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Tier 9 Enemies

Invaders

Alternate dimensions contain sentients of their own. While most transdimensional visitors are benign or even benevolent, those that willingly choose to colonize other dimensions often aren’t.

Invaders don’t follow too many rules in combat, except for one: do whatever the players expect the least at any given time.

Grub (Normal 9, Horror, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
50 35 17 75 3 10 12 8 6
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 8 10 6 6

Abilities

Name Type Cost Description
Bite Melee 1 AP Makes a basic physical attack.
Acid Spit Ranged 1 AP, 5 MP Makes a magical attack that deals magical wood damage on a hit and also reduces the enemy’s Physical Defense by one on the Bonus Tracker.
Accelerated Growth Passive N/A During each Effect Phase, the Grub’s Magical Defense, Physical Defense, and Resistance are buffed by one on the Bonus Tracker.

Item Table

Result Item
1 Expert Debuff Physical Defense
2 Expert Restore HP
3 1000 cr

Pupa (Normal 9, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
27 48 16 90 3 4 18 6 9
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 6 4 10 10

Abilities

Name Type Cost Description
Standard Missile Ranged 1 AP, 7 MP Makes a magical attack against a single target that deals magical colorless damage on a hit that is multiplied by 2 in addition to other multipliers.
Standard Shell Ally 1 AP, 7 MP Increases or restores the Shell of the Pupil or one of its allies by 18 points.
Implant Eggs Special 1 AP If another character on the battlefield is already downed, the Pupil can use this ability on them. During the next Effect Phase, a Grub will spawn on the front line of the Pupil’s side of the battle.

Item Table

Result Item
1 Implant Eggs
2 Expert Restore MP
3 1000 cr

Infiltrator (Normal 9, Horror, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
32 33 24 60 3 14 6 4 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
8 4 14 16 16

Abilities

Name Type Cost Description
Stab Melee 1 AP Makes a basic physical attack.
Cloaking Field Self 1 AP, 10 MP This ability inflicts the Cloaked status on the Infiltrator, which works the same as the Thief’s Hide ability.
Implant Melee 1 AP, 5 MP Uses a status-inflicting ability that, on a hit, deals physical colorless damage and inflicts the Athena status. During the next Effect Phase, characters with the Athena status will have their Magical and Status Accuracies debuffed by three steps on the Bonus Tracker. A Grub will then spawn in the front row on the Infiltrator’s side and the Athena effect will be removed from the character.

Item Table

Result Item
1 Hide
2 Implant
3 1000 cr

Swarm (Elite 9, Horror, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
50 65 37 130 3 18 16 5 8
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
10 5 18 20 20

Abilities

Name Type Cost Description
Biters Melee 1 AP Makes two consecutive basic physical attacks.
Drink Blood Melee 1 AP, 12 MP The Swarm makes a physical attack on a single target. On a hit, they deal colorless physical damage and regain an amount of HP equal to the damage they dealt.
Overwhelm Multi 1 AP, 12 MP Makes a physical attack against all of the Swarm’s enemies that deals physical colorless damage on a hit.
Infernal Buzzing Ranged 1 AP, 10 MP Reduces the Magical Accuracy of a single target by three steps on the Bonus Tracker.
Agglomerated Passive N/A The Swarm is immune to magical attacks, physical attacks, and status-inflicting abilities that only target a single character.

Item Table

Result Item
1 Expert Inflict Fatigued (Multi)
2 Expert Debuff Physical Accuracy
3 5000 cr

Illithid (Elite 9, Horror, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
36 79 33 150 3 10 24 5 12
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
10 5 10 20 20

Abilities

Name Type Cost Description
Mindstab Ranged 1 AP, 10 MP Makes a magical attack against a single target that deals magical colorless damage on a hit and also reduces the target’s Magical Attack by one step on the Bonus Tracker.
Dream Eater Ranged 1 AP, 5 MP Makes a magical attack against a single target that, on a hit, deals magical colorless damage to their MP instead of their HP or Shell, with all multipliers calculated as normal. The Illithid then regains an amount of MP equal to the damage the target took to their MP.
Mass Delusion Multi 1 AP, 18 MP Uses a status-inflicting ability on all of the Illithid’s enemies that inflicts the Confused status on a hit.
Puppeteer Ranged 1 AP, 10 MP Uses a status-inflicting ability on a single target that, on a hit, allows them to force that enemy to take 2 actions of the GM’s choice.
Brain Eater Melee 1 AP, 3 MP The Illithid makes a physical attack that, on a hit, deals physical colorless damage. The Illithid then immediately regains an amount of HP equal to the damage it dealt with this attack.

Item Table

Result Item
1 Brain Eater
2 Expert Magical Colorless Damage
3 5000 cr

Robots

Advanced artificial minds often enact their will via numerous servitors, some of which are also equipped for battle.

In battle, robots are part of a single hive mind. Likewise, they should behave as though they are being coordinated by an intelligent mind that sees them merely as pawns to be sacrificed.

Eye (Normal 9, Construct, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
21 44 19 85 3 6 16 4 8
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
7 4 6 14 14

Abilities

Name Type Cost Description
Laser Melee 1 AP Makes a basic physical attack.
Database Multi 1 AP, 10 MP Uses the Artificer’s Multiscan on all of the Eye’s enemies. The next magical attack, status, or physical attack dealt to them ignores any of their resistances or immunities to damage or statuses, but not their weaknesses.
Orbital Strike Multi 1 AP, 15 MP Makes a magical attack against all of the Eye’s enemies that deals magical metal damage on a hit.

Item Table

Result Item
1 Multiscan
2 Expert Magical Metal Damage
3 1000 cr

Trooper (Normal 9, Construct, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
48 27 21 65 3 16 8 6 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 6 16 8 8

Abilities

Name Type Cost Description
Shot Melee 1 AP Makes a basic physical attack.
Tag Multi 1 AP, 12 MP Reduces the Evasion of all of the Trooper’s enemies by one level on the Bonus Tracker.
Automatic Fire Passive N/A The Trooper may make one more basic attack per spent AP per subsequent turn it has used a basic attack during.

Item Table

Result Item
1 Expert Magical Physical Damage
2 Expert Debuff Evasion
3 1000 cr

Engineer (Normal 9, Human, Thunder)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
31 44 18 80 3 6 14 6 7
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 6 6 12 12

Abilities

Name Type Cost Description
Mech-Arm Melee 1 AP Makes a basic physical attack.
Jury-Rig Special 1 AP, 11 MP The Engineer can transfer up to a total HP, Shell, and MP from one of their allies to another equal to its Magical Attack, so long as they are Construct type characters.
Repairs Multi 1 AP, 18 MP Removes all of the statuses and debuffs from the Engineer and all of their allies.

Item Table

Result Item
1 Treatment
2 Expert Restore MP
3 1000 cr

Walker (Elite 9, Construct, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
98 52 32 120 3 18 12 12 6
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 12 18 10 10

Abilities

Name Type Cost Description
Turret Melee 1 AP Makes a basic physical attack.
Missile Barrage Multi 1 AP, 15 MP Makes a physical attack against all of the Walker’s enemies that does physical earth damage on a hit.
Energy Shield Self 1 AP, 7 MP Inflicts the Barrier status on the Walker. This works like the Defender’s Barrier ability.
Salvageable Passive N/A When the Walker is downed, ordinary healing can bring it back in addition to abilities that revive characters.
Titanium Armor Passive N/A If the Walker is hit by an attack that deals less than 10 damage after modifiers are applied, it does not take any damage.

Item Table

Result Item
1 Expert Physical Metal Damage (Multi)
2 Expert Magical Fire Damage
3 5000 cr

Overseer (Elite 9, Construct, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
55 70 33 140 3 14 20 7 10
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
8 7 14 16 16

Abilities

Name Type Cost Description
Pistol Melee 1 AP Makes a basic physical attack.
Tune Optics Ally 1 AP, 16 MP Buffs the Physical Accuracy of a single ally or the Officer by three steps on the Bonus Tracker.
Overclock Ally 1 AP, 12 MP Inflicts the Hasted status on a single ally of the Overseer’s or on the Overseer. This works just like the Support’s Haste ability.
Airlock Multi 1 AP, 18 MP Removes all statuses and debuffs from all of the Overseer’s allies and the Overseer themselves.
Finish Off Special 1 AP Makes a magical attack against a single target with 10 HP or less. If the attack hits, the target is reduced to 0 HP.

Item Table

Result Item
1 Multihaste
2 Vulnerability (Metal)
3 5000 cr