Descent Bestiary

Air

Air enemies are most undead and all Celestial creatures.

Bone Wyrm(Incomplete)(IN PROGRESS)

Bone Wyrm(Complete)(IN PROGRESS)

Skeletal Archer

Health: 8
Armor: 0
Defense: 14

Tier 1 Abilities

Arrow(Speed 4): The monster fires an arrow at a character with a Range 6 attack that has a +4 modifier to hit and deals 1d8+1 damage.
Claw(Speed 3): The monster claws at a character with a range 0 attack that has a +4 modifier to hit and deals 1d4 damage.

Tier 2 Abilities

Tactical Retreat(Speed 4): The monster moves 3 range bands and fires at a character with a range 6 attack that has a +4 modifier to hit and deals 1d6 damage.
Point Blank Shot(Speed 7): The monster makes a Range 1, Accuracy +6 attack which deals 1d8+1 damage.

Tier 3 Abilities

Suppressing Fire(Speed 5): The monster makes a Range 6, Accuracy +6 attack which, if successful, lowers the target's Defense by 2 for 5 Ticks.

Skeletal Warrior

Health: 8
Armor: 2
Defense: 14

Tier 1 Abilities

Knock Back(Speed 6): A Range 0, Accuracy +5 attack dealing 1d4 damage and moving the target 2 range bands.
Slash(Speed 4): A Range 0, Accuracy +5 attack dealing 1d6+1 damage.

Tier 2 Abilities

Charge(Speed 4): The monster moves 3 range bands and makes a Range 0, Accuracy +6 attack dealing 1d6+1 damage.

Tier 3 Abilities

Shields Up!(Speed 5): The monster and all allies in the same range band gain +3 Armor for 10 Ticks

Mummified Sniper

Health: 16
Armor: 2
Defense: 15

Tier 1 Abilities

Grapeshot(Speed 5): Targets all enemies in the same range band as the Sniper with an attack that has a +2 modifier to hit and deals 1d8+4 damage.
Buttstroke(Speed 6): A range 0 attack with a +5 modifier to hit which deals 1d4 damage and knocks the target back two range bands.
Center Mass(Speed 6): A range 6 attack with a +6 modifier to hit which deals 1d8+2 damage.

Tier 2 Abilities

Headshot(Speed 10): This range 6 attack resolves after six ticks, at which point an attack with a +10 modifier to hit and a damage of 1d8+10 is made against the target. For every range band the target has moved since the attack was declared, the modifier to hit and the damage are reduced by 2.
Double Tap(Speed 8): A range 6 attack with a +7 modifier to hit, which deals 2d4+2 damage.

Tier 3 Abilities

Camouflage(Speed 10): The Sniper is removed from the battlefield and re-appears 10 ticks later in a randomly chosen range band(roll 1d10 to find the resulting band, ignoring the one the Sniper was originally in).

Skeletal Mob

Health: 40
Armor: 0
Defense: 12

Tier 1 Abilities

Rend(Speed 6): A Range 0, Accuracy +6 attack targeting all enemies in range and dealing 1d6+4 damage.

Tier 2 Abilities

Overwhelm(Speed 6): The mob moves 3 range bands in any direction, making an attack with a +3 to hit against any targets in the range band they start in, the range bands they pass through or the range band they end in. Anyone hit by these attacks is moved into the range band the mob ends in, and dealt 2d6 damage.
Throw Bones(Speed 8): Makes a range 3 attack with +5 to hit against all targets in a chosen range band, does 2d6+2 damage if successful.

Tier 3 Abilities

Bone Cage(Speed 10): For the next 10 Ticks, all targets in the same range band as the mob take 2d6 damage if they leave the range band.

Red Guardian

Health: 20
Armor: 5
Defense: 14

Red Guardians are only moved half as many bands as normal(round down) by abilities and effects employed by PC's. All movement negated by this passive ability instead deals 4 points of armor-ignoring damage to them.

Tier 1 Abilities

Crushing Blow(Speed 5): A range 0 attack that does 1d4+2 damage, has a +5 to hit modifier, and reduces enemy armor by 2 points until the end of combat.
Guardian Strike(Speed 3): A range 1 attack that does 1d8+2 damage and has a +5 to hit modifier.

Tier 2 Abilities

Challenge(Speed 2): Pulls a target 2 range bands closer.

Tier 3 Abilities

Disarm(Speed 6): This attack has range 0 and a +4 modifier to hit. If it lands, it does no damage, but the target's currently equipped weapon or shield are unequipped.
Tactical Reposition(Speed 5): The monster and all allies move up to 2 range bands.

Undead Cryomancer

Health: 16
Armor: 0
Defense: 14

Tier 1 Abilities

Freezing Touch(Speed 5): A range 0 attack that does 1d4 armor-ignoring damage and has a +5 modifier to hit, for every point of damage done, the target is slowed by one tick.
Ice Shard(Speed 5): A range 5 attack that does 1d8+2 damage and has a +3 to hit modifier.

Tier 2 Abilities

Freezing Mist(Speed 7): For the next 10 Ticks, all enemies suffer a +2 penalty to action speed.
Ice Wall(Speed 7): A band within range 5 is occupied by an Ice Wall. Any movement crossing the square the Ice Wall is in, instead ends in the same band, and the Ice Wall absorbs 5 damage from all attacks crossing its range band, up to a maximum of 30 damage, at which point it is destroyed. The Ice Wall can also be targeted directly, all attacks targeting it do full damage and require no attack roll.

Tier 3 Abilities

Hailstorm(Speed 10): Every five Ticks for the next twenty Ticks, all characters and enemies in a randomly chosen range band other than the Cryomancer's suffers 3d6 damage from pummelling ice.
Winter's Embrace(Speed 5): All allies and enemies other than Cryomancers suffer a +1 speed penalty for the rest of the battle and take 1 point of armor-ignoring damage. Every five Ticks, they take damage again, +1 point each time. This effect ends if the triggering Cryomancer is killed.

Undead Aeromancer

Health: 16
Armor: 0
Defense: 14

Tier 1 Abilities

Storm Jump(Speed 5): The Aeromancer instantly moves up to 5 range bands away.
Lightning Bolt(Speed 5): A range 8 attack that does 2d8 damage and has a +9 to hit modifier.

Tier 2 Abilities

Chain Lightning(Speed 7): A range 8 attack that does 4d6 damage and has a +7 modifier to hit. If it hits, it instantly jumps to the nearest possible target, making another roll to hit as though the next target was at the ideal range. Every time it jumps, it does 1d6 less damage and has a -2 penalty to hit. It cannot hit the same target more than once, if two enemies are the same distance away, Chain Lightning will prioritize the highest Armor value, otherwise, roll a die to determine the target.
Magnetize(Speed 7): A chosen target is moved a number of Ticks down the initiative track equal to their Armor value.

Tier 3 Abilities

Fusion(Speed 10): Next time the targeted PC expends Stamina and gains Adrenaline, instead they expend an equal amount of Health and no Stamina.
Tempest(Speed 5): For the remainder of the battle, every seven Ticks, all characters other than the Aeromancer are moved one band in the direction of the Aeromancer's choosing(this direction is chosen when the ability is used and cannot later be changed). This effect ends if the triggering Pyromancer is killed.

Undead Pyromancer

Health: 16
Armor: 0
Defense: 14

Tier 1 Abilities

Burning Hands(Speed 5): A range 1 attack that does 3d6 damage and has a +7 modifier to hit. It strikes every target in the chosen range band, allies included.
Flare(Speed 5): A range 5 attack that does 1d8+2 damage and has a +5 to hit modifier.

Tier 2 Abilities

Fireball(Speed 7): A range 5 attack that does 3d6 damage and has a +5 modifier to hit. It strikes every target in the chosen range band, allies included.
Flame Wall(Speed 7): A band within range 5 is occupied by an Ice Wall. Any movement crossing the band the Flame Wall is in causes 2d4 damage, and any characters ending their turn in the Flame Wall's band or being moved into it's band suffer 3d6 damage.

Tier 3 Abilities

Immolate(Speed 10): A range 5 attack with a +5 modifier to hit, it ignites the chosen target and every five Ticks for the next twenty Ticks they suffer 3d4 damage.
Summer's Flame(Speed 5): For the remainder of the battle, all characters who spend Adrenaline lose half as much Health as the amount of adrenaline spent. This effect ends if the triggering Pyromancer is killed.

Celestial Spawn

Health: 20
Armor: 2
Defense: 13

Every time a Celestial Spawn is killed, all other Spawn in the battle gain 10 Health(can increase health above their starting 20), 2 armor and a +1 to the accuracy of all attacks for the remainder of the battle. Celestial Spawn not encountered in groups of 4 should be assumed to have already lost their missing number and have their stats adjusted as appropriate.

Tier 1 Abilities

Crush(Speed 6): This is a range 0 attack with a +4 modifier to hit, which does 1d4+1 damage. If the damage rolled is 4 or better, roll again and add that to the result, repeating again if the damage is once more 4 or better. This ends only when the damage rolled is a 3 or lower.
Lunge(Speed 4): Moves up to 2 range bands, then makes a range 0 attack with a +3 modifier to hit, which does 1d6+4 damage and knocks the target back 1 range band.

Tier 2 Abilities

Astral Beam(Speed 6): This is a range 3 attack with a +2 modifier to hit, it does 2d6 damage if it hits and adds +1 to the speed of all the target's actions for the remainder of the battle.
Mutated Growth(Speed 4): All targets are forced out of the chosen range band, picking for themselves which adjacent range band to be moved to. The range band is instead filled with a Mutant Growth which has a Defense of 0, 20 Health, and blocks all projectiles and movement past it until destroyed.

Tier 3 Abilities

Star Rain(Speed 10): Every 5 ticks for the next 20 ticks, all targets in the chosen range band are dealt 2d6 damage.

Dreaming Horror

Health: 50
Armor: 3
Defense: 10

The Dreaming Horror has two simultaneous locations on the battlefield, one is considered to be the Horror itself for the purpose of all abilities it uses(with regards to range and positioning), while the other is considered to be the Horror for the purpose of all abilities that target the Horror. The targetable version of the Horror cannot move, but it can be moved by enemy abilities like any other target.

From here on, the mobile part of the Dreaming Horror is referred to as the Projection.

Tier 1 Abilities

Dream Geometry(Speed 3): The Projection is instantly moved to any range band of its choosing.
Feverish Terror(Speed 3): A target in the same range band as the Projection is moved 3 range bands in any direction the Dreaming Horror chooses.
Mind Fog(Speed 3): Until their next actions, all targets in the same range bad as the Projection have their Defense reduced by 5.
Ego Whip(Speed 6): A range 0, Accuracy +6 attack which does 2d4 points of armor-ignoring damage.

Tier 2 Abilities

Inner Demons(Speed 6): For the next 20 Ticks, every time the target player character takes an action, they make a weapon attack against themselves with Accuracy +5, not using any of their own Accuracy bonuses.
Dominate(Speed 5): This ability tagets a player character within range 4 and forces them to make an Accuracy +5 weapon attack, not using their own Accuracy bonuses, against another Player Character(but not themselves).
Dream Hammer(Speed 5): A range 0, Accuracy +6 attack which does 2d6 points of damage and moves the target 1 range band.
Id Spear(Speed 6): A range 3, Accuracy +6 attack which does 2d4 points of armor-ignoring damage.

Tier 3 Abilities

Dream Forge(Speed 5): The Dreaming Horror spawns another Projection in the same range band as the Dreaming Horror. Its first action will be 5 Ticks after this ability is used.

Fire

Fire opponents are generally sentient creatures who act with short-term, violent desires in mind, like brigands and cultists.

Brigand

Health: 12
Armor: 2
Defense: 13

Tier 1 Abilities

Arrow(Speed 4): The monster fires an arrow at a character with a range 6 attack that has a +4 modifier to hit and deals 1d6+1 damage.
Blade(Speed 3): The monster swings at a character with a range 0 attack that has a +4 modifier to hit and deals 1d6+2 damage.

Tier 2 Abilities

Tactical Retreat(Speed 4): The monster moves 3 range bands and fires at a character with a range 6 attack that has a +4 modifier to hit and deals 1d6+1 damage.
Grappling Hook(Speed 5): A range 4 attack with a +4 modifier to hit, does no damage if it strikes, but pulls the targeted character 4 bands closer to the brigand.

Tier 3 Abilities

Disarm(Speed 6): This attack has range 0 and a +4 modifier to hit. If it lands, it does no damage, but the target's currently equipped weapon or shield are unequipped and left in the range band they're currently in.
Step Up(Speed 5): The monster and all allies move two range bands in the same direction.

Phoenix Cultist

Health: 12
Armor: 0
Defense: 15

Tier 1 Abilities

Blade(Speed 3): The monster swings at a character with a range 0 attack that has a +4 modifier to hit and deals 1d6+1 damage.

Tier 2 Abilities

Phoenix Brand(Speed 4): When this ability is used, 10 ticks later, the Phoenix Cultist suffers 12 points of damage, and a +5-to-hit attack is made against all targets within range 2, hitting for 1d8+4 damage if it lands. If the Phoenix Cultist is killed between after the Brand is activated but before the attacks happen, it instead triggers a Range 1 attack with a +5 to hit doing 1d4+2 damage.

Tier 3 Abilities

Disarm(Speed 6): This attack has range 0 and a +4 modifier to hit. If it lands, it does no damage, but the target's currently equipped weapon or shield are unequipped and left in the range band they're currently in.
Step Up(Speed 5): The monster and all allies move two range bands in the same direction.

Bishop of Embers

Health: 20
Armor: 2
Defense: 15

Tier 1 Abilities

Blade(Speed 3): The monster swings at a character with a range 0 attack that has a +2 modifier to hit and deals 1d6 damage.
Flame Spark(Speed 4): The monster throws a range 3 spark at an enemy with a +5 modifier to hit, and deals 2d4 damage.

Tier 2 Abilities

Hard Chain Reaction(Speed 4): This ability activates the Phoenix Brands of all Phoenix Cultists currently in the fight as though they'd just activated the skill themselves, but without modifying their speed or initiative. For every Phoenix Brand that detonates, the Bishop of Embers recovers 3 Health.

Tier 3 Abilities

Step Up(Speed 5): The monster and all allies move two range bands in the same direction.
Ignite(Speed 5): For the next 20 Ticks, the target enemy takes 1d6 damage for every range band they move or are moved.

Ember Titan

Health: 50
Armor: 5
Defense: 15

The Ember Titan takes up three range bands and is considered to be present in all three bands once. Any characters in the same range band as the Ember Titan at the beginning of their turn will take 1d6 damage. Every action it takes, the Ember Titan takes 1d6 points of armor-ignoring damage.

Tier 1 Abilities

Corona(Speed 6): Characters in the same range band as the Ember Titan suffer 2d6+2 damage.
Falling Embers(Speed 8): The Ember Titan makes a range 1 attack with a +5 to hit which deals 3d6 damage.

Tier 2 Abilities

Heartburn(Speed 5): Targets an enemy within 3 range bands. For every 5 points of Adrenaline the character has, they suffer 1 point of armor-ignoring damage.

Tier 3 Abilities

Meteoric Crash(Speed 8): The Ember Titan moves up to 5 range bands, making an attack with +5 to hit, dealing 2d6 damage, against every target in the range band(s) it arrives in.
Ignite(Speed 5): For the next 20 Ticks, the target enemy takes 1d6 damage for every range band they move or are moved.

Earth

Earth enemies are most peaceful/orderly sentients and the majority of natural animals.

Vermin Swarm

Health: 15
Armor: 0
Defense: 12

Tier 1 Abilities

Claw(Speed 3): The monster claws at a character with a range 0 attack that has a +4 modifier to hit and deals 3d4 damage.

Tier 2 Abilities

Furious Charge(Speed 3): The monster moves two range bands and makes an attack with a +5 modifier, range 0 and 1d8+2 damage. This cannot be used if the monster is already in a range band with enemies.

Tier 3 Abilities

Gibbering Swarm(Speed 5): Like a wave crashing against the beach, the swarm surges forward 3 range bands, making an attack with a +4 modifier to hit that deals 2d6 damage against all enemies whose range bands it passes through, starts in or ends in.
Step Up(Speed 5): The monster and all allies move two range bands in the same direction.

Guardsman

Guardsmen help defend the cities, roads and villages of the Empire. This is also a useful stat block for generic sentries in general.

Health: 20
Armor: 3
Defense: 15

Tier 1 Abilities

Baton(Speed 4): The guard beats at a character with a range 0 attack that has a +4 modifier to hit and deals 2d4 damage.
Shield Wall(Speed 8): All allies in the same range band gain +2 armor for the next 8 Ticks.

Tier 2 Abilities

Throw Net(Speed 5): A range 4 attack with a +5 modifier to hit, deals no damage, but if it hits then for the next 15 Ticks, all the target's movement(voluntary or involuntary) is halved(round down).
Combat Roll(Speed 6): The guardsman moves two range bands, but does not pass through the first for the purposes of any skills that interact with movement.

Tier 3 Abilities

Band of Brothers(Speed 8): All allies in the same range band may use a Tier 1 move at speed 0.

Giant Spider

Giant insects and arachnids were raised as beasts of burden, industry, guarding and companionship by the Empire in year's past. Most will only be aggressive if threatened or specifically trained for battle. Giant spiders tend to be raised for their valuable silk.

Health: 10
Armor: 0
Defense: 16

Tier 1 Abilities

Bite(Speed 4): The spider lunges at its enemy ferociously. This is a range 1 attack with a +6 modifier to hit, which deals 3d4 damage. If it hits, the target also takes 2 points of armor-ignoring damage when their initiative rolls around for the next 20 Ticks.

Tier 2 Abilities

Build Web(Speed 6): Builds a Web within range 1. Any enemy in a range band containing a Web finds all movement reduced to a third(round down) until they leave the band or the Web is destroyed. The Web can be attacked and has Defense 0, Health 20.
Throw Web(Speed 8): A range 3 attack with a +6 modifier to hit. Does no damage, but any targets hit find their Speed penalized by +2 for the next 15 Ticks.

Tier 3 Abilities

Web Leap(Speed 4): If the spider is in the same band as a Web, this skill allows it to move up to 4 range bands and then instantly make a range 0 attack with a +6 modifier to hit, doing 3d4 damage.

Giant Centipede

Giant insects and arachnids were raised as beasts of burden, industry, guarding and companionship by the Empire in year's past. Most will only be aggressive if threatened or specifically trained for battle. Giant centipedes are often used as guard and hunting dogs.

Health: 15
Armor: 2
Defense: 15

Tier 1 Abilities

Bite(Speed 6): A range 0 attack with a +6 modifier to hit which does 2d6+2 damage.
Constrict(Speed 8): A range 1 attack with a +6 modifier to hit. If it hits, it immediately does 1d6 damage to the target and moves the Giant Centipede to the target's range band. Every action the target takes that ends in the range band, the damage increases by 1d6, and the damage occurs on the Giant Centipede's action. The target's movement is also halved(round down). If the target leaves the Giant Centipede's range band(or if it leaves his) and remains there at the end of his turn, the effects of Constrict end.

Tier 2 Abilities

Ambush Hunter(Speed 12): For the next 10 Ticks, the next time an enemy moves within 3 range bands of the centipede, the centipede moves to their range band and makes an attack with a +8 modifier to hit that does 3d6 damage.

Tier 3 Abilities

Loyal Steed(Speed 6): The centipede and one other ally in the same range band are moved to the same range band up to 4 bands away.

Merfolk Guard

Health: 14
Armor: 1
Defense: 16

Tier 1 Abilities

Polearm(Speed 5): The guard beats at a character with a range 1 attack that has a +4 modifier to hit and deals 2d4 damage.
Tides of Battle(Speed 8): An enemy is moved two range bands closer, or into the Merfolk Guard's range band, whichever is shorter.

Tier 2 Abilities

Throw Net(Speed 5): A range 4 attack with a +5 modifier to hit, deals no damage, but if it hits then for the next 15 Ticks, all the target's movement(voluntary or involuntary) is halved(round down).
Throw Javelin(Speed 5): A range 4 attack with a +5 modifier to hit which deals 2d4+2 damage.
Tetrodotoxin Sting(Speed 6): A range 0 attack with a +6 modifier to hit. Deals 1d6+2 damage on hit, armor can reduce this damage to 0. If it causes any Health loss, every time the character takes an action other than movement for the next 20 Ticks, they take 4 points of armor-ignoring damage.

Tier 3 Abilities

Call Allies(Speed 8): All allies are moved three range bands closer, or into the Merfolk Guard's range band, whichever is shorter.
Pack Tactics(Speed 4): A range 0 attack with a +3 modifier to hit which does 2d4 damage. For every ally in the same range band, Pack Tactics has an additional +2 to hit and does an additional +1d4 damage.

Moon Beast Lasher

Health: 25
Armor: 2
Defense: 15

Tier 1 Abilities

Intimidating Crack(Speed 5): Range 1, Accuracy +6, Damage 1d6+2, on a successful hit moves the target 1 range band away from the Moon Beast Lasher.
Whip Crack(Speed 3): Moves a unit of Moon Beast Slaves up to 2 Range Bands.

Tier 2 Abilities

Drive the Herd(Speed 4): A chosen unit of Moon Beast Slaves may use a Tier 1 skill at Speed 0.
Whip Choke(Speed 7): Range 1, Accuracy +6, Damage 1d6 Armor-Ignoring, on a successful hit moves the target into the Moon Beast Lasher's range band and slows them by 3 Ticks.

Tier 3 Abilities

Lunatic Frenzy(Speed 8): A chosen unit of Moon Beast Slaves instantly moves to an enemy's range band and uses a Tier 1 skill at Speed 0.

Moon Beast Piper

Health: 25
Armor: 0
Defense: 15

Tier 1 Abilities

Entrancing Pipes(Speed 5): A target enemy is slowed by 3 Ticks and moves 1 range band closer to the Moon Beast Piper.
Howling Pipes(Speed 6): An Accuracy +3 attack against all enemies within 3 range bands, dealing 1d4 Armor-Ignoring damage.
Seductive Pipes(Speed 8): 1d4+1 enemy Torchbearers or Baggage Carriers(using Torchbearers first) join a unit of Moon Beast Slaves, restoring 3 Health to the Moon Beast Slaves per hireling who joins. Lost hirelings rejoin the party at the end of battle if the Moon Beast Slaves survive.

Tier 2 Abilities

Confusing Song(Speed 7): An enemy and an ally within 2 range bands of each other swap positions.
Hypnotic Piping(Speed 7): All enemies are moved 2 range bands closer to the Moon Beast Piper.

Tier 3 Abilities

Chaotic Battlefield(Speed 8): All players roll a D4, any characters who roll the same result swap places. If three or more characters roll the same result, they may choose how to swap places as long as all of them swap. Characters in the same range band as someone they're meant to swap with take 1d6 points of armor-ignoring damage.

Moon Beast Slaves

Health: 50
Armor: 0
Defense: 13

Any time a Moon Beast in the same range band as Moon Beast Slaves takes damage, half of the post-armor damage is instead dealt as armor-ignoring damage to the Moon Beast Slaves. If at any point, a Moon Beast Lasher is not on the battlefield, the Moon Beast Slaves attempt to retreat from battle as quickly as possible, making no attacks while doing so.

Tier 1 Abilities

Flow of Battle(Speed 3): Range 0, Accuracy +6, Damage 0, moves the target and the Moon Beast Slaves up to 2 range bands in the same direction.
Mob Violence(Speed 5): Range 0, Accuracy +6, Damage 2d4.

Tier 2 Abilities

Inexorable Advance(Speed 7): Accuracy +4, Damage 2d4. The Moon Beast Slaves move 2 range bands, attacking all enemies in the range band they arrive in and every range band they pass through.
Vanguard Strike(Speed 7): Range 0, Accuracy +6, Damage 2d4. If the attack hits, any Moon Beast in the same range band may use a Tier 1 skill at Speed 0.

Tier 3 Abilities

Retreat(Speed 8): Moves 5 range bands towards the nearest edge of the battlefield.

Moon Beast Slayer

Health: 30
Armor: 2
Defense: 15

Tier 1 Abilities

Bounding Charge(Speed 6): Moves the Moon Beast Slayer up to 2 Range Bands and then makes an attack with Range 0, Accuracy +6, Damage 2d6.
Moon Blade(Speed 5): Range 0, Accuracy +6, Damage 2d6.

Tier 2 Abilities

Crescent Slash(Speed 6): Range 0, Accuracy +6, Damage 2d6 and targets all enemies in the targeted range band.
Moonforged Strike(Speed 8): Range 0, Accuracy +6, Damage 1d6+2 and ignores armor.

Tier 3 Abilities

Consume Slave(Speed 3): If any Moon Beast Slaves are within Range 1, transfer 10 Health from them to the Moon Beast Slayer. This cannot exceed the Moon Beast Slayer's maximum Health.

Water

Water enemies are primarily mutated natural creatures or Water cultists.

Boneless Wyrm(IN PROGRESS)

Abyssal Crawler(IN PROGRESS)

These strange, flattened lifeforms emerge from deep bodies of water in bright colours to hunt. Their flesh and bites are toxic, and they will consume their paralyzed victims alive.

Health: 20
Armor: 2
Defense: 15

Tier 1 Abilities

Predator's Lunge(Speed 4): The Abyssal Crawler moves up to two range bands and makes a range 0, +5 to hit, 2d6 damage attack.
Toxic Smother(Speed 6): The Abyssal Crawler moves three range bands. For the next 10 Ticks, all enemies in the range bands the Abyssal Crawler starts in, passes through, and ends in, all suffer a -2 to all rolls to hit.

Tier 2 Abilities

Exude Poison(Speed 10): For the next 10 Ticks, any time the Abyssal Crawler takes damage, any enemies within range 2 are shifted 2 Ticks down the initiative track.
Swim(Speed 3): Instantly move to a Wave on the battlefield.

Tier 3 Abilities

Foldable Anatomy(Speed 5): For the next 20 Ticks, if the Abyssal Crawler is in the same range band as another ally or character, attacks made against the Abyssal Crawler which miss by more than 2 will strike that ally or character instead.
Drowning Strike(Speed 8): A range 1 attack with +6 to hit that only affects enemies in the same range band as a Wave. If this attack hits, the target suffers 3d6 points of armor-ignoring damage.

Abyssal Growth

Wriggling and reaching, the Abyssal Growths entrance animal prey with sweet smells and bioluminescent glows. They have other ways of dealing with sapient prey.

Health: 30
Armor: 5
Defense: 12

Abyssal Growths cannot move on their own, but can be moved by others.

Tier 1 Abilities

Grasping Pseudopods(Speed 3): All enemies within range 2 are moved into the Abyssal Growth's range band.
Devour(Speed 5): Makes a range 0 attack with +4 to hit that does 2d6 damage against all enemies in the same range band as the Abyssal Growth.

Tier 2 Abilities

Seductive Glow(Speed 8): For the next 20 Ticks, on their turn, all enemies move one range band towards the Abyssal Growth.

Tier 3 Abilities

Symbiotic Existence(Speed 5): For the next 20 Ticks, all enemies in the same range band as the Abyssal Growth gain +2 Defense.

Eroder

Members of sinister cults that seek to slowly and insidiously overturn and pervert the laws, traditions and order of the Empire. Often appear harmless but are in truth the masterminds behind conspiracies both vast and small.

Health: 25
Armor: 2
Defense: 16

Tier 1 Abilities

Backstab(Speed 3): If the Eroder is in the same range band as an enemy and one or more allies, this range 0 attack has a +7 to hit and does 2d6 armor-ignoring damage. If they have no allies in the same range band, it has a +4 to hit and does 2d6 damage.
Betrayal(Speed 5): If the Eroder is in the same range band as an ally, they can use this range 0 attack with a +7 to hit which does 3d6 points of damage to an enemy, and an equal amount of armor-ignoring damage to a chosen ally.

Tier 2 Abilities

Sinister Machinations(Speed 5): For the next 20 Ticks, any time the Eroder is damaged, if an enemy is within 1 range band, half the damage they take(before armor) is also dealt to this enemy.
Smoke and Mirrors(Speed 6): If the Eroder has an enemy within 3 range bands, the Eroder may shift to a range band mirrored relative to this enemy(i.e. if they're 2 range bands on one side of the enemy, they may shift themselves to a position 2 range bands on the other side of the enemy.).

Tier 3 Abilities

Disorderly Retreat(Speed 8): The Eroder moves 4 range bands. All enemies in the range band the Eroder starts in must, if possible, make a normal weapon attack against an ally within range with a +2 to hit.
False Surrender(Speed 6): An enemy is moved up to 2 range bands closer to the Eroder. If the enemy ends up within range 1 of the Eroder, it is dealt 3d6 damage and the Eroder moves 1 range band.

Wavecaller

This destructive cult seeks to drown all dry land and bury all under the smothering sea. Their initiation rite involves ritualized drowning and they are usually far from the shores of sanity.

Health: 30
Armor: 4
Defense: 14

Tier 1 Abilities

Wavecutter(Speed 5): This range 3 attack has a +5 to hit and does 2d6+2 damage.
Raincaller(Speed 6): Spawns a Wave in two random range bands(roll 2d10, rerolling repeat results) which are not the one the Wavecaller is in. If two Waves are already on the battlefield, their positions are randomized.
Tsunami(Speed 5): The Wavecaller moves to the nearest Wave not currently in the same range band as him, making an attack with a +6 to hit that does 2d6+4 damage against all enemies in the band he starts in, all enemies in the band he arrives in and all enemies in the interceding bands.

Tier 2 Abilities

Geyser(Speed 3): If an enemy is in the range range band as a Wave, move them up to 3 range bands away and deal 1d6 armor-ignoring damage to them.
Rising Tide(Speed 3): All Waves currently on the battlefield move one range band nearer a chosen enemy.

Tier 3 Abilities

Drown the World(Speed 8): For the next 20 Ticks, all range bands are considered to be containing a Wave.
Undertow(Speed 10): Move an enemy to the same range band as a Wave, for every range band they're moved, they're dealt 1d4 damage.

Forest Maw

A vast network of vines, spores, flowers and eager mouths that consume animal matter to fuel its growth.

Health: 150
Armor: 0
Defense: 15

The Maw cannot be moved involuntarily, all involuntary movement instead does 2 points of damage per band it would otherwise have been shifted. Separate sections spawned by the Forest Maw draw Health from the same pool as the Maw and share the same Defense and Armor.

Any Maw section that suffers more than 15 points of damage is destroyed unless it's the only remaining section.

Tier 1 Abilities

Aggressive Expansion(Speed 3): The Maw expands to a band adjacent to one of its existing sections, all targets in range of any Maw section are subjected to a Range 1, Accuracy +6 attack which deals 1d6+2 damage.
Pushy Expansion(Speed 2): The Maw expands to a band adjacent to one of its existing sections, all targets in the same band are shifted by one range band.
Spore Fog(Speed 4): All enemies in the same range band as a Maw section suffer 2d4 points of armor-ignoring damage.
Thorn Burst(Speed 3): A Maw section turns into a Thorn Maw. It still counts as a Maw section for all purposes, but any enemies entering the same range band are dealt 2d6 damage.

Tier 2 Abilities

Constricting Vines(Speed 3): A Range 0, Accuracy +6 attack that does 1d4 points of armor-ignoring damage. Until the target leaves the range band, they will suffer 1d4 points of armor-ignoring damage every turn, increasing by +1 damage each time.
Fungal Spikes(Speed 4): A range 4 attack with a +2 to hit and +1 to damage for every range band occupied by the Maw, 2d6 damage at base.

Tier 3 Abilities

Rampant Growth(Speed 6): For every range band currently occupied, the Maw expands to another range band.
Folding Petals(Speed 5): The Maw removes all sections but one, recovering 5 Health per section removed. All enemies in the same range band as a removed section are moved two bands towards the remaining section.

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