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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Adversary Maneuvers

Adversary Maneuvers

Building blocks for adversaries. 282 entries.

282 shown

Baseline Attacks

Beak / Peck1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Bite1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Bow1 APMake 1 action check with the adversary's ranged check bonus against 1 creature within range.
Claw1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Crossbow1 APMake 1 action check with the adversary's ranged check bonus against 1 creature within range.
Dagger1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Flintlock Musket1 APMake 1 action check with the adversary's ranged check bonus against 1 creature within range.
Flintlock Pistol1 APMake 1 action check with the adversary's ranged check bonus against 1 creature within range.
Gore / Horn1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Heavy Revolver1 APMake 1 action check with the adversary's ranged check bonus against 1 creature within range.
Heavy Winchester Rifle1 APMake 1 action check with the adversary's ranged check bonus against 1 creature within range.
Javelin1 APMake 1 action check with the adversary's ranged check bonus against 1 creature within range.
Longsword1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Revolver1 APMake 1 action check with the adversary's ranged check bonus against 1 creature within range.
Short Sword1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Shotgun1 APMake 1 action check with the adversary's ranged check bonus against 1 creature within range.
Slam1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Sling1 APMake 1 action check with the adversary's ranged check bonus against 1 creature within range.
Spear1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Tail Strike1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Tentacle / Limb Wrap1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Warhammer1 APMake 1 action check with the adversary's melee check bonus against 1 creature within melee reach.
Winchester Rifle1 APMake 1 action check with the adversary's ranged check bonus against 1 creature within range.

Elite Actions

Bloodied RefreshReactionTrigger: This Elite first becomes Bloodied.
Follow-Up StrikeReactionTrigger: The Elite deals damage to a target with a maneuver.
Press the AdvantageReactionTrigger: The Elite inflicts a condition on a creature with a maneuver.
Tactical RecoveryFreeRequires: this Elite is suffering a hindering effect.

Generic Maneuvers

Adaptive ResistanceReactionTrigger: It would take damage of the chosen type.
Brace TogetherPassiveOnce 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 Wave1 APEach 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 Strike1 APMake 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 Attack1 APMake 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-Through1 APMake 1 melee weapon attack against 2 enemies in reach; if it misses one, the attack against the other gains 1 Advantage (Weak Step).
Gang UpPassiveOnce per turn, attacking a target adjacent to one of its allies grants 1 Advantage (Weak Step).
Glancing EscapeReactionTrigger: It would take damage from an attack.
Hampering Strike1 APMake 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 Eye1 APGains 1 Advantage (Weak Step) on Perception checks.
Hold Fast1 APMake 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half damage taken) or become Grappled.
Hurl Payload1 APEach 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 DodgeReactionTrigger: It fails a save against an Attack action.
Lingering Wound1 APMake 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 Step1 APTeleport to an unoccupied space it can perceive within 5 feet (Weak Magnitude).
Pile OnReactionTrigger: An adjacent ally hits an enemy that is also adjacent to it.
Press the OpeningReactionTrigger: It misses an attack that had at least 1 Advantage.
Rattling Strike1 APMake 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 OffReactionTrigger: It would fail a save against a condition-imposing effect.
ShiftyPassiveThe first 5 feet it moves each turn doesn't provoke movement reactions.
Slip AwayReactionTrigger: It is missed by a targeted attack.
Stick TogetherReactionTrigger: An ally ends its movement no longer adjacent to it.

Identity Traits › Aberration

All-Seeing SensePassiveGains Blindsight 10 feet (Strong Magnitude) and 1 Advantage (Weak Step) on Perception checks to detect hidden, invisible or disguised creatures.
Grasping Tendrils1 APMake 1 melee action check with a natural weapon.
Implant Brood1 APMake 1 melee action check with a natural weapon.
Mutating FleshPassiveThe 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 MurmurPassiveA living creature starting its turn adjacent must succeed a Charisma save against this creature's action check or become Drowsy.
Void SlipPassiveOnce 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 PerceptionReactionTrigger: A creature farther than adjacent makes a sight-reliant attack against this creature.

Identity Traits › Aether-Touched

Aether Burst1 APRaw Aether erupts from this creature in a Close burst.
Aether LashReactionTrigger: A creature within Close range of this creature casts a spell.
Aether-FedPassiveThe 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 HidePassiveGlassy Aether crystal grows through its hide.
Flickering FormPassiveOnce 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 AnchorPassiveWhile this creature is in a hex with Leyline Strength 1 or higher, once per round it may roll a save with Fortune.
Mirrored EyesPassiveThis creature gains Blindsight 10 feet (Average Magnitude) and 1 Advantage (Weak Step) on Perception checks to find hidden, invisible or disguised…
Surge AuraPassiveChanneling checks made within Close range of this creature take 1 Disadvantage (Weak Step).
Twin Shadow1 APAn echo of this creature peels away and overlaps it.
Unstable StepReactionTrigger: This creature is hit by an attack.
Warped LimbsPassiveThis creature's limbs bend and stretch in ways they shouldn't.
Wrongness1 APChoose 1 creature within Close range that can see this creature.

Identity Traits › Animal

AquaticPassiveGains a swim speed equal to its Speed and holds its breath ten times as long (or breathes water).
ClimberPassiveGains a climb speed equal to its Speed and ignores difficult terrain from branches, ledges, rough stone, roots and rubble.
Flyby HunterPassiveGains a fly speed equal to its Speed.
Nocturnal HunterPassiveTreats darkness as low light and low light as bright light.
Pack TacticsPassiveOnce per round, its attack against a target adjacent to one of its allies is rolled with Fortune.
TerritorialPassiveWhile in its den or defended ground, or within Close of whatever it protects, it rolls its first attack each round with Fortune.
Thick HidePassive+1 Soak (Weak Soak) against physical damage from attacks and effects without Armor Piercing.
Tunnel Emergence1 APGains a burrow speed through yielding ground (can't end inside solid space).
Venomous Bite1 APMake 1 melee attack with a natural weapon.

Identity Traits › Construct

Geometric CorrectionReactionTrigger: It is pushed, pulled, slid, slowed or immobilized by an enemy.
Guardian DirectivePassiveOn Initiative choose a ward (creature, area or object).
Perfect RoutinePassiveWhen it uses the same maneuver on consecutive turns and the previous use succeeded, it rolls this turn's check with Fortune.
Reinforced Resolve1 APIt braces its frame: gain 5 temporary HP (Average Magnitude) and immediately attempt a save against 1 ongoing condition.
Runic BacklashReactionTrigger: It is hit by a magical attack or fails a save against a magical effect.
ScatterframeReactionTrigger: It would become grabbed, Restrained, immobilized or Slowed by a physical effect.
Servant LogicPassiveChoose 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 Vent1 APEach other creature in a Close burst makes a Reflex save against its action check.
Suppressive Output1 APEach 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 FramePassiveResistance to bludgeoning; Vulnerability to fire.
Transferred Animus1 APChoose an unattended object within Close of similar size.

Identity Traits › Dragon

Blinding AuraPassiveA 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 ScalesPassiveA 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 DarkPassiveA creature starting its turn adjacent while at least partly concealed must succeed a Charisma save against this creature's action check or suffer…
Earthshaking WeightPassiveA 5-foot emanation (Average Magnitude) is difficult terrain.
Impossible EndurancePassiveAt 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 RuinPassiveThe 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 PresencePassiveA 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 FieldPassiveA 5-foot emanation (Average Magnitude) is difficult terrain for enemies.

Identity Traits › Elemental

Ash CloudPassiveA 5-foot emanation (Average Magnitude) of smoke grants partial concealment and 1 Disadvantage on sight-based checks.
Burning AuraPassiveA 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 BodyPassiveIts body is unstable elemental substance: it ignores suffocation, drowning and similar stresses that only affect living flesh.
Flowing ShapePassiveIgnores difficult terrain from liquid, mud or slick ground; moves through occupied spaces and gaps one size smaller, ending in a legal space; has…
Freezing AuraPassiveA 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 ChargePassiveThe 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…
StoneformPassiveIt rolls saves against forced movement, being knocked Prone, or losing its footing with Fortune.
WindbornePassiveIgnores footing-based difficult terrain; the first 5 feet (Average Magnitude) of each move doesn't trigger movement reactions.

Identity Traits › Fey

Blooming Snare1 AP1 creature within Close must succeed a Reflex save against this creature's action check or become Grappled by the snare, suffering 1 Disadvantage…
Commanding Glamour1 AP1 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 Quarry1 APMark 1 visible creature within Close as its Quarry for the encounter (or until it dies or a new Quarry is chosen).
Mischief VeilReactionTrigger: A creature misses it with an attack.
Oathbreaker's Price1 AP1 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 StepReactionWhen 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 MoonlightPassiveIn low light or while at least partly concealed, it may Hide while observed and without cover, with 1 Advantage (Average Step).
Winter's Geas1 AP1 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 ResistancePassive1 Advantage on checks against disease, poison, curses and radiation (+1 at levels 5, 9, 13 and 17).
Big BrainedPassiveGain 1 rank in each of 2 skills of your choice.
Bite AttackPassiveNatural piercing attack: 1d4 Small, 1d6 Medium, 1d8 Large.
Burrow SpeedPassiveBurrow through soft soil, sand or gravel at your Speed.
Chameleon SkinPassiveShift 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…
ClawsPassiveNatural slashing attack: 1d4 Small, 1d6 Medium, 1d8 Large.
Climb SpeedPassiveClimb Speed equal to your Speed.
Dermal PlatingPassiveInterlocking plates add your Fortitude score to your Soak.
EcholocationPassiveSense size, shape and location by sound instead of sight (no color).
Fast HealerPassiveYou recover twice as many HP from all healing.
GillsPassiveYou can breathe underwater.
HornsPassiveGore natural attack, piercing or bludgeoning (choose): 1d8 Small, 1d10 Medium, 1d12 Large.
Large StaturePassiveCount as one size larger for your Bulk limit, unarmed damage and weapon size limit.
LeaperPassiveJump twice as far and high.
LuckyPassiveWhen 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 ResistancePassive1 Advantage on checks to resist magic (+1 at levels 5, 9, 13 and 17).
Magic TalentPassiveLearn one Complexity 1 spell, and gain 1 rank in Mysticism.
Prehensile TailPassiveA tail that can hold and manipulate simple objects and let you hang indefinitely.
ScentPassiveDetect a familiar smell within 5 ft (+5 ft at levels 5, 9, 13 and 17).
Small StaturePassive1 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 TailPassiveNatural piercing or bludgeoning attack (choose): 1d6 Small, 1d8 Medium, 1d10 Large.
Swim SpeedPassiveSwim Speed equal to your Speed.
Thermal VisionPassiveA second pupil sees heat in grayscale.
VenomousPassiveSecrete a poison with Potency of half your Fortitude + your level.
WingsPassiveWith both arms free, slow falls to 10 ft/round.

Identity Traits › Magical Beast

Displacement FieldPassiveWhen an attack would hit it and the attack roll is odd, the attack misses.
Drowning Haze1 APGains a swim speed and emits a 10-foot haze (Average Magnitude).
Monstrous FramePassiveIts natural attacks have AP(1) (Average Step).
Quicksilver Form1 APIt takes the shape of a creature or object within one size of itself, keeping its statistics.
Serpentine Coils1 APMake 1 natural melee attack; on a hit the target must succeed a Might save (DC 10 + half damage taken) or be Grappled.
Sky HunterPassiveGains a fly speed equal to its Speed.
Witchbrain Venom (Trait)PassiveWhen 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 ResiduePassiveFortune on saves against magic.
Cling and Feed1 APMake 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half the damage taken) or be Grappled.
Corrosive BodyReactionTrigger: It is hit by an attack from within 5 feet.
Delayed RevealPassiveIf it didn't move this turn, it may Hide while observed and without cover, with 1 Advantage (Average Step).
Dragging SludgePassiveA 10-foot emanation (Average Magnitude) is difficult terrain; a creature starting its turn inside must succeed a Reflex save against this creature's…
Engulfing Mass1 APMake 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 Coating1 APMake 1 natural melee attack; a damaged target must succeed a Fortitude save (DC 10 + half damage taken) or be afflicted with Seeping Slime.
Ooze SensesPassiveLacks sight and hearing; has Blindsense 10 feet (Strong Magnitude) through touch, vibration and chemical sense.
Split MassPassiveWhen 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 HungerPassiveOnce per round, a check it makes that targets a Bloodied creature gains 1 Advantage (Average Step).
Celestial RadiancePassiveOnce per turn, when it hits with an attack that had at least 1 Advantage, it deals an extra Weak radiant damage.
Herald's Decree1 AP1 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 Brand1 AP1 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 FormPassiveLacks physical senses (Blindsense 15 feet, Strong Magnitude).
Tempting Offer1 AP1 creature within Near (Average Step targets) that understands it must succeed a Charisma save against this creature's action check or become Taken…
Unstable PassagePassiveOnce 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 PassageReactionTrigger: It fails a save against an effect that would pin, trap, bind, contain or move it.

Identity Traits › Plant

Bloom LurePassiveA 10-foot emanation (Average Magnitude) exposes breathing creatures that start their turn in or enter it to the Bloom Lure affliction.
Dormant HuskPassiveThe first time each scene it drops to 0 HP it leaves a husk (object; Hardness 5, Durability 20, doubled per size above Medium).
Parasitic Tendrils1 APMake 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 SensesPassiveLacks sight and hearing; has Blindsense 10 feet (Strong Magnitude).
Root SnarePassiveA 10-foot emanation (Average Magnitude) of roots and undergrowth is difficult terrain.
Sleep Blossom1 APEach other breathing creature in a 10-foot emanation (Average Magnitude) is exposed to Sleep Pollen.
Spore Bloom1 APA 5-foot emanation (Average Magnitude) around a point within Close fills with spores while it concentrates (up to 3 rounds).
Thorn ShelterPassiveAn 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 Field1 APA 10x10 area (Average Magnitude) within Close fills with blight while it concentrates (up to 3 rounds).

Identity Traits › Undead

Blood Drinker1 APMake 1 natural melee attack against a creature it's grappling.
Corpse Taint (Trait)PassiveWhen 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-BoundReactionTrigger: It would be reduced to 0 HP.
Deathly AuraPassiveA living creature starting its turn within a 5-foot emanation (Average Magnitude) must succeed a Fortitude save against its action check or become…
Ghostly PhasePassiveLacks sight, hearing, smell and taste (Blindsense 15 feet, Strong Magnitude, sensing the living, the dead and strong emotion).
Shadow ShroudPassiveWhile partly concealed, Perception saves and Investigation checks to find it suffer an extra Disadvantage.
SkeletalPassiveResistance to piercing.

Identity Traits › Vermin

Anchoring Strand1 AP1 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 ReleaseReactionTrigger: The first time it becomes Bloodied.
Chitinous ShellPassive+1 Soak (Average Step).
Paralytic Venom (Trait)PassiveWhen 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 Cling1 APMake 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half damage taken) or be clung to.
Skittering MotionPassiveClimb speed equal to its Speed; ignores difficult terrain from rubble, cracks, webs and debris.

Minion

Join the SwarmReactionTrigger: 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 ResiliencePassiveA Minion has no HP.
Swarm Attack1 APRequires: 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-HardenedPassiveThe first casualty doesn't reduce ME.
BodyguardsPassiveME +1 while their VIP lives; ME -2 if the VIP drops.
CorneredPassiveOn a break with no escape, replace Flee with Surrender or Rage.
CowardlyPassiveThe first time Morale Edge drops below 0, it drops 1 further (once per fight).
Defending HomePassiveME +1 until the objective is breached; -2 once it is.
DisciplinedPassiveWith a visible or audible leader, morale checks are made with Fortune.
Elite NervePassiveMorale checks always have Fortune; once per fight ignore an effect forcing Misfortune.
Escape PlanPassiveWhen breaking to withdraw, escape and disengage checks have Fortune.
FanaticalPassiveIntimidation can't force Misfortune.
FearlessPassiveIgnore the first fear or intimidation effect that would force Misfortune.
Green / UntrainedPassiveThe first morale check is made with Misfortune.
GuerrillasPassiveThe first time it breaks, it disengages, repositions or hides instead of fleeing or surrendering.
Inspiring LeaderPassiveOnce per fight, when the Group would crack, reroll the check.
Leader-DependentPassiveIf the leader drops, ME -2 and the next check has Misfortune.
Loose RabblePassiveA failed check breaks 1 additional Element.
MercenariesPassiveThe first casualty is an extra -1 ME; a bribe or exit offer makes the next check Misfortune.
Pack InstinctPassiveME +1 if locally outnumbering the party; ME -1 if outnumbered (once per fight).
Predators (Morale)PassiveDropping a PC is ME +1 (max once per round).
SkittishPassiveThe first terrifying display is an extra -1 ME.
Tight FormationPassiveWhile formation holds, a failed check breaks 1 fewer Element (minimum 1).
Treasure-HungryPassiveNear loot, checks have Fortune; losing loot is -1 ME.
UnbreakablePassiveNo morale checks unless its anchor creature is removed — then checks are made with Misfortune.

Role Maneuvers › Brute

Blood FrenzyPassiveWhile Bloodied, its weapon attacks and unarmed strikes critically hit on a natural 19-20 (Strong Step widens the range: 3 means 18-20).
Crushing Blow1 APMake 1 melee weapon attack dealing 2 extra damage dice (Strong Step).
Devastating Sweep1 APMake 1 melee attack against up to 2 enemies (Strong Step) in reach.
Mauling Grab1 APMake 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half the damage taken) or become Grappled.
Pain IgnoranceReactionTrigger: It fails a save against an effect that would hamper its ability to attack, move or stay upright.
Terrifying Presence1 AP1 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 Rush1 APIts Speed increases by 10 feet (Strong Magnitude) this turn.

Role Maneuvers › Controller

Blinding Veil1 AP1 visible enemy (Average Step targets) within Close must succeed a Perception save against this creature's action check or become Dazzled 2 (Strong…
Force Lure1 APUp 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 Blast1 APMake 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 CommandReactionTrigger: An enemy within Close that can see or hear it performs a Move or Attack action.
Swarm Release1 APPlace 1 summoned creature, swarm or hazard of its level or lower (from its stat block) next to a suitable source within Close.
Warped Ground1 APA 10-foot area (Strong Magnitude) within Close becomes difficult terrain while the Controller concentrates.
Wave of Despair1 AP1 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 Hex1 AP1 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 Ground1 APChoose a 5-foot space (Average Magnitude) within Close.
Break Their Nerve1 APUp 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 Reinforcements1 APPlace 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 Ally1 AP1 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 Kill1 APChoose 1 visible enemy within Close.
Protect the ChosenReactionTrigger: An ally within Close that the Leader can see or hear is hit by an attack or fails a save.
Rally the Line1 APThe Leader and up to 2 allies (Strong Step) within Close that can see or hear it each gain 10 temporary HP (Strong Magnitude).
Tactical Redeploy1 APUp 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 Fade1 APMake 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 Dread1 AP1 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 Strike1 APMake 1 melee weapon attack; if it had at least 1 Advantage, add 2 damage dice (Strong Step).
Seize the Prey1 APMake 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 ShellReactionTrigger: It fails a save against being grabbed, moved against its will or restrained.
Vanishing Veil1 APChoose a 10x10 area within Close.
Venomous Strike1 APMake 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 Burst1 AP1 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 Shot1 APMake 1 ranged weapon attack; a damaged target must succeed a Perception save (DC 10 + half damage taken) or become Dazed until it recovers.
Opportunist StrikeReactionTrigger: It hits with a melee attack after moving at least 10 feet.
Phase Skip1 APUntil its next turn it moves through occupied spaces, gaps one size smaller and hindering terrain without provoking movement reactions, ending in a…
Scattering Rush1 APIt 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 SlipReactionTrigger: It hits an enemy with a melee attack.
Tactical WithdrawalReactionTrigger: An enemy ends its turn within its melee reach.

Role Maneuvers › Sniper

Covering Fire1 APChoose an ally within Close and a visible enemy in range.
Explosive Payload1 APEach 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 BackReactionTrigger: An enemy ends movement within 10 feet (Strong Magnitude).
Hex Shot1 APMake 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 Shot1 APMake 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 Shot1 APChoose a visible enemy within range and a trigger (it moves without Disengaging, uses a Manipulate or Concentrate action, or attacks).
Rapid Volley1 APMake 2 ranged attacks against 1 enemy, combining the damage of all hits before Soak and Resistances.

Role Maneuvers › Soldier

Close RanksReactionTrigger: Allies within Close end a move not adjacent to the Soldier or another ally.
Drive Them Back1 APMake 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 CryReactionTrigger: An enemy within Close that can see or hear the Soldier fails an attack against one of its allies.
Hold the Line1 APTwo 5-foot areas (Strong Step) within melee reach become difficult terrain while the Soldier concentrates.
Intercepting StrikeReactionTrigger: An enemy within melee reach makes an attack that doesn't target the Soldier.
Issue Challenge1 AP1 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 Strike1 APMake 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 ResponseReactionTrigger: An enemy within melee reach performs a Move action.
Stand FirmReactionTrigger: The Soldier fails a save, is knocked Prone, or would be moved against its will.
Sweeping Knockdown1 APMake 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 ShelterFreeIncredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo).
Claim the GroundFreeIncredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo).
Crush the OpeningFreeIncredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo).
Crushing AuraPassiveIncredible Presence (always active; escalates when Bloodied).
Dread PresencePassiveIncredible Presence (always active; escalates when Bloodied).
Force Out of PositionFreeIncredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo).
Hunter's DomainPassiveIncredible Presence (always active; escalates when Bloodied).
Incredible RecoveryPassiveWhen the Solo first becomes Bloodied it immediately does one: recharge a Discharged maneuver, use an Incredible Action, or roll a recovery check…
Incredible ResiliencePassiveThe 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 PressureFreeIncredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo).
Living HazardPassiveIncredible Presence (always active; escalates when Bloodied).
Pressing BlowFreeIncredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo).
Relentless PressurePassiveIncredible Presence (always active; escalates when Bloodied).
Shifting StepFreeIncredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo).
Snap AttackFreeIncredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo).
Sweeping InterferenceFreeIncredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo).
Tyrant's ReachPassiveIncredible Presence (always active; escalates when Bloodied).
Unsettling SurgeFreeIncredible Action (use after a PC or PC ally ends its turn; choose 2 options when building the Solo).
Warped BattlefieldPassiveIncredible Presence (always active; escalates when Bloodied).
World-WeightPassiveIncredible Presence (always active; escalates when Bloodied).