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CREDITS

WRITTEN BY GRAPHIC DESIGN AND LAYOUT


• Archellus • Archellus
• Flobio
SPECIAL THANKS
COVER ART • Korlall for use of frontcover template
• Arno Male - Snake in a river • Drainsmith for the awesome work with the Adversary Anthology
made making these monsters alot easier
• Watercolordragon, IamGazrock and Savagebob for knowledge and
insights to the Terrinoth lore

DOCUMENT VERSION 1.1.5


ABOUT THE TERRINOTH T
his is a fan publication and is not produced by Fantasy Flight Games.

BESTIARY © 2017 Fantasy Flight Games. Genesys is a trademark of Fantasy Flight Games.

T
he Terrinoth Bestiary is a community created source for the Genesys Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy
RPG. It is meant for use in the Terrinoth setting but could be applied to Flight Games.
any fantasy setting or anyother Genesys setting where monsters and beast could
appear.

This bestiary cowers the monsters from the Decent, Battlelore and Runewars
games that are not featured in official material and brings them into Genesys.

If you have any feedback about using these creatures please post them on the
ffg forum or send them to Archellus on the FFG forum or Genesys
Community Discord Server.

CONTENT
T
he current project contains 49 enemies unique to Terrinoth.
• Ettin (nemesis)
• Fire Imps (minion)
• Arachyura (rival)
• Flesh Moulder (nemesis)
• Armored Specter (rival)
• Goblin Archer (rival) by @Flobio
• Barrow Wyrm (nemesis)
• Harpy (minion)
• Blood Ape (rival)
• Hellhound (rival)
• Bone Horror (minion)
• Ice Spiker (minion)
• Broodwalker (minion)
• Lava Beetle (minion)
• Broodwalker Swarm (rival)
• Medusa (nemesis)
• Carrion Drake (minion)
• Mountain Giant (rival) by Flobio
• Carrion Grub worm (minion) By Flobio
• Naga (rival) + Mistress of serpents (nemesis)
• Carrion worm (rival)
• Obscene (rival)
• Carrion Lancers (Rival)
• Plauge worm (rival)
• Cave Spider (minion)
• River Watch Riders (rival)
• Crow Hag (rival)
• Shadow Dragon (Nemesis)
• Crypt Dragon (rival) by Flobio
• Shambling Colossus (Rival)
• Chaos Beast (nemesis)
• Seige Golem (nemesis)
• Changeling (minion)
• Snow Viper (Rival)
• Changeling Master (nemesis)
• Troll (rival)
• Dark Minotaur (nemesis)
• Ventala Centaur Skirmishers (minion)
• Dark Worshippers Cultist (minion)
• Ventala Warden (rival)
• Dark Worshippers Priest (nemesis)
• Volucrix Reaver (minion)
• Demon Lord (nemesis)
• Ynfernael Hulk (rival)
• Doombringer (rival)
• Zanaga Bat Swarm (rival)
• Elemental Sprite(minion) by Discord user Kunrad
• Elemental, Ancient (nemesis)
A
ARACHYURA (RIVAL) ARMORED SPECTER (RIVAL)
As this fearsome knight in plate mail approaches, you realize that the suit of
armor is empty

3 3 2 3 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

5 14 3 2

Skills: Discipline 2, Melee (light) 2, Vigilance 2

Talents: Dual Wielder: May perform a maneuver to reduce the difficulty of


the Armored Specter’s next combined check to attack with two weapons
during their turn by one.
It takes many, many years in the deepest of underground caves for a
Abilities: Ghostly: May move over or through terrain (including doors and
simple spider to mutate to such an absurd size, but thus far their walls) without penalty. Halve the damage dealt to the shade before applying
reclusive nature has typically led them to be seldom encountered. Why soak, unless the attack came from a magical source such as a spell or magical
these terrible creatures have emerged from their dark hovels is unknown, weapon.
but it bodes ill tidings for all the surface dwelling peoples. Terrifying: At the start of the encounter, all of their opponents must make a
Hard (ddd
ddd) fear check as an out-of-turn incidental, as per page 243 of the
3 3 1 3 2 1 Genesys Core Rulebook. If there are multiple sources of fear in the encounter,
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE the opponents only make one fear check against the most terrifying enemy.
SOAK VALUE W. THRESHOLD M/R DEFENSE
Undead: Does not need to breathe, eat, or drink, and can survive underwater;
5 14 1 1 immune to poisons and toxins.

Equipment: Ethereal Ancient Sword: Melee (light) cc ccd d; Damage 6;


Skills: Athletics 2, Brawl 2, Perception 1, Stealth 2, Ranged 1 Critical 2; Range (Engaged); Defensive 1, Stun Damage, Ancient Shield; Melee
(light)cc
ccd d; Damage 4; Critical 5; Range[enganged]; Defensive 2,
Talents: Swift (a Arachyura does not spend additional maneuvers to move
Deflection 2, Inaccurate 2, Knockdown, Stun Damage.
through difficult terrain).
Abilities: Webtrap, (once per round after a character moves within medium
range of the Arachyura, the Arachyura may perform an out-of-turn incidental
to immobilize that character for the remainder of the encounter. As an action
an immobilized character can attempt a Hard [ddd
ddd] Athletics check on
their turn to no longer be immobilized)
Skitter: Can move across walls, ceilings, and giant spider webs without
penalty.
Lingering Curse when a Arachyura dies all engaged enemies must make a
Hard [dddddd] Discipline check or become staggered untill a succesful
Discipline check is made.
Silhouette 2.

Equipment: Claws and fangs (Brawl ccd; Damage 6; Critical 3; Range


[Engaged]; Peirce 1). Webbing (Ranged c dd ; Damage 1; Critical 6; Range
cdd
[Short]; Ensnare 3).

3
B
BARROW WYRM(NEMESIS) Spells: Barrow Wyrms can use any magic actions allowed for the Arcana and
Runes skills, and may select additional effects as normal. The spells they use
most often are the following:

Nausea (select one target at short range for this curse and make a formidalble
ddddd] Arcana check. If the check is successful, until the end of the
ddddd
Barrow Wyrms The target is staggered and target decreases the ability of any
skill checks they make by one d d.The Barrow Wyrm may perform the
concentrate maneuver to maintain the effects of this curse)

Aura of Despair (Make a Formidable (ddddd ddddd) Arcana check; if the


check succeeds, the Barrow Wyrm reduces the damage of all hits he suffers by 1
plus 1 for every ss beyond the first until the end of his next turn; in
addition, if If an opponent makes a magical attack targeting the Barrow Wyrm
and generates hhh or d, the attacker suffers a hit inflicting damage equal
to the total damage of the attack; The Barrow Wyrm also gains Range and
Melee defense of 4. The Barrow Wyrm may perform the concentrate maneuver
to maintain the effects of this barrier.)

Rays of Blight (select one target at medium range for this attack and make a
Hard ddd
ddd Rune check. If the check is successful, this magic attack inflicts
10 damage, +1 damage per s with the Auto-fire and Stun 4 qualities. If the
attack deals damage, the target must immediately make a Hard ddd ddd
Resilience check or suffer 3 wounds and strain. This counts as poison)
Equipment: Plauge breath (Ranged; Damage 12; Critical 3; Range
"The soaring Barrow Wyrm breathes plague and unleash fear in all but [Medium]; Blast 12, Stun Damage, Prepare 1), claws (Brawl; Damage 17;
Critical 2; Range [Engaged]; Knockdown, Sunder, Vicious 5). Lightning
the most mighty heros of Mennara. These shrewd beasts are created Strike Rune, When your character casts an Attack spell, the first Range effect
from the husks of dead dragons to ght in the Undead army, and they they add does not increase the check’s difficulty. In addition, they must add the
do so quite happily, relishing the pain they in ict on their enemies and Lightning effect with no increase in difficulty. Attack spells cast by your
character increase their base damage by five.
reaping the lore of those they have slain or paralysed.

5 3 5 4 5 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

8 40 40 0 0
Skills: Arcana 4, Brawl 4, Charm 3, Coercion 4, Cool 3, Discipline 4, Ranged
4, Resilience 4, Runes 4, Vigilance 3, Knowledge lore 4.

Talents: Adversary 2 (upgrade the difficulty of combat checks targeting this


character twice), Swift (a Barrow Wyrm does not spend additional maneuvers
to move through difficult terrain).

Abilities: Claw Sweep (a Barrow Wyrm may spend a from a Brawl check
to hit an additional engaged opponent that would be no more difficult to
attack than the original target, dealing base damage +1 damage per s),

Flyer (can fly; see page 100 of the Genesys Core Rulebook), Silhouette 4,
Terrifying (at the start of the encounter, all of their opponents must make a
Daunting [dddd
dddd] fear check as an out-of-turn incidental, as per page 243
of the Genesys Core Rulebook. If there are multiple sources of fear in the
encounter, the opponents only make one fear check against the most terrifying
enemy).

Plaguelands The very presence of a Barrow Wyrm taints the lands around it
with plauge and turns it into a lethal and infested bog. Affecting everything in
short range of the Barrow Wyrm all living things have b b to all checks made
while in the plaugelands.

Curse of Decay When ever a Barrow Wyrm rolls a t on a check, all enemies
that are affected by plaugelands suffers 1 wound.

4
BLOOD APE (RIVAL) BONE HORROR(MINION)

Bone Horrors are living masses of bone that can reach and move with
Found in the densest jungles in the most forgotten corners of the world, astonishing speed. Only the bravest or most foolish heroes will confront
blood apes can be di erentiated from their gentler cousins by their these fast and agile constructs head-on.
savage disposition, extraordinary leaping ability, and their taste for
human esh. The most fearsome blood apes are called "Crimsonbacks", 3 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
due to the red stripe of fur that grows down their backs. Crimsonbacks
SOAK VALUE W. THRESHOLD M/R DEFENSE
y into a savage fury when wounded, so it is best to defeat them quickly
4 5 1 1
when confronted by them.

Skills: Brawl, Atlethics, Coordination, Resilience, Perception.


4 3 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Abilities: Undead (does not need to breathe, eat, or drink, and can survive
underwater; immune to poisons and toxins), Undying (may spend hhh
SOAK VALUE W. THRESHOLD M/R DEFENSE
from any check made by a PC to return one previously defeated Bone Horror
4 16 0 0 to an existing minion group, removing damage from the group accordingly.
Spend d to return two Bone Horrors to a minion group).
Sweep Attack: A Bone Horror may spend a from a Brawl check to hit one
Skills: Athletics 2, Brawl 2, Vigilance 1, Coordination 2, Resilience 1 additional opponent in enganged or short range that would be no more
Talents: None difficult to attack than the original target, dealing base damage +1 damage per
s.
Abilities: Great leap. A Blood ape can leap into action. As a manuevere leap
anywhere in medium range. Equipment: Bones (Brawl ddd
ddd; Damage 5; Critical 3; Range [Short]),
Peirce 1, Knockdown
Silhouette 2.

Equipment: Claws and fangs (Brawl cc dd; Damage 7; Critical 4;


ccdd
Range [Engaged]; Peirce 1, linked 1).

BONE HORRORS AS MINIONS

Rather then representing a large group of foes


the Bone Horror as a minion represent the
"mass" of bones. The more minions the GM puts
in the group the larger the mass using the rules
for minions.

5
BROODWALKER(MINION) AND BROODWALKER SWARM (RIVAL)
BROODWALKER SWARM(RIVAL)
1 3 1 2 2 1
These walking corpses differ greatly from the typical undead. They are not BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

animated by ancient curses or dark sorcery, but by a unified hive of corpse SOAK VALUE W. THRESHOLD M/R DEFENSE
bugs. Working with inexplicable cooperation, the larvae manipulate the rotting
tendons and muscles of this horrid beast, ever searching for fresher flesh in 1 36 0 0
which they will lay the next generation of their young.
Skills: Brawl 1, Coordination 2
3 2 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Talents:Finesse When making a Brawl check, the Broodwalker Swarm may
use Agility instead of Brawn.
SOAK VALUE W. THRESHOLD M/R DEFENSE

Abilities: Terrifying: When the colony is released, all of their opponents


4 16 1 1
must make a hard ddd
ddd fear check as an out-of-turn incidental, as per page
Skills: Brawl, Perception, Resilience, Vigilance. 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the
encounter, the opponents only make one fear check against the most terrifying
Talents: None. enemy.
Abilities: Undead (does not need to breathe, eat, or drink, and can survive Consuming Swarm: May spend a maneuver to make an opposed
underwater; immune to poisons and toxins), Undying (may spend hhh Coordination versus Coordination check targeting one engaged opponent to
from any check made by a PC to return one previously defeated Broodwalker immobilize that opponent until the end of its next turn. At the start of its next
to an existing minion group, removing damage from the group accordingly. turn, the opponent suffers 3 wounds, and the swarm heals 3 wounds.
Spend d to return two Broodwalkers to a minion group).
Swarm: Halve the damage dealt to the swarm before applying soak, unless the
Equipment: Clawed hand (Brawl ddd
ddd; Damage 4; Critical 4; Range weapon has the Blast or Burn quality (regardless of whether the quality is
[Engaged]); Bite (Brawl ddd
ddd; damage 5, Critical 3, Range [Engaged]) activated).
Peirce 1
Silhouette 2.

Equipment: Tiny pincers (Brawl dd ddc c; Damage 1; Critical 3; Range


[Engaged]; Pierce 3, add bb
bb if target is immobilized).

HIDDEN SURPRISES

The Broodwalker and the Broodwalker swarm are meant to


be used together. Broodwalker Swarms does not appear
before the entire minion group is defeated. As the bodies
colapse the colony is released and the swarm attacks the
nearest living enemy in order to find a new host

6
C
CARRION DRAKE(MINION)

Carrion worms have been often spotted


following Waiqar’s armies, feeding on the scraps
and offal cast off by the fleshwrights who tend
his legions. Carrion worms are surprisingly swift
for their size and expel gouts of digestive ichor
before setting upon their prey with shearing
mandibles. Ridden by spear-wielding
Reanimates, the carrion worm’s bile melts armor
and flesh alike, allowing their riders to strike
mortal blows against even the best-defended
As bottom-feeding scavengers, the carrion drakes subsist upon disease
targets. Carrion grubs may be small, but their
and decay. Often found near bodies of water and holding a tendency
digestive acid is no less corrosive. Waiqar’s
towards nocturnal activity, one nds these vile creatures more than
cruelest carrion worm masters discovered that
willing to adjust habits when there's something to devour nearby, even if
they could feed the grubs nearly any substance,
there's a fair amount of life remaining to the poor soul...
be it stone or metal or wood. As they grew, the
3 3 1 2 1 1 grubs took on some of the properties of whatever
they were fed. A diet consisting of chum and
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

flesh would give the creatures a sickly, blood-


SOAK VALUE W. THRESHOLD M/R DEFENSE

4 5 0 0 colored cast, while those worms that feasted on


Skills: Brawl, Resilience, perception, Cool bone would have a sallow, calcif ied carapace.
Abilities: Flyer (can fly; see page 100 of the Genesys Core Rulebook) Some of Waiqar’s most prized lieutenants ride
Swoop Attack: After making a Brawl combat check, can move from engaged atop carrion worms force-fed copper or even
to short range of the target as an incidental.
obsidian.
Diseased: Enemies who are wounded by this adversary must make a Hard
(ddd
ddd) Resilience check as an out-ofturn incidental or suffer 4 additional
wounds, and must check again on their next turn if the check generates d.

Equipment: Bite (Brawl ddd; Damage 5; Critical 3; Range [Engaged]);

CARRION WORM (GRUB FORM


UNDEAD MINION)
1 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

1 3 0 0
Skills: Brawl

Ability: Ichor: If the target suffers wounds from the Carrion Worm's (grub)
mandible attack, the target must make an Average dd dd Resilience check. The
target suffers 5 wounds if they fail, plus suffer 1 strain per h. The d means
the target must check against the poison again at the start of their next turn.

Silhouette: 0

Equipment: Spine (Brawl: d d Damage 2, Crit 4; Engaged; Pierce 5),


mandibles (Brawl d; Damage 2, Crit 3, Range Engaged, Pierce 2)

7
CARRION WORM (RIVAL)
The legions of Waiqar the Undying grow with their carrion worms, the larger
the forces of undead marching, the more monstrous these vile beasts become.
These massive, grotesque creatures swiftly devour everything in their path,
expelling a putrid fluid on their prey that melts both armor and flesh before
attacking

4 3 1 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

6 17 1 1
Skills: Athletics 2 dd cc Brawl 2 dd cc , Ranged 1 ddc,
Discipline 1 d
dc c, Perception 1 dd
ddc c, Survival 2, d
dcccc, Vigilance 2
d
dcc
cc

Talents: Swift: A Carrion Worm does not spend additional maneuvers to


move through difficult terrain.

Ability: Ichor: If the target suffers wounds from the Carrion Worm's
mandible attack, the target must make a hard ddd ddd Resilience check. The
target suffers 5 wounds if they fail, plus suffer 1 strain per h. On a d the
target must check against the poison again at the start of their next turn.

Silhouette 2

Equipment: Mandibles, (Brawl dd cc Damage 6; Critical 4; Range


ddcc
CARRION LANCER (RIVAL)
[enganged]; Peirce 2, Viscious 2) Ichor spray, (Ranged; dd
ddc c Damage 6; Elite undead warriors loyal to Waiqar these fierce fighters train and feed their
Critical 4; Range [Long]; Blast 6, Burn 2, Slow-firering 2), Bone Barding +2 Carrion Worms from Grub to adult forming a bond and a insatiable hunger
soak, +1 defense (also see side bar) for flesh

3 3 2 3 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

5 15 3 2
INSATIABLE HUNGER Skills: Cool 2 (cc
cc), Melee (light) 2 (d cc), Riding 2 (d
dcc cc),
dcc
Survival 2 (d cc), Vigilance 2 (d
dcc cc).
dcc
aiqar’s cruelest carrion worm masters force feed the
W hideous grubs nearly any substance at hand,
watching the beasts adopt the properties of what they
Talents: Adversary 1: Upgrade the difficulty of combat checks targeting
this character once.
consume. Abilities: Carrion Worm Bond: When a Carrion Lancer directs its
• Blood Worm: Bloodthirst: When a Carrion
mount, the mount may perform an action and a maneuver and is not limited
to using its maneuvers to move.
Worm inflicts wounds with its Madibles, it
heals an equal number of wounds Mounted Charge: A mounted Carrion Lancer adds bb bb to its first melee
• Bone Worm: Bone Spurs: A Carrion Worm attack after performing a maneuver to engage the target in the same turn.
who is targeted by a melee combat check may
spend hhh or d to cause the attacker to
Undead: Does not need to breathe, eat, or drink, and can survive underwater;
immune to poisons and toxins.
suffer 3 wounds.
• Copper Worm: +1 soak, upgrade all magical Equipment: Spear light: (Melee (light)d cc; Damage 5; Critical 4; Range
dcc
attacks targeting the Carrion Worm once (Engaged); Accurate 1, Defensive 1), Shield Large (Melee (light)dcc;
• Obsidian Worm: +1 soak, gain the adversary Damage 4; Critical 5; Range(Engaged); Defensive 2, Deflection 2, Inaccurate 2,
1 talent, add 1 rank of pierce to all attacks Knockdown), Chain Armor: +2 soak, War mount see ROT page 105

8
CAVE SPIDER(MINION)
Large, aggressive, and frequently hunting in packs, there are few monsters more
dangerous than the venomous cave spiders of the Shadow Peaks. In recent years
they have spread far beyond their usual territory, and some of the spiders now
hunt with numerous sticky webs...

1 3 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

2 5 0 0
Skills: Brawl, Stealth, Vigilance, Ranged

Abilities: Skitter: Can move across walls, ceilings, and giant spider webs
without penalty. move from engaged to short range of the target as an
incidental.
Venomous: Enemies who are wounded by this adversary must make a Hard
(ddd
ddd) Resilience check as an out-ofturn incidental or suffer 4 additional
wounds, and must check again on their next turn if the check generates d.
Silhouette: 0

Equipment: Chelicera (Brawl dd dd; Damage 5; Critical 3; Range


[Engaged]); Spinnerets (Ranged ddd
ddd; Damage 1; Critical 6; Range [Short];
Ensnare 3). Thick Carapace +1 soak

Spells: A Crow hag can use any magic actions allowed for the Arcana skill, and
CROW HAG (RIVAL) may select additional effects as normal. The spells they use most often are the
following:
Crow hags are most commonly found on battlefields, but none know whether
they consume the flesh of the dead, feast on their cooling blood, or drink the Death Omen: selects one target within short range, and make a hard ddd ddd
last breaths of the dying. Rumor tells that these women may twist their shape Arcana check. If the check is successful, until the end of the Crow Hags next
to fly as crows, seeding pestilence and unrest among villages. turn, the target decreases the ability of any skill check they make by one (in
effect, this means they remove one d d from their checks).In addition after a
target makes a check, you may change any one dice in the pool not displaying a
3 2 3 3 3 2 Triumph or a Despair to a different face of your choosing. The Crow Hag may
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
perform the concentrate maneuver to maintain the effects of this curse.
SOAK VALUE W. THRESHOLD M/R DEFENSE

Blood Feather's: (Make a Hard (ddd ddd) Arcana check; if the check
4 18 0 1 succeeds, the Crow Hag reduces the damage of all hits he suffers by 1 plus 1 for
Skills: Arcana 2, Ranged 3, Resilience 2, Discipline 2, coercion 2, Survival 2, every s beyond the first until the end of his next turn. The Crow Hag may
Knowledge Lore 3. perform the concentrate maneuver to maintain the effects of this barrier.)

Talents: Adversary 1 (Upgrade the difficulty of combat checks targeting this Hags Hunger select one target at medium range for this attack and make a
character once.) Average dd
dd Arcana check. If the check is successful, this magic attack inflicts
7 damage, +1 damage per s with the Blast 3,
Abilities: Crow form: as a maneuver shift in or out of crow form gain the
fly ability (can fly; see page 100 of the Genesys Core Rulebook), Equipment: Blood drain (Ranged; d dcccc Damage 5; Critical 4; Range
[Medium]; Breach 1, Burn 1) Blood feather robe, +1 soak +1 defense
Creature of ill omens: This adversary reduces the difficulty of Arcana
checks by one, to a minimum of Easy (d
d ), and increases the base damage of
their Attack spells by three.

Lifethirst: All enemies within medium range reduce the amount of strain or
wounds regained by 1 each time they recover strain or wounds.

Blood Call: When this adversary damages a target using ranged or a magic
attack, they heal wounds equal to the wounds inflicted.

9
CRYPT DRAGON (UNDEAD/RIVAL) These ancient monstrosities originated eons ago when life existed in a much
more primal form. They may seem to mindlessly mimic what they see, but in
truth, they are plotting and manipulative. The chaos beasts’ mastery of arcane
energies rivals even the most powerful wizards.

4 3 4 3 3 1
While other dragons hoard items for their great value or shining BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

brilliance, crypt dragons are far more interested in items of great magic SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

or fate. These powerful artifacts have been known to carry dreadful


6 25 19 0 0
curses and, being disturbed or even used by the Crypt Dragons, terrorize
settlements near the tombs and graveyards where these beasts build their Skills: Brawl 2, Stealth 3, Survival 3, Vigilance 3, Arcana 3, Knowledge
hoards. forbidden 3

4 3 3 2 2 2 Talents Adversary 1 (upgrade the difficulty of combat checks targeting this


BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE character once).
SOAK VALUE W. THRESHOLD M/R DEFENSE
Abilities: Horiffic Morph: A chaos beast assumes the form of a random
6 23 0 0 enemy donning a grotesque visage. At the start of their first turn in the
encounter,all opponents must make a Hard (ddd ddd) Discipline check as an
Skills: Arcana 1, Brawl 2, Cool 3, Ranged 2, Resilience 2, Runes 1, Vigilance
3. out-of-turn incidental. If they fail, they are immobilized until the start of their
next turn. If they fail with h, they are staggered until the start of their next
Talents: Swift (a dragon does not spend additional maneuvers to move turn instead. If you’re using the fear rules (see page 243), this counts as a fear
through difficult terrain). check, and other effects may apply as well.

Abilities: Flyer (can fly; see page 100 of the Genesys Core Rulebook), Creature of Chaos: This adversary reduces the difficulty of Arcana checks
by one, to a minimum of Easy (d
d), and increases the base damage of their
Silhouette: 2 Attack spells by three.

Terrifying (at the start of the encounter, all of their opponents must make a Monstrous Limbs: This adversary does not increase the difficulty of
Hard ddd
dddfear check as an out-of-turn incidental, as per page 243 of the combined checks to attack with its claws, tentacles, and jaws, and may spend
Genesys Core Rulebook. If there are multiple sources of fear in the encounter, aa or t to hit with each additional weapon.
the opponents only make one fear check against the most terrifying enemy),
Silhouette 2 (in true form)
Frail (at half wound treshold upgrade it's attack roll once)
Spells: Chaos beast can choose any magic action allowed for the Arcana skill,
Undead (does not need to breathe, eat, or drink, and can survive underwater; and may select additional spell effects as normal. The spells they use most often
immune to poisons and toxins). are the following:

Spells: A crypt dragon can use any magic actions allowed for the Arcana and Chaos Blast select one target at short range for this attack and make a Average
Runes skills, and may select additional effects as normal. A crypt dragon hoards dd Arcana check. If the check is successful, this magic attack inflicts 7
dd
the magical crafts of its race, and might experiment with any manner of spell. damage, +1 damage per s with the Ensnare 3, Knowdown, Disorient 3
qualities.
Equipment: Fiery breath (Ranged; dcc Damage 8; Critical 3; Range
[Short]; Blast 8, Burn 2, Prepare 1), claws (Brawl; dd cc Damage 8;
ddcc Curse of Syraskil select one target at short range for this curse and make a
Critical 3; Range [Engaged]; Vicious 2). Average dd Arcana check. If the check is successful, until the end of the
characters next turn, the target decreases the ability of any skill check they make
by one (in effect, this means they remove one d from their checks).Also after
the target makes a check, you may change one b b to a face displaying a single
CHAOS BEAST(NEMESIS) failure.
Horrible creatures that were old before mankind ever existed, chaos beasts
slumber in isolated temples and caverns. Once awakened for combat, they can Equipment: Thrashing appendage (Brawl dd ddcc cc; Damage 8; Critical 4;
change their shape and attacks in an instant to deal with any situation. As with Range [Short]; Knockdown, may spend aa to knock all other characters
the dark priests, anyone who defeats one of the more powerful chaos beasts is engaged with the target prone), vicious maw (Brawl ddddc c; Damage 10;
sure to be stricken with a powerful curse. Critical 3; Range [Engaged]; Pierce 3, Vicious 3).

10
CHANGELING (MINION)
As the corruption that slumbers beneath Nerekhall stirs, it seems to spread
among the populace. Whether the changelings, as they are called, are demonic
creatures that duplicate and replace innocent civilians, or those civilians are
somehow transformed into these awful beings, is unknown.

2 2 1 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

3 5 0 0

Skills: Varies, Vigilance, Deception

Abilities: Shapeshifter: Once per round as an incidental, this adversary may


increase or decrease its silhouette by 1 and change its appearance to that of any
character or creature of its current silhouette.

We are everywhere: In an encounter with any number of this adversary


type, the GM may spend hh from any check made by a PC to add one
adversary to an existing minion group, or spend d to add a new minion group
of three individuals to the encounter.

Hideous Laughter once per encounter as an incidential, until the end of the
character’s next turn, the target decreases the ability of any skill checks they
make by one (in effect, this means they remove one d from their checks)

Equipment: Varies (See below)

THE MANY FACES

he corrupt citizens can take on many forms and ability based on The Executioner: Gains the melee light skill and Surprise attack: When
T those they mimic. Note the whole minion group only has one
type at a time.
making a combat check targeting an unaware opponent, this adversary
deals +2 damage per s instead of +1.

The Civilian: Gain the brawl skill +1 wound, 1 defense The Mage: Gains the range skill and the surge blast weapon profile Surge
blast (Damage 6; Critical 4; Range [medium], blast 6)
The Scholar: +1 defense and gain the vanish ability: After performing a
check, may spend aa or t to hide from all other characters in the The Siren: Ranged skill. As an action on its turn may heal any creature in
encounter. short range 2 wounds.

The Magistrate: Gains the coorcion skill. Hideous Laughter ability affects The Scoundrel: Gains the melee light skill and Surprise attack: When
targets up to long range. making a combat check targeting an unaware opponent, this adversary
deals +2 damage per s instead of +1., Dagger (Melee; Damage 5;
The Guardsman: Gains the melee light skill and Sword and shield, +3 Critical 3; Range [engaged], Accurate 1
Melee defense, +2 range defense, Sword (Melee [Light]; Damage 6;
Critical 2; Range [Engaged]; Defensive 1), large shield (Melee [Light]; The Hero: Gains the face, form and equipment of the target. Target
Damage 4; Critical 5; Range [Engaged]; Defensive 2, Deflection 2, upgrades all checks against the changeling once
Inaccurate 2, Knockdown), Chain armor (+2 soak)

11
CHANGELING MASTER (NEMESIS)
The master changeling has often been in normal society for months or years
building a network of replaced servants. To what end or master these horrid
creatures serves no one knows but whispers among scholars in Greyhaven is
that their corruption can reach the highest level of society. This is the basic prof ile for a changeling master
like its minion a Master could through time and
3 3 2 4 3 3 ressources learn many different skills. There are
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
even rumors that some have aquired knowledge
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
of magic and inf iltrated the University at
4 16 15 0 0 Greyhaven.

Skills: Melee(light) 2 d cc, Charm 2 d


dcc cc, Coercion 2 d
dcc cc,
dcc
Cool 2 ddddc c, Discipline 3 ccc
ccc, Deception 3 d ccc,
dccc
Skullduggery 3, d ccc Stealth 2 d
dccc cc, Vigilance 2 d
dcc dcc
cc
Talents: Adversary 1: Upgrade the difficulty of all combat checks against this
target once.

Abilities: Shapeshifter: Once per round as an incidental, this adversary may


increase or decrease its silhouette by 1 and change its appearance to that of any
character or creature of its current silhouette.

I Know What You’re Thinking: When targeting an opponent with a


social skill check, downgrade the difficulty a number of times equal to the
number of c c in the pool (effectively replacing all c
c with dd). When targeted
by a social skill check, downgrade the ability of the check a number of times
equal to the number of c c in the pool (effectively replacing all c
c with d
d).

Surprise attack: When making a combat check targeting an unaware


opponent, this adversary deals +2 damage per s instead of +1.
Hideous Laughter once per encounter as an incidential, until the end of the
character’s next turn, the target decreases the ability of any skill checks they
make by one (in effect, this means they remove one d d from their checks)

Equipment: Dagger (Melee d cc; Damage 5; Critical 3; Range


dcc
[engaged], Accurate 1, Leather Armor +1 soak

12
D
DARK MINOTAUR(NEMESIS) Equipment: Greataxe (Melee(heavy) dd ddcc cc; Damage 8; Critical 3;
Range [Engaged]); Cumbersome 3, Pierce 2, Vicious 1, Hprns (Brawl
dd
ddcc cc; Damage 6; Critical 3; Range[Engaged] Pierce 2, Vicious 1,
Knockdown. Boneskull (magic implement When a Dark Minotaur
successfully casts an Attack or Curse spell, they heal 1 wound; the Additional
Target effect added does not increase difficulty)

DARK WORSHIPPERS CULTIST


(MINION)
Dark hooded fanatics often with hidious mutations and strange tatoos to dark
and evil gods. Chanting prayers they cast dark energies at their foes or whisper
insane prayers that make their victims scream with agony.

2 2 2 1 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

3 5 0 0
Minotaurs are a race rarely encountered, for they prefer a solitary
existence. Therefore it is an ominous sign that packs of them are Skills: Divine, Ranged, Dicipline
emerging from the dark depths. Wielding both the raw might of their
Abilities: Sacrificial magic: As an action, a minion group of Dark cultist may
monstrous forms and the twisted magic that ows from their grotesque
remove a member of its group as a casualty to cast any spell using the divine
censers, only the bravest of heroes can stand against these champions of skill. This spell is resolved using the normal magic rules.
the Everdark.
Blessing of the dark gods: May spend hhh from any check made by a
4 2 4 2 3 2 PC to return one previously defeated Dark Cultist to an existing minion
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
group, removing damage from the group accordingly. Spend d to return two
Dark cultist to a minion group.
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 18 14 0 0 Equipment: Disharmonious chant (Divine ddd; Damage 6; Critical 4;


Range [medium], blast 6), Insane chanting (Divine ddd ddd; Damage 4;
Critical 4; Range [medium] Stun 4, Burn 1), heavy robes +1 soak
Skills: Brawl 2, Arcana 3, Perception, Melee(heavy) 2, Knowledge(Forbidden)
3, Discipline 2

Talents Adversary 1 (upgrade the difficulty of combat checks targeting this


character once), Dark Insight (use Knowledge [Forbidden] to determine spell
effects).

Abilities: Bull Rush: When a Dark Minotaur makes a Brawl, Melee (Light),
or Melee (Heavy) combat check after using a maneuver to engage a target, you
may spend aaa or t to use this talent to knock the target prone and move
them up to one range band away from the Dark Minotaur.
Dark Vision: When making skill checks, this adversary remove up to b bb b
imposed due to darkness.

Spells: Dark Minotaurs can choose any magic action allowed for the Arcana
skill, and may select additional spell effects as normal. The spells they use most
often are the following:

Putrid Boils (select one target at short range for this curse and make a Hard
ddd Arcana check. If the check is successful, until the end of the Dark
ddd
Minotaur next turn, the target decreases the ability of any skill checks they
make by one d
d and suffers one additional wound each time they suffer strain.
The Dark Minotaur can maintain these effects with the concentrate
maneuver).

Soul Drain (select one target at short range for this attack and make a Hard
ddd Arcana check. If the check is successful, this magic attack inflicts 6
ddd
damage, +1 damage per s, If the attack deals damage, the target must
immediately make a Hard ddd ddd Resilience check or suffer 3 wounds and
strain. This counts as poison)

13
DARK WORSHIPPERS
PRIEST(NEMESIS)

Some priests offer their prayers to alien creatures best left forgotten. This ill- Blessing of the dark gods: A dark priest may use the conjure spell action
advised worship twists their minds in odd ways. Overlords find these warped with the divine skill to summon undead creatures. The creature remains
men useful due to the unnatural powers they can channel. The dark priests summoned until the end of the encounter without having to use the
most favored by their strange gods have powerful protections, and defeating concentrate maneuver.
one of them is sure to bring down a terrible curse upon the victor.
Spells: Dark Priest can choose any magic action allowed for the Divne skill,
No mortal knows whether the dark priests are undead themselves, or are so and may select additional spell effects as normal. The spells they use most often
twisted by prayers and rituals to dark gods that they are no longer recognizable are the following:
as living. It is only known that disease, curses, and hordes of undead follow a
dark priest wherever his evil journeys may take him. Now, dark priests Unholy bolt (Select one target up to medium range and make a hard ddd ddd
command a horde of undead that strives daily to breach the walls of Deephall. Divine check. If the check is successful, this magic attack inflicts 8 damage, +2
damage per s, With the with the Auto-fire and Stun 4 qualities).

3 2 3 3 4 3 Dark Prayer (Select one target up to short range make a hard ddd Divine
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE check. If the check is successful, this magic curse reduces the targets strain and
wound thresholds by 4, This effect may not be combined with additional
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
target effect. The dark priest can extend the duration with the concentration
4 16 16 0 0 manuever)

Equipment: Equipment: Sacrificial blade (Melee[Light]d dcccc; Damage


Skills: Medicine 3, Divine 3, Perception 2, Melee(light) 2, 4; Critical 3; Range [Engaged]; Vicious 1); Bone staff (+4 damage to magic
Knowledge(Forbidden) 4, Coercion 3, Discipline 2, Vigilance 1 attacks; the first Range effect added does not increase difficulty; when used to
cast a spell that inflicts 1 or more wounds, caster heals 1 wound), leather armor
Talents Adversary 1 (upgrade the difficulty of combat checks targeting this (+1 soak).
character once), Dark Insight (use Knowledge [Forbidden] to determine spell
effects).

Abilities: Terrifying: At the start of the encounter, all opponents must


make a hard ddd fear check as an out-of-turn incidental, as per page 243 of
the Genesys Core Rulebook. If there are multiple sources of fear in the
encounter, the opponents only make one fear check

Rise, My Minions!: Once per session, may make a Hard (ddd ddd) Divine
or Medicine check (depending on the type of minions this adversary has); for
each uncanceled s, one incapacitated minion within medium range heals all
wounds and rejoins the encounter; it may act in the current round.

Sacrifice: After inflicting wounds on a living creature (whether an enemy or


ally), this adversary adds b
b to their next magic skill check; after killing a living
creature, this adversary instead upgrades the ability of their next magic skill
check once.

14
DEMON LORD(NEMESIS) Equipment: Huge Ynfernal Greatsword (melee Heavy)ddccc;
Damage 13; Critical 2; Range[Short], Defensive 1, Pierce 1, Unwieldy 3 (This
weapon also counts as staff implemnt when wielded by the Demon lord.+4
damage to magic attacks; the first Range effect added does not increase
difficulty)

DOOMBRINGER(RIVAL)

Power pulses through every thick muscle of these monsters, and a raw
potency lls the air around them. They thrive on terror and
domination, lashing out at enemies with magical force and imbuing
ery blasts with their own dark might. A demon lord’s brutal blows can
defeat even the mightiest champions and wreak the havoc that these evil A ravenous, creeping, six-legged demon drawn into war by its insatiable
creatures crave. hunger. With its ability to burrow through the ground it moves through
Demons are among the most terrible and powerful creatures. Demons wield and sneak under the enemy without their knowledge. Wherever the
titanic magics and are wreathed in a searing sheet of flames. The mightiest
demons overcome their enemies with terror and dread. Doombringer goes, its presence stops the enemy in their tracks.
Doombringers devour infantry and cavalry, gnawing away at anyone or
5 3 4 3 4 3 anything within reach of their massive jaws.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
4 2 1 2 2 1
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

6 24 18 1 1 SOAK VALUE W. THRESHOLD M/R DEFENSE

Skills: Deception 3, Arcana 3, Perception 2, Melee(heavy) 3, Melee(light) 3,


Knowledge(Forbidden) 3, Coercion 3, Discipline 3, Vigilance 3, Charm 2, 6 16 1 1
Negotiation 2, Leadership 1
Skills: Brawl 2, Stealth 2, Perception 1, Vigilance 1, Athletics 1, Resilience 2
Talents Adversary 1 (upgrade the difficulty of combat checks targeting this
character once), Dark Insight (use Knowledge [Forbidden] to determine spell Abilities: Burrow: Can move underground (treat as difficult terrain)
effects). Opponents can attempt a opposed vigilance or perception check vs. the
Doombringers stealth to detect a burrowing Doombringer.
Abilities: Terrifying: At the start of the encounter, all opponents must
make a daunting dddd fear check as an out-of-turn incidental, as per page Trap If a Doombringer engages a enemy from underground while burrowing
243 of the Genesys Core Rulebook. If there are multiple sources of fear in the the target and all engaged with it must make a Hard (ddd) Athletics or
encounter, the opponents only make one fear check. coordination check as an out-of-turn incidental or become immobilized untill
the Doomlords next turn as they fall into the ground below.
Wrought in flames A Demon lord is complete immune to damage from
fire. Unless it also has the holy quality or blessed by the divine, like the flames of Equipment: Pincers (brawl )dd cc) damage 7, crit 3, pierce 2, Vicious 1
ddcc
Kellos talent.

Fire aura all oponents that are engaged with the Demon lord on his turn
suffers 3 wounds from the deadly heat and dark magic that pervades the air
around a demon lord.

Silhouette 3

Spells: Demon Lords can choose any magic action allowed for the Arcana
skill, and may select additional spell effects as normal. The spells they use most
often are the following:

Hellfire (Select one target up to medium range and make a daunting


dddd Arcana check. If the check is successful, this magic attack inflicts 12
dddd
damage, +1 damage per s, With the with the Blast 3 quality if blast is
activated if effects all creatures up to short range of the target.

Fireshield (Make a Hard (dddddd) Arcana check; if the check succeeds, the
Demon Lord reduces the damage of all hits he suffers by 1 plus 1 for every
ss beyond the first until the end of his next turn; in addition, if an attack
targeting The Demon Lord generates hhh or d, the attacker suffers a hit
inflicting damage equal to the total damage of the attack; The Demon Lord
may perform the concentrate maneuver to maintain the effects of this barrier.)

15
E
ELEMENTAL SPRITE (MINION)
Wether it be The elemental magic that runs through Al-Kalim or the magic of
blessed glade in the woods. Elemental Sprites gather in places of such magical
forces. Often found in the company of their larger cousins these smaller beings
share the same basic drive. The most known are Quicksand, Flame and Spring.
But in the high north beyond the mistlands travellers report seeing frost sprites.

2 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

2 5 1 1
Skills: Brawl, Vigilance, Stealth

Abilities: Amorphous (as an incidental, a Elemental Sprite may increase or


decrease its silhouette by 1),

Inconspicuous (a Elemental Sprite in a natural environment appears


indistinguishable from an ordinary example of its element; a character can
make a Hard [(ddd
ddd] Perception or Vigilance check to identify a Elemental
Sprite).

Equipment: Pseudopods (Brawl dd dd; Damage 6; Critical 3;


Range[Engaged]; Burn 1 [flame elemental Sprite only], Ensnare 1 [quicksand
elemental Sprite only], Linked 1, Stun 3 [spring Elemental Sprite only])

ELEMENTAL, ANCIENT (NEMESIS)


The elemental magic wrought by the Djinni is found throughout the land of
Al-Kalim as well as elsewhere nature is close. Sometimes these vestiges of
trapped magic spawns minor elementals that over time not only grown in
numbers but also in size and power as they drink the magic they spawn from
dry. These ancient magical beings are feared throughout Mennara.

4 4 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

6 28 18 4 4
Skills: Brawl 3, Cool 2, Vigilance 3, Stealth 2, Survival 2

Abilities: Amorphous (as an incidental, a Elemental, ancient may increase


or decrease its silhouette by 1),
Inconspicuous (a Elemental, ancient in a natural environment appears
indistinguishable from an ordinary example of its element; a character can
make a Hard [(ddd
ddd] Perception or Vigilance check to identify a Elemental,
ancient).

Engulf May make an opposed Brawl check to engulf an engaged target. If the
check is successful, engulf characters are immobilized and suffer 6 damage at
the start of each round but can escape if the elemental is killed or by making a
successful Hard (ddd
ddd) Athletics check.
Silhouette: 3

Equipment: Pseudopods (Brawl d ccc; Damage 9; Critical 3;


dccc
Range[Engaged]; Burn 2 [flame elemental only], Ensnare 1 [quicksand
elemental only], Linked 1, Stun 7 [spring Elemental Sprite only])

16
ETTIN(NEMESIS)
One might think that a giant with two heads would be twice as smart as any
other giant. Sadly, this is not true of most ettins, who find their two heads can
seldom agree on anything. One thing all ettins do agree on, however, is that
heroes taste delicious.

5 2 1 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

7 28 22 0 0
Skills: Athletics 2, Brawl 2, Melee(light) Perception 1, vigilance 1.

Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this


character once)
Dual Wielder (may perform a maneuver to reduce the difficulty of the
Ettin’s next combined check to attack with two weapons during their turn by
one).
Abilities: Two Heads (an ettin may take a second maneuver each turn for
free, but may take no more than two maneuvers total)

Better Than One (any effect that blinds, charms, disorients, knocks out, or
staggers an ettin only takes effect if both heads are affected)
Strength of Iron: This adversary can wield a Melee (Heavy) weapon in one
hand.

Silhouette 3
Equipment: Equipment: Huge Axe (Melee light); Damage: 9; Critical: 3;
Range [Engaged], Pierce 2, Vicious 2), Huge Morningstar (Melee light);
Damage: 10; Critical: 4; Range [Engaged]; Pierce 2, Sunder)

FIRE IMP (MINION)


Fiendish little blighters, born of fire and brimstone, fire imps seek only to
engulf the world in their inferno

2 3 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

3 4 0 0
Skills: Ranged, Perception 1, Cool, Coordination

Abilities Flame Fiend: This monster ignores all effects of lava and fire.
Combustible: When a fire imp is defeated it combust in flames everyone
engaged with it suffers 1 wound from the fire. Flyer (can fly; see page 100 of
the Genesys Core Rulebook),
Silhouette 0

Equipment Firebolt (ranged)ddd; Damage 5; crit 3; range[Medium],


Burn 1

17
FLESH MOULDER (NEMESIS) Spells: Flesh Moulders can choose any magic action allowed for the Arcana
and Primal skill, and may select additional spell effects as normal. The spells
they use most often are the following:

Horrid polymorph (select one target at short range for this curse and make a
Daunting dddd
dddd] Arcana check. If the check is successful, until the end of
the Flesh Moulders next turn the target is staggered and target decreases the
ability of any skill checks they make by one d d.The Flesh Moulder may
perform the concentrate maneuver to maintain the effects of this curse)
Flesh knitting (select one target at short range for this heal and make a
Average dd
dd] Arcana check. If the check is successful, the target recovers 1
wound for every uncancelled s rolled, as well 1 strain for each uncancelled a

Master of the flesh (select one target that is engaged with (which can be
themselves), make a Average dd dd Primal check. If the check is successful, until
the end of the Flesh Moulders next turn, the target increases the ability of any
skill checks they make by one (in effect, this means they add a d d to their
checks). In addition the target adds 3 damage to unarmed combat checks, and
their Critical rating for those attacks becomes 3

Warp flesh (Select one target in short range and make a Hard ddd ddd Arcana
check. If the check is successful, this magic attack inflicts 7 damage, +1 damage
per s, With a Critical rating of 2. The attack also gains the Vicious 3, Pierce 3
and Sunder qualities.

Equipment Grotesque limbs (Brawl d cc) damage 5, Crit 4 Peirce 1,


dcc
Vicious 1.

Necromancers study the dead, animating their flesh and bones to fight for
them. Flesh Moulders study the living, and are capable of rending or knitting
living flesh as it suits them. Only the most insane or depraved spellcasters are
willing to cut open living beings to gain true mastery of the flesh, but those
who do are rewarded with the ability to shape others into forms more pleasing,
repairing their wounds and keeping them fighting.

3 2 5 3 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

5 16 14 0 0

Skills: Brawl 2, Arcana 3, Primal 3 Knowledge(Forbidden) 3, Discipline 2,


Deception 2, Leadership 1, Medicine 3, Alchemy 2

Talents Dark Insight (use Knowledge [Forbidden] to determine spell effects).

Abilities

Creature of insane casting (a Flesh Moulder reduces the difficulty of


Arcana and Primal checks by one, to a minimum of Easy ((d)), and the base
damage of their Attack spells is increased by three)
Monstrous Limbs: This adversary does not increase the difficulty of
combined checks to attack with its claws, tentacles, and jaws, and may spend
aa or t to hit with each additional weapon.

Regeneration: At the beginning of its turn, this creature automatically heals


3 wounds.
Grotesque metamorphis As an out-of-turn incidental may grow additional
limbs, mouths, tentacles (per GM discretion)

18
G
GOBLIN ARCHER (RIVAL)
Goblins are a cowardly but avaricious lot and won't back down from enriching
themselves if the odds are in their favor. Some goblins master the art of ranged
combat often leading their lesser cousins in ambushes.

2 3 1 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

3 14 0 1
Skills: Deception 1, Perception 1, Stealth 1, Survival 2, Ranged 2.

Talents: None

Abilities: Dark Vision (when making skill checks, goblins remove up to bb


bb
imposed due to darkness).

Goblin shot (goblin archer inflict 2 additional damage with successful range
attacks on prone or immobilized targets).

Equipment Bow (Ranged d dcc cc; Damage 7; Critical 3; Range [Medium];


Unwieldy 2); pointy teeth (Brawl dd dd; Damage 3; Critical 3; Range
[Engaged]; Vicious 1), grimy leather armor (+1 soak, +1 range defense).

19
H
HARPY(MINION) Abilities Maul (a Hellhound adds bb
bb to Brawl checks against prone or
immobilized targets)

Wrought in flames A Hell Hound is complete immune to damage from


fire. Unless it also has the holy quality or blessed by the divine, like the flames of
Kellos talent.

Equipment Claws and fangs (Brawl d ccc; Damage 6; Critical 3;


dccc
Range [Engaged]; Knockdown, Peirce 1, Vicious 1). Fire Breath
(Rangedccc
ccc Damage 6; Critical 3; Range [Short]; Blast 6, Burn 1,
Prepare 1, Slow-Firing 2)

Harpies are bat-like monsters that have been twisted through sorcery into a
mockery of the female form. Vicious and unyielding, these semi-intelligent
carnivores always hunt in groups, swarming over their prey with deadly
precision.

3 3 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

4 6 0 0
Skills Brawl, Perception, Cool, Survival
Abilities Flyer: Can fly; see page 100 of the Genesys Core Rulebook.
Swoop Attack: After making a Brawl combat check, can move from engaged
to short range of the target as an incidental.

Equipment Sharp Talons(Brawl ddd) damage 5, Crit 4 Peirce 1, Vicious


1.

HELLHOUND(RIVAL)
An unholy mixture of fire and wrath, hellhounds are born predators. Packs of
hellhounds feed on terror and focus on isolating their victims to deepen their
prey’s despair. In the midst of this awful solitude, the hellhounds tear into
tender flesh with rocky claws and burning teeth. Those who fall quickly to the
flames are considered fortunate.

These demonic beasts can breathe a cone of fire from their maws, immolating
several heroes at once in the fiery blast.

4 3 1 3 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

6 14 0 0

Skills Brawl, 3 Ranged 3 Atlethics, 2 Perception, 2 Survival, 3 Resilience 2


Talents Swift (a Hellhound does not spend additional maneuvers to move
through difficult terrain).

20
ICE SPIKER (MINION)
Many an inexperienced explorer has mistaken these smaller creatures for
something harmless. However, if threatened or provoked, Ice Spikers can
become extremely dangerous.

2 1 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

4 4 2 1
Skills: Ranged, Brawl, Vigilance
Abilities spikes A Ice Spiker who is targeted by a melee combat check may
spend hhh or d to cause the attacker to suffer 3 wounds.

Impaling spikes: Once per round after a character moves within medium
range of this adversary, this adversary may perform an out-of-turn incidental to
immobilize that character for the remainder of the encounter. As an action an
immobilized character can attempt a Hard (ddd ddd) Athletics check on their
turn to no longer be immobilized.
Equipment: Spikes (Ranged; Damage: 5; Critical: 3; Range [Medium],
Peirce 1, Ensnare 1), Bite (Brawl; Damage: 4; Critical: 4; Range [Engaged])

21
L
LAVA BEETLE(MINION) These terrying creatures burrow through earth and rock in volcanically active
areas. When a lava beetle perceives a threat, it defends itself with a fiery
projectile that engulfs its target and everything nearby in flames. They are
surprisingly intelligent creatures, and their thick carapaces make them
annoying difficult to dispatch.

2 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

4 6 1 1
Skills Ranged, Vigilance, Survival, Resilience
Abilities Flameborn: This adversary does not suffer damage from natural
Lava beetles have adapted to life in their freezing environment by heat or flame, and doubles its soak for purposes of reducing damage from
magical fire.
generating their own body heat through an unknown internal process.
This same biological chemistry gives them their defense mechanism - Burrow Can move underground (treat as difficult terrain) Opponents can
attempt a opposed vigilance or perception check vs. the Lava Beetles stealth to
expelling a stream of sticky, boiling, liquid goo explosively from their detect a burrowing Lava Beetle.
abdomens at anything they deem a threat. The bigger, more brightly
colored beetles shoot uid so hot that it's ammable. Lava beetles are
Equipment Fire Goo Blast (Ranged ddd ddd Damage 6; Critical 3; Range
[Short]; Blast 6, Burn 1) thick carapaces +2 soak
hive creatures, but sometimes groups of patrolling beetles are seen away
from their home, foraging for the nest.

M
MEDUSA (NEMESIS)
Tangled and twisted approximations of human women, medusae are a horror
to behold. Although the myth that gazing upon them turns the viewer to stone
is not true, it has its basis in the potent petrification magic these creatures
command. The most powerful medusae, often called hags, can use their many
limbs to cast multiple spells simultaneously.
In times long past, a den of medusae spun a myth that their gaze could turn a
living man to stone. Many fools have entered the lairs of these conniving
serpent demons, wielding ineffectual shields of glass or stumbling forward with Monstrous Limbs: This adversary does not increase the difficulty of
eyes tightly closed, but the deadly hexes of the medusae are easily cast on men combined checks to attack with its claws, tentacles, and jaws, and may spend aa
who refuse to watch. Now, the medusae employ their magic enslaving the or t to hit with each additional weapon.
innocent and destroying those who oppose them.
Dominate: May use the Dominate action once per encounter, making an
opposed Charm vs. Discipline check targeting one character in short range; if
3 3 4 3 4 3 successful, the target is immobilized for 1 round per uncanceled s, and this
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE adversary may spend t to stagger the target for 1 round)
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Spells: Medusa can choose any magic action allowed for the Arcana skill, and
5 18 16 1 1 may select additional spell effects as normal. The spells they use most often are
the following:
Skills Brawl 3, Ranged 3, Arcana 3, Knowledge lore 3, Survival 2, Perception
2, Charm 3, Deception 2, Negotiation 2, Vigilance 2 Flesh to stone (select one target at short range for this curse and make a Hard
Talents Adversary 1 (upgrade the difficulty of combat checks targeting this ddd] Arcana check. If the check is successful, until the end of the Medusa
ddd
character once) Improved Signature Spell (Decrease any Curse spell cast next turn the target is staggered and target decreases the ability of any skill
with only the Paralyzed effect by 2) checks they make by one d d.The Medusa may perform the concentrate
maneuver to maintain the effects of this curse)
Abilities Venomous: Enemies who are wounded by this adversary must
make a Hard (ddd
ddd) Resilience check as an out-ofturn incidental or suffer 4 Equipment Snake hair (Ranged ccc; Damage 5; Critical 4;
additional wounds, and must check again on their next turn if the check Range[Short]; Ensnare 3, Peirce 1, Autofire) Claws (Brawl ccc
ccc; Damage
generates d. 5; Critical 3; Range[Engaged], Peirce 1, Vicious 1)

22
MOUNTAIN GIANT
If you've ever collided with a ogre rolling down a hill whilst holding a big rock
you know what it's like to struck by a giant
Brightcarver's Bestiary

Distant cousins of the huge giants of Torue Albes, the Mountain giant is
smaller but still a deadly foe. Known to lob rocks found in its natural
enviroment their favored tactics is to climb to hard to reach places with plenty
cower and lob deadly rocks at unsuspecting travelers.

4 2 1 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

6 21 0 0
Skills: Athletics 2, Brawl 1, Ranged 2

Talents: None
Abilities: None

Silhouette: 2

Equipment: Rocks (Ranged d dc c; Range [Medium], Critical 4; Damage 8;


Inaccurate 1, Concussive 1, Prepare 1); Fist ( Brawl dddc;
Range[Engaged]; Damage 6, Critical 4, Knockdown) Thick hide +2 soak.

23
N
NAGA(RIVAL) Talents: Adversary 1 (upgrade the difficulty of combat checks targeting this
character once).

Abilities: Venomous: Enemies who are wounded by this adversary must


make a Hard (ddd
ddd) Resilience check as an out-ofturn incidental or suffer 4
additional wounds, and must check again on their next turn if the check
generates d.
Creature of magic (reduce the difficulty of Arcana checks by one, to a
minimum of Easy [d
d], and increases the base damage of their Attack spells by
three),

Grapple: May take the Grapple incidental; until the start of this adversary’s
Monsters and the spawn of evil are drawn from across Terrinoth to the rumor
of a sorcerer’s dark knowledge, few are more attracted than creatures born of next turn, enemies must spend two maneuvers to disengage.
magic, like the nagas. These monsters are a nightmarish clash of magic and Vile Constriction (if the Mistress of serpents Ensnares a target with her tail,
reptilian guile. Covered in glistening, hardened scales, a naga will seek any she may use a Incidental to constrict the target. While constricted, the target is
chance to coil around its prey and drag the victim away from all hope of rescue. immobilized, and suffers 2 Strain per round at the start of its turn. A Naga can
Once in a secluded place, the naga’s venomous fangs can easily tear through maintain constriction each round as a incidental. A target may escape the
soft flesh.
constriction by succeeding at a Hard (ddd) Athletics or coordination
check)
4 4 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Savage: This adversary increases the damage of its attacks by 2 when targeting
an immobilized foe.
SOAK VALUE W. THRESHOLD M/R DEFENSE

Silhouette: 2
6 16 1 1
Skills: Brawl 2, Survival 2, Stealth 3 Perception 1, Coordination 3, Deception Mesmerize: May use the Mesmerize action once per encounter, making an
2, Discipline 2 opposed Charm vs. Discipline check targeting one character in short range; if
successful, the target is immobilized for 1 round per uncanceled s, and this
Abilities: Venomous: Enemies who are wounded by this adversary must adversary may spend t to stagger the target for 1 round).
make a Hard (ddd) Resilience check as an out-ofturn incidental or suffer 4
additional wounds, and must check again on their next turn if the check Shapeshifter: Once per round as an incidental, this adversary may increase or
generates d. decrease its silhouette by 1 and change its appearance to that of any character or
creature of its current silhouette.
Grapple: May take the Grapple incidental; until the start of this adversary’s
next turn, enemies must spend two maneuvers to disengage. Venom blood: Immune to poison
Constrict (if a naga Ensnares a target with its tail, it may use a maneuver to Spells: Naga Sorcere can choose any magic action allowed for the Arcana skill,
constrict the target. While constricted, the target is immobilized, and suffers 2 and may select additional spell effects as normal. The spells they use most often
Strain per round at the start of its turn. A Naga can maintain constriction by are the following:
spending a maneuver each round to do so. A target may escape the constriction
by succeeding at a Hard (ddd
ddd) Athletics or coordination check) Mirror Images (Make a Average (dd dd) Arcana check; if the check succeeds,
the Mistress of serpents reduces the damage of all hits she suffers by 1 plus 1 for
Savage: This adversary increases the damage of its attacks by 2 when targeting every s beyond the first until the end of her next turn; in addition, she gains
an immobilized foe. ranged and melee defense 4 The Mistress of serpents may perform the
concentrate maneuver to maintain the effects of this barrier.)
Silhouette: 2
Poison cloud: (Select one target at short range and make a Hard (ddd ddd)
Equipment: Fangs (brawl dd ddcc cc; Damage 5; Critical 3; Range[Short]; Arcana check. If the check is successful, this magic attack inflicts 8 damage, +1
Peirce 1,) Tail (brawl dd
ddcccc; Damage 6; Critical 3; Range[Short]; stun damage per s, with the blast 4 Quality. If the attack deals damage, the target
damage, Ensnare 1), Thick scales +2 soak must immediately make a Hard (ddd ddd) Resilience check or suffer 4 wounds
and 4 strain.
MISTRESS OF SERPENTS
Some nagas do more then just seek out other sorceres and becomes powerfull Equipment: Fangs (brawl d ccc; Damage 7; Critical 3; Range[Short];
dccc
magic users themselves. Like the vile Mistress of Serpents, who commands Peirce 2, Vicious 2) Tail (brawl d ccc; Damage 8; Critical 3;
dccc
leagues of Naga as well as the might sea Wyrm Soriss. Range[Short]; stun damage, Ensnare 2), Thick scales +2 soak

4 4 5 3 4 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE

6 20 17 1 1
Skills: Arcana 4, Knowledge lore 4, Brawl 4, Survival 2, Stealth 3 Perception 2,
Coordination 3, Deception 3, Discipline 3, Charm 2, Leadership 2.

24
O
OBSCENE (RIVAL) Equipment: Massive club (Melee [heavy]dd ddcccc; Damage 7; Critical 4;
Grotesquely swollen tribesmen wielding massive clubs and the momentum of Range[Engaged]) Inaccurate 1, Concussive 1, Knockdown; Bone Schythe
their dreadful bulk. The Obscenes are a horror, paralyzing soldiers with the (Melee [heavy] dd
ddcc cc; Damage 9; Critical 3; Range [Engaged]) Peirce 2
tainted, blight-filled spittle that drips from their jaws, then devouring enemies Vicious 2; Blight-filled spittle (Ranged; d
dcc Damage 6, crit 3, Range [Short])
whole or ripping larger opponents apart with oversized bone scythes until they Peirce 1 Burn 1) when hit make a Hard ddd Resilience check as an out-of-
are bite-sized morsels turn incidental or become staggered untill the Obscenes next turn. spiky bone
hide armor +1 soak, +1 ranged defense

4 2 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

5 15 0 1
Skills: Athletics 2, Perception 1, Melee(Heavy) 2, Resilience 2, Ranged 1
Talents: Adversary 1 (upgrade the difficulty of all combat checks against this
target once)

Abilities: Odious Appetite as an out-of-turn incidential once pr. round


heal 1 wound when ever someone the Obscene is engaged with takes damage.

Ynfernael Ichor The GM can spend hh or d when hit to make a enemy


in engaged range suffer bb
bb untill the Obscenes next turn.

Brutal Charge: adds bb


bb to its first melee attack after performing a
maneuver to engage

P
PLAGUE WORM (RIVAL) Equipment: Beak (Brawl dd ddcccc Damage 7; Critical 3; Range [Enaged];
Plague Worms are despicable, disease-carrying creatures thought to have died Disorient 1) thick hide +2 soak
out generations ago. Carriers of every affliction imaginable, these scavenging
beasts feed off of the pestilence and filth they create. Their reappearance in the
Valdari Marsh is indeed a sign of ill tidings for the realm.

4 3 1 3 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

6 14 0 0
Skills: Brawl 2, Survival 2, Resilience 1, Vigilance 1, Stealth 1

Talents: None
Abilities: Burrow: Can move underground (treat as difficult terrain)
Opponents can attempt a opposed vigilance or perception check vs. stealth to
detect a burrowing Plague Worm.

Plaguelands: The very presence of a Plaugue Worm taints the lands around it
with plauge and turns it into a lethal and infested bog. All living things have b
b
to all checks made while Engaged with the Plauge Worm.

Weaken: Enemies who are wounded by this adversary must make a Hard
(ddd
ddd) Resilience check as an out-ofturn incidental or decrease their brawn
by 1 until the end of the Plauge Worms next turn. If reduced to 0 brawn gain
the Staggered condition.

25
R
RIVER WATCH RIDERS (RIVAL)
Riverwatch Riders, mounted swordsmen who have spent their lives on
horseback. Their horses are fearless in battle, ready to gallop through a rain of
poisoned arrows or stand firm in the face of hellish and hungry demons. A
defensive garrison cavalry soldiers who also act as messengers providing vital
communications be it in times of peace or conflict.

3 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

5 15 3 3
Skills: Athletics 2, Discipline 2, Melee (Light) 3, Resilience 2, Riding 3,
Vigilance 2

Talents: Cavalier While riding a mount trained for battle, once per round
your character may use this talent to direct the mount to perform an action.

Equipment: Sword (Melee [Light]; Damage 6; Critical 2; Range [Engaged];


Defensive 1), large shield (Melee [Light]; Damage 4; Critical 5; Range
[Engaged]; Defensive 2, Deflection 2, Inaccurate 2, Knockdown), Chain
armor (+2 soak) war mount (see page 105).

26
S
SHADOW DRAGON (NEMESIS) SHAMBLING COLOSSUS (RIVAL)
Crafted from bone and bits of scrap, the colossuses of the Mistlands are part
golem, part undead monstrosity. It seems clear that they are created by
necromancers - perhaps using secrets given to them by Waiqar the Undying -
but all else about their origins is shrouded in mystery.

Whatever their nature, shambling colossuses are terrifically strong; their sharp,
bony spurs are capable of puncturing even the thickest armor. With every step
they scream in agony, a gruesome act that tests the resolve of the most seasoned
adventurers.

4 2 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

Some fragmented records from the Dragon Wars speak of dragons that 6 15 1 1
shrouded themselves in darkness, emerging from the blackness only to kindle Skills: Brawl 2, Vigilance 2
their flames. The idea of such a large enemy moving with such stealth and
secrecy is obviously terrifying. Fortunately, Shadow Dragons are nothing more Talents: None
than legend.
Abilities Undead (does not need to breathe, eat, or drink, and can survive
underwater; immune to poisons and toxins),
5 4 2 4 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE Terrifying (at the start of the encounter, all of their opponents must make a
Hard [kkk] fear check as an out-of-turn incidental, as per page 243 of the
SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE
Genesys Core Rulebook. If there are multiple sources of fear in the encounter,
8 40 24 1 1 the opponents only make one fear check against the most terrifying enemy),
Skills: Brawl 4, Coercion 4, Cool 3, Deception 3, Discipline 4, Ranged 3,
Equipment: Bone spurs (brawl dd cc) Damage 8, crit 3, Pierce 1,
dd cc
Resilience 4, Stealth 3, Vigilance 3.
Visious 1
Talents: Adversary 2 (upgrade the difficulty of combat checks targeting this
character twice), Swift (a Shadow Dragon does not perform additional
maneuvers to move through difficult terrain)

Abilities: Flyer (can fly; see page 100 of the Genesys Core Rulebook),

Silhouette: 4

Sweep Attack (a dragon may spend a from a Brawl check to hit one
additional engaged opponent that would be no more difficult to attack than
the original target, dealing base damage +1 damage per s), Terrifying (at the
start of the encounter, all opponents must make a Daunting [dddd] fear
check as an out-of-turn incidental, as per page 243 of the Genesys Core
Rulebook. If there are multiple sources of fear in the encounter, the opponents
make one fear check against the most terrifying enemy).
Dark Vision (when making skill checks, Shadow Dragons remove up to
bb imposed due to darkness),
bb

Shadow Step as an action the shadow dragon can step through shadow like
wormholes. From one shadow to the next no longer away than medium range
that he can see. In that way the character can get around obstacles. It cost 2
strain.
Shadow Shroud As an action the shadow dragon can make a shadows
lengthen or appear when none where before. Physical objects pass through it.
But this shroud provides +4 dice to conceal any object or creature on the
opposite side of it.

Equipment: Shadowflame breath (Ranged d ccc); Damage 12;


d ccc
Critical 3; Range [Medium]; Blast 12, Burn 3, Slow-Firing 2), claws (Brawl d
d
cccc); Damage 11; Critical 2; Range [Engaged]; Knockdown, Vicious
3).

27
SEIGE GOLEM (NEMESIS) SNOW VIPER (RIVAL)

A snow viper's furry covering makes them look like rolled up blankets. Their
venom works quickly, freezing their victims in place.

3 2 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
5 1 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE SOAK VALUE W. THRESHOLD M/R DEFENSE

SOAK VALUE W. THRESHOLD S. THRESHOLD M/R DEFENSE 5 12 1 1


8 30 19 1 1 Skills: Brawl 2 (dcc), Resilience 1 (ddc), Stealth 2 (cc),
Vigilance 2 (cc
cc).

Abilities: Freezing Venom A Snow Viper may spend t on a succesfull


attack to stagger its target for 1 round
Skills: Discipline 2, Brawl 2, Resilience 3, Athletics 2
Opportunistic Predator: When making a combat check targeting an
Talents: Adversary 1 (upgrade the difficulty of checks targeting this enemy immobilized character, the Snow Viper deals +2 damage per s instead of +1.
once).
Equipment: Fangs (Brawl d dcccc; Damage 5; Critical 3; Range [engaged],
Abilities: Mechanical: Does not need to breathe, eat, or drink, and can Pierce 1, Ensnare 2, a character wounded by this weapon must make a Hard
survive underwater; immune to poisons and toxins. (ddd
ddd) Resilience check or suffer 4 additional wounds, and must check
again on their next turn if the check generates t.
Stay Back!: When a character within short range attempts to move past this
adversary, this adversary may, as an out-of-turn incidental, spend a Story Point
from the GM pool and knock the character prone. SNOW VIPER PELTS:
Silhouette 3 he pelts of Snow Vipers is a priced tradegood in
Equipment: Head Crush (Brawlddd
dddcc cc; Damage 12; Critical 4;
Range[Engaged];Prepare 1, Knockdown, Concussive 1) Stomp
T Frostgate and anywhere else in the north. Besides
fetching a good coin a Snow Viper pelt can be used to make
a set of scale armor. This armor removes the b b normally
(Brawl;ddd
dddcc cc damage 7; Critical 3; Ranged[Engaged]; Blast 7, added to stealth checks. In addition armor or clothing made
Knockdown) from Snow Viper pelts counts as winter clothing (ROT p.
101) removing bb bb from any Survival or Resilience checks
they make due to cold weather.
MOUNTED ALLIES

Siege Golem may be used as a mounted ally by rider


A or gunner. The mounting provides b b cover and the
rider can opt to use the heavy siege crossbow mounted on
the siege golem.

Crossbow, Siege Ranged; Damage 12; Crit 2; Range; Long;


Encum 8; HP 4; Price 3,000; Rarety 7; Cumbersome 5
(does not apply when mounted), Breach 1, Prepare 2, Slow
Firing 1, Limited ammo 3

28
T
TROLL (RIVAL)
A relative of ogres, trolls are brutish creatures possessing incredible strength and
size. Unlike their cousins, however, trolls are extremely clumsy, having
difficulty controlling their vast power. Even a single blow from a troll can be
lethal, on the other hand, so wise adventurers are always cautious around them.
The strongest trolls can take down several adventurers at a time, and often have
elaborate tattoos on their arms.

5 1 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

7 15 0 0
Skills: Brawl 2 Athletics 2, Perception 1, Survival 1
Regeneration: (at the beginning of its turn, this creature automatically heals
3 wounds).

Sweep Attack: (may spend a on a successful melee combat check to inflict


one hit dealing the weapon’s base damage +1 damage per s on everyone
[except the troll!] engaged with the target).

Killing Frenzy: This adversary adds bb to all melee combat checks, but
attackers add b
b to all combat checks targeting them.

Silhouette: 2

Equipment: Claws (Brawl ddd ddd cc cc; Damage: 7; Critical: 4; Range


[Engaged], Pierce 1, Vicious 1), Savage Bite (Brawl ddd cc; Damage: 8;
dddcc
Critical: 3; Range [Engaged], Pierce 2, Vicious 2)

29
V
VENTALA CENTAUR SKIRMISHER
(MINION)
Since they first appeared in Mennara centuries ago, the Ventala have developed
a deep friendship with the Latari. Now, these enigmatic creatures are proud to
offer their services as scouts and warriors whenever darkness threatens to fall
over the Aymhelin

3 3 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

4 5 0 0
Skills: Ranged, survival, Vigilance

Abilities: Flank Fire: Ventala can perform a second maneuver to move


without suffering strain. They still cannot exceed the limitation of two
maneuvers in a turn.

Opportunistic Hunter: When making a combat check targeting an


immobilized character, this adversary deals +2 damage per s instead of +1.

Equipment: Javalins, (Ranged; ddd Damage 5; Critical 4; Range [Short];


Accurate 1,) Bolo net, (Ranged; ddd
ddd Damage 2; Critical -; Range [Short];
Ensnare 3, Knockdown, Limited Ammo 1), Leather armor +1 soak

VENTALA WARDEN OF HORN AND


BRANCH (RIVAL)
Leaders of the Ventalas these Wardens patrol the borders of the Aymhelin
Forest with constant vigilance. Friends of the Latari, these enigmatic creatures
offer their services as scouts and warriors when darkness threatens Aymhelin.
VOLUCRIX REAVER (MINION)
3 4 2 3 3 3 The origin of these terrifying creatures is a great mystery, and no scholar in his
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
right mind would dare to investigate lest he discover more intimately what they
are capable of. With no intention or goal besides mindless slaughter, these
SOAK VALUE W. THRESHOLD M/R DEFENSE
bladed horrors are nigh unstoppable, especially when found in large numbers.
4 15 1 1
Skills: Athletics 2, Cool 2, Discipline 2, Leadership 2, Melee(light) 1, Ranged 3 2 1 1 2 1
3, survival 2, Vigilance 2. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

Talents: Adversary 1: Upgrade the difficulty of combat checks targeting SOAK VALUE W. THRESHOLD M/R DEFENSE

this character once. 5 6 1 1


Abilities: Flank Fire: Ventala Warden can perform a second maneuver to Skills: Brawl, Athletics, Perception, Survival
move without suffering strain. They still cannot exceed the limitation of two
maneuvers in a turn. Abilities: Pounce (may spend aa from an initiative check to perform a free
maneuver before the first round of combat).
Opportunistic Hunter: When making a combat check targeting an
immobilized character, the Vetala Warden deals +2 damage per s instead of Equipment: Bladed arms (Brawl ddd ddd; Damage: 6; Critical: 2; Range
+1. [Engaged], Pierce 1, Vicious 1), Hard spiked Chitin (+2 soak +1 defense)

Point Blank Shot: When making a Ranged combat check targeting an


opponent the Ventala Warden is engaged with, increase the difficulty once
(instead of twice).

Tactical Direction: May spend a maneuver to direct one friendly minion


group within medium range; that group may immediately perform a free
maneuver or add b
b to its next check.

Equipment: Longbow, (Ranged;d dcccccc Damage 8; Critical 3; Range


[Long]; Ensnare 1, Linked 1, Unwieldy 3) Bolo net, (Ranged; d dccc
ccc
Damage 2; Critical -; Range [Short]; Ensnare 3, Knockdown, Limited Ammo
1), Dagger (Meele(light) dd
ddc c; Damage 5; Critical 3; Range[enganged];
Accurate 1

30
W
WOLF (MINION) WOLF, DIRE (RIVAL)
Pack hunters and predators that can be found throughout Mennara. Its rare to find a Direwolf separated from its pack. What it lacks in cunning it
makes up for in savagery.
3 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE 4 3 1 2 2 1
SOAK VALUE W. THRESHOLD M/R DEFENSE BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE


4 5 0 0
Skills: Athletics, Brawl, Cool, Stealth 6 15 0 0
Skills: Athletics, Brawl, Cool, Stealth, Survival
Abilities Dark Vision: When making skill checks, this adversary remove up
to bb
bb imposed due to darkness. Talents** Adversary 1:** Upgrade difficulty of all combat checks against this
target once.
Pack tactics Add b b to all checks this adversary makes if part of a group of
three or more minions Abilities Dark Vision: When making skill checks, this adversary remove up
to bb
bb imposed due to darkness.
Equipment: Theeth and Claws; Brawl; damage 5; Range[enganged]; Crit 3,
Pierce 1 Silhouette: 2

Claw Sweep: May spend a from a Brawl check to hit an additional engaged
opponent that would be no more difficult to attack than the original target,
dealing base damage +1 damage per s.
Equipment: Theeth and Claws; Brawl; damage 7; Range[enganged]; Crit 3,
Pierce 1, Vicious 2, Knockdown

31
Y
YNFERNAEL HULK(RIVAL)
The demons of the Ynfernael are highly varied in appearance and ability. This
particular breed is large and surprisingly fast, their bodies rippling with heat
and power. Called “ynfernael hulks” for want of a better name, these creatures
rip through the fabric of reality in search of the blood and agony that gives
them sustenance.

4 3 1 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

6 14 1 1
Skills: Brawl 2, Athletics 1, Vigilance 1, Survival 2, Resilience 2
Talents:

Abilities: Flameborn (a Ynfernael Hulk does not suffer damage from


natural heat or flame, and doubles its soak for purposes of reducing damage
from magical fire).
Bloodrush After using a maneuver to move engage an adversary, Ynfernael
Hulks add hhss to the results of the next Brawl combat check they make
this turn.

Equipment: Claws (Brawl dd ddcc cc; Damage: 6; Critical: 3; Range


[Engaged], Burn 1, Knockdown), Bite (Brawl ddcc; Damage: 7;
Critical: 2; Range [Engaged], Pierce 1, Burn 1) Demonic hide and spikes (+2
soak +1 defense)

32
Z
ZANANGA VAMPIRE BAT SWARM
(RIVAL)

In Zanaga, people are afraid of the dark. This is the fear of Var Ni the
Nightlord, the bat-god of darkness, the night, and terror. Zanagan legends hold
that these bats are the children of Var Ni, the Nightlord often mistaken for
normal bats by outsiders untill they are engulfed by the swarm consuming their
blood and carrying it home to Var Ni.

1 3 1 2 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE

SOAK VALUE W. THRESHOLD M/R DEFENSE

1 34 0 0
Skills: Brawl 1, Coordination 2, Perception 1
Talents: None

Abilities: Flyer: Can fly; see page 100 of the Genesys Core Rulebook.
Silhouette 2

Swarm: Halve the damage dealt to the swarm before applying soak, unless the
weapon has the Blast or Burn quality (regardless of whether the quality is
activated).

Blood Consuming Swarm: May spend a maneuver to make an opposed


Coordination versus Coordination check targeting one engaged opponent to
immobilize that opponent until the end of its next turn. At the start of its next
turn, the opponent suffers 3 wounds, and the swarm heals 3 wounds.

Equipment: Bite (Brawl c c; Damage: 1; Critical: 3; Range [Engaged], Peirce


3, add bb if target is immobilized)

33
INDEX
SOURCES LEGEND Giant ROT 226
GCRB......................................................................Genesys Core Rulebook Goblin Archer by @Flobio 18
HC........................................GenCon 2017 Adventure The Haunted City
Goblin Witcher ROT 152
ROT...........................................................................................Realms of Terrinoth
BL..................................................................................................................Battlelore Golem ROT 154
Greyhaven Battlemages (BL) ROT 153
Grotesque (BL) ROT 215
A
Arachyura (rival)3
H
Armored Specter (rival)3
Harpy Done19
Hellhound Done19
B
Hybrid Sentinel Dragon Hybrid, ROT 151
Barrow Wyrm (nemesis)
Blood Ape (rival)
I
Bone Horror (minion)
Ice Wyrm ROT 237
Broodwalker (minion)
Ironbound ROT 153
Broodwalker Swarm (rival)

K
C
Kobold ROT 192
Carrion Drake7
Carrion Worm by @Flobio7
L
Cave Spider8
Lava Beetle 20
Changeling 10
Changeling Master 11
M
Chaos Beast9
Manticore ROT 227
Crow Hag8
Medusa 20
Crypt Dragon by @Flobio9
Merriod ROT 228
D
Mountain Giant by @Flobio21
Dark Minotaur 12
Dark Cultist 12 N
Dark Priest 13 Naga 22
Death Knight (BL)ROT 164 Necromancers (BL) ROT 166
Deep Elf ROT 190
Demon Lord14 O
Doombringer14 Ogre ROT 202
Obscene 23
E
Elemental, Minor ROT 248 P
Elemental, Sprite by @Kunrad 15 Pegasus Rider Elf (RW) Use the ying mount statROT 105
Elemental, Ancient 15 Plague Worm23
Ettin16
R
F Rat Swarm Use scorpoin swarnROT 249
Ferrox ROT 165 RazorwingGCRB 147
Fire Imps16 ReanimateROT 166
Flesh Moulder17 River watch Riders24
Flesh Ripper (BL) ROT 213 Roc Warrior use ROC as ying mountROT 105

34
S
Shade ROT 229
Shadow Dragon 25
Shambling Colossus 25
Siege Golem 26
Skeleton Archer GCRB 147
Sorcerer Use Warlock ROT 217 or (for the undead connection) ROT
Necromancer (ROT 166) 217

T
The Dispossessed Use shade ROT 229
Troll 26

V
Viper Legion (Archer) (BL) ROT 217. 1
Ventala Centaur Skirmisher 27
Volucrix Reaver 27

W
Wendigo ROT 238
Wraith ROT 167

Y
Ynfernael Hulk 28

Z
Zombie use reanimate stats ROT 166

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