier":0,"standard_attack_name":"Bone Fragments","standard_attack_range":"close","standard_attack_damage":"1d6+1 phy","experience":"Engineer +2"},{"name":"SKELETON DREDGE","type":"minion","description":"A clattering pile of bones.","source":"DH Core","features":[{"type":"passive","description":"The Dredge is defeated when they take any damage. For every 4 damage a PC deals to the Dredge, defeat an additional Minion within range the attack would succeed against. ","title":"Minion (4)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Dredges 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.","title":"Group Attack","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Fall apart, overwhelm, play dead, steal skin","difficulty":8,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":-1,"standard_attack_name":"Bone Claws","standard_attack_range":"melee","standard_attack_damage":"1 phy","experience":""},{"name":"SKELETON KNIGHT","type":"bruiser","description":"A large armored skeleton with a huge blade.","source":"DH Core","features":[{"type":"passive","description":"When the Knight makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear. ","title":"Terrifying","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make an attack against all targets within Very Close range. Targets the Knight succeeds against take **1d8+2** physical damage and must mark a Stress.","title":"Cut to the Bone","question":"","order":null},{"type":"reaction","description":"When the Knight is defeated, they make an attack against a target within Very Close range (prioritizing the creature who killed them). On a success, the target takes **1d4+8** physical damage and loses **1d4** Hope.","title":"Dig Two Graves","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Cut down the living, steal skin, wreak havoc","difficulty":13,"damage_threshold_major":7,"damage_threshold_severe":13,"hp":5,"stress":2,"attack_modifier":2,"standard_attack_name":"Rusty Greatsword","standard_attack_range":"melee","standard_attack_damage":"1d10+2 phy","experience":""},{"name":"SKELETON WARRIOR","type":"standard","description":"A dirt-covered skeleton armed with a rusted blade.","source":"DH Core","features":[{"type":"passive","description":"The Warrior is resistant to physical damage. ","title":"Only Bones","question":"","order":null},{"type":"reaction","description":"When the Warrior is defeated, you can spotlight them and roll a d6. On a result of 6, if there are other adversaries on the battlefield, the Warrior re-forms with no marked HP.","title":"Won’t Stay Dead","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Feign death, gang up, steal skin","difficulty":10,"damage_threshold_major":4,"damage_threshold_severe":8,"hp":3,"stress":2,"attack_modifier":0,"standard_attack_name":"Sword","standard_attack_range":"melee","standard_attack_damage":"1d6+2 phy","experience":""},{"name":"SOCIAL TEMPLATE","type":"social","description":"Social Template","source":"Fresh Cut Grass","features":[{"type":"passive","description":"All social rolls against the Social in their turf have disadvantage.","title":"Clever","question":"","order":null},{"type":"action","description":"**Mark a Stress** to say something mocking and force a target within Close range to make a Presence Reaction Roll (14) to see if they can save face. On a failure, the target must mark 2 Stress and is *Vulnerable* until the scene ends.","title":"Mockery","question":"","order":null},{"type":"action","description":"**Spend a Fear** and target a PC. The Social convinces a crowd or prominent individual that the target is the cause of their current conflict or misfortune.","title":"Scapegoat","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"While their physical stats might be low, the Social usually have other means of facing the PC's Usually passive features.","difficulty":13,"damage_threshold_major":4,"damage_threshold_severe":8,"hp":3,"stress":3,"attack_modifier":-3,"standard_attack_name":"Slap","standard_attack_range":"melee","standard_attack_damage":"1d4+1","experience":""},{"name":"SPARKFLIES","type":"horde","description":"A swarm of sparkling insects who consume electricity.","source":"Incredible Creatures","features":[{"type":"passive","description":"When the Sparkflies have marked half or more of their HP, their standard attack deals **1d6+1** magic damage instead.","title":"Horde (1d6+1)","question":"","order":null},{"type":"passive","description":"While flying, the Sparkflies gain a +2 bonus to their Difficulty.","title":"Flying","question":"","order":null},{"type":"action","description":"**Spend a Fear** to expel electricity within Close range. All targets in the area must succeed on an Agility Reaction Roll or take **1d6+1** magic damage and mark a Stress.","title":"Crackle","question":"","order":null}],"tier":1,"horde_hp":"(10/HP)","motives_tactics":"Chase the sparks, feed, cavort","difficulty":10,"damage_threshold_major":5,"damage_threshold_severe":10,"hp":5,"stress":2,"attack_modifier":-1,"standard_attack_name":"Shock","standard_attack_range":"melee","standard_attack_damage":"1d12+2 mag","experience":""},{"name":"SPELLBLADE","type":"leader","description":"A mercenary combining swordplay and magic to deadly effect.","source":"DH Core","features":[{"type":"passive","description":"Damage dealt by the Spellblade’s standard attack is considered both physical and magic.","title":"Arcane Steel","question":"","order":null},{"type":"action","description":"**Mark a Stress** and target a group within Far range. All targets must succeed on an Agility Reaction Roll or take **1d8+2** magic damage. You gain a Fear for each target who marked HP from this attack.","title":"Suppressing Blast","question":"","order":null},{"type":"action","description":"**Spend 2 Fear** to spotlight up to five allies within Far range.","title":"Move as a Unit","question":"","order":null},{"type":"reaction","description":"When the Spellblade makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Blast, command, endure","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":14,"hp":6,"stress":3,"attack_modifier":3,"standard_attack_name":"Empowered Longsword","standard_attack_range":"melee","standard_attack_damage":"1d8+4 phy/mag","experience":"Magical Knowledge +2"},{"name":"SWARM OF RATS","type":"horde","description":"A skittering mass of ordinary rodents moving as one like a ravenous wave.","source":"DH Core","features":[{"type":"passive","description":"When the Swarm has marked half or more of their HP, their standard attack deals **1d4+1** physical damage instead.","title":"Horde (1d4+1)","question":"","order":null},{"type":"passive","description":"All targets within Melee range have disadvantage on attacks against targets other than the Swarm.","title":"In Your Face","question":"","order":null}],"tier":1,"horde_hp":"(10/HP)","motives_tactics":"Consume, obscure, swarm","difficulty":10,"damage_threshold_major":6,"damage_threshold_severe":10,"hp":6,"stress":2,"attack_modifier":-3,"standard_attack_name":"Claws","standard_attack_range":"melee","standard_attack_damage":"1d8+2 phy","experience":""},{"name":"SYLVAN SOLDIER","type":"standard","description":"A faerie warrior adorned in armor made of leaves and bark.","source":"DH Core","features":[{"type":"passive","description":"If the Soldier makes a standard attack and another Sylvan Soldier is within Melee range of the target, deal **1d8+5** physical damage instead of their standard damage. ","title":"Pack Tactics","question":"","order":null},{"type":"action","description":"**Spend a Fear** to pull down a tree within Close range. A creature hit by the tree must succeed on an Agility Reaction Roll (15) or take **1d10** physical damage.","title":"Forest Control","question":"","order":null},{"type":"reaction","description":"When the Soldier makes a successful attack, you can **mark a Stress** to become **Hidden** until the Soldier’s next attack or a PC succeeds on an Instinct Roll (14) to find them.","title":"Blend In","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Ambush, hide, overwhelm, protect, trail","difficulty":11,"damage_threshold_major":6,"damage_threshold_severe":11,"hp":4,"stress":2,"attack_modifier":0,"standard_attack_name":"Scythe","standard_attack_range":"melee","standard_attack_damage":"1d8+1 phy","experience":"Tracker +2"},{"name":"SYLVAN WARDEN","type":"support","description":"A faerie wreathed in the bounty of the forest, wielding a\nwooden shield and gnarled staff.","source":"Incredible Creatures","features":[{"type":"action","description":"**Spend a Fear** and choose a point within\nFar range. A Close area around that point is swarmed by\nglowing insects. All targets within the area must succeed\non an Agility Reaction Roll. Targets who fail glow brightly,\ncan’t become *Hidden and are Vulnerable* until they make a\nFinesse Roll to clear the condition.","title":"Fire Flies","question":"","order":null},{"type":"action","description":"**Spend a Fear** to call upon\nthe forest’s fae nature. All targets within Far range must\nsucceed on a Presence Reaction Roll. Targets who fail\nbecome *Forgetful* until they succeed on a Knowledge Roll\n(10). While *Forgetful*, a target can’t use their Experiences\nand have disadvantage on attacks.","title":"Dance of Memories","question":"","order":null},{"type":"reaction","description":"When the Warden is attacked,\n**mark a Stress** to give them a +2 bonus to their\nThresholds.","title":"Evasive Flight","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Watch the forest, tend to flowers, guard faerie realms","difficulty":13,"damage_threshold_major":6,"damage_threshold_severe":12,"hp":4,"stress":4,"attack_modifier":0,"standard_attack_name":"Staff","standard_attack_range":"far","standard_attack_damage":"1d4+2 mag","experience":"Forest Protector +2"},{"name":"TANGLE BRAMBLE","type":"minion","description":"An animate, blood-drinking tumbleweed.","source":"DH Core","features":[{"type":"passive","description":"The Bramble is defeated when they take any damage. For every 4 damage a PC deals to the Tangle Bramble, defeat an additional Minion within range the attack would succeed against.","title":"Minion (4)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Tangle Brambles 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 2 physical damage each. Combine this damage.","title":"Group Attack","question":"","order":null},{"type":"reaction","description":"When an attack from the Bramble causes a target to mark HP and there are three or more Tangle Bramble Minions within Close range, you can combine the Minions into a Tangle Bramble Swarm Horde. The Horde’s HP is equal to the number of Minions combined.","title":"Drain and Multiply","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Combine, drain, entangle","difficulty":11,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":-1,"standard_attack_name":"Thorns","standard_attack_range":"melee","standard_attack_damage":"2 phy","experience":""},{"name":"TANGLE BRAMBLE SWARM","type":"horde","description":"A cluster of animate, blood-drinking tumbleweeds, each the size of a large gourd.","source":"DH Core","features":[{"type":"passive","description":"When the Swarm has marked half or more of their HP, their standard attack deals **1d4+2** physical damage instead.","title":"Horde (1d4+2)","question":"","order":null},{"type":"action","description":"**Mark a Stress** to deal **2d6+8** direct physical damage to a target with 3 or more bramble tokens.","title":"Crush","question":"","order":null},{"type":"reaction","description":"When the Swarm succeeds on an attack, give the target a bramble token. If a target has any bramble tokens, they are *Restrained*. If a target has 3 or more bramble tokens, they are also *Vulnerable*. All bramble tokens can be removed by succeeding on a Finesse Roll (12 + the number of bramble tokens) or dealing Major or greater damage to the Swarm. If bramble tokens are removed from a target using a Finesse Roll, a number of Tangle Bramble Minions spawn within Melee range equal to the number of tokens removed.","title":"Encumber","question":"","order":null}],"tier":1,"horde_hp":"(3/HP)","motives_tactics":"Digest, entangle, immobilize","difficulty":12,"damage_threshold_major":6,"damage_threshold_severe":11,"hp":6,"stress":3,"attack_modifier":0,"standard_attack_name":"Thorns","standard_attack_range":"melee","standard_attack_damage":"1d6+3 phy","experience":"Camouflage +2"},{"name":"TEMPLE ARCHIVIST","type":"social","description":"A young priestess with a perpetually worried frown and spectacles often askew. Her robes are simple and smell of old books. She can often be found organizing the temple's records. She clutches a well-worn, leather-bound journal, likely containing her own meticulous notes on archive protocols.","source":"Fresh Cut Grass","features":[{"type":"passive","description":"All action rolls to deceive The Temple Archivist or attempts to bypass temple protocols are made with disadvantage.\n","title":"Bureaucratic Obstacles","question":"","order":null},{"type":"action","description":"**Mark a Stress** on The Temple Archivist. They excuse themselves to consult with the Senior Priest or a Head Guard.","title":"Appeal to Authority","question":"","order":null},{"type":"action","description":"**Spend a Fear**, The Temple Archivist, flustered and alarmed, initiates a minor lockdown of the archives. No one can enter or leave the archives for the remainder of the scene, and any further attempts to access them automatically fail until the lockdown is lifted after a long rest.\n","title":"Lockdown Protocol","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Sense of Duty, Preserve Archives, Follows Temple Protocols","difficulty":12,"damage_threshold_major":5,"damage_threshold_severe":10,"hp":2,"stress":3,"attack_modifier":0,"standard_attack_name":"Fist","standard_attack_range":"melee","standard_attack_damage":"1d4","experience":"Temple Lore +1, Nervous Disposition +1"},{"name":"The Bulb","type":"social","description":"A wondrous, sentient, teardrop-shaped bulb that fabled adventurer, Wheaton Hambury, found atop a step pyramid. This bulb belonged to a tribe of jungle folk and, when placed in the center of their great step pyramid, it acted as a charm of protection and prosperity for their small kingdom.","source":"RMR","features":[{"type":"action","description":"Telepathically communicate to targets within Close range. Can mimic the voices of other individuals of whom it has heard speaking.","title":"Telepathically Communicate","question":"","order":0},{"type":"action","description":"**Spend a Fear** to have the sentient teardrop try to exert its will on the party. It works through a telepathic link to convince them to abandon the quest and return the teardrop to the relative safety of the cathedral—the only place it has ever felt safe, and where no one made any demands of it. It telepathically `Screams` at targets within Close range. Targets must mark a Stress and are *Stunned* until after their next action roll. While a target is *Stunned* they must succeed at a Presence Reaction Roll (14) before any action roll or have disadvantage on that action roll.","title":"Exert Its Will","question":"","order":null},{"type":"reaction","description":"When placed on top of its Step Pyramid. The Bulb emits powerful protective wards bestowing protection and prosperity for the jungle folk's entire small kingdom.","title":"Wondrous Protection","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Wants to return to the Cathedral —the only place it has ever felt safe","difficulty":12,"damage_threshold_major":99,"damage_threshold_severe":99,"hp":99,"stress":99,"attack_modifier":0,"standard_attack_name":"None","standard_attack_range":"very_far","standard_attack_damage":"0","experience":"Must Be Returned +2"},{"name":"TINY GREEN OOZE","type":"skulk","description":"A small moving mound of translucent green slime.","source":"DH Core","features":[{"type":"passive","description":"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.","title":"Acidic Form","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Camouflage, creep up","difficulty":14,"damage_threshold_major":4,"damage_threshold_severe":-1,"hp":2,"stress":1,"attack_modifier":-1,"standard_attack_name":"Ooze Appendage","standard_attack_range":"melee","standard_attack_damage":"1d4+1 mag","experience":""},{"name":"TINY RED OOZE","type":"skulk","description":"A small moving mound of translucent flaming red slime ","source":"DH Core","features":[{"type":"reaction","description":"When a creature within Melee range deals damage to the Ooze, they take **1d6** direct magic damage.","title":"Burning","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Blaze, camouflage","difficulty":11,"damage_threshold_major":5,"damage_threshold_severe":-1,"hp":2,"stress":1,"attack_modifier":-1,"standard_attack_name":"Ooze Appendage","standard_attack_range":"melee","standard_attack_damage":"1d4+2 mag","experience":""},{"name":"UMBRAL HOUND","type":"skulk","description":"A shadow-drenched canine skeleton, always hungry for the shadows of the living.","source":"Mike Underwood","features":[{"type":"passive","description":"The Hound may move from one shadow to another within Close range as if they were adjacent.","title":"Shadow Step","question":"","order":null},{"type":"action","description":"Make an attack against a target within Melee range. On a success, spend a Fear to force the target to make a Presence Reaction Roll. On a failure, the Hound gains a shadow token and the target becomes Shadowless. While Shadowless, a creature is Vulnerable. A creature clears Shadowless if the Hound suffers Major damage, is defeated, or when the target has their next rest.","title":"Capture Shadow","question":"","order":null},{"type":"reaction","description":"When a PC moves into melee range with the Hound, they can mark a Stress to move up to a Close distance.","title":"Play Keep-away","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Consume shadows, isolate prey, obscure hunting grounds, strike from the darkness","difficulty":12,"damage_threshold_major":5,"damage_threshold_severe":9,"hp":4,"stress":3,"attack_modifier":2,"standard_attack_name":"Shrouded Bite","standard_attack_range":"melee","standard_attack_damage":"1d6+2 phy","experience":"Predator +2"},{"name":"UMBRAL HOWLER","type":"support","description":"A loud canine skeleton draped in shadow, with a howl that shatters the spirit.","source":"Mike Underwood","features":[{"type":"passive","description":"The Howler may move from one shadow to another within Close range as if they were adjacent.","title":"Shadow Step","question":"","order":null},{"type":"action","description":"Mark a Stress to make a Heartbreaking Howl attack against all targets within Close range. Each target the Howler succeeds against must mark a Stress.","title":"Ear-splitting Voice","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Consume shadows, dishearten prey, follow the pack","difficulty":12,"damage_threshold_major":5,"damage_threshold_severe":9,"hp":3,"stress":3,"attack_modifier":0,"standard_attack_name":"Heartbreaking Howl","standard_attack_range":"close","standard_attack_damage":"1d8+1 mag","experience":"Frightening +2"},{"name":"UMBRAL HUNTMASTER","type":"leader","description":"A living shadow commanding shadowy canines like a hunting pack.","source":"Mike Underwood","features":[{"type":"passive","description":"The Huntmaster is Vulnerable while exposed to source of extremely bright light (daylight or a large magical light).","title":"Umbral Form","question":"","order":null},{"type":"action","description":"Spend 2 Fear to spotlight the Huntmaster and up to 2d4 allies with Far range.","title":"Pack Leader","question":"","order":null},{"type":"reaction","description":"When the Huntmaster would take damage, mark a Stress to make an ally within Very Close take the damage instead.","title":"Loyal Pack","question":"","order":null},{"type":"reaction","description":"When an ally with a shadow token moves to within Melee range of the Huntmaster, the Huntmaster may mark a Stress to consume the shadow. The Shadowless character loses a Hope and you gain 2 Fear. The target can only clear Shadowless during their next rest.","title":"Shadow Trophy","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Claim shadow trophies, wreath skeletons in shadow, coordinate hounds with pack maneuvers","difficulty":14,"damage_threshold_major":7,"damage_threshold_severe":14,"hp":7,"stress":5,"attack_modifier":3,"standard_attack_name":"Shadow Whip","standard_attack_range":"very_close","standard_attack_damage":"1d10+3 phy","experience":"Fearsome +2, Hunter +3"},{"name":"UMBRAL MASTIFF","type":"bruiser","description":"A large, shadow-drenched skeletal canine with soul-rending claws, always hungry and never satisfied.","source":"Mike Underwood","features":[{"type":"passive","description":"The Mastiff may move from one shadow to another within Close range as if they were adjacent.","title":"Shadow Step","question":"","order":null},{"type":"action","description":"Make an attack against a target within Melee range. On a success, spend a Fear as the Mastiff bites and tears at the target’s soul, dealing 1d10+2 direct magic damage. A Shadowless target must additionally mark a Stress.","title":"Rend Soul","question":"","order":null},{"type":"reaction","description":"When an ally within Very Close range would take damage, mark a Stress to move the Mastiff into melee with the ally and take the damage instead.","title":"Pack Protector","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Protect pack, rend shadows, topple prey","difficulty":12,"damage_threshold_major":7,"damage_threshold_severe":14,"hp":6,"stress":3,"attack_modifier":-1,"standard_attack_name":"Shadowed Bite & Claws Bite","standard_attack_range":"melee","standard_attack_damage":"1d10+1 phy","experience":"Aggressive +2"},{"name":"UNTAMED EXPERIMENT","type":"solo","description":"A creature whose body is made through the whims of its creator. Some have the body of lions or the hindquarters of horses, others are goats that breathe fire.","source":"Incredible Creatures","features":[{"type":"passive","description":"When the Experiment appears, put 8 tokens on this stat block. Spend these tokens to add features to the Experiment when it appears or during its spotlight. These are one time costs.","title":"Mad Creation","question":"","order":null},{"type":"passive","description":"**(0 tokens)**. The Experiment can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"passive","description":"**(2 tokens)**. The Experiment has wings that can support flight. While Flying, the Experiment gains a +2 bonus to their Difficulty.","title":"Flying","question":"","order":null},{"type":"passive","description":"**(2 tokens)**. When a PC makes an attack against the Experiment within Melee range they must roll a **d6**. On a 3 or lower, the creature has disadvantage on their next attack roll and must mark a Stress.","title":"Ophidian Charm","question":"","order":null},{"type":"action","description":"**(1 token)**. Once per scene, **mark a Stress** to roar loudly, intimidating all foes nearby. All targets within Close range must succeed on a Presence Reaction Roll. Targets who fail are Shaken until they roll with Hope. While Shaken, a target’s Hope die is reduced to a **d10**.","title":"Terrifying Roar","question":"","order":null},{"type":"action","description":"**(2 tokens)**. When the Experiment makes a standard attack, **mark a Stress** to make another against a different target within Melee range.","title":"Double Swipe","question":"","order":null},{"type":"action","description":"**(2 tokens)**. Mark a Stress to charge through a group within Close range and make an attack against all targets in the Experiment’s path. Targets the Experiment succeeds against take **2d6+10** physical damage and are knocked back to Far range.","title":"Ramming Charge","question":"","order":null},{"type":"reaction","description":"**(2 tokens)**. When the Experiment takes Major or greater damage, **mark a Stress** to make an attack against a target within Melee range. On a success, the target takes **1d12+2** physical damage and is knocked back to Far range.","title":"Powerful Kick","question":"","order":null},{"type":"reaction","description":"**(3 tokens)**. Countdown (Loop 1d4). When the Experiment sees a hostile target, activate the countdown. When it triggers, the Experiment breathes flames at all targets in front of them within a Very Close range. All targets in the area must succeed on an Agility Reaction Roll or take **1d8+3** magic damage. For each target that marks HP, you gain a Fear.","title":"Burning Breath","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Break things, go berserk, threaten villages","difficulty":13,"damage_threshold_major":9,"damage_threshold_severe":15,"hp":9,"stress":6,"attack_modifier":3,"standard_attack_name":"Claws","standard_attack_range":"melee","standard_attack_damage":"1d10+6 phy","experience":"Two Heads are Better +2"},{"name":"URSTRIX","type":"bruiser","description":"A bear with a feathered upper body and the head of a large owl.","source":"Incredible Creatures","features":[{"type":"passive","description":"If an Urstrix is *Hidden* when they make a successful standard attack against a target, they deal **1d20+3** physical damage instead of their standard damage.","title":"Silent Stalker","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make an attack against all targets in front of the Urstrix within Very Close range. Targets the Urstrix succeeds against take **1d10+2** physical damage and are knocked back to Close range. If you instead **spend a Fear** to use this feature, the damage becomes direct.","title":"Heavy Swipe","question":"","order":null},{"type":"reaction","description":"When the Urstrix takes Major or greater damage, **spend a Fear** to let out a furious hoot. All targets within Close range must mark **1d4** Stress and the Urstrix becomes *Hidden* until their next attack or a PC succeeds on an Instinct Roll (14) to find them.","title":"Piercing Screech","question":"","order":null},{"type":"reaction","description":"When the Urstrix makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Stalk the forest, find meat, catch prey, sleep","difficulty":13,"damage_threshold_major":8,"damage_threshold_severe":16,"hp":7,"stress":4,"attack_modifier":2,"standard_attack_name":"Beak and Claws","standard_attack_range":"melee","standard_attack_damage":"1d12+3 mag","experience":"Hunter +2, Ambusher +2"},{"name":"WEAPONMASTER","type":"bruiser","description":"A master-at-arms wielding a sword twice their size.","source":"DH Core","features":[{"type":"action","description":"Make a standard attack against a target. On a success, **mark a Stress** to *Taunt* the target until their next successful attack. The next time the *Taunted* target attacks, they have disadvantage against targets other than the Weaponmaster.","title":"Goading Strike","question":"","order":null},{"type":"action","description":"Once per scene, **spend a Fear** to clear 2 HP and 2 Stress.","title":"Adrenaline Burst","question":"","order":null},{"type":"reaction","description":"When the Weaponmaster makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Act first, aim for the weakest, intimidate","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":6,"stress":3,"attack_modifier":2,"standard_attack_name":"Claymore","standard_attack_range":"very_close","standard_attack_damage":"1d12+2 phy","experience":""},{"name":"WEEJIT","type":"minion","description":"A small humanoid, less than two feet tall, which wears a wooden or clay mask and loves to get together with more of its kind to become greater than the sum of their parts.","source":"Incredible Creatures","features":[{"type":"passive","description":"The Weejit is defeated when they take any damage. For every 3 damage a PC deals to a Weejit, defeat an additional Minion within range the attack would succeed against.","title":"Minion (3)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a Weejit and gather all Weejits within Close range of it together, forming a new Weejit that is immediately spotlighted.","title":"Combine","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Cavort, combine, fidget, mumble","difficulty":10,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":0,"standard_attack_name":"Bonk","standard_attack_range":"melee","standard_attack_damage":"1 phy","experience":"Better with Friends +2"},{"name":"WEEJIT BRAINY","type":"leader","description":"A group of six Weejits who pool their efforts into becoming smarter, if not wiser.","source":"Incredible Creatures","features":[{"type":"action","description":"Once per scene, **mark a Stress** to summon **1d6** Weejits, which appear at Far range.","title":"Friends!","question":"","order":null},{"type":"action","description":"**Spend a Fear** to spotlight the Brainy and up to **1d4** allies within Far range.","title":"Battle Conductor","question":"","order":null},{"type":"reaction","description":"When an attack targets the Brainy, you can **mark a Stress** to increase its difficulty by **1d4** until your next GM turn. If that causes the attack to miss, the attacker loses a Hope.","title":"Saw That Coming","question":"","order":null},{"type":"reaction","description":"When the Brainy takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.","title":"Recombine","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Strategize, direct, predict","difficulty":13,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":6,"stress":4,"attack_modifier":3,"standard_attack_name":"Bonk","standard_attack_range":"melee","standard_attack_damage":"1d10+3 phy","experience":"Better with Friends +2"},{"name":"WEEJIT CHEERLEADER","type":"support","description":"A pair of Weejits who have banded together to assist others.","source":"Incredible Creatures","features":[{"type":"passive","description":"**Mark a Stress** to move up to Far range instead of Close range before taking an action. ","title":"Nimble Tumblers","question":"","order":null},{"type":"action","description":"**Mark a Stress** to cheer on other Weejits. All Weejits within Far range clear a Stress.","title":"Woohoo!","question":"","order":null},{"type":"reaction","description":"When the Cheerleader takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.","title":"Recombine","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Cheer, tumble, support friends","difficulty":12,"damage_threshold_major":5,"damage_threshold_severe":-1,"hp":2,"stress":5,"attack_modifier":1,"standard_attack_name":"Bonk","standard_attack_range":"melee","standard_attack_damage":"1d8 phy","experience":"Better with Friends +2"},{"name":"WEEJIT FAM","type":"standard","description":"A collective of five Weejits, the most common configuration, who function as a unit.","source":"Incredible Creatures","features":[{"type":"action","description":"Mark a Stress and the Fam forms a ball of arms and legs and charges a target within Close range. The target must make a Strength or Agility Reaction Roll. On a failure, the target takes **1d8+4** physical damage and is knocked back to Far range. On a success, the target takes half damage and the Fam is broken apart into individual Weejits.","title":"Barrel Roll","question":"","order":null},{"type":"reaction","description":"When the Fam takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.","title":"Recombine","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Barrel roll, synchronize, mumble and chuckle","difficulty":13,"damage_threshold_major":6,"damage_threshold_severe":12,"hp":5,"stress":4,"attack_modifier":1,"standard_attack_name":"Bonk","standard_attack_range":"melee","standard_attack_damage":"1d6+2 phy","experience":"Better with Friends +2"},{"name":"WEEJIT FLINGER","type":"ranged","description":"Four Weejits who have formed a unit to deal damage from range.","source":"Incredible Creatures","features":[{"type":"passive","description":"When the Flinger throws its mask within its range, it returns to the Flinger’s grasp afterward.","title":"Mask Come Back","question":"","order":null},{"type":"action","description":"**Spend a Fear** to have the Flinger make an attack against three targets within range, dealing **1d12+5** physical damage on a success.","title":"Rapid Fire","question":"","order":null},{"type":"reaction","description":"When the Flinger takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.","title":"Recombine","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Fling masks, reposition, combine","difficulty":12,"damage_threshold_major":5,"damage_threshold_severe":9,"hp":4,"stress":3,"attack_modifier":2,"standard_attack_name":"Fling Mask","standard_attack_range":"far","standard_attack_damage":"1d10+3 phy","experience":"Better with Friends +2"},{"name":"WEEJIT SMASHER","type":"bruiser","description":"Seven or eight (HP) Weejits who have come together to smash things.","source":"Incredible Creatures","features":[{"type":"action","description":"**Mark a Stress** to make an attack against all targets within Very Close range. Targets the Smasher succeeds against take **1d10** physical damage and are knocked back to Far range.","title":"Grand Slam","question":"","order":null},{"type":"action","description":"**Mark 2 Stress** to yell and curse at all targets within Far range. Targets in the area must make an Instinct or Presence Reaction Roll. For each target who fails, you gain a Fear and the target marks a Stress. Targets who succeed mark a Stress.","title":"Intimidating Yell","question":"","order":null},{"type":"reaction","description":"When the Smasher takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.","title":"Recombine","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Smash, size matters, yell","difficulty":13,"damage_threshold_major":8,"damage_threshold_severe":16,"hp":7,"stress":4,"attack_modifier":1,"standard_attack_name":"Super Bonk","standard_attack_range":"very_close","standard_attack_damage":"1d12+2 phy","experience":"Better with Friends +2"},{"name":"WEEJIT SNEAKER","type":"skulk","description":"A trio of Weejits who have joined to become sneaky and stab things.","source":"Incredible Creatures","features":[{"type":"passive","description":"When the Sneaker moves into Melee range of a PC, the PC must succeed on an Instinct Reaction Roll. On a failure, the Sneaker has advantage on their next attack roll against that PC.","title":"Sneaky","question":"","order":null},{"type":"action","description":"**Spend a Fear** to make an attack against up to three targets within Very Close range. Targets the Sneaker succeeds against take **1d10+4** physical damage and must mark a Stress.","title":"Stabby","question":"","order":null},{"type":"reaction","description":"When the Sneaker takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.","title":"Recombine","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Sneak, combine, stab, chortle","difficulty":12,"damage_threshold_major":6,"damage_threshold_severe":11,"hp":3,"stress":3,"attack_modifier":2,"standard_attack_name":"Dagger","standard_attack_range":"melee","standard_attack_damage":"1d8+3 phy","experience":"Better with Friends +2"},{"name":"WEEJIT TRICKSTER","type":"social","description":"A small group of Weejits, usually three or four (HP), who try to pass themselves off as some other creature with a crude disguise.","source":"Incredible Creatures","features":[{"type":"passive","description":"Despite the Trickster’s blatantly poor disguise, Instinct rolls to see through it are made with disadvantage.","title":"The Emperor’s Clothes","question":"","order":null},{"type":"action","description":"**Mark 2 Stress** to choose a target to misdirect unwanted attention toward in order to gain something of value. The target has disadvantage on action rolls against the Trickster until the end of the scene.","title":"Look Over There!","question":"","order":null},{"type":"action","description":"**Spend a Fear** and plant incriminating evidence on a target within Melee range of the Trickster. Activate a *Countdown (2)*. When triggered, the evidence is spotted and alarms are raised.","title":"Plant the Evidence","question":"","order":null},{"type":"reaction","description":"When the Trickster takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.","title":"Recombine","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Deceive, prank, misdirect","difficulty":12,"damage_threshold_major":4,"damage_threshold_severe":8,"hp":3,"stress":4,"attack_modifier":0,"standard_attack_name":"Dagger","standard_attack_range":"melee","standard_attack_damage":"1d6+1 phy","experience":"Better with Friends +2"},{"name":"WEEJIT WUMPUS","type":"solo","description":"A conglomeration of 9–10 (HP) Weejits who are drunk on power, destruction, and mayhem.","source":"Incredible Creatures","features":[{"type":"passive","description":"When a PC moves within Close range of the Wumpus, they must make an Instinct or Presence Reaction Roll. On a failure, the incoherent mutterings of the Wumpus confuse the PC and impose disadvantage on their next attack roll. On a success, they mark a Stress.","title":"Confusing Mutters","question":"","order":null},{"type":"passive","description":"The Wumpus can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"action","description":"**Spend a Fear** and make an attack roll against all targets within Close range as the Wumpus laughs maniacally while flinging masks and bonking everything in the area. Targets the Wumpus succeeds against take **1d12+4** physical damage and lose a Hope. ","title":"All Powerful!","question":"","order":null},{"type":"action","description":"Target a PC within Very Close range and make an attack. On a success, **mark a Stress** to add a bonus **1d6** damage to the roll and the PC forgets an Experience of their choice until the end of the scene. ","title":"Forgetful Bonk","question":"","order":null},{"type":"reaction","description":"When the Wumpus takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.\n","title":"Recombine","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Drunk with power, break stuff, crush enemies, mutter gleefully","difficulty":14,"damage_threshold_major":9,"damage_threshold_severe":16,"hp":9,"stress":4,"attack_modifier":3,"standard_attack_name":"Big Bonk","standard_attack_range":"very_close","standard_attack_damage":"1d10+4 phy","experience":"Better with Friends +2"},{"name":"WOAD STALKER","type":"skulk","description":"A spirit that has animated the detritus and plants that cover\nthe forest floor into the shape of an animal. It has a golden\nglow from within.","source":"Incredible Creatures","features":[{"type":"action","description":"The Stalker can **mark a Stress** to\nbecome *Hidden* until their next attack. Attacks made\nwhile the Stalker is *Hidden* have advantage.","title":"Spirit Form","question":"","order":null},{"type":"action","description":"**Spend a Fear** to rebuild parts of the\nStalker’s animated exterior, clearing 1 HP. The Stalker\ncan **mark a Stress** to take the spotlight a second time\nthis GM turn.","title":"Reclamate","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Hide in plain sight, strike quickly, lure foes into traps","difficulty":12,"damage_threshold_major":5,"damage_threshold_severe":9,"hp":4,"stress":3,"attack_modifier":2,"standard_attack_name":"Oak Claws","standard_attack_range":"melee","standard_attack_damage":"1d8+2 phy","experience":"Ambusher +2"},{"name":"YOUNG DRYAD","type":"leader","description":"An imperious tree-person leading their forest’s defenses.","source":"DH Core","features":[{"type":"action","description":"**Mark a Stress** to spotlight **1d4** allies within range of a target they can attack without moving. On a success, their attacks deal half damage.","title":"Voice of the Forest","question":"","order":null},{"type":"action","description":"**Spend a Fear** to form a cage around a target within Very Close range and *Restrain* them until they’re freed with a successful Strength Roll. When a creature makes an action roll against the cage, they must mark a Stress. ","title":"Thorny Cage","question":"","order":null},{"type":"reaction","description":"When the Dryad makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Command, nurture, prune the unwelcome","difficulty":11,"damage_threshold_major":6,"damage_threshold_severe":11,"hp":6,"stress":2,"attack_modifier":0,"standard_attack_name":"Scythe","standard_attack_range":"melee","standard_attack_damage":"1d8+5 phy","experience":"Leadership +3"},{"name":"YOUNG EARTH DRAKE","type":"bruiser","description":"A wingless dragon-like creature whose scales resemble dirt clods that occasionally crackle with static electricity. ","source":"Incredible Creatures","features":[{"type":"passive","description":"When the Drake takes physical damage, reduce it by 3.","title":"Tough Hide","question":"","order":null},{"type":"action","description":"Make a standard attack against a target within Melee range. On a success, **spend a Fear** to deal an additional **1d12** physical damage and 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 and you gain a Fear.","title":"Chomp","question":"","order":null},{"type":"action","description":"**Spend a Fear** to slam the ground with the Drake’s powerful legs, creating a shockwave. All targets within Close range must make a Strength or Agility Reaction Roll. On a failure, they take **1d10** magic damage and are Vulnerable until they clear a Stress. On a success they take half damage.","title":"Stomp","question":"","order":null},{"type":"reaction","description":"If the Drake is hit by an attack or ability that would force it to move, you can **mark 2 Stress** to remain in position.","title":"Dug In","question":"","order":null}],"tier":1,"horde_hp":"","motives_tactics":"Eat, grow, defend territory, sleep","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":16,"hp":7,"stress":3,"attack_modifier":1,"standard_attack_name":"Claws","standard_attack_range":"melee","standard_attack_damage":"1d8+6 phy","experience":"I’m Bigger Than You +2"},{"name":"ZOMBIE PACK","type":"horde","description":"A group of shambling corpses instinctively moving together.","source":"DH Core","features":[{"type":"passive","description":"When the Zombies have marked half or more of their HP, their standard attack deals **1d4+2** physical damage instead.","title":"Horde (1d4+2)","question":"","order":null},{"type":"reaction","description":"When the Zombies mark HP from an attack within Melee range, you can **mark a Stress** to make a standard attack against the attacker.","title":"Overwhelm","question":"","order":null}],"tier":1,"horde_hp":"(2/HP)","motives_tactics":"Consume flesh, hunger, maul","difficulty":8,"damage_threshold_major":6,"damage_threshold_severe":12,"hp":6,"stress":3,"attack_modifier":-1,"standard_attack_name":"Bite","standard_attack_range":"melee","standard_attack_damage":"1d10+2 phy","experience":""},{"name":"Apostles of Preservation Agent","type":"social","description":"A charismatic agent who represents the Apostles of Preservation, who blends into society, turning hearts and minds to darkness.","source":"RMR","features":[{"type":"passive","description":"A PC who rolls less than 17 on an action roll targeting the Whisperer of Lies must mark a Stress.","title":"Devastating Retort","question":"","order":1},{"type":"action","description":"**Spend a Fear**. Choose a point within Far. All non-combatants within Close of that point become hostile towards PCs, or PCs within Close of that point mark 1 Stress.","title":"Inciting Rhetoric","question":"","order":null},{"type":"action","description":"Choose a target within Far. Force a Presence (15) roll. On failure, the target marks 1 Stress and becomes *Dazed* until they succeed on a Presence roll. While the target is *Dazed*, all rolls made by the target have disadvantage.","title":"Leverage Weakness","question":"","order":null},{"type":"reaction","description":"When the Agent marks their last Stress, replace them with the Apostels of Preservation Assassin","title":"Now it's War (Phase Change)","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"infiltrate, convert, incite, observe, betray","difficulty":15,"damage_threshold_major":10,"damage_threshold_severe":20,"hp":3,"stress":5,"attack_modifier":1,"standard_attack_name":"Venomous Whisper","standard_attack_range":"far","standard_attack_damage":"1d6+2 mag","experience":"Influence +3, Local Contacts +2"},{"name":"Apostles of Preservation Assassin","type":"skulk","description":"A cunning scoundrel skilled in both poisons and ambushing.","source":"RMR","features":[{"type":"passive","description":"Targets who mark HP from the Assassin’s attacks are *Vulnerable* until they clear a HP.","title":"Grindletooth Venom","question":"","order":null},{"type":"passive","description":"The Assassin has advantage on attacks if they are *Hidden*.","title":"Out of Nowhere","question":"","order":null},{"type":"action","description":"Drop a smoke bomb that fills the air within Close range with smoke, *Dizzying* all targets in this area. *Dizzied* targets have disadvantage on their next action roll, then clear the condition.","title":"Fumigation","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Anticipate, get paid, kill, taint food and water","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":16,"hp":4,"stress":4,"attack_modifier":3,"standard_attack_name":"Poisoned Throwing Dagger","standard_attack_range":"close","standard_attack_damage":"2d8+1 phy","experience":"Intrusion +2"},{"name":"APPRENTICE ASSASSIN","type":"minion","description":"A young trainee eager to prove themselves.","source":"DH Core","features":[{"type":"passive","description":"The Assassin is defeated when they take any damage. For every 6 damage a PC deals to the Assassin, defeat an additional Minion within range the attack would succeed against.","title":"Minion (6)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Apprentice Assassins 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.","title":"Group Attack","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Act reckless, kill, prove their worth, show off","difficulty":13,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":-1,"standard_attack_name":"Thrown Dagger","standard_attack_range":"very_close","standard_attack_damage":"4 phy","experience":"Intrusion +2"},{"name":"ARCHER GUARD (Tier 2)","type":"ranged","description":"A tall guard bearing a longbow and quiver with arrows fletched in the settlement’s colors.","source":"RMR","features":[{"type":"action","description":"Make an attack against a target within Far range. On a success, **mark a Stress** to deal **2d12+4** physical damage. If the target marks HP from this attack, they have disadvantage on Agility Rolls until they clear at least 1 HP.","title":"Hobbling Shot","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Arrest, close gates, make it through the day, pin down","difficulty":12,"damage_threshold_major":7,"damage_threshold_severe":14,"hp":4,"stress":2,"attack_modifier":2,"standard_attack_name":"Longbow","standard_attack_range":"far","standard_attack_damage":"2d8+4 phy","experience":"Archery +2"},{"name":"ARCHER SQUADRON","type":"horde","description":"A group of trained archers bearing massive bows.","source":"DH Core","features":[{"type":"passive","description":"When the Squadron has marked half or more of their HP, their standard attack deals **1d6+3** physical damage instead.","title":"Horde (1d6+3)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to target a point within Far range. Make an attack with advantage against all targets within Close range of that point. Targets the Squadron succeeds against take **1d10+4** physical damage.","title":"Focused Volley","question":"","order":null},{"type":"action","description":"**Mark a Stress** to target a point within Far range. Until the next roll with Fear, a creature who moves within Close range of that point must make an Agility Reaction Roll. On a failure, they take **2d6+3** physical damage. On a success, they take half damage.","title":"Suppressing Fire","question":"","order":null}],"tier":2,"horde_hp":"(2/HP)","motives_tactics":"Stick together, survive, volley fire","difficulty":13,"damage_threshold_major":8,"damage_threshold_severe":16,"hp":4,"stress":3,"attack_modifier":0,"standard_attack_name":"Longbow","standard_attack_range":"far","standard_attack_damage":"2d6+3 phy","experience":""},{"name":"ASSASSIN POISONER","type":"skulk","description":"A cunning scoundrel skilled in both poisons and ambushing.","source":"DH Core","features":[{"type":"passive","description":"Targets who mark HP from the Assassin’s attacks are *Vulnerable* until they clear a HP.","title":"Grindletooth Venom","question":"","order":null},{"type":"passive","description":"The Assassin has advantage on attacks if they are *Hidden*.","title":"Out of Nowhere","question":"","order":null},{"type":"action","description":"Drop a smoke bomb that fills the air within Close range with smoke, *Dizzying* all targets in this area. *Dizzied* targets have disadvantage on their next action roll, then clear the condition.","title":"Fumigation","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Anticipate, get paid, kill, taint food and water","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":16,"hp":4,"stress":4,"attack_modifier":3,"standard_attack_name":"Poisoned Throwing Dagger","standard_attack_range":"close","standard_attack_damage":"2d8+1 phy","experience":"Intrusion +2"},{"name":"BATTLE BOX","type":"solo","description":"A cube-shaped construct with a different rune on each of their six sides.","source":"DH Core","features":[{"type":"passive","description":"The Box can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. ","title":"Relentless (2)","question":"","order":null},{"type":"action","description":"Mark a Stress and roll a **d6**.\n\\\nThe Box uses the corresponding move:\n\\\n1- Mana Beam. The Box fires a searing beam. Make an attack against a target within Far range. On a success, deal **2d10+2** magic damage.\n\\\n2- Fire Jets. The Box shoots into the air, spinning and releasing jets of flame. Make an attack against all targets within Close range. Targets the Box succeeds against take **2d8** physical damage.\n\\\n3- Trample. The Box rockets around erratically. Make an attack against all PCs within Close range. Targets the Box succeeds against take **1d6+5** physical damage and are *Vulnerable* until their next roll with Hope.\n\\\n4- Shocking Gas. The Box sprays out a silver gas sparking with lightning. All targets within Close range must succeed on a Finesse Reaction Roll or mark 3 Stress.\n\\\n5- Stunning Clap. The Box leaps and their sides clap, creating a small sonic boom. All targets within Very Close range must succeed on a Strength Reaction Roll or become *Vulnerable* until the cube is defeated.\n\\\n6- Psionic Whine. The Box releases a cluster of mechanical bees whose buzz rattles mortal minds. All targets within Close range must succeed on a Presence Reaction Roll or take **2d4+9** direct magic damage.","title":"Randomized Tactics","question":"","order":null},{"type":"reaction","description":"Before rolling damage for the Box’s attack, you can **mark a Stress** to add a **d6** to the damage roll. Additionally, you gain a Fear.","title":"Overcharge","question":"","order":null},{"type":"reaction","description":"When the Box marks their last HP, the magic powering them ruptures in an explosion of force. All targets within Close range must succeed on an Instinct Reaction Roll or take **2d8+1** magic damage.","title":"Death Quake","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Change tactics, trample foes, wait in disguise","difficulty":15,"damage_threshold_major":10,"damage_threshold_severe":20,"hp":8,"stress":6,"attack_modifier":2,"standard_attack_name":"Slam","standard_attack_range":"melee","standard_attack_damage":"2d6+3 phy","experience":"Camouflage +2"},{"name":"BLABBERING MOUND","type":"support","description":"A horrid mass of eyes, mouths, and formless flesh. Staring in all directions, its countless maws yammer ceaselessly.","source":"Mike Underwood","features":[{"type":"passive","description":" The Mouther can only move within Very Close range as their normal movement.","title":"Crawling Confusion","question":"","order":null},{"type":"action","description":"Spend a Fear and target all PCs within Close range. They must make an Instinct Reaction Roll or mark a Stress and become Disoriented. When a Disoriented target takes the spotlight, the GM suggests a course of action. The player can take that action or mark a Stress. A PC clears Disoriented when they clear Stress or when they take the spotlight and there are no Blabbering Mounds within a Far distance.","title":"Gibbering","question":"","order":null},{"type":"action","description":"Mark a Stress and pick a point within Close. All targets within Very Close range of that point must make an Agility Reaction Roll or mark a Stress and become Vulnerable until they next take the spotlight.","title":"Blinding Spittle","question":"","order":null},{"type":"reaction","description":"When a PC moves into or within Very Close distance of the Mouther, they must make a Finesse Reaction Roll or mark a Stress.","title":"Warped Ground","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Blind, consume, disorient, defile","difficulty":13,"damage_threshold_major":9,"damage_threshold_severe":18,"hp":3,"stress":4,"attack_modifier":2,"standard_attack_name":"Bite","standard_attack_range":"melee","standard_attack_damage":"2d8+1 phy","experience":"Confounding +2"},{"name":"BLOOD MAGE: ABOMINATION","type":"solo","description":"A vaguely-humanoid soup of magical blood and malice, pseudopods forming weapons.","source":"Mike Underwood","features":[{"type":"passive","description":"The Abomination can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"action","description":"Spend a Fear to make a Bloody Scythe attack against all targets within Close range. On a success, the target must also mark a Stress.","title":"Crimson Whirlwind","question":"","order":null},{"type":"action","description":"Make an attack against a target within Far range. On a success, the target takes 2d12+5 mag damage.","title":"Sanguine Ballista","question":"","order":null},{"type":"reaction","description":"When a PC marks 2 or more HP from one of the Abomination’s Attacks, mark a Stress as the Abomination siphons their blood. The abomination clears 1 HP and you gain a Fear.","title":"Blood Siphon","question":"","order":null},{"type":"reaction","description":"When the Abomination marks 2 or more HP from an attack within Close range, the attack causes a bloody detonation, forcing the attacker to make an Agility Reaction Roll or mark a Stress and become Vulnerable until their next roll with Hope.","title":"Unstable Form","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Consume blood, harvest power, wreak havoc","difficulty":14,"damage_threshold_major":13,"damage_threshold_severe":27,"hp":8,"stress":4,"attack_modifier":3,"standard_attack_name":"Bloody Scythe","standard_attack_range":"very_close","standard_attack_damage":"2d20 mag","experience":"Bloodthirsty +3, Forbidden Knowledge +2"},{"name":"BLOOD MAGE: MALEFACTOR","type":"solo","description":"A corrupted mage with blood-red robes seeking slaughter to gain more power.","source":"Mike Underwood","features":[{"type":"passive","description":"The Malefactor can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (3)","question":"","order":null},{"type":"action","description":"Mark a Stress to pick a point within Far range. All targets within Very Close of that point must make a Strength Reaction Roll or be knocked prone and made temporarily Vulnerable until they next take the spotlight.","title":"Hemokinetic Burst","question":"","order":null},{"type":"reaction","description":"When Malefactor first spots a hostile target, activate a Countdown (4) that only advances when a PC rolls with Fear. If triggered, replace Malefactor with Abomination, who immediately takes the spotlight.","title":"Sanguine Apotheosis (Phase Change)","question":"","order":null},{"type":"reaction","description":"When Malefactor marks their last HP, you may spend any number of Fear to reduce the Sanguine Apotheosis countdown by the same amount. If that would trigger the countdown, replace Malefactor with Abomination as per Sanguine Apotheosis.","title":"I Will Not Be Denied!","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Achieve bloody apotheosis, harvest power, spill blood","difficulty":15,"damage_threshold_major":12,"damage_threshold_severe":24,"hp":7,"stress":5,"attack_modifier":2,"standard_attack_name":"Blood Lance","standard_attack_range":"far","standard_attack_damage":"2d12 mag","experience":"Mage +3, Forbidden Knowledge +2"},{"name":"CAVE OGRE (Tier 2)","type":"solo","description":"A massive humanoid who sees all sapient life as food.","source":"RMR","features":[{"type":"passive","description":"You must **spend a Fear** to spotlight the Ogre. While spotlighted, they can make their standard attack against all targets within range.","title":"Ramp Up","question":"","order":null},{"type":"passive","description":"The Ogre’s attacks deal direct damage. ","title":"Bone Breaker","question":"","order":null},{"type":"action","description":"**Mark a Stress** to pick up heavy objects and throw them at all targets in front of the Ogre within Far range. Make an attack against these targets. Targets the Ogre succeeds against take **2d10+3** physical damage. If they succeed against more than one target, you gain a Fear.","title":"Hail of Boulders","question":"","order":null},{"type":"reaction","description":"When the Ogre marks 2 or more HP, they can rampage. Move the Ogre to a point within Close range and deal **3d6+4** direct physical damage to all targets in their path.","title":"Rampaging Fury","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Bite off heads, feast, rip limbs, stomp, throw enemies","difficulty":15,"damage_threshold_major":13,"damage_threshold_severe":25,"hp":8,"stress":4,"attack_modifier":3,"standard_attack_name":"Club","standard_attack_range":"very_close","standard_attack_damage":"2d10+3 phy","experience":"Throw +2"},{"name":"CHAOS SKULL","type":"ranged","description":"A floating humanoid skull animated by scintillating magic.","source":"DH Core","features":[{"type":"passive","description":"The Skull levitates several feet off the ground and can’t be *Restrained*.","title":"Levitation","question":"","order":null},{"type":"passive","description":"The Skull is resistant to magic damage.","title":"Wards","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make an attack against all targets within Close range. Targets the Skull succeeds against take **2d6+4** magic damage.","title":"Magic Burst","question":"","order":null},{"type":"action","description":"**Spend a Fear** to make an attack against a PC with a Spellcast trait within Very Close range. On a success, the target marks **1d4** Stress and the Skull clears that many Stress. Additionally, on a success, the Skull can immediately be spotlighted again.","title":"Siphon Magic","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Cackle, consume magic, serve creator","difficulty":15,"damage_threshold_major":8,"damage_threshold_severe":16,"hp":5,"stress":4,"attack_modifier":2,"standard_attack_name":"Energy Blast","standard_attack_range":"close","standard_attack_damage":"2d8+3 mag","experience":""},{"name":"COCKATRICE","type":"solo","description":"A bipedal hybrid lizard-bird with a barbed tail, flightless wings, and a confounding stare.","source":"Mike Underwood","features":[{"type":"passive","description":"The Cockatrice can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"passive","description":"When the Cockatrice makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.","title":"Terrifying","question":"","order":null},{"type":"action","description":"Spend a Fear to make an attack against all targets within Very Close range. Targets the attack succeeds against take 2d12 phy damage and must mark an armor slot without gaining its benefit (they may still use armor to reduce the damage).","title":"Barbed Tail Lash","question":"","order":null},{"type":"action","description":"Mark a Stress to force all targets in front of the Cockatrice within a Close range to make an Instinct Reaction Roll or become Confounded. A Confounded target gains disadvantage on action rolls. A target clears Confounded when they succeed on an action roll or at the end of the scene.","title":"Eyes of the Void","question":"","order":null},{"type":"reaction","description":"When the Cockatrice succeeds on an attack against a Confounded target, the target must mark a Stress and the Cockatrice clears a Stress.","title":"Turn Inside Out","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Make the world pay for their inability to fly, whip lash, stun targets with frightening stare","difficulty":14,"damage_threshold_major":12,"damage_threshold_severe":24,"hp":8,"stress":4,"attack_modifier":2,"standard_attack_name":"Razor Beak","standard_attack_range":"melee","standard_attack_damage":"2d10+2 phy","experience":"Predator +3"},{"name":"COMPETENT SWORD USER","type":"standard","description":"An adversary well trained with a sword.","source":"RMR","features":[{"type":"passive","description":"The Competent Sword User can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"action","description":"**Mark a Stress** to clear one HP.","title":"Surge Action","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Get in close, hit hard, protect  allies.","difficulty":13,"damage_threshold_major":8,"damage_threshold_severe":17,"hp":5,"stress":3,"attack_modifier":2,"standard_attack_name":"Sword","standard_attack_range":"melee","standard_attack_damage":"2d8+2 phy","experience":"Protector +2"},{"name":"CONSCRIPT","type":"minion","description":"A poorly trained civilian pressed into war.","source":"DH Core","features":[{"type":"passive","description":"The Conscript is defeated when they take any damage. For every 6 damage a PC deals to the Conscript, defeat an additional Minion within range the attack would succeed against.","title":"Minion (6)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Conscripts 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 **6** physical damage each. Combine this damage.","title":"Group Attack","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Follow orders, gang up, survive","difficulty":12,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":0,"standard_attack_name":"Spears","standard_attack_range":"very_close","standard_attack_damage":"6 phy","experience":""},{"name":"COURTESAN","type":"social","description":"An accomplished manipulator and master of the social arts.","source":"DH Core","features":[{"type":"reaction","description":"When a PC within Close range makes a Presence Roll, you can **mark a Stress** to cast a gaze toward the aftermath. On the target’s failure, they must mark 2 Stress and are *Vulnerable* until the scene ends or they succeed on a social action against the Courtesan. On the target’s success, they must mark a Stress.","title":"Searing Glance","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Entice, maneuver, secure patrons","difficulty":13,"damage_threshold_major":7,"damage_threshold_severe":13,"hp":3,"stress":4,"attack_modifier":-3,"standard_attack_name":"Dagger","standard_attack_range":"melee","standard_attack_damage":"1d4+3 phy","experience":"Manipulation +3, Socialite +3"},{"name":"CULT ADEPT","type":"support","description":"An experienced mage wielding shadow and fear.","source":"DH Core","features":[{"type":"action","description":"**Spend a Fear** to make a standard attack against a target within range. On a success, the target must mark a Stress.","title":"Enervating Blast","question":"","order":null},{"type":"action","description":"**Mark a Stress** to wrap an ally within Close range in a shroud of Protection until the Adept marks their last HP. While Protected, the target has resistance to all damage. Shadow Shackles - Action: Spend a Fear and choose a point within Far range. All targets within Close range of that point are *Restrained* in smoky chains until they break free with a successful Strength or Instinct Roll. A target *Restrained* by this feature must spend a Hope to make an action roll.","title":"Shroud of the Fallen","question":"","order":null},{"type":"reaction","description":"Twice per scene, when a PC rolls a failure with Fear, clear a Stress.","title":"Fear Is Fuel","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Curry favor, hinder foes, uncover knowledge","difficulty":14,"damage_threshold_major":9,"damage_threshold_severe":18,"hp":4,"stress":6,"attack_modifier":2,"standard_attack_name":"Rune-Covered Rod","standard_attack_range":"far","standard_attack_damage":"2d4+3 mag","experience":"Fallen Lore +2, Rituals +2"},{"name":"CULT FANG","type":"skulk","description":"A professional killer-turned-cultist.","source":"DH Core","features":[{"type":"passive","description":"The Fang can climb and walk on vertical surfaces. **Mark a Stress** to move from one shadow to another within Far range.","title":"Shadow’s Embrace","question":"","order":null},{"type":"action","description":"**Mark a Stress** to cause a target within Melee range to make an Instinct Reaction Roll. On a failure, the target must mark 2 Stress and is teleported with the Fang to a shadow within Far range, making them temporarily *Vulnerable*. On a success, the target must mark a Stress.","title":"Pick Off the Straggler","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Capture sacrifices, isolate prey, rise in the ranks","difficulty":15,"damage_threshold_major":9,"damage_threshold_severe":17,"hp":4,"stress":4,"attack_modifier":2,"standard_attack_name":"Long Knife","standard_attack_range":"melee","standard_attack_damage":"2d8+4 phy","experience":""},{"name":"CULT INITIATE","type":"minion","description":"A low-ranking cultist in simple robes, eager to gain power.","source":"DH Core","features":[{"type":"passive","description":"The Initiate is defeated when they take any damage. For every 6 damage a PC deals to the Initiate, defeat an additional Minion within range the attack would succeed against.","title":"Minion (6)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Cult Initiates 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.","title":"Group Attack","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Follow orders, gain power, seek forbidden knowledge","difficulty":13,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":0,"standard_attack_name":"Ritual Dagger","standard_attack_range":"melee","standard_attack_damage":"5 phy","experience":""},{"name":"DEMONIC HOUND PACK","type":"horde","description":"Unnatural hounds lit from within by hellfire.","source":"DH Core","features":[{"type":"passive","description":"When the Pack has marked half or more of their HP, their standard attack deals **2d4+1** physical damage instead.","title":"Horde (2d4+1)","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make all targets within Very Close range lose a Hope. If a target is not able to lose a Hope, they must instead mark 2 Stress.","title":"Dreadhowl","question":"","order":null},{"type":"reaction","description":"When the Pack makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":2,"horde_hp":"(1/HP)","motives_tactics":"Cause fear, consume flesh, please masters","difficulty":15,"damage_threshold_major":11,"damage_threshold_severe":23,"hp":6,"stress":3,"attack_modifier":0,"standard_attack_name":"Claws and Fangs","standard_attack_range":"melee","standard_attack_damage":"2d8+2 phy","experience":"Scent Tracking +3"},{"name":"ELECTRIC EELS","type":"horde","description":"A swarm of eels that encircle and electrocute.","source":"DH Core","features":[{"type":"passive","description":"When the Eels have marked half or more of their HP, their standard attack deals **2d4+1** physical damage instead.","title":"Horde (2d4+1)","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make a standard attack against all targets within Very Close range. You gain a Fear for each target that marks HP.","title":"Paralyzing Shock","question":"","order":null}],"tier":2,"horde_hp":"(2/HP)","motives_tactics":"Avoid larger predators, shock prey, tear apart","difficulty":14,"damage_threshold_major":10,"damage_threshold_severe":20,"hp":5,"stress":3,"attack_modifier":0,"standard_attack_name":"Shocking Bite","standard_attack_range":"melee","standard_attack_damage":"2d6+4 phy","experience":""},{"name":"ELITE SOLDIER","type":"standard","description":"An armored squire or experienced commoner looking to advance.","source":"DH Core","features":[{"type":"action","description":"Mark a Stress to move into Melee range of an ally and make a standard attack against a target within Very Close range. On a success, deal **2d10+2** physical damage and the ally can clear a Stress.","title":"Reinforce","question":"","order":null},{"type":"reaction","description":"When the Soldier is within Very Close range of a knight or other noble who would take damage, you can **mark a Stress** to move into Melee range of them and take the damage instead.","title":"Vassal’s Loyalty","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Gain glory, keep order, make alliances","difficulty":15,"damage_threshold_major":9,"damage_threshold_severe":18,"hp":4,"stress":3,"attack_modifier":1,"standard_attack_name":"Spear","standard_attack_range":"very_close","standard_attack_damage":"2d8+4 phy","experience":""},{"name":"FAILED EXPERIMENT","type":"standard","description":"A magical necromantic experiment gone wrong, leaving them warped and ungainly.","source":"DH Core","features":[{"type":"passive","description":"The Experiment is resistant to physical damage.","title":"Warped Fortitude","question":"","order":null},{"type":"passive","description":"When a target the Experiment attacks has other adversaries within Very Close range, the Experiment deals double damage.","title":"Overwhelm","question":"","order":null},{"type":"action","description":"**Mark a Stress** to spotlight the Experiment as an additional GM move instead of spending Fear.","title":"Lurching Lunge","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Devour, hunt, track","difficulty":13,"damage_threshold_major":12,"damage_threshold_severe":23,"hp":3,"stress":3,"attack_modifier":1,"standard_attack_name":"Bite and Claw","standard_attack_range":"melee","standard_attack_damage":"2d6+5 phy","experience":"Copycat +3"},{"name":"GIANT BEASTMASTER","type":"leader","description":"A leather-clad warrior bearing a whip and massive bow.","source":"DH Core","features":[{"type":"passive","description":"When the Beastmaster is spotlighted, you can also spotlight a Tier 1 animal adversary currently under their control.","title":"Two as One","question":"","order":null},{"type":"action","description":"Make a standard attack against a target. On a success, you can **mark a Stress** to pin them to a nearby surface. The pinned target is *Restrained* until they break free with a successful Finesse or Strength Roll.","title":"Pinning Strike","question":"","order":null},{"type":"action","description":"Twice per scene, summon a Bear, Dire Wolf, or similar Tier 1 animal adversary under the Beastmaster’s control. The adversary appears at Close range and is immediately spotlighted.","title":"Deadly Companion","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Command, make a living, maneuver, pin down, protect companion animals","difficulty":16,"damage_threshold_major":12,"damage_threshold_severe":24,"hp":6,"stress":5,"attack_modifier":2,"standard_attack_name":"Longbow","standard_attack_range":"far","standard_attack_damage":"2d8+4 phy","experience":"Animal Handling +3"},{"name":"GIANT BRAWLER","type":"bruiser","description":"An especially muscular giant wielding a warhammer larger than a human.","source":"DH Core","features":[{"type":"action","description":"**Mark a Stress** to have the Brawler charge at an inanimate object within Close range they could feasibly smash (such as a wall, cart, or market stand) and destroy it. All targets within Very Close range of the object must succeed on an Agility Reaction Roll or take **2d4+3** physical damage from the shrapnel.","title":"Battering Ram","question":"","order":null},{"type":"reaction","description":"When the Brawler marks 2 or more HP from an attack within Very Close range, you can make a standard attack against the attacker. On a success, the Brawler deals **2d6+15** physical damage instead of their standard damage. ","title":"Bloody Reprisal","question":"","order":null},{"type":"reaction","description":"When the Brawler makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Make a living, overwhelm, slam, topple","difficulty":15,"damage_threshold_major":14,"damage_threshold_severe":28,"hp":7,"stress":4,"attack_modifier":2,"standard_attack_name":"Warhammer","standard_attack_range":"very_close","standard_attack_damage":"2d12+3 phy","experience":"Intrusion +2"},{"name":"GIANT EAGLE","type":"skulk","description":"A giant bird of prey with blood-stained talons.","source":"DH Core","features":[{"type":"passive","description":"While flying, the Eagle gains a +3 bonus to their Difficulty.","title":"Flight","question":"","order":null},{"type":"action","description":"**Mark a Stress** to attack a target within Far range. On a success, deal **2d10+2** physical damage and knock the target over, making them *Vulnerable* until they next act.","title":"Deadly Dive","question":"","order":null},{"type":"action","description":"Make an attack against a target within Very Close range. On a success, deal **2d4+3** physical damage and the target must succeed on an Agility Reaction Roll or become temporarily *Restrained* within the Eagle’s massive talons. If the target is *Restrained*, the Eagle immediately lifts into the air to Very Far range above the battlefield while holding them.","title":"Take Off","question":"","order":null},{"type":"action","description":"While flying, the Eagle can drop a *Restrained* target they are holding. When dropped, the target is no longer *Restrained* but starts falling. If their fall isn’t prevented during the PCs’ next action, the target takes **2d20** physical damage when they land.","title":"Deadly Drop","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Hunt prey, stay mobile, strike decisively","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":19,"hp":4,"stress":4,"attack_modifier":1,"standard_attack_name":"Claws and Beak","standard_attack_range":"very_close","standard_attack_damage":"2d6+3 phy","experience":""},{"name":"GIANT LANDBREAKER","type":"support","description":"A towering geomancer adorned in gems and rocks, manipulating the earth itself.","source":"Mike Underwood","features":[{"type":"passive","description":"When paying the cost for environment Fear features, instead of spending Fear, the Landbreaker can mark the same number of Stress.","title":"Speak to the Land","question":"","order":null},{"type":"action","description":"Spend a Fear to pick a point with Far distance. Landbreaker pulls up the earth and create two mostly-parallel walls a Close distance high and long. They leave only narrow path only a Melee distance wide.","title":"Choke-Point","question":"","order":null},{"type":"reaction","description":"When Landbreaker would take damage from beyond Very Close range, mark a Stress to halve the incoming damage.","title":"Earthen Shield","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Create earth constructs, deflect attacks with stone, drop enemies into sinkholes, seek glory","difficulty":14,"damage_threshold_major":10,"damage_threshold_severe":22,"hp":6,"stress":3,"attack_modifier":2,"standard_attack_name":"Earth Spike","standard_attack_range":"close","standard_attack_damage":"2d6+2 mag","experience":"Medicine +3, Sorcery +3"},{"name":"GIANT RECRUIT","type":"minion","description":"A giant fighter wearing borrowed armor.","source":"DH Core","features":[{"type":"passive","description":"The Recruit is defeated when they take any damage. For every 7 damage a PC deals to the Recruit, defeat an additional Minion within range the attack would succeed against.","title":"Minion (7)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Giant Recruits 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.","title":"Group Attack","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Batter, make a living, overwhelm, terrify","difficulty":13,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":2,"attack_modifier":1,"standard_attack_name":"Warhammer","standard_attack_range":"very_close","standard_attack_damage":"5 phy","experience":""},{"name":"GORGON","type":"solo","description":"A snake-headed, scaled humanoid with a gilded bow, enraged that their peace has been disturbed.","source":"DH Core","features":[{"type":"passive","description":"The Gorgon can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"passive","description":"When the Gorgon makes a successful standard attack, the target *Glows* until the end of the scene and can’t become *Hidden*. Attack rolls made against a *Glowing* target have advantage.","title":"Sunsear Arrows","question":"","order":null},{"type":"action","description":"Make an attack roll against a target within Melee range using the Gorgon’s protective snakes. On a success, **mark a Stress** to deal **2d10+4** physical damage and the target must mark a Stress.","title":"Crown of Serpents","question":"","order":null},{"type":"reaction","description":"When the Gorgon takes damage from an attack within Close range, you can **spend a Fear** to force the attacker to make an Instinct Reaction Roll. On a failure, they begin to turn to stone, marking a HP and starting a Petrification Countdown (4). This countdown ticks down when the Gorgon is attacked. When it triggers, the target must make a death move. If the Gorgon is defeated, all petrification countdowns end. ","title":"Petrifying Gaze","question":"","order":null},{"type":"reaction","description":"When the Gorgon makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Corner, hit-and-run, petrify, seek vengeance","difficulty":15,"damage_threshold_major":13,"damage_threshold_severe":25,"hp":9,"stress":3,"attack_modifier":4,"standard_attack_name":"Sunsear Shortbow","standard_attack_range":"far","standard_attack_damage":"2d20+3 mag","experience":"Stealth +3"},{"name":"HULKING BODYGUARD","type":"bruiser","description":"A giant, muscled creature who is paid handsomely to protect their client.","source":"Incredible Creatures","features":[{"type":"passive","description":"When the Bodyguard enters the scene, designate one adversary to be their boss.","title":"You Da Boss","question":"","order":null},{"type":"action","description":"**Spend a Fear** to make an attack against all targets within Close range. Targets the Bodyguard succeeds against take **2d12+6** physical damage and are knocked back to Far range.","title":"Outta My Way!","question":"","order":null},{"type":"reaction","description":"When the Bodyguard’s boss marks HP from an attacker in Close range of the Bodyguard, **mark a Stress** to move into Very Close range of the attacker and make a standard attack against them.","title":"I Got You, Boss!","question":"","order":null},{"type":"reaction","description":"When a PC attacks the Bodyguard and misses, they lose a Hope.","title":"Intimidating Presence","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Hit it, hit it harder, don’t question the boss, profit","difficulty":14,"damage_threshold_major":14,"damage_threshold_severe":28,"hp":7,"stress":4,"attack_modifier":3,"standard_attack_name":"Fist","standard_attack_range":"very_close","standard_attack_damage":"2d10+2 phy","experience":"Pugilist +2"},{"name":"INGREDIENT GARDENER","type":"minion","description":"A dedicated herbalist—often a fungril—who tends the exotic ingredients grown for the Plurodin’s experiments.","source":"Incredible Creatures","features":[{"type":"passive","description":"The Gardener is defeated when they take any damage. For every 6 damage a PC deals to the Gardener, defeat an additional Minion within range the attack would succeed against.","title":"Minion (6)","question":"","order":null},{"type":"passive","description":"If the target of a “Group Attack” is within Close range of crops tended by a Gardener, they have advantage on their attack roll.","title":"Protective","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Gardeners 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.","title":"Group Attack","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Protect the crops, obey the boss, focus on the work","difficulty":13,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":0,"standard_attack_name":"Sickle","standard_attack_range":"melee","standard_attack_damage":"5 phy","experience":""},{"name":"JAGGED KNIFE HEXER Tier 2","type":"support","description":"A staff-wielding bandit in a cloak adorned with magical paraphernalia, using curses to vex their foes.","source":"RMR","features":[{"type":"action","description":"Choose a target within Far range and temporarily *Curse* them. While the target is *Cursed*, you can **mark a Stress** when that target rolls with Hope to make the roll be with Fear instead.","title":"Curse","question":"","order":null},{"type":"action","description":"Make an attack against up to three targets within Very Close range. **Mark a Stress** to deal **3d6+3** magic damage to targets the Hexer succeeded against.","title":"Chaotic Flux","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Command, hex, profit","difficulty":15,"damage_threshold_major":8,"damage_threshold_severe":17,"hp":4,"stress":5,"attack_modifier":3,"standard_attack_name":"Staff","standard_attack_range":"far","standard_attack_damage":"2d6+2 mag","experience":"Magical Knowledge +2"},{"name":"JAGGED KNIFE KNEEBREAKER Tier 2","type":"bruiser","description":"An imposing brawler carrying a large club.","source":"RMR","features":[{"type":"passive","description":"Creatures *Restrained* by the Kneebreaker take double damage from attacks by other adversaries.","title":"I’ve Got ’Em","question":"","order":null},{"type":"action","description":"Make an attack against a target within Melee range. On a success, the target takes no damage but is *Restrained* and *Vulnerable*. The target can break free, clearing both conditions, with a successful Strength Roll or is freed automatically if the Kneebreaker takes Major or greater damage.","title":"Hold Them Down","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Grapple, intimidate, profit, steal","difficulty":14,"damage_threshold_major":12,"damage_threshold_severe":24,"hp":7,"stress":6,"attack_modifier":2,"standard_attack_name":"Club","standard_attack_range":"melee","standard_attack_damage":"2d6+6 phy","experience":"Thief +2, Unveiled Threats +3"},{"name":"JAGGED KNIFE SHADOW Tier 2","type":"skulk","description":"A nimble scoundrel bearing a wicked knife and utilizing shadow magic to isolate targets.","source":"RMR","features":[{"type":"passive","description":"When the Shadow succeeds on a standard attack that has advantage, they deal **2d6+8** physical damage instead of their standard damage.","title":"Backstab","question":"","order":null},{"type":"action","description":"Become *Hidden* until after the Shadow’s next attack. Attacks made while *Hidden* from this feature have advantage.","title":"Cloaked","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Ambush, conceal, divide, profit","difficulty":14,"damage_threshold_major":7,"damage_threshold_severe":16,"hp":4,"stress":4,"attack_modifier":2,"standard_attack_name":"Daggers","standard_attack_range":"melee","standard_attack_damage":"2d4+6 phy","experience":"Intrusion +3"},{"name":"JUNIOR SERAPH","type":"leader","description":"A holy warrior and protector, leading a divine power’s forces into battle.","source":"Mike Underwood","features":[{"type":"passive","description":"Junior Seraph can fly and carry one ally up to a Close distance as part of an action.","title":"Winged Leader","question":"","order":null},{"type":"action","description":"Spend 2 Fear to activate 1d4 allies within Far range. Attacks they make while spotlighted this way deal half damage.","title":"Many as One","question":"","order":null},{"type":"reaction","description":"When a target within Close range rolls a failure with Hope, mark a Stress to offer them another solution to the challenge they face. If the target changes their mind and takes the offer, they gain 2 Hope.","title":"Offer Alternatives","question":"","order":null},{"type":"reaction","description":"When an ally within Very Close range would mark HP, mark a Stress to allow them to mark 1 fewer HP.","title":"Spare the Righteous","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Bolster allies, punish the wicked, spare the righteous","difficulty":15,"damage_threshold_major":12,"damage_threshold_severe":24,"hp":8,"stress":4,"attack_modifier":2,"standard_attack_name":"Flying Hammer","standard_attack_range":"close","standard_attack_damage":"2d12+2 mag","experience":"Religion +3, Soldier +3"},{"name":"JUVENILE FLICKERFLY","type":"solo","description":"A horse-sized insect with iridescent scales and crystalline wings moving faster than the eye can see.","source":"DH Core","features":[{"type":"passive","description":"The Flickerfly can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. Peerless Accuracy - Passive: Before the Flickerfly makes an attack, roll a **d6**. On a result of 4 or higher, the target’s Evasion is halved against this attack.","title":"Relentless (3)","question":"","order":null},{"type":"action","description":"Mark a Stress to create a magically dazzling display that grapples the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfly learns one of the target’s fears.","title":"Mind Dance","question":"","order":null},{"type":"reaction","description":"*Countdown (Loop 1d6)*.\n\\\nWhen the Flickerfly takes damage for the first time, activate the countdown. When it triggers, the Flickerfly breathes hallucinatory gas on all targets in front of them up to Far range. Targets must succeed on an Instinct Reaction Roll or be tormented by fearful hallucinations. Targets whose fears are known to the Flickerfly have disadvantage on this roll. Targets who fail must mark a Stress and lose a Hope.","title":"Hallucinatory Breath","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Collect shiny things, hunt, swoop","difficulty":14,"damage_threshold_major":13,"damage_threshold_severe":26,"hp":10,"stress":5,"attack_modifier":3,"standard_attack_name":"Wing Slash","standard_attack_range":"very_close","standard_attack_damage":"2d10+4 phy","experience":""},{"name":"KNIGHT OF THE REALM","type":"leader","description":"A decorated soldier with heavy armor and a powerful steed. ","source":"DH Core","features":[{"type":"passive","description":"While the Knight is on a mount, they gain a +2 bonus to their Difficulty. When they take Severe damage, they’re knocked from their mount and lose this benefit until they’re next spotlighted.","title":"Chevalier","question":"","order":null},{"type":"passive","description":"When the Knight takes physical damage, reduce it by 3.","title":"Heavily Armored","question":"","order":null},{"type":"action","description":"If the Knight is mounted, move up to Far range and make a standard attack against a target. On a success, deal **2d8+4** physical damage and the target must mark a Stress.","title":"Cavalry Charge","question":"","order":null},{"type":"action","description":"**Mark a Stress** to spotlight **1d4+1** allies. Attacks they make while spotlighted in this way deal half damage.","title":"For the Realm!","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Run down, seek glory, show dominance","difficulty":15,"damage_threshold_major":13,"damage_threshold_severe":26,"hp":6,"stress":4,"attack_modifier":4,"standard_attack_name":"Longsword","standard_attack_range":"melee","standard_attack_damage":"2d10+4 phy","experience":"Ancient Knowledge +3, High Society +2, Tactics +2"},{"name":"MASKED THIEF","type":"skulk","description":"A cunning thief with acrobatic skill and a flair for the dramatic.","source":"DH Core","features":[{"type":"action","description":"Make an attack against a target within Melee range. On a success, deal **1d8+2** physical damage and the Thief steals one item or consumable from the target’s inventory. ","title":"Quick Hands","question":"","order":null},{"type":"action","description":"**Mark a Stress** to reveal a snare trap set anywhere on the battlefield by the Thief. All targets within Very Close range of the trap must succeed on an Agility Reaction Roll (13) or be pulled off their feet and suspended upside down. A target is *Restrained* and *Vulnerable* until they break free, ending both conditions, with a successful Finesse or Strength Roll (13).","title":"Escape Plan","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Evade, hide, pilfer, profit","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":17,"hp":4,"stress":5,"attack_modifier":3,"standard_attack_name":"Backsword","standard_attack_range":"melee","standard_attack_damage":"2d8+3 phy","experience":"Acrobatics +3"},{"name":"MASTER ASSASSIN","type":"leader","description":"A seasoned killer with a threatening voice and a deadly blade.","source":"DH Core","features":[{"type":"passive","description":"The Assassin deals direct damage while they’re *Hidden*.","title":"Won’t See It Coming","question":"","order":null},{"type":"action","description":"**Mark a Stress** to spotlight a number of other Assassins equal to the Assassin’s unmarked Stress.","title":"Strike as One","question":"","order":null},{"type":"reaction","description":"When the Assassin successfully makes a standard attack against a *Vulnerable* target, you can spend a Fear to deal Severe damage instead of their standard damage.","title":"The Subtle Blade","question":"","order":null},{"type":"reaction","description":"When the Assassin makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Ambush, get out alive, kill, prepare for all scenarios","difficulty":15,"damage_threshold_major":12,"damage_threshold_severe":25,"hp":7,"stress":5,"attack_modifier":5,"standard_attack_name":"Serrated Dagger","standard_attack_range":"close","standard_attack_damage":"2d10+2 phy","experience":"Command +3, Intrusion +3"},{"name":"MERCHANT BARON","type":"social","description":"An accomplished merchant with a large operation under their command.","source":"DH Core","features":[{"type":"action","description":"**Spend a Fear** to offer a target a dangerous bargain for something they want or need. If used on a PC, they must make a Presence Reaction Roll (17). On a failure, they must mark 2 Stress or take the deal.","title":"Everyone Has a Price","question":"","order":null},{"type":"action","description":"Once per scene, **mark a Stress** to summon **1d4+1** Tier 1 adversaries, who appear at Far range, to enforce the Baron’s will.","title":"The Best Muscle Money Can Buy","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Abuse power, gather resources, mobilize minions","difficulty":15,"damage_threshold_major":9,"damage_threshold_severe":19,"hp":5,"stress":3,"attack_modifier":-2,"standard_attack_name":"Rapier","standard_attack_range":"melee","standard_attack_damage":"1d6+2 phy","experience":"Nobility +2, Trade +2"},{"name":"MINOTAUR WRECKER","type":"bruiser","description":"A massive bull-headed firbolg with a quick temper.","source":"DH Core","features":[{"type":"passive","description":"You must **spend a Fear** to spotlight the Minotaur. While spotlighted, they can make their standard attack against all targets within range.","title":"Ramp Up","question":"","order":null},{"type":"action","description":"**Mark a Stress** to charge through a group within Close range and make an attack against all targets in the Minotaur’s path. Targets the Minotaur succeeds against take **2d6+8** physical damage and are knocked back to Very Far range. If a target is knocked into a solid object or another creature, they take an extra **1d6** damage (combine the damage).","title":"Charging Bull","question":"","order":null},{"type":"action","description":"Make an attack against a target within Very Close range, moving the Minotaur into Melee range of them. On a success, deal **2d8** direct physical damage.","title":"Gore","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Consume, gore, navigate, overpower, pursue","difficulty":16,"damage_threshold_major":14,"damage_threshold_severe":27,"hp":7,"stress":5,"attack_modifier":2,"standard_attack_name":"Battleaxe","standard_attack_range":"very_close","standard_attack_damage":"2d8+5 phy","experience":"Navigation +2"},{"name":"MORTAL HUNTER","type":"leader","description":"An undead figure wearing a heavy leather coat, with searching eyes and a casually cruel demeanor.","source":"DH Core","features":[{"type":"passive","description":"When the Hunter makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear. ","title":"Terrifying","question":"","order":null},{"type":"action","description":"**Spend a Fear** to curse a target within Very Close range with a necrotic *Deathlock* until the end of the scene. Attacks made by the Hunter against a *Deathlocked* target deal direct damage. The Hunter can only maintain one Deathlock at a time.","title":"Deathlock","question":"","order":null},{"type":"action","description":"**Mark a Stress** to spotlight **1d4** allies. Attacks they make while spotlighted in this way deal half damage.","title":"Inevitable Death","question":"","order":null},{"type":"reaction","description":"*Countdown (Loop 1d6)*. When the Hunter is in the spotlight for the first time, activate the countdown. When it triggers, move the Hunter in a straight line to a point within Far range and make an attack against all targets in their path. Targets the Hunter succeeds against take **2d8+2** physical damage.","title":"Rampage","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Devour, hunt, track","difficulty":16,"damage_threshold_major":15,"damage_threshold_severe":27,"hp":6,"stress":4,"attack_modifier":5,"standard_attack_name":"Tear at Flesh","standard_attack_range":"very_close","standard_attack_damage":"2d12+1 phy","experience":"Bloodhound +3"},{"name":"NAGA EEL MASTER","type":"leader","description":"A scaly humanoid with four arms dressed in shark hides with the lower body of an eel.","source":"Incredible Creatures","features":[{"type":"passive","description":"When the Eel Master is spotlighted, you can also spotlight a Tier 2 animal adversary currently under their control.","title":"Strength in Numbers","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make an attack against a target within Close range. On a success, the target takes **2d8+4** physical damage and is *Restrained*. While *Restrained*, the target’s Evasion is reduced by 4. They can break free with a successful Strength roll, clearing the condition.","title":"Reeling Strike","question":"","order":null},{"type":"action","description":"Once per scene, summon an Electric Eel Horde, Shark, or similar Tier 2 animal adversary under the Eel Master’s control. The adversary appears at Close range and is immediately spotlighted.","title":"Underwater Companion","question":"","order":null},{"type":"reaction","description":"When the Eel Master is defeated, a Tier 2 animal adversary under the Eel Master’s control is immediately spotlighted and moves to a Very Far range, retreating from the battle if able.","title":"Released","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Command animals, electrify, attack brutally","difficulty":16,"damage_threshold_major":13,"damage_threshold_severe":24,"hp":5,"stress":6,"attack_modifier":3,"standard_attack_name":"Harpoon","standard_attack_range":"close","standard_attack_damage":"2d6+2 phy","experience":"Command +2, Vicious +2"},{"name":"NAGA FINSCOURGE","type":"standard","description":"A fish-like humanoid in coral armor with a tail like a shark.","source":"Incredible Creatures","features":[{"type":"passive","description":"When the Finscourge makes a successful standard attack, they can **mark a Stress** to force the target to 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 and lose a Hope.","title":"Aggressive","question":"","order":null},{"type":"action","description":"Make an attack against a target within Very Close range. On a success, the target takes no damage but is *Restrained* and *Vulnerable*. The target can break free, clearing both conditions, with a successful Finesse Roll. The Finscourge can only *Restrain* one target at a time.","title":"Mancatcher Net","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Pin down, patrol waters, deal harshly with land dwellers","difficulty":15,"damage_threshold_major":10,"damage_threshold_severe":20,"hp":5,"stress":4,"attack_modifier":2,"standard_attack_name":"Trident","standard_attack_range":"very_close","standard_attack_damage":"2d8+1 phy","experience":"Sense of Smell +2"},{"name":"NAGA REEFWATCHER","type":"minion","description":"A lowly ribbet-fish hybrid forced into service.","source":"Incredible Creatures","features":[{"type":"passive","description":"The Reefwatcher is defeated when they take any damage. For every 5 damage a PC deals to the Reefwatcher, defeat an additional Minion within range the attack would succeed against.","title":"Minion (5)","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target and spotlight all Reefwatchers 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.","title":"Group Attack","question":"","order":null},{"type":"reaction","description":"When a PC fails an action roll against the Reefwatcher or an ally within Close range, move anywhere within Close range of the PC.","title":"Gang Up","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Patrol, keep watch, raise the alarm","difficulty":13,"damage_threshold_major":-1,"damage_threshold_severe":-1,"hp":1,"stress":1,"attack_modifier":1,"standard_attack_name":"Flotsam Blade","standard_attack_range":"melee","standard_attack_damage":"4 phy","experience":""},{"name":"NAGA SEA WITCH","type":"support","description":"A scaled humanoid draped in jellyfish and seaweed with the lower body of a cephalopod.","source":"Incredible Creatures","features":[{"type":"action","description":"**Spend a Fear** to choose a point in the water within Far range. A Close area around that point swirls with powerful currents. All targets within that area must make a Strength Reaction Roll (15). Targets who fail mark a Stress and are *Restrained* and *Vulnerable* until they break free, ending both conditions, with a successful Strength Roll. Targets who succeed are thrown out of the area. All whirlpools dissipate when the Sea Witch takes Severe damage.","title":"Whirlpool","question":"","order":null},{"type":"action","description":"Make a standard attack against a target within Far range. On a success, **mark a Stress** to make the target forget an Experience of the GM’s choice until the end of the scene. The Sea Witch gains a damage bonus equal to the bonus of the Experience.","title":"Thought Muddler","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make an attack against a target within Close range. On a success, the target takes **2d6** magic damage. If a target marks HP from this attack they become *Overwhelmed* with dread as visions of their death flood their mind until they break free by rolling a success with Hope. While the target is *Overwhelmed* they cannot mark an Armor Slot to reduce damage.","title":"Sting of Creeping Death","question":"","order":null},{"type":"reaction","description":"When the Sea Witch marks HP, **mark a Stress** to move within Close range and create a cloud of inky darkness within a Very Close area. This cloud hangs in the water for a *Countdown (2)*. All creatures attacking a target within this area have disadvantage on attacks.","title":"Shadowy Retreat","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Drown enemies in sorrow, control the waves, banish land dwellers","difficulty":14,"damage_threshold_major":10,"damage_threshold_severe":18,"hp":4,"stress":5,"attack_modifier":2,"standard_attack_name":"Staff","standard_attack_range":"far","standard_attack_damage":"2d6+1 mag","experience":"Control Water +2"},{"name":"NAGA SHOALSTALKER","type":"skulk","description":"A slight-framed humanoid with the lower body of a sea serpent that can fit into small spaces.","source":"Incredible Creatures","features":[{"type":"passive","description":"While swimming, the Shoalstalker gains a +2 bonus to their Difficulty.","title":"Amphibious","question":"","order":null},{"type":"passive","description":"The Shoalstalker can **mark a Stress** to move through or into very small spaces. While in a small space, the Shoalstalker is *Hidden*.","title":"Malleable Body","question":"","order":null},{"type":"action","description":"Make a standard attack. On a success, **spend a Fear** to make the attack do direct magic damage instead. If the Shoalstalker is *Hidden* they can **mark a Stress** to activate this feature instead.","title":"Palytoxin Strike","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Hide in small crevices, strike from hiding spots","difficulty":13,"damage_threshold_major":8,"damage_threshold_severe":19,"hp":4,"stress":5,"attack_modifier":3,"standard_attack_name":"Coral Spear","standard_attack_range":"very_close","standard_attack_damage":"2d6+3 phy","experience":"Camouflage +2"},{"name":"NAGA TITAN","type":"bruiser","description":"A huge creature with a scale-covered humanoid upper body and a long, eel-like lower body.","source":"Incredible Creatures","features":[{"type":"passive","description":"While swimming, the Titan gains a +2 bonus to their Difficulty.","title":"Amphibious","question":"","order":null},{"type":"passive","description":"If a PC *Restrained* by the Titan marks HP, they must also mark a Stress.","title":"Crushing Depths","question":"","order":null},{"type":"action","description":"**Spend a Fear** to swing the Titan’s tail around them within Very Close range. Make an attack against all targets in the area. Targets the Titan succeeds against take **3d6+5** physical damage. All targets that are underwater are knocked back to Far range and mark a Stress.","title":"Tail Whip","question":"","order":null},{"type":"action","description":"**Mark a Stress** to have the Titan punch an inanimate object within Close range they could feasibly penetrate (such as the hull of a ship) and break through it. All targets within Very Close range of the object must succeed on a Strength or Agility Reaction Roll or take **2d10+4** physical damage. One target that failed is temporarily *Restrained* and moved into Melee with the Titan. If the target is *Restrained*, the Titan moves to Close range (or Far range if swimming) while holding them.","title":"Hull Breach","question":"","order":null},{"type":"reaction","description":"When the Titan makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Crush, drown, capsize","difficulty":14,"damage_threshold_major":14,"damage_threshold_severe":26,"hp":8,"stress":5,"attack_modifier":4,"standard_attack_name":"Fists","standard_attack_range":"melee","standard_attack_damage":"2d12+1 phy","experience":"Rip and Tear +2"},{"name":"NECROMANCER","type":"leader","description":"An aspiring tyrant who has embraced the power of death. Wearing a mantle of flesh and melted wax, they carry a staff with twisted branches and wear a cloak of shadow.","source":"Mike Underwood","features":[{"type":"passive","description":"The Necromancer has resistance to physical damage.","title":"Pain is an Illusion","question":"","order":null},{"type":"action","description":"Make an attack against a target within Far range. On a success, mark a Stress to deal 2d12 magic damage and make the target Enervated until they next clear HP. An Enervated target has disadvantage on attacks.","title":"Enervating Blast","question":"","order":null},{"type":"action","description":"Spend a Fear to activate 1d4 allies within Far range. Attacks they make while spotlighted this way deal half damage.","title":"Dance Until they’re Dead","question":"","order":null},{"type":"action","description":"Once per scene, spend 2 Fear to force all targets within Close range to make a Strength Reaction Roll. Each target that fails marks a HP. Clear a HP for each HP marked by targets.","title":"Leech Vitality","question":"","order":null},{"type":"reaction","description":"When the Necromancer would take damage, mark a Stress and pick an ally within Very Close range to take the damage instead.","title":"Inhuman Shield","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Reap corpses, sow death, treat minions as disposable","difficulty":15,"damage_threshold_major":11,"damage_threshold_severe":23,"hp":7,"stress":5,"attack_modifier":3,"standard_attack_name":"Skull-topped Staff","standard_attack_range":"far","standard_attack_damage":"2d12 mag","experience":"Medicine +3, Sorcery +3"},{"name":"OOZE CUBE","type":"skulk","description":"A quivering cube of slime as tall as a giant, transparent but deadly. In its form are bits of broken weapons, coins, and a partially digested skeleton.","source":"Mike Underwood","features":[{"type":"passive","description":"The Cube can only move within Very Close range as their normal movement.","title":"Inching Ooze","question":"","order":null},{"type":"passive","description":"Before they make their first attack in a fight or after they become Hidden, the Cube is indistinguishable from the landscape around it until they next act or a PC succeeds on an Instinct Roll to identify it.","title":"Transparent","question":"","order":null},{"type":"action","description":"Mark a Stress to force a target within Melee range to make a Finesse Reaction Roll or become Engulfed inside the cube and Vulnerable until it escapes. Whenever the Cube takes the spotlight, all targets it has Engulfed take 2d10 direct magic damage and must mark an armor slot without receiving its benefits. An Engulfed target can make a Strength Roll to escape the cube.","title":"Engulf!","question":"","order":null},{"type":"reaction","description":"When a PC moves within Melee range of the Cube while it is Hidden, the cube immediately uses its Engulf feature on that PC.","title":"I Didn’t See It","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Creep, dissolve, engulf victims, hide in plain sight","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":16,"hp":5,"stress":4,"attack_modifier":1,"standard_attack_name":"Pseudopod","standard_attack_range":"very_close","standard_attack_damage":"2d8+1 phy","experience":"Camouflage +2, Hungry +2"},{"name":"PETTY BUREAUCRAT Tier 2","type":"social","description":"A scathing and dismissive bureaucrat who is running their own petty fiefdom.","source":"RMR","features":[{"type":"passive","description":"A PC who rolls a 18 or lower on a Presence roll targeting the Bureaucrat must mark a Stress.","title":"Devastating Retort","question":"","order":null},{"type":"action","description":"**Mark a Stress** to say something mocking and force a target within Close range to make a Presence Reaction Roll (18) to see if they can save face. On a failure, the target must mark 2 Stress and has *disadvantage* until the scene ends.","title":"Mockery","question":"","order":null},{"type":"reaction","description":"*Consequence Countdown (Decreasing 8)*. When the Bureaucrat is in the spotlight for the first time, activate the countdown. It ticks down when a PC fails an action roll, or rolls with fear, as per Consequence Advancement (CRB 163). When it triggers, the Bureaucrat orders the PCs to leave their office. The timer resets in 24 hours.","title":"Limited Patience","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Protect power, maintain resources, control minions","difficulty":16,"damage_threshold_major":6,"damage_threshold_severe":14,"hp":2,"stress":4,"attack_modifier":-1,"standard_attack_name":"Letter opener","standard_attack_range":"melee","standard_attack_damage":"2d4+1 phy","experience":"Administration +3"},{"name":"PIRATE CAPTAIN Tier 2","type":"leader","description":"A charismatic sea dog with an impressive hat, eager to raid and plunder.","source":"RMR","features":[{"type":"passive","description":"When the Captain marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.","title":"Swashbuckler","question":"","order":null},{"type":"action","description":"Once per scene, **mark a Stress** to summon a Pirate Raiders Horde, which appears at Far range. ","title":"Reinforcements","question":"","order":null},{"type":"action","description":"**Spend a Fear** to choose a target who has three or more Pirates within Melee range of them. The Captain leads the Pirates in hurling threats and promises of a watery grave. The target must make a Presence Reaction Roll. On a failure, the target marks **1d4+1** Stress. On a success, they must mark a Stress.","title":"No Quarter","question":"","order":null},{"type":"reaction","description":"When the Captain makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Command, make ’em walk the plank, plunder, raid","difficulty":16,"damage_threshold_major":13,"damage_threshold_severe":24,"hp":7,"stress":5,"attack_modifier":5,"standard_attack_name":"Cutlass","standard_attack_range":"melee","standard_attack_damage":"2d12+2 phy","experience":"Commander +2, Sailor +3"},{"name":"PIRATE RAIDERS Tier 2","type":"horde","description":"Seafaring scoundrels moving in a ravaging pack.","source":"RMR","features":[{"type":"passive","description":"When the Raiders have marked half or more of their HP, their standard attack deals **1d8+2** physical damage instead.","title":"Horde (1d4+1)","question":"","order":null},{"type":"passive","description":"When the Raiders mark 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress.","title":"Swashbuckler","question":"","order":null}],"tier":2,"horde_hp":"(2/HP)","motives_tactics":"Gang up, plunder, raid","difficulty":14,"damage_threshold_major":10,"damage_threshold_severe":19,"hp":6,"stress":3,"attack_modifier":1,"standard_attack_name":"Cutlass","standard_attack_range":"melee","standard_attack_damage":"2d8+4 phy","experience":"Sailor +3"},{"name":"PIRATE TOUGH Tier 2","type":"bruiser","description":"A thickly muscled and tattooed pirate with melon-sized fists.","source":"RMR","features":[{"type":"passive","description":"When the Tough marks 2 or fewer HP from an attack within Melee range, the attacker must mark a Stress. ","title":"Swashbuckler","question":"","order":null},{"type":"action","description":"Make an attack against a target within Very Close range. On a success, **mark a Stress** to move into Melee range of the target, dealing **3d6** physical damage and knocking the target back to Close range.","title":"Clear the Decks","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Plunder, raid, smash, terrorize","difficulty":15,"damage_threshold_major":13,"damage_threshold_severe":25,"hp":6,"stress":5,"attack_modifier":3,"standard_attack_name":"Massive Fists","standard_attack_range":"melee","standard_attack_damage":"2d12+2 phy","experience":"Sailor +2"},{"name":"PLURODIN","type":"solo","description":"A highly intelligent, human-sized amphibian with multiple dextrous appendages and folds of skin which act as pockets","source":"Incredible Creatures","features":[{"type":"passive","description":"The Plurodin can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"passive","description":"The Plurodin’s skin is coated in slippery mucus preventing it from being *Restrained*.","title":"Slimy","question":"","order":null},{"type":"action","description":"**Mark a Stress** to drink one of the potions the Plurodin has stashed on their body. Mark it as used on the “Breaking Things” table below.","title":"Chugalug","question":"","order":null},{"type":"reaction","description":"When the Plurodin takes Major damage, one of the potion vials tucked in its skin pockets breaks. Roll a **d12**. The Plurodin is affected by the potion based on the table below. Once all instances of a potion have been used, that result becomes null going forward.\n\n| 1d12 | Potion | Effect on Plurodin |\n| :---: | :---: | :--------------- |\n|1–4|**Minor Health Potion (4)**|Clear 1 HP|\n|5–6|**Minor Stamina Potion (2)**|Clear 1 Stress|\n|7–8|**Stride Potion (2)**|Next move up to Far instead of Close|\n|9 |**Bolster Potion**|Add extra die to next physical damage attack|\n|10|**Control Potion**|+1 to Difficulty against next incoming attack|\n|11|**Attune Potion**| Gain Opportunity Attack Reaction until scene ends|\n|12 |**Charm Potion**|Clear a condition|\n","title":"Breaking Things","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Experiment, concoct, damn the consequences","difficulty":15,"damage_threshold_major":12,"damage_threshold_severe":25,"hp":8,"stress":5,"attack_modifier":4,"standard_attack_name":"Alchemist Fire","standard_attack_range":"far","standard_attack_damage":"2d8+6 mag","experience":"Many Hands +3"},{"name":"ROYAL ADVISOR","type":"social","description":"A high-ranking courtier with the ear of the local nobility.","source":"DH Core","features":[{"type":"passive","description":"A PC who rolls less than 17 on an action roll targeting the Advisor must mark a Stress.","title":"Devastating Retort","question":"","order":null},{"type":"action","description":"**Mark a Stress** to influence an NPC within Melee range with whispered words. That target’s opinion on one matter shifts toward the Advisor’s preference unless it is in direct opposition to the target’s motives.","title":"Bend Ears","question":"","order":null},{"type":"action","description":"**Spend a Fear** to convince a crowd or notable individual that one person or group is responsible for some problem facing the target. The target becomes hostile to the scapegoat until convinced of their innocence with a successful Presence Roll (17).","title":"Scapegoat","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Curry favor, manufacture evidence, scheme","difficulty":14,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":3,"stress":3,"attack_modifier":-3,"standard_attack_name":"Wand","standard_attack_range":"far","standard_attack_damage":"1d4+3 phy","experience":"Administration +3, Courtier +3"},{"name":"SECRET-KEEPER","type":"leader","description":"A clandestine leader with a direct channel to the Fallen Gods.","source":"DH Core","features":[{"type":"action","description":"**Spend 2 Fear** to spotlight **1d4** allies. Attacks they make while spotlighted in this way deal half damage. ","title":"Seize Your Moment","question":"","order":null},{"type":"reaction","description":"When you spotlight an ally within Far range, **mark a Stress** to gain a Fear.","title":"Our Master’s Will","question":"","order":null},{"type":"reaction","description":"*Countdown (6)*. When the Secret-Keeper is in the spotlight for the first time, activate the countdown. When they mark HP, tick up this countdown by the number of HP marked. When it triggers, summon a Minor Demon who appears at Close range.","title":"Summoning Ritual","question":"","order":null},{"type":"reaction","description":"Once per scene, when the SecretKeeper marks 2 or more HP, you can **mark a Stress** to summon a Demonic Hound Pack, which appears at Close range and is immediately spotlighted.","title":"Fallen Hounds","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Amass great power, plot, take command","difficulty":16,"damage_threshold_major":13,"damage_threshold_severe":26,"hp":7,"stress":4,"attack_modifier":3,"standard_attack_name":"Sigil-laden Staff","standard_attack_range":"far","standard_attack_damage":"2d12 mag","experience":"Coercion +2, Fallen Lore +2"},{"name":"SHARK","type":"bruiser","description":"A large aquatic predator, always on the move.","source":"DH Core","features":[{"type":"passive","description":"When the Shark makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.","title":"Terrifying","question":"","order":null},{"type":"passive","description":"When the Shark 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. ","title":"Rending Bite","question":"","order":null},{"type":"reaction","description":"When a creature within Close range of the Shark marks HP from another creature’s attack, you can **mark a Stress** to immediately spotlight the Shark, moving them into Melee range of the target and making a standard attack.","title":"Blood in the Water","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Find the blood, isolate prey, target the weak","difficulty":14,"damage_threshold_major":14,"damage_threshold_severe":28,"hp":7,"stress":3,"attack_modifier":2,"standard_attack_name":"Toothy Maw","standard_attack_range":"very_close","standard_attack_damage":"2d12+1 phy","experience":"Sense of Smell +3"},{"name":"SIREN","type":"skulk","description":"A half-fish person with shimmering scales and an irresistible voice.","source":"DH Core","features":[{"type":"passive","description":"If the Siren makes a standard attack against a target *Entranced* by their song, the attack deals **2d10+1** damage instead of their standard damage.","title":"Captive Audience","question":"","order":null},{"type":"action","description":"**Spend a Fear** to sing a song that affects all targets within Close range. Targets must succeed on an Instinct Reaction Roll or become *Entranced* until they mark 2 Stress. Other Sirens within Close range of the target can **mark a Stress** to each add a +1 bonus to the Difficulty of the reaction roll. While *Entranced*, a target can’t act and is *Vulnerable*.","title":"Enchanting Song","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Consume, lure prey, subdue with song","difficulty":14,"damage_threshold_major":9,"damage_threshold_severe":18,"hp":5,"stress":3,"attack_modifier":2,"standard_attack_name":"Distended Jaw Bite","standard_attack_range":"melee","standard_attack_damage":"2d6+3 phy","experience":"Song Repertoire +3"},{"name":"SNAKE OIL SYCOPHANT","type":"social","description":"A shifty salesperson who will say or do anything to make some coin.","source":"Incredible Creatures","features":[{"type":"passive","description":"PCs within Close range of the Sycophant must succeed on an Instinct Reaction Roll or become *Vulnerable* until they give the Sycophant a handful of gold or the Sycophant is no longer in the scene.","title":"Engaging Smile","question":"","order":null},{"type":"action","description":"Target a PC within Close range who must make Presence Reaction Roll. Ona failure, **spend a Fear** to move the Sycophant into Melee range and foist a vial on the PC, urging them to try it. The PC can do so or mark 3 Stress. The vial is harmless, but the PC has disadvantage on any future rolls they make against the Sycophant until the end of the scene. On a success, the PC marks a Stress.","title":"Have a Free Sample","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Close the deal, please the boss, no refunds","difficulty":14,"damage_threshold_major":9,"damage_threshold_severe":17,"hp":4,"stress":3,"attack_modifier":-1,"standard_attack_name":"Dagger","standard_attack_range":"melee","standard_attack_damage":"1d6+4 phy","experience":"Bait and Switch +3"},{"name":"SPECTRAL ARCHER","type":"ranged","description":"A ghostly fighter with an ethereal bow, unable to move on while their charge is vulnerable.","source":"DH Core","features":[{"type":"passive","description":"The Archer has resistance to physical damage. **Mark a Stress** to move up to Close range through solid objects.","title":"Ghost","question":"","order":null},{"type":"action","description":"**Spend a Fear** to make an attack within Far range against a PC who is within Very Close range of at least two other PCs. On a success, the target takes **2d8+12** physical damage.","title":"Pick Your Target","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Move through solid objects, stay out of the fray, rehash old battles","difficulty":13,"damage_threshold_major":6,"damage_threshold_severe":14,"hp":3,"stress":3,"attack_modifier":3,"standard_attack_name":"Longbow","standard_attack_range":"far","standard_attack_damage":"2d10+2 phy","experience":"Ancient Knowledge +2"},{"name":"SPECTRAL CAPTAIN","type":"leader","description":"A ghostly commander leading their troops beyond death.","source":"DH Core","features":[{"type":"passive","description":"The Captain has resistance to physical damage. **Mark a Stress** to move up to Close range through solid objects.","title":"Ghost","question":"","order":null},{"type":"action","description":"**Spend 2 Fear** to return up to **1d4+1** defeated Spectral allies to the battle at the points where they first appeared (with no marked HP or Stress).","title":"Unending Battle","question":"","order":null},{"type":"reaction","description":"When the Captain’s Spectral allies are forced to make a reaction roll, you can **mark a Stress** to give those allies a +2 bonus to the roll.","title":"Hold Fast","question":"","order":null},{"type":"reaction","description":"When the Captain makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Move through solid objects, rally troops, rehash old battles","difficulty":16,"damage_threshold_major":13,"damage_threshold_severe":26,"hp":6,"stress":4,"attack_modifier":3,"standard_attack_name":"Longbow","standard_attack_range":"far","standard_attack_damage":"2d10+3 phy","experience":"Ancient Knowledge +3"},{"name":"SPECTRAL GUARDIAN","type":"standard","description":"A ghostly fighter with spears and swords, anchored by duty.","source":"DH Core","features":[{"type":"passive","description":"The Guardian has resistance to physical damage. **Mark a Stress** to move up to Close range through solid objects.","title":"Ghost","question":"","order":null},{"type":"action","description":"**Spend a Fear** to make an attack against a target within Very Close range. On a success, deal **2d10+6** physical damage and the target must mark a Stress.","title":"Grave Blade","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Move through solid objects, protect treasure, rehash old battles","difficulty":15,"damage_threshold_major":7,"damage_threshold_severe":15,"hp":4,"stress":3,"attack_modifier":1,"standard_attack_name":"Spear","standard_attack_range":"very_close","standard_attack_damage":"2d8+1 phy","experience":"Ancient Knowledge +2"},{"name":"SPELLBLADE (Tier 2)","type":"leader","description":"A mercenary combining swordplay and magic to deadly effect.","source":"RMR","features":[{"type":"passive","description":"Damage dealt by the Spellblade’s standard attack is considered both physical and magic.","title":"Arcane Steel","question":"","order":null},{"type":"action","description":"**Mark a Stress** and target a group within Far range. All targets must succeed on an Agility Reaction Roll or take **2d8+2** magic damage. You gain a Fear for each target who marked HP from this attack.","title":"Suppressing Blast","question":"","order":null},{"type":"action","description":"**Spend 2 Fear** to spotlight up to five allies within Far range.","title":"Move as a Unit","question":"","order":null},{"type":"reaction","description":"When the Spellblade makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Blast, command, endure","difficulty":16,"damage_threshold_major":14,"damage_threshold_severe":24,"hp":6,"stress":3,"attack_modifier":4,"standard_attack_name":"Empowered Longsword","standard_attack_range":"melee","standard_attack_damage":"2d8+5 phy/mag","experience":"Magical Knowledge +2"},{"name":"SPY","type":"social","description":"A skilled espionage agent with a knack for being in the right place to overhear secrets.","source":"DH Core","features":[{"type":"action","description":"**Spend a Fear** to describe how the Spy knows a secret about a PC in the scene.","title":"Gathering Secrets","question":"","order":null},{"type":"reaction","description":"When a PC or group is discussing something sensitive, you can **mark a Stress** to reveal that the Spy is present in the scene, observing them. If the Spy escapes the scene to report their findings, you gain **1d4** Fear.","title":"Fly on the Wall","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Cut and run, disguise appearance, eavesdrop","difficulty":15,"damage_threshold_major":8,"damage_threshold_severe":17,"hp":4,"stress":3,"attack_modifier":-2,"standard_attack_name":"Dagger","standard_attack_range":"melee","standard_attack_damage":"2d6+3 phy","experience":"Espionage +3"},{"name":"STONEWRAITH","type":"skulk","description":"A prowling hunter, like a slinking mountain lion, with a slate-gray stone body.","source":"DH Core","features":[{"type":"passive","description":"The Stonewraith can move through stone and earth as easily as air. While within stone or earth, they are *Hidden* and immune to all damage.","title":"Stonestrider","question":"","order":null},{"type":"action","description":"While *Hidden*, **mark a Stress** to leap into Melee range with a target within Very Close range. The target must succeed on an Agility or Instinct Reaction Roll (15) or take **2d8** physical damage and become temporarily *Restrained*. ","title":"Rocky Ambush","question":"","order":null},{"type":"action","description":"Spend a Fear to roar while within a cave and cause a cave-in. All targets within Close range must succeed on an Agility Reaction Roll (14) or take **2d10** physical damage. The rubble can be cleared with a Progress Countdown (8). ","title":"Avalanche Roar","question":"","order":null},{"type":"reaction","description":"When the Stonewraith makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Defend territory, isolate prey, stalk","difficulty":13,"damage_threshold_major":11,"damage_threshold_severe":22,"hp":6,"stress":3,"attack_modifier":3,"standard_attack_name":"Bite and Claws","standard_attack_range":"melee","standard_attack_damage":"2d8+6 phy","experience":"Stonesense +3"},{"name":"STORM MAGE","type":"support","description":"A vengeful storm-maker with wild hair and fierce eyes, seeking power to never feel helpless again.","source":"Mike Underwood","features":[{"type":"passive","description":"Storm Mage hovers a few feet off the ground and can fly up to a Close range when they take the spotlight. They gain advantage on Reaction Rolls related to being knocked back or knocked down.","title":"Stormrider","question":"","order":null},{"type":"action","description":"Mark a Stress to force all targets within Close range to make a Strength Reaction Roll or be knocked back to a Far range. If they collide with anything, they suffer 1d6 phy damage.","title":"Powerful Gust","question":"","order":null},{"type":"action","description":"Mark a Stress to create a cloud of fog that covers a Close range. Attacks made against a target within the cloud are made with disadvantage.","title":"Rolling Fog","question":"","order":null},{"type":"reaction","description":"When Storm Mage takes damage from an attacker within Very Close range, the attacker must mark a Stress.","title":"Static Shock","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Disrupt foes, master nature, throw lightning","difficulty":14,"damage_threshold_major":9,"damage_threshold_severe":18,"hp":5,"stress":5,"attack_modifier":2,"standard_attack_name":"Lightning Bolt","standard_attack_range":"far","standard_attack_damage":"2d8+4 mag","experience":"Magic Knowledge +3, Wrathful +3"},{"name":"TRICKSTER SPIRIT","type":"social","description":"A mischievous fae spirit that feeds on drama, anguish, and conflict. Takes many forms, never reveals their true visage.","source":"Mike Underwood","features":[{"type":"passive","description":"The spirit can assume the form of any number of humanoids, including the PCs and their loved ones, as long as they’ve seen the target in person. When the spirit interacts with a PC while posing as someone the PC knows, the PC can make an Instinct Reaction roll to realize that something is off.","title":"Shapeshifting","question":"","order":null},{"type":"passive","description":"When the spirit succeeds with cutting words attack, the target marks a Stress instead of taking damage.","title":"Emotional Assault","question":"","order":null},{"type":"action","description":"Mark a Stress to begin a sensitive line of conversation to try and bait a PC into an emotional confession or to reveal a secret they’d been holding onto. If the PC takes up the topic and makes a meaningful confession or disclosure, they clear 2 Stress. If they do not take up the topic, gain a Fear.","title":"Unburden Your Heart","question":"","order":null},{"type":"action","description":"Mark a Stress to say something hurtful or mistrustful of other characters and force a PC to mark a Stress.","title":"Divided You Fall","question":"","order":null},{"type":"reaction","description":"When a character opens up to the spirit or when it would be most heartbreaking, spend a Fear as the spirit drops their transformation and reveals that they were never the character the PC thought. The PC must make a Presence Reaction Roll or mark 1d4 Stress. The Spirit clears a number of Stress equal to the number marked.","title":"The Big Reveal","question":"","order":null},{"type":"reaction","description":"When one or more PCs are having an emotionally-intimate conversation, spend a Fear to introduce the Trickster Spirit in hiding within Far range, learning their relationships and anxieties.","title":"Watching From the Shadows","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Be the most, do it for the drama, impersonate loved ones, provoke heartfelt confession, sow doubt, mine guilt","difficulty":15,"damage_threshold_major":8,"damage_threshold_severe":15,"hp":5,"stress":5,"attack_modifier":1,"standard_attack_name":"Cutting Words","standard_attack_range":"close","standard_attack_damage":"1 Stress","experience":"Manipulator + 3, Intuit Insecurities +3"},{"name":"WAR WIZARD","type":"ranged","description":"A battle-hardened mage trained in destructive magic.","source":"DH Core","features":[{"type":"passive","description":"Before or after making a standard attack, you can **mark a Stress** to teleport to a location within Far range.","title":"Battle Teleport","question":"","order":null},{"type":"action","description":"**Mark a Stress** to refresh the Wizard’s “Warding Sphere” reaction.","title":"Refresh Warding Sphere","question":"","order":null},{"type":"action","description":"**Spend a Fear** and choose a point within Far range. A Very Close area around that point erupts into impassable terrain. All targets within that area must make an Agility Reaction Roll (14). Targets who fail take **2d10** physical damage and are thrown out of the area. Targets who succeed take half damage and aren’t moved.","title":"Eruption","question":"","order":null},{"type":"action","description":"**Spend a Fear** to unleash a precise hail of magical blasts. All targets in the scene must make an Agility Reaction Roll. Targets who fail take **2d12** magic damage. Targets who succeed take half damage.","title":"Arcane Artillery","question":"","order":null},{"type":"reaction","description":"When the Wizard takes damage from an attack within Close range, deal **2d6** magic damage to the attacker. This reaction can’t be used again until the Wizard refreshes it with their “Refresh Warding Sphere” action.","title":"Warding Sphere","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Develop new spells, seek power, shatter formations","difficulty":16,"damage_threshold_major":11,"damage_threshold_severe":23,"hp":5,"stress":6,"attack_modifier":4,"standard_attack_name":"Staff","standard_attack_range":"far","standard_attack_damage":"2d10+4 mag","experience":"Magical Knowledge +2, Strategize +2"},{"name":"WHISPERER OF LIES","type":"social","description":"A charismatic agent who blends into society, turning hearts and minds to darkness.","source":"Fresh Cut Grass","features":[{"type":"passive","description":"A PC who rolls less than 17 on an action roll targeting the Whisperer of Lies must mark a Stress\u0015","title":"Devastating Retort","question":"","order":1},{"type":"action","description":"**Spend a Fear**. Choose a point within Far. All non-combatants within Close of that point become hostile towards PCs, or PCs within Close of that point mark 1 Stress.","title":"Inciting Rhetoric","question":"","order":null},{"type":"action","description":"Choose a target within Far. Force a Presence (15) roll. On failure, the target marks 1 Stress and becomes *Dazed* until they succeed on a Presence roll. While the target is *Dazed*, all rolls made by the target have disadvantage.","title":"Leverage Weakness","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"infiltrate, convert, incite, observe, betray","difficulty":15,"damage_threshold_major":10,"damage_threshold_severe":20,"hp":3,"stress":5,"attack_modifier":1,"standard_attack_name":"Venomous Whisper","standard_attack_range":"far","standard_attack_damage":"1d6+2 mag","experience":"Streetwise +3, Local Contacts +2"},{"name":"WORM OF THE DEEP","type":"solo","description":"A massive brown worm that devours everything in its path.","source":"Incredible Creatures","features":[{"type":"passive","description":"The Worm can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (3)","question":"","order":null},{"type":"passive","description":"The Worm cannot be *Restrained* or made *Vulnerable*.","title":"Massive","question":"","order":null},{"type":"passive","description":"The Worm cannot be damaged unless it originates from inside the worm’s body.","title":"invulnerable Hide","question":"","order":null},{"type":"action","description":"Make an attack against a target within Far range. On a success, deal **2d6+2** magic damage and the target must succeed ona Strength Reaction Roll or be temporarily *Restrained*.","title":"Insatiable Tongue","question":"","order":null},{"type":"action","description":"**Spend a Fear** to force up to three targets *Restrained* by the Worm to make Strength Reaction Rolls. On a failure, the targets take **2d10+5** physical damage and are Swallowed by the Worm. While Swallowed a target has an Eaten Countdown (4). It ticks down each time a PC within Far range rolls with Fear. When it triggers the target makes a death move.","title":"Swallow Whole","question":"","order":null},{"type":"reaction","description":"Countdown (Loop **1d8**). When the Worm is in the spotlight for the first time, activate the countdown. When it triggers, the Worm thrashes about wildly. All targets Swallowed by the Worm must make Strength Reaction Rolls. Targets who fail take **2d8+6** physical damage. Targets who succeed take half damage. Any target in the scene that is not Swallowed must succeed on an Agility Reaction Roll or take **2d10+10** physical damage.","title":"Thrash","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Tunnel, sow chaos, cave-in","difficulty":15,"damage_threshold_major":12,"damage_threshold_severe":28,"hp":11,"stress":6,"attack_modifier":3,"standard_attack_name":"Maw","standard_attack_range":"close","standard_attack_damage":"2d8+6 phy","experience":""},{"name":"YOUNG LEVIATHAN","type":"solo","description":"An eel of enormous size capable of creating vortexes that capsize small ships.","source":"Incredible Creatures","features":[{"type":"passive","description":"The Leviathan can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"passive","description":"While the Leviathan is swimming, **mark a Stress** to move up to Far range instead of Close range before taking an action.","title":"Speedy Swimmer","question":"","order":null},{"type":"action","description":"**Spend a Fear** to swim in tight circles out to a Close area, creating a swirling vortex with a *Vortex Countdown (2)*. It ticks down when a PC in the vortex rolls with Hope. All creatures within the area when it is created or attempting to move through it must make a Strength Reaction Roll. Targets who fail are pulled to its center, taking **2d10+3** physical damage and becoming temporarily *Restrained*. Failed action rolls to escape are subjected to the damage again. Targets who succeed are thrown out of the area. The vortex does not affect the Leviathan.","title":"Vortex","question":"","order":null},{"type":"action","description":"Choose two points within Far range. A forceful wave forms between these two points. Each time a PC makes an action roll, the wave moves a Very Close distance away from its starting points. A creature caught in this wave must succeed on a Strength Reaction Roll or be *Restrained* and moves when the wave moves until they break free with a successful Strength roll. If objects are pushed along with the wave, any creatures *Restrained* by the wave take **1d10+3** direct damage.","title":"Wave of Torment","question":"","order":null},{"type":"action","description":"**Spend a Fear** to make a standard attack against all targets in Very Close range. Targets the Leviathan succeeds against lose a Hope.","title":"Massive Bite","question":"","order":null},{"type":"reaction","description":"When the Leviathan takes Major or greater damage from an attack within Melee range, all targets within Very Close range must succeed on an Agility Reaction Roll or be pushed to Close range.","title":"Shake Off","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Terrorize, sink ships, drown, feed","difficulty":16,"damage_threshold_major":14,"damage_threshold_severe":25,"hp":10,"stress":5,"attack_modifier":3,"standard_attack_name":"Bite","standard_attack_range":"very_close","standard_attack_damage":"2d20 phy","experience":""},{"name":"YOUNG THORN DRAGON – LAUGHING LASHER","type":"solo","description":"A spine-covered dragon with tattered wings, found in forests and jungles tormenting their prey.","source":"Mike Underwood","features":[{"type":"passive","description":"The Lasher can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"passive","description":"The Lasher can fly up to a Far range as part of their action.","title":"Flawed Wings","question":"","order":null},{"type":"action","description":"Mark a Stress and draw a line to a point within Far range. The Lasher makes an attack against every target along that line. Targets the attack succeeds against must mark an armor slot without gaining its benefit (they may still use armor to reduce the damage).","title":"Fly-By","question":"","order":null},{"type":"reaction","description":"When the Lasher is the target of a spell, make a Reaction Roll (12). On a success, **spend a Fear** to force the spellcaster to mark a Stress or cancel the spell effect.","title":"Shred Magic","question":"","order":null},{"type":"reaction","description":"When this adversary makes a successful attack against a PC, you gain a Fear.","title":"Momentum","question":"","order":null},{"type":"reaction","description":"When the Lasher marks their last HP, replace them with Snarling Sadist and immediately spotlight them.","title":"Deadly Serious (Phase Change)","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"Dispel boredom at any cost, make it hurt, play with your food","difficulty":15,"damage_threshold_major":14,"damage_threshold_severe":30,"hp":8,"stress":4,"attack_modifier":3,"standard_attack_name":"Barbed Tail","standard_attack_range":"close","standard_attack_damage":"2d10+3 phy","experience":"Predator +3, Magical Lore +3"},{"name":"YOUNG THORN DRAGON – SNARLING SADIST","type":"solo","description":"Now bloodied, this spine-covered dragon discards its playful façade and becomes ruthless, going straight for the kill.","source":"Mike Underwood","features":[{"type":"passive","description":"The Sadist can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (3)","question":"","order":null},{"type":"passive","description":"When the Sadist makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.","title":"Terrifying","question":"","order":null},{"type":"passive","description":"The Sadist can leap up to a Close range as part of their action.","title":"Injured Wings","question":"","order":null},{"type":"action","description":"Mark a Stress and make an attack against all targets within Far distance. Targets the attack succeeds against take 2d10+5 physical damage and become Vulnerable until their next roll with Hope.","title":"Spine Storm","question":"","order":null},{"type":"action","description":"Make an attack against a Vulnerable target within Very Close. Twice per scene on a success, spend 2 Fear to force the target to mark 3 HP. Armor may not be used to reduce this damage.","title":"Merciless Gouge","question":"","order":null}],"tier":2,"horde_hp":"","motives_tactics":"End the fight, hurl spines, target the vulnerable","difficulty":14,"damage_threshold_major":13,"damage_threshold_severe":27,"hp":7,"stress":4,"attack_modifier":5,"standard_attack_name":"Bite","standard_attack_range":"very_close","standard_attack_damage":"2d12+6 phy","experience":"Predator +3, Magical Lore +3"},{"name":"CONGREGATION OF THE END","type":"horde","description":"Hopeless masses given over to the doctrine of the end, welcoming the death of the world to end their suffering.","source":"Mike Underwood","features":[{"type":"passive","description":"When the Congregation has marked half or more of their HP, their standard attack deals **3d6+1** physical damage instead.","title":"Horde (3d6+1)","question":"","order":null},{"type":"reaction","description":"When this adversary makes a successful attack against a PC, **mark a Stress** to make the PC *Vulnerable* until they next take the spotlight.","title":"Death Comes for Us All","question":"","order":null}],"tier":3,"horde_hp":"(5/HP)","motives_tactics":"Erode hope, give over control to church leadership, seek solace in oblivion","difficulty":16,"damage_threshold_major":20,"damage_threshold_severe":35,"hp":6,"stress":3,"attack_modifier":2,"standard_attack_name":"Knifes and Clubs","standard_attack_range":"melee","standard_attack_damage":"3d10+2 phy","experience":"Fanatical +2"},{"name":"CONTRACT KILLER","type":"solo","description":"A veteran criminal and murderer working for a crime syndicate.","source":"Mike Underwood","features":[{"type":"passive","description":"When the Killer makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.","title":"Terrifying","question":"","order":null},{"type":"action","description":"The Killer may defeat 2d4 Minions or civilians within Close distance. All allies of defeated characters within a Far distance must mark a Stress.","title":"Like a Scythe Through Wheat","question":"","order":null},{"type":"action","description":"Spend a Fear to reveal that the Killer was already in the scene as they throw off their surprise. Immediately make an attack with advantage against a target within range.","title":"Just Another Face in the Crowd","question":"","order":null},{"type":"reaction","description":"When the Killer inflicts at least Major damage, you may mark a Stress to make it direct damage.","title":"Gap in the Armor","question":"","order":null},{"type":"reaction","description":"When an attack would hit the Killer, you can mark a Stress to force the attacker to re-roll and take the new result.","title":"Uncanny Dodge","question":"","order":null}],"tier":3,"horde_hp":"","motives_tactics":"Get in and get out, go for the jugular, leave no witnesses, make money while you can","difficulty":15,"damage_threshold_major":19,"damage_threshold_severe":30,"hp":5,"stress":5,"attack_modifier":3,"standard_attack_name":"Bloodstained Dagger","standard_attack_range":"close","standard_attack_damage":"3d10+4 phy","experience":"Lethal + 3, Intrusion +3"},{"name":"EYEBALL ABERRATION","type":"solo","description":"A monstrous spherical arcane beast with one huge eye, mouths on stalks, and a long, lolling tongue.","source":"Mike Underwood","features":[{"type":"passive","description":"The Aberration hovers several feet above the ground and has advantage on Reaction Rolls to avoid being moved or Restrained.","title":"Hovering","question":"","order":null},{"type":"passive","description":"The Aberration can be spotlighted 2 times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"action","description":"Mark a Stress and choose a target within Close range. The target must make a Strength Reaction roll or take 3d20 phy damage and become Vulnerable until their next roll with Hope.","title":"Crushing Regard","question":"","order":null},{"type":"action","description":"Spend 2 Fear to pick a point within Far range as the Aberration shreds the fabric of reality in the area. Every creature within Close range of the point must make a Presence Reaction Roll or take 3d12 direct magic damage. Mundane terrain, buildings, and objects within Close range of the point is severely damaged or destroyed.","title":"Unmaking","question":"","order":null},{"type":"reaction","description":"When the Aberration takes damage from a target within Melee range, mark a Stress to make an attack against that target. On a success, the target takes 3d8+4 phy damage.","title":"Biting Stalks","question":"","order":null}],"tier":3,"horde_hp":"","motives_tactics":"Confound logic, shred the fabric of reality, terrify mortals","difficulty":17,"damage_threshold_major":18,"damage_threshold_severe":37,"hp":8,"stress":5,"attack_modifier":4,"standard_attack_name":"Eye Beams","standard_attack_range":"far","standard_attack_damage":"3d12+3 mag","experience":"Observant +3, Magical Prowess +3"},{"name":"HERALD OF CONQUEST","type":"social","description":"A proud and majestic messenger delivering news of imminent conquest to a nervous populace. Adorned in menacing finery.","source":"Mike Underwood","features":[{"type":"passive","description":"Any time a PC gets a result with Fear while in the presence of the Herald, they must mark a Stress.","title":"Aura of Superiority","question":"","order":null},{"type":"action","description":"Spend 2 Fear to have the Herald deliver news of their master’s imminent arrival to conquer the local community, boasting about the Warlord’s many victories. All targets within Far must make a Presence Reaction Roll or mark 2 Stress.","title":"Your Doom Comes","question":"","order":null},{"type":"action","description":"Mark a Stress and pick a target within Far, who must make a Presence Reaction Roll. On a failure, they become Cowed. While Cowed, they are Vulnerable and must mark a Stress any time they speak out against the Herald. The target clears Cowed on a success with Hope or during their next rest.","title":"Silence, Worm!","question":"","order":null},{"type":"reaction","description":"When a PC makes a Presence Roll against the Herald, mark a Stress to give the roll disadvantage.","title":"Snarling Contempt","question":"","order":null},{"type":"reaction","description":"Any target that pledges loyalty or surrenders pro-actively becomes Suborned. A Suborned target cannot clear Stress but is granted a reprieve from the worst of the oncoming conquest. A target can clear Suborned by taking dangerous action against the Herald’s master.","title":"My Master Is Not Without Mercy","question":"","order":null}],"tier":3,"horde_hp":"","motives_tactics":"Cow civilians, deliver fell tidings, satisfy their master, undermine resistance","difficulty":16,"damage_threshold_major":13,"damage_threshold_severe":25,"hp":3,"stress":5,"attack_modifier":1,"standard_attack_name":"Wand","standard_attack_range":"far","standard_attack_damage":"3d6 mag","experience":"Geography +3, Orator +4"},{"name":"MASTER ELEMENTALIST","type":"ranged","description":"A powerful sorcerer drawing upon the elements, clad in robes from different regions representing their travel and studies.","source":"Mike Underwood","features":[{"type":"passive","description":"Master Elementalist can fly up to a Far distance as part of their action.","title":"Wings of Air","question":"","order":null},{"type":"action","description":"**Spend a Fear** to force all targets within Close to make a Strength Reaction Roll or take **3d10** physical damage and be knocked back to Far range.","title":"Crashing Waters","question":"","order":null},{"type":"action","description":"**Mark a Stress** to make an Elemental Blast attack against **1d4+2** targets within range.","title":"Darting Flames","question":"","order":null},{"type":"reaction","description":"When the Elementalist suffers damage, **mark a Stress** to encase themselves in rock armor and suffer half damage.","title":"Earthen Armor","question":"","order":null}],"tier":3,"horde_hp":"","motives_tactics":"Dance like air, endure like earth, flow like water, rage like fire","difficulty":17,"damage_threshold_major":19,"damage_threshold_severe":30,"hp":5,"stress":6,"attack_modifier":4,"standard_attack_name":"Elemental Blast","standard_attack_range":"far","standard_attack_damage":"3d10+4 phy","experience":"Mage + 3, Nature +3"},{"name":"PRIEST OF DECAY","type":"leader","description":"A fungril sworn to the power of decay, preaching the inevitability of death for all things.","source":"Mike Underwood","features":[{"type":"passive","description":"The Priest and all allies within Close range deal an additional 1d12 damage to Vulnerable targets.","title":"Doctrine of the End","question":"","order":null},{"type":"action","description":"Spend a Fear to target a corpse or dead plant within Far range. Create a Treant Sapling at the location of the target, which immediately takes the spotlight.","title":"Life From Death","question":"","order":null},{"type":"action","description":"Mark a Stress and select a target within Far range. The target must make a Strength Reaction Roll. On a failure, the target marks a HP and becomes Vulnerable until they clear HP.","title":"We’re All Dying Inside","question":"","order":null},{"type":"reaction","description":"When a PC within Close range of the Priest fails a roll, they must mark a Stress.","title":"Psalm of Inevitability","question":"","order":null},{"type":"reaction","description":"When this adversary makes a successful attack against a PC, gain a Fear.","title":"Momentum","question":"","order":null}],"tier":3,"horde_hp":"","motives_tactics":"Erode hope, grow new life from death, shepherd the living into decay.","difficulty":16,"damage_threshold_major":21,"damage_threshold_severe":40,"hp":6,"stress":6,"attack_modifier":3,"standard_attack_name":"Wand","standard_attack_range":"far","standard_attack_damage":"3d10 mag","experience":"Disheartening +3, Entropic Magic +3"},{"name":"TERROR OF THE DEPTHS","type":"solo","description":"A squid-like primordial monstrosity with treetrunk-thick tentacles, from the deepest parts of the sea.","source":"Mike Underwood","features":[{"type":"passive","description":"The Terror may swim up to a Far range as part of an action, and suffers no penalties due to darkness.","title":"Born from the Void","question":"","order":null},{"type":"passive","description":"The Terror can be spotlighted 2 times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"passive","description":"When the Terror makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.","title":"Terrifying","question":"","order":null},{"type":"action","description":"Spend a Fear and pick a point within Close. Until the end of the scene or dispelled by completing a Progress Countdown (4), no light can penetrate an area with a radius of a Close range from that point.","title":"Swirling Darkness","question":"","order":null},{"type":"reaction","description":"When the Terror makes a successful attack, mark a Stress to force the target to mark 1d4 armor slots without gaining its benefit (they can still use armor to reduce the damage).","title":"Crushing Depths","question":"","order":null}],"tier":3,"horde_hp":"","motives_tactics":"Consume all life, crush the unready, move unseen through darkness","difficulty":18,"damage_threshold_major":22,"damage_threshold_severe":42,"hp":10,"stress":5,"attack_modifier":4,"standard_attack_name":"Tentacles","standard_attack_range":"very_close","standard_attack_damage":"3d10+3 phy","experience":"Unearthly Power +3, Swimming +3"},{"name":"WARLORD","type":"leader","description":"A charismatic and skilled fighter seeking domination, riches, and the ruination of their foes. Adorned with trophies of their bloody conquests and wielding a massive axe that is always bleeding.","source":"Mike Underwood","features":[{"type":"passive","description":"The Warlord can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"passive","description":"When the Warlord makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.","title":"Terrifying","question":"","order":null},{"type":"action","description":"Spend a Fear to activate a Long-Term Countdown (3) and describe the Warlord’s troops preparing to head out and attack a settlement. When triggered, the raid begins. If not stopped, the raiders set fire to the buildings, steal everything of value, and you gain 1d4+1 Fear. The Warlord may only have one countdown from this feature active at a time.","title":"Raiders","question":"","order":null},{"type":"action","description":"Spend 2 Fear to activate up to 1d4+2 allies. Attacks they make while spotlighted this way deal half damage.","title":"Fight Like You Mean It!","question":"","order":null},{"type":"reaction","description":"When the Warlord takes damage from within Close range, mark a Stress to have them move into Melee with the attacker and makes a standard attack. On a success, the target also marks a Stress.","title":"Bloodthirsty Retaliation","question":"","order":null}],"tier":3,"horde_hp":"","motives_tactics":" Convert defeated foes, die rich and feared, pick easy targets, salt the land, undermine opponents","difficulty":16,"damage_threshold_major":19,"damage_threshold_severe":41,"hp":8,"stress":4,"attack_modifier":4,"standard_attack_name":"Blood-soaked Battleaxe","standard_attack_range":"melee","standard_attack_damage":"3d12+4 phy","experience":"I am a Hammer and Everything is a Nail + 3, Strategy +3"},{"name":"ARCHWIZARD","type":"solo","description":"A veteran spellcaster commanding the most powerful magics.","source":"Mike Underwood","features":[{"type":"passive","description":"The Archwizard can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (3)","question":"","order":null},{"type":"passive","description":"Archmage may teleport up to a Far distance as part of their action.","title":"Arcane Slip","question":"","order":null},{"type":"action","description":"Mark a Stress to create 2 duplicates of the Archwizard within Close range. The teleports to appear beside them, disguising which one is real. The duplicates have the same difficulty and thresholds as the Archwizard, but cannot use any of the archwizard’s action or reaction features. When a duplicate suffers damage, it disappears. Archmage may not have more than 2 duplicates active at once.","title":"Decoys","question":"","order":null},{"type":"action","description":"Mark 2 Stress and pick a point within Far range. All targets within Close distance of that point must make an Agility Reaction Roll or suffer 4d20 magic damage. If more than two targets fail, gain a Fear.","title":"Rain of Fire","question":"","order":null},{"type":"reaction","description":"When a spell or feature from a class or subclass with a Spellcast Trait is used by a target within Far, force the caster to make a Spellcast Reaction Roll. On a failure, spend a Fear to force the target to mark 2 Stress or cancel the spell with no effect.","title":"Casual Dismissal","question":"","order":null}],"tier":4,"horde_hp":"","motives_tactics":"Achieve the impossible, conjure marvels, defy pursuit, reveal contingency plans, sunder the earth","difficulty":20,"damage_threshold_major":30,"damage_threshold_severe":60,"hp":9,"stress":8,"attack_modifier":5,"standard_attack_name":"Staff","standard_attack_range":"far","standard_attack_damage":"4d10+4 mag","experience":"Magical Knowledge +4, Cryptic +3"},{"name":"EXTRAPLANAR ARMY","type":"horde","description":"Invading forces from another plane, eager to conquer this world and consume its resources.","source":"Mike Underwood","features":[{"type":"passive","description":"When the Army has marked half or more of their HP, their standard attack deals 4d6+2 physical instead.","title":"Horde (4d6+2)","question":"","order":null},{"type":"passive","description":"The Army can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"action","description":"Spend a Fear when no meaningful opposition remains within Very Far to consume the natural resources in the area. Gain a Fear and the Army clears all Stress and HP.","title":"World-Eater Locusts","question":"","order":null}],"tier":4,"horde_hp":"(10/HP)","motives_tactics":"Eradicate mortals, swarm and consume","difficulty":18,"damage_threshold_major":24,"damage_threshold_severe":47,"hp":7,"stress":3,"attack_modifier":2,"standard_attack_name":"Claws & Fangs","standard_attack_range":"melee","standard_attack_damage":"4d10+4 phy","experience":"Mass Combat +3, Unpredictable +2"},{"name":"GOD-KING","type":"leader","description":"A divinely-empowered monarch claiming dominion over the whole world.","source":"Mike Underwood","features":[{"type":"passive","description":"The God-King can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (3)","question":"","order":null},{"type":"passive","description":"When the God-King makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.","title":"Terrifying","question":"","order":null},{"type":"action","description":"Spend a Fear to summon a number of Junior Seraphs equal to the number of PCs. They appear at a Close range.","title":"Kingsguard","question":"","order":null},{"type":"action","description":"Spend 2 Fear to activate God-King and up to 2d4 allies.","title":"None Shall Stand in My Way","question":"","order":null},{"type":"reaction","description":"When a PC succeeds on an action roil against the God-King, the PC must make a Presence Reaction Roll or mark 1d4 Stress. On a success, they still mark a Stress.","title":"Majestic Disdain","question":"","order":null}],"tier":4,"horde_hp":"","motives_tactics":"Assert divine mandate, be feared and loved, eradicate opposition","difficulty":19,"damage_threshold_major":35,"damage_threshold_severe":65,"hp":7,"stress":5,"attack_modifier":6,"standard_attack_name":"Blessed Spear","standard_attack_range":"very_close","standard_attack_damage":"4d8+8 phy","experience":"Leadership +3, Soldier +3"},{"name":"HALLOWED ASSASSIN","type":"skulk","description":"A divinely-empowered killer dispatched to vanquish the gods’ most persistent foes.","source":"Mike Underwood","features":[{"type":"passive","description":"The Assassin can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Relentless (2)","question":"","order":null},{"type":"passive","description":"The Assassin does not lose Hidden by moving to make an attack. When Hallowed Assassin succeeds on an attack where they had advantage, they deal direct damage.","title":"Pierce Weakness","question":"","order":null},{"type":"action","description":"Spend 2 Fear to force all targets within Very Close range to make an Agility Reaction Roll. On a failure, they mark 3 HP.","title":"Cull the Chaff","question":"","order":null},{"type":"action","description":"Mark a Stress to move up to a Far range and become Hidden.","title":"Wreathed in Hallowed Grace","question":"","order":null},{"type":"reaction","description":"When a PC rolls with Fear, spend 2 Fear to reveal that an NPC or adversary in the scene is actually the Assassin. They immediately take the spotlight, gaining advantage on their attack unless the target succeeds on an Instinct Reaction Roll.","title":"Peerless Disguise","question":"","order":null}],"tier":4,"horde_hp":"","motives_tactics":"Atone for unforgivable sins, distract targets’ allies, embody divine wrath, utilize perfect disguises","difficulty":19,"damage_threshold_major":26,"damage_threshold_severe":50,"hp":6,"stress":5,"attack_modifier":5,"standard_attack_name":"Hallowed Blades","standard_attack_range":"melee","standard_attack_damage":"4d6+10 mag","experience":"Athletic +3, Swordplay +3, Tracking +3"}]}