USING ADVERSARIES
ADVERSARY STAT BLOCKS
All the information required to run an adversary is contained in their stat block. An adversary’s stat block includes their:
NAME
Each stat block has a unique name. Abilities that affect adversaries with a certain name include all adversaries who use that stat block, regardless of their in-story name.
TIER
Each adversary is designed to oppose PCs of a certain tier. If you confront the party with an adversary from another tier, adjust their stats.
TYPE
The adversary’s type appears alongside their tier. An adversary’s type represents the role they play in a conflict. The adversary types are:
- Bruisers: tough; deliver powerful attacks.
- Hordes: groups of identical creatures acting together as a single unit.
- Leaders: command and summon other adversaries.
- Minions: easily dispatched but dangerous in numbers.
- Ranged: fragile in close encounters but deal high damage at range.
- Skulks: maneuver and exploit opportunities to ambush opponents.
- Socials: present challenges around conversation instead of combat.
- Solos: present a formidable challenge to a whole party, with or without support.
- Standards: representative of their fictional group.
- Supports: enhance their allies and disrupt their opponents.
DESCRIPTION
MOTIVES & TACTICS
DIFFICULTY
The Difficulty of any roll made against the adversary, unless otherwise noted.
DAMAGE THRESHOLDS, HIT POINTS, AND STRESS
These systems function the same way they do for PCs. The numbers listed after “Threshold” are the adversary’s Major and Severe Thresholds.
ATTACK MODIFIER
When you attack with the adversary, apply this bonus or penalty to your attack roll.
STANDARD ATTACK
A description of the adversary’s primary mode of inflicting harm on the PCs. It includes the attack’s name, its effective range, and the damage it deals on a success. Using an adversary’s standard attack is a GM move.
EXPERIENCE (OPTIONAL)
The GM can spend a Fear to add an adversary’s relevant Experience to raise their attack roll or increase the Difficulty of a roll made against them.
EXAMPLE EXPERIENCES
- Acrobatics
- Ambusher
- Bartering
- Blademaster
- Bodyguard
- Commander
- Hunt from Above
- Intimidation
- Intrusion
- Keen Senses
- Magical Knowledge
- Nature’s Friend
- Navigation
- Nobility
- Quick Reflexes
- Socialite
- Stealth
- Tracker
FEATURE(S)
There are three kinds of adversary features: actions, reactions, and passives. Note: each adversaries stress is tracked individually. If a feature requires the GM to spend Stress to activate it, the Stress must come from the adversary whose feature is being activate. If a feature has a Fear requirement, it must be spent in addition to any Fear already spent—for instance, to interrupt the PCs and put the spotlight on the adversary.
- Actions: a special attack or other unique action that the adversary can perform when the spotlight is on them.
- Reactions: special effects that take effect when their trigger occurs, regardless of whether the spotlight is on the adversary.
- Passives: special abilities that remain in effect by default and require no resources or triggers to activate.
FEAR FEATURE(S)
High-impact effects that cost a Fear to activate.
EXAMPLE ADVERSARY FEATURES
ACTIONS
Haymaker - Action: Make an attack against a target within Very Close range. On a success, deal X direct physical damage.
Shredding Strike - Action: Make an attack against a target within Very Close range. On a success, deal X physical damage and the target must mark an Armor Slot without gaining its benefit (they can still use armor to reduce the damage).
More Where That Came From - Action: Summon three Jagged Knife Lackeys, who appear at Far range.
REACTIONS
Heavy Hitter - Reaction: When this adversary deals damage with a standard attack, you can spend a Fear to gain a +X bonus to the damage roll.
Team-Up - Reaction: When another adversary within Very Close range of this adversary deals X damage to a creature, you can mark a Stress to make a standard attack against that same creature. On a success, combine the damage.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
PASSIVES
Horde (X) - Passive: When the Horde has marked half or more of their HP, their standard attack deals X damage instead.
Minion (X) - Passive: This adversary is defeated when they take any damage. For every X damage a PC deals to this adversary, defeat an additional Minion within range the attack would succeed against.
Relentless (X) - Passive: This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.
Slow - Passive: When you spotlight this adversary and they don’t have a token on their stat block, they can’t act yet. Place a token on their stat block and describe what they’re preparing to do. When you spotlight this adversary and they have a token on their stat block, clear the token and they can act.
Arcane Form - Passive: This adversary is resistant to magic damage.
Armored Carapace - Passive: When this adversary takes physical damage, reduce it by X.
FEAR FEATURES
Explosion - Action: Spend a Fear to erupt in a fiery explosion. Make an attack against all targets within Close range. Targets the adversary succeeds against take 1d8 magic damage and are knocked back to Far range.
BUILDING BALANCED ENCOUNTERS
When planning a battle, start with [(3 x the number of PCs in combat) + 2] Battle Points and make the following adjustments:
- -1 for an easier or shorter fight
- -2 if you’re using 2 or more Solo adversaries
- -2 if you add +1d4 (or a static +2) to all adversaries’ damage rolls
- +1 if you choose an adversary from a lower tier
- +1 if you don’t include any Bruisers, Hordes, Leaders, or Solos
- +2 for a harder or longer fight
Then spend your Battle Points to add an adversary to the encounter:
- Spend 1 point for each group of Minions equal to the size of the party.
- Spend 1 point for each Social or Support adversary.
- Spend 2 points for each Horde, Ranged, Skulk, or Standard adversary.
- Spend 3 points for each Leader adversary.
- Spend 4 points for each Bruiser adversary.
- Spend 5 points for each Solo adversary.
DEFEATED ADVERSARIES
When an adversary marks their last Hit Point, they are defeated: incapacitated, tied up, routed, killed, or anything else the table decides makes sense.
ADVERSARY STAT BLOCK BENCHMARKS
ADVERSARY STATISTIC | TIER 1 | TIER 2 | TIER 3 | TIER 4 |
---|---|---|---|---|
Attack Modifier | +1 | +2 | +3 | +4 |
Damage Dice | 1d6+2 to 1d12+4 | 2d6+3 to 2d12+4 | 3d8+3 to 3d12+5 | 4d8+10 to 4d12+15 |
Difficulty | 11 | 14 | 17 | 20 |
Damage Thresholds | Major 7 / Severe 12 |
Major 10 / Severe 20 |
Major 20 / Severe 32 |
Major 25 / Severe 45 |
ADVERSARIES BY TIER
This section contains the following stat blocks:
TIER 1 (LEVEL 1)
- Acid Burrower
- Bear
- Cave Ogre
- Construct
- Courtier
- Deeproot Defender
- Dire Wolf
- Giant Mosquitoes
- Giant Rat
- Giant Scorpion
- Glass Snake
- Harrier
- Archer Guard
- Bladed Guard
- Head Guard
- Jagged Knife Bandit
- Jagged Knife Hexer
- Jagged Knife Kneebreaker
- Jagged Knife Lackey
- Jagged Knife Lieutenant
- Jagged Knife Shadow
- Jagged Knife Sniper
- Merchant
- Minor Chaos Elemental
- Minor Fire Elemental
- Minor Demon
- Minor Treant
- Green Ooze
- Tiny Green Ooze
- Red Ooze
- Tiny Red Ooze
- Petty Noble
- Pirate Captain
- Pirate Raiders
- Pirate Tough
- Sellsword
- Skeleton Archer
- Skeleton Dredge
- Skeleton Knight
- Skeleton Warrior
- Spellblade
- Swarm of Rats
- Sylvan Soldier
- Tangle Bramble Swarm
- Tangle Bramble
- Young Dryad
- Brawny Zombie
- Patchwork Zombie Hulk
- Rotted Zombie
- Shambling Zombie
- Zombie Pack
TIER 2 (LEVELS 2–4)
- Archer Squadron
- Apprentice Assassin
- Assassin Poisoner
- Master Assassin
- Battle Box
- Chaos Skull
- Conscript
- Courtesan
- Cult Adept
- Cult Fang
- Cult Initiate
- Demonic Hound Pack
- Electric Eels
- Elite Soldier
- Failed Experiment
- Giant Beastmaster
- Giant Brawler
- Giant Recruit
- Giant Eagle
- Gorgon
- Juvenile Flickerfly
- Knight of the Realm
- Masked Thief
- Merchant Baron
- Minotaur Wrecker
- Mortal Hunter
- Royal Advisor
- Secret-Keeper
- Shark
- Siren
- Spectral Archer
- Spectral Captain
- Spectral Guardian
- Spy
- Stonewraith
- War Wizard
TIER 3 (LEVELS 5–7)
- Adult Flickerfly
- Demon of Avarice
- Demon of Despair
- Demon of Hubris
- Demon of Jealousy
- Demon of Wrath
- Dire Bat
- Dryad
- Elemental Spark
- Greater Earth Elemental
- Greater Water Elemental
- Huge Green Ooze
- Hydra
- Monarch
- Stag Knight (currently missing from SRD 1.0)
- Oak Treant
- Treant Sapling
- Head Vampire
- Vampire
- Vault Guardian Gaoler
- Vault Guardian Sentinel
- Vault Guardian Turret
- Young Ice Dragon
TIER 4 (LEVELS 8–10)
- Arch-Necromancer
- Fallen Shock Troop
- Fallen Sorcerer
- Fallen Warlord: Realm-Breaker
- Fallen Warlord: Undefeated Champion
- Hallowed Archer
- Hallowed Soldier
- High Seraph
- Kraken
- Oracle of Doom
- Outer Realms Abomination
- Outer Realms Corrupter
- Outer Realms Thrall
- Volcanic Dragon: Obsidian Predator
- Volcanic Dragon: Molten Scourge
- Volcanic Dragon: Ashen Tyrant
- Perfected Zombie
- Zombie Legion