Enemy Stat Blocks
This chapter provides complete enemy stat blocks organized by tier. Each entry includes full stats,
abilities, Techniques (where applicable), and tactics notes for the GM. Use them as-is, reskin
them for your setting, or use them as templates for designing your own.
Tier 1 Enemies — Starting Level
Tier 1 enemies are appropriate for fresh characters with 0-6 AP. They have modest
stats, limited abilities, and go down relatively quickly. Use them in groups of 3-6 to create
meaningful action-economy pressure.
Stats: Body 2 | Heart 1 | Mind 2 | Spirit 1
Vitality: 8 | Guard: 7 | Resolve: 6
Weapon: Short Sword (+2 dmg) or Shortbow (+1 dmg, Near/Far)
Actions/Turn: 2 | Card Method: Fixed value 6-7
Pack Tactics: +1 EV when an allied Brigand is Engaged with the same target.
Tactics: Attack in groups of 3-5. Focus fire on isolated targets. Flee when
half their number are Broken—bandits aren't suicidal.
Stats: Body 3 | Heart 1 | Mind 1 | Spirit 1
Vitality: 10 | Guard: 7 | Resolve: 6
Weapon: Bite (+2 dmg, Engaged)
Actions/Turn: 2 | Card Method: Fixed value 7-8
Pack Instinct: +1 EV when another Wolf is in the same zone.
Knockdown: On a crit, the target is knocked prone (costs 1 action to stand next turn).
Tactics: Circle and flank. Target the weakest-looking character. Disengage from
heavily armored targets—wolves don't fight fair.
Stats: Body 3 | Heart 1 | Mind 1 | Spirit 1
Vitality: 12 | Guard: 10 | Resolve: 5
Weapon: Longsword (+2 dmg, Engaged)
Actions/Turn: 2 | Card Method: Fixed value 7
Hollow: Immune to Poisoned, Bleeding, and fear. Cannot be reasoned with.
Heavy Steps: -1 Initiative. Dash costs 3 actions.
Tactics: Advances relentlessly toward the nearest target. No cunning—exploit
its predictability with positioning and kiting.
Stats: Body 1 | Heart 2 | Mind 1 | Spirit 3
Vitality: 8 | Guard: 5 | Resolve: 8
Weapon: Spirit Touch (+1 dmg, Engaged, checks vs. Resolve instead of Guard)
Actions/Turn: 2 | Card Method: Fixed value 7
Incorporeal: Physical attacks (Body-based) deal half damage (rounded down).
Spirit and Heart attacks deal full damage.
Drift: Can move through solid objects and creatures. Cannot end its turn inside
a solid object.
Tactics: Drifts through walls to flank. Targets low-Resolve characters and retreats
through terrain when wounded. Spirit attacks are the counter.
Stats: Body 1 | Heart 2 | Mind 2 | Spirit 2
Vitality: 8 | Guard: 6 | Resolve: 7
Weapon: Ritual Dagger (+1 dmg) or Dark Bolt (Spirit, +1 dmg, Near, vs. Resolve)
Actions/Turn: 2 | Card Method: Fixed value 6-7
Fanatical: First time this Cultist would be Broken, it stays at 1 Vitality
instead (once per encounter).
Tactics: Stay at Near range using Dark Bolt. Cluster around their leader. Sacrifice
themselves to protect Elites—this is faith, not survival.
Tier 2 Enemies — Mid Level
Tier 2 enemies challenge established characters with 7-15 AP. They have higher
stats, meaningful Techniques, and tactical complexity that demands the party use their build features.
An Elite at this tier should feel like a rival—someone who fights as hard as the PCs do.
Stats: Body 4 | Heart 3 | Mind 2 | Spirit 1
Vitality: 28 | Guard: 11 | Resolve: 6
Weapon: Longsword (+2 dmg, Versatile) + Kite Shield (+2 Guard)
Actions/Turn: 3 | Card Method: GM deck draw (Body 4 = draw 4)
Shield Wall: +2 Guard when adjacent to an allied soldier.
Commanding Presence: Once per round, one allied Minion in Near range takes 1
free action (Stride or Strike).
Parry Stance: Once per round, +2 Guard against one melee attack.
Technique — Rallying Strike: 2 actions, Single, Engaged, vs. Guard. +3 bonus dmg.
Effect: all allies in zone gain +1 EV until end of next round.
Tactics: Holds the front line with Minion soldiers nearby for Shield Wall. Uses
Commanding Presence to squeeze extra Strikes from Minion allies. Focuses the party's biggest
damage dealer.
Stats: Body 4 | Heart 2 | Mind 2 | Spirit 2
Vitality: 32 | Guard: 9 | Resolve: 7
Weapon: Claws (+3 dmg, Engaged) or Tail Sting (+2 dmg, Engaged, Poisoned on hit)
Actions/Turn: 3 | Card Method: GM deck draw (Body 4)
Flight: Moves to any zone as a single Stride, ignoring ground terrain.
Dive Attack: If the Wyvern moves 2+ zones and Strikes same turn: +2 bonus damage.
Tail Venom: Tail Sting inflicts Poisoned (2 dmg/round, 3 rounds) on any hit.
Technique — Wing Buffet: 2 actions, Sweep, Engaged, vs. Guard. +1 bonus dmg.
Effect: all targets pushed 1 zone.
Tactics: Swoops in with Dive Attack, then Wing Buffets to scatter the party.
Retreats to a far zone and forces pursuit. Highly mobile—pin it down with Rooted effects or it
will kite the party.
Stats: Body 1 | Heart 2 | Mind 3 | Spirit 4
Vitality: 18 | Guard: 6 | Resolve: 9
Weapon: Arcane Spark (Spirit, +1 dmg, Far, vs. Resolve)
Actions/Turn: 3 | Card Method: GM deck draw (Spirit 4)
Shadow Cloak: -2 EV on ranged attacks against this Sorcerer while in dim light
or darkness.
Spell Weave: Draws Spirit + 1 cards on Spirit-affinity Techniques.
Technique — Soul Fire: 2 actions, Single, Far, vs. Resolve. +4 bonus dmg.
Effect: Burning (Short).
Technique — Void Grasp: 2 actions, Single, Near, vs. Resolve. +2 bonus dmg.
Effect: Silenced (Long) + pull to Engaged.
Tactics: Stays at Far range in dim light. Opens with Soul Fire on the biggest
threat. Uses Void Grasp to silence healers. Fragile in melee—collapses when the party closes
distance. Shadow Cloak makes it hard to snipe at range.
Stats: Body 4 | Heart 2 | Mind 1 | Spirit 3
Vitality: 30 | Guard: 9 | Resolve: 8
Weapon: Corrupted Fangs (+3 dmg, Engaged)
Actions/Turn: 3 | Card Method: GM deck draw (Body 4)
Regeneration: Heals 3 Vitality at start of each turn. Stops if it takes Spirit
damage that round.
Berserk: At 50% Vitality or below: +1 to all attack EV, -1 Guard.
Corruption Aura: Enemies Engaged with the Beast receive -1 healing from all sources.
Technique — Rending Charge: 2 actions (moves up to 2 zones first), Single,
Engaged, vs. Guard. +4 bonus dmg. Effect: Bleeding (Short, 2 dmg/round).
Tactics: Charges the squishiest target. Regeneration makes it deceptively tanky—the
party needs Spirit damage or burst it down fast. In Berserk mode, it trades durability for lethality.
Stats: Body 4 | Heart 3 | Mind 3 | Spirit 1
Vitality: 26 | Guard: 10 | Resolve: 6
Weapon: Rapier (+2 dmg, Finesse, Parrying)
Actions/Turn: 3 | Card Method: GM deck draw (Body 4)
Riposte: When an enemy misses in melee: deal Body stat (4) damage automatically.
Once per round.
Evasive: +1 Guard against ranged attacks.
Keen Reflexes: Draws 2 cards for initiative.
Technique — Lunge: 1 action, Single, Engaged, vs. Guard. +2 bonus dmg.
Effect: push 1 zone.
Technique — Counterstrike: Reaction: when attacked in melee. Single, Engaged,
vs. Guard. +3 bonus dmg.
Tactics: Seeks 1-on-1 duels. Riposte punishes misses, Counterstrike punishes hits.
The counterplay is Spirit attacks (low Resolve) or overwhelming numbers—the Duelist can't Riposte
everyone.
Tier 3 Enemies — High Level
Tier 3 enemies threaten veteran characters with 16-25 AP. These are Boss-level
encounters with phases, Legendary Actions, and deep Vitality pools. Each one should anchor a session
or serve as an arc's climax.
Stats: Body 5 | Heart 3 | Mind 3 | Spirit 4
Vitality: 90 | Guard: 12 | Resolve: 10
Weapon: Claws (+4 dmg, Engaged) or Bite (+5 dmg, Engaged, Staggering)
Actions/Turn: 4 | Card Method: Dedicated deck. EV floor: 9
Flight: Moves to any zone as a single Stride, ignoring ground terrain.
Frightful Presence: Start of combat: all PCs make Spirit DC 12 or are Weakened
(Long, -2 EV).
Technique — Fire Breath: 3 actions, Sweep, Near, vs. Resolve. +5 bonus dmg.
Effect: Burning (Short). Recharge: once per 3 rounds.
Technique — Wing Buffet: 2 actions, Sweep, Engaged, vs. Guard. +2 bonus dmg.
Effect: push all targets 1 zone.
Legendary Actions: 2/round. (1) Tail Sweep: all Engaged targets take 3 damage.
(2) Reposition: move 1 zone, no Brace reactions.
Phase 2 (at 45 Vitality): Fire Breath recharges immediately. +1 to all attack
EV. "The dragon's scales crack and light pours from within."
Tactics: Opens with Frightful Presence and Fire Breath on clustered PCs. Uses
Flight to stay mobile—dive in, Bite, Wing Buffet to scatter, fly out. In Phase 2, Fire Breath
every time it recharges. Legendary Tail Sweep punishes melee clumps.
Stats: Body 4 | Heart 4 | Mind 3 | Spirit 5
Vitality: 85 | Guard: 10 | Resolve: 12
Weapon: Infernal Greatsword (+4 dmg, Heavy, Sweeping, inflicts Burning on hit)
Actions/Turn: 4 | Card Method: Dedicated deck. EV floor: 9
Hellfire Aura: Enemies Engaged with the Archdemon take 2 damage at the start
of each of their turns.
Technique — Damnation: 3 actions, Sweep (all Near), vs. Resolve. +4 bonus dmg.
Effect: Cursed (Long, no Resonance) + Burning (Short).
Technique — Infernal Cleave: 2 actions, Sweep (Engaged), vs. Guard. +3 bonus dmg.
Effect: Shattered (Long, -2 Guard/Resolve).
Legendary Actions: 3/round. (1) Hellfire Bolt: one target at Near, Spirit vs.
Resolve, +3 dmg. (2) Summon Imp: place 1 Minion imp in any zone. (3) Chains of Binding: one
target at Near, Spirit vs. Resolve, Rooted 1 round.
Phase 2 (at 27 Vitality): Hellfire Aura deals 3 damage. Gains Infernal Regeneration
(heal 4/round). Summon Imp can place 2 imps instead of 1. "The chains shatter. The demon's true
form unfolds."
Tactics: Stays in the center. Damnation strips Resonance; Infernal Cleave shreds
defenses. Summons Imps to overwhelm the backline. Phase 2's Regeneration demands burst damage or
Spirit attacks to counteract.
Stats: Body 1 | Heart 2 | Mind 5 | Spirit 5
Vitality: 60 | Guard: 7 | Resolve: 14
Weapon: Arcane Spark (Spirit, +1 dmg, Far, vs. Resolve)
Actions/Turn: 4 | Card Method: Dedicated deck. EV floor: 10
Phylactery: Cannot be permanently killed while the phylactery exists. Reforms
in 1d4 days. Destroying it requires a separate quest.
Undead Immunity: Immune to Poisoned, Bleeding, Burning, and fear effects.
Technique — Soul Fire: 2 actions, Single, Far, vs. Resolve. +4 bonus dmg.
Burning (Short).
Technique — Spirit Shatter: 3 actions, Sweep (Near), vs. Resolve. +2 bonus dmg.
Stunned (Short).
Technique — Death's Embrace: 3 actions, Single, Far, vs. Resolve. +3 bonus dmg.
Target discards top 4 cards of deck to fatigue.
Legendary Actions: 3/round. (1) Necrotic Bolt: one target at Far, Spirit vs.
Resolve, +3 dmg. (2) Raise Dead: summon 2 Skeleton Minions in any zone. (3) Counterspell: negate
one Spirit-affinity Technique targeting the Lich or an ally. Once per round.
Phase 2 (at 30 Vitality): All spell Techniques gain +2 bonus damage. Counterspell
usable twice per round. "The Lich's eye-flames flare white. The air tastes of ozone and endings."
Tactics: Maximum range, behind a wall of Skeleton Minions. Opens with Spirit Shatter
to stun, then focuses Death's Embrace on the biggest threat to drain their deck. Counterspell shuts
down enemy casters. Low Guard makes it vulnerable to melee—but the Minion wall makes closing distance
a multi-round project.
Stats: Body 5 | Heart 4 | Mind 4 | Spirit 2
Vitality: 72 | Guard: 14 | Resolve: 7
Weapon: Ancestral Blade (+4 dmg, Keen, Parrying)
Actions/Turn: 4 | Card Method: Dedicated deck. EV floor: 9
Blade Mastery: On Resonance melee attacks (Clubs): Resonance bonus doubles
(Body × 2 = +10).
Untouchable: +2 Guard against the first attack each round.
Technique — Whirling Barrage: 3 actions, Sweep (Engaged), vs. Guard. +4 bonus dmg.
Technique — Blade Dance: 2 actions. Make 3 separate Strikes at no multi-attack penalty.
Legendary Actions: 2/round. (1) Riposte: when missed in melee, deal 5 damage
automatically. (2) Reposition: move 1 zone, no Brace.
Phase 2 (at 36 Vitality): Resonance bonus triples (Body × 3 = +15). +1 action
per turn (5 total). "You haven't seen my best yet."
Phase 3 (at 12 Vitality): First Strike each turn automatically crits if it hits.
"The Duelist smiles. For the first time, the smile reaches the eyes."
Tactics: Seeks out the strongest melee fighter. Untouchable + Riposte makes head-on
melee suicidal. Spirit attacks exploit the low Resolve. Phase 2's triple Resonance means even a 5♣
produces EV 20. Phase 3 is a race—the Duelist is nearly dead but every hit is a crit.
Using the Bestiary
These stat blocks are templates. Reskin a Brigand as a cult enforcer or a palace guard. Turn a
Wolf into a hunting construct or a swarm of rats (reduce stats, increase numbers). A Corrupted
Beast could be anything from a bear to a chimera. The mechanics stay the same; the fiction changes.
Ready to run your first session? Check out the Starter Scenario
for a complete introductory adventure, or use the GM Toolbox to
design your own encounters.