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
Hunter: Closest Hero
Healthy: No trait.
Wounded: No trait.
Warg
Hunter: Lowest AGI
Healthy: Pounce: On first attack, hero tests AGI or takes +1 damage.
Wounded: No trait.
Skeleton Warrior
Hunter: Closest Hero
Healthy: Rattle: Immune to hero retaliation on its first attack each round.
Wounded: No trait.
Shadow Wisp
Hunter: Lowest INT
Healthy: Flicker: After being attacked by a hero, disengage and move 1 space.
Wounded: No trait.
Mud Crawler
Hunter: Lowest STR
Healthy: Slow: Hero hit tests STR or becomes delayed (lose one action).
Wounded: No trait.
Ash Hound
Hunter: Engaged Hero
Healthy: Pack: +1 DMG for each other monster in the same space.
Wounded: No trait.
Goblin Shaman
Hunter: Highest INT
Healthy: Hex: Attacked Hero tests INT, on failure lose 1 Focus token.
Wounded: No trait.
Plague Rat Swarm
Hunter: Closest Hero
Healthy: Overwhelm: Attacks every hero in the space simultaneously.
Wounded: No trait.
Barrow Ghoul
Hunter: Lowest Corruption
Healthy: No trait.
Wounded: Undying: At the end of Monster Phase, if unengaged, flip to Healthy side.
Vine Horror
Hunter: Closest Hero
Healthy: Entangling Roots: Heroes cannot leave this space for any reason while present.
Wounded: No trait.
Stone Gargoyle
Hunter: Highest STR
Healthy: Sentinel: Cannot be moved, pushed, or repositioned by any effect.
Wounded: No trait.
Fell Crow
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
Hunter: Highest STR
Healthy: Monsters in this space move with Orc Warchief (regardless of their movement).
Wounded: No trait.
Drowned Shade
Hunter: Lowest Corruption
Healthy: Torment: At end of Monster Phase, all heroes in this Realm tile suffer 1 Corruption.
Wounded: No trait.
Wyvern Rider
Hunter: Highest HP
Healthy: Scorching Dive: After attacking, disengages and moves towards Highest HP.
Wounded: No trait.
Rift Lurker
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
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
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
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
Hunter: Lowest HP
Healthy: Wild Fury: Attacks ALL heroes in its space.
Wounded: No trait.
Cinderfang
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.