Catalog / Adversary Maneuvers
Adversary Maneuvers
Building blocks for adversaries. 282 entries.
282 shown
Baseline Attacks
| Beak / Peck | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Bite | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Bow | 1 AP | Make 1 action check with the adversary's ranged check bonus against 1 creature within range. |
| Claw | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Crossbow | 1 AP | Make 1 action check with the adversary's ranged check bonus against 1 creature within range. |
| Dagger | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Flintlock Musket | 1 AP | Make 1 action check with the adversary's ranged check bonus against 1 creature within range. |
| Flintlock Pistol | 1 AP | Make 1 action check with the adversary's ranged check bonus against 1 creature within range. |
| Gore / Horn | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Heavy Revolver | 1 AP | Make 1 action check with the adversary's ranged check bonus against 1 creature within range. |
| Heavy Winchester Rifle | 1 AP | Make 1 action check with the adversary's ranged check bonus against 1 creature within range. |
| Javelin | 1 AP | Make 1 action check with the adversary's ranged check bonus against 1 creature within range. |
| Longsword | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Revolver | 1 AP | Make 1 action check with the adversary's ranged check bonus against 1 creature within range. |
| Short Sword | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Shotgun | 1 AP | Make 1 action check with the adversary's ranged check bonus against 1 creature within range. |
| Slam | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Sling | 1 AP | Make 1 action check with the adversary's ranged check bonus against 1 creature within range. |
| Spear | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Tail Strike | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Tentacle / Limb Wrap | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Warhammer | 1 AP | Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. |
| Winchester Rifle | 1 AP | Make 1 action check with the adversary's ranged check bonus against 1 creature within range. |
Elite Actions
| Bloodied Refresh | Reaction | Trigger: This Elite first becomes Bloodied. |
| Follow-Up Strike | Reaction | Trigger: The Elite deals damage to a target with a maneuver. |
| Press the Advantage | Reaction | Trigger: The Elite inflicts a condition on a creature with a maneuver. |
| Tactical Recovery | Free | Requires: this Elite is suffering a hindering effect. |
Generic Maneuvers
| Adaptive Resistance | Reaction | Trigger: It would take damage of the chosen type. |
| Brace Together | Passive | Once per turn while adjacent to an ally, gain 1 Advantage (Weak Step) on a save or check to resist being grabbed, knocked Prone or moved. |
| Bursting Wave | 1 AP | Each enemy in a 5-foot emanation (Weak Magnitude) must succeed a Reflex save against this creature's action check or take Weak damage of a fitting… |
| Disarming Strike | 1 AP | Make 1 melee weapon attack; a damaged target must succeed a Reflex save (DC 10 + half the damage taken) or drop 1 weapon or other item it is… |
| Double Attack | 1 AP | Make 1 weapon attack; if it hits, make 1 more (Weak Step additional attacks in sequence) against the same enemy, combining damage before Soak and… |
| Follow-Through | 1 AP | Make 1 melee weapon attack against 2 enemies in reach; if it misses one, the attack against the other gains 1 Advantage (Weak Step). |
| Gang Up | Passive | Once per turn, attacking a target adjacent to one of its allies grants 1 Advantage (Weak Step). |
| Glancing Escape | Reaction | Trigger: It would take damage from an attack. |
| Hampering Strike | 1 AP | Make 1 melee weapon attack; a damaged target must succeed a Reflex save (DC 10 + half the damage taken) or be Slowed 5 (Weak Magnitude) until the… |
| Hawk's Eye | 1 AP | Gains 1 Advantage (Weak Step) on Perception checks. |
| Hold Fast | 1 AP | Make 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half damage taken) or become Grappled. |
| Hurl Payload | 1 AP | Each enemy in a 5-foot emanation (Weak Magnitude) around a point within Close must succeed a Reflex save against this creature's action check or… |
| Last-Second Dodge | Reaction | Trigger: It fails a save against an Attack action. |
| Lingering Wound | 1 AP | Make 1 melee weapon attack; a damaged target must succeed a Fortitude save (DC 10 + half the damage taken) or take 1d4 persistent damage (Weak… |
| Mystical Step | 1 AP | Teleport to an unoccupied space it can perceive within 5 feet (Weak Magnitude). |
| Pile On | Reaction | Trigger: An adjacent ally hits an enemy that is also adjacent to it. |
| Press the Opening | Reaction | Trigger: It misses an attack that had at least 1 Advantage. |
| Rattling Strike | 1 AP | Make 1 melee weapon attack; a damaged target must succeed a Fortitude save (DC 10 + half the damage taken) or suffer Weakened Grip 1 (Weak Step). |
| Shake It Off | Reaction | Trigger: It would fail a save against a condition-imposing effect. |
| Shifty | Passive | The first 5 feet it moves each turn doesn't provoke movement reactions. |
| Slip Away | Reaction | Trigger: It is missed by a targeted attack. |
| Stick Together | Reaction | Trigger: An ally ends its movement no longer adjacent to it. |
Identity Traits › Aberration
| All-Seeing Sense | Passive | Gains Blindsight 10 feet (Strong Magnitude) and 1 Advantage (Weak Step) on Perception checks to detect hidden, invisible or disguised creatures. |
| Grasping Tendrils | 1 AP | Make 1 melee action check with a natural weapon. |
| Implant Brood | 1 AP | Make 1 melee action check with a natural weapon. |
| Mutating Flesh | Passive | The first time it becomes Bloodied, choose Might, Reflex or Fortitude: it gains 1 Advantage (Weak Step) on saves with that ability for the rest of… |
| Telepathic Murmur | Passive | A living creature starting its turn adjacent must succeed a Charisma save against this creature's action check or become Drowsy. |
| Void Slip | Passive | Once per round when it moves, it may shift 5 feet (Weak Magnitude), ignoring one creature, obstacle or gap (Weak Step) that would block movement,… |
| Warped Perception | Reaction | Trigger: A creature farther than adjacent makes a sight-reliant attack against this creature. |
Identity Traits › Aether-Touched
| Aether Burst | 1 AP | Raw Aether erupts from this creature in a Close burst. |
| Aether Lash | Reaction | Trigger: A creature within Close range of this creature casts a spell. |
| Aether-Fed | Passive | The first time each round this creature takes damage from a spell, it gains 5 temporary HP (Weak Magnitude) as it drinks in the stray magic. |
| Crystal Hide | Passive | Glassy Aether crystal grows through its hide. |
| Flickering Form | Passive | Once per round, when an attack would hit this creature and the attack roll is odd, the attack misses as the creature flickers a hand's width out of… |
| Leyline Anchor | Passive | While this creature is in a hex with Leyline Strength 1 or higher, once per round it may roll a save with Fortune. |
| Mirrored Eyes | Passive | This creature gains Blindsight 10 feet (Average Magnitude) and 1 Advantage (Weak Step) on Perception checks to find hidden, invisible or disguised… |
| Surge Aura | Passive | Channeling checks made within Close range of this creature take 1 Disadvantage (Weak Step). |
| Twin Shadow | 1 AP | An echo of this creature peels away and overlaps it. |
| Unstable Step | Reaction | Trigger: This creature is hit by an attack. |
| Warped Limbs | Passive | This creature's limbs bend and stretch in ways they shouldn't. |
| Wrongness | 1 AP | Choose 1 creature within Close range that can see this creature. |
Identity Traits › Animal
| Aquatic | Passive | Gains a swim speed equal to its Speed and holds its breath ten times as long (or breathes water). |
| Climber | Passive | Gains a climb speed equal to its Speed and ignores difficult terrain from branches, ledges, rough stone, roots and rubble. |
| Flyby Hunter | Passive | Gains a fly speed equal to its Speed. |
| Nocturnal Hunter | Passive | Treats darkness as low light and low light as bright light. |
| Pack Tactics | Passive | Once per round, its attack against a target adjacent to one of its allies is rolled with Fortune. |
| Territorial | Passive | While in its den or defended ground, or within Close of whatever it protects, it rolls its first attack each round with Fortune. |
| Thick Hide | Passive | +1 Soak (Weak Soak) against physical damage from attacks and effects without Armor Piercing. |
| Tunnel Emergence | 1 AP | Gains a burrow speed through yielding ground (can't end inside solid space). |
| Venomous Bite | 1 AP | Make 1 melee attack with a natural weapon. |
Identity Traits › Construct
| Geometric Correction | Reaction | Trigger: It is pushed, pulled, slid, slowed or immobilized by an enemy. |
| Guardian Directive | Passive | On Initiative choose a ward (creature, area or object). |
| Perfect Routine | Passive | When it uses the same maneuver on consecutive turns and the previous use succeeded, it rolls this turn's check with Fortune. |
| Reinforced Resolve | 1 AP | It braces its frame: gain 5 temporary HP (Average Magnitude) and immediately attempt a save against 1 ongoing condition. |
| Runic Backlash | Reaction | Trigger: It is hit by a magical attack or fails a save against a magical effect. |
| Scatterframe | Reaction | Trigger: It would become grabbed, Restrained, immobilized or Slowed by a physical effect. |
| Servant Logic | Passive | Choose 1 other maneuver it knows: it uses Strong values for it, or if already Strong, gains Fortune on that maneuver's rolls once per round. |
| Steam Vent | 1 AP | Each other creature in a Close burst makes a Reflex save against its action check. |
| Suppressive Output | 1 AP | Each creature in a 10-foot line (Strong Magnitude) makes a Reflex save against its action check: Average damage on a failure (double on critical… |
| Timber Frame | Passive | Resistance to bludgeoning; Vulnerability to fire. |
| Transferred Animus | 1 AP | Choose an unattended object within Close of similar size. |
Identity Traits › Dragon
| Blinding Aura | Passive | A creature starting its turn adjacent must succeed a Reflex save against this creature's action check or become Dazzled 1 (Average Step); if already… |
| Burning Scales | Passive | A creature that hits it while adjacent must succeed a Reflex save against its action check or take Average fire damage; natural-weapon or unarmed… |
| Devouring Dark | Passive | A creature starting its turn adjacent while at least partly concealed must succeed a Charisma save against this creature's action check or suffer… |
| Earthshaking Weight | Passive | A 5-foot emanation (Average Magnitude) is difficult terrain. |
| Impossible Endurance | Passive | At the start of each of its turns it makes 1 extra recovery check (Average Step count) against a Lingering condition or ongoing effect, ending it on… |
| Lingering Ruin | Passive | The first time each round it damages a creature with a natural attack, the target must succeed a Fortitude save (DC 10 + half damage taken) or… |
| Numbing Presence | Passive | A creature starting its turn adjacent must succeed a Fortitude save against its action check or be Slowed 5 (Average Magnitude) until the end of its… |
| Static Field | Passive | A 5-foot emanation (Average Magnitude) is difficult terrain for enemies. |
Identity Traits › Elemental
| Ash Cloud | Passive | A 5-foot emanation (Average Magnitude) of smoke grants partial concealment and 1 Disadvantage on sight-based checks. |
| Burning Aura | Passive | A creature starting its turn adjacent, or hitting it in melee while adjacent, must succeed a Reflex save against its action check or take Average… |
| Elemental Body | Passive | Its body is unstable elemental substance: it ignores suffocation, drowning and similar stresses that only affect living flesh. |
| Flowing Shape | Passive | Ignores difficult terrain from liquid, mud or slick ground; moves through occupied spaces and gaps one size smaller, ending in a legal space; has… |
| Freezing Aura | Passive | A creature starting its turn within 5 feet, or hitting it in melee from there, must succeed a Fortitude save against this creature's action check or… |
| Static Charge | Passive | The first time each round it's hit by an attack from within Close, the attacker must succeed a Reflex save against this creature's action check or… |
| Stoneform | Passive | It rolls saves against forced movement, being knocked Prone, or losing its footing with Fortune. |
| Windborne | Passive | Ignores footing-based difficult terrain; the first 5 feet (Average Magnitude) of each move doesn't trigger movement reactions. |
Identity Traits › Fey
| Blooming Snare | 1 AP | 1 creature within Close must succeed a Reflex save against this creature's action check or become Grappled by the snare, suffering 1 Disadvantage… |
| Commanding Glamour | 1 AP | 1 creature within Close that can see or hear it must succeed a Charisma save against this creature's action check or become Fascinated by it; if… |
| Marked Quarry | 1 AP | Mark 1 visible creature within Close as its Quarry for the encounter (or until it dies or a new Quarry is chosen). |
| Mischief Veil | Reaction | Trigger: A creature misses it with an attack. |
| Oathbreaker's Price | 1 AP | 1 creature within Close that can hear it must succeed a Charisma save against this creature's action check or become Bargain-Marked (one mark at a… |
| Revel Step | Reaction | When it moves adjacent to an enemy on its turn, that enemy must succeed a Charisma save against this creature's action check or be Off-Guard until… |
| Vanish in Moonlight | Passive | In low light or while at least partly concealed, it may Hide while observed and without cover, with 1 Advantage (Average Step). |
| Winter's Geas | 1 AP | 1 creature within Close must succeed a Fortitude save against this creature's action check or be Slowed 5 (Average Magnitude); if already Slowed, it… |
Identity Traits › Humanoid
| Affliction Resistance | Passive | 1 Advantage on checks against disease, poison, curses and radiation (+1 at levels 5, 9, 13 and 17). |
| Big Brained | Passive | Gain 1 rank in each of 2 skills of your choice. |
| Bite Attack | Passive | Natural piercing attack: 1d4 Small, 1d6 Medium, 1d8 Large. |
| Burrow Speed | Passive | Burrow through soft soil, sand or gravel at your Speed. |
| Chameleon Skin | Passive | Shift your skin to match your surroundings: 1 Advantage on Stealth (+1 at levels 5, 9, 13 and 17) while most of your skin is exposed, and you may… |
| Claws | Passive | Natural slashing attack: 1d4 Small, 1d6 Medium, 1d8 Large. |
| Climb Speed | Passive | Climb Speed equal to your Speed. |
| Dermal Plating | Passive | Interlocking plates add your Fortitude score to your Soak. |
| Echolocation | Passive | Sense size, shape and location by sound instead of sight (no color). |
| Fast Healer | Passive | You recover twice as many HP from all healing. |
| Gills | Passive | You can breathe underwater. |
| Horns | Passive | Gore natural attack, piercing or bludgeoning (choose): 1d8 Small, 1d10 Medium, 1d12 Large. |
| Large Stature | Passive | Count as one size larger for your Bulk limit, unarmed damage and weapon size limit. |
| Leaper | Passive | Jump twice as far and high. |
| Lucky | Passive | When you spend a Fate Die to add to or subtract from an effect roll (damage, healing, or damage you take), roll the Fate Die with Fortune: roll it… |
| Magic Resistance | Passive | 1 Advantage on checks to resist magic (+1 at levels 5, 9, 13 and 17). |
| Magic Talent | Passive | Learn one Complexity 1 spell, and gain 1 rank in Mysticism. |
| Prehensile Tail | Passive | A tail that can hold and manipulate simple objects and let you hang indefinitely. |
| Scent | Passive | Detect a familiar smell within 5 ft (+5 ft at levels 5, 9, 13 and 17). |
| Small Stature | Passive | 1 Advantage on Stealth and on checks to escape a grapple, and 1 Advantage on attacks against larger creatures while an ally is within 5 ft. |
| Spike Tail | Passive | Natural piercing or bludgeoning attack (choose): 1d6 Small, 1d8 Medium, 1d10 Large. |
| Swim Speed | Passive | Swim Speed equal to your Speed. |
| Thermal Vision | Passive | A second pupil sees heat in grayscale. |
| Venomous | Passive | Secrete a poison with Potency of half your Fortitude + your level. |
| Wings | Passive | With both arms free, slow falls to 10 ft/round. |
Identity Traits › Magical Beast
| Displacement Field | Passive | When an attack would hit it and the attack roll is odd, the attack misses. |
| Drowning Haze | 1 AP | Gains a swim speed and emits a 10-foot haze (Average Magnitude). |
| Monstrous Frame | Passive | Its natural attacks have AP(1) (Average Step). |
| Quicksilver Form | 1 AP | It takes the shape of a creature or object within one size of itself, keeping its statistics. |
| Serpentine Coils | 1 AP | Make 1 natural melee attack; on a hit the target must succeed a Might save (DC 10 + half damage taken) or be Grappled. |
| Sky Hunter | Passive | Gains a fly speed equal to its Speed. |
| Witchbrain Venom (Trait) | Passive | When it damages with a natural weapon, the target must succeed a Fortitude save (DC 10 + half damage taken) or be afflicted with Witchbrain Venom. |
Identity Traits › Ooze
| Arcane Residue | Passive | Fortune on saves against magic. |
| Cling and Feed | 1 AP | Make 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half the damage taken) or be Grappled. |
| Corrosive Body | Reaction | Trigger: It is hit by an attack from within 5 feet. |
| Delayed Reveal | Passive | If it didn't move this turn, it may Hide while observed and without cover, with 1 Advantage (Average Step). |
| Dragging Sludge | Passive | A 10-foot emanation (Average Magnitude) is difficult terrain; a creature starting its turn inside must succeed a Reflex save against this creature's… |
| Engulfing Mass | 1 AP | Make 1 natural melee attack; on a hit the target must succeed a Might save (DC 10 + half damage taken) or be Partially Engulfed (Grappled, and 1… |
| Invasive Coating | 1 AP | Make 1 natural melee attack; a damaged target must succeed a Fortitude save (DC 10 + half damage taken) or be afflicted with Seeping Slime. |
| Ooze Senses | Passive | Lacks sight and hearing; has Blindsense 10 feet (Strong Magnitude) through touch, vibration and chemical sense. |
| Split Mass | Passive | When first Bloodied, critically hit or destroyed, if charged it makes a DC 10 flat check (Fortune vs slashing or a vulnerability, Misfortune vs… |
Identity Traits › Outsider
| Abyssal Hunger | Passive | Once per round, a check it makes that targets a Bloodied creature gains 1 Advantage (Average Step). |
| Celestial Radiance | Passive | Once per turn, when it hits with an attack that had at least 1 Advantage, it deals an extra Weak radiant damage. |
| Herald's Decree | 1 AP | 1 creature within Near (Weak Step targets) that understands it must succeed a Charisma save against this creature's action check or fall under its… |
| Infernal Brand | 1 AP | 1 visible enemy within Close must succeed a Charisma save against this creature's action check or be Branded while it concentrates (up to 3 rounds). |
| Spirit Form | Passive | Lacks physical senses (Blindsense 15 feet, Strong Magnitude). |
| Tempting Offer | 1 AP | 1 creature within Near (Average Step targets) that understands it must succeed a Charisma save against this creature's action check or become Taken… |
| Unstable Passage | Passive | Once per turn, after passing through an occupied space or solid object, its Speed increases by 10 feet (Average Magnitude) until the end of its turn. |
| Void Passage | Reaction | Trigger: It fails a save against an effect that would pin, trap, bind, contain or move it. |
Identity Traits › Plant
| Bloom Lure | Passive | A 10-foot emanation (Average Magnitude) exposes breathing creatures that start their turn in or enter it to the Bloom Lure affliction. |
| Dormant Husk | Passive | The first time each scene it drops to 0 HP it leaves a husk (object; Hardness 5, Durability 20, doubled per size above Medium). |
| Parasitic Tendrils | 1 AP | Make 1 natural ranged attack within Close; on a hit the target must succeed a Fortitude save (DC 10 + half damage taken) or be afflicted with… |
| Plant Senses | Passive | Lacks sight and hearing; has Blindsense 10 feet (Strong Magnitude). |
| Root Snare | Passive | A 10-foot emanation (Average Magnitude) of roots and undergrowth is difficult terrain. |
| Sleep Blossom | 1 AP | Each other breathing creature in a 10-foot emanation (Average Magnitude) is exposed to Sleep Pollen. |
| Spore Bloom | 1 AP | A 5-foot emanation (Average Magnitude) around a point within Close fills with spores while it concentrates (up to 3 rounds). |
| Thorn Shelter | Passive | An adjacent creature that hits it in melee must succeed a Reflex save against this creature's action check: on an even failed result it takes Weak… |
| Withering Field | 1 AP | A 10x10 area (Average Magnitude) within Close fills with blight while it concentrates (up to 3 rounds). |
Identity Traits › Undead
| Blood Drinker | 1 AP | Make 1 natural melee attack against a creature it's grappling. |
| Corpse Taint (Trait) | Passive | When it damages a living creature with a natural weapon, the target must succeed a Fortitude save (DC 10 + half damage taken) or be afflicted with… |
| Corpse-Bound | Reaction | Trigger: It would be reduced to 0 HP. |
| Deathly Aura | Passive | A living creature starting its turn within a 5-foot emanation (Average Magnitude) must succeed a Fortitude save against its action check or become… |
| Ghostly Phase | Passive | Lacks sight, hearing, smell and taste (Blindsense 15 feet, Strong Magnitude, sensing the living, the dead and strong emotion). |
| Shadow Shroud | Passive | While partly concealed, Perception saves and Investigation checks to find it suffer an extra Disadvantage. |
| Skeletal | Passive | Resistance to piercing. |
Identity Traits › Vermin
| Anchoring Strand | 1 AP | 1 visible enemy within Close must succeed a Reflex save against this creature's action check or be Slowed 10 (Average Magnitude) until it uses… |
| Brood Release | Reaction | Trigger: The first time it becomes Bloodied. |
| Chitinous Shell | Passive | +1 Soak (Average Step). |
| Paralytic Venom (Trait) | Passive | When it damages a target with a natural weapon, the target must succeed a Fortitude save (DC 10 + half damage taken) or suffer Paralytic Venom. |
| Parasitic Cling | 1 AP | Make 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half damage taken) or be clung to. |
| Skittering Motion | Passive | Climb speed equal to its Speed; ignores difficult terrain from rubble, cracks, webs and debris. |
Minion
| Join the Swarm | Reaction | Trigger: An allied Minion of the same type within Close declares a Swarm Attack against a target this Minion can also attack, and fewer than 3 have… |
| Minion Resilience | Passive | A Minion has no HP. |
| Swarm Attack | 1 AP | Requires: Minion rank and at least 1 allied Minion of the same type within Close that hasn't acted this round and can attack the same target. |
Morale Traits
| Battle-Hardened | Passive | The first casualty doesn't reduce ME. |
| Bodyguards | Passive | ME +1 while their VIP lives; ME -2 if the VIP drops. |
| Cornered | Passive | On a break with no escape, replace Flee with Surrender or Rage. |
| Cowardly | Passive | The first time Morale Edge drops below 0, it drops 1 further (once per fight). |
| Defending Home | Passive | ME +1 until the objective is breached; -2 once it is. |
| Disciplined | Passive | With a visible or audible leader, morale checks are made with Fortune. |
| Elite Nerve | Passive | Morale checks always have Fortune; once per fight ignore an effect forcing Misfortune. |
| Escape Plan | Passive | When breaking to withdraw, escape and disengage checks have Fortune. |
| Fanatical | Passive | Intimidation can't force Misfortune. |
| Fearless | Passive | Ignore the first fear or intimidation effect that would force Misfortune. |
| Green / Untrained | Passive | The first morale check is made with Misfortune. |
| Guerrillas | Passive | The first time it breaks, it disengages, repositions or hides instead of fleeing or surrendering. |
| Inspiring Leader | Passive | Once per fight, when the Group would crack, reroll the check. |
| Leader-Dependent | Passive | If the leader drops, ME -2 and the next check has Misfortune. |
| Loose Rabble | Passive | A failed check breaks 1 additional Element. |
| Mercenaries | Passive | The first casualty is an extra -1 ME; a bribe or exit offer makes the next check Misfortune. |
| Pack Instinct | Passive | ME +1 if locally outnumbering the party; ME -1 if outnumbered (once per fight). |
| Predators (Morale) | Passive | Dropping a PC is ME +1 (max once per round). |
| Skittish | Passive | The first terrifying display is an extra -1 ME. |
| Tight Formation | Passive | While formation holds, a failed check breaks 1 fewer Element (minimum 1). |
| Treasure-Hungry | Passive | Near loot, checks have Fortune; losing loot is -1 ME. |
| Unbreakable | Passive | No morale checks unless its anchor creature is removed — then checks are made with Misfortune. |
Role Maneuvers › Brute
| Blood Frenzy | Passive | While Bloodied, its weapon attacks and unarmed strikes critically hit on a natural 19-20 (Strong Step widens the range: 3 means 18-20). |
| Crushing Blow | 1 AP | Make 1 melee weapon attack dealing 2 extra damage dice (Strong Step). |
| Devastating Sweep | 1 AP | Make 1 melee attack against up to 2 enemies (Strong Step) in reach. |
| Mauling Grab | 1 AP | Make 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half the damage taken) or become Grappled. |
| Pain Ignorance | Reaction | Trigger: It fails a save against an effect that would hamper its ability to attack, move or stay upright. |
| Terrifying Presence | 1 AP | 1 enemy within Close that can see or hear it must succeed a Charisma save against this creature's action check or become Frightened 2 (Strong Step);… |
| Violent Rush | 1 AP | Its Speed increases by 10 feet (Strong Magnitude) this turn. |
Role Maneuvers › Controller
| Blinding Veil | 1 AP | 1 visible enemy (Average Step targets) within Close must succeed a Perception save against this creature's action check or become Dazzled 2 (Strong… |
| Force Lure | 1 AP | Up to 2 visible enemies (Strong Step) within Close must succeed a Reflex save against this creature's action check or be pulled up to 10 feet… |
| Grasping Blast | 1 AP | Make 1 ranged attack; a damaged target must succeed a Reflex save (DC 10 + half damage taken) or be pulled up to 10 feet (Strong Magnitude) closer. |
| Mesmerizing Command | Reaction | Trigger: An enemy within Close that can see or hear it performs a Move or Attack action. |
| Swarm Release | 1 AP | Place 1 summoned creature, swarm or hazard of its level or lower (from its stat block) next to a suitable source within Close. |
| Warped Ground | 1 AP | A 10-foot area (Strong Magnitude) within Close becomes difficult terrain while the Controller concentrates. |
| Wave of Despair | 1 AP | 1 enemy (Average Step targets) within Close that can see or hear it must succeed a Charisma save against this creature's action check or become… |
| Withering Hex | 1 AP | 1 visible target (Average Step targets) within Close must succeed a Fortitude save against this creature's action check or suffer Weakened Grip 2… |
Role Maneuvers › Leader
| Advantageous Ground | 1 AP | Choose a 5-foot space (Average Magnitude) within Close. |
| Break Their Nerve | 1 AP | Up to 2 enemies (Strong Step) within Close that can see or hear the Leader must succeed a Charisma save against this creature's action check or… |
| Call Reinforcements | 1 AP | Place reinforcements adjacent to a doorway, breach, tunnel or similar within Close, worth up to half the Leader's rank value (Minion 0.25, Standard… |
| Direct Ally | 1 AP | 1 ally within Close moves up to half its Speed and makes a baseline attack against a target of the Leader's choice as a reaction. |
| Focus Kill | 1 AP | Choose 1 visible enemy within Close. |
| Protect the Chosen | Reaction | Trigger: An ally within Close that the Leader can see or hear is hit by an attack or fails a save. |
| Rally the Line | 1 AP | The Leader and up to 2 allies (Strong Step) within Close that can see or hear it each gain 10 temporary HP (Strong Magnitude). |
| Tactical Redeploy | 1 AP | Up to 2 allies (Strong Step) within Close that can see or hear the Leader may each move up to their Speed as a reaction, without triggering… |
Role Maneuvers › Predator
| Hit and Fade | 1 AP | Make 1 melee weapon attack; a damaged target must succeed a Perception save (DC 10 + half damage taken) or become Oblivious 2 (Strong Step) toward… |
| Hunting Dread | 1 AP | 1 enemy within Close that can see or hear it must succeed a Charisma save against this creature's action check or become Frightened 2 (Strong Step);… |
| Predatory Strike | 1 AP | Make 1 melee weapon attack; if it had at least 1 Advantage, add 2 damage dice (Strong Step). |
| Seize the Prey | 1 AP | Make 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half damage taken) or be Grappled and pulled up to 10 feet (Strong… |
| Shed the Shell | Reaction | Trigger: It fails a save against being grabbed, moved against its will or restrained. |
| Vanishing Veil | 1 AP | Choose a 10x10 area within Close. |
| Venomous Strike | 1 AP | Make 1 melee weapon attack; a damaged target must succeed a Fortitude save (DC 10 + half damage taken) or take 1d4 persistent poison damage (Weak… |
Role Maneuvers › Skirmisher
| Distracting Burst | 1 AP | 1 enemy within Close that can see or hear it must succeed a Perception save against this creature's action check or become Dazzled 2 (Strong Step). |
| Harrying Shot | 1 AP | Make 1 ranged weapon attack; a damaged target must succeed a Perception save (DC 10 + half damage taken) or become Dazed until it recovers. |
| Opportunist Strike | Reaction | Trigger: It hits with a melee attack after moving at least 10 feet. |
| Phase Skip | 1 AP | Until its next turn it moves through occupied spaces, gaps one size smaller and hindering terrain without provoking movement reactions, ending in a… |
| Scattering Rush | 1 AP | It rushes along a 10-foot line (Strong Magnitude) and makes 1 melee weapon attack; each enemy in the line defends against that one attack roll as it… |
| Strike and Slip | Reaction | Trigger: It hits an enemy with a melee attack. |
| Tactical Withdrawal | Reaction | Trigger: An enemy ends its turn within its melee reach. |
Role Maneuvers › Sniper
| Covering Fire | 1 AP | Choose an ally within Close and a visible enemy in range. |
| Explosive Payload | 1 AP | Each creature in a 10-foot emanation (Strong Magnitude) around a point in range makes a Reflex save against this creature's action check: half… |
| Fall Back | Reaction | Trigger: An enemy ends movement within 10 feet (Strong Magnitude). |
| Hex Shot | 1 AP | Make 1 ranged weapon attack; a damaged target must succeed a Reflex save (DC 10 + half damage taken) or suffer 2 Disadvantage (Strong Step) on its… |
| Pinning Shot | 1 AP | Make 1 weapon attack; a damaged target must succeed a Reflex save (DC 10 + half damage taken) or have its Speed halved until the Sniper's next turn. |
| Prepared Shot | 1 AP | Choose a visible enemy within range and a trigger (it moves without Disengaging, uses a Manipulate or Concentrate action, or attacks). |
| Rapid Volley | 1 AP | Make 2 ranged attacks against 1 enemy, combining the damage of all hits before Soak and Resistances. |
Role Maneuvers › Soldier
| Close Ranks | Reaction | Trigger: Allies within Close end a move not adjacent to the Soldier or another ally. |
| Drive Them Back | 1 AP | Make 1 melee weapon attack against up to 2 enemies (Strong Step) in reach; each damaged target must succeed a Might save (DC 10 + half damage taken)… |
| Fearsome Cry | Reaction | Trigger: An enemy within Close that can see or hear the Soldier fails an attack against one of its allies. |
| Hold the Line | 1 AP | Two 5-foot areas (Strong Step) within melee reach become difficult terrain while the Soldier concentrates. |
| Intercepting Strike | Reaction | Trigger: An enemy within melee reach makes an attack that doesn't target the Soldier. |
| Issue Challenge | 1 AP | 1 enemy (Average Step targets) within Close that can see or hear it must succeed a Charisma save against this creature's action check or suffer 2… |
| Lockdown Strike | 1 AP | Make 1 melee attack; a damaged target must succeed a Might save (DC 10 + half damage taken) or, until the Soldier's next turn, it can't leave the… |
| Punishing Response | Reaction | Trigger: An enemy within melee reach performs a Move action. |
| Stand Firm | Reaction | Trigger: The Soldier fails a save, is knocked Prone, or would be moved against its will. |
| Sweeping Knockdown | 1 AP | Make 1 melee weapon attack against up to 2 enemies (Strong Step) in reach; each damaged target must succeed a Reflex save (DC 10 + half damage… |
Solo Package
| Ablative Shelter | Free | Incredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo). |
| Claim the Ground | Free | Incredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo). |
| Crush the Opening | Free | Incredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo). |
| Crushing Aura | Passive | Incredible Presence (always active; escalates when Bloodied). |
| Dread Presence | Passive | Incredible Presence (always active; escalates when Bloodied). |
| Force Out of Position | Free | Incredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo). |
| Hunter's Domain | Passive | Incredible Presence (always active; escalates when Bloodied). |
| Incredible Recovery | Passive | When the Solo first becomes Bloodied it immediately does one: recharge a Discharged maneuver, use an Incredible Action, or roll a recovery check… |
| Incredible Resilience | Passive | The first time each round the Solo would be fully prevented from acting, reduce the effect instead: it loses part of its action economy (1 action, 1… |
| Lingering Pressure | Free | Incredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo). |
| Living Hazard | Passive | Incredible Presence (always active; escalates when Bloodied). |
| Pressing Blow | Free | Incredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo). |
| Relentless Pressure | Passive | Incredible Presence (always active; escalates when Bloodied). |
| Shifting Step | Free | Incredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo). |
| Snap Attack | Free | Incredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo). |
| Sweeping Interference | Free | Incredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo). |
| Tyrant's Reach | Passive | Incredible Presence (always active; escalates when Bloodied). |
| Unsettling Surge | Free | Incredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo). |
| Warped Battlefield | Passive | Incredible Presence (always active; escalates when Bloodied). |
| World-Weight | Passive | Incredible Presence (always active; escalates when Bloodied). |