Descent Bestiary

Air

Air enemies are most undead and all Celestial creatures.

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.

Tier 3 Abilities

Step Up(Speed 5): The monster and all allies move two range bands in the same direction.

Skeletal Undead

Health: 8
Armor: 0
Defense: 14

Tier 1 Abilities

Strike(Speed 4): The monster claws at a character with a range 0 attack that has a +4 modifier to hit and deals 1d8+2 damage.
Throw Rock(Speed 3): The monster throws a rock or other piece of debris as a range 3 attack that has a +2 modifier to hit and deals 1d4 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

Step Up(Speed 5): The monster and all allies move two range bands in the same direction.

Red Guardian

Health: 20
Armor: 5
Defense: 14

Red Guardians are only moved half as many bands away from melee as normal(round down) by abilities and effects. 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 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.

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. Picking up equipment and re-equipping it counts as a +2 speed modifier to any other action the character takes in the same round.
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. Picking up equipment and re-equipping it counts as a +2 speed modifier to any other action the character takes in the same round.
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.

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

Giant Spider

Giant Centipede

Water

Water enemies are primarily mutated natural creatures or Water cultists.

Eroder

Wavecaller

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