The Bestiary

Monsters

21 monsters across 3 tiers. Every monster has a Healthy and Wounded side — enough successes flip it, and meeting its printed Wounded Toughness (usually 1 lower than Healthy, but check the card) defeats it. The Monster deck starts Common-only; Elite cards shuffle in once Doom reaches 6; Boss-tier spawns (including Malachar) begin at Doom 11.

Common (12)

Spawn at Doom 1–5 (Safe).

Goblin Skirmisher
Common · ACT 3 · Earth

Goblin Skirmisher

Toughness 2 → 1
DMG 1
COR 0
MOV 2
Drop 1 gp/Focus

Hunter: Closest Hero

Healthy: No trait.

Wounded: No trait.

Warg
Common · ACT 3 · Forest

Warg

Toughness 2 → 1
DMG 2
COR 0
MOV 3
Drop 1 gp/Focus

Hunter: Lowest AGI

Healthy: Pounce: On first attack, hero tests AGI or takes +1 damage.

Wounded: No trait.

Skeleton Warrior
Common · ACT 3 · Shadow

Skeleton Warrior

Toughness 2 → 1
DMG 1
COR 0
MOV 2
Drop 1 gp/Focus

Hunter: Closest Hero

Healthy: Rattle: Immune to hero retaliation on its first attack each round.

Wounded: No trait.

Shadow Wisp
Common · ACT 3 · Shadow

Shadow Wisp

Toughness 2 → 1
DMG 0
COR 1
MOV 2
Drop 1 gp/Focus

Hunter: Lowest INT

Healthy: Flicker: After being attacked by a hero, disengage and move 1 space.

Wounded: No trait.

Mud Crawler
Common · ACT 3 · Water

Mud Crawler

Toughness 2 → 2
DMG 1
COR 0
MOV 2
Drop 1 gp/Focus

Hunter: Lowest STR

Healthy: Slow: Hero hit tests STR or becomes delayed (lose one action).

Wounded: No trait.

Ash Hound
Common · ACT 3 · Fire

Ash Hound

Toughness 2 → 1
DMG 1
COR 0
MOV 3
Drop 1 gp/Focus

Hunter: Engaged Hero

Healthy: Pack: +1 DMG for each other monster in the same space.

Wounded: No trait.

Goblin Shaman
Common · ACT 3 · Fire

Goblin Shaman

Toughness 2 → 2
DMG 1
COR 0
MOV 2
Drop 1 gp/Focus

Hunter: Highest INT

Healthy: Hex: Attacked Hero tests INT, on failure lose 1 Focus token.

Wounded: No trait.

Plague Rat Swarm
Common · ACT 3 · Water

Plague Rat Swarm

Toughness 2 → 1
DMG 1
COR 1
MOV 2
Drop 1 gp/Focus

Hunter: Closest Hero

Healthy: Overwhelm: Attacks every hero in the space simultaneously.

Wounded: No trait.

Barrow Ghoul
Common · ACT 3 · Plains

Barrow Ghoul

Toughness 3 → 1
DMG 1
COR 1
MOV 1
Drop 1 gp/Focus

Hunter: Lowest Corruption

Healthy: No trait.

Wounded: Undying: At the end of Monster Phase, if unengaged, flip to Healthy side.

Vine Horror
Common · ACT 3 · Forest

Vine Horror

Toughness 3 → 2
DMG 1
COR 0
MOV 0
Drop 1 gp/Focus

Hunter: Closest Hero

Healthy: Entangling Roots: Heroes cannot leave this space for any reason while present.

Wounded: No trait.

Stone Gargoyle
Common · ACT 3 · Earth

Stone Gargoyle

Toughness 3 → 3
DMG 2
COR 0
MOV 2
Drop 1 gp/Focus

Hunter: Highest STR

Healthy: Sentinel: Cannot be moved, pushed, or repositioned by any effect.

Wounded: No trait.

Fell Crow
Common · ACT 3 · Plains

Fell Crow

Toughness 1 → 1
DMG 1
COR 0
MOV 4
Drop 1 gp/Focus

Hunter: Lowest HP

Healthy: Scout: Before activating, teleports to the space of the hero with lowest current HP.

Wounded: No trait.

Elite (6)

Spawn at Doom 6–10 (Grim).

Orc Warchief
Elite · ACT 2 · Earth

Orc Warchief

Toughness 4 → 3
DMG 2
COR 0
MOV 2
Drop 2 gp/Focus

Hunter: Highest STR

Healthy: Monsters in this space move with Orc Warchief (regardless of their movement).

Wounded: No trait.

Drowned Shade
Elite · ACT 2 · Water

Drowned Shade

Toughness 3 → 4
DMG 1
COR 1
MOV 2
Drop 2 gp/Focus

Hunter: Lowest Corruption

Healthy: Torment: At end of Monster Phase, all heroes in this Realm tile suffer 1 Corruption.

Wounded: No trait.

Wyvern Rider
Elite · ACT 2 · Fire

Wyvern Rider

Toughness 4 → 3
DMG 3
COR 0
MOV 4
Drop 2 gp/Focus

Hunter: Highest HP

Healthy: Scorching Dive: After attacking, disengages and moves towards Highest HP.

Wounded: No trait.

Rift Lurker
Elite · ACT 2 · Plains

Rift Lurker

Toughness 3 → 4
DMG 2
COR 2
MOV 3
Drop 2 gp/Focus

Hunter: Highest Corruption

Healthy: Terror: Attacked hero tests INT. On failure, they become delayed (lose one action).

Wounded: Terror: Attacked hero tests INT. On failure, they become delayed (lose one action).

The Rootbound Horror
Elite · ACT 2 · Forest

The Rootbound Horror

Toughness 4 → 3
DMG 2
COR 1
MOV 0
Drop 2 gp/Focus

Hunter: Lowest AGI

Healthy: Entangling Roots: Heroes cannot leave this space for any reason while present.

Wounded: Entangling Roots: Heroes cannot leave this space for any reason while present.

Wraith
Elite · ACT 2 · Shadow

Wraith

Toughness 4 → 3
DMG 2
COR 2
MOV 4
Drop 2 gp/Focus

Hunter: Player Chooses

Healthy: Wail of the Damned: When Wraith engages a hero, the hero attacked tests WIS. On failure, they become Cursed.

Wounded: No trait.

Boss (3)

Spawnable at Doom 11–13 (Forsaken).

Malachar the Undying
Boss · ACT 1 · Shadow

Malachar the Undying

Toughness 5 → 5
DMG 3
COR 2
MOV 2
Drop 5 gp/Focus

Hunter: Highest WIS

Healthy: Rift Spawn: When Malachar spawns, it summons 2 Rift Lurkers in adjacent spaces.

Wounded: Undying Blight: If Rift Lurkers remain, flip Malachar to Healthy instead of defeat; remove one Rift Lurker anywhere.

The Blighted Warden
Boss · ACT 1 · Plains

The Blighted Warden

Toughness 6 → 7
DMG 3
COR 1
MOV 2
Drop 4 gp/Focus

Hunter: Lowest HP

Healthy: Wild Fury: Attacks ALL heroes in its space.

Wounded: No trait.

Cinderfang
Boss · ACT 1 · Fire

Cinderfang

Toughness 5 → 4
DMG 3
COR 0
MOV 2
Drop 4 gp/Focus

Hunter: Highest STR

Healthy: Inferno Breath: Attacks ALL heroes in its Realm tile. Flying: On MOV, flies to center of Realm tile with the most Doom.

Wounded: No trait.