A retainer is a type of NPC follower who fights alongside the heroes. Retainer creatures can gain levels just as heroes do, so their battlefield contributions remain relevant as the heroes grow in status and power. A lowly level 1 goblin guide can advance up to level 10 if they adventure with a heroic party for long enough!
The stat blocks in this chapter have the Retainer type next to their level and role. For example, a goblin guide is a level 1 harrier retainer. Some retainers, such as the human warrior or the time raider mind healer, are members of playable ancestries. Others, such as the minotaur gorer, are more monstrous in nature. Additionally, the rules in this chapter allow for the creation of new retainers using nearly any monster as a base creature.
A retainer is a follower of a specific hero. This hero is called the retainer's mentor, and their player controls that retainer in battle. Each player can control only one retainer at a time. If a hero ever acquires more than one retainer, all but one of those are considered to be working at the party's stronghold or performing some function at the periphery of any battle, not contributing meaningfully to its outcome.
Retainers are useful allies, but the heroes are always the stars of the show! Retainers are simply there to pitch in and make the heroes look good.
Retainers are simpler to run than heroes. They have fewer abilities and fewer resources to manage. Usually, a retainer makes one power roll per turn and then gets out of the way. But while a retainer's turn is quick, it can be tactically interesting! Besides dealing damage, a retainer's abilities often benefit their mentor or allow the mentor to do interesting things.
Because a retainer acts on their mentor's turn, they allow the heroes' side of an encounter to have two characters act in sequence without having to use any special abilities, providing a significant tactical advantage.
In many cases, heroes gain retainers as they acquire character features. For instance, a hero might gain a retainer from a title, a complication, or some other element of the game. When a player earns Renown, they might be able to choose a retainer as a new follower.
At other times, the events of the story can dictate that a retainer joins the party. When the heroes rescue a prisoner or befriend a former rival, you might decide that the NPC joins the party, becoming a retainer of one of the characters.
Any hero gaining a retainer is always at your discretion. If something in the rules grants a specific retainer, you can always substitute another retainer who works better for your campaign.
A retainer doesn't need to always travel with the heroes. When they're not called on to adventure, they can remain behind at the party's stronghold or otherwise live their own life. Even when they're not present, they're still considered to be a retainer and a member of the party.
However, there might be cases when a retainer leaves the party permanently. Retainers aren't invulnerable, so they can be killed in battle. But they can leave under less extreme circumstances as well. If the events of an adventure set a retainer against their mentor, or if the retainer's story naturally comes to an end, you and the players can decide it's time for the retainer to ride off into the sunset. The characters might meet their former adventuring buddy again as a friendly NPC, thoughβor perhaps as a foe!
When using retainers in combat, a number of special rules should be kept in mind.
Recoveries: A retainer has 6 Recoveries.
A retainer doesn't earn Victories or gain XP. Instead, they usually have the same level as their mentor. When a character acquires a retainer, the retainer starts out at that mentor character's level. Thereafter, each time a mentor gains a level, all their retainers attain the same level, whether they are actively adventuring with the hero or not.
If a character somehow acquires a retainer with a level higher than their own, the retainer doesn't lose levels, but they don't gain any new levels until their mentor's level exceeds their own.
A retainer creature's stat block includes characteristics, a level, a role, one or more abilities including a signature ability, and other standard monster features. This stat block represents the retainer's statistics at their lowest level. The retainer's statistics improve as they gain levels, as shown on the Retainer Advancement table.
The number of levels a retainer can gain depends on their starting level. For instance, a devil defector starts at level 5, and so can gain only 5 levels before reaching level 10. If the level noted in a retainer's stat block is higher than 1, they don't gain advancement benefits for any levels up to and including their starting level. As a higher-level creature, similar bonuses are already baked into their statistics.
Retainer advancement benefits are broken out as follows:
A 4th-level hero convinces a goblin guide, a level 1 harrier retainer, to join the party. The goblin guide immediately jumps to level 4. For level 2, the guide increases their Agility by 1. For level 3, the guide gains a +2 damage bonus to their free strikes. For level 4, the guide chooses between the level 4 retainer advancement ability Weaving Knives or the level 4 harrier advancement ability Tackle (see below).
Additionally, for jumping from level 1 to level 4, the guide gains a +27 bonus to Stamina, giving them Stamina 48. Their signature ability gains a +2 damage bonus on a tier 1 outcome (for a total of 5 damage), and a +3 bonus on a tier 2 outcome (8 damage) or a tier 3 outcome (10 damage).
Some retainer abilities have the Encounter keyword. Once a retainer uses an encounter ability, they can't use that ability again until their mentor earns a Victory.
This book includes more than a dozen retainer stat blocks with advancement information. But most creature stat blocks can be turned into retainers, provided a creature isn't a minion, a leader, or a solo. You have the final say over whether a player can choose a specific creature as a custom retainer.
To turn a creature into a custom retainer, start with the creature's stat block. Instead of the Stamina noted in the stat block, a custom retainer has 21 Stamina at level 1. Then use the Retainer Advancement table as a guide to adjusting the creature's statistics as they increase in level, including starting at higher than level 1.
If the creature's signature ability affects an area or targets more than one creature or object, the ability now only affects one target within distance. A custom retainer has no retainer advancement abilities, so they must take the role advancement ability specific to their level and role. Custom retainers can't use any abilities or effects that require Malice.
A 4th-level hero trains a striped condor griffon, a level 2 elite brute, gaining that noble creature as a retainer. The griffon starts as a level 2 retainer. They have Stamina 30 (21 for level 1 and a +9 bonus for being level 2). Because they started at level 2, they don't gain any level 2 benefits or advancement features from the Retainer Advancement table.
At level 3, the griffon gains a +2 damage bonus to their free strikes, a +9 bonus to Stamina (giving them Stamina 39), and a +1 damage bonus to their signature ability for a tier 2 or tier 3 outcome. At level 4, the griffon gains the level 4 brute ability Big Windup (see Big Windup), another + 9 bonus to Stamina (for Stamina 48), and a +1 damage bonus to their signature ability for all tier outcomes. This gives them a total damage bonus to their signature ability of +1 for tier 1 outcomes and +2 for tier 2 and tier 3 outcomes.
When a retainer reaches level 4, 7, or 10, they can gain one of the following abilities based on their role, rather than gaining the retainer advancement ability presented alongside their stat block. A retainer qualifies only for the role advancement ability that matches their role and level.
If a role advancement ability has the Magic or Psionic keyword, a retainer can swap the Magic keyword for Psionic or vice versa. They can also lose the keyword if they can achieve the ability's effects through gadgetry, martial prowess, or other nonsupernatural means.
| Level | Advancement Feature | Stamina Bonus | Signature Ability Damage Bonus Tier 1 |
Signature Ability Damage Bonus Tier 2 & 3 |
|---|---|---|---|---|
| 2 | Increase one characteristic score by 1 | +9 | +1 | +1 |
| 3 | +2 damage bonus to free strikes | +9 | - | +1 |
| 4 | Level 4 retainer advancement ability or level 4 role advancement ability | +9 | +1 | +1 |
| 5 | Increase each characteristic score by 1 | +9 | - | +1 |
| 6 | +2 damage bonus to free strikes | +9 | +1 | +1 |
| 7 | Level 7 retainer advancement ability or level 7 role advancement ability | +9 | - | +1 |
| 8 | Increase one characteristic score by 1 | +9 | +1 | +1 |
| 9 | +2 damage bonus to free strikes | +9 | - | +1 |
| 10 | Level 10 retainer advancement ability or level 10 role advancement ability | +9 | +1 | +1 |
π‘ Go for the Jugular (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― One creature Power Roll + highest characteristic:
- β€11: 5 damage; M < WEAK bleeding (save ends)
- 12-16: 9 damage; M < AVERAGE bleeding (save ends)
- 17+: 12 damage; M < STRONG bleeding (save ends)
Effect: If the target is grabbed or the retainer had an edge on the power roll, the retainer gains 2 surges.
βοΈ Hamstring Slice (Encounter)
Melee, Ranged, Strike, Weapon Main Action π Melee 1 or ranged 5 π― One creature Power Roll + highest characteristic:
- β€11: 7 damage; M < WEAK slowed (EoT)
- 12-16: 10 damage; M < AVERAGE slowed (save ends)
- 17+: 15 damage; M < STRONG slowed and the target can't used triggered actions (save ends)
Effect: The retainer and their mentor can each move up to their speed.
βοΈ Hold 'Em Down (Encounter)
Melee, Ranged, Strike, Weapon Main Action π Melee 1 or ranged 5 π― One creature Power Roll + highest characteristic:
- β€11: 11 damage; a size 1 or smaller target who has M < WEAK is grabbed
- 12-16: 16 damage; a size 1 or smaller target who has M < AVERAGE is grabbed
- 17+: 21 damage; a size 1 or smaller target who has M < STRONG is grabbed
Effect: The retainer gains 2 surges when any creature makes a strike against a target grabbed this way.
βοΈ Supporting Volley
Ranged, Weapon Triggered action π Ranged 5 π― The triggering creature Trigger: The retainer's mentor makes a strike against a creature within distance.
Effect: The retainer makes a ranged free strike against the target.
π³ Line 'Em Up (Encounter)
Area, Weapon Main action π 10 x 1 line within 1 π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 7 damage; M < WEAK prone
- 12-16: 11 damage; M < AVERAGE prone
- 17+: 16 damage; M < STRONG prone
πΉ Ricochet Shot (Encounter)
Ranged, Strike, Weapon Main action π Ranged 5 π― One creature or object Power Roll + highest characteristic:
- β€11: 9 damage
- 12-16: 14 damage
- 17+: 19 damage
Effect: The retainer can target a second creature or object within 5 squares of the original target and that has line of effect to the original target. The retainer doesn't need line of effect to the second target but must be aware of their location.
π€ Big Windup
- Maneuver π Self π― Self Effect: Until the start of the retainer's next turn, strikes made against the retainer gain an edge. At the start of the retainer's next turn, they gain 2 surges, and any ability they use before the end of their turn that force moves a creature can move that creature 2 additional squares.
π‘ Overhand Swat (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― One creature Power Roll + highest characteristic:
- β€11: 8 damage
- 12-16: 13 damage; push 2
- 17+: 16 damage; push 3; M < STRONG prone
Effect: If the target ends any forced movement from this ability in a square adjacent to the retainer's mentor, the mentor can make a melee free strike against them.
βοΈ Dizzying Sweep (Encounter)
Area, Weapon Main action π 1 burst π― Each creature in the area Power Roll + highest characteristic:
- β€11: 10 damage; push 1
- 12-16: 14 damage; push 2
- 17+: 20 damage; push 4
Effect: The retainer is dazed until the end of their next turn.
π³ Elemental Blast (Encounter)
Area, Magic, Ranged Main action π 3 cube within 10 π― Each creature in the area Power Roll + highest characteristic:
- β€11: 4 damage; push 2
- 12-16: 6 damage; push 3
- 17+: 10 damage; push 5
Effect: When the retainer uses this ability, they can choose for it to deal one of the following damage types: acid, cold, fire, lightning, poison, or sonic.
π³ Oil Slick (Encounter)
Area, Ranged, Weapon Main action π 3 cube within 10 π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 5 poison damage; M < WEAK prone
- 12-16: 8 poison damage; M < AVERAGE prone
- 17+: 11 poison damage; M < STRONG prone
Effect: The area is difficult terrain for enemies. Any enemy has fire weakness 5 while in the area, and any enemy who ends their turn in the area and has no movement remaining falls prone.
πΉ Shattering Shards (Encounter)
Ranged, Strike, Weapon Main action π Ranged 10 π― One Object Special: The target must be size 1M or smaller.
Power Roll + highest characteristic:
- β€11: 7 damage
- 12-16: 11 damage
- 17+: 16 damage
Effect: The area within 2 squares of the target is difficult terrain, and each enemy in the area takes the same damage the object took.
βοΈ Watch Out! (Encounter)
Melee Triggered action π Melee 1 π― The retainer's mentor Trigger: The target takes damage from a strike.
Effect: The retainer pushes the target or the attacking creature up to 2 squares. If that moves the mentor out of distance of the strike, the strike has no effect.
π‘ It's Me You Want! (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― Two creatures Power Roll + highest characteristic:
- β€11: 7 damage; taunted (EoT)
- 12-16: 11 damage; taunted (save ends)
- 17+: 16 damage; taunted (save ends)
π‘ Last Stand (Encounter)
Melee, Weapon Main action π Melee 1 π― One enemy Power Roll + highest characteristic:
- β€11: 8 damage
- 12-16: 13 damage
- 17+: 17 damage
Effect: The retainer and their mentor each gain 10 temporary Stamina. Additionally, each winded ally within 2 squares of the retainer can spend a Recovery.
π‘ Tackle (Encounter)
Power Roll + highest characteristic:
Charge, Melee, Strike, Weapon Main action π Melee 1 π― One enemy
- β€11: 5 damage; push 1
- 12-16: 9 damage; push 2
- 17+: 12 damage; push 4
π‘ Meet You There (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― One creature Power Roll + highest characteristic:
- β€11: 7 damage
- 12-16: 10 damage
- 17+: 15 damage
Effect: Before or after the strike, the retainer and their mentor can each shift up to their speed.
βοΈ Nab and Stab (Encounter)
Area, Weapon Main action π 1 burst π― Each creature in the area Power Roll + highest characteristic:
- β€11: 11 damage; one target who has M < WEAK is grabbed
- 12-16: 16 damage; one target who has M < AVERAGE is grabbed
- 17+: 21 damage; one target who has M < STRONG is grabbed
Effect: The retainer shifts up to 2 squares, and can move a creature grabbed using this ability with them.
πΉ Backfire Curse (Encounter)
Magic, Ranged, Strike Main action π Ranged 10 π― One enemy Power Roll + highest characteristic:
- β€11: 2 corruption damage; the target is cursed (EoT)
- 12-16: 5 corruption damage; the target is cursed (EoT)
- 17+: 7 corruption damage; the target is cursed (EoT)
Effect: While the target is cursed this way, whenever they make a strike that targets only one creature, the retainer can use a free triggered action to choose a second target for the strike within its distance.
Level 7 Role Advancement Ability
Permalink to Level 7 Role Advancement AbilityπΉ Take Root (Encounter)
Magic, Ranged, Strike Main action π Ranged 10 π― One creature Power Roll + highest characteristic:
- β€11: 5 damage; M < WEAK slowed (save ends)
- 12-16: 9 damage; M < AVERAGE slowed (save ends)
- 17+: 12 damage; M < STRONG slowed (save ends)
Effect: While the target is slowed this way, if they end their turn without moving on that turn, they are no longer slowed and are restrained (save ends).
πΉ Mazed (Encounter)
Magic, Ranged, Strike Main action π Ranged 10 π― One creature Power Roll + highest characteristic:
- β€11: 7 damage; if the target has M < WEAK they are mazed (save ends)
- 12-16: 11 damage; if the target has M < AVERAGE they are mazed (save ends)
- 17+: 16 damage; if the target has M < STRONG they are mazed (save ends)
Effect: While mazed, the target is dazed. Additionally, at the end of each of the mazed target's turns, the retainer can cause the target to move up to their speed in a straight line in a direction of the retainer's choice. This is not forced movement, and the movement ends if it would cause the target to enter difficult or damaging terrain.
π‘ Cavalry Charge (Encounter)
Charge, Melee, Strike, Weapon Main action π Melee 1 π― One enemy Power Roll + highest characteristic:
- β€11: 6 damage
- 12-16: 8 damage
- 17+: 11 damage
Effect: If this ability is used as part of the Charge main action, the mount's rider can use a free triggered action to make a melee free strike against the same target.
π€ Giddyup! (Encounter)
- Move action π Range 5 π― Self Effect: The mount shifts twice their speed. They can jump as part of this movement.
βοΈ Rearing Trample (Encounter)
Area, Weapon Main action π 1 burst π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 10 damage; M < WEAK prone
- 12-16: 15 damage; M < AVERAGE prone
- 17+: 21 damage; M < STRONG prone
Effect: A target knocked prone this way or who is already prone takes an extra 5 damage.
π‘ Battlefield Medic
Melee Manuever π Melee 1 π― Self or one ally Effect: The target spends a Recovery, and ability rolls against the target take a bane until the start of the retainer's next turn.
πΉ Focus Fire (Encounter)
Ranged, Strike, Weapon Main action π Ranged 5 π― One creature Power Roll + highest characteristic:
- β€11: 9 damage
- 12-16: 13 damage
- 17+: 18 damage
Effect: One ally within distance gains 2 surges.
π‘ Back from the Dead (Encounter)
Melee Main action π Melee 1 π― One ally Effect: If the target is at or below 0 Stamina, or if they have died due to Stamina loss since the end of the retainer's last turn, the target is alive with 1 Stamina and can spend a Recovery.
| Angulotl, Humanoid | - | Level 1 | Harrier Retainer | EV - |
|---|---|---|---|---|
| 1S Size |
6 Speed |
21 Stamina |
0 Stability |
2 Free Strike |
| Poison 2 Immunity |
Climb, swim Movement |
- | - With Captain |
- Weakness |
| +1 Might |
+2 Agility |
0 Reason |
0 Intuition |
0 Presence |
π‘ Leapfrog (Signature Ability)
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 3 damage
- 12-16: 5 damage
- 17+: 7 damage
Effect: Before or after making this strike, the hopper jumps up to 2 squares, or up to 4 squares if they jump over their mentor's space.
βοΈ Toxiferous
Whenever an adjacent enemy grabs the hopper or uses a melee ability against them, that enemy takes 3 poison damage.
π‘ Leaping Attack (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 5 damage; M
- 12-16: 9 damage; M
- 17+: 12 damage; M
Effect: The hopper can jump up to their speed in a straight line before the strike without provoking opportunity attacks. If they jump 2 or more squares this way, they gain 1 surge.
πΉ Three-Poison Dart (Encounter)
Ranged, Strike, Weapon Main action π Ranged 5 π― One creature Power Roll + highest characteristic:
- β€11: 5 poison damage; M < WEAK, weakened (save ends)
- 12-16: 9 poison damage; M < AVERAGE, slowed and weakened (save ends)
- 17+: 12 poison damage; M < STRONG, dazed, slowed, and weakened (save ends)
βοΈ Trip of the Tongue (Encounter)
Melee Triggered action π Melee 5 π― One creature or object Trigger: A creature moves within distance.
Effect: If the target has M < AVERAGE, heir movement ends, they are knocked prone, and one ally within distance gains 2 surges.
| Bugbear, Fey, Goblin, Humanoid | - | Level 2 | Ambusher Retainer | EV - |
|---|---|---|---|---|
| 1L Size |
5 Speed |
30 Stamina |
0 Stability |
2 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +2 Might |
+2 Agility |
0 Reason |
+1 Intuition |
0 Presence |
π‘ Bear Hug (Signature Ability)
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 5 damage
- 12-16: 6 damage
- 17+: 11 damage
Effect: If the commando started their turn with concealment from the target or hidden from them, they gain 1 surge that can be used immediately.
π‘ Throw
Melee, Strike Maneuver π Melee 1 π― One creature or object Special: The target must be grabbed by the commando.
Effect: The target is vertical pushed up to 5 squares. An ally doesn't take damage from being force moved this way.
βοΈ Catcher
Melee Free triggered action π Melee 1 π― The triggering creature or object Trigger: A size 1 creature or object is force moved within distance, or a size 1 ally willingly moves within distance.
Effect: The target is grabbed by the commando.
π‘ Face Grab (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― One creature Power Roll + highest characteristic:
- β€11: 6 damage; M < WEAK grabbed
- 12-16: 9 damage; M < AVERAGE grabbed
- 17+: 13 damage; M < STRONG grabbed
Effect: While the target is grabbed this way, they can't communicate and all creatures and objects have concealment from them.
πΉ Shadow Drag (Encounter)
Magic, Ranged, Strike Main action π Ranged 10 π― One creature or object Power Roll + highest characteristic:
- β€11: Pull 8
- 12-16: Pull 10
- 17+: Pull 12
Effect: The target takes 1 damage for each square they are pulled.
π‘ Neck Snap (Encounter)
Melee Main action π Melee 1 π― One creature grabbed by the commando Power Roll + highest characteristic:
- β€11: 12 damage
- 12-16: 18 damage
- 17+: 24 damage
Effect: The target takes 15 damage, they are no longer grabbed, and they fall prone.
| Devil, Infernal | - | Level 5 | Hexer Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
6 Speed |
57 Stamina |
0 Stability |
5 Free Strike |
| Fire 5 Immunity |
Fly Movement |
- | - With Captain |
- Weakness |
| +3 Might |
+2 Agility |
+3 Reason |
+1 Intuition |
+2 Presence |
πΉ Black Flame (Signature Ability)
Magic, Ranged, Strike Main action π Ranged 10 π― One creature or object Power Roll + highest characteristic:
- β€11: 6 corruption or fire damage
- 12-16: 10 corruption or fire damage
- 17+: 13 corruption or fire damage
βοΈ Tempting Offer (Encounter)
Ranged, Strike Free triggered action π Ranged 10 π― The triggering creature Trigger: A sapient enemy is reduced to 0 Stamina.
Effect: The defector makes an offer to keep the target alive. If the target accepts, they are reduced to 1 Stamina instead. On the target's next turn, the defector controls their move action and the target must use a signature ability against a creature of the defector's choice or immediately die. To have the target turn down the offer, the Diretor must spend 3 Malice.
βοΈ True Name
If a creature within 10 squares speaks the defector's true name, the defector loses their damage immunities and their Tempting Offer triggered action until the end of the encounter.
π³ Flames of Revenge (Encounter)
Area, Magic, Ranged Main action π 3 cube within 10 π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 6 corruption damage
- 12-16: 10 corruption damage
- 17+: 14 corruption damage
Effect: If the defector's mentor is in the area, the mentor burns with flame until the end of the defector's next turn. While this fire burns the mentor has fire immunity 10, and any creature who targets the mentor with a strike takes 10 fire damage.
π³ Hell On Earth (Encounter)
Area, Magic, Ranged Main action π 5 cube within 10 π― Special Effect: The area burns with infernal fire until the end of the devil's next turn. Any enemy of the defector who ends their turn in the area takes 10 fire damage, and if they have P < AVERAGE they are frightened (save ends).
| Draconian, Dragon, Humanoid | - | Level 6 | Defender Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
5 Speed |
66 Stamina |
4 Stability |
6 Free Strike |
| Corruption 6 Immunity |
Fly Movement |
- | - With Captain |
- Weakness |
| +3 Might |
+2 Agility |
+1 Reason |
+1 Intuition |
+2 Presence |
π‘ Baneful Blade (Signature Ability)
Charge, Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 6 damage
- 12-16: 11 damage
- 17+: 14 damage; push 2
π‘ I'm Not a Steed, You're Equipment (Encounter)
Melee Main action π Melee 1 π― The Nameless's mentor Effect: The Nameless's mentor enters the Nameless's space and rides on their back. The Nameless or the mentor can move the mentor to an adjacent space as a free maneuver. While in the Nameless's space, the mentor moves with them and can't use their move action, and ability rolls against the mentor take a bane.
βοΈ Wing Block
Ranged strikes against the Nameless take a bane.
βοΈ Looming Wings (Encounter)
Area, Weapon Main action π 1 burst π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 5 corruption damage; I < WEAK weakened (save ends)
- 12-16: 9 corruption damage; I < AVERAGE weakened (save ends)
- 17+: 12 corruption damage; I < STRONG weakened (save ends)
Effect: If the Nameless's mentor is in the area, ability rolls against the mentor have a double bane until the start of their next turn.
βοΈ Spew Death (Encounter)
Area, Magic Main action π 5 burst π― Each enemy in the area Power Roll + highest characteristic:
Special: The Nameless must be winded to use this ability.
- β€11: 11 corruption damage
- 12-16: 16 corruption damage
- 17+: 21 corruption damage
Effect: Any living minions reduced to 0 Stamina by this ability regain all their Stamina and become corporeal undead under the Nameless's control until the end of the Nameless's next turn, after which they are destroyed.
| Dwarf, Humanoid | - | Level 1 | Hexer Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
5 Speed |
21 Stamina |
3 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +2 Might |
0 Agility |
0 Reason |
+1 Intuition |
0 Presence |
πΉ Armor-Piercing Shell (Signature Ability)
Ranged, Strike, Weapon Main action π Ranged 15 π― One creature or object Power Roll + highest characteristic:
- β€11: 3 damage
- 12-16: 5 damage
- 17+: 7 damage
Effect: This ability ignores cover and bypasses temporary Stamina.
βοΈ Voice Rune
The mortar can use a magical rune inscribed on their skin to talk to their mentor over any distance as long as both are in the same world.
π³ Signal Shell (Encounter)
Area, Ranged, Weapon Main action π Special; see below π― Each enemy in the area Effect: The mortar fires a shell straight upward, which hovers 3 squares up in the air and sheds light below it in a 3 cube. Enemies illuminated by this light can't hide or turn invisible and can't benefit from concealment or cover. At the start of the mortar's next turn, the shell explodes to deal damage to enemies in the area.
Power Roll + highest characteristic:
- β€11: 5 fire damage
- 12-16: 8 fire damage
- 17+: 11 fire damage
π³ Pacifier Shell (Encounter)
Area, Ranged, Weapon Main action π 3 cube within 15 π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 8 damage; I < WEAK dazed (save ends
- 12-16: 12 damage; I < AVERAGE dazed (save ends)
- 17+: 16 damage; I < STRONG dazed (save ends) and prone
π³ Screaming Shell (Encounter)
Area, Weapon Main action π 10 x 1 line within 1 π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 6 damage; P < WEAK frightened
- 12-16: 9 damage; P < AVERAGE frightened
- 17+: 13 damage; P < STRONG frightened
Effect: Until the start of the mortar's next turn, strikes made against the mortar or any ally adjacent to them take a bane.
| Fey, High Elf, Humanoid | - | Level 1 | Controller Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
5 Speed |
21 Stamina |
0 Stability |
2 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| -1 Might |
+1 Agility |
+2 Reason |
0 Intuition |
+1 Presence |
πΉ Summer's Bolt (Signature Ability)
Magic, Ranged, Strike Main action π Ranged 10 π― One creature or object Power Roll + highest characteristic:
- β€11: 3 fire damage
- 12-16: 5 fire damage
- 17+: 7 fire damage
Effect: If the weatherwise targets their mentor, the mentor ignores the damage and instead gains temporary Stamina equal to the damage dealt.
βοΈ Otherworldly Grace
At the start of each of their turns, the weatherwise can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
π³ Winter's Breath (Encounter)
Area, Magic Main action π 3 cube within 1 π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 3 cold damage; push 2
- 12-16: 5 cold damage; push 3
- 17+: 8 cold damage; push 5
Effect: The weatherwise can teleport up to 5 squares before or after using this ability.
βοΈ Spring's Rebirth (Encounter)
Area, Magic Main action π 3 burst π― Each ally in the area Effect: Each target can spend a Recovery, and can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.
π³ Autumn's Decay (Encounter)
Area, Magic Main action π 3 cube within 1 π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 6 corruption damage; P < WEAK prone and can't stand (save ends)
- 12-16: 10 corruption damage; P < AVERAGE prone and can't stand (save ends)
- 17+: 14 corruption damage; P < STRONG prone and can't stand (save ends)
| Fey, Humanoid, Shadow Elf | - | Level 4 | Ambusher Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
5 Speed |
48 Stamina |
0 Stability |
5 Free Strike |
| - Immunity |
Climb Movement |
- | - With Captain |
- Weakness |
| +1 Might |
+3 Agility |
0 Reason |
+2 Intuition |
+1 Presence |
βοΈ Gloom Dagger (Signature Ability)
Melee, Ranged, Strike, Weapon Main action π Melee 1 or ranged 3 π― One creature or object Power Roll + highest characteristic:
- β€11: 6 damage
- 12-16: 10 damage
- 17+: 13 damage
Effect: Whenever the shade starts their turn with concealment from the target, they gain 1 surge.
π³ Duskfall (Encounter)
Area, Magic Maneuver π 3 cube within 1 π― Special Effect: Until the end of the next turn, the area is filled with darkness. The shade's mentor ignores concealment created by this darkness.
βοΈ Of the Umbra
The shade ignores concealment created by darkness. While the shade is in direct sunlight, they have damage weakness 3. While the shade has concealment, they have damage immunity 3.
πΉ Slow-Poison Needle (Encounter)
Ranged, Strike, Weapon Main action π Ranged 5 π― One creature Power Roll + highest characteristic:
- β€11: 8 poison damage; weakened (save ends)
- 12-16: 12 poison damage; weakened (save ends)
- 17+: 16 poison damage; weakened (save ends)
Effect: The slow-poison needle is initially painless, with the damage and effect delayed until the start of the target's next turn. If the shade is hidden, using this ability doesn't cause them to be revealed.
π‘ Shadow Dagger (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― One creature Power Roll + highest characteristic:
- β€11: 12 poison damage; the target has shadowed vision (save ends)
- 12-16: 17 poison damage; the target has shadowed vision (save ends)
- 17+: 23 poison damage; the target has shadowed vision (save ends)
Effect: While a creature has shadowed vision, all creatures have concealment from them.
| Fey, Humanoid, Wode Elf | - | Level 1 | Artillery Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
7 Speed |
21 Stamina |
1 Stability |
2 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+2 Agility |
0 Reason |
+1 Intuition |
0 Presence |
πΉ Longshot (Signature Ability)
Ranged, Strike, Weapon Main action π Ranged 15 π― One creature or object Power Roll + highest characteristic:
- β€11: 4 damage
- 12-16: 7 damage
- 17+: 10 damage
Effect: The arrowswift can take a bane on this ability to gain a +5 bonus to ranged distance.
βοΈ Masking Glamor
Abilities targeting the arrowswift that would take a bane from cover or concealment have a double bane instead.
πΉ Snipe (Encounter)
Ranged, Strike, Weapon Main action π Ranged 15 π― One creature Power Roll + highest characteristic:
- β€11: 7 damage
- 12-16: 11 damage
- 17+: 16 damage
Effect: If the arrowswift is hidden when they use this ability, they gain 2 surges that can be used immediately.
π€ Magic Arrows (Encounter)
- Maneuver π Self π― Self Effect: Until the end of the encounter, whenever the arrowswift makes a ranged strike, the strike gains an edge and the arrowswift gains 1 surge that must be used immediately. While the arrowswift's mentor is adjacent to them, the mentor also gains this benefit.
πΉ Double Shot (Encounter)
Ranged, Strike, Weapon Main action π Ranged 15 π― Two creatures or objects Power Roll + highest characteristic:
- β€11: 12 damage
- 12-16: 17 damage
- 17+: 23 damage
| Abyssal, Gnoll | - | Level 2 | Harrier Retainer | EV 60 |
|---|---|---|---|---|
| 1M Size |
7 Speed |
30 Stamina |
1 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +1 Might |
+2 Agility |
0 Reason |
0 Intuition |
+1 Presence |
π‘ Gnash (Signature Ability)
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 4 damage
- 12-16: 7 damage
- 17+: 10 damage; M < STRONG bleeding (save ends)
βοΈ Death Frenzy
Whenever a non-minion ally within 7 squares of the gnasher is reduced to 0 Stamina, the gnasher moves up to their speed and can make a melee free strike.
βοΈ Frenzied Bite (Encounter)
- Triggered action π Self π― Self Trigger: An enemy within 5 squares is reduced to 0 Stamina.
Effect: The gnasher moves up to their speed and can use their signature ability.
π‘ Flurry of Fangs (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― Three creatures or objects Power Roll + highest characteristic:
- β€11: 7 damage
- 12-16: 11 damage
- 17+: 16 damage
π€ Horrific Feas (Encounter)
- Main action π Self π― Self Trigger: The gnasher reduces a creature to 0 Stamina.
Effect: The gnasher consumes part of the target's body. The gnasher can spend a Recovery, and each enemy within 5 squares of the gnasher who has I < AVERAGE is frightened (save ends).
| Goblin, Humanoid | - | Level 1 | Harrier Retainer | EV - |
|---|---|---|---|---|
| 1S Size |
5 Speed |
21 Stamina |
0 Stability |
2 Free Strike |
| - Immunity |
Climb Movement |
- | - With Captain |
- Weakness |
| -1 Might |
+1 Agility |
0 Reason |
0 Intuition |
+1 Presence |
π‘ Stabbity Stab (Signature Ability)
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 3 damage
- 12-16: 5 damage
- 17+: 7 damage
Effect: The target can't make opportunity attacks until the end of the guide's turn.
βοΈ Crafty
The guide doesn't provoke opportunity attacks by moving.
π‘ Weaving Knives (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 5 damage
- 12-16: 9 damage
- 17+: 12 damage
Effect: The guide shifts up to their speed before and after the strike.
π‘ Sneak and Stab (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― One creature Power Roll + highest characteristic:
- β€11: 8 damage
- 12-16: 12 damage; the guide and their mentor can each move up to their speed
- 17+: 16 damage; the guide and their mentor can each move up to their speed, then attempt to hide
Effect: If the guide is hidden from the target, this ability has a double edge.
π Poison Blade (Encounter)
- Main action π Special π― Special Power Roll + highest characteristic:
Effect: The guide applies poison to their weapon. The next time the guide obtains a tier 2 or tier 3 outcome on a weapon strike, the strike deals an extra 10 poison damage, and if the target has M
| Goblin, Hobgoblin, Humanoid, Infernal | - | Level 4 | Controller Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
5 Speed |
48 Stamina |
0 Stability |
5 Free Strike |
| 1M Size |
5 Speed |
48 Stamina |
0 Stability |
5 Free Strike |
| Fire 4 Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +1 Might |
0 Agility |
+2 Reason |
+1 Intuition |
+3 Presence |
πΉ Fire Curse (Signature Ability)
Magic, Ranged, Strike Main action π Ranged 10 π― One creature or object Power Roll + highest characteristic:
- β€11: 5 fire damage
- 12-16: 9 fire damage
- 17+: 12 fire damage; A < STRONG the target is burning (save ends)
Effect: A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.
πΉ Fuel for the Fire
Magic, Ranged Main action π Ranged 10 π― One creature Effect: Until the end of the flameslinger's next turn, the target has fire weakness equal to the flameslinger's level. If the target is the flameslinger's mentor, they instead have fire immunity equal to the flameslinger's level.
βοΈ Infernal Ichor
When the flameslinger is reduced to 0 Stamina, they spray buring blood. Each creature adjacent to the flameslinger takes 3 fire damage.
π³ Unholy Attraction (Encounter)
Area, Magic, Ranged Main action π 3 cube within 10 π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 8 damage; pull 1
- 12-16: 12 damage; pull 2
- 17+: 16 damage, pull 4
Effect: A target who is pulled adjacent to the flameslinger and who has P < AVERAGE is knocked prone.
βοΈ Fire Spiral (Encounter)
Area, Magic Main action π 3 burst π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 8 damage; push 2
- 12-16: 12 damage; push 3
- 17+: 16 damage; push 5
Effect: If the flameslinger's mentor is within 10 squares of the flameslinger, the mentor can be the source of the burst instead of the flameslinger.
| Human, Humanoid | - | Level 1 | Defender Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
5 Speed |
21 Stamina |
0 Stability |
2 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +2 Might |
0 Agility |
0 Reason |
0 Intuition |
+1 Presence |
π‘ Chop (Signature Ability)
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 3 damage
- 12-16: 5 damage
- 17+: 7 damage
Effect: If the warrior is adjacent to their mentor, this ability gains an edge.
βοΈ Supernatural Insight
The warrior ignores concealment if it's granted by a supernatural effect.
βοΈ 'Scuse Me, Boss (Encounter)
Melee Triggered action π Melee 1 π― The warrior's mentor Trigger: The warrior's mentor is targeted by a strike while within distance.
Effect: The warrior and the mentor switch places. The warrior is the strike's new target and the strike has a double bane.
π‘ Defensive Fighting (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― One creature Power Roll + highest characteristic:
- β€11: 7 damage
- 12-16: 11 damage
- 17+: 16 damage
Effect: Until the start of the warrior's next turn, ability rolls against the warrior or any ally adjacent to the warrior have a double bane.
βοΈ Whirlwind of Steel (Encounter)
Area, Charge, Weapon Main action π 1 burst π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 12 damage
- 12-16: 18 damage
- 17+: 24 damage
| Humanoid, Kobold | - | Level 1 | Defender Retainer | EV - |
|---|---|---|---|---|
| 2 Size |
5 Speed |
300 Stamina |
4 Stability |
6 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +2 Might |
+1 Agility |
0 Reason |
0 Intuition |
0 Presence |
π‘ Gladius (Signature Ability)
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 3 damage
- 12-16: 5 damage
- 17+: 7 damage; taunted (EoT)
βοΈ Shield, Boss?
While the shieldbearer is adjacent to their mentor, both have a +1 bonus to stability, have cover, and grant cover to allies.
βοΈ Shield Block (Encounter)
Ranged Triggered action π Ranged 5 π― The shieldbearer's mentor Trigger: The mentor takes damage from a strike while within distance.
Effect: The shieldbearer blocks the strike (if adjacent to the mentor) or throws their shield into the mentor's space. The triggering strike's damage is halved and the potency of any potency effects is reduced by 1. If the shieldbearer threw their shield, it bounces back to their hand.
π‘ Living Backpack
Melee Main action π Melee 1 π― The shieldbearer's mentor Effect: The shieldbearer straps their shield on their back and climbs onto their mentor's back, entering the mentor's space. While the shieldbearer is on their mentor's back, each of them gains 10 temporary Stamina and can use Shield Block as a triggered action targeting an ally instead of the shieldbearer's mentor. Additionally, the shieldbearer moves with the mentor, and they can't use main actions, maneuvers, or move actions except to end this effect as a maneuver. The effect also ends if the shieldbearer is force moved away from their mentor or knocked prone. If the shieldbearer is still in their mentor's space when the effect ends, they move into an adjacent unoccupied space of their choice.
π‘ Let's Go Sledding (Encounter)
Charge, Melee, Strike, Weapon Main action π Melee 1 π― Three enemies Power Roll + highest characteristic:
- β€11: 6 damage; M < WEAK prone
- 12-16: 10 damage; M < AVERAGE prone
- 17+: 14 damage; M < STRONG prone
Effect: If this ability is used as part of the Charge main action, the shieldbearer gains 2 surges that can be used immediately.
| Accursed, Humanoid, Minotaur | - | Level 3 | Brute Retainer | EV - |
|---|---|---|---|---|
| 2 Size |
6 Speed |
39 Stamina |
2 Stability |
6 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +2 Might |
+1 Agility |
0 Reason |
+1 Intuition |
0 Presence |
π‘ Gore (Signature Ability)
Charge, Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 5 damage
- 12-16: 9 damage
- 17+: 12 damage; M < STRONG prone
βοΈ Retaliatory Strike
Ranged Triggered action π Ranged 6 π― The triggering creature Trigger: A creature within distance deals damage to the gorer.
Effect: The gorer uses the Charge main action and Gore against the target.
βοΈ Minotaur Sense
The gorer can't obtain less than a tier 2 outcome when making tests to navigate, search, or seek.
βοΈ Horn Toss
Melee Free triggered action π Melee 1 π― The triggering creature Trigger: The gorer damages a creature within distance using Gore.
Effect: The target is pushed up to 3 squares. If the target has stability 0, they are also knocked prone.
π€ Triumphant Bay (Encounter)
- Maneuver π Self π― Self Effect: The gorer gains 3 surges, and until the start of the gorer's next turn, strikes made against them and their mentor take a bane.
βοΈ Horn Rake (Encounter)
Area, Weapon Main action π 1 burst π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 11 damage; M < WEAK bleeding (save ends)
- 12-16: 16 damage; M < AVERAGE bleeding (save ends)
- 17+: 21 damage; M < STRONG prone and can't stand (save ends).
| Humanoid, Orc | - | Level 1 | Harrier Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
8 Speed |
21 Stamina |
0 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +2 Might |
+2 Agility |
0 Reason |
0 Intuition |
0 Presence |
βοΈ Notched Axe (Signature Ability)
Charge, Melee, Ranged, Strike, Weapon Main action π Melee 1 or ranged 5 π― One creature or object Power Roll + highest characteristic:
- β€11: 3 damage
- 12-16: 5 damage
- 17+: 7 damage
βοΈ Relentless
If the charger is reduced to 0 Stamina, they can make a free strike before dying. If the target of the free strike is reduced to 0 Stamina, the charger is reduced to 1 Stamina instead.
π€ Blood Oath (Encounter)
Self Maneuver π Self π― Self Effect: Until the start of the charger's next turn, the charger and their mentor each have temporary Stamina equal to their Recovery value and a +2 bonus to speed, and they each gain an edge on reactive tests.
π€ Mow 'Em Down (Encounter)
- Main action π Self; See below π― Self Effect: The charger moves in a straight line up to their speed. During this move, they ignore enemy free strikes, and they can make a melee free strike against any creature they move adjacent to.
βοΈ Vein Burst (Encounter)
Area, Psionic Main action π 2 burst π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 12 psychic damage
- 12-16: 18 psychic damage
- 17+: 24 psychic damage
Effect: The charger takes psychic damage equal to the number of enemies affected. This damage can't be reducetd in any way.
| Humanoid, Radenwight | - | Level 1 | Support Retainer | EV - |
|---|---|---|---|---|
| 1S Size |
5 Speed |
21 Stamina |
0 Stability |
2 Free Strike |
| - Immunity |
Climb Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+2 Agility |
0 Reason |
+1 Intuition |
0 Presence |
βοΈ Dagger's Bite (Signature Ability)
Melee, Ranged, Strike, Weapon Main action π Melee 1 or ranged 5 π― One creature or object Power Roll + highest characteristic:
- β€11: 3 damage
- 12-16: 5 damage
- 17+: 7 damage
βοΈ Ready Rodent
Melee, Weapon Triggered action π Melee 1 π― One creature Trigger: An ally deals damage to the target.
Effect: The sidekick makes a free strike against the target.
π€ Boost
- Maneuver π Self π― Self Effect: If the sidekick's mentor moves adjacent to the sidekick at any point during the mentor's turn, the mentor gains a +1 bonus to speed and can automatically climb at full speed while moving until the end of their turn.
π³ Bug Bag (Encounter)
Area, Ranged Main action π 3 cube within 3 π― Each creature in the area Power Roll + highest characteristic:
- β€11: 6 poison damage; M < WEAK weakened (save ends)
- 12-16: 9 poison damage; M < AVERAGE weakened (save ends)
- 17+: 13 poison damage; M < STRONG weakened (save ends)
πΉ Triumphant Squeak (Encounter)
Ranged Maneuver π Ranged 10 π― Self and each ally Power Roll + highest characteristic:
Effect: Each target can spend a Recovery, and ends the dazed, frightened, and weakened conditions on themself.
| Humanoid, Time Raider | - | Level 3 | Support Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
5 Speed |
39 Stamina |
0 Stability |
4 Free Strike |
| Psychic 5 Immunity |
- Movement |
- | - With Captain |
- Weakness |
| 0 Might |
+2 Agility |
+2 Reason |
+2 Intuition |
0 Presence |
πΉ Laser Lancet (Signature Ability)
Ranged, Strike, Weapon Main action π Ranged 3 π― One creature or object 2d10 + highest characteristic:
- β€11: 5 fire damage
- 12-16: 8 fire damage
- 17+: 11 fire damage
Effect: If the mind healer targets an ally, the ability deals no damage. Additionally, the target can end one effect on them that can be ended by a saving throw or that ends at the end of their turn.
βοΈ Foresight
The mind healer doesn't take a bane on strikes against creatures with concealment.
πΉ Stim Charge (Encounter)
Ranged Main action π Ranged 3 π― One creature Effect: The target can spend 1 Recovery, and has their speed doubled until the end of their next turn.
πΉ Mind Whelm (Encounter)
Psionic, Ranged, Strike Main action π Ranged 3 π― One creature Power Roll + highest characteristic:
- β€11: 8 psychic damage; R < WEAK frightened (save ends)
- 12-16: 13 psychic damage; R < AVERAGE frightened (save ends)
- 17+: 17 psychic damage; R < STRONG frightened (save ends)
βοΈ Psychic Short Circuit (Encounter)
Area, Psionic Main action π 2 burst π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 11 psychic damage
- 12-16: 16 psychic damage
- 17+: 21 psychic damage
Effect: If the mind healer is dazed, frightened, or taunted, they can end one of those conditions and impose the same condition on one enemy in the area. Additionally, they can do the same for their mentor if the mentor is in the area and is dazed, frightened, or taunted.
| Giant, Troll | - | Level 5 | Brute Retainer | EV - |
|---|---|---|---|---|
| 2 Size |
6 Speed |
57 Stamina |
4 Stability |
6 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
Acid 5, fire Weakness |
| +3 Might |
+1 Agility |
-1 Reason |
0 Intuition |
+1 Presence |
π‘ Big Bite (Signature Ability)
Charge, Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 6 damage
- 12-16: 11 damage
- 17+: 14 damage
Effect: The mercenary regains Stamina equal to half the damage dealt.
βοΈ Troll Roar (Encounter)
Area Maneuver π 3 burst π― Each enemy in the area
- β€11: P < WEAK frightened (save ends)
- 12-16: P < AVERAGE frightened (save ends)
- 17+: P < STRONG frightened (save ends), push 3, prone
βοΈ Relentless Hunger
The mercenary dies only if they are reduced to 0 Stamina by acid or fire damage, if they end their turn with 0 Stamina, or if they take acid or fire damage while at 0 Stamina.
π‘ Hangry Frenzy (Encounter)
Melee Main action π Melee 1 π― Three creatures Effect: The mercenary must be winded to use this ability. The mercenary uses Big Bite against each target.
βοΈ Fire Bad (Encounter)
- Triggered action π Self π― Self Trigger: An ability deals acid or fire damage to the mercenary.
Effect: The mercenary moves up to their speed. If this movement takes them beyond the distance of the triggering ability, the ability has no effect on them.
| Undead, Soulless | - | Level 1 | Brute Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
5 Speed |
21 Stamina |
0 Stability |
3 Free Strike |
| - Immunity |
- Movement |
- | - With Captain |
- Weakness |
| +2 Might |
-1 Agility |
-3 Reason |
-1 Intuition |
0 Presence |
π‘ Lurching Swipe (Signature Ability)
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object Power Roll + highest characteristic:
- β€11: 4 damage
- 12-16: 7 damage
- 17+: 10 damage
βοΈ Arise
The first time in an encounter that the servitor is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they regain half their Stamina maximum and fall prone.
π‘ Grab and Bite (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― One creature Power Roll + highest characteristic:
- β€11: 7 damage; M < WEAK grabbed
- 12-16: 11 damage; M < AVERAGE grabbed
- 17+: 16 damage; M < STRONG grabbed
########Level 7 Retainer Advancement Ability
πΉ Death to Death (Encounter)
Magic, Ranged, Strike Maneuver π Ranged 10 π― One creature Power Roll + highest characteristic:
- β€11: 8 corruption damage; P < WEAK weakened (save ends)
- 12-16: 13 corruption damage; P < AVERAGE weakened (save ends)
- 17+: 17 corruption damage; P < STRONG weakened (save ends)
Effect: Before making the strike, the servitor can teleport up to 10 squares to a space containing a dead creature, then burst out of the creature's body.
βοΈ Death Miasma (Encounter)
Area, Magic Free triggered action π 2 burst π― Each enemy in the area Trigger: The servitor is reduced to 0 Stamina.
Effect: The servitor explodes.
Power Roll + highest characteristic:
- β€11: 6 corruption damage
- 12-16: 10 corruption damage
- 17+: 14 corruption damage
| Undead, Soulless | - | Level 1 | Hexer Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
5 Speed |
21 Stamina |
1 Stability |
2 Free Strike |
| Corruption 3, poison 3 Immunity |
Fly, hover Movement |
- | - With Captain |
- Weakness |
| -4 Might |
+1 Agility |
0 Reason |
0 Intuition |
+2 Presence |
πΉ Chill of Death (Signature Ability)
Magic, Ranged, Strike Main action π Ranged 10 π― One creature or object Power Roll + highest characteristic:
- β€11: 3 cold damage
- 12-16: 5 cold damage
- 17+: 7 cold damage; P < STRONG slowed (EoT)
π€ Spirit Meld
- Main action π Self π― Self Effect: While adjacent to their mentor, the unquiet spirit enters the mentor's space. A spirit who enters their mentor's space this way moves with the mentor, can't be sensed, and can't affect or be affected by other creatures or objects. They can't take main actions, maneuvers, or move actions, except to use this ability to leave their mentor's space and appear in an adjacent space.
βοΈ Corruptive Phasing
The unquiet spirit can move through creatures and objects at their usual speed, but can't end their turn inside a creature or object. The first time in a round that the spirit moves through a creature other than their mentor, that creature takes 2 corruption damage.
πΉ Enervating Curse (Encounter)
Magic, Ranged, Strike Main action π Ranged 10 π― One creature Power Roll + highest characteristic:
- β€11: 6 corruption damage; the target has 1 level of drain
- 12-16: 10 corruption damage; the target has 2 levels of drain
- 17+: 14 corruption damage; the target has 3 levels of drain
Effect: The next creature to make a strike against the target gains 1 surge for each level of drain, which must be used on that strike.
π³ Ectoplasm (Encounter)
Area, Magic Main action π 3 cube within 1 π― Each enemy in the area Power Roll + highest characteristic:
- β€11: A < WEAK slowed and weakened (save ends)
- 12-16: A < AVERAGE slowed and weakened (save ends)
- 17+: A < STRONG slowed and weakened (save ends)
πΉ Death Phase (Encounter)
Magic, Ranged, Strike Main action π Ranged 5 π― One creature Effect: If the target has P < STRONG, they are phased until the end of their next turn. A phased target gains the unquiet spirit's Corruptive Phasing trait and can fly. They are visible but can't affect or be affed by other creatures or objects. A willing creature not subject to the ability's potency can choose to automatically be affected.
| Undead, Vampire | - | Level 4 | Harrier Retainer | EV - |
|---|---|---|---|---|
| 1M Size |
5 Speed |
48 Stamina |
0 Stability |
4 Free Strike |
| - Immunity |
Climb Movement |
- | - With Captain |
- Weakness |
| +2 Might |
+3 Agility |
0 Reason |
0 Intuition |
+3 Presence |
π‘ Flashing Fangs (Signature Ability)
Melee, Strike, Weapon Main action π Melee 1 π― One creature or object 2d10 + highest characteristic:
- β€11: 5 damage
- 12-16: 5 damage, 3 corruption damage
- 17+: 5 damage, 6 corruption damage; M < STRONG bleeding (save ends)
Effect: The vampire rebel gains temporary Stamina equal to any corruption damage dealt.
π€ Bat Form (Encounter)
- Move Action π Self π― Self Effect: The vampire rebel changes their form into a bat. In bat form, their size is 1T and they can fly. The vampire rebel then shifts up to their speed, then regains their true form. If they can't fit in their current space when they return to their true form, they take 10 damage and are pushed to the nearest unoccupied space.
βοΈ Agonizing Bloodthirst
The vampire rebel has speed 10 while any creature within 10 squares of them is bleeding. If the vampire rebel is able to deal damage to a bleeding creature on their turn and does not do so, they take 5 corruption damage at the end of their turn.
π‘ Blood Surge (Encounter)
Melee, Strike, Weapon Main action π Melee 1 π― One creature Power Roll + highest characteristic:
- β€11: 7 damage; M < WEAK bleeding (save ends)
- 12-16: 11 damage; M < AVERAGE bleeding (save ends)
- 17+: 16 damage; M < STRONG bleeding (save ends)
Effect: Before the strike, the vampire rebel shifts up to their speed. If the vampire rebel has temporary Stamina, they can expend it, dealing an extra 2 corruption damage for each point of temporary Stamina expended this way.
π³ Exsanguination (Encounter)
Area, Magic Main action π 3 cube within 1 π― Each enemy in the area Power Roll + highest characteristic:
- β€11: 7 corruption damage; M < WEAK bleeding (save ends)
- 12-16: 11 corruption damage; M < AVERAGE bleeding (save ends)
- 17+: 16 corruption damage; M < STRONG bleeding (save ends)