
Bestiary List

Mechanical Golem
Crushing Grip
the Golem regains 2 Body Points and restores 1 Defense Die if its Defense Dice were reduced.
Energy Surge
spend 1 mana to deal X to all enemies with 1 space and reduces its Defense Dice by 1. X=Brawn
Repair Protocol
When attacking, immobilizing the target until they roll 4+ on 1d6 to escape.
Mental
0
Acrobatics
0
Brawn
3
Luck
0
Faith
0
Ritual
0
Attack
3
Defend
5
Body
5
Mind
1

Giant Wolf
Pounce
Spend 1 mana to attack; if successful, the target takes 1 damage at the start of its next X turns. X=Brawn
Pack Tactics
The Giant Wolf gains
+1 Attack Dice for each other friendly ally within X spaces. X=Faith
Savage Bite
Pick a target within X spaces, Move to the target and deal X damage. X=Acrobatics
Mental
0
Acrobatics
1
Brawn
1
Luck
0
Faith
1
Ritual
0
Attack
5
Defend
3
Body
4
Mind
2

Water Elemental
Drench
Once per quest, It pushes all targets 2 spaces away and reduces their movement by X. X=Mental
Misting Veil
It shrouds itself in mist, reducing incoming damage by X until its next turn. X=Ritual
Geyser Burst
Pick a target within 3 spaces, reducing their Attack Dice by X for their next turn. X=Ritual
Mental
2
Acrobatics
0
Brawn
0
Luck
0
Faith
0
Ritual
1
Attack
2
Defend
3
Body
4
Mind
5

Fire Elemental
Flaming Aura
Friendly targets gain +X Attack when they are within 3 spaces of Fire Elemental. X=Ritual
Inferno Blast
Once per quest, the Fire Elemental can deal
X damage to all enemies in a 3x3 area. X=Brawn
Fire Weapons
Enemies within 1 space take 1 Body Point of damage at the start of their turn.
Mental
0
Acrobatics
0
Brawn
2
Luck
0
Faith
0
Ritual
1
Attack
5
Defend
3
Body
3
Mind
3

Earth Elemental
Tectonic Slam
The elemental rolls up to 6 spaces in a straight line, dealing 1 damage to anything it hits.
Quake Stomp
Once per quest, causes a tremor in a 2x2 area within line of sight, dealing 2 damage to all enemies.
Roll
The Earth Elemental can knock a target X spaces away from the elemental.
X=Brawn
Mental
0
Acrobatics
0
Brawn
3
Luck
0
Faith
0
Ritual
0
Attack
3
Defend
5
Body
4
Mind
2

Dark Wizard
Summon
The Dark Wizard can't be targeted until all monsters within X spaces are killed.
X = Ritual.
Magic Attack
May attack up to X spaces away. For all magic attacks, use Mind instead of Attack. X = Mental.
From the Back
Spend 1 Mana to spawn X Zombies or Skeletons within 1 space (flip a coin to choose). X = Mental.
Mental
3
Acrobatics
0
Brawn
0
Luck
0
Faith
0
Ritual
2
Attack
3
Defend
3
Body
5
Mind
4

Zombies
Resilience
Add a movement die for each point of Brawn during the zombies next movement.
Plague Carrier
Roll 1 combat die per Ritual point when attacking. If a shield is rolled, target has -1 Defend until end of turn.
Relentless Pursuit
Roll 1 combat die per Ritual point if the zombie's health reaches 0. Negate damage on a Black Shield.
Mental
0
Acrobatics
0
Brawn
2
Luck
0
Faith
0
Ritual
1
Attack
2
Defend
2
Body
4
Mind
1

Skeleton
Decaying Strike
Roll 1 combat die per Luck point when taking damage. Each Black Shield negates 1 damage.
Tactical Move
After attacking, the skeleton may move 1 space per Mental point.
Bone Defense
Attack: If damage is dealt, target has -1 Defend per Ritual point until its next turn.
Mental
1
Acrobatics
0
Brawn
0
Luck
1
Faith
0
Ritual
1
Attack
2
Defend
2
Body
2
Mind
1

Orc
For honor
for the next three turns add +1 damage to the orcs melee attacks for each point of Brawn. Does not stack.
Get’um
Summon a Goblin attacking the target. You may make a Melee attack after.
Rage
Pick a target. Gain +1 Attack per Brawn point. Cannot switch targets until it's dead.
Mental
0
Acrobatics
0
Brawn
3
Luck
0
Faith
0
Ritual
0
Attack
3
Defend
2
Body
2
Mind
1

Mummy
Wrathful Curse
Add X to the Mummy's Attack for Y turns. Skip the next Defend roll.
X = Brawn, Y = Mental.
Wrap
Make a melee attack if in range. Target has 0 movement for X turns.
X = Brawn.
Unholy Assault
Make a melee attack if in range. If the target dies within X turns, spawn a zombie. X = Mental.
Mental
1
Acrobatics
0
Brawn
2
Luck
0
Faith
0
Ritual
0
Attack
3
Defend
3
Body
2
Mind
1

Goblin
Retreat
May move through any figure; only blocks line of sight of other goblins.
Scavenge
Draw an equipment card and equip it. Drops when dead.
Small
Move 3 spaces from Melee target. If used three times remove goblin from game.
Mental
0
Acrobatics
1
Brawn
1
Luck
1
Faith
0
Ritual
0
Attack
2
Defend
1
Body
1
Mind
1

Gargoyle
True Stone
The Gargoyle can move through anything except walls for X turns.
X = Acrobatics.
Warlord
All allies within the same room or 6 spaces gain X Attack and Defend until end of turn. X = Ritual.
Flight
If the Gargoyle is killed, spend 1 Mana to become a Stone Statue. Gain X Defend. X = Brawn.
Mental
0
Acrobatics
2
Brawn
2
Luck
0
Faith
0
Ritual
1
Attack
3
Defend
3
Body
5
Mind
2

Dread Warrior
Battle Cry
All allies within X spaces make an attack during the warrior's turn. X = Mental + Brawn.
Unbreakable
Spend 1 Mana to auto-succeed a Defend roll. Does nothing if the warrior is out of mana.
Command
All enemies within X spaces of the warrior skip their next turn. X = Brawn
Mental
1
Acrobatics
0
Brawn
2
Luck
0
Faith
0
Ritual
0
Attack
3
Defend
3
Body
3
Mind
2

Abomination
Frenzy
+1 Defend for each point of faith against damage taken from water spells.
Iron Hide
+1 Defend for each point of brawn until the end of next turn.
From the Deep
+1 Attack for each point of Brawn until the end of next turn.
Mental
0
Acrobatics
0
Brawn
2
Luck
0
Faith
1
Ritual
0
Attack
2
Defend
2
Body
2
Mind
1