annasimps979-jpg

Tier 5 Enemies

Test Subjects

Deep within the labs of the Technomancers, strange creations grow in vats, waiting to be unleashed on the world.

Test subjects without their masters are very much insane. They will not use any tactics to speak of, but will instead attack at random. GMs should use this madness to create tension during fights, saving most the powerful abilities for moments where the players will be caught off guard.

Slime (Normal 5, Horror, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
22 23 11 45 2 6 8 4 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 4 6 6 6

Abilities

Name Type Cost Description
Pseudopod Melee 1 AP Makes a basic physical attack.
Bolt Ranged 1 AP, 5 MP Makes a magical attack against a single target that deals magical damage of the Slime’s current elemental type on a hit.
Elemental Absorption Passive N/A The Slime’s elemental type is the elemental type of the last magical attack, physical attack, or status-inflicting ability that hit it. This can include colorless. The change triggers before Divide activates.

Item Table

Result Item
1 Costume Change
2 Rare Inflict Petrified
3 100 cr

Ghoul (Normal 5, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
28 7 15 35 2 18 4 2 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
1 2 18 2 2

Abilities

Name Type Cost Description
Bite Melee 1 AP Makes a basic physical attack.
Frenzy Self 1 AP, 12 MP Hastes the Ghoul as though it had used the Support’s Haste spell on itself.
Corpse Rot Passive N/A If the Ghoul does damage to an enemy’s HP, they will be Slowed as though they were affected by the Slow ability.

Item Table

Result Item
1 Slow
2 Rare Restore MP
3 100 cr

Spitter (Normal 5, Horror, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
18 17 13 45 2 10 8 2 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 2 10 6 6

Abilities

Name Type Cost Description
Tail Melee 1 AP Makes a basic physical attack.
Acid Spit Ranged 1 AP, 5 MP Makes a magical attack that does magical wood damage and inflicts the Poisoned status on a hit.
Amniotic Tank Passive N/A When the Spitter is infected with Poisoned, they do not take damage resulting from it but instead are healed for 2 HP during the Effect Phase of every round.

Item Table

Result Item
1 Rare Inflict Toxin
2 Rare Cure Toxin
3 100 cr

Devourer (Elite 5, Horror, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
48 32 18 80 2 12 12 6 6
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 6 12 4 4

Abilities

Name Type Cost Description
Slash Melee 1 AP Makes a basic physical attack.
Spines Ranged 1 AP, 5 MP Makes a colorless physical attack against any enemy on the battlefield.
Frenzy Multi 1 AP, 10 MP The Devourer makes a colorless physical attack against every enemy on the battlefield except for themselves.
Hedgehog Self 1 AP, 7 MP Applies the Countering status to the Devourer. This functions the same as the Defender’s Counter.
Conduit Self 1 AP, 12 MP Applies the Reflecting status to the Devourer. This functions the same as the Defender’s Reflect.

Item Table

Result Item
1 Counter
2 Reflect
3 500 cr

Precog (Elite 5, Horror, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
11 44 21 90 2 6 16 1 8
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
8 1 6 16 16

Abilities

Name Type Cost Description
Penetrating Stare Ranged 1 AP, 7 MP On a hit, inflicts the Paralyzed status on a single target.
Enlightenment Ally 1 AP, 18 MP Buffs a single target’s Magical Attack by three steps on the Bonus Tracker.
Psychic Scream Multi 1 AP, 13 MP Makes a magical attack against all enemies on the field that, when it hits, deals colorless magical damage.
Dream Eater Ranged 1 AP, 5 MP Makes a colorless magical attack against a single opponent. On a hit, restores an amount of MP to the Precog equal to the damage they dealt to their target.
Lobotomy Ranged 1 AP, 10 MP Debuffs a single target’s Magical Attack by three levels on the Bonus Tracker.

Item Table

Result Item
1 Rare Buff Magical Attack
2 Rare Magical Colorless Damage (Multi)
3 500 cr

Royal Militia

The Diamond Queen usually enforces her will on her subjects via psychological means, but more direct intervention is occasionally needed. That’s where her militia come in.

Royal Militia are organized, disciplined, and utterly devoted to their task. They are primarily concerned with survival, as they are skilled at fighting battles of attrition, but only the survival of the whole unit, rather than any one individual. They will gladly sacrifice themselves to ensure the day is won.

Infantry (Normal 5, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
26 19 12 40 2 8 6 4 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 4 8 6 6

Abilities

Name Type Cost Description
Slash Melee 1 AP Makes a basic physical attack.
Tactics Ally 1 AP The Infantry gives 1 AP to another character on the battlefield that said character can use immediately. The Infantry can do this up to once per turn.
Hold the Line Passive N/A The Infantry cannot be moved away from the front line for any reason.

Item Table

Result Item
1 Rare Restore HP
2 Buff Physical Defense + Buff Physical Attack
3 100 cr

Gunner (Normal 5, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
12 23 13 45 2 6 8 2 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 2 6 10 10

Abilities

Name Type Cost Description
Saber Melee 1 AP Makes a basic physical attack.
Gunpowder Ranged 1 AP, 5 MP Makes a magical attack against a single target that deals magical earth damage on a hit.
Shrapnel Bomb Multi 1 AP, 15 MP Makes a magical attack against all enemies that deals magical earth damage on a hit.

Item Table

Result Item
1 Rare Magical Metal Damage
2 Rare Magical Metal Damage (Multi)
3 100 cr

Shieldbearer (Normal 5, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
32 18 11 40 2 8 6 5 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 5 8 4 4

Abilities

Name Type Cost Description
Hammer Melee 1 AP Makes a basic physical attack.
Shields Up Self 1 AP, 7 MP Makes the Shieldbearer immune to the damage of the next physical attack that hits them.
Defensive Formation Multi 1 AP, 10 MP Until the beginning of its next turn, if any non-Shieldbearer ally of the Shieldbearer’s is hit by a physical or magical attack, the Shieldbearer will count as being hit by the attack instead.

Item Table

Result Item
1 Rare Buff Magical Defense (Multi)
2 Shield
3 100 cr

Paladin (Elite 5, Human, Thunder)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
38 37 20 75 2 10 10 5 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 5 10 10 10

Abilities

Name Type Cost Description
Swipe Melee 1 AP Makes a basic physical attack.
Falcon Dive Ranged 1 AP, 8 MP Makes a physical attack against a single target that does physical thunder damage on a hit.
Cloudsplitter Multi 1 AP, 10 MP Makes a melee physical attack against every enemy in the front row that does physical thunder damage on a hit.
Challenge Ranged 1 AP Applies the Taunted status to a single one of the Paladin’s enemies.
Terrifying Combatant Passive The Paladin cannot be Slowed or Taunted, and will ignore the Guarded status if applied to any allies.  

Item Table

Result Item
1 Rare Physical Thunder Damage
2 Rare Cure Slow
3 500 cr

Wyvern (Elite 5, Human, Thunder)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
32 33 22 75 2 14 10 3 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 3 14 10 10

Abilities

Normal Type Cost Description
Bite Melee 1 AP Makes a basic physical attack.
Evil Stare Multi 1 AP, 18 MP Attempts to inflict the Petrified status on every enemy on the battlefield.
Thunderstorm Multi 1 AP, 13 MP Makes a magical attack against every enemy on the battlefield that deals magical thunder damage on a hit.
Windstorm Multi 1 AP, 10 MP Makes a physical attack against every enemy on the battlefield that moves them to the back row on a hit. If they are already in the back row or have the Shielded status, this attack does nothing.
Tough Skin Passive N/A If the Wyvern is hit with an attack that deals less than 5 total damage after modifiers are applied, it takes 0 damage instead.

Item Table

Result Item
1 Rare Inflict Petrify
2 Rare Magical Thunder Damage (Multi)
3 500 cr