Major Archetypes (9e)
Contents
Abomination
| Damage Die | d10 |
|---|---|
| Bonus | +7 |
| Hit Points | 180 |
| Cowardice | 15 |
| Dodge | 16 |
| Armor | 4 |
- Blight: On each turn the abomination rolls 1d6. On a result of 6, all enemies gain +2 Corruption.
- Horrifying: Any attacks that the abomination makes that deal double damage dice also cause Fear on the target.
- Noxious: Does double damage dice on attacks against targets with 10+ Corruption.
The abomination is a creature of pure evil, that works its foul influence on its victims, trying to destroy their minds and souls as much as it attacks their physical forms.
Beast
| Damage Die | d8 |
|---|---|
| Bonus | +3 |
| Hit Points | 150 |
| Cowardice | 5 |
| Dodge | 12 |
| Armor | 8 |
- Clawed: The beast gains a +3 attack and damage bonus on melee attacks.
- Ferocious: While bloodied, the beast gains a +2 attack bonus on all attacks.
- Maul: The beast deals double damage dice against grabbed enemies.
The beast is the pinnacle of natural power, an apex predator that can rend flesh from bone with its deadly claws and jaws.
Behemoth
| Damage Die | d10 |
|---|---|
| Bonus | +5 |
| Hit Points | 120 |
| Cowardice | 10 |
| Dodge | 8 |
| Armor | 12 |
- Gargantuan: The behemoth does not benefit from cover.
- Imposing: Minions and mooks cannot be affected by Fear unless the behemoth is bloodied.
- Weathered: The behemoth gains +2 Armor when not bloodied.
The behemoth is huge and awe-inspiring, a moving fortress that can crush almost anything beneath its bulk.
Colossus
| Damage Die | d12 |
|---|---|
| Bonus | +5 |
| Hit Points | 200 |
| Cowardice | 25 |
| Dodge | 5 |
| Armor | 8 |
- Powerful: The colossus always deals double damage dice.
- Shifting: Each turn the colossus rolls 1d6. The result is added to its base Armor until the start of its next turn.
- Vast: The colossus is so large that it is its own stage for combat encounters.
The colossus is an enemy so large that it can barely comprehend anything beneath its notice, destroying cities, even entire countries by itself.
Leviathan
| Damage Die | d10 |
|---|---|
| Bonus | +5 |
| Hit Points | 100 |
| Cowardice | 5 |
| Dodge | 5 |
| Armor | 10 |
- Dominating: Minions and mooks gain +1 attack unless the leviathan is bloodied.
- Encompassing: The leviathan automatically engages an enemy in melee when making an attack.
- Gargantuan: The leviathan does not benefit from cover.
The leviathan is sprawling horror that occupies the battlefield through size and reach, crushing and choking its prey.
Mastermind
| Damage Die | d6 |
|---|---|
| Bonus | +7 |
| Hit Points | 175 |
| Cowardice | 50 |
| Dodge | 20 |
| Armor | 2 |
- Controlling: Minions and mooks deal +5 extra damage unless the mastermind is bloodied.
- Cruel: The mastermind can sacrifice one minion or mook to gain combat advantage over an enemy.
- Master: The mastermind's Cowardice is always 0 as long as there are minions or mooks present in the encounter.
The mastermind is cold and calculating, viewing the lives of others as disposable tools, stepping stones to a greater goal.
Nemesis
| Damage Die | d8 |
|---|---|
| Bonus | +6 |
| Hit Points | 150 |
| Cowardice | 10 |
| Dodge | 17 |
| Armor | 4 |
- Efficient: When the nemesis misses with an attack that would deal double damage dice, it rolls one damage die and halves the total damage.
- Malevolent: Enemies with 20+ Corruption cannot deal double damage dice to the nemesis.
- Ruthless: The nemesis gains +1 Armor for every bloodied enemy, to a maximum of +5.
The nemesis knows your better than you know yourself, and hates you more than you hate yourself.
Titan
| Damage Die | d10 |
|---|---|
| Bonus | +6 |
| Hit Points | 120 |
| Cowardice | 10 |
| Dodge | 8 |
| Armor | 10 |
- Gargantuan: The titan does not benefit from cover.
- Intimidating: Any bloodied enemy engaged in melee with the titan is Stressed.
- Mighty: Each turn the titan rolls 1d8. The result is added to its damage for that turn.
The titan is a giant that strides across the battlefield with impunity, smashing aside the small and weak with a callous and uncaring hand.
Tyrant
| Damage Die | d8 |
|---|---|
| Bonus | +8 |
| Hit Points | 175 |
| Cowardice | 20 |
| Dodge | 15 |
| Armor | 7 |
- Commanding: Minions and mooks gain +1 Armor unless the tyrant is bloodied.
- Cruel: The tyrant can sacrifice one minion or mook to gain combat advantage over an enemy.
- Leader: The tyrant gains a +2 bonus to attack as long as there are minions or mooks present in the encounter.
The tyrant is an insane and power-hungry oppressor that rules through fear and vulgar displays of power, usually found at the head of an army, driving them forward.