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Frostgrave Lexicon

Starting gold 400 gc · Apprentice 100 gc · Max 8 soldiers · Max 4 specialists · Spells: 3 own + 1 each aligned + 2 neutrals (different schools) · no opposed at start. CN penalties: own +0 · aligned +2 · neutral +4 · opposed +6.

Quick Reference

The Core Rules' own condensed reference sheet — turn sequence, actions, combat/shooting/casting procedures, and the post-game checklist.

Turn Order

Initiative
Roll to see who goes first in each of the following phases.

Wizard Phase
Each player activates their wizard plus up to 3 soldiers within 3".

Apprentice Phase
Each player activates their apprentice plus up to 3 soldiers within 3".

Soldier Phase
Each player activates all their soldiers that have not previously activated.

Creature Phase
All non-controlled creatures activate.

Activation & Actions

Actions per activation
All figures normally have 2 actions.

Move
Must use one action.

2nd Move half distance
A figure may take a second move action in the same activation, at half distance.

Fight
Attack a figure it is In Combat with.

Shoot
Make a ranged attack against a valid target.

Cast a spell
Attempt to cast a known spell.

Pick up / drop treasure

Special
Any other action specific to an item, spell, or trait.

Group Activation
All figures in a group activation must move as their first action.

Movement

Climbing or Rough Ground 2" per 1"
Costs 2" of movement for every 1" (or partial 1") actually moved.

Jumping up to 4" horizontal
A figure can jump up to 4" horizontally, but must have moved the same distance in a straight line first.

Combat
A figure In Combat may not move.

Forcing Combat
A figure not In Combat may intercept an enemy figure that moves within 1" of it.

Falling
Less than 3": no effect. Greater than 3": take damage equal to 1.5x the distance fallen in inches.

Swimming Will Roll (TN5)
Modified by circumstances. Success: activates as normal. Failure: no actions this turn, and takes damage equal to the amount by which the roll failed.

Run For It
For its first action, a figure may move 3" regardless of any movement penalties. Its activation immediately ends afterward.

Combat (Melee)

Resolving a Combat Roll
Both figures roll a die and add their Fight stat plus any other relevant modifiers (e.g. bonuses from magic or supporting figures). Highest Combat Roll wins. Add the winner's damage modifiers (e.g. +2 for a two-handed weapon, -1 for a dagger), then subtract the loser's Armour, then apply any damage multipliers. If the final total is above 0, subtract that many points from the loser's Health; 0 or negative means no damage. The winner may then remain in combat, or push either figure back 1".

Dagger -1 damage
The first dagger a figure carries does not take up an item slot.

Hand Weapon no modifier

Two-Handed Weapon +2 damage
Takes up two item slots.

Staff -1 damage to self and opponent
Applies -1 to both the wielder's and the opponent's damage modifier in hand-to-hand combat.

Bow 24" range
Load and fire as a single action; must have a quiver.

Crossbow +2 damage, 24" range
Load and fire as separate actions; may reload in place of movement; must have a quiver.

Unarmed -2 damage, -2 Fight

Shield +1 Armour
May not be carried with a two-handed weapon or staff.

Light Armour +1 Armour

Heavy Armour +2 Armour, -1 Move

Multiple Combats

Supporting Figure +2, cumulative
Every friendly figure also in combat with the target and not in combat with another figure grants +2, cumulative (three eligible figures grant +6). Only one figure per combat may benefit from supporting figures: if both sides are eligible for the same bonus they cancel out and both fight at +0; if one is eligible for more than the other, the higher only counts the difference. A figure may never claim more than +6 from supporting figures.

Shooting

Resolving a shooting attack
The shooter checks range and line of sight, then declares a target and makes a Shooting Roll (die + Shoot stat). The target makes a Combat Roll (die + Fight stat + shooting defence modifiers). Highest wins; ties or a target win mean the attack misses. If the shooter wins, add damage modifiers (e.g. +2 for a crossbow) to the Shooting Roll, subtract the target's Armour, apply any damage multipliers, and if the total is above 0 the target loses that much Health.

Intervening Terrain +1, cumulative
Per piece of intervening terrain between shooter and target. A target in base contact with terrain counts as cover instead; terrain the shooter is in base contact with doesn't count (though it may still block line of sight). Other figures do count as intervening terrain.

Light Cover +2
The target is in contact with solid cover obscuring up to half its body, or soft cover almost completely obscuring it.

Heavy Cover +4
The target is in contact with solid cover that almost completely obscures its body.

Hasty Shot +1
The shooter moved earlier in this activation.

Large Target -2
The target is particularly tall or broad — normally only creatures with the Large trait.

Spell Casting

Casting Roll
Roll a die (-2 if the caster is an Apprentice). The result must equal or exceed the spell's Casting Number.

Empowering
Increase the Casting Roll by 1 for every 1 Health spent.

Failed by 1-4
No damage.

Failed by 5-9
1 damage to the caster.

Failed by 10-19
2 damage to the caster.

Failed by 20+
5 damage to the caster.

Collecting Treasure

Picking up treasure
Cannot be done if an enemy figure is within 1".

Carrying limit
A figure may only carry one treasure token.

Move penalty
A figure carrying treasure has its Move halved.

Encumbrance
A figure carrying treasure while armed with a shield, two-handed weapon, staff, bow, or crossbow is encumbered: -1 Fight, in addition to its Move being halved.

Uncontrolled Creature Actions

General rule
Creatures will never attack another creature, and will always force combat if possible.

1. Is it In Combat?
It fights. If it wins, it stays in combat. If in combat with more than one opponent, it attacks whichever has the lowest current Health. Otherwise, proceed to step 2.

2. Is a warband member in line of sight?
If armed with a missile weapon and a warband member is in range, it shoots the closest eligible target (no second action taken). Otherwise it moves as far as possible toward the closest visible warband member, climbing obstacles as needed, moving into combat if possible; if it moved into combat and has an action left, go back to step 1. Otherwise proceed to step 3.

3. Random movement
The creature moves its full Move in a random direction, halting at any wall or obstacle. If it still has an action left afterward, re-check step 2 — if still no target, its activation ends with no second action; otherwise proceed with step 2 as normal.

Post-Game Sequence

1. Injury and Death

2. Out of Game Spells

3. Experience and Level

4. Counting Treasure

5. Spend Treasure

Core Rules

Rules from the core rulebook not already covered by the Quick Reference above — the stat-line and equipment rules, warband composition, the post-game Survival Roll and Permanent Injury tables, XP/leveling, and spending treasure. The Treasure Table itself lives under Loot tables (Core Rules); Base Locations/Resources below are the same data the app itself uses on the warband page, not a separate transcription.

Stat-Line & Equipment

Every figure's six stats, and the equipment rules governing item slots, weapons and armour (Chapter One, pages 25-26, 33-37).

Move (M)
Distance a figure may move (inches) per Move action.

Fight (F)
Hand-to-hand ability, and ability to avoid missile fire.

Shoot (S)
Missile-weapon ability (bow/crossbow); doesn't affect shooting attacks generated by spells.

Armour (A)
Physical protection: worn armour/shield, natural armour, and magic.

Will (W)
Determination and courage; used to resist spells.

Health (H)
Damage a figure can take before being wounded or killed.

Split stats
Written e.g. "+3/+2": the first number is the figure's true stat (used for level-up caps and to derive the apprentice's stat-line), the second is the current effective value used for die rolls. Occurs from magic items, spells, or permanent injuries.

Item slots
Wizard 5, Apprentice 4, Soldier 1 (on top of the soldier's own standard listed gear). Neither wizard nor apprentice may wear armour or carry a shield.

Dagger
-1 damage. The first dagger a figure carries doesn't use an item slot.

Hand Weapon
No modifier.

Two-Handed Weapon
+2 damage; takes 2 item slots.

Staff
-1 damage for its wielder; also gives whoever it fights in melee (not shooting) a -1 damage modifier. Includes magic staffs.

Bow
Load and fire in a single action; 24" maximum range; needs a quiver (or magic ammunition) to use.

Crossbow
+2 damage. Load and fire are separate actions (reloading may replace the move action instead); 24" maximum range; assumed loaded at the start of a game; needs a quiver (or magic ammunition) to use.

Quiver
Required to shoot a bow or crossbow (unless carrying magic ammunition instead). May also carry one piece of magic ammunition for free (no extra slot).

Unarmed
-2 Fight, -2 damage. A creature with no weapon listed in its notes fights with natural weapons and is never counted as unarmed.

Shield
+1 Armour. Can't be combined with a two-handed weapon or a staff. Spellcasters may not carry one.

Light Armour
+1 Armour. Spellcasters may not wear it.

Heavy Armour
+2 Armour, -1 Move. Spellcasters may not wear it.

Maximum Armour
A permanent warband member's Armour stat is capped at 15 (excess is reduced to 15). Creatures are exempt, even as temporary warband members.

Magic weapons/armour on soldiers
A soldier may only carry/wear a magic version of a weapon or armour type it's already listed with (e.g. a dagger-armed thief can only use a magic dagger, never a magic hand weapon or any armour) — it replaces the mundane item and still fills the soldier's one item slot.

Warband Composition & Creatures

Building and maintaining a warband (Chapter One pages 26-32; Chapter Three page 103).

Starting gold
400gc for a newly created wizard.

Hiring an apprentice
100gc for a wizard's first apprentice. Optional — going without one doesn't raise the soldier cap.

Roster cap
Max 8 soldiers, of which up to 4 may be specialists. A base or resource (e.g. Inn, Kennel) can add specific, limited exceptions.

Soldier standard gear
Listed per soldier type; replaced free automatically if lost during play. Can't be supplemented from the General Arms and Armour list — only via the soldier's own one item slot.

Removing a soldier or apprentice
No refund; any magic item the soldier was carrying may be kept by the warband.

Creatures in warbands
A spell or item states whether a creature joins temporarily (an extra figure for one game only, doesn't count toward roster size) or permanently (takes a soldier slot — standard or specialist as stated — and stays until dismissed or killed). Creatures have no item slots and can't carry items, but may carry treasure unless stated otherwise, and activate in the Soldier phase like any soldier unless stated otherwise.

Control-spell limit
Control Construct/Undead/Animal/Demon: a spellcaster may control only one creature of each type at a time. Permanent warband members never count against this limit, even if the same type (e.g. a warband construct doesn't stop its wizard from also Controlling a different construct that game).

Post-Game: Injury & Death

The Survival Roll procedure for anyone reduced to 0 Health or less in a campaign game (a one-off game just treats 0 Health as dead) (Chapter Three, pages 73-79).

Soldier Survival Table (d20)
1-4 Dead (removed; any carried items are lost) · 5-8 Badly Wounded (misses the next game, then returns at full Health) · 9+ Full Recovery (returns next game at full Health).

Spellcaster Survival Table (d20, wizard may add +1 after rolling)
1-2 Dead · 3-4 Permanent Injury (roll below) · 5-6 Badly Wounded (miss a game, or pay 150gc for treatment — 100gc discount with an apothecary in the warband; may go into debt but can't spend gold until it's paid off) · 7-8 Close Call (survives, but loses every carried item — General Arms and Armour items are replaced free) · 9+ Full Recovery.

Permanent Injury Table (d20)
1-2 Lost Toes · 3-6 Smashed Leg · 7-10 Crushed Arm · 11-12 Lost Fingers · 13-14 Never Quite as Strong · 15-16 Psychological Scars · 17-18 Niggling Injury · 19 Smashed Jaw · 20 Lost Eye. (The 2e rulebook prints Crushed Arm's range as "6-10", overlapping Smashed Leg's top end by one — shown here as 7-10 so the 20 slots add up without a gap.)

Lost Toes
-1 to all Move Rolls. A second result stacks to -2; any further result is re-rolled.

Smashed Leg
-2 Move. A second result stacks to -4; any further result is re-rolled.

Crushed Arm
-1 Fight. A second result stacks to -2; any further result is re-rolled.

Lost Fingers
-1 Shoot. A second result stacks to -2; any further result is re-rolled.

Never Quite as Strong
Starts every game at -1 Health. A second result stacks to -2; any further result is re-rolled.

Psychological Scars
-1 Will. A second result stacks to -2; any further result is re-rolled.

Niggling Injury
30gc upkeep before each game, or start that game at -3 Health instead (10gc discount per apothecary in the warband). A second result raises this to 40gc/-4 Health; any further result is re-rolled.

Smashed Jaw
May only activate 2 soldiers per phase instead of the normal 3. A second result drops this to 1; any further result is re-rolled.

Lost Eye
-1 Combat Roll when targeted by a shooting attack. A second Lost Eye on the same figure leaves it effectively blind — if Miraculous Cure isn't cast successfully to remove it during that same post-game's Out of Game Spells step, the figure retires and is treated as "dead" for game purposes.

Recording an injury
Write it in the figure's notes. A stat-affecting injury is recorded as a split stat (e.g. Fight +3 with a Crushed Arm becomes +3/+2): the first number is the figure's true stat, the second is what's actually rolled with.

Experience & Level

Only wizards earn XP — apprentices and soldiers don't. Every full 100 XP may be converted into a level whenever the player chooses; XP can be banked (Chapter Three, pages 82-84).

Experience sources
+5 per failed spell-casting attempt that damages the caster · +10 per spell successfully cast (none for a casting number of 6 or less) · +40 for participating in a game · +40 per treasure token secured · +5 per uncontrolled creature killed (max +50/game; excludes creatures with their own scenario XP reward, or ones summoned/created by the warband itself).

Per-game XP cap
300, from in-game sources. Out of Game spells never grant XP.

Per level, choose one
Improve a stat by +1 (cap Fight +5, Shoot +5, Will +8, Health 20 — only one stat per game even with several levels banked) · lower one known spell's casting number by -1 (floor of 5, regardless of school relation; only one spell per game) · learn a new spell from a grimoire already in the vault (as many new spells as levels-and-grimoires allow, but a just-learned spell can't also be improved until another game is played).

Apprentice auto-advances
Whenever the wizard's stat-line changes, the apprentice's derived stats update to match; the apprentice always knows the same spells as the wizard.

Spending Treasure & Recruitment

After Counting Treasure (the roll itself is the Treasure Table under the Loot tables card's Core Rules section) (Chapter Three, pages 103-104).

Hiring soldiers
Pay the listed retainer cost; limited only by the roster cap (8 total / 4 specialists).

New apprentice cost
(wizard level − 6) × 10 + 160gc — 100gc for a starting (level 0) wizard, rising with level.

Wizard death
Level 5 or less: discard the warband and start over. Level 6+: may instead promote the apprentice to wizard (new level = old wizard's level − 6, keeping the apprentice's current stats and spells); the old wizard's own carried items are lost, but everything else (other members' items, the vault) passes to the new wizard.

Buying
Grimoire (any spell, player's choice) 500gc · scroll 250gc · potions/magic weapons/armour/items at their listed price. No identification roll is needed for a purchase.

Selling
Grimoire of an already-known spell 200gc (a grimoire for an unknown spell may never be sold) · scroll 30gc · other treasure at its listed sale price.

Optional Rule: Black Market Contacts
Instead of open buying, each player rolls 4x on the Treasure Table after a game (ignore any gc in the results) and resolves the sub-tables to see exactly what's on offer this time; a player may only buy from their own results. One of the four rolls may be swapped for a roll on a supplement's own treasure table if that book is in use.

Base Locations

Free to establish after one or more games; changeable after any game (any purchased resources are lost when you do).

Inn
May keep one extra soldier (can be specialist) who stays at base and cannot be used in a game. Still max 8 soldiers / 4 specialists in play.

Temple
+3 to Miraculous Cure. After each game, roll d20: on 16+ gain a free potion of healing.

Crypt
+2 to Raise Zombie and Animate Skull (in game or Out of Game).

Tower
+2 Casting Rolls for Reveal Secret and Awareness.

Treasury
After each game open a vault: d20 — 2–16 add that many gc; 17–18 add 100+that; 19–20 find a treasure (roll as secured treasure).

Brewery
All soldiers start each game with +1 Will. +20gc after each game from sales.

Library
After each game roll d20: 15–18 random scroll; 19–20 random grimoire.

Laboratory
Wizard gains +20 XP after each game (does not count against the 300 XP game cap).

Base Resources

Any number may be added to a base; each type only once.

Kennel 400gc
May bring one war hound or wolf (Animal Companion) above normal soldier limit.

Giant Cauldron 250gc
+1 Casting Rolls for Brew Potion.

Enchanter's Workshop 400gc
+1 Casting Rolls for Animate Construct and Embed Enchantment.

Crystal Ball 250gc
+1 Casting Rolls for Reveal Secret.

Scriptorium 200gc
+1 Casting Rolls for Write Scroll.

Celestial Telescope 250gc
Once per game, before rolling, add +5 to an Initiative Roll.

Summoning Circle 300gc
Out of Game: attempt Summon Demon then Control Demon; success adds a temporary demon not counting toward max warband size.

Carrier Pigeons 50gc
Soldiers hired cost 10gc less.

Arcane Candle 100gc
+1 Casting Rolls for Control Demon cast Out of Game.

Summoning Candle 100gc
+1 Casting Rolls for Summon Demon cast Out of Game.

Sarcophagus of Healing 300gc
Wizard does not miss a game or pay a fee when Badly Wounded; pays 10gc less for Niggling Injuries.

Alchemical Cupboard 150gc
-20gc off potion component costs.

Enchanted Clock 200gc
+10 XP once per game if a Chronomancer spell is successfully cast.

Homunculus Jar 50gc
+1 Casting Rolls for all Homunculus spells.

Lectern 100gc
+1 Casting Rolls for all Absorb Knowledge spells.

Protected Bookcase 100gc
Grimoires sell for +10gc.

Protected Scrollcase 100gc
Scrolls sell for +10gc.

Recovery Room 200gc
Requires an Apothecary. Lets one injured figure be temporarily replaced on the roster (still paying full hire cost) until it recovers.

Sacrificial Altar 200gc
+1 Casting Rolls for all Revenant spells.

Shrine 200gc
+1 Casting Rolls for all Miraculous Cure and Restore Life spells.

Weapons Rack 50gc
Non-magic weapons are bought or replaced for free.

Mirror of Preening 150gc
Cast Beauty Out of Game (A); success grants a 10% discount on one post-game potion/item/weapon/armour purchase.

Construct Repair Tools 300gc
+2 to Animate Construct rolls repairing or reviving a construct.

Construct Forge 400gc
One Construct Modification Table pick per game at 50% off (non-stacking).

Talking Head 800gc
+10 XP per game from consulting it (subject to the normal XP cap).

Haven Box 600gc
Protects one chosen item from being lost on a Dead/Close Call Survival roll.

Stable 300gc
Lets the warband keep one horse (200gc, one per warband); doesn't affect the warband size limit. Enables the Horse sub-card on the Treasury, Vault and Workshop card, where it's bought, mounted, and upgraded.

Breeding Cages 300gc
+1 to all Animal Manipulation spells.

Alchemical Workshop 400gc
Once per post-game, mix 2 potions (both consumed): both odd rolls wastes them; both even takes the lower result on the Greater Potion Table and adds it to the vault; equal rolls under 20 destroys the workshop and costs -2 Health next game; one odd and one even returns both potions with no result.

Crow Roost 100gc
Required to hire a Crow Master. One roost per Crow Master.

Gondola Repair Shop 500gc
Repairs 5 damage to an owned sky gondola after each game.

Schools

Standard Schools

SchoolAligned (+2)Neutral (+4)Opposed (+6)
Chronomancer Elementalist, Necromancer, Soothsayer Illusionist, Sigilist, Summoner, Thaumaturge, Witch Enchanter
Elementalist Chronomancer, Enchanter, Summoner Necromancer, Sigilist, Soothsayer, Thaumaturge, Witch Illusionist
Enchanter Elementalist, Sigilist, Witch Illusionist, Necromancer, Soothsayer, Summoner, Thaumaturge Chronomancer
Illusionist Sigilist, Soothsayer, Thaumaturge Chronomancer, Enchanter, Necromancer, Summoner, Witch Elementalist
Necromancer Chronomancer, Summoner, Witch Elementalist, Enchanter, Illusionist, Sigilist, Soothsayer Thaumaturge
Sigilist Enchanter, Illusionist, Thaumaturge Chronomancer, Elementalist, Necromancer, Soothsayer, Witch Summoner
Soothsayer Chronomancer, Illusionist, Thaumaturge Elementalist, Enchanter, Necromancer, Sigilist, Summoner Witch
Summoner Elementalist, Necromancer, Witch Chronomancer, Enchanter, Illusionist, Soothsayer, Thaumaturge Sigilist
Thaumaturge Illusionist, Sigilist, Soothsayer Chronomancer, Elementalist, Enchanter, Summoner, Witch Necromancer
Witch Enchanter, Necromancer, Summoner Chronomancer, Elementalist, Illusionist, Sigilist, Thaumaturge Soothsayer

Lost Schools from Maze of Malcor

Each combines two standard schools and is aligned with both; the book gives them no opposed school.

SchoolAligned (+2)Neutral (+4)Opposed (+6)
Astromancer Elementalist, Sigilist Chronomancer, Enchanter, Illusionist, Necromancer, Soothsayer, Summoner, Thaumaturge, Witch
Distortionist Illusionist, Summoner Chronomancer, Elementalist, Enchanter, Necromancer, Sigilist, Soothsayer, Thaumaturge, Witch
Fatecaster Soothsayer, Witch Chronomancer, Elementalist, Enchanter, Illusionist, Necromancer, Sigilist, Summoner, Thaumaturge
Sonancer Chronomancer, Enchanter Elementalist, Illusionist, Necromancer, Sigilist, Soothsayer, Summoner, Thaumaturge, Witch
Spiritualist Necromancer, Thaumaturge Chronomancer, Elementalist, Enchanter, Illusionist, Sigilist, Soothsayer, Summoner, Witch
Spells by school

Click Info on a spell line for full text.

Chronomancer (9)
Crumble 10 Line of Sight Info

This spell can only target inanimate structures such as buildings and walls. The spellcaster rapidly speeds up the passing of time in a small area of the structure, causing it to collapse. This can create a doorway-sized hole through any wall, which should be indicated on the table somehow. The spell can also be used to collapse a section of floor beneath a figure standing on a level above the ground. In this case, the figure about to be affected must pass a Move Roll (TN22) or fall to the next level down and taking damage appropriately. If this spell is cast on a wall created by the Wall spell, the wall is completely destroyed. If it is cast on terrain holding a Wizard Eye, the Wizard Eye is cancelled.

Decay 12 Line of Sight Info

The spellcaster selects and attacks a target’s weapon, causing it to decay and fall apart, rendering it useless for the rest of the game. This spell has no effect on magic weapons (even those only temporarily enchanted). This spell has no effect on creatures (unless they are specifically identified as being equipped with a weapon from the General Arms and Armour List).

Fast Act 8 Line of Sight Info

This spell may only be cast on a member of the spellcaster’s warband or an uncontrolled creature. This figure will activate at the end of the current phase instead of in its normal phase. For example, if an apprentice casts this spell on an uncontrolled creature, the creature will activate at the end of that player’s Apprentice phase instead of the Creature phase. Spellcasters may not cast this spell on themselves, nor on a figure that has already activated in the current turn.

Fleet Feet 10 Line of Sight Info

The target receives +2 Move for the rest of the game. Multiple castings of Fleet Feet on the same target have no effect.

Petrify 10 Line of Sight Info

The target figure must make an immediate Will Roll with a Target Number equal to the Casting Roll. If it fails, it receives no actions in its next activation. Furthermore, the figure suffers -3 Fight (to a minimum of +0) and may not have Leap cast upon it until after it makes its next move action. Large creatures receive +8 to their Will Roll to resist this spell.

Slow 10 Line of Sight Info

The target is reduced to a maximum of one action per activation (which can be any action, it does not have to be movement). It may make an Will Roll verses the Casting Roll at the end of each of its activations. If successful the spell is cancelled.

Slowfall Into the Breeding Pits 8 Reaction / Line of Sight Info

This spell allows the target to fall any distance and take no damage. It may be cast any time a figure falls within line of sight of the spellcaster (including the spellcaster himself), or during the spellcaster's own activation as a regular Line of Sight spell targeting a figure about to fall in its next activation — in that case the distance fallen counts against the figure's movement allowance for the activation.

Time Store 14 Self Only Info

The spellcaster captures a fragment of their own present to save for future use. To cast this spell, the spellcaster must be able to take two actions during their activation. They must spend the first action casting Time Store. If successful, the second action is lost. This spellcaster is now considered to have a stored ‘extra action’ that they may use in a future turn. This action can only be used during the spellcaster’s activation and can give the spellcaster three actions in one activation.

Time Walk 14 Self Only Info

Wizard only. The wizard will activate again in the Apprentice phase and the Soldier phase. This is in addition to the figures that can normally activate in those phases. The wizard may not activate any additional soldiers or be part of a group activation in these phases. The wizard may perform one action in each of these two phases and may take any action – they are not limited to movement. If the wizard moved at all in a previous activation during the turn, any additional move actions are at half rate. If a wizard casts this spell in consecutive turns, they immediately suffer 8 points of damage. CHRONOMANCER

Elementalist (9)
Call Storm 12 Area Effect Info

All bow and crossbow attacks are made with -1 Shoot for the rest of the game. This spell may be cast multiple times (and by multiple spellcasters), with each additional casting increasing the penalty by a further -1, up to a maximum of -5.

Destructive Sphere 12 Area Effect Info

Every figure within 3” of the spellcaster (but not counting the spellcaster) suffers a +5 elemental magic attack.

Elemental Ball 12 Line of Sight Info

The spellcaster selects an enemy figure within 16” and line of sight and hurls a ball of destructive elemental energy at it. The target and every figure within 1” and line of sight of the target immediately suffers a +5 elemental magic shooting attack. Roll this shooting attack separately for each figure. Treat the target figure as the origin of the attack for the purposes of determining cover or intervening terrain for all other figures suffering the attack. This spell may not target an enemy figure that is even partially obscured by another figure.

Elemental Bolt 12 Line of Sight Info

The spellcaster makes a +7 elemental magic shooting attack against a target figure within 16” and line of sight.

Elemental Hammer 10 Line of Sight Info

This spell is cast upon a weapon. The next time the figure wielding this weapon wins a round of combat and does at least 1 point of damage, this weapon inflicts an additional 5 points of elemental magic damage. If cast on a normal weapon, which is then used against a creature that is Immune to Normal Weapons, this weapon will only deal the 5 points of elemental magic damage. If cast on a bow or crossbow the spell only applies to the next attack.

Elemental Lash Into the Breeding Pits 12 Reaction Info

This spell may be cast whenever an enemy figure comes within 1" of the spellcaster. The caster makes a +3 shooting attack against the target. If the spell does at least one point of damage, the target is moved 1" directly away from the caster, its movement ends, and any additional actions it had are lost.

Elemental Shield 10 Self Only Info

The spellcaster forms a floating shield that absorbs the next 3 points of damage the spellcaster would normally suffer in combat or from a shooting attack. Once 3 points have been absorbed the spell is cancelled. A spellcaster may only have one Elemental Shield active at any time.

Scatter Shot 12 Area Effect Info

The spellcaster makes a +0 elemental magic shooting attack against every enemy figure (either from an opposing warband or uncontrolled creature) within 12” and line of sight. This may include enemy figures in combat, although the normal rules for shooting into combat are followed in this case.

Wall 10 Line of Sight Info

This spell creates a 6”-long, 3”-high wall, part of which must be within 10” and line of sight of the spellcaster. This wall can be climbed as normal. At the end of each turn, after the turn in which the spell was cast, roll a die, on a 1–4 the wall vanishes. ELEMENTALIST

Enchanter (8)
Animate Construct 10 Out of Game (B) Info

It is assumed that the spellcaster has built a construct prior to using this spell to animate it. If the spell is successfully cast, the construct immediately becomes a permanent member of the warband, taking the place of a soldier. A spellcaster must declare the size of construct they are attempting to animate (small, medium, or large – page 183 before rolling to cast the spell. The larger the construct, the harder it is to animate, so the following modifiers are applied to the Casting Roll: Small -0, Medium -3, Large -6. There is no limit to the number of constructs in a warband other than the normal limits for soldiers. Large constructs count as specialist soldiers, the others as standard soldiers.

Control Construct 12 Line of Sight Info

The target construct must make an immediate Will Roll with a Target Number equal to the Casting Roll. If the roll fails, the construct becomes a temporary member of the spellcaster’s warband. This control lasts for the rest of the game or until the spell is cancelled. The spellcaster may spend an action to cancel this spell. A spellcaster may only control one construct at a time.

Embed Enchantment 14 Out of Game (A) Info

This spell causes any one Enchant Armour or Enchant Weapon spell that is still active at the end of a game to become permanent, and the weapon or armour in question to become a magic weapon or armour. The newly created magic weapon or armour takes up an item slot as normal.

Enchant Armour 8 Line of Sight Info

This spell may only be cast on a figure wearing armour. The armour worn by the target now counts as magic armour and grants +1 Armour for the rest of the game. Multiple castings of this spell on the same target have no effect.

Enchant Weapon 8 Line of Sight Info

This spell targets a weapon of the spellcaster’s choosing. If cast on a melee weapon, this weapon counts as a magic weapon with +1 Fight. Bows and crossbows count as magic weapons with +1 Shoot, but the attacks made with them do not count as magic attacks. This spell may be cast on a single arrow or crossbow bolt, in which case that ammunition gives +1 Shoot and its attack counts as magic, but for the next shooting attack only. This spell may only be cast once on each weapon. When using both a magic missile weapon and magic ammunition, the shooter may choose to apply the bonus of one or the other, but not both.

Grenade 10 Line of Sight Info

The spellcaster takes an object, commonly a simple rock, imbues it with magic energy and throws it at their target, whereupon it explodes into hundreds of fragments. The spellcaster picks a target point within 14”. Every figure, including allies, within 1.5” of that point immediately suffers a +3 magic shooting attack. Use the target point as the origin of the attack for working out line of sight and cover.

Strength 10 Line of Sight Info

The target receives +2 Fight. Multiple Strength spells on the same target have no effect.

Telekinesis 10 Line of Sight Info

The spellcaster may move any treasure token within 16” by up to 6” in any direction, so long as it remains in line of sight the entire time. If the treasure moves out of line of sight, it immediately falls straight to the ground. This spell has no effect on a treasure token that has any special requirements for how and when it can be picked up, nor on one being carried by a figure. This spell may not target the central treasure, until after that treasure has been picked up for the first time. ENCHANTER

Illusionist (9)
Beauty 10 Self Only Info

This spell causes anyone who looks on the spellcaster to see a paragon of beauty. Any member of an opposing warband must make a Will Roll with a Target Number equal to the Casting Roll if they wish to do any of the following: move into combat with the spellcaster, make a shooting attack that could potentially hit the spellcaster (including shooting attacks generated by spells), or cast any spell that targets the spellcaster. Spellcasters may empower this Will Roll in the same way they would to resist a spell. A figure may only attempt such a Will Roll once per turn. This spell has no effect on creatures (anything found in Chapter Six: Bestiary, page 176) or war hounds.

Blink 12 Line of Sight Info

This spell may target any figure within 12”. Move that figure 4” in a random direction. A figure may make a Will Roll with a Target Number equal to the Casting Roll in order to resist this spell. If successful, the figure does not move. Uncontrolled creatures will always attempt this Will Roll.

Flash Into the Breeding Pits 8 Reaction Info

This spell may be cast whenever the spellcaster is in combat. Every figure in combat with the spellcaster must make a Will roll versus the casting roll of the spell; any figure that fails is reduced to one action during its next activation (or current activation if cast during an enemy's activation). If every figure in combat with the spellcaster fails this roll, the spellcaster may immediately make a free 2" move; no figure may force combat with the spellcaster during this move.

Fool's Gold 10 Line of Sight Info

This spell may only be cast on a figure carrying a treasure token. That figure must make an immediate Will Roll with a Target Number equal to the Casting Roll. If it fails, the spellcaster may take the treasure token from the figure and move it up to 4" in any direction, provided the final spot is within line of sight of the spellcaster.

Glow 10 Line of Sight Info

A brightly glowing light surrounds the target figure. For the rest of the game, all shooting attacks against this figure from any source are at +3. Multiple castings of Glow on the same target have no effect.

Illusionary Soldier 12 Out of Game (B) / Touch Info

An illusionary soldier becomes a temporary member of the warband for the next battle (if cast Out of Game) or until the end of the game (if cast during a battle). This soldier can be of any type found on the Soldier Tables (pages 30 and 31) except an apothecary. This soldier cannot pick up treasure, nor can it deal damage, but will otherwise count as a regular soldier for all other the purposes – it may engage in combat, albeit dealing no damage if it wins (it would still have the option to push back its opponent, however), lend support to other figures in combat, etc. If the illusionary soldier ever suffers damage of any type, it is removed. A warband may only have one illusionary soldier at any given time. The player must reveal which mem

Invisibility 12 Touch Info

The target figure becomes invisible. No figure may move into combat with the invisible figure, nor target it with any attack or spell (although it may still be affected by area effects, such as the blast radius of a Grenade spell). If the invisible figure moves into combat, casts a spell, or picks up a treasure token, the Invisibility spell is cancelled. This spell may be cast on a figure already carrying treasure, rendering both invisible. In this case, if the figure drops the treasure, the spell is cancelled.

Teleport 10 Self Only Info

The spellcaster immediately moves to any location within line of sight, but may take no other actions this turn after casting this spell. This spell may not be used to enter combat or to move off the table.

Transpose 12 Line of Sight Info

This spell switches the position of two figures on the table. The two figures being transposed must both be within line of sight of the spellcaster and within 12” of one another. The spellcaster may cast Transpose to switch themselves with another figure. Members of opposing warbands are eligible targets for being transposed but may make a Will Roll with a Target Number equal to the Casting Roll to attempt to resist the spell. If successful, the spell is cancelled and no figures are moved. Friendly figures and uncontrolled creatures will not make such Will Rolls. ILLUSIONIST

Necromancer (10)
Animate Skull 8 Line of Sight Info

The spellcaster fills a skull with magic malice and throws it at an opponent. Place one animated skull (page 190) within 6” of the spellcaster. It can be placed directly into combat. This skull is an uncontrolled creature. The spellcaster may not cast this spell again until this creature is removed from the table, but may spend an action to cancel the spell, in which case the animated skull is immediately removed from the table.

Bone Dart 10 Line of Sight Info

This spell fires a small, sharp shard of bone. The spellcaster makes a +5 shooting attack against any figure within line of sight and 12”. This does not count as a magic attack.

Bones of the Earth 10 Line of Sight Info

A skeletal hand reaches out of the ground and grabs the target’s ankle. The figure may not take any move actions until it escapes. Any form of magic movement, except the Leap spell, allows a figure to escape the hand; otherwise, the only way to escape is to fight the hand, which has Fight +0, Health 1. If the hand takes one point of damage, it vanishes, and the target is free. Other figures in base contact may attack the hand or give a support bonus. If the hand wins the fight, it does damage as normal. This spell may only be cast against a target that is standing on the ground. Large creatures are unaffected by this spell. The maximum range for this spell is 18”.

Control Undead 12 Line of Sight Info

The target undead creature must make an immediate Will Roll with a Target Number equal to the Casting Roll. If the roll fails, the undead creature becomes a temporary member of the spellcaster’s warband. This control lasts for the rest of the game or until the spell is cancelled. The spellcaster may spend an action to cancel this spell. A spellcaster may only control one undead creature at a time.

Lichdom Thaw of the Lich Lord 20 Out of Game Info

This spell may only be cast by a wizard. It is a dramatic and horrifying process wherein the wizard tears his soul from his body, animates his own lifeless corpse, and returns his soul to his new undead form. A wizard that successfully casts Lichdom immediately becomes a lich. Failure scales with how badly the casting roll was missed, from -1 level and -1 Health up to the wizard's soul being lost forever on a miss of 21+. As a lich, each level costs 150 XP, Fight and Shoot can never be raised on level-up, Will caps at +10 and Health at 25, and the lich is immune to Control Undead, Poison Dart, Restore Life and the Elixir of Life. Liches may not cast Familiar or Transcendence, may cast Heal/Miraculous Cure/Restore Life only on undead, and may never have a rangifer join their warband.

Raise Zombie 10 Out of Game (B) / Touch Info

The spellcaster adds one zombie (page 193) to their warband as a temporary member. If the spell is cast before the game, the zombie can be deployed normally. If it is cast during a game, the zombie appears in base contact with the spellcaster. A warband may only have one raised zombie at any one time. If the zombie is killed or exits the table, Raise Zombie can be cast again to create another.

Revenant Thaw of the Lich Lord 14 Out of Game Info

This spell may be cast after any game in which a soldier in the spellcaster's warband was killed. The spellcaster makes the casting roll on a selected dead warband member; on success the soldier is reanimated as a revenant, keeping all its stats from life except Will, which becomes +0. The revenant is undead and continues to wield whatever weapons and armour it died with. If a revenant is reduced to 0 Health, Revenant may be cast on it again after the game to restore it to full Health. There is no limit on the number of revenants a warband may contain. Revenant may not be cast on undead (other than revenants), constructs, or demons.

Spell Eater 12 Line of Sight Info

Casting this spell causes the spellcaster to immediately take 1 point of damage. When this spell is cast, it cancels the effects of a single casting of any one spell currently in play. This spell cannot unsummon a creature, but it can cancel the control of a creature.

Steal Health 10 Line of Sight Info

The target must make an immediate Will Roll with a Target Number equal to the Casting Roll. If failed, the target immediately loses 3 Health and the spellcaster regains 3 Health. The spellcaster gains 3 Health, even if the target had less Health than that remaining. This may not take the spellcaster above their starting Health. This spell has no effect on undead or constructs. A spellcaster may target a member of their own warband – if they do, however, the target immediately (and permanently) leaves the warband and is treated as an uncontrolled creature for the rest of the game.

Strike Dead 18 Line of Sight Info

This spell targets a figure within 8”. The target must make a Will Roll with a Target Number equal to the Casting Roll or be immediately reduced to 0 Health. All figures may empower their Will Roll to resist this spell, even non-spellcasters. The spellcaster immediately loses 1 Health upon attempting this spell (even if it is cast successfully), in addition to any loss incurred by failure or empowerment. This spell has no effect on undead or constructs. NECROMANCER

Sigilist (10)
Absorb Knowledge 12 Out of Game (A) Info

Wizard only. This spell allows a wizard to absorb the knowledge from a written work without having to read it. A wizard immediately gains 40 experience points for casting this spell to represent the speed with which they can gain knowledge. This experience does not count against the maximum that can be earned in one game. This spell may only be cast after a game in which the wizard was not reduced to 0 Health.

Bridge 10 Line of Sight Info

The spellcaster uses the parchment of a long scroll to create a temporary bridge, ramp, or staircase. Place a bridge 6” long and 2” wide anywhere that is completely in the line of sight of the spellcaster. The bridge has no appreciable thickness and is essentially two-dimensional. The ends of this bridge do not have to be on the same horizontal plane, nor do the ends of the bridge need to be anchored on terrain, they may float in the air. Figures may move along this bridge at their normal movement rate, even when essentially climbing. Each spellcaster may only have one bridge in play at any time. Whenever the spellcaster activates, they may cancel this spell as a free action. Otherwise roll a die at the end of every turn: on a 1–2 the bridg

Capture Incantation Into the Breeding Pits 12 Reaction Info

This spell captures the vocal power of a spell for later use. It may be cast whenever a spellcaster within line of sight declares that he is casting a spell — before that spell is cast, roll to cast Capture Incantation; if successful, the targeted caster suffers -5 to his casting roll but must still attempt to cast his declared spell. A target may only be subject to one successful Capture Incantation at a time. A caster who also has Write Scroll may, after the game, attempt to create a scroll of the last spell they successfully captured, even if they don't know it themselves.

Draining Word 14 Area Effect Info

This spell draws a bright rune of power in the sky. The spellcaster may choose one spell for Draining Word to affect. All rolls to attempt to cast that particular spell are at -3 for the rest of the game. A spellcaster may only have one Draining Word spell in effect at a time. Only one Draining Word can be active for each specific target spell at one time.

Explosive Rune 10 Line of Sight Info

The spellcaster draws a bright, glowing rune of power on the ground or a wall anywhere within 4” and line of sight. A marker should be placed on the table to represent the rune. If any character or creature that was not part of the spellcaster’s warband at the start of the game moves within 1” of the rune, it explodes, and every figure, friend or foe, within 2” suffers an immediate +5 magic attack. Note that if the rune is placed within 1” of a figure, it does not explode immediately – that figure must move to set it off. A spellcaster may have up to three such runes in play at any time. At the end of any turn, they may choose to cancel any or all their runes. If the spellcaster that placed a rune is no longer on the table, roll a die for e

Furious Quill 10 Line of Sight Info

The target is attacked by a sharp animated quill. Although the quill does no damage, it is highly irritating and extremely distracting. While under attack, the target suffers -1 Move, -2 Fight, -4 Shoot, and -2 to all Casting Rolls. Whenever the target is activated, it may make a Will Roll with a Target Number equal to the Casting Roll – if successful, the quill is caught and destroyed. Multiple castings of Furious Quill against the same target have no effect.

Mystic Brand Forgotten Pacts 12 Out of Game Info

This spell causes one Mystic Brand of the caster's choice to appear on one member of the warband. It may not be cast on demons, undead, constructs or animals, nor can it be cast upon a spellcaster. Mystic Brands take up an item slot, count as ongoing spells, and may be cancelled by anything that cancels a spell, such as Dispel, Spelleater, or Null energy.

Power Word 14 Area Effect Info

This spell draws a bright rune of power in the sky. The spellcaster may pick one spell for the Power Word to affect. All rolls to cast that particular spell are at +3 for every spellcaster for the rest of the game. A spellcaster may only have one Power Word spell in effect at a time. Only one Power Word can be active for each specific target spell at one time.

Push 8 Line of Sight Info

The target suffers an immediate +10 attack. Instead of taking damage from this attack, the target is moved 1” directly away from the spellcaster for every point of damage they would have taken. If this pushes the target into the edge of the table or a piece of terrain over ½” high, they stop immediately. Other figures do not stop (or get hit by) a pushed figure – they are assumed to step out of the way. If this spell is cast from beneath a figure it will push them up. If the target is pushed up or off a height, it suffers falling damage as normal. This spell can push a figure out of combat, and as it is not a shooting attack, the target is not randomized.

Write Scroll 12 Out of Game (A) Info

This spell creates one scroll. The scroll must be of a spell that the spellcaster either knows or a spell for which they own the grimoire. The scroll may be sold, given to a figure, or stored in the wizard’s vault. SIGILIST

Soothsayer (9)
Awareness 12 Out of Game (B) Info

If this spellcaster is on the table, its warband may add +2 to its Initiative Rolls for the purposes of determining the primary player only. This bonus stacks so, if both the wizard and the apprentice have cast this spell and are both on the table, the player may add +4 to their Initiative Rolls. The maximum possible bonus is +4. This spell counts as active on the spellcaster during the game and may be cancelled by anything that cancels spells.

Combat Awareness 12 Touch Info

This spell gives the target a magic insight into the moves their opponent will attempt in a fight. It grants the target +1 Fight and +1 Armour for the remainder of the game. Multiple castings of this spell on the same target have no effect.

Deflect Into the Breeding Pits 12 Reaction Info

This spell may be cast whenever the spellcaster is the target of a shooting attack generated by a spell. To succeed, the spellcaster must roll equal to or over his casting number AND over the casting roll of the spell being Deflected. On success, the spellcaster may redirect the attack at any other target within line of sight and within the attacking spell's maximum range as measured from the caster of Deflect. Deflected attacks cannot be Deflected again. If the attack came from an Explosive Rune spell, treat its casting roll as 10 unless Deflect is cast during that spellcaster's own activation.

Mind Control 12 Line of Sight Info

The target figure must make an immediate Will Roll with a Target Number equal to the Casting Roll. If it fails, the target temporarily joins the spellcaster’s warband, activating as normal. After the figure activates each turn, it must make another Will Roll with a Target Number equal to the Casting Roll. If successful, the spell is cancelled and the figure returns to its normal allegiance. A spellcaster may only have one active Mind Control spell at a time. A figure under Mind Control cannot purposely take any action that causes it immediate damage but can be moved into combat and may attack an enemy figure. A figure under Mind Control is not allowed to move off the table. A spellcaster may cancel an active Mind Control at the end of any t

Mind Lock 12 Line of Sight Info

The target of this spell becomes immune to Mind Control and Suggestion spells for the rest of the game, and any current Mind Control spells on the figure are cancelled. The figure gains +2 Will for the rest of the game.

Reveal Secret 12 Out of Game (B) Info

This spell imparts knowledge on some lost treasure. Every successful casting of this spell before a game allows the player to make two rolls for a single treasure token (other than the central treasure, which is unaffected by this spell) after the game and choose which one to take.

Suggestion 12 Line of Sight Info

The target of this spell immediately drops any treasure tokens it is carrying. The spellcaster may move the figure up to 3” in any direction provided this does not move the figure into combat or cause it any immediate damage (e.g. falling more than 3”). The target of this spell may make a Will Roll with a Target Number equal to the Casting Roll. If successful, the spell has no effect.

True Sight 10 Self Only Info

The spellcaster, and all friendly figures within 6” of the spellcaster, can see invisible figures and are immune to the effects of the Beauty spell. Furthermore, if an invisible figure is within 6” of the spellcaster, the Invisibility spell is cancelled. If an Illusionary Soldier is within 6” of the spellcaster, it is immediately removed from the table.

Wizard Eye 8 Line of Sight Info

This spell may be cast on any terrain feature within 12” that has a flat side, such as most ruins. Place a token on or next to the terrain feature to represent the Wizard Eye. For the rest of the game, the caster may choose to draw line of sight from the Wizard Eye instead of from the figure when casting spells. The Wizard Eye has 180-degree field of vision. A spellcaster may only maintain one Wizard Eye at a time. If the terrain piece on which the Wizard Eye is placed is damaged or destroyed (such as by a Crumble spell) the spell is cancelled. The spellcaster may cancel this spell at the end of any turn. SOOTHSAYER

Summoner (9)
Control Demon 10 Line of Sight Info

The target demon must make an immediate Will Roll with a Target Number equal to the Casting Roll. If it fails, it becomes a temporary member of the spellcaster’s warband. This control lasts for the rest of the game or until the spell is cancelled. The spellcaster may spend an action to cancel this spell. A spellcaster may only control one demon at a time.

Demonic Servant Forgotten Pacts 10 Out of Game Info

This spell may only be cast by a wizard who has successfully forged a pact. This spell summons a demonic servant to join the warband, taking the place of a soldier, until it is either killed, dismissed, or the wizard breaks his pact. Only a wizard may cast this spell. A warband may only contain one demonic servant at any one time.

Imp 10 Line of Sight Info

The spellcaster places an imp (page 184) on the table anywhere within the spellcaster’s line of sight, but no closer than 3” to any other figure. The imp follows the normal rules for uncontrolled creatures and will activate in the next Creature phase. If the spellcaster casts this spell a second time, the first imp immediately vanishes.

Leap 8 Line of Sight Info

This spell may only be cast on a member of the spellcaster’s warband. Immediately move the target figure up to 10” in any direction, including vertically. This move must either be in a straight line or an arc. It cannot curve around corners. If this move leaves the figure above the ground, it immediately falls, taking damage as normal. If the target is carrying treasure, this move is reduced to 5”. This move may not take a figure off the table or into combat. The target of the Leap spell may take no other actions this turn, though it may have taken actions previously.

Plague of Insects 10 Line of Sight Info

The target figure is attacked by a cloud of stinging or biting insects that irritate and distract. The cloud of insects has a 1” radius centred on, and moving with, the target figure. It affects all figures, including the target figure, fully or partially within this radius. While being pestered by the insects, a figure has -4 Fight and -4 Shoot (to a minimum of +0) and -2 to Casting Rolls. After this figure activates each turn, it may make a Will Roll with a Target Number equal to the Casting Roll. If successful, the spell is cancelled. Other figures within the radius may simply move away to escape. A figure may only ever be affected by one Plague of Insects spell at a time, whether as a target or by virtue of being within the 1” radius. L

Planar Tear 12 Line of Sight Info

The spellcaster creates a small tear in the fabric of the universe. This rift is painful to humans and creatures, but lethal to demons. The spellcaster selects a target point. All figures within 2” of that point must make a Will Roll with a Target Number equal to the Casting Roll or suffer 2 points of damage. Demons that fail the Will Roll take damage equal to the Casting Roll.

Plane Walk 10 Self Only Info

Although the spellcaster remains in the same physical location, they move briefly between planes of existence. For the rest of this turn, they can ignore all terrain when moving, thus walking through walls or across chasms. They may not be the target of any shooting attacks or spells. The spellcaster will never be considered in combat during the turn, nor can they be attacked by any figure. They may not, however, pick up treasure or in any way affect other figures or terrain on the table. If they are carrying treasure, they drop it. It is incredibly draining to move between planes of existence, so if a spellcaster attempts to cast this spell in a second consecutive turn, they suffer a -5 modifier to their Casting Roll, -10 if they attempt i

Possess 12 Line of Sight Info

This spell may only be cast on a permanent or temporary member of the spellcaster’s own warband, except the wizard, apprentice, or demons. The target is possessed by a demon and gains +2 Fight, +1 Armour, and -2 Will and counts as a demon (i.e. it will be affected by Banish, Control Demon, Circle of Protection, etc.). This figure may not be part of a group activation. If removed from the game for any reason (such as being hit by a Banish spell), check for the character’s survival as normal. A spellcaster may only have one Possess spell active at a time.

Summon Demon 12 Touch Info

Immediately place a demon on the table within 1” of the spellcaster. It may not be placed straight into combat. This demon is considered to be under the effects of a Control Demon spell by the same spellcaster, and thus this spell may not be cast if the spellcaster is already controlling a demon. The type of demon summoned depends on the amount by which the spellcaster succeeded on their Casting Roll: 0–5 imp, 6–12 minor demon, 13+ major demon. If a spellcaster rolls a 1 while attempting to cast this spell, they summon an uncontrolled demon and must place this demon in combat with the spellcaster. Roll a die to determine the type of demon 1–10 imp, 11–17 minor demon, 18+ major demon. A spellcaster cannot empower a roll of 1 when casting thi

Thaumaturge (8)
Banish 10 Line of Sight Info

All demons within line of sight of the spellcaster must pass an immediate Will Roll with a Target Number equal to the Casting Roll. If a demon fails the roll and its current Will is +4 or less, it is immediately reduced to 0 Health and removed from the table. If its current Will is +5 or higher, it suffers damage equal to three times the amount by which it failed the Will Roll.

Blinding Light 8 Line of Sight Info

The target must make an immediate Will Roll with a Target Number equal to the Casting Roll. If it fails, it may not attack, shoot, or cast Line of Sight spells. Its Fight stat is reduced to +0 and its Move to 1. At the end of each turn, the figure may attempt another Will Roll with the same Target Number. If successful, the spell is cancelled.

Circle of Protection 12 Touch Info

Creates a circle with a 3” diameter which no demon or undead creature can enter or pass through. If something forces them into contact with the circle, they stop at its edge. A spellcaster may only have one active circle of protection at a time, but they do not have to remain within it. The spellcaster may cancel this spell at the end of any turn. Otherwise, roll a die at the end of every turn: on a 1–3 the spell is cancelled.

Destroy Undead 10 Line of Sight Info

The target undead creature must make a Will Roll with a Target Number equal to the Casting Roll. If the undead creature fails the roll and its current Will is +2 or less, it is immediately reduced to 0 Health and is removed from the table. If its current Will is +3 or higher, it suffers damage equal to three times the amount by which it failed the Will Roll.

Dispel 12 Line of Sight Info

Immediately cancels the ongoing effect of any one casting of any one spell. It cannot unsummon a creature, but it can cancel the control of a creature that is a temporary member of a warband.

Heal 8 Line of Sight Info

This spell restores up to 5 points of lost Health to a target figure within 6”. This spell cannot take a model above its starting Health. This spell has no effect on undead or constructs.

Miraculous Cure 16 Out of Game (A) Info

Wizard only. This spell may be used in several different ways. A successful casting of this spell will remove all permanent injuries from one figure. For example, a wizard suffering from Lost Fingers regrows all their missing digits, regardless of how many times they have suffered that particular injury. Or, it may be cast on a Badly Wounded figure – if successful, the soldier is healed and may participate in the next game with no penalty. Finally, it may be used to attempt to bring a figure back from the dead. The figure must have died in the game just played, and using the spell in this fashion incurs a -4 penalty to the Casting Roll. If successful, the figure is restored to life, and may participate in the next game with no penalty. If M

Shield 10 Line of Sight Info

The target receives +2 Armour for the rest of the game. The maximum armour rule (see, p.36) still applies. Multiple castings of Shield on the same target have no effect. THAUMATURGE

Witch (9)
Animal Companion 10 Out of Game (B) Info

The spellcaster summons an animal companion of their choice from the following options to become a permanent member of their warband: bear (page 179), ice toad (page 180), snow leopard (page 182), or wolf (page 182). All Animal Companions count as standard soldiers. Animal companions are more strong-willed than wild examples of their species and receive a permanent +3 Will. A spellcaster may only have one animal companion at any time.

Brew Potion 12 Out of Game (B) Info

The spellcaster creates one Lesser Potion of their choice (page 86) that may be sold, stored in the wizard’s vault, or given to a member of the warband. A wizard (and only a wizard) may use this spell to create a Greater Potion (page 87). First, they must declare what potion they are attempting to brew and pay the listed ingredients cost. The wizard should then roll to cast Brew Potion with a -4 to the Casting Roll. If successful, the potion is created and can be immediately assigned to a figure in the warband, sold, or stored in the wizard’s vault. If unsuccessful, the potion is not created and the money spent on ingredients is lost.

Control Animal 12 Line of Sight Info

The target animal must make an immediate Will Roll with a Target Number equal to the Casting Roll. If the roll fails, the animal becomes a temporary member of the spellcaster’s warband. This control lasts for the rest of the game or until the spell is cancelled. The spellcaster may spend an action to cancel this spell. A spellcaster may only control one animal at a time.

Curse 8 Line of Sight Info

The target suffers -2 to all die rolls. At the end of each turn, the target may make a Will Roll with the Target Number equal to the Casting Roll (at -2, of course). If successful, this spell is cancelled. Curse cannot be cast on a figure already suffering the effects of a Curse spell.

Familiar 10 Out of Game (B) Info

The spellcaster gains a familiar, which can take the form of any small creature. It is not depicted on the table, unless the player wants to include it on the spellcaster figure. A spellcaster with a familiar gains +2 Health (write as a split stat). If the spellcaster is ever reduced to 1 Health or less, the familiar is destroyed. At the start of the next game, the spellcaster reverts to their normal Health, unless another Familiar spell is successfully cast

Fog 8 Line of Sight Info

Place a line of fog, 6” long, 3” high, and 1” thick anywhere on the table as long as some part of it is within line of sight of the spellcaster and all of it is within 24”. Figures can move through the fog with no penalty, but line of sight may not be drawn through it. At the start of each new turn, roll a die. On a result of 1–4 the fog dissipates and is removed from the table.

Homunculus Thaw of the Lich Lord 14 Out of Game Info

This spell may only be cast by a wizard, who must spend 50gc on materials whether or not the casting roll succeeds. On success, a sliver of the wizard's soul is placed into a miniature clone — the homunculus — stored in the wizard's vault as insurance against death. While it exists, the wizard's Health is permanently reduced by 2 (written as a split stat) and he may not heal beyond that reduced value, though he may destroy the homunculus between games. If the wizard is killed during the post-game survival check, his soul possesses the homunculus instead: he loses 2 levels, suffers a permanent -2 Health, gains no experience from that game, but survives to play the next one.

Mud 10 Line of Sight Info

All ground within 3” of a target point becomes rough ground.

Poison Dart 10 Line of Sight Info

Make an immediate plus +3 poisoned shooting attack against the target figure. This is a non-magic attack. WITCH

Beastcrafter (2)
Animal Manipulation Into the Breeding Pits 10 Line of Sight Info

The spellcaster may choose to give the target animal either +2 Fight or +2 Move for the rest of the game. When the spell is cast, the animal immediately takes 2 points of damage. If the animal is not part of the same warband as the spellcaster it can make a Will roll to resist the effects of the spell; animals under nobody's control will always attempt this roll. This spell may only be learned or cast by a spellcaster with the Beastcrafter II trait.

Animal Mutation Into the Breeding Pits 14 Out of Game Info

This spell may be cast on any animal in the spellcaster's warband. The spellcaster may choose to either permanently increase the animal's Move, Fight, or Armour stat by +1, or to allow it to pick up and carry treasure just like any other soldier. Whichever option is selected, the animal also suffers a permanent -1 to Will. This spell may only be cast once upon any given animal, and only by a spellcaster with the Beastcrafter III trait.

Astromancer (6)
Alignment The Maze of Malcor 12 Self Only Info

Every time the caster of this spell successfully casts a spell, including this one, he regains 1 lost point of Health.

Meteor Strike The Maze of Malcor 14 Line of Sight Info

Pick a target point within 20" and line of sight and place a marker. At the start of the spellcaster's next activation, all figures within 3" and line of sight of that point suffer a +7 shooting attack (with cover as though line of sight were drawn from the point) and are thrown 3" in a random direction, even if in combat. If the spellcaster leaves the table before his next activation, the spell is cancelled.

Misalignment The Maze of Malcor 10 Area Effect Info

Whenever any figure on the table successfully casts a spell, including this one, that figure takes 1 point of damage in addition to any other damage normally taken for successfully casting.

Shape Starfire Elemental The Maze of Malcor 12 Line of Sight Info

The spellcaster may place a starfire elemental anywhere within 6" and line of sight. This elemental is under the spellcaster's control and moves during the soldier phase; any effect that cancels magic, such as Dispel, can break that control, turning it into an uncontrolled creature.

Starfall The Maze of Malcor 12 Area Effect Info

Place three starfall tokens on the table within line of sight of the spellcaster. Any figure that moves within 2" of a token, or activates while within 2" of one, takes 1 point of damage. A spellcaster may not cast this spell again while he already has starfall tokens on the table.

Starfire Bolt The Maze of Malcor 14 Line of Sight Info

Draw a straight line from the spellcaster to any point on the table and make a +4 elemental magic shooting attack against any figures along that line that are not completely concealed by cover.

Distortionist (6)
Break Armour The Maze of Malcor 10 Line of Sight Info

This spell destroys a target figure's armour. Leather armour is reduced by -1 Armour and mail armour by -2 Armour for the rest of the game, and the target must make a Will roll or take 5 points of damage. The armour is replaced for free after the game. This spell has no effect on magic armour.

Collapse The Maze of Malcor 8 Line of Sight Info

The spellcaster selects a point on a terrain feature within line of sight that is at least 1" in height, and makes a +4 non-magic attack against all figures within 1.5" of that point.

Fracture The Maze of Malcor 12 Self Only Info

This spell overrides the normal rule that a spell may not be cast while in combat — it may only be cast when the spellcaster is in combat. The spellcaster receives a free Fight action, which must be used immediately, at +4 Fight.

Implode / Explode The Maze of Malcor 12 Line of Sight Info

Declare whether you are casting Implode or Explode, then pick a target point within line of sight. All figures within 8" of that point must immediately make a Will roll. For Implode, figures that fail move 6" directly towards the point; for Explode, they move 6" directly away from it. Ignore other figures and terrain when making this move.

Misstep The Maze of Malcor 10 Out of Game Info

This spell may only be cast immediately before a game. After both warbands have been placed on the table, the spellcaster may pick one opposing soldier and move it up to 18", provided it remains in a legal deployment area for its warband.

Whiplash The Maze of Malcor 12 Self Only Info

Casting this spell can take the place of a movement action. Place a marker where the spellcaster is currently standing, then move him to any point within 12" and line of sight, including into combat if desired. He may then use any remaining actions as normal. At the end of the turn, the spellcaster returns to the marker, or as near to that point as possible.

Fatecaster (6)
Blood Wager The Maze of Malcor 10 Self Only Info

If this spell is successfully cast with an even-numbered die roll, the spellcaster is restored to full starting Health. If cast successfully with an odd-numbered roll, he instead loses half his remaining current Health, rounded up. If cast from a scroll, a die roll is still made to determine odd or even.

Fickle Finger The Maze of Malcor 12 Line of Sight Info

This spell may be cast on any figure within 6" of the spellcaster. Whenever that figure is activated, roll a die: on a 1-5 it receives one fewer action (minimum 0), on a 6-15 nothing happens, and on a 16-20 it receives one additional action (maximum 3). On a roll of 1 or 20, the spell ends after that activation; otherwise it remains until the end of the game. Multiple castings on the same figure have no additional effect.

Mischance The Maze of Malcor 8 Line of Sight Info

The next time the target figure has to roll a die for any reason, roll two dice instead and take the lower result. If a 20 is rolled on both dice, the target instead gains +1 to all die rolls for the remainder of the game.

Scatter The Maze of Malcor 8 Line of Sight Info

This spell targets either an unclaimed treasure token or a figure carrying one. The spellcaster may move the token up to 6" in a randomly determined direction (distance decided after direction). If a figure is carrying the token, it may make a Fight Roll with a Target Number of 20 to hold onto it — on failure it drops the token, which is then moved as above.

Serendipity The Maze of Malcor 8 Line of Sight Info

The next time the target figure has to roll a die for any reason, roll two dice instead and take the higher result. If a 1 is rolled on both dice, the target instead takes 10 points of damage.

True Gold The Maze of Malcor 10 Out of Game Info

The spellcaster may attempt this spell before rolling for treasure. On success, the first roll to determine what treasure has been found is made with two dice, keeping whichever the spellcaster prefers. If both dice show the same number, however, the token is lost — experience is still gained, but no treasure is found.

Sonancer (6)
Charm The Maze of Malcor 8 Area Effect Info

All animals within 12" of the spellcaster must make a Will roll or lose their next activation. An animal that loses its next activation this way will not force combat with any figure until the following turn.

Humming Blade The Maze of Malcor 8 Line of Sight Info

This spell can be cast on a melee weapon or one piece of ammunition for a missile weapon. Any figure hit by that weapon is treated as having Armour -4 (to a minimum of 10) against that attack.

Imbue Instrument The Maze of Malcor 10 Self Only & Out of Game Info

This spell temporarily enchants a musical instrument to play louder and more clearly. Only a spellcaster may use the enchanted instrument (maximum one per figure), gaining +2 Will while doing so; it doesn't take up an item slot, and the enchantment lasts until the end of the game. Afterward, the same spellcaster may attempt Imbue Instrument again as an Out of Game spell — on success it becomes a permanent magic item granting +2 Will, taking up an item slot, usable by any spellcaster or bard.

Sound Cloud The Maze of Malcor 10 Self Only Info

All enemy figures within 2" of the spellcaster receive -2 Fight.

Sound Wave The Maze of Malcor 12 Line of Sight Info

Make a +4 non-magic shooting attack against the target figure. If it hits, the target suffers -2 Armour (to a minimum of 10) for the purposes of this attack, and is knocked back in a straight line away from the spellcaster a number of inches equal to the damage taken, or until it hits a terrain feature taller than 0.5".

Steal Voice The Maze of Malcor 12 Line of Sight Info

This spell only affects spellcasters. The target may not activate any other figures during their activation phase, and receives -2 to all casting rolls. The target may resist by making a Will roll.

Spiritualist (6)
Call Wraith The Maze of Malcor 12 Line of Sight Info

The spellcaster may place a wraith anywhere within line of sight, then roll a die and immediately move it that many inches in a random direction (if this would take it off the board, the wraith is lost). Otherwise it activates in the next creature phase as normal, as an uncontrolled creature.

Command Ethereal The Maze of Malcor 12 Line of Sight Info

This spell may only be cast on ethereal undead creatures that are not immune to Control Undead. The spellcaster may immediately cause the target to take one action — if not in combat, it must be movement (any legal move that doesn't directly harm the creature); if in combat, it may be made to attack any figure it's fighting, or to leave combat via a Move action if every figure it's fighting is from the spellcaster's warband.

Ethereal Form The Maze of Malcor 10 Self Only Info

The spellcaster becomes ethereal until the start of his next activation: he moves through terrain freely, ignoring all movement penalties including climbing, but may not pick up treasure and drops any he's carrying. Only another ethereal figure may force combat with him, and he can only cause damage using a magic weapon while immune to non-magic weapons himself. Casting this spell again on the following turn grants the same benefits but automatically inflicts 5 damage on the caster.

Inhabit The Maze of Malcor 8 Line of Sight Info

This spell may be cast on a construct or non-ethereal undead that isn't immune to its respective control spell. A spirit possesses the target, immediately turning it into an uncontrolled creature (dropping any treasure it carries). The creature may attempt a Will roll with a Target Number of 20 to resist, retried at the end of each of its activations. The inhabited creature is susceptible to Command Ethereal but not Control Undead.

Nightmare The Maze of Malcor 12 Out of Game Info

This spell may only be cast directly before a game, targeting a wizard from an opposing warband. When experience is calculated after the game, the target loses 20 experience points earned that game (never below zero). The effect persists into every subsequent game involving both the caster and the target, and cannot be cancelled by Dispel, Spelleater, or null energy — the only way to end it is for the target to play in a game where the caster is reduced to 0 Health, which also spares the target any penalty in that game.

Speak with the Dead The Maze of Malcor 12 Out of Game Info

The spellcaster adds +4 to his next attempt to cast an Out of Game spell, provided it is cast before the next game.

Vampire (8)
Animal Form Blood Legacy 10 Self Only Info

The vampire becomes a giant bat (gaining Flying) or a wolf (Move 8) for the remainder of the game, unable to carry items or treasure while transformed, though it may still cast spells. Reverting to normal form is a free action.

Call Blood-Drinker Bat Blood Legacy 10 Area Effect Info

Places a controlled blood-drinker bat at the deployment edge, using one of its actions in its first turn to act. Only one controlled blood-drinker bat may be out at a time.

Ghoul Call Blood Legacy 12 Area Effect Info

Summons a temporary ghoul into the warband; it may carry treasure but never items. The spell cannot be recast until the summoned ghoul leaves play.

Hypnotic Gaze Blood Legacy 14 Line of Sight Info

The target rolls a Will Roll or falls under Mind Control, re-rolling against the original Casting Roll each activation to try to break free; control is cancelled if the target moves beyond 12" or out of line of sight.

Lifedrain Blood Legacy 10 Self Only Info

Castable even while in combat. Grants Energy Drain for this turn and the next. The caster takes 1 damage casting it, refunded if it drains a non-immune creature on the first turn.

Mist Form Blood Legacy 10 Self Only Info

The vampire becomes living mist (gaining Flying and the ability to move through any gap) for the remainder of the game. While in mist form it cannot carry or use items, attack, or cast further spells, is immune to non-magic damage, and can never be forced into combat, though it may still leave combat freely.

Psychic Leech Blood Legacy 10 Line of Sight Info

Targets an uncontrolled undead creature (Will+2 or lower); the caster heals 1 Health whenever that creature damages a non-undead, non-construct, non-demon figure. Up to 2 may be active at once; either may be cancelled as a free action.

Thralldom Blood Legacy 8 Out of Game (A) Info

Permanently adds any free soldier to the warband at -1 Will. If that soldier is ever reduced to 0 Health, roll a die: 1-10 it is lost, 11+ it recovers.

Fire Giant (8)
Comet Blood Legacy 14 Line of Sight Info

A +3 elemental shooting attack at +4 damage against a target within 16" line of sight; figures in contact with the target also take +1 elemental/+4 damage, and damaged figures scatter 2" in a random direction.

Earthquake Blood Legacy 12 Area Effect Info

Everyone within 8" of the caster (except the caster) rolls a Move Roll (TN20, Large creatures TN22) or is knocked prone, suffering -2 Fight/Shoot/Casting and losing their move action while down; standing back up costs a full move action.

Enflame Blood Legacy 8 Line of Sight Info

A carried weapon becomes magic and gains +2 damage; for a missile weapon this applies to the next shot only.

Mist Shroud Blood Legacy 8 Area Effect Info

The caster and all figures within 3" ignore the Large penalty against shooting attacks.

Magnify Blood Legacy 14 Out of Game (A) Info

Resizes a magic weapon or suit of armour between human and giant scale, or doubles a potion up to giant size.

Pyre Blood Legacy 12 Line of Sight Info

Creates a 2"-diameter, 3"-tall pillar of fire within 12" of the caster that blocks line of sight; contact with it, or activating while in contact, deals +3 elemental damage. Each turn-end, a roll of 1-2 on a d6 extinguishes it.

Raze Blood Legacy 14 Line of Sight Info

Destroys a 3"-diameter section of terrain within 12" (anyone standing on it takes fall damage); everyone on or within 2" of the destroyed section takes a +2 non-magic shooting attack.

Runic Stone Blood Legacy 16 Out of Game (B) Info

While within 12" of the stone, the caster may empower spells 1-for-1 instead of 2-for-1; the stone also doubles as a Wizard Eye (not simultaneously with an actual Wizard Eye). Up to 2 stones may be placed, at least 36" apart; each has Fight +0, Armour 22, Health 1, and is immune to non-magic attacks.

Rangifer (10)
Antler Shard Spellcaster Magazine 10 Line of Sight Info

A +4 magic shooting attack with an 18" range.

Briar Spellcaster Magazine 8 Line of Sight Info

The target rolls a Fight Roll (TN14) each of its activations or takes 1 damage and is limited to one non-move action (Large creatures get +4 to the roll and take no damage); the spell ends the first time the roll succeeds.

Command Soul Spellcaster Magazine 12 Line of Sight Info

An animal, rangifer, or soldier target resists with a Will Roll; on a failure it is forced to take one action of the caster's choosing.

Darkness Spellcaster Magazine 12 Area Effect Info

Reduces the maximum line of sight on the table to 16" (a further casting drops it to 12", the cap); dispellable.

Fire Spice Spellcaster Magazine 10 Out of Game Info

Grants a chosen figure +1 Fight and -1 Will for the coming scenario.

Mend Spellcaster Magazine 10 Line of Sight Info

Targets a rangifer or animal only, healing Casting Roll ÷ 3 (rounded up) Health.

Nature's Cloak Spellcaster Magazine 10 Touch Info

The target suffers -2 Shoot whenever it is the subject of a shooting attack.

Pyre Spellcaster Magazine 12 Area Effect Info

Creates a 2"-diameter, 3"-tall pillar of fire within 12" of the caster that blocks line of sight; contact with it, or activating while in contact, deals +3 elemental damage. Each turn-end, a roll of 1-2 on a d6 extinguishes it.

Shattering Blow Spellcaster Magazine 10 Line of Sight Info

The target's non-magic weapon deals +5 damage on its next damaging hit, then is destroyed (replaced for free afterward).

Sunder Spellcaster Magazine 8 Line of Sight Info

Targets an undead creature only: it rolls a Will Roll or takes damage equal to twice the amount it failed by.

Arms, armour & consumables

General Arms and Armour List from Frostgrave 2e, plus a few notable supplement weapons and potion / scroll / grimoire types. Most of this is free starting equipment per the core rules; the black powder firearms and their upgrades are commissioned for real gold instead, and the Spell Component Bag is bought separately for a small fee — each Info panel below says which.

Dagger Weapon −1 damage. First dagger does not take an item slot. Info

A knife or other small weapon such as a light club. Daggers have a −1 damage modifier. The first dagger carried by a figure does not take up an item slot. Acquiring it: free starting equipment for any eligible figure.

Hand Weapon Weapon No combat modifiers. One item slot. Info

Swords, scimitars, hand axes, maces, light spears, etc. No modifiers in combat. Acquiring it: free starting equipment for any eligible figure.

Two-Handed Weapon Weapon +2 damage. Takes two item slots. Info

Two-handed swords, battle-axes, polearms, large flails, heavy spears. +2 damage. Takes two item slots. Acquiring it: free starting equipment for any eligible figure.

Staff Weapon −1 damage; opponent −1 damage in hand-to-hand. Info

Staffs do −1 damage and give the opponent −1 damage in hand-to-hand. Cannot be combined with a shield. Acquiring it: free starting equipment for any eligible figure.

Bow Missile Range 24". Load and fire as one action. Needs a quiver. Info

Load and fire as a single action. Maximum range 24". Requires a quiver. Acquiring it: free starting equipment for any eligible figure.

Crossbow Missile +2 damage, range 24". Separate load and fire. Needs a quiver. Info

One action to load and one to fire. +2 damage, range 24". Requires a quiver. Acquiring it: free starting equipment for any eligible figure.

Quiver Gear Required for bow/crossbow. One free magic ammo slot. Info

Required to shoot a bow or crossbow. May carry one magic ammunition without an extra slot. Acquiring it: free starting equipment for any eligible figure.

Shield Armour +1 Armour. Not with two-handed weapon or staff. No spellcasters. Info

+1 Armour. Cannot be carried with a two-handed weapon or staff. Spellcasters may not carry shields. Acquiring it: free starting equipment for any eligible figure.

Light Armour Armour +1 Armour. No spellcasters. Info

+1 Armour. Spellcasters may not wear light armour. Acquiring it: free starting equipment for any eligible figure.

Heavy Armour Armour +2 Armour, −1 Move. No spellcasters. Info

+2 Armour but −1 Move. Spellcasters may not wear heavy armour. Acquiring it: free starting equipment for any eligible figure.

Potion Consumable Pick a specific potion in the second field. Info

Potions take one item slot. Choose the specific potion type after selecting this. Acquiring it: free starting equipment for any eligible figure.

Scroll Consumable Pick which spell is on the scroll in the second field. Info

One-use spell scroll. Cannot be used to learn a new spell. Sale value typically 30gc. Acquiring it: free starting equipment for any eligible figure.

Grimoire Consumable Pick which spell the grimoire teaches in the second field. Info

Used to learn a new spell. After learning, remove from the sheet. Sale 200gc if already known. Acquiring it: free starting equipment for any eligible figure.

Javelin Thaw of the Lich Lord Weapon Hand weapon in melee, 10" thrown shooting attack. The Javelineer's issued weapon. Info

The Javelineer's standard weapon rather than a generic arms-list purchase. Functions as a hand weapon in melee (no combat modifiers) and may also be thrown up to 10" as a shooting attack, with a functionally unlimited supply. Acquiring it: issued starting equipment for its class only — not sold separately on the arms list.

Bladed Staff Forgotten Pacts Weapon +1 damage; -1 to the opponent's return damage. The Monk's issued weapon. Info

The Monk's standard weapon rather than a generic arms-list purchase. Deals +1 damage in hand-to-hand and reduces the opponent's return damage by -1. Acquiring it: issued starting equipment for its class only — not sold separately on the arms list.

Throwing Knife Ghost Archipelago Weapon 8" shooting attack at -1 damage; -2 damage in hand-to-hand. Info

8" shooting attack at -1 damage; -2 damage in hand-to-hand. Acquiring it: free starting equipment for any eligible figure.

Pistol Spellcaster Magazine Missile 50gc. 10" range. One-handed; doubles as a dagger. Misfire on a natural 1. Info

Black Powder Firearms (Issue 1): 50gc, 10" range, one-handed, and doubles as a dagger (never unarmed; combines with a hand weapon for the usual +1 Fight bonus in Frostgrave). May carry as many as item slots allow. Like every firearm it's Inaccurate (-1 Shoot), Armour Piercing (+2 damage; also -2 Armour, min 10, within half range), Loud (natural 20 triggers a Random Encounter roll), and subject to Misfire on a natural 1 — see the Lexicon's Black Powder Firearms table for the misfire result. Double-barrelled, Superior Craftsmanship, Silver Bullets and Axe-gun are commissioned upgrades, applied at the Treasury, Vault and Workshop card: upgrading an owned Pistol consumes it and adds the upgraded item to the vault in its place. Acquiring it: bought at the Treasury, Vault and Workshop card for 50gc — must be bought there before it can be equipped.

Musket Spellcaster Magazine Missile 100gc. 24" range. Two-handed. Misfire on a natural 1. Info

Black Powder Firearms (Issue 1): 100gc, 24" range, two-handed (only one carried, no shield). Usable in melee as a two-handed weapon but without the usual +2 damage bonus. Inaccurate, Armour Piercing, Loud, and subject to Misfire on a natural 1 — see the Lexicon's Black Powder Firearms table for the misfire result. Double-barrelled, Superior Craftsmanship and Silver Bullets (not Axe-gun — pistols/blunderbusses only) are commissioned upgrades, applied at the Treasury, Vault and Workshop card: upgrading an owned Musket consumes it and adds the upgraded item to the vault in its place. Acquiring it: bought at the Treasury, Vault and Workshop card for 100gc — must be bought there before it can be equipped.

Blunderbuss Spellcaster Magazine Missile 100gc. 14" range, hits everyone within 1" of the target. Two-handed. Misfire on a natural 1. Info

Black Powder Firearms (Issue 1): 100gc, 14" range, two-handed. The shooting attack hits the target and every other figure within 1" of it (a misfire on the first roll cancels the rest). Melee like a Pistol, but without the +1 Fight combo bonus. Inaccurate, Armour Piercing, Loud, and subject to Misfire on a natural 1 — see the Lexicon's Black Powder Firearms table for the misfire result. Double-barrelled, Axe-gun, Superior Craftsmanship and Silver Bullets are commissioned upgrades, applied at the Treasury, Vault and Workshop card: upgrading an owned Blunderbuss consumes it and adds the upgraded item to the vault in its place. Acquiring it: bought at the Treasury, Vault and Workshop card for 100gc — must be bought there before it can be equipped.

Double-barrelled (Firearm Upgrade) Spellcaster Magazine Gear 400gc. Any firearm fires twice before reloading; misfires get +2 to the roll. Info

Black Powder Firearms (Issue 1): 400gc, commissioned for an already-owned Pistol, Musket or Blunderbuss. Fire the weapon twice before it needs reloading (each shot still its own action; a full reload after both shots costs two actions instead of one). More volatile: any time it misfires, add +2 to the misfire roll. Applied at the Treasury, Vault and Workshop card: this consumes the base firearm it upgrades and adds the upgraded item to the vault in its place, rather than sitting in a separate item slot. Acquiring it: commissioned at the Treasury, Vault and Workshop card for 400gc onto an already-owned Pistol/Musket/Blunderbuss — this consumes that firearm and adds the upgraded item to the vault in its place, rather than being bought or equipped on its own.

Axe-gun (Firearm Upgrade) Spellcaster Magazine Gear 250gc. Pistol/Blunderbuss only; counts as a hand weapon (not dagger) in melee. Info

Black Powder Firearms (Issue 1): 250gc, commissioned for an already-owned Pistol or Blunderbuss (not a Musket). Fits the underside with an axe-head, so the firearm counts as a hand weapon rather than a dagger in melee — the usual firearm melee rule is replaced by this, not added to it. Applied at the Treasury, Vault and Workshop card: this consumes the base firearm it upgrades and adds the upgraded item to the vault in its place, rather than sitting in a separate item slot. Acquiring it: commissioned at the Treasury, Vault and Workshop card for 250gc onto an already-owned Pistol/Blunderbuss — this consumes that firearm and adds the upgraded item to the vault in its place, rather than being bought or equipped on its own.

Superior Craftsmanship (Firearm Upgrade) Spellcaster Magazine Gear 300gc. Any firearm; -1 on misfire rolls. Info

Black Powder Firearms (Issue 1): 300gc, commissioned for an already-owned Pistol, Musket or Blunderbuss. A better-made firearm misfires less: -1 on its misfire roll. Applied at the Treasury, Vault and Workshop card: this consumes the base firearm it upgrades and adds the upgraded item to the vault in its place, rather than sitting in a separate item slot. Acquiring it: commissioned at the Treasury, Vault and Workshop card for 300gc onto an already-owned Pistol/Musket/Blunderbuss — this consumes that firearm and adds the upgraded item to the vault in its place, rather than being bought or equipped on its own.

Silver Bullets (Firearm Upgrade) Spellcaster Magazine Gear 250gc. Any firearm; counts as magical, +2 extra damage vs. werewolves and vampires. Info

Black Powder Firearms (Issue 1): 250gc, commissioned for an already-owned Pistol, Musket or Blunderbuss — a small supply of balls or bullets cast in silver. Counts as a magical attack and does +2 extra damage (so +4 total) against werewolves and vampires. Applied at the Treasury, Vault and Workshop card: this consumes the base firearm it upgrades and adds the upgraded item to the vault in its place, rather than sitting in a separate item slot. Acquiring it: commissioned at the Treasury, Vault and Workshop card for 250gc onto an already-owned Pistol/Musket/Blunderbuss — this consumes that firearm and adds the upgraded item to the vault in its place, rather than being bought or equipped on its own.

Powder Horn Spellcaster Magazine Gear Optional flavor for a firearm in Frostgrave; required in Ghost Archipelago. Info

Black Powder Firearms (Issue 1): not mechanically required to carry a firearm in Frostgrave, but the book's own pre-built Musketeer/Coachman/Duellist statlines include one, and Ghost Archipelago requires it (free, takes a slot) for the same firearm rules. Acquiring it: free starting equipment for any eligible figure.

Spell Component Bag Spellcaster Magazine Gear Monster Hunting (Issue 5): holds 10 more spell/potion components. Info

Monster Hunting (Issue 5): every spellcaster has a free 3-component pouch; each bag costs 5gc (10 per warband, max — buy it from the Spell & potion components panel) and holds 10 more components in addition to the pouch. Carried the same way as any other gear: write it into a wizard's or apprentice's own item slot to hold one, up to however many the warband has bought. Only a wizard or apprentice has anywhere to put its contents, so it doesn't appear on a captain's or soldier's item list. Acquiring it: bought from the Wizard & apprentice card's Spell & potion components panel for 5gc each, capped at 10 per warband.

Potions, elixirs & bottles (28)
Potion of Healing Potion Info

This potion restores up to 5 lost points of Health to the figure that drinks it. It may not take a figure above its normal starting Health. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Potion of Strength Potion Info

A figure that drinks this potion receives +1 Fight for the rest of the game. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Potion of Toughness Potion Info

The figure that drinks this potion receives +1 Armour for the rest of the game. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Elixir of Speed Elixir Info

The figure who drinks this potion receives +2 Move for the rest of the game. This may not take a figure's Move above 9. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Potion of Invisibility Potion Info

A figure that drinks this potion is treated as though an Invisibility spell was cast upon it, becoming unable to be targeted or engaged in combat unless it acts (such as attacking, casting, or picking up treasure), which cancels the effect. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Explosive Cocktail Cocktail Info

Throwing this cocktail follows all the rules of casting the Grenade spell (a +3 magic attack against everyone within 1.5" of the target point within 14"), except it can be thrown by a non-spellcaster with no Casting Roll needed, the target point must be within 8", and using it cannot replace a move action. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Potion of Teleportation Potion Info

A figure that drinks this potion is treated as though it had just cast the Teleport spell, immediately moving to any location within line of sight but taking no other actions that turn. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Potion of Elemental Absorption Potion Info

A figure that drinks this potion ignores the next 5 points of elemental damage it takes. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Cordial of Clearsight Cordial Info

A figure that drinks this potion ignores the effects of Beauty and Invisibility spells for the rest of the game. Furthermore, if this figure moves into combat with an Illusionary Soldier, that Illusionary Soldier is immediately removed from the table. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Poison Poison Info

This sticky poison coats any weapon except a staff, bow, or crossbow (or a single arrow or crossbow bolt). The next time the weapon causes damage, the figure struck is poisoned unless immune, after which the weapon loses its poisoning ability. This effect is not magic and is unaffected by anything that cancels magic. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Philtre of Fury Philtre Info

The figure that drinks this potion gains +1 Fight and an additional +1 damage modifier on any successful hand-to-hand attack. However, it must, if possible, use all of its actions every turn to move into combat with and fight the closest enemy figure or uncontrolled creature in line of sight that is not already in combat. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Potion of Iron Mind Potion Info

A figure that drinks this potion gains +5 Will for the rest of the game. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Bottle of Burrowing Bottle Info

A figure that drinks this potion may use any remaining actions in its activation to move directly through terrain, so long as it has enough movement to pass completely through the terrain piece (it may not end its activation inside terrain). Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Philtre of Fairy Dust Philtre Info

If this dust is sprinkled over a weapon, that weapon counts as a magic weapon for the rest of the game. It may instead be sprinkled over a single arrow or crossbow bolt, which becomes a one-use magic missile. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Construct Oil Oil Info

After any game, a wizard may use this oil on one construct in their warband to give it a permanent +1 to its Move stat. Each construct may only ever benefit from construct oil once. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Potion of Fire Breath Potion Info

A figure that drinks this potion and still has an action remaining in the same activation may use that action to make a +3 elemental magic shooting attack against a figure within 6". Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Potion of Preservation Potion Info

This potion may be used on any figure, other than a wizard, that died in the previous game, perfectly preserving the body for the next five games. During that time an Elixir of Life or the Miraculous Cure spell may be used to bring the figure back to life; a preserved figure does not count toward warband size until revived, and a wizard cannot hire another apprentice while one is preserved. If the figure is not revived within five games, it is permanently dead and removed from the Wizard Sheet. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Elixir of the Chameleon Elixir Info

This potion lets a figure blend in with its surroundings: no other figure may draw line of sight to it from more than 12" away, so it can only be targeted by an attack or spell from within 12". Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Cordial of Empowerment Cordial Info

The next spell a spellcaster casts after drinking this potion gets +4 to its Casting Roll but the caster suffers 2 damage, in addition to any other effects of the spell. A spellcaster may only use one Cordial of Empowerment per game, and it cannot be used to cast Out of Game spells. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Shrinking Potion Potion Info

A figure carrying treasure may use this potion to shrink it down to pocket size, removing any Move, Fight, or swimming penalties for carrying it and allowing the figure to carry a second treasure token as well. If the effect is cancelled while carrying two treasures, one must be dropped immediately, and a dropped shrunk treasure returns to its normal size. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Potion of Restoration Potion Info

A figure that drinks this potion is immediately restored to its starting Health and cured of any poison or temporary stat reductions. It may also be used after a game to cure the figure of any permanent injuries. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Bottle of Dreams and Nightmares Bottle Info

Usable only by a wizard immediately before a game, this potion requires an immediate Will Roll (TN12). Success grants the wizard an extra 50 experience points after the game (not counting toward the normal maximum); failure deducts 30 experience points from those earned (not below 0), also reducing the maximum obtainable that game to 270. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Shatterstar Draught Draught Info

If a figure drinks this potion and casts a spell during the same activation, it may attempt to cast that spell twice in a row, declaring a separate target for each attempt before any rolls are made. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Bottle of Darkness Bottle Info

If a figure shatters this bottle on the ground, an unnatural darkness falls upon the battlefield, reducing everyone's line of sight to 12" for the rest of the game. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Ethereal Vacuum Vacuum Info

When a character spends an action to open this bottle, all creatures with the Ethereal trait within 8" must make a Will Roll (TN20) or be sucked into the bottle and imprisoned; the figure is removed from the table and any experience for killing it is awarded as normal. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Potion of Invulnerability Potion Info

A figure that drinks this potion becomes immune to damage from non-magic weapons. Whenever the figure activates, roll a die; on a 17 or higher, the potion's effect ends immediately. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Bottle of Null Bottle Info

If a figure opens this bottle, all spells currently in play are immediately cancelled (this cannot unsummon creatures but does cancel Control spells, including the Control Demon effect from Summon Demon). All spellcasters must also make a Will Roll (TN14) or suffer 1 point of damage. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Elixir of Life Elixir Info

The rarest and most valuable of all potions, it can never be bought and is rarely sold. Used immediately after any game, it brings one figure who died during that game back to life with no ill effects, allowing it to take part in the next game. Acquiring it: found as treasure (see the Loot tables card below) — not purchased directly.

Soldiers (81)

Core tables plus every supplement soldier. Supplement soldiers must have their source book switched on under a warband's Additional Rules and Homerules before they can be hired. Entries marked via <spell> are summoned for free and only become hireable when your wizard knows that spell (Animate Construct, Animal Companion).

Core Rules (15)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Thief standard Core Rules Free 7 +1 +0 10 +0 10 Dagger
Info
Fast and light-fingered, trained to slip in, grab treasure, and slip out again rather than stand and fight. Free to hire, armed only with a dagger. No special rules beyond their listed gear.
Thug standard Core Rules Free 6 +2 +0 10 -1 10 Hand weapon
Info
A common laborer or petty criminal turned muscle-for-hire — no training, just a hand weapon and a willingness to fight. No special rules beyond their listed gear.
War Hound standard Core Rules 10 8 +1 +0 10 -2 8
Info
A trained hunting dog, useful for harrying an enemy rather than holding a line. Animal: cannot pick up treasure tokens and has no item slot.
Infantryman standard Core Rules 50 6 +3 +0 11 +0 10 Two-handed weapon, light armour
Info
A basic melee soldier, competent with a two-handed weapon and equipped with light armour. No special rules beyond their listed gear.
Apothecary standard Core Rules 75 6 +1 +0 10 +3 12 Staff, healing potion
Info
A battlefield healer who starts every game already carrying a potion of healing. May spend an action to hand any potion they carry — not just the free one — to a warband member within 1" who isn't in combat; that figure counts as having drunk it immediately, with the effects applied right away.
Man-at-Arms standard Core Rules 75 6 +3 +0 12 +1 12 Hand weapon, shield, light armour
Info
A disciplined hand-weapon-and-shield fighter in light armour, sturdier than an infantryman thanks to the shield's extra protection. No special rules beyond their listed gear.
Archer specialist Core Rules 75 6 +1 +2 11 +0 10 Bow, quiver, dagger, light armour
Info
A trained bowman. A bow loads and fires as a single action, so an archer can move and shoot within the same activation.
Crossbowman specialist Core Rules 75 6 +1 +2 11 +0 10 Crossbow, quiver, dagger, light armour
Info
A marksman with a heavier, harder-hitting weapon. A crossbow deals +2 damage but must be loaded and fired as two separate actions, so a crossbowman cannot move and shoot in the same activation.
Tracker specialist Core Rules 100 7 +1 +2 11 +1 12 Staff, bow, quiver, light armour
Info
A woodsman equally comfortable at range or in melee, carrying both a staff and a bow. Like all bows, theirs loads and fires as a single action, so they can move and shoot in the same activation.
Treasure Hunter specialist Core Rules 100 7 +3 +0 11 +2 12 Hand weapon, dagger, light armour
Info
A scrappy adventurer built for grabbing loot and getting out alive, with solid Fight and Will for a mid-cost specialist. No special rules beyond their listed gear.
Barbarian specialist Core Rules 125 6 +4 +0 10 +3 14 Two-handed weapon, dagger
Info
A savage two-handed fighter with the highest Health of any specialist, built to wade into combat and keep swinging. No special rules beyond their listed gear.
Knight specialist Core Rules 125 5 +4 +0 13 +1 12 Hand weapon, dagger, shield, heavy armour
Info
A heavily armoured melee specialist with a hand weapon, dagger, and shield. No special rules beyond their listed gear.
Marksman specialist Core Rules 125 5 +2 +2 12 +1 12 Crossbow, quiver, hand weapon, heavy armour
Info
An elite crossbowman in heavy armour, backing up their hard-hitting shot with a hand weapon for when an enemy closes the distance. Like all crossbows, theirs must be loaded and fired as two separate actions, so a marksman cannot move and shoot in the same activation.
Ranger specialist Core Rules 125 7 +2 +2 11 +2 12 Bow, quiver, hand weapon, light armour
Info
A versatile fighter carrying both a bow and a hand weapon, able to switch between ranged and melee as a fight develops. Like all bows, theirs loads and fires as a single action.
Templar specialist Core Rules 125 5 +4 +0 12 +1 12 Two-handed weapon, heavy armour
Info
A heavily armoured warrior who trades the knight's shield for a two-handed weapon, giving up some defense for extra damage. No special rules beyond their listed gear.
Summoned by spell (13)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Bear standard via Animal Companion Spell 6 +4 +0 12 +3 14 Unarmed
Info
A wilderness companion bonded via the Animal Companion spell. Large: suffers the -2 Large Target penalty against shooting attacks. Strong: deals +2 damage. Animal: cannot pick up treasure tokens and has no item slot. Will shown already includes the +3 Animal Companion bonus.
Boar standard via Animal Companion Spell 6 +2 +0 12 +5 8 Unarmed
Info
A wilderness companion available only to a Beastcrafter I wizard (Into the Breeding Pits), bonded via the Animal Companion spell like the core companions. Animal: cannot pick up treasure tokens and has no item slot. Will shown already includes the +3 Animal Companion bonus.
Ice Spider standard via Animal Companion Spell 6 +1 +0 8 +3 4 Unarmed
Info
A wilderness companion available only to a Beastcrafter I wizard (Into the Breeding Pits), bonded via the Animal Companion spell. Poison: its attacks deal poison damage. Animal: cannot pick up treasure tokens and has no item slot. Will shown already includes the +3 Animal Companion bonus.
Ice Toad standard via Animal Companion Spell 4 +2 +0 10 +3 5 Unarmed
Info
A wilderness companion bonded via the Animal Companion spell. Amphibious: automatically passes Swimming Rolls, treats water as normal ground instead of rough terrain, and suffers no Fight penalty while in water. Powerful: damage it deals is doubled. Animal: cannot pick up treasure tokens and has no item slot. Will shown already includes the +3 Animal Companion bonus.
Snow Leopard standard via Animal Companion Spell 8 +3 +0 10 +5 10 Unarmed
Info
A wilderness companion bonded via the Animal Companion spell. Expert Climber: suffers no movement penalty for climbing. Animal: cannot pick up treasure tokens and has no item slot. Will shown already includes the +3 Animal Companion bonus.
Wolf standard via Animal Companion Spell 8 +1 +0 10 +3 6 Unarmed
Info
A wilderness companion bonded via the Animal Companion spell. Pack Hunter: if more than one wolf is fielded, they act together — all activate and move as one whenever any of them is activated, following whichever is rolled as pack leader. Animal: cannot pick up treasure tokens and has no item slot. Will shown already includes the +3 Animal Companion bonus.
White Gorilla standard via Animal Companion Crit spell 6 +4 +0 12 +8 14 Unarmed
Info
A rare, powerful companion bonded via a critical success on the Animal Companion casting roll (Spellcaster Magazine’s Casting Roll Criticals), taken instead of the normal companion pick. Strong: deals +2 damage. Animal: cannot pick up treasure tokens and has no item slot. Will shown already includes the +3 Animal Companion bonus.
Small Construct standard via Animate Construct Spell 6 +1 +0 11 +0 10 Unarmed
Info
A crude animated figure summoned by the Animate Construct spell at its easiest casting tier. Construct: immune to poison, never counts as wounded, and may carry treasure tokens but has no item slots (though some items may be permanently grafted to it instead of carried).
Medium Construct standard via Animate Construct Spell 5 +3 +0 12 +0 12 Unarmed
Info
A sturdier animated figure summoned by the Animate Construct spell at its middle casting tier. Construct: immune to poison, never counts as wounded, and may carry treasure tokens but has no item slots (though some items may be permanently grafted to it instead of carried).
Large Construct specialist via Animate Construct Spell 4 +4 +0 13 +0 14 Unarmed
Info
A hulking animated figure summoned by the Animate Construct spell at its hardest casting tier. Large: suffers the -2 Large Target penalty against shooting attacks. Strong: deals +2 damage. Also has the standard Construct traits: immune to poison, never counts as wounded, and may carry treasure tokens but has no item slots. Counts as a specialist.
Construct Familiar standard via Animate Construct Spell 6 +1 +0 11 +0 2
Info
A tiny construct animated to serve as a familiar (Fireheart). Construct: immune to poison, never counts as wounded. Cannot Carry Treasure, Expert Climber, Construct Eye-Socket (any wizard may cast Wizard Eye on it). A warband may not have both a Construct Familiar and a Familiar-spell familiar.
Construct Hound standard via Animate Construct Spell 7 +1 +0 10 -1 10
Info
A construct built to resemble and serve as a war hound (Fireheart), animated directly with the Animate Construct spell rather than bought outright. Construct: immune to poison, never counts as wounded. Cannot Carry Treasure. Comes pre-modified and cannot take any further Construct Modification. May be taken in place of a wolf or warhound wherever a kennel-type resource allows one.
Demonic Servant standard via Demonic Servant Spell 6 +1 +0 10 +4 10
Info
A minor demon bound into service, joining a warband only through the Demonic Servant spell (Forgotten Pacts) rather than being purchased. Demon: immune to poison, all its attacks count as magic, and it may carry treasure tokens but has no item slots. Rolls one Minor Demonic Attribute on arrival and improves the wizard's future Summon Demon rolls.
Temporary members (5)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Zombie temporary via Raise Zombie Spell 4 +1 +0 12 +0 6 Unarmed
Info
Raised by the Raise Zombie spell as a temporary member of the warband — not a permanent hire, and doesn't count against the soldier or specialist limit. A warband may only have one raised zombie at a time; if it is killed or leaves the table, Raise Zombie can be cast again for another. Undead: immune to poison, never wounded, can carry treasure tokens but has no item slots.
Imp temporary via Summon Demon Spell 6 +1 +0 10 +4 6 Unarmed
Info
Placed by the Summon Demon spell as a temporary member of the warband — not a permanent hire, and doesn't count against the soldier or specialist limit. Which demon tier arrives depends on how much the Casting Roll succeeded by: 0–5 gives this imp, 6–12 a minor demon, 13+ a major demon. Summon Demon can't be cast again while a summoned demon is already under control. Demon: immune to poison, all attacks count as magic, can carry treasure tokens but has no item slots.
Minor Demon temporary via Summon Demon Spell 6 +3 +0 11 +4 12 Unarmed
Info
Placed by the Summon Demon spell as a temporary member of the warband — not a permanent hire, and doesn't count against the soldier or specialist limit. Which demon tier arrives depends on how much the Casting Roll succeeded by: 0–5 an imp, 6–12 gives this minor demon, 13+ a major demon. Summon Demon can't be cast again while a summoned demon is already under control. Demon: immune to poison, all attacks count as magic, can carry treasure tokens but has no item slots.
Major Demon temporary via Summon Demon Spell 6 +5 +0 12 +6 15 Unarmed
Info
Placed by the Summon Demon spell as a temporary member of the warband — not a permanent hire, and doesn't count against the soldier or specialist limit. Which demon tier arrives depends on how much the Casting Roll succeeded by: 0–5 an imp, 6–12 a minor demon, 13+ gives this major demon. Summon Demon can't be cast again while a summoned demon is already under control. Demon: immune to poison, all attacks count as magic, can carry treasure tokens but has no item slots. Large: suffers the -2 Large Target penalty against shooting attacks. Strong: deals +2 damage. True Sight: ignores Beauty and Invisibility, and destroys any Illusionary Soldier it fights.
Illusionary Soldier temporary via Illusionary Soldier Spell 5 +0 +0 10 +0 1
Info
Conjured by the Illusionary Soldier spell as a temporary member of the warband — not a permanent hire, and doesn't count against the soldier or specialist limit. Chosen at hire to look and fight like any core soldier type except the Apothecary, copying that type's Move, Fight, Shoot, Armour, and Will — but it always has only 1 Health, since it's an illusion rather than a real body. Destroyed automatically if it ever fights a creature with True Sight.
Thaw of the Lich Lord (5)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Pack Mule standard Thaw of the Lich Lord 20 6 +0 +0 10 +0 10 Dagger
Info
A hired hand whose whole job is logistics: they carry three items and can hand any of them off to (or take one from) a warband member within 1", freeing up other soldiers' single item slot for something more useful in a fight.
Javelineer standard Thaw of the Lich Lord 25 6 +0 +0 10 +0 10 Javelins
Info
A skirmisher who fights with a bundle of javelins — a hand weapon in melee, or a 10" thrown shooting attack, drawn from a functionally unlimited supply.
Bard standard Thaw of the Lich Lord 100 6 +2 +0 11 +4 12 Hand weapon, leather armour
Info
A traveling performer whose music steadies nerves in the field. Warband members within 6" and line of sight of a bard get +1 to Will rolls; this bonus doesn't stack with a second bard and never applies to the bard themself.
Crow Master standard Thaw of the Lich Lord 100 6 +0 +0 11 +2 10 Hand weapon, leather armour
Info
A handler bonded to a trained blood crow. Requires a Crow Roost base upgrade (100gc) before one can be hired. Comes with one blood crow that acts independently and is replaced free of charge if it's killed; the crow master may carry treasure but has no item slots of their own.
Rangifer standard Thaw of the Lich Lord 100 7 +2 +0 12 +3 12 Hand weapon
Info
A reindeer-human hybrid from the far north with a deep-seated hatred of the walking dead. Hate Undead: gains +1 Fight and all its attacks count as magic when fighting undead creatures. Will refuse to join, or leave, a warband that fields any undead member.
Into the Breeding Pits (2)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Trap Expert standard Into the Breeding Pits 50 6 +2 +0 11 +1 12 Two daggers, light armour
Info
Someone who has survived the city's traps often enough to read the warning signs. Once per game, treats the first initiative roll of 2 as a 1 for the purpose of springing a trap, giving the party one extra chance to avoid it.
Tunnel Fighter standard Into the Breeding Pits 80 6 +3 +0 11 +1 12 Two hand weapons, leather armour
Info
A specialist trained for the city's collapsed passages and hidden shortcuts. Under the Secret Passages rules, an initiative roll of 19 lets a tunnel fighter (and only a tunnel fighter) discover and use a secret passage that game.
Forgotten Pacts (5)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Chilopendra standard Forgotten Pacts Free 6 +4 +0 12 +4 14
Info
Demon/human hybrids created when a human sacrifices himself to the demon lord Tiszirain; human from the waist up, with the lower body of a great centipede, fighting just as readily with sharp horns and envenomed legs as with a weapon. Joins only through the Chilopendra Soldier pact boon (Forgotten Pacts, Tiszirain pact only). Demon: immune to poison, all its attacks count as magic, may carry treasure tokens but has no item slots. Horns: +2 Fight when it charges into combat and fights in the same activation. Poisonous: its own attacks deal poison damage.
Assassin standard Forgotten Pacts 80 6 +2 +0 10 +3 12 Hand weapon
Info
A killer for hire who works best from the shadows of a crowd rather than alone. Attacks are poisoned, reducing the target to one action. Gains +2 Fight whenever already supported by another figure, but never counts as a supporting figure themself.
Demon Hunter specialist Forgotten Pacts 100 6 +2 +2 11 +2 12 Two-handed weapon, crossbow, quiver, leather armour
Info
A specialist trained specifically to fight demons, dealing +1 Fight and +1 damage against them. Cost is variable rather than fixed: base 100gc, +25gc if the wizard knows Summon Demon, Imp, or Possess, a further +25gc if the wizard is a Summoner, and +50gc if the base owns a Summoning Circle — the more demon-adjacent the warband already is, the more this specialist costs to bring in.
Monk specialist Forgotten Pacts 100 6 +4 +0 10 +4 12 Bladed staff
Info
A disciplined martial artist who fights with a bladed staff — a quarterstaff with a blade lashed to one end. It grants +1 Fight and reduces the enemy's hand-to-hand damage against the monk by 1.
Mystic Warrior specialist Forgotten Pacts 100 6 +4 +0 10 +4 12 Unarmed (gauntlets / vambraces)
Info
A warrior who has trained the body itself into a weapon. Fights unarmed with no penalty, and every hand-to-hand attack they make counts as a magic attack — able to hurt creatures that are otherwise immune to normal weapons.
The Maze of Malcor (2)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Collegium Porter standard The Maze of Malcor Free 5 +4 +0 13 +3 14
Info
Constructs unique to the Collegium that once served as door guards, message carriers, and low-level security — mostly resembling fancy furniture with short legs and long arms, now feral with no staff to command them. Joins only via a Porter Control Rod (treasure, not purchased). Construct: immune to poison, never counts as wounded, may carry treasure but has no item slots. Never forces combat with a spellcaster; gains 3 potion/scroll-only item slots once recruited.
Snow Troll specialist The Maze of Malcor Free 4 +4 +0 14 +2 16
Info
A captured snow troll, joining only via Troll Shackles once dropped to 0 Health in a game. Large: suffers the -2 Large Target penalty against shooting attacks. Strong: deals +2 damage.
The Perilous Dark (1)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Werewolf specialist The Perilous Dark 200 7 +4 +0 11 +5 12
Info
A wolf-human hybrid, hired via the Book of the Werewolf. Expert Climber: suffers no movement penalty for climbing. Bounty (20gc): a reward awaits any warband that kills it. Requires 20gc upkeep before each game or it leaves the warband; carries no item slots.
The Red King (3)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Minor Demon specialist The Red King Free 6 +3 +0 11 +4 12
Info
A minor demon that has joined the warband as a permanent member, rather than the temporary result of casting Summon Demon (see summoned_minor_demon). Demon: immune to poison, all its attacks count as magic, and it may carry treasure tokens but has no item slots.
Vampire specialist The Red King Free 7 +4 +0 12 +5 14
Info
A vampire fielded as a soldier rather than a wizard's school (see the separate playable Vampire Wizard, Blood Legacy). Undead: immune to poison, never wounded, may carry treasure tokens but has no item slots. Immune to Normal Weapons: can only be harmed by magic. Magic Attack: all its attacks count as magic. Mind Lock: immune to Mind Control and Suggestion. True Sight: ignores Beauty and Invisibility, and destroys any Illusionary Soldier it fights.
Foulhorn specialist The Red King 200 7 +4 +0 12 +5 12
Info
A four-armed mountain predator, hired via the Book of the Foulhorn. Horns: +2 Fight when it charges into combat and fights in the same activation. Keen Senses: treats everything within 6" as being in line of sight for movement purposes. Before each game, roll a die: on a 16+ it has wounded a random warband member (-3 Health) in a brawl.
Blood Legacy (3)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Blood Merchant standard Blood Legacy 75 6 +0 +0 10 +0 12 Hand weapon, Vial of Blood
Info
A supplier to the undead nobility (Blood Legacy), keeping a vampire fed away from the hunt. Starts with a Vial of Blood; while adjacent to a vampire with no enemies within 1", may give it up as an action to heal that vampire up to 5 Health.
Swordmaster specialist Blood Legacy 125 6 +4 +0 11 +1 12 Hand weapon, dagger, light armour
Info
A blade specialist (Blood Legacy) who thrives against groups. Supporting Figure Maximum limits any opponent to at most +2 Fight from supporting figures when fighting the Swordmaster. Opponent Armour Reduction: a light- or heavy-armoured foe it beats in combat suffers -1 Armour.
Vampire Hunter specialist Blood Legacy 125 6 +3 +2 11 +2 12 Hand weapon, crossbow, quiver, light armour
Info
A specialist (Blood Legacy) trained specifically to hunt the undead nobility. All attacks count as magic when fighting Undead. Hunter's Will: gains +2 Will for as long as a vampire is on the table. Immune to Energy Drain.
Fireheart (3)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Construct Hound standard Fireheart 25 7 +1 +0 10 -1 10
Info
A construct built to resemble and serve as a war hound (Fireheart). Construct: immune to poison, never counts as wounded. Cannot Carry Treasure. Comes pre-modified and cannot take any further Construct Modification. May be taken in place of a wolf or warhound wherever a kennel-type resource allows one.
Tinkerer standard Fireheart 25 6 +2 +0 11 +1 10 Dagger
Info
A gifted construct-and-enchantment mechanic (Fireheart). Grants +1 to one Embed Enchantment or Animate Construct roll (including repair or re-animation attempts) made between games. Always counts as carrying a dagger and so never counts as unarmed.
Scrounger standard Fireheart 60 5 +3 +0 11 +1 12 Staff, hand weapon
Info
A construct-parts hoarder and tinkerer (Fireheart). Grants the warband one Black Market roll restricted to the Construct Modification table (or a 20% discount on such a purchase if the Black Market rule isn't in use); only one Scrounger's benefit applies even with multiple in the warband. Scroungers carry both a staff and a hand weapon. They may decide which to use during any given round of combat but must decide before the dice are rolled.
The Wildwoods (4)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Trapper standard The Wildwoods 50 6 +2 +0 11 +1 12 Two daggers, light armour
Info
A wilderness specialist (The Wildwoods) who lays traps rather than springing them. Wilderness Survival: pays no Supply Point upkeep unless reduced to 0 Health. Set Traps: may place a 1" trap token (max 3 per game); a figure triggering it either takes +1 damage or rolls a Move Roll (TN20) or loses its next activation. Intended as a max-one-per-warband hire.
Guide standard The Wildwoods 75 6 +1 +0 11 +1 12 Staff, dagger, light armour
Info
A wilderness scout (The Wildwoods) who knows one kind of terrain intimately. Picks a Terrain Expertise (Mountain, Bog, Ice, or Forest) at hire; never consumes Supply Points. In a wilderness game whose dominant terrain matches, gains the Nimble trait (no rough-ground movement penalty) and the whole warband gains +2 to its Initiative Roll and +2 Supply Points after the game. Multiple Guides may be hired, but only one grants its bonus in any given game.
Expert Guide specialist The Wildwoods 125 6 +1 +2 11 +1 12 Staff, bow, quiver, dagger, light armour
Info
A higher-trained wilderness scout (The Wildwoods) than an ordinary Guide, gaining +2 Fight and +2 Shoot in matching terrain instead of +0/+0. Picks a Terrain Expertise (Mountain, Bog, Ice, or Forest) at hire; never consumes Supply Points. In a wilderness game whose dominant terrain matches, also gains the Nimble trait (no rough-ground movement penalty) and the whole warband gains +2 to its Initiative Roll and +2 Supply Points after the game. Multiple Guides may be hired, but only one grants its bonus in any given game.
Trophy Hunter specialist The Wildwoods 125 6 +2 +2 11 +0 12 Hand weapon, bow, quiver, dagger, light armour
Info
A big-game hunter (The Wildwoods) who specializes against trophy beasts. Wilderness Survival: pays no Supply Point upkeep unless reduced to 0 Health. Prize Taker: +1 Fight and +1 Shoot against any creature with the Horns, Antlers, or Bounty trait, and +5 XP for personally landing the killing blow on one (once per game). Refuses to serve alongside any Horns/Antlers/Bounty creature already in the warband.
Spellcaster Magazine (20)
TypeCatSourceCost MoveFightShootArmourWillHealthGear
Rangifer Boar standard Spellcaster Magazine 10 6 +2 +0 12 +2 8
Info
A tamed boar from rangifer culture (Spellcaster Magazine, Issue 3), part of a hired "hide" of up to 5 rangifer troops. Animal: cannot carry items or treasure. Not directly hireable in this app — the Book of the Rangifer only fields the other rangifer troop types.
Rangifer Ambusher standard Spellcaster Magazine 100 7 +2 +0 12 +3 12 2 flint daggers
Info
A rangifer scout skilled with traps (Spellcaster Magazine, Issue 3), part of a hired "hide" of up to 5 rangifer troops. Cultural traits shared by all rangifer: Hate Undead (+1 Fight vs. undead, magic attacks, only while armed with antlers/flint/wood), Antlers (never unarmed; -1 Fight if antlers are the only weapon), Flint Weapons (destroyed on any natural 1 rolled in combat). Also has all of a Trap Expert's abilities (Into the Breeding Pits).
Rangifer Herdsman standard Spellcaster Magazine 100 7 +2 +0 12 +3 12 Flint hand weapon
Info
A rangifer herder-warrior (Spellcaster Magazine, Issue 3), part of a hired "hide" of up to 5 rangifer troops. Hate Undead, Antlers, Flint Weapons.
Rangifer Packdeer standard Spellcaster Magazine 100 7 +1 +0 12 +3 12 Flint hand weapon
Info
A burden-bearing rangifer (Spellcaster Magazine, Issue 3), part of a hired "hide" of up to 5 rangifer troops. Hate Undead, Antlers, Flint Weapons. Carries 3 item slots and has all of a Pack Mule's abilities (Thaw of the Lich Lord).
Rangifer Charger standard Spellcaster Magazine 110 7 +3 +0 12 +4 12
Info
A rangifer shock-fighter (Spellcaster Magazine, Issue 3), part of a hired "hide" of up to 5 rangifer troops. Hate Undead, Antlers (suffers no Fight penalty when armed only with its antlers, unlike other rangifer), Flint Weapons.
Rangifer Hurler standard Spellcaster Magazine 110 7 +2 +2 12 +3 12 Flint throwing spear, flint hand weapon
Info
A rangifer skirmisher (Spellcaster Magazine, Issue 3), part of a hired "hide" of up to 5 rangifer troops. Hate Undead, Antlers, Flint Weapons. Once per game may throw its flint spear as a 12" shooting attack with no damage modifier.
Rangifer Hewer standard Spellcaster Magazine 140 7 +4 +0 12 +4 14 Flint two-handed weapon
Info
A rangifer heavy fighter (Spellcaster Magazine, Issue 3), part of a hired "hide" of up to 5 rangifer troops. Hate Undead, Antlers, Flint Weapons.
Coachman specialist Spellcaster Magazine 60 6 +2 +2 11 +1 10 Blunderbuss, powder horn, leather armour, hand weapon
Info
A shotgun-armed guard (Spellcaster Magazine, Issue 1). Carries a Blunderbuss — a two-handed firearm whose shooting attack normally hits the target and every other figure within 1" of it; usable in melee like a pistol, but without the +1 Fight combo bonus. See the Lexicon's Black Powder Firearms table for the full firearm rules and its purchasable upgrades.
Musketeer specialist Spellcaster Magazine 60 6 +2 +2 11 +1 10 Musket, powder horn, leather armour, hand weapon
Info
A black-powder marksman (Spellcaster Magazine, Issue 1). Carries a Musket — a two-handed firearm, only one at a time, no shield; usable in melee as a two-handed weapon but without the usual +2 damage bonus. See the Lexicon's Black Powder Firearms table for the full firearm rules (Inaccurate/Armour Piercing/Loud traits, reload actions, the Misfire table) and its purchasable upgrades.
Duellist specialist Spellcaster Magazine 100 6 +3 +2 11 +2 12 2 pistols, powder horn, leather armour, hand weapon
Info
A two-pistol gunfighter (Spellcaster Magazine, Issue 1). Carries a pair of Pistols — one-handed firearms that double as daggers (never counts as unarmed) and grant +1 Fight when paired with a hand weapon in Frostgrave. See the Lexicon's Black Powder Firearms table for the full firearm rules and its purchasable upgrades.
Rangifer War-Leader specialist Spellcaster Magazine 180 7 +2 +0 12 +3 12 Flint hand weapon
Info
The chieftain of a rangifer "hide" (Spellcaster Magazine, Issue 3), who leads using the Captain rules (The Frostgrave Folio) in place of a warband's own Captain — never carries a shield or armour, and Move never rises above 7 regardless of bonuses. The actual Captain-replacement mechanic (fielding a War-Leader instead of hiring/promoting a Captain) is a deferred feature; for now this hires as an ordinary specialist stat-block.
Dire Hound legendary Spellcaster Magazine 200 8 +3 +0 12 +4 12
Info
A massive hunting hound ("Legendary Soldier", Spellcaster Magazine Issue 4). Animal, Leap (up to 6" of any move may be a leap in any direction), Powerful Jaws (+2 damage); cannot carry items or treasure.
Bookhound legendary Spellcaster Magazine 300 6 +2 +0 10 +5 14 Hand weapon
Info
A rare, expensive scholar-troop ("Legendary Soldier", Spellcaster Magazine Issue 4). Immune to Critical Hits; caps damage taken from any single attack at 10; never triggers Explosive Runes; may reroll grimoire results on the Random Spell Table; sells grimoires for 270gc; grants +1 to one Out of Game Casting Roll each game.
Elemental Archer legendary Spellcaster Magazine 300 6 +2 +3 11 +4 12 Hand weapon, bow, leather armour, up to 3 magic arrows (free)
Info
An archer whose every shot is magical ("Legendary Soldier", Spellcaster Magazine Issue 4). All shooting attacks count as magic. May "steady aim" — an action that can replace its move — to impose -1 Fight on the target's defence if it also shoots that activation.
Graverobber legendary Spellcaster Magazine 300 6 +3 +0 11 +4 14 Hand weapon, two-handed weapon, leather armour
Info
A tomb-raiding specialist ("Legendary Soldier", Spellcaster Magazine Issue 4). +2 Fight against undead, and its attacks count as magic against them. Immune to Drain Life Force, Reveal Death, and Strike Dead. When Raise Zombie targets the warband, a ghoul may be added instead. +5 to resist Trap Numbers.
Monster Hunter legendary Spellcaster Magazine 300 6 +3 +1 11 +2 14 Hand weapon, dagger, crossbow, leather armour
Info
A hunter specialized against monsters ("Legendary Soldier", Spellcaster Magazine Issue 5). +1 Fight and +1 Shoot against uncontrolled creatures. With the Monster Hunting homerule enabled, claims two components per kill instead of one, and +5gc extra when selling a monster prize. May place a Monster Trap within 8" of table setup (Deadfall, Spring-loaded Spike, or Net).
Potion Master legendary Spellcaster Magazine 300 6 +2 +0 11 +5 14 Two-handed weapon, leather armour
Info
A potion specialist ("Legendary Soldier", Spellcaster Magazine Issues 5 and 6). With the Monster Hunting homerule enabled, doubles the wizard's Brew Potion component bonus (+2 to the Casting Roll, 50gc off ingredient cost). Drinks potions as a free action, and may apply a potion to a nearby figure. Carries 4 item slots, but only for potions (max 3). The wizard may reroll one potion-table roll per game while this soldier is on the roster.
Shadow-Walker legendary Spellcaster Magazine 300 7 +4 +0 10 +5 12 Hand weapon (poisoned)
Info
An assassin who moves between shadows ("Legendary Soldier", Spellcaster Magazine Issue 4). When activating out of enemy line of sight, may instead teleport anywhere else out of enemy line of sight (not while carrying treasure); can't be targeted by shooting beyond 12", and gains +2 Fight when shot at. Poisoned weapons; immune to poison.
Telekinetic legendary Spellcaster Magazine 300 6 +3 +0 11 +7 12 Hand weapon, leather armour
Info
A mind-over-matter specialist ("Legendary Soldier", Spellcaster Magazine Issue 4). Once per activation may move a visible treasure token 3", or move itself 4" — either can replace its move action. Immune to Mind Control.
Whip-Master legendary Spellcaster Magazine 300 6 +3 +2 11 +3 14 Whip, hand weapon, leather armour
Info
A whip-fighting specialist ("Legendary Soldier", Spellcaster Magazine Issue 4). Its whip makes a 3" range shooting attack (max +2); on a hit the target drops any carried treasure and must pass a Move Roll (TN18) or be reeled in 2". When falling more than 3", a Move Roll (TN16) lets it catch terrain with the whip to soften the landing.
Bestiary (176)

Creatures from the Core Rules and the supplements (Thaw of the Lich Lord, Into the Breeding Pits, Forgotten Pacts, The Maze of Malcor, The Perilous Dark). Each carries its source. Click Info for full rules text.

Animal (41)
Bear Core Rules Move 6" · Fight +4 · Shoot +0 · Armour 12 · Will +0 · Health 14 Info

Northern bears are mostly peaceful creatures but are easily spooked; one encountered in the city can be assumed to already be unhappy and desperate to leave. It counts as an Animal, is Large (suffering the -2 Large Target penalty against shooting attacks), and is Strong (dealing +2 damage).

Boar Core Rules Move 6" · Fight +2 · Shoot +0 · Armour 12 · Will +2 · Health 8 Info

Bad-tempered and aggressive wild boars are prized for their tusks (listed as Horns), which anyone who kills one may sell for a Bounty of 10gc. It counts as an Animal.

Giant Rat Core Rules Move 6" · Fight +0 · Shoot +0 · Armour 6 · Will +0 · Health 1 Info

Descended from rats that survived the freezing of the city in the ancient sewers, these cat-sized rodents are usually encountered in small packs. It counts as an Animal and has the Pack Hunter trait: when multiple giant rats appear together they are placed in base contact and activate and move together as one, with a randomly determined leader dictating the pack's actions.

Ice Spider Core Rules Move 6" · Fight +1 · Shoot +0 · Armour 8 · Will +0 · Health 4 Info

Hairy, wolf-sized arachnids that hunt actively rather than spinning webs, generally preying on small mammals but willing to try their luck against larger targets. It counts as an Animal, is an Expert Climber (no movement penalty for climbing), and its bite carries the Poison trait, dealing venomous damage.

Ice Toad Core Rules Move 4" · Fight +2 · Shoot +0 · Armour 10 · Will +0 · Health 5 Info

Large, ponderous amphibians with devastatingly powerful jaws but otherwise weak; best avoided. It is Amphibious (automatically passes Swimming Rolls and treats water as normal terrain), counts as an Animal, and is Powerful, dealing double damage.

Snow Leopard Core Rules Move 8" · Fight +3 · Shoot +0 · Armour 10 · Will +2 · Health 10 Info

The largest and most vicious of the big cats around Frostgrave, snow leopards have no fear of humans and attack when hungry or threatened. It counts as an Animal and is an Expert Climber.

White Gorilla Core Rules Move 6" · Fight +4 · Shoot +0 · Armour 12 · Will +8 · Health 14 Info

A rarely seen colony of white gorillas calls the ruined city home; the males range out hunting and are not above eating human flesh. It counts as an Animal and is Strong, dealing +2 damage.

Wild Dog Core Rules Move 8" · Fight +0 · Shoot +0 · Armour 8 · Will +0 · Health 4 Info

Scrawny, malnourished, and roaming in large packs through the ruins, wild dogs are extremely aggressive despite their poor condition. It counts as an Animal and has the Pack Hunter trait, activating and moving together with other wild dogs in base contact.

Wolf Core Rules Move 8" · Fight +1 · Shoot +0 · Armour 10 · Will +0 · Health 6 Info

Wolves generally shy away from humans, but a few occasionally wander down into the city in search of prey. It counts as an Animal and has the Pack Hunter trait.

Blood Crow Thaw of the Lich Lord Move 9" · Fight +0 · Shoot +0 · Armour 14 · Will +3 · Health 1 Info

Crows that have flocked to Frostgrave since its uncovering, feeding on long-frozen corpses and wandering zombies; the consumption of undead flesh has made them large and aggressive. It counts as an Animal and has the Flying trait, ignoring all terrain and movement penalties.

Amplipede Into the Breeding Pits Move 5" · Fight -2 · Shoot +0 · Armour 7 · Will +0 · Health 1 Info

Arm-length venomous creatures resembling large centipedes but more closely related to rats; never found above ground, they thrive in the warmer tunnels. A figure that takes damage from an amplipede is treated as Wounded for the rest of the game, or until healed by a Heal spell or healing potion. It counts as an Animal and has the Poison trait; undead and constructs are immune.

Basilisk Into the Breeding Pits Move 4" · Fight +3 · Shoot +0 · Armour 13 · Will +2 · Health 14 Info

Large, reptilian carnivores with a powerful hypnotic gaze, once used as pest control in the ancient city. Whenever a figure within 6" and line of sight of a basilisk activates, it must make an immediate Will roll against a Petrify spell with a casting roll of 12 or be petrified and lose the activation. It is Large.

Hydra Into the Breeding Pits Move 5" · Fight +3 · Shoot +0 · Armour 14 · Will +4 · Health 16 Info

Catch-all name for large, artificially created reptiles with multiple snake- or dragon-like heads, once popular guard beasts in Felstad. Fighting a hydra works like fighting multiple opponents: it gains +4 Fight against a single foe, +2 against two, and no attacker ever gains a supporting-figure bonus against it. It is an Animal, Large, and Savage (treat as armed with a two-handed weapon); rare strains may be serpentine, poisonous, or fire-breathing.

Hyena Into the Breeding Pits Move 7" · Fight +0 · Shoot +0 · Armour 10 · Will +3 · Health 6 Info

Originally imported to Felstad as raw material for the gnoll strains, some hyenas escaped during the cataclysm and survive to the present, travelling in small packs. Some are domesticated by gnolls as guard dogs and trackers. It counts as an Animal.

Acrisbird The Maze of Malcor Move 6" · Fight +3 · Shoot +0 · Armour 12 · Will +0 · Health 8 Info

A six-foot flightless bird resembling a mangy cross between an ostrich and a vulture. Naturally peaceful in their southern-island habitat, the acrisbirds that survived a thousand years imprisoned in the Collegium have become indiscriminate carnivores and brutal hunters. It counts as an Animal and is Immune to Mind Control (though Control Animal works normally).

Mantodeus The Maze of Malcor Move 5" · Fight +4 · Shoot +0 · Armour 12 · Will +4 · Health 6 Info

Large predatory insects native to the distant east, brought to the Collegium as specimens; standing nearly five feet tall with strong barbed forelimbs and razor mandibles. Their huge, near-all-round vision means a figure never gains a bonus for supporting figures when fighting a mantodeus. It counts as an Animal, is Powerful (treat as armed with a two-handed weapon), and can Fly (ignoring terrain for movement).

Phase Cat The Maze of Malcor Move 6" · Fight +0 · Shoot +0 · Armour 8 · Will +2 · Health 8 Info

Oversized house cats unique to the Collegium, bred over generations to become attuned to Fatecasting magic, which they use to teleport short distances; territorial, they attack intruders, especially thieves. When a phase cat activates, if any warband member within 10" is carrying a treasure token, it immediately teleports into combat with the closest such figure. It counts as an Animal with Limited Teleportation.

Chronohound The Perilous Dark Move 8" · Fight +3 · Shoot +0 · Armour 10 · Will +8 · Health 10 Info

Rarely seen hounds that can move through time as other creatures move through space, making them practically immortal; lean, hairless, constantly salivating, and relentlessly aggressive. They can see invisible figures, always draw line of sight to warband members through terrain, and are immune to Control Animal, Mind Control, Monstrous Form, Reveal Death, Slow, Transpose, all poison and all wounding. It counts as an Animal and is Never Wounded.

Manaworm The Perilous Dark Move 4" · Fight +1 · Shoot +0 · Armour 8 · Will +4 · Health 6 Info

Brightly-coloured, fanged worms two to three feet long, the bane of wizards, drawn to magic and those who wield it. A manaworm always has line of sight to spellcasters and makes an immediate 3" move toward any spellcaster who casts a spell; if a figure loses a fight to it, all spells currently active on that figure are dispelled. It counts as an Animal, can see invisible figures, and suffers no movement penalty for climbing or rough ground.

Matriarch The Perilous Dark Move 6" · Fight +3 · Shoot +0 · Armour 12 · Will +6 · Health 16 Info

A giant ice spider grown to the size of a bull, a nimble hunter that never suffers movement penalties for climbing or rough ground. Its venom paralyses and even runs through its ichor, so any figure that damages it in combat must make a Will roll (TN14) or be poisoned and treated as Wounded. A figure reduced to 0 Health by a matriarch may re-roll its first 'dead' survival result; attackers gain only +1 Fight per supporting figure against it. It counts as an Animal and is Large.

Clingers The Wildwoods Move 6" · Fight +2 · Shoot +1 · Armour 10 · Will +2 · Health 10 Info

Small climbing predators that hunt in packs. Animal, Expert Climber. Has a natural 12" Shooting Attack. Pack Hunter: multiple clingers activate and move together, led by a randomly determined leader. Flee From Death: the pack flees if a packmate is reduced to 0 Health.

Giant Mosquitoes The Wildwoods Move 6" · Fight +0 · Shoot +0 · Armour 8 · Will +0 · Health 1 Info

Swarming blood-drinkers. Animal, Flying, Surprise Attack (+4 combined with a move), Damage Maximum (3), Carry Disease (a bite forces a Will Roll, TN10, or -2 Health next game), Pack Hunter.

Giant Snowy Owls The Wildwoods Move 6" · Fight +3 · Shoot +0 · Armour 10 · Will +1 · Health 16 Info

Huge northern raptors. Animal, Flying, Large, Strong, Elevated View (line of sight to anything not directly under cover), Feeder (removed from the table on a kill; the victim suffers -1 to its Survival Roll).

Ice Leeches The Wildwoods Move 3" · Fight +2 · Shoot +0 · Armour 8 · Will +0 · Health 6 Info

Blood-drinking parasites of frozen waters. Animal, Amphibious, Latch On (a pushback against it requires actually dealing damage, not just winning the combat).

Mammuts The Wildwoods Move 6" · Fight +5 · Shoot +0 · Armour 12 · Will +2 · Health 24 Info

Towering tusked megafauna. Animal, Tusks (treated as Horns), Bounty (20gc), Large, Unaggressive Unless Startled (moves randomly until wounded or an explosive spell is cast nearby, then acts normally).

Moose The Wildwoods Move 6" · Fight +3 · Shoot +0 · Armour 12 · Will +4 · Health 14 Info

Large antlered wilderness herbivores. Animal, Strong, Horns (antlers), Unaggressive Unless Startled.

Mountain Goats The Wildwoods Move 6" · Fight +2 · Shoot +0 · Armour 10 · Will +2 · Health 8 Info

Sure-footed climbing herd animals. Animal, Expert Climber, Horns.

Phase Cats The Wildwoods Move 6" · Fight +0 · Shoot +0 · Armour 8 · Will +2 · Health 8 Info

Feline predators that flicker between locations. Animal, Expert Climber, Limited Teleportation.

Prontolis The Wildwoods Move 6" · Fight +4 · Shoot +0 · Armour 10 · Will +3 · Health 18 Info

Massive amphibious tuskers, clumsy on land. Animal, Amphibious, Awkward on Land (half Move on land despite being Amphibious), Horns (tusks), Strong, Large.

Sabretooths The Wildwoods Move 7" · Fight +4 · Shoot +0 · Armour 10 · Will +4 · Health 18 Info

Great fanged predators of the wild. Animal, Expert Climber, Horns (teeth), Strong, Large.

Wolverines The Wildwoods Move 6" · Fight +2 · Shoot +0 · Armour 10 · Will +5 · Health 8 Info

Ferocious northern mustelids. Animal, Strong, Bounty (10gc). A valid Animal Companion / kennel choice.

Woolly Rhinoceros The Wildwoods Move 6" · Fight +4 · Shoot +0 · Armour 14 · Will +1 · Health 14 Info

Massive horned megafauna of the ice. Animal, Large, Horns, Strong, Unaggressive Unless Startled. Sometimes sold and used as a cargo transport.

Blood-drinker Bat Blood Legacy Move 6" · Fight +1 · Shoot +0 · Armour 8 · Will +0 · Health 6 Info

A bat bonded to a vampire's service. Animal, Flying.

Mist-Walker Blood Legacy Move 6" · Fight +2 · Shoot +0 · Armour 10 · Will +2 · Health 12 Info

A creature that moves like drifting fog. Animal, Expert Climber, Shrouded Form (can't be seen beyond 12"; +3 Fight vs. shooting).

Gnawbeetles Fireheart Move 6" · Fight +2 · Shoot +0 · Armour 8 · Will +2 · Health 16 Info

The winged transformation of a Gnawgrub swarm after it destroys a construct. Animal, Flying, Swarm, Magic Attack, Mind Lock, True Sight.

Gnawgrubs Fireheart Move 4" · Fight +2 · Shoot +0 · Armour 6 · Will +0 · Health 16 Info

A swarm of construct-devouring grubs. Animal, Swarm, Target Constructs (always moves toward/attacks the nearest warband construct if one exists), +1 Fight/+1 damage vs. constructs. A construct they reduce to 0 Health suffers -3 to its Survival Roll and can never be revived via Animate Construct if it dies. Transforms into Gnawbeetles after killing a construct.

Rat Swarm Fireheart Move 6" · Fight +0 · Shoot +0 · Armour 6 · Will +0 · Health 20 Info

A swarm of rats acting as one creature. Animal, Swarm.

Rams of Lithobolos Spellcaster Magazine Move 6" · Fight +2 · Shoot — · Armour 12 · Will +2 · Health 8 Info

Horned rams bound to a Lithobolos. Horns (+2 Fight when charging into combat).

Harpies Spellcaster Magazine Move 8" · Fight +1 · Shoot — · Armour 10 · Will +1 · Health 8 Info

Winged predators. Flying.

Shockray Spellcaster Magazine Move 6" · Fight +1 · Shoot — · Armour 10 · Will +4 · Health 10 Info

An aquatic creature that discharges shocks into the water. Aquatic, Shock (everyone within 3" on its activation rolls a Fight Roll, TN14, or takes 1 damage). Its combat damage bypasses armour (treats Armour as 10 unless already lower).

Talonjack Spellcaster Magazine Move 7" · Fight +2 · Shoot — · Armour 8 · Will +4 · Health 8 Info

An aquatic predator that drags foes underwater. Animal. Winning a fight drops the loser into the nearest water (no fall damage), then it returns to the nearest ship point.

Construct (19)
Small Construct Core Rules Move 6" · Fight +1 · Shoot +0 · Armour 11 · Will +0 · Health 10 Info

Constructs smaller than most humans, often taking the form of a small humanoid or animal, or even an animated chair or toy. It has the Construct trait: immune to poison, never counts as wounded, and can pick up and carry treasure but has no item slots (though items may be permanently grafted to it if noted in that item's description).

Medium Construct Core Rules Move 5" · Fight +3 · Shoot +0 · Armour 12 · Will +0 · Health 12 Info

Roughly human-sized constructs built for all manner of purposes, from humanoid designs to machines for chopping wood or serving as a mount. It has the Construct trait (immune to poison, never wounded, can carry treasure but has no item slots).

Large Construct Core Rules Move 4" · Fight +4 · Shoot +0 · Armour 13 · Will +0 · Health 14 Info

Bigger than a human, sometimes humanoid but also seen as self-propelled wagons or shaped after large animals like bears. It has the Construct trait, is Large (-2 Large Target penalty against shooting), and is Strong, dealing +2 damage.

Coal Man The Maze of Malcor Move 4" · Fight +3 · Shoot +0 · Armour 13 · Will +0 · Health 14 Info

Stone constructs roughly hewn into human form, built to withstand extreme heat and once used to work the furnaces of Felstad's larger buildings; blackened by the coal dust that coats them. Due to their natural resistance they receive +4 Armour against elemental magic or any fire-based attack. It has the Construct trait and is Large.

Collegium Porter The Maze of Malcor Move 5" · Fight +4 · Shoot +0 · Armour 13 · Will +3 · Health 14 Info

Constructs unique to the Collegium that served as door guards, message carriers and low-level security, most resembling fancy furniture with short legs and long arms; with no staff to command them they have gone feral. A porter will never force combat with a spellcaster (dealing no damage and stepping back if it wins), and no experience is gained for killing one. It has the Construct trait; if it joins a warband it has 3 item slots usable only for potions or scrolls.

Glass Spider The Maze of Malcor Move 5" · Fight +0 · Shoot +0 · Armour 11 · Will +0 · Health 8 Info

A house-cat-sized construct — a hollow glass orb on eight wooden and metal legs — originally designed by Malcor to refill wine-cups at feasts, later filled with acids and corrosives by the Wraith of Malcor. When a glass spider hits an opponent, that opponent suffers -2 Armour (minimum 10); when killed it shatters, making a +0 shooting attack against every figure within 1". It has the Construct trait, an Acid Attack and Explosive Demise.

Shrieking Wolf The Maze of Malcor Move 1" · Fight +1 · Shoot +0 · Armour 15 · Will +4 · Health 18 Info

Large, slow guardian constructs (which despite the name may depict any creature) used in far-eastern buildings as alarms to scare off intruders. Whenever a figure comes within 2" of a shrieking wolf, or it activates with a figure within 2", it emits a shriek: every figure within 8" must make a Will roll (TN12) or take 2 damage and be reduced to 1 action on its next activation. It has the Construct trait and the Shriek ability.

Ballista II The Perilous Dark Move 4" · Fight +3 · Shoot +2 · Armour 13 · Will +4 · Health 14 Info

A popular construct model from the Kregian Armour Works, combining the durability of a large construct with long-range firepower from an integrated bow. All its bow attacks do +2 damage and knock the target back 2" (Large creatures are immune to the knockback); if it ever rolls a 1 on a shooting attack it runs out of ammunition for the rest of the scenario. It has the Construct trait, is Large, and has a Bow.

Granite Golem The Frostgrave Folio Move 6" · Fight +4 · Shoot +2 · Armour 13 · Will +6 · Health 16 Info

A hulking stone construct wielding a huge two-handed weapon. Construct, Large. Throw Rock: if no warband member is within 10" but one is in line of sight, uses its first action for a +0 shooting attack at +2 damage against the closest, then moves toward it. Shake Off Control: Control Construct only holds it for one activation, however many times recast. Explosion: if destroyed by magic, roll a d20 (+4 if destroyed by an Elementalist spell) for the blast radius and damage dealt to nearby figures.

The Alchemical Monstrosity The Frostgrave Folio Move 5" · Fight +4 · Shoot +0 · Armour 13 · Will +6 · Health 20 Info

A construct assembled from alchemical leftovers, lashing out with tentacles. Lashing Tentacles: a free +0 shooting attack against any figure moving within 3" without entering combat. Never Wounded, Immune to Critical Hits, and immune to Beauty, Monstrous Form, Invisibility, and Mind Control.

Fire-Flinger The Frostgrave Folio Move 5" · Fight +1 · Shoot +3 · Armour 12 · Will +0 · Health 12 Info

A construct built to hurl elemental fire. Construct, Fling Fire (a +3 elemental shooting attack at 6" range). Fights if already in combat and winning; otherwise flings fire if a target is within 6"; otherwise closes toward the nearest warband member in line of sight.

Dying Construct The Frostgrave Folio Move 4" · Fight +5 · Shoot +0 · Armour 14 · Will +6 · Health 20 Info

A construct animated by a dying spark of unlife. Undead and Construct simultaneously, following all rules for both types. Carries a two-handed weapon.

Blade-Dog Fireheart Move 7" · Fight +3 · Shoot +0 · Armour 12 · Will +0 · Health 14 Info

A construct built with the Construct Spikes modification already applied. Construct, Construct Spikes (Horns), Cannot Pick Up Treasure, Sharp Teeth (+1 melee damage).

Candle-Jack Fireheart Move 5" · Fight +3 · Shoot +0 · Armour 13 (Medium, hand weapon & shield) · Will +0 · Health 10 Info

A wax-bodied construct built in several sizes: Medium (standard) with hand weapon & shield is Move 5" Fight +3 Armour 13 Health 10, or two-handed Armour 12; Large (specialist) with hand weapon & shield is Move 4" Fight +4 Armour 14 Health 12, or two-handed Armour 13. All sizes have Construct, Magic Attack, Organic Construction (affected by Heal/Steal Health as if not a construct); no item slots, never unarmed.

Construct of Burden Fireheart Move 6" · Fight +2 · Shoot +0 · Armour 12 · Will +0 · Health 12 Info

A construct built purely for hauling. Construct, Treasure Lifter (picks up treasure with no action cost), Smoke Release; unaggressive if encountered uncontrolled.

Demonic Prison Fireheart Move 4" · Fight +4 (+6 possessed) · Shoot +0 · Armour 13 (14 possessed) · Will +0 (-2 possessed) · Health 14 Info

A construct shell built to house a demon. Construct, Demon Portal. As a hired warband member it starts empty until Imp or Summon Demon is cast on it (always yields an Imp inside, and doesn't count against the caster's demon-control limit); when randomly encountered it starts already Possessed by an imp.

Glass Man Fireheart Move 5" · Fight +3 · Shoot +0 · Armour 12 · Will +0 · Health 10 Info

A construct of animated glass, built in two sizes: Medium (standard) is Move 5" Fight +3 Armour 12 Health 10 with Distracting and Sharp Teeth; Large (specialist) is Move 4" Fight +4 Armour 13 Health 12 with Distracting and a Construct Hammer. Distracting: +1 Fight vs. shooting (itself and within 2"); -1 to Casting Rolls within 3".

Security Construct Spellcaster Magazine Move 6" · Fight +2 · Shoot — · Armour 12 · Will +0 · Health 14 Info

A construct built for guard duty. Construct, treated as wielding a two-handed weapon.

Floating Orb Spellcaster Magazine Move 6" · Fight +2 · Shoot — · Armour 16 · Will +0 · Health 1 Info

A small hovering construct. Construct, Levitate, caps damage taken at 2 per hit, Immune to Mind Control.

Demon (26)
Imp Core Rules Move 6" · Fight +1 · Shoot +0 · Armour 10 · Will +4 · Health 6 Info

The smallest and least powerful of demons, appearing in an infinite variety of forms across the planes. It has the Demon trait: all its attacks count as magic attacks, it is immune to poison, and it can carry treasure but has no item slots.

Minor Demon Core Rules Move 6" · Fight +3 · Shoot +0 · Armour 11 · Will +4 · Health 12 Info

Close to human size, minor demons include recognizable 'species' such as human-animal hybrids and hunched, grey-skinned gargoyles that lair amongst the ruins. It has the Demon trait (magic attacks, immune to poison, can carry treasure with no item slots).

Major Demon Core Rules Move 6" · Fight +5 · Shoot +0 · Armour 12 · Will +6 · Health 15 Info

Powerful extra-planar entities of any size or shape, some capable of changing form at will; the given stats are only a guideline since major demons often have their own unique powers or spells. It has the Demon trait, is Large, Strong (+2 damage), and has True Sight (ignores Beauty and Invisibility, and destroys any Illusionary Soldier it fights).

Bile Hound Forgotten Pacts Move 8" · Fight +2 · Shoot +0 · Armour 10 · Will +1 · Health 10 Info

About the size of a large dog, with long rat-like heads and powerful jaws dripping corrosive saliva; often found as the servants or pets of more powerful demons. Due to its acidic bite, any figure damaged by a bile hound suffers -4 Armour for that attack. It has the Demon trait.

Chilopendra Forgotten Pacts Move 6" · Fight +4 · Shoot +0 · Armour 12 · Will +4 · Health 14 Info

Demon/human hybrids created when a human sacrifices himself to the demon lord Tiszirain; human from the waist up, with the lower body of a great centipede. Though they often carry weapons, they are just as deadly without, attacking with sharp horns or envenomed legs. It is a Demon, has Horns, and is Poisonous.

Failing Wretch Forgotten Pacts Move 5" · Fight +1 · Shoot +0 · Armour 10 · Will +4 · Health 10 Info

A common minor demon, living embodiment of senescence, mostly resembling very old, fat men with bulging eyes and long curving fingernails. Like their patron Ambronnax they possess Decaying Touch: any figure that activates while in combat with a failing wretch immediately loses 1 Health before taking any actions (undead, constructs and demons are immune). It has the Demon trait.

Grakyura Forgotten Pacts Move 6" · Fight +3 · Shoot +0 · Armour 15 · Will +3 · Health 12 Info

Hog-sized demons resembling a union of turtle and crab, with an armoured shell and massive grasping claws. When a grakyura wins a fight it does +2 damage and flings its opponent back 6" (or until they hit terrain), then moves back into combat if it can. It is a Demon with True Sight and the Fling Opponent ability.

Kaylakid Forgotten Pacts Move 5" · Fight +1 · Shoot +0 · Armour 12 · Will +0 · Health 12 Info

Commonly encountered minor demons resembling man-sized squids that float on a mass of writhing tentacles, operating almost entirely by instinct. A figure in combat with a kaylakid may only step back or push it away if it deals damage; its static discharge deals +2 damage (+3 versus mail armour). It is a Demon with Grasping Tentacles, Levitation and Static Discharge.

Toravor Forgotten Pacts Move 6" · Fight +2 · Shoot +0 · Armour 12 · Will +0 · Health 12 Info

Eyeless, possibly earless demons with a pair of heads that each end in a large, tooth-filled maw, plus powerful clawed forelimbs; suspected to live underground on their home plane. These features let them burrow extremely quickly, so wizards often employ them to explore the passages beneath the Frozen City. It is a Demon with Burrowing and Two Heads.

Ambronnax, Endower of Senescence Forgotten Pacts Move 4" · Fight +6 · Shoot +0 · Armour 15 · Will +12 · Health 28 Info

A major demon that feeds on the slow decay of life force given off by all living things as they age; worshipped in Felstad as a living embodiment of mortality. He has the body of a bloated ape and two warthog-like heads, seated on a levitating disc. He is a Demon with Levitation, Magic Attack, True Sight and Two Heads, plus Decaying Touch (figures in combat with him lose 1 Health on activation) and Time Decay (figures within 12" may take only a single action).

Tiszirain Forgotten Pacts Move 9" · Fight +8 · Shoot +0 · Armour 16 · Will +10 · Health 30 Info

A demon lord of victory and consumption — an eater of the dead — who takes the form of a gigantic hybrid of man and centipede, usually accompanied by chilopendra. Incredibly powerful but rarely a lasting threat, he makes only short visits to reality, killing everything he perceives as a threat before returning home. He is a Demon, Large, Horrific, with Horns, Invulnerability, Magic Attack, Mind Lock and Poisonous.

Hellcrow The Perilous Dark Move 6" · Fight +1 · Shoot +0 · Armour 10 · Will +3 · Health 6 Info

A generic term for the small, winged imps that vaguely resemble birds, marked by a malevolent intelligence in their eyes; they prefer to dive on prey and kill with quick strikes and acidic bile. A hellcrow gains +2 Fight if it moves into combat and attacks in the same activation, and if it wins and deals at least 1 damage it inflicts a further 4 points from its bile. It has the Demon and Flying traits and always has line of sight to all figures.

Magmite The Perilous Dark Move 5" · Fight +3 · Shoot +0 · Armour 13 · Will +4 · Health 6 Info

Little demons about 3' tall that thrive in lava and magma, moving freely through it and all but immune to elemental fire. Whenever a figure in combat with a magmite rolls 5 or less on its Fight Roll, it is splashed with lava for 2 damage; a non-magic weapon that damages a magmite may be destroyed (roll 6 or less). It has the Demon trait, Elemental Resistance (5), and Powerful Claws (treat as armed with a two-handed weapon).

Ravenous ("hunger demons") The Wildwoods Move 7" · Fight +0 · Shoot +0 · Armour 10 · Will +0 · Health 5 Info

Invisible spirits of hunger that possess the desperate. Demon, Invisible, Ethereal, Immune to Normal Weapons, Mind Lock, True Sight, Take Possession. On contact, the target rolls a Will Roll (TN14, at -2 if "hungry" or -5 if "very hungry" under the Supply Points rules) or is possessed: it becomes uncontrolled and gains the Demon and Feeder traits. Wounding the host lets it re-roll to expel the spirit; casting Banish also forces the roll.

Wind Demons The Wildwoods Move 6" · Fight +3 · Shoot +0 · Armour 10 · Will +3 · Health 12 Info

Airborne demons of storm and gale. Demon, Flying, Immune to Normal Weapons, Energy Drain, True Sight.

Herald of the Red King The Red King Move 6" · Fight +5 · Shoot +0 · Armour 12 · Will +8 · Health 18 Info

Aura of Pain, Demon, Elemental Blast, Elemental Resistance (3), Levitate, Spell Reflection; immune to Control Demon, Critical Hits, Mind Control, and Magic Attacks.

Hrut Warrior The Red King Move 7" · Fight +3 · Shoot +0 · Armour 12 · Will +3 · Health 12 Info

A rank-and-file demon soldier from beyond a reality crack. Demon, Pain-Blink, Sense Magic. Carries a hand weapon.

Hrut Stinger The Red King Move 7" · Fight +3 · Shoot +1 · Armour 11 · Will +3 · Health 12 Info

Demon, Flying, Pain-Blink, Sense Magic. Carries a crossbow (Quiver) and a hand weapon.

Hrut Longhammer The Red King Move 5" · Fight +4 · Shoot +0 · Armour 13 · Will +5 · Health 14 Info

Demon, Large, Pain-Blink, Sense Magic. Carries a two-handed weapon.

Hrut Darter The Red King Move 7" · Fight +1 · Shoot +3 · Armour 11 · Will +3 · Health 12 Info

Demon, Pain-Blink, Sense Magic. Carries a crossbow (Quiver) and a hand weapon.

Key-Master of the Red King The Red King Move 7" · Fight +2 · Shoot +0 · Armour 12 · Will +10 · Health 16 Info

A puppet avatar functioning as a doorway between realities, without independent will of its own. Demon, Elemental Resistance (3); immune to Control Demon and Mind Control.

Leechwolf Blood Legacy Move 7" · Fight +2 · Shoot +0 · Armour 10 · Will +2 · Health 10 Info

A demonic wolf that drains its prey. Demon, Latch On (a pushback against it requires actually dealing damage), Pack Hunter.

Scarbark Spellcaster Magazine Move 2" · Fight +0 · Shoot — · Armour 16 · Will +0 · Health 20 Info

A plant-like demon rooted in place. Never pushed back except by items that increase push distance; winning a combat against it pushes the loser back 2" instead of 1"; has a 2" Force Combat range. May be set alight (win a combat without dealing damage, then pass a Will Roll TN14) — takes 5 damage per activation until doused in deep water. Bows/crossbows/javelins cap damage against it at 2. Immune to poison and critical hits; never forces combat against undead; no penalty for rough ground or climbing; some varieties are amphibious.

Eye Demon Spellcaster Magazine Move 5" · Fight +5 · Shoot — · Armour 12 · Will +8 · Health 24 Info

A floating, many-eyed demon spellcaster. Demonic Strength, Levitation, Magic Sink, Mind Lock, Petrifying Stare, True Sight, and Two Heads. Knows Elemental Bolt plus two randomly-rolled spells, all Casting Number 6 (rolled from: Blinding Light, Curse, Glow, Mind Control, Petrify, Push, Reveal Death, Slow, Steal Health, Strike Dead). On activating, casts all three spells as a single action (never takes cast-failure damage, can't be empowered) at the closest, second-closest, and third-closest warband members in line of sight. Killing one grants +25 XP to the responsible wizard.

Orobos Spellcaster Magazine Move 5" · Fight +5 · Shoot — · Armour 12 · Will +8 · Health 24 Info

A named eye demon. Carries the standard eye-demon attributes (Demonic Strength, Levitation, Magic Sink, Mind Lock, Petrifying Stare, True Sight, Two Heads). Spells: Elemental Ball (6), Mind Control (6), Steal Health (6).

Echomite Spellcaster Magazine Move 2" · Fight +4 · Shoot — · Armour 10 · Will +6 · Health 8 Info

A demon that disguises itself as an inanimate object, usually treasure, and attacks whoever approaches. Demon. Removed from the table after killing a figure.

Undead (35)
Armoured Skeleton Core Rules Move 6" · Fight +2 · Shoot +0 · Armour 12 · Will +0 · Health 1 Info

Skeletons animated specifically for use as soldiers; harder to create but tougher, more aggressive, and better equipped than common skeletons. It has the Pack Hunter trait (activating and moving together with other armoured skeletons in base contact) and the Undead trait (immune to poison, never wounded, can carry treasure but has no item slots).

Animated Skull Core Rules Move 3" · Fight +0 · Shoot +0 · Armour 10 · Will -2 · Health 1 Info

Necromancers animate skulls, usually human, to send messages, hold candles, or perform other minor tasks; they levitate and float about, and while not a huge threat, their broken-toothed bite can surprise the inattentive. It has the Levitate trait (no movement penalty for climbing or rough ground) and the Undead trait.

Ghoul Core Rules Move 6" · Fight +2 · Shoot +0 · Armour 10 · Will +2 · Health 10 Info

Scavengers of the undead world, ghouls are usually created by accident when hunger or ignorance drives a living creature to eat tainted undead flesh; most ghouls haunting Frostgrave were once adventurers who explored the city. It has the Undead trait.

Skeleton Core Rules Move 6" · Fight +1 · Shoot +0 · Armour 10 · Will +0 · Health 1 Info

The animated bones of a long-dead creature, held together and moved by magic; most were once human, though skeletons of dogs and other animals are also seen. It has the Undead trait.

Skeleton Archer Core Rules Move 6" · Fight +0 · Shoot +0 · Armour 10 · Will +0 · Health 1 Info

Most skeletons lack the dexterity to fire a bow, but if the skeleton belonged to a skilled archer in life, some of that ability lingers on. It has the Undead trait and the Bow trait, allowing it to make shooting attacks.

Vampire Core Rules Move 7" · Fight +4 · Shoot +0 · Armour 12 · Will +5 · Health 14 Info

Vampires troubled the city even at the height of its glory, too dangerous to allow free but too powerful to eliminate; frozen along with the rest of Frostgrave, they have since thawed out. It is Immune to Normal Weapons (can only be harmed by magic), has Magic Attack (all its attacks count as magic), Mind Lock (immune to Mind Control and Suggestion), True Sight, and the Undead trait.

Wraith Core Rules Move 6" · Fight +2 · Shoot +0 · Armour 10 · Will +3 · Health 6 Info

A catch-all term for the ethereal undead of the city (also called ghosts or wights); extremely dangerous and hard to kill, their touch drains a victim's life force. It has Energy Drain (deals double damage in combat, though undead and constructs take only the standard amount), the Ethereal trait (can move through terrain, no penalty for climbing or rough ground), Immune to Normal Weapons, Magic Attack, and the Undead trait.

Zombie Core Rules Move 4" · Fight +1 · Shoot +0 · Armour 12 · Will +0 · Health 6 Info

Probably the most numerous inhabitants of Frostgrave, zombies were reanimated soon after death and still retain most of their flesh; once household servants and messengers, they have gone feral and now hunger for living flesh. It has the Undead trait.

Banshee Thaw of the Lich Lord Move 9" · Fight +0 · Shoot +0 · Armour 10 · Will +5 · Health 10 Info

The ethereal spirits of women who suffered some great wrong in life and cannot fully leave this plane. A banshee will never willingly attack a living creature directly; instead it always makes a random move for its first action and, if it has a second action, unleashes its soul-shattering Wail, forcing every non-undead, non-construct model within 6" to pass a Will Roll (TN10) or take damage equal to the amount by which the roll failed. It is Undead and Immaterial (can move through terrain) and is Immune to Normal Weapons.

Frost Wraith Thaw of the Lich Lord Move 6" · Fight +2 · Shoot +0 · Armour 10 · Will +3 · Health 6 Info

A peculiar ethereal undead found only in the ruins of Frostgrave, partially frozen into a semi-material form; unlike other ethereal undead it cannot move through terrain and is vulnerable to normal weapons, but its icy grasp is extremely painful to the living. It has the Undead trait and Icy Grasp, granting +2 Fight when fighting living creatures.

The Ghoul King Thaw of the Lich Lord Move 8" · Fight +4 · Shoot +0 · Armour 12 · Will +6 · Health 14 Info

Despite his title and appearance, the Ghoul King is a revenant rather than a true ghoul; how he escaped his necromantic master and rose to lead a pack of ghouls is unknown, and he has been a minor power in the ruins since the city's rediscovery, though few wizards know of him. The Lich Lord has secured his services through promises of human flesh. It has the Undead trait, is Immune to Control Undead, and is Savage, fighting as though armed with a two-handed weapon.

Spectre Thaw of the Lich Lord Move 9" · Fight +0 · Shoot +0 · Armour 10 · Will +10 · Health 8 Info

An uncommon form of ethereal undead resembling ghosts that glow with a faint greenish light; unlike ghosts they roam freely rather than haunting a fixed location, and while generally less dangerous than other ethereal undead, they are extremely quick and notoriously difficult to control. It has the Undead trait, is Immaterial (can move through terrain), and is Immune to Normal Weapons.

Wraith Knight Thaw of the Lich Lord Move 6" · Fight +3 · Shoot +0 · Armour 10 · Will +5 · Health 10 Info

The most powerful creations of the Lich Lord, appearing as suits of heavy armour containing nothing but black emptiness and a pair of burning eyes. Capable of limited independent thought but unfailingly loyal to the Lich Lord, they can only be harmed by magic. It has the Undead trait, is Immaterial (moves through terrain), Immune to Normal Weapons, Immune to Control Undead, and has Drain Life Force, dealing double damage with all attacks.

Zombie Troll Thaw of the Lich Lord Move 4" · Fight +4 · Shoot +0 · Armour 14 · Will +2 · Health 10 Info

While any corpse can theoretically be turned into a zombie, necromancers favour trolls for the extra strength they add to their forces; not quite as tough as a living troll, a zombie troll is still a creature to be feared. It has the Undead trait, is Large, and has Huge Weapon, fighting as though armed with a two-handed weapon.

The Lich Lord Thaw of the Lich Lord Move 6" · Fight +4/+5 · Shoot +2 · Armour 14 · Will +5/+6 · Health 25 Info

Once an important figure in Felstad who embraced necromancy and traded his humanity for immortality, the Lich Lord sealed himself into a sarcophagus as the cataclysm struck and lay frozen for a thousand years. Now freed, he seeks to reclaim his city as a base for conquest. He is Undead and Immune to Control Undead, and is normally accompanied by a bodyguard (typically two wraith knights, four armoured skeletons, and four death cultists). His stats include bonuses from his Magical Sickle (+1 Fight) and Ring of Will (+1 Will); he also carries the Book of Bones, a Ring of Slow Fall, Robes of Arrow Turning, and a Staff of Power (3), and knows an extensive spell list including Bind Demon, Elemental Bolt, Steal Health, Strike Dead, and Raise Zombie. If run without a player controlling him, he follows a fixed reaction table prioritizing countering invisible spellcasters, attacking enemy spellcasters, healing himself via Steal Health when below 12 Health, and raising undead reinforcements.

Bog Man The Maze of Malcor Move 5" · Fight +0 · Shoot +0 · Armour 10 · Will +0 · Health 6 Info

A rare form of undead found only in soft bogs — essentially a bag of flesh filled with peat, dirt and marsh gas, with no skeleton, that flaps and flops as it walks. When a bog man is killed, roll a die: on 15+ it releases a cloud of marsh gas, and every figure within 3" must make a Will roll (TN12), taking damage equal to the amount they failed by. It has the Undead trait.

Advisory Council The Maze of Malcor Move 6" · Fight +3 · Shoot +0 · Armour 10 · Will +3 · Health 12 Info

Three senior members of Malcor's staff, brought back as wraiths who almost always accompany their headmaster and respond instantly to his commands. They never make random movements, instead moving toward the closest warband member. They have the Undead trait, are Immaterial (can move through terrain), Drain Life Force (all attacks do double damage), and are Immune to non-magic weapons, Mind Control and Control Undead. If the Wraith of Malcor is killed, the Advisory Council immediately vanish.

The Wraith of Malcor The Maze of Malcor Move 6" · Fight +3 · Shoot +0 · Armour 10 · Will +5 · Health 15 Info

Malcor served as Headmaster of the Collegium for a record 137 years, incredibly old and, by most accounts, completely mad; bound to the Collegium, some part of him will haunt its halls even if his wraith form is destroyed. He carries a collection of casting wands and can summon his five Wizard Shades via Call Wraith. He has the Undead trait, is Immaterial, has Magic Attacks and Drain Life Force (all attacks do double damage), and is Immune to non-magic weapons, Mind Control, Control Undead and critical hits.

Reaver Wight The Perilous Dark Move 6" · Fight +4 · Shoot +0 · Armour 11 · Will +6 · Health 14 Info

The restless dead of the Reavers, an infamous Felstad mercenary outfit whose crypt does not lie quiet; callous, bitter men in life, they react violently when their remains are disturbed. Semi-ethereal, they can move through terrain and take only half damage (rounded down) from non-magic weapons, and their spectral blades count as magic two-handed weapons. They have the Undead trait and are immune to Mind Control, Control Undead, Bones of the Earth, Petrify, Reveal Death and Steal Health.

Bog Men The Wildwoods Move 5" · Fight +0 · Shoot +0 · Armour 10 · Will +0 · Health 6 Info

Restless dead risen from bog and marsh. Has the Undead trait. Potential Marsh Gas Cloud: on death, a roll of 15+ releases a cloud that forces everyone within 3" to roll a Will Roll (TN12) or take damage.

Petrified Men The Wildwoods Move 4" · Fight +2 · Shoot +0 · Armour 16 · Will +0 · Health 16 Info

The stone-turned dead of the wilderness. Undead, Strong, Rock-hard Skin (an attacker who rolls a natural 1 against it has their non-magic weapon broken).

Burning Skeleton The Frostgrave Folio Move 6" · Fight +1 · Shoot +0 · Armour 10 · Will +1 · Health 1 Info

A skeleton wreathed in unquenchable flame. Undead, Burning: anyone who loses a fight against it takes +2 damage, even on an otherwise damage-less win.

Lourrent, Vampiric Chronomancer The Frostgrave Folio Move 7" · Fight +5 · Shoot +0 · Armour 12 · Will +9 · Health 28 Info

A named vampiric spellcaster. Undead, Immune to non-magic weapons, Immune to critical hits (a natural 20 does normal damage). Spells: Decay (6), Petrify (6), Crumble (8), Control Undead (6), Control Construct (7), Will Power (10). Fights if already in combat; Control Construct on the closest dying construct if enemy-held; otherwise Petrifies the highest-level visible spellcaster; otherwise casts Will Power on himself.

Kalshek, Vampire Spellcaster Blood Legacy Move 7" · Fight +5 · Shoot +0 · Armour 12 · Will +7 · Health 22 Info

A named vampire spellcaster. Immune to Control Undead, Magic Attack, Mind Lock, Partial Immunity to Normal Damage, Thaumaturgic Vulnerability, True Sight, Undead. Spells: Control Undead (8), Ghoul Call (8), Hypnotic Gaze (10), Mist Form (6). Uses Hypnotic Gaze if already in combat; otherwise Control Undead on an enemy-held undead in line of sight; otherwise Ghoul Call if it has no controlled ghoul; otherwise takes Mist Form and flees below 5 Health; otherwise closes and fights.

Lord Dantès, Vampire Blood Legacy Move 7" · Fight +5 · Shoot +0 · Armour 12 · Will +7 · Health 18 Info

A named vampire noble. Immune to Control Undead, Magic Attack, Mind Lock, Partial Immunity to Normal Damage, Thaumaturgic Vulnerability, True Sight, Undead. Spells: Animal Form (6), Bone Dart (8), Call Blood-Drinker Bat (6), Hypnotic Gaze (10), Psychic Leech (8), Spell Eater (10). Never forces combat and always pushes a beaten opponent back. Uses Hypnotic Gaze if already in combat; otherwise Call Blood-Drinker Bat if none is controlled, then retreats; otherwise Psychic Leech if none is active, then retreats; otherwise Bone Darts the nearest spellcaster or figure, then retreats.

Zombified Troll Blood Legacy Move 4" · Fight +4 · Shoot +0 · Armour 14 · Will +2 · Health 10 Info

An undead troll, slower than its living counterpart. Strong, Undead.

Bone Bat Spellcaster Magazine Move 6" · Fight +0 · Shoot — · Armour 10 · Will +0 · Health 1 Info

A small flying undead. Undead, Glide (never suffers falling damage).

Keeper of the Keys Spellcaster Magazine Move 4" · Fight +4 · Shoot — · Armour 14 · Will +6 · Health 16 Info

A large undead guardian wielding a two-handed weapon. Undead, Large.

Xantes Spellcaster Magazine Move 7" · Fight +4 · Shoot — · Armour 12 · Will +4 · Health 14 Info

A named vampire spellcaster. Undead, Immune to Normal Weapons, Spellcaster. Spells: Bone Dart (7), Control Undead (6), Steal Health (8), Raise Zombie (5).

Corpse Warrior Spellcaster Magazine Move 6" · Fight +2 · Shoot — · Armour 12 · Will +0 · Health 6 Info

A reanimated soldier. Undead.

Alentha Lemedes, Spiritualist (Wizard Shade) The Maze of Malcor Move 6" · Fight +3 · Shoot +0 · Armour 10 · Will +3 · Health 12 Info

The shade of a former Collegium academic wizard, Malcor's rival for the headmastership, recalled from the necropolis beneath the Collegium to fight for him. It has the Undead trait, is Immaterial (moves through terrain), Magic Attacks, Immune to non-magic weapons, Immune to Mind Control, Immune to Control Undead, and Immune to critical hits. Spells: Bone Dart, Call Wraith, Shield.

Florissa Undine, Sonancer (Wizard Shade) The Maze of Malcor Move 6" · Fight +3 · Shoot +0 · Armour 10 · Will +2 · Health 14 Info

The shade of a Collegium Sonancer, recalled by Malcor to serve him. It has the Undead trait, is Immaterial (moves through terrain), Magic Attacks, Immune to non-magic weapons, Immune to Mind Control, Immune to Control Undead, and Immune to critical hits. Spells: Sound Cloud, Sound Wave, Steal Voice.

Kalish Kareen, Distortionist (Wizard Shade) The Maze of Malcor Move 6" · Fight +5 · Shoot +0 · Armour 10 · Will +8 · Health 15 Info

The shade of a violently unstable Distortionist, the last staff appointment Malcor made before the fall of Felstad, recalled by him to fight. It has the Undead trait, is Immaterial (moves through terrain), Magic Attacks, Immune to non-magic weapons, Immune to Mind Control, Immune to Control Undead, and Immune to critical hits. Spells: Break Armour, Collapse, Fracture, Implode/Explode, Misstep, Whiplash.

Ordovacer Nords, Fatecaster (Wizard Shade) The Maze of Malcor Move 6" · Fight +3 · Shoot +0 · Armour 10 · Will +5 · Health 15 Info

The shade of a former lead teacher of the Pentangle schools under Malcor, questionable in ethics but favoured by him and recalled to fight in his service. It has the Undead trait, is Immaterial (moves through terrain), Magic Attacks, Immune to non-magic weapons, Immune to Mind Control, Immune to Control Undead, and Immune to critical hits. Spells: Blood Wager, Fickle Finger, Mischance, Scatter, Serendipity, True Gold.

Tuvith Reginold, Astromancer (Wizard Shade) The Maze of Malcor Move 6" · Fight +3 · Shoot +0 · Armour 10 · Will +5 · Health 15 Info

The shade of the last pupil of the great Astromancer Brycho Tarran and former head of Astromancy at the Collegium, recalled by Malcor to fight for him. It has the Undead trait, is Immaterial (moves through terrain), Magic Attacks, Immune to non-magic weapons, Immune to Mind Control, Immune to Control Undead, and Immune to critical hits. Spells: Alignment, Meteor Strike, Misalignment, Shape Starfire Elemental, Starfall, Starfire Bolt.

Miscellaneous (55)
Frost Giant Core Rules Move 6" · Fight +5 · Shoot +0 · Armour 15 · Will +4 · Health 25 Info

Since the great storm destroyed the city, frost giants occasionally wander down from the northern mountains; possessed of rudimentary intelligence, they can sometimes be reasoned with but usually see humans as food. It has Elemental Resistance (2) (increasing its effective armour by 2 against elemental damage), is Large, and is Strong, dealing +2 damage.

Giant Worm Core Rules Move 7" · Fight +4 · Shoot +0 · Armour 10 · Will +5 · Health 20 Info

Bred long ago to devour waste in the city's sewers, these worms now emerge to hunt because the sewers no longer provide enough food. It has the Burrowing trait, allowing it to move through terrain as though it were not there (provided it can reach the far side) with no penalty for rough ground, and is Large.

Snow Troll Core Rules Move 4" · Fight +4 · Shoot +0 · Armour 14 · Will +2 · Health 16 Info

Large, dumb, and dangerous, snow trolls consider anything alive and smaller than themselves to be food and attack without hesitation, though they are slow enough to usually be avoided or outpaced. It is Large and Strong, dealing +2 damage.

Werewolf Core Rules Move 7" · Fight +4 · Shoot +0 · Armour 11 · Will +5 · Health 12 Info

Not true shapeshifters but some kind of wolf-human hybrid, werewolves live in small packs yet hunt and are typically encountered alone; their heads are highly prized trophies (Bounty 20gc). It is an Expert Climber.

Death Cultist Thaw of the Lich Lord Move 6" · Fight +0 · Shoot +0 · Armour 10 · Will +5 · Health 10 Info

Mortal men and women who have sworn service to an undead master in hope of achieving a form of immortality. Drawn from society's lowest rungs and lacking useful skills or combat training, they make up for it with fanaticism and fearlessness, generally concealing their identities behind masks and hoods adorned with bones and chains. It has no special traits beyond its stat line.

Rangifer Thaw of the Lich Lord Move 7" · Fight +2 · Shoot +0 · Armour 12 · Will +3 · Health 12 Info

Hybrids of reindeer and man displaying real intelligence — using and making simple tools, wearing clothing, and speaking a rudimentary language — the rangifer form one of the largest living populations in and around the ruins. They bear an inherent hatred of the undead and often attack such creatures on sight, sometimes even defeating undead that typically require magic to vanquish. It has Hate Undead, granting +1 Fight and magic attacks when fighting undead creatures.

Devourer Into the Breeding Pits Move 4" · Fight +6 · Shoot +6 · Armour 15 · Will +0 · Health 22 Info

One of the largest and deadliest creatures beneath Frostgrave, resembling a coach-sized armoured beetle with giant mandibles. A devourer at full Health is peaceful, making only random moves; once hurt it becomes savagely aggressive and can spit acidic larvae as a shooting attack that treats non-magic-armoured targets as Armour 10. It is Burrowing, Large, Peaceful Until Hurt, and Savage (treat as armed with a two-handed weapon).

Gnoll Chieftain Into the Breeding Pits Move 7" · Fight +4 · Shoot +0 · Armour 12 · Will +5 · Health 14 Info

A powerful gnoll warrior, the leader of a warparty or whole tribe. Gnolls are anthropomorphic animal hybrids bred by the Beastcrafters; most use the same stats as the equivalent human soldier, but the chieftain has no human equivalent. It carries a hand weapon, shield and leather armour.

Gnoll Shaman Into the Breeding Pits Move 6" · Fight +1 · Shoot +0 · Armour 11 · Will +5 · Health 12 Info

Gnoll priests and advisors, known for their extensive use of poisons. A figure that takes damage from a gnoll shaman is treated as Wounded for the rest of the game, or until healed by a Heal spell or healing potion (undead and constructs are immune). It has the Inspiring trait: all gnolls within 6" gain +2 Will.

Minotaur Into the Breeding Pits Move 6" · Fight +3 · Shoot +0 · Armour 12 · Will +4 · Health 14 Info

One of the most popular creatures of the underground gladiatorial arenas, combining the features of humans and bulls; almost all are bad-tempered and prone to extreme violence. If a minotaur moves into combat and attacks in the same activation, it receives +2 Fight (Bull Rush) to that attack. It is Large and Savage (treat as armed with a two-handed weapon).

Sewer Slime Into the Breeding Pits Move 4" · Fight +2 · Shoot +0 · Armour 20 (12) · Will +6 · Health 10 Info

Large, amorphous blobs of goo in a variety of colours, often mistaken for a pool of dark water until they strike. While resistant to physical harm (Armour 20), a sewer slime's Armour drops to 12 when hit by any magic attack. It is Immune to Critical Hits (which deal no extra damage against it) and has Magic Vulnerability.

Two-Headed Troll Into the Breeding Pits Move 4" · Fight +4 · Shoot +0 · Armour 14 · Will +2 · Health 16 Info

A rare troll mutation shunned by others of its kind and generally solitary. Because it can look in two directions at once, a figure fighting a two-headed troll always counts as having one supporting figure fewer than it actually does. It is Large, has Two Heads, and wields a Huge Weapon (treat as armed with a two-handed weapon).

Vaplorhine Into the Breeding Pits Move 6" · Fight +1 · Shoot +0 · Armour 10 · Will +4 · Health 8 Info

Often described as “a hairless demonic monkey”, most likely the result of Beastcrafters infusing primates with demon blood, though they show no particular weakness to demon-targeting magic. Feared for their extraordinary speed, vaplorhines are Extremely Fast: they activate twice each turn, once at the end of the Apprentice Phase and again in the Creature Phase.

Violent Fungus Into the Breeding Pits Move 4" · Fight +0 · Shoot +0 · Armour 10 · Will +6 · Health 6 Info

Aggressive fungi of the warmer, humid chambers, most resembling a cross between man and mushroom. When it takes damage in combat it spews poisonous spores: any figure in combat with it must make a Will roll (TN10) or be poisoned and treated as Wounded for the rest of the game. It is immune to poison and to the Beauty, Mind Control, Monstrous Form and Reveal Death spells (Spell Immunity).

Balkren, Barbarian Summoner Forgotten Pacts Move 6" · Fight +4 · Shoot +0 · Armour 11 · Will +5 · Health 16 Info

One of the most powerful sorcerers among the northern tribes and a devoted follower of the demon lord Tiszirain, whose True Name he discovered. He carries a Ring of Protection (+1 Armour) and the Blade of Feasting and knows the True Name of Tiszirain. His spells include Bind Demon, Brew Potion, Fog, Imp, Plague of Insects, Spell Eater, Steal Health, Strength and Summon Demon.

Kornovik, Barbarian Outcast Forgotten Pacts Move 7" · Fight +5 · Shoot +4 · Armour 12 · Will +6 · Health 18 Info

Cast out of his tribe for the murder of his parents, Kornovik has become the bane of the northern tribes, raiding for pleasure as much as gain. In battle he rides a brutal woolly rhinoceros and shares a single stat profile with it, never dismounting; the rhino can climb slopes up to about 45 degrees. He carries a two-handed weapon, bow and mail armour, has Two Heads and Horns, and always forces combat if possible.

Bloodwave The Maze of Malcor Move 5" · Fight +3 · Shoot +0 · Armour 10 · Will +6 · Health 6 Info

A semi-sentient liquid predator found in deep caverns, deep red to orangey-brown in colour, that kills its prey by suffocation. When in combat with a bloodwave a figure uses its Will stat instead of Fight for Fight Rolls, and if the bloodwave wins it treats all enemies as Armour 10. It is Immune to non-magic weapons, Mind Control, poison and critical hits, and is Never Wounded.

Starfire Elemental The Maze of Malcor Move 5" · Fight +7 · Shoot +0 · Armour 6 · Will +5 · Health 1 Info

Semi-sentient balls of blue-white flame, incredibly destructive but unable to survive long within an atmosphere. Nothing blocks its line of sight, so it always moves toward the closest figure regardless of terrain, and it is never slowed by difficult ground or climbing. It is Immune to non-magic weapons but is Destroyed if it Inflicts Damage in hand-to-hand combat (removed from play, but not counted as killed), and is immune to Mind Control, Beauty, Invisibility, Monstrous Form, Bones of the Earth and Possess.

Borock The Perilous Dark Move 6" · Fight +5 · Shoot +0 · Armour 12 · Will +6 · Health 16 Info

A horrific amalgam of gnoll and minotaur whose size and power made him alpha of his gnoll tribe, spreading his savagery to the rest of them. Any gnoll within 12" of Borock does +1 damage in combat; Borock himself already does +2 damage from the huge weapon he always carries. He is Large and Immune to Mind Control.

Planar Lurker The Perilous Dark Move 6" · Fight +2 · Shoot +0 · Armour 10 · Will +6 · Health 25 Info

Semi-ethereal embodiments of magic — vaguely humanoid masses of writhing purple shadow — thought to be the souls of ancient spellcasters lost in other planes, whose only desire is to consume mystical energy. They are drawn to and seek out spellcasters above all others, take only half damage (rounded down) from magic attacks, and are Immaterial (can move through terrain). Each has a unique ability (Explosive Demise, Magic Absorption, Spell Reflection or Spell Scatter).

Barbarian The Wildwoods Move 6" · Fight +3 · Shoot +0 · Armour 10 (11 with a shield) · Will +3 · Health 12 Info

A wilderness raider armed with either a two-handed weapon, or a hand weapon and shield.

Firekeepers The Wildwoods Move 6" · Fight +1 · Shoot +0 · Armour 10 · Will +6 · Health 10 Info

Humanoids attuned to elemental fire. Elemental Resistance (5); all attacks count as magic attacks.

Foulhorns The Wildwoods Move 7" · Fight +4 · Shoot +0 · Armour 12 · Will +5 · Health 12 Info

Horned wilderness beasts. Has the Horns trait and Keen Senses (treats everything within 6" as being in line of sight).

Rangifer Chargers The Wildwoods Move 7" · Fight +3 · Shoot +0 · Armour 12 · Will +4 · Health 12 Info

Rangifer warriors who fight unarmed. Hate Undead (+1 Fight, magic attacks, prioritises undead targets), Antlers (no unarmed-combat penalty).

Rangifer Hurlers The Wildwoods Move 7" · Fight +3 · Shoot +2 · Armour 12 · Will +3 · Health 12 Info

Rangifer skirmishers armed with javelins. Hate Undead, Antlers (no unarmed-combat penalty), carries a hand weapon and javelins (12" range, no damage modifier).

Rangifer Shamans The Wildwoods Move 7" · Fight +2 · Shoot +0 · Armour 12 · Will +3 · Health 12 Info

Spellcasting elders of rangifer culture, armed with a staff. Hate Undead, Antlers, Spellcaster. If randomly encountered rather than played, also gains Poison, Magic Attack, Strong, and True Sight.

Nullmen The Frostgrave Folio Move 6" · Fight +1 · Shoot +0 · Armour 12 · Will +10 · Health 5 Info

Unaligned beings that hunt magic itself. Not undead, demon, construct, or animal. Drawn to Magic: instead of moving randomly, heads toward the highest-level wizard within 18" (or their apprentice, or moves randomly if none present). Immune to Magic: can't be targeted by spells and never takes magic damage; a figure fighting one loses all magic-item bonuses for the duration (magic weapons become mundane).

Foulhorn The Frostgrave Folio Move 7" · Fight +4 · Shoot +0 · Armour 12 · Will +5 · Health 12 Info

A horned beast that gores anything in its path. Horns: gains +2 Fight when charging into combat during the same activation.

Blood-Marked Berserker The Red King Move 6" · Fight +3 · Shoot +0 · Armour 10 · Will +4 · Health 14 Info

A barbarian tribesman marked as a blood-servant of the entity cracking reality. Blood-Marked, Never Wounded, Possible Self-Combustion (at the end of each turn on the table, self-combusts on a roll of 20, replaced by a Burning Man at full Health).

Burning Man The Red King Move 6" · Fight +4 · Shoot +0 · Armour 10 · Will +2 · Health 10 Info

A humanoid figure wreathed in living fire. Automatic Damage, Elemental Resistance (5), Melt Weapon, Resistant to Missile Weapons; immune to Critical Hits, Poison, and Magic Attacks.

Mindshrike The Red King Move 6" · Fight +2 · Shoot +0 · Armour 14 · Will +6 · Health 1 Info

A dreamscape-dwelling entity, aggressive toward intruders but incapable of inflicting actual harm — it forcibly ejects them instead. Levitate, Powerful, Suicide Attack; immune to Mind Control.

Nullman The Red King Move 6" · Fight +1 · Shoot +0 · Armour 12 · Will +10 · Health 5 Info

A featureless, glowing, unintelligent humanoid; not undead, demon, construct, or animal, and completely immune to magic. Antithetical to Magic, Sense Magic.

Fire Giant Ruler Blood Legacy Move 6" · Fight +7 · Shoot +0 · Armour 15 · Will +8 · Health 28 Info

The mightiest of a fire giant clan's leaders. Elemental Resistance (2), Large, Magic Attack, Mind Lock, Strong, True Sight.

Fire Giant Hearthguard Blood Legacy Move 6" · Fight +6 · Shoot +0 · Armour 15 · Will +5 · Health 25 Info

Elite bodyguards of a fire giant ruler. Elemental Resistance (2), Large, Magic Attack, Never Wounded, Strong.

Fire Giant Militia Blood Legacy Move 6" · Fight +5 · Shoot +0 · Armour 14 · Will +3 · Health 20 Info

Rank-and-file fire giant warriors. Elemental Resistance (2), Large, Strong.

Svellen, Fire Giant Wizard Blood Legacy Move 6" · Fight +5 · Shoot +0 · Armour 14 · Will +6 · Health 24 Info

A named fire giant spellcaster who travels with two leechwolves. Elemental Resistance (2), Large, Magic Staff, Strong. Spells: Comet (10), Earthquake (8), Elemental Bolt (10), Enflame (6). Fights if already in combat (pushing back and retreating on a win); casts Earthquake if 4 or more targets are within 8"; casts Comet if two adjacent targets are in line of sight; otherwise Elemental Bolts the nearest visible target; Enflames her staff if nothing is visible; otherwise retreats.

Troll-Giant Blood Legacy Move 6" · Fight +5 · Shoot +0 · Armour 14 · Will +6 · Health 22 Info

A hybrid of troll and giant (rare two-headed variants exist). Hurl Rock (a 12" +4 damage shooting attack), Large, Strong.

Young Dragon Spellcaster Magazine Move 6" · Fight +5 · Shoot — · Armour 14 · Will +6 · Health 22 Info

The smallest dragon age tier, functionally immortal and recommended for dedicated scenarios rather than random encounters. Large, Powerful (deals two-handed-weapon damage), Immune to Poison. No flight and no breath weapon at this age. Worth +25 XP to kill.

Adult Dragon Spellcaster Magazine Move 7" · Fight +7 · Shoot — · Armour 15 · Will +8 · Health 26 Info

Large, Flying, Powerful, Immune to Poison, Elemental Resistance +2, Breathes Fire or Spits Poison, Horrific (Will TN10 to approach), Immune to Critical Hits and Mind Control, Self-Preservation (flees below 8 Health). Worth +50 XP to kill.

Old Dragon Spellcaster Magazine Move 7" · Fight +8 · Shoot — · Armour 15 · Will +10 · Health 30 Info

As an Adult Dragon, but improved: fire attacks +6, poison resisted at Will TN15, Elemental Resistance +3, Horrific at TN12 (ends the activation on a fail). Magic Attacks. Casts spells like a wizard and is never damaged by a failed cast: Banish (8), Call Storm (10), Combat Awareness (12), Crumble (10), Explosive Rune (10), Fog (8), Mind Control (12), Reveal Invisible (8), Spelleater (8), Steal Health (10), Wizard Eye (8). Worth +100 XP to kill; its lair holds 8 treasure tokens. A roll on the Dragon Weakness table gives it a single mechanical vulnerability (e.g. losing its critical-hit immunity, an allergy, or a specific bane weapon).

Ancient Dragon Spellcaster Magazine Move 7" · Fight +8 · Shoot — · Armour 16 · Will +14 · Health 40 Info

As an Old Dragon, further improved: fire attacks +8 (3" radius), poison resisted at Will TN16 (3" radius), Elemental Resistance +4, Horrific at TN16. Casts the same spell list as an Old Dragon at very low casting numbers: Banish (5), Call Storm (5), Combat Awareness (7), Crumble (6), Explosive Rune (6), Fog (5), Mind Control (5), Reveal Invisible (5), Spelleater (5), Steal Health (6), Wizard Eye (5). Always has servants nearby. Worth +300 XP, split among all participating wizards; its lair holds 20 treasure tokens.

Gremolean Spellcaster Magazine Move 7" · Fight +8 · Shoot — · Armour 15 · Will +10 · Health 36 Info

A named, unique Old Dragon that fights to the death rather than fleeing at low Health (ignores Self-Preservation). Guarded by four crystals (Fight +0, Armour 8, Health 10 each, destroyed only by melee or magic shooting attacks) — destroying one deals Gremolean 8 damage and a permanent -1 Fight; any surviving crystal can serve as a Wizard-Eye-equivalent for his casting. Spells: Bind Demon (5), Control Animal (6), Control Construct (8), Control Undead (8), Imp (5), Mind Control (8), Possess (8), Spelleater (5), Steal Health (6), Summon Demon (5).

Frost Giant Warrior Spellcaster Magazine Move 6" · Fight +5 · Shoot — · Armour 15 · Will +4 · Health 25 Info

Rank-and-file frost giant fighters. Large, Huge Weapon (treated as two-handed), Immune to Critical Hits.

Frost Giant Queen Spellcaster Magazine Move 7" · Fight +7 · Shoot — · Armour 13 · Will +10 · Health 30 Info

A frost giant ruler and spellcaster. Extra Action (a third action per turn, only movement repeatable), Large, Huge Weapon, Elemental Resistance (+3 Armour vs. elemental), Immune to Poison/Mind Control/Critical Hits. Spells: Slow (10), Call Storm (12), Destructive Sphere (10), Elemental Ball (10), Beauty (8), Control Undead (12), Push (8), Banish (10).

Frost Giant King Spellcaster Magazine Move 7" · Fight +8 · Shoot — · Armour 15 · Will +12 · Health 35 Info

The mightiest frost giant spellcaster. As the Frost Giant Queen, plus additional spells: Petrify (10), Elemental Shield (8), Elemental Bolt (10), Monstrous Form (8), Push (8).

Slime Lord Spellcaster Magazine Move 3" · Fight +5 · Shoot — · Armour 14 · Will +8 · Health 18 Info

A monstrous spellcaster commanding slime creatures. Immune to Critical Hits and Mind Control; immune to bow/crossbow/javelin attacks unless magical; immune to all slime damage. Casts normally but never spends Health to empower, and gains a bonus to Casting and Will Rolls equal to the number of slime wells on the table. Spells (all CN8): Create Slime (places a slime adjacent to a well or table edge), Slime Ball (+3 attack, +1 splash to anyone within 1", damaged figures lose an action next activation), Slime Mind (a slime that wins a fight forces a Will Roll, TN16, or mind-controls the loser until damaged), Transport Slime (moves a slime anywhere in line of sight, into or out of combat).

Small Slime Spellcaster Magazine Move 3" · Fight +2 · Shoot — · Armour 18 · Will +0 · Health 1 Info

No Rough Ground penalty, Immune to Critical Hits and Mind Control, immune to bow/crossbow/javelin unless magical. Explodes for a +3 attack (3" radius) if killed by elemental magic. Absorbs (destroys) any weapon that rolls a natural 1 against it in melee.

Large Slime Spellcaster Magazine Move 3" · Fight +3 · Shoot — · Armour 20 · Will +1 · Health 1 Info

A larger slime with the same special rules as a Small Slime: no Rough Ground penalty, Immune to Critical Hits and Mind Control, immune to bow/crossbow/javelin unless magical, explodes for a +3 attack (3" radius) if killed by elemental magic, absorbs (destroys) any weapon rolling a natural 1 against it in melee.

Bog Monster Spellcaster Magazine Move 4" · Fight +4 · Shoot — · Armour 16 · Will +5 · Health 10 Info

A lurking swamp predator. Immune to Mind Control and Critical Hits, no Rough Ground penalty (still penalised while climbing), all its attacks deal +2 damage.

Ravenous Beast Spellcaster Magazine Move 6" · Fight +3 · Shoot — · Armour 12 · Will +5 · Health 10 Info

A voracious predator. Powerful Jaws (+2 damage).

Lithobolos Spellcaster Magazine Move 6" · Fight +4 · Shoot +2 · Armour 14 · Will +2 · Health 16 Info

A large stone-hurling creature. Large, Hurl Rock (+2 damage on Shoot attacks).

The Witch Spellcaster Magazine Move 5" · Fight +2 · Shoot — · Armour 12 · Will +6 · Health 12 Info

A hedge witch with a protective ward. Magical Protection (+4 Fight vs. shooting); knows Reanimate Dead (CN14), castable while In Combat.

The Great Wyrm Spellcaster Magazine Move 7" · Fight +8 · Shoot — · Armour 15 · Will +10 · Health 30 Info

A fully reusable, named Old-Dragon-class monster with its own AI priority list for unplayed use. Large, Flying, Strong (+2 melee damage), Magic Attacks, Immune to Poison, Elemental Resistance +3, Breathe Fire (replaces its move; +5 elemental attack, 2" radius, 18" range), Horrific (Will TN10 or its activation ends), Immune to Critical Hits and Mind Control, Too Large to Contain (never counted as locked in combat), Protect the Hoard (treasure theft within 12" triggers a retaliatory tail lash [+6] or fire breath [+5 elemental, 2" radius] on a roll of a d20: 1-13 tail lash, 14-20 fire breath). Spells: Banish (8), Combat Awareness (10), True Sight (8), Spelleater (8), Steal Health (10), Telekinesis (8). Unplayed AI priority: breathes on the nearest treasure-carrier in line of sight (or the closest figure); otherwise Spelleaters the most recent spell on itself; otherwise casts True Sight if anyone is invisible; otherwise Steal Health on the nearest warband member; otherwise Banishes any demon in line of sight; otherwise moves toward the closest warband member in line of sight, never straying more than 6" from its treasure pile.

Vapour Snake (small) The Perilous Dark Move 6" · Fight +1 · Shoot +0 · Armour 11 · Will +0 · Health 10 Info

A strange, smoky entity formed by the alchemical refinement processes that once lit and heated Felstad; composed of little more than wispy fumes. It has Shooting Attack Damage Maximum (bow, crossbow, javelin, and equivalent spell attacks do a maximum of 1 point of damage to it), is Flammable (set on fire, rather than destroyed, by an elemental hit that doesn't kill it, dealing 2 damage to any figure it fights while burning), and is Immune to Mind Control.

Vapour Snake (large) The Perilous Dark Move 5" · Fight +3 · Shoot +0 · Armour 12 · Will +0 · Health 12 Info

A larger vapour snake, otherwise identical in nature to its smaller kin. It has Shooting Attack Damage Maximum (bow, crossbow, javelin, and equivalent spell attacks do a maximum of 1 point of damage to it), is Flammable (set on fire, rather than destroyed, by an elemental hit that doesn't kill it, dealing 2 damage to any figure it fights while burning), and is Immune to Mind Control.

Master Monster Table (93)

Spellcaster Magazine, Issue 5 — "Monster Hunting: For Fun and Profit". Per-monster XP (replacing the flat +5 from Experience Table II), plus what can be harvested from the body: a gc-value prize to sell, or a +1 spell/potion component. See the Additional Rules and Homerules card on a warband to switch this on and start a kill log.

Acrisbird The Maze of Malcor 5 XP — Acrisbird feather (+1 Potion of Ironmind, 1E only)
Advisory Council The Maze of Malcor 8 XP — Council Dust (+1 Ethereal Vacuum)
Alchemical Monstrosity The Frostgrave Folio 16 XP — Lashing tentacle (+1 Potion of Toughness)
Alentha Lemedes The Maze of Malcor 25 XP — Alentha Dust (+1 Bottle of Dreams and Nightmares)
Ambronax Forgotten Pacts 40 XP — Ambronax Fur (+1 Elixir of Life)
Amplipede Into the Breeding Pits 2 XP — Amplipede Venom (+1 Poison Potion, 1E only)
Armoured Skeleton Core Rules 2 XP — no prize
Balkren Forgotten Pacts 15 XP — no prize
Ballista II The Perilous Dark 10 XP — Ballista splinter (+1 Scatter Shot)
Banshee Thaw of the Lich Lord 8 XP — Banshee dust (+1 Reveal Death, 1E only)
Barbarian Forgotten Pacts 5 XP — no prize
Basilisk Into the Breeding Pits 8 XP — Basilisk scales (+1 Petrify)
Bear Core Rules 8 XP — Bear claw (+1 Animal Companion)
Bile Hound Forgotten Pacts 5 XP — Bile (+1 Elemental Ball)
Blood Crow Thaw of the Lich Lord 2 XP — no prize
Bloodwave The Maze of Malcor 6 XP — Waveblood (+1 Heal)
Boar Core Rules 3 XP — Boar tusk (10gc)
Bog Man The Maze of Malcor 5 XP — Bog gas (+1 Destructive Sphere)
Borock The Perilous Dark 12 XP — Borock horn (+1 Potion of Strength)
Burning Skeleton The Frostgrave Folio 3 XP — Burnt Bone (+1 Potion of Fire Breath)
Chilopendra Forgotten Pacts 12 XP — Chilopendra horn (10gc)
Coal Man The Maze of Malcor 6 XP — Enchanted Coal (+1 Potion of Elemental Absorption)
Collegium Porter The Maze of Malcor 6 XP — Porter glass (+1 Shirking Potion, 1E only)
Cronohound The Perilous Dark 6 XP — no prize
Death Cultist Thaw of the Lich Lord 3 XP — no prize
Devourer Into the Breeding Pits 20 XP — Devourer larva (+1 Potion of Invulnerability)
Dying Construct The Frostgrave Folio 12 XP — no prize
Failing Wretch Forgotten Pacts 5 XP — Failing wretch nails (+1 Draining Word)
Fireflinger The Frostgrave Folio 6 XP — Fire fuel (+1 Explosive Cocktail)
Florissa Undine The Maze of Malcor 25 XP — Florissa Dust (+1 Elixir of the Chameleon)
Foulhorn The Frostgrave Folio 8 XP — Foulhorn horn (25gc)
Frost Giant Core Rules 18 XP — no prize
Frost Wraith Thaw of the Lich Lord 5 XP — Frost wraith dust (+1 Decay)
Ghoul Core Rules 3 XP — no prize
Ghoul King Thaw of the Lich Lord 6 XP — no prize
Giant Rat Core Rules 2 XP — no prize
Giant Worm Core Rules 12 XP — Giant worm tooth (+1 Bottle of Burrowing)
Glass Spider The Maze of Malcor 4 XP — no prize
Gnoll Into the Breeding Pits 5 XP — no prize
Grakyura Forgotten Pacts 8 XP — Grakyura Shell (+1 Cordial of Clearsight)
Granite Golem The Frostgrave Folio 12 XP — Charged Granite (+1 Shatterstar Draught)
Hellcrow The Perilous Dark 4 XP — Hellcrow feather (+1 Wizard Eye)
Hydra Into the Breeding Pits 12 XP — Hydra teeth (+1 Potion of Restoration)
Hyena Into the Breeding Pits 3 XP — no prize
Ice Spider Core Rules 3 XP — Ice spider venom (+1 Poison Dart)
Ice Toad Core Rules 5 XP — Webbed feet (+1 Brew Potion)
Imp Core Rules 3 XP — no prize
Kalish Kareen The Maze of Malcor 25 XP — Kalish Dust (+1 Cordial of Empowerment)
Kaylakid Forgotten Pacts 5 XP — Kaylakid tentacle (+1 Elemental Hammer)
Kornovik Forgotten Pacts 12 XP — no prize
Large Construct Core Rules 8 XP — no prize
Lourrent The Frostgrave Folio 25 XP — Lourrent fang (+1 Potion of Preservation)
Magmite The Perilous Dark 6 XP — Magmite claw (+1 Embed Enchantment)
Major Demon Core Rules 10 XP — Demon blood (+1 Possess)
Manaworm The Perilous Dark 3 XP — Mana Worm Teeth (3gc)
Mantodeus The Maze of Malcor 6 XP — Mantodeus barb (+1 Familiar)
Matriarch The Perilous Dark 15 XP — Matriarch ichor (+1 Heal)
Medium Construct Core Rules 5 XP — no prize
Minor Demon Core Rules 5 XP — Demon hair (+1 Planar Tear)
Minotaur Into the Breeding Pits 10 XP — Minotaur Horn (+1 Philtre of Fury)
Nullmen The Frostgrave Folio 5 XP — Calcified null (+1 Bottle of Null)
Ordovacer Nords The Maze of Malcor 25 XP — Ordovacer Dust (+1 Miraculous Cure)
Other Creature Spellcaster Magazine 5 XP — no prize
Phase Cat The Maze of Malcor 3 XP — Phase cat whisker (+1 Potion of Teleportation)
Planar Lurker The Perilous Dark 25 XP — no prize
Rangifer Thaw of the Lich Lord 0 XP — Rangifer antler (+1 Strike Dead)
Reaver Wight The Perilous Dark 8 XP — Reaver Wight Dust (+1 Circle of Protection)
Sewer Slime Into the Breeding Pits 6 XP — Sewer slime (+1 Construct Oil)
Shrieking Wolf The Maze of Malcor 8 XP — Shrieking Wolf Tooth (+1 Potion of Toughness)
Skeleton Core Rules 2 XP — no prize
Small Construct Core Rules 4 XP — no prize
Snow Leopard Core Rules 5 XP — no prize
Snow Troll Core Rules 10 XP — Troll fur (+1 Strength)
Spectre Thaw of the Lich Lord 6 XP — Spectre dust (+1 Spell Eater)
Starfire Elemental The Frostgrave Folio 5 XP — no prize
Tiszirain Forgotten Pacts 40 XP — Tiszirain horn (+1 Bind Demon, 1E only)
Toravor Forgotten Pacts 5 XP — Toravor teeth (+1 Crumble)
Tuvith Reginold The Maze of Malcor 25 XP — Tuvith Reginold Dust (+1 Potion of Invisibility)
Two-Headed Troll Into the Breeding Pits 10 XP — Troll fur (+1 Strength)
Vampire Core Rules 12 XP — Vampire fangs (+1 Steal Health)
Vaplorhine Into the Breeding Pits 3 XP — Vaplorhine fur (+1 Elixir of Speed)
Vapour Snake (small) The Perilous Dark 4 XP — no prize
Vapour Snake Large The Perilous Dark 6 XP — no prize
Violent Fungus Into the Breeding Pits 5 XP — Fungus Spores (+1 Reveal Secret)
Werewolf Core Rules 8 XP — Werewolf head (20gc)
White Gorilla Core Rules 8 XP — Gorilla fur (+1 Control Animal)
Wild Dog Core Rules 3 XP — no prize
Wolf Core Rules 3 XP — no prize
Wraith Core Rules 8 XP — Wraith dust (+1 Control Undead)
Wraith Knight Thaw of the Lich Lord 8 XP — Wraith knight dust (+1 Reveal Death, 1E only)
Wraith of Malcor The Maze of Malcor 50 XP — Malcor Dust (+1 Bottle of Darkness)
Zombie Core Rules 3 XP — no prize
Zombie Troll Thaw of the Lich Lord 6 XP — Zombie troll bones (+1 Raise Zombie)
Traits (82)

Every trait a creature or mutation can carry — Undead, Burrowing, Large, and the rest — with the exact rule each one grants.

AmphibiousThis creature is perfectly happy on land or in the water. It automatically passes all Swimming Rolls, treats water as normal instead of rough ground, and suffers no Fight penalties for being in the water.
AnimalA natural creature with less-than-human intelligence. Even if they become a member of a warband, animals cannot pick up treasure tokens and have no item slots.
Antithetical to Magic The Red KingThis creature is completely immune to magic in all forms. It may not be the target of any spell, nor will it suffer damage from any kind of magic attack. A figure in combat with this creature may not use any magic item, and any magic items being carried will temporarily lose all bonuses or effects. A figure may fight with a magic weapon, but treat it as a mundane example of the weapon.
Antlers The WildwoodsThis creature may fight unarmed with its antlers at -1 Fight, with no other unarmed penalty.
AquaticThis creature can only live in the water and will never willingly move onto land. If forced onto land, it treats all ground as rough ground for the purposes of movement and must pass a Will Roll (TN16) every time it activates or suffer 5 points of damage. Aquatic creatures never have to make Swimming Rolls, treat water as normal instead of rough ground, and suffer no Fight penalties for being in the water.
Aura of Pain The Red KingIf a figure activates within 6" of this creature, the figure must make an immediate Will Roll (TN12) or suffer 2 points of damage. Undead, constructs, and demons are immune to this damage and thus do not have to make a Will Roll.
Automatic Damage The Red KingAny figure that activates while in combat with this creature takes 2 points of elemental magic damage. Creatures with automatic damage are immune to damage from automatic damage.
Awkward on Land The WildwoodsDespite being Amphibious, this creature's Move is halved while on land.
Blood-Marked The Red KingThese creatures gain +5 on all Will Rolls to resist Mind Control or Suggestion. Should a creature with Blood-Marked lose its weapon, it suffers the usual -2 Fight, but not the normal -2 damage.
Bounty (X)There is a reward of (X) awaiting the warband that kills this creature.
Burning Blood LegacyThis creature deals +2 damage on a fight it wins, even if it deals no other damage.
BurrowingThis creature may move through terrain as though it were not there, provided it has enough movement to reach the other side (it cannot end its movement within a solid piece of terrain). Furthermore, the creature never suffers any movement penalty for moving over rough ground.
Carry Disease The WildwoodsA figure wounded by this creature must pass a Will Roll (TN10) or suffer -2 Health in its next game.
Chilling Touch Blood LegacyThis creature deals +2 damage in combat, except against undead or constructs.
ConstructThis creature is immune to poison and never counts as wounded. Constructs can pick up and carry treasure tokens but have no item slots. Although constructs may never carry items, some items may be permanently grafted to them — if available, this option will be noted in the item's description.
Damage Maximum (X) The WildwoodsDamage dealt by this creature in a single hit is capped at (X).
DemonAll attacks made by this creature count as magic attacks. This creature is immune to poison. Demons can pick up and carry treasure tokens but have no item slots.
Elemental Blast The Red KingThis creature can make one +3 elemental magic shooting attack every time it activates. It will follow the normal rules for a creature armed with a missile weapon until it makes this attack. Afterwards it follows the rules as though not armed with a missile weapon.
Elemental Resistance (X)Whenever this creature takes elemental damage, increase its armour by (X) for the purposes of determining damage from that attack.
Elevated View The WildwoodsThis creature has line of sight to anything not directly under cover, regardless of intervening terrain height.
Energy DrainThis creature deals double damage in combat. Undead and constructs are immune to this extra damage and just take the standard amount.
EtherealThis creature may move through terrain as though it were not there, provided it has enough movement to reach the other side (it cannot end its movement within a solid piece of terrain). Furthermore, the creature never suffers any movement penalty for climbing or moving over rough ground.
Expert ClimberThis creature suffers no movement penalty for climbing.
Feeder The WildwoodsThis creature is removed from the table the moment it makes a kill; the slain figure's Survival Roll suffers -1.
Flee From Death The WildwoodsA Pack Hunter with this trait immediately flees the table if another figure in its pack is reduced to 0 Health.
FlyingThis creature ignores all terrain and movement penalties when moving. Furthermore, it never takes damage from falling. Flying creatures automatically pass all Swimming Rolls.
Giant-blooded Blood LegacyThis creature deals +1 melee damage and gains +4 to TN-based Fight rolls. Includes the Large trait.
Harvest Blood Blood LegacyAfter the game, this creature heals 1 Health for each figure in its warband reduced to 0 Health that game (maximum one source of healing per game).
Hate Undead The WildwoodsThis creature gains +1 Fight, all of its attacks count as magic attacks, and it always moves toward and attacks the nearest undead figure if any are in play.
HornsIf this creature moves into combat and spends an action to fight as part of the same activation, it receives +2 Fight for that attack only.
Hunter's Will (X) Blood LegacyThis creature gains +2 Will while creature (X) is on the table.
Hurl Rock Blood LegacyThis creature has a 12" ranged attack dealing +4 damage.
Immune to (Spell)This creature is immune to a specific spell. Any attempts to cast that spell on the creature automatically fail.
Immune to Critical HitsThis creature never suffers any extra damage from a critical hit. Its opponent still automatically wins the fight on a roll of 20, but no additional damage is inflicted.
Immune to Normal WeaponsThis creature can only be hurt by magic. This includes all damage caused by magic weapons, and any other attack specifically noted to be magic or to cause magic damage.
Immune to PoisonThis creature is never counted as poisoned.
Inspiring Into the Breeding PitsFriendly gnolls within 6" of this creature gain +2 Will.
Keen Senses The WildwoodsThis creature treats everything within 6" as being in line of sight.
LargeThis huge creature is easier to target with shooting attacks. It suffers from the Large Target modifier (-2) when defending against shooting attacks.
Latch On The WildwoodsA creature with this trait cannot be pushed back from combat unless it is dealt damage first.
Lava Splash FireheartA foe that rolls 5 or less (before modifiers) on its Fight Roll in combat with this creature takes 2 damage.
LevitateThis creature never suffers any movement penalty for climbing or moving over rough ground.
Limited Teleportation The WildwoodsOnce per activation, this creature may teleport directly into combat with a treasure-carrying figure within range.
Magic AttackAny attack made by this creature counts as a magic attack.
Magic Attacks (X) Blood LegacyThis creature's attacks only count as magic attacks against (X).
Magic Vulnerability Blood LegacyThis creature takes +1 damage from all magic attacks.
Melt Weapon The Red KingIf a figure that is fighting this creature rolls a natural '1' on their attack roll, then the weapon they are using is immediately destroyed. This attribute has no effect on magic weapons.
Mind LockThis creature is Immune to Mind Control and Immune to Suggestion.
Never WoundedThis creature never counts as wounded.
Nimble The WildwoodsThis creature suffers no movement penalty for rough ground.
Opponent Armour Reduction Blood LegacyA light- or heavy-armoured figure beaten by this creature in combat has its Armour reduced by 1.
Pack HunterIf more than one of these creatures appears at the same time, place them in base contact. Whenever a pack hunter is activated, all other pack hunters in contact with it should be activated and moved as one. Roll randomly to see which creature is the "pack leader" and determine the pack's actions using that figure.
Pain-Blink The Red KingWhenever this creature suffers damage from any source, and is not reduced to 0 Health, immediately move it 6" in a random direction. This may move the creature into or out of combat. If this would move the creature into terrain, place it on top of that terrain. If this would move it onto another figure, place the pain-blink creature in combat with this figure at the point nearest where it should have appeared. If it moves the figure off the table, place it adjacent to the table edge at the point it would have left.
Partial Immunity to Normal Damage Blood LegacyNon-magic damage dealt to this creature is halved, rounded down.
PoisonAttacks from this creature are venomous and deal poison damage.
Possible Self-Combustion The Red KingAt the end of each turn this creature is on the table roll one die: on a roll of '20', the creature self-combusts and should be replaced with a Burning Man figure at full Health. If a figure is in combat with this creature when it self-combusts, it suffers an immediate +0 Elemental magic attack.
Potential Marsh Gas Cloud The WildwoodsOn a roll of 15 or higher when this creature dies, every figure within 3" must pass a Will Roll (TN12) or take damage.
Potential Weapon Destruction FireheartDamaging this creature with a non-magic weapon risks the weapon: on a roll of 1-6, it is destroyed.
PowerfulDamage dealt by this creature is doubled.
Prize Taker The WildwoodsThis creature gains a bonus against figures with the Horns, Antlers, or Bounty traits, and its warband gains +5 XP for killing one.
Resistant to Missile Weapons The Red KingThis creature never takes more than 2 points of damage from non-magic bow, crossbow, or javelin attacks. It takes full damage from all other shooting attacks, including attacks made with magic arrows, bolts, or javelins.
Rock-hard Skin The WildwoodsA natural roll of 1 on a Fight Roll made against this creature breaks the attacker's weapon.
Sense Magic The Red KingFor the purposes of determining movement (and nothing else), this creature counts as having line of sight to all spellcasters within 12", and may move into combat with spellcasters even if they are invisible (immediately ending the Invisibility spell).
Set Traps The WildwoodsThis creature may place a 1" trap (maximum three per game); a figure that triggers one suffers +1 damage or must pass a Move Roll (TN20) or lose its next activation.
Sharp Teeth FireheartThis creature deals +1 damage in melee combat.
Shooting Attack The WildwoodsThis creature has a natural ranged attack dealing +0 damage at 12" range, unless otherwise stated.
Shrouded Form Blood LegacyThis creature cannot be seen beyond 12" and gains +3 Fight against shooting attacks.
Spell Reflection The Red KingAny time a spell is successfully cast upon this creature, roll a die: on a 16+ the spell is reflected back on the figure that originally cast the spell. This spellcaster should make any Will Rolls or Combat Rolls required as the target of the spell. This includes any spells that include the creature in their area of effect.
SpellcasterThis creature can cast spells. Exactly which spells it can cast and how this is handled will be given in the creature's description.
StrongThis creature does +2 damage.
Suicide Attack The Red KingThis creature dies as soon as it inflicts any damage in hand-to-hand combat. So, if this creature attacks another figure in hand-to-hand combat, and inflicts at least 1 point of damage, it is immediately reduced to 0 Health.
Supporting Figure Maximum Blood LegacyFigures fighting this creature gain a maximum of +2 from supporting figures, regardless of how many are actually supporting.
Surprise Attack The WildwoodsThis creature gains +4 to a Fight Roll made in the same activation it moves into combat.
Swarm FireheartThis creature can move through any gap regardless of size and is Expert Climber by default. It always counts as having one supporting figure in melee. Shooting attacks made with a bow, crossbow, or javelin are capped at 3 damage against it, and hand-to-hand attacks are capped at 6 damage (even if magical). It never leaves an opponent "unarmed", and area-effect spells and attacks (Grenade, Destructive Sphere, Elemental Ball, Scatter Shot, and the like) deal triple damage to it.
Target Constructs FireheartThis creature always moves toward and attacks the nearest warband construct, if any are in play.
Terrain Expert (X) The WildwoodsThis soldier picks a Terrain Expertise (Mountain, Bog, Ice, or Forest) and never consumes supplies. In a game where that terrain type is dominant, it also gains Nimble, and the warband gains +2 Initiative and +2 supply points after the game.
Thaumaturgic Vulnerability Blood LegacyThis creature suffers -1 Will against spells cast by a Thaumaturge.
True SightIgnore any castings of Beauty or Invisibility when determining this creature's actions. Furthermore, if this figure is ever in combat with an Illusionary Soldier, the Illusionary Soldier is immediately removed from the table.
Two-Headed Blood LegacyOpponents fighting this creature count one fewer supporting figure (minimum 0).
Unaggressive Unless Startled The WildwoodsThis creature moves randomly until it is wounded or an explosive spell is cast nearby, after which it acts normally.
UndeadThis creature is immune to poison and never counts as wounded. Undead creatures can pick up and carry treasure tokens but have no item slots.
Wilderness Survival The WildwoodsA soldier with this trait consumes no supply unless reduced to 0 Health.
Random encounters

The optional random-encounter tables from the core rules and the supplements that give one — roll when a treasure token is first picked up (core: 10+), or however your group has house-ruled it. Not every supplement has a standalone table; Into the Breeding Pits' underground variant is under Expansion rules below instead.

Core Rules
Level Difference Encounter Table

Optional rule for balancing mismatched wizards at the start of a two-player game. If the level difference is 7 or less, play as written; otherwise consult this table for which tier of the Random Encounter Table to roll on.

8–10Level 1 encounter
11–14Level 2 encounter
15+Level 3 encounter
Random Encounter Table — Level 1 (first roll 1–12)

Optional rule: when a treasure token is picked up for the first time, roll a die — on a 10+ a random creature wanders on, rolled on this table.

1Skeleton
2Skeletons (2)
3Armoured Skeleton
4Zombie
5Zombies (2)
6Ghoul
7Bear
8Boar
9Giant Rat
10Giant Rats (2)
11Giant Rats (4)
12Ice Spider
13Snow Leopard
14Wild Dog
15Wild Dogs (2)
16Wolf
17Wolves (2)
18Small Construct
19Imp
20Ice Toad
Random Encounter Table — Level 2 (first roll 13–18)
1Armoured Skeleton (2)
2Ghoul
3Ghouls (2)
4Wraith
5Bear
6Bear
7Boar
8Boar
9Ice Spiders
10Ice Spiders (2)
11Snow Leopard
12White Gorilla
13Wolves (2)
14Medium Construct
15Minor Demon
16Ice Toad
17Ice Toads (2)
18Snow Troll
19Worm
20Werewolf
Random Encounter Table — Level 3 (first roll 19–20)
1Armoured Skeletons (3)
2Ghoul
3Ghouls (2)
4Ghouls (2)
5Wraith
6Wraith
7Vampire
8White Gorilla
9White Gorilla
10Large Construct
11Large Construct
12Minor Demon
13Minor Demon
14Frost Giant
15Snow Troll
16Snow Troll
17Snow Trolls (2)
18Werewolf
19Worm
20Worm
Thaw of the Lich Lord
Lich Lord Random Encounter Table — Level 1 (first roll 1–12)

Replaces the core table for scenarios set during the Lich Lord campaign. A footnote in the book also allows a one-off "The Lich Lord & retinue" result at the table's discretion.

1Skeleton
2Skeletons (2)
3Armoured Skeletons (2)
4Zombies (2)
5Zombies (3)
6Ghouls (3)
7Frost Wraith
8Boar
9Giant Rat
10Giant Rats (2)
11Rangifer
12Ice Spider
13Snow Leopard
14Zombie Troll
15Wild Dogs (2)
16Wolf
17Wraith
18Small Construct
19Imp
20Wraith Knight
Lich Lord Random Encounter Table — Level 2 (first roll 13–18)
1Armoured Skeletons (2)
2Ghoul
3Ghouls (2)
4Frost Wraith
5Wraith
6Bear
7Spectre
8Boar
9Ice Spider
10Death Cultists (4)
11Snow Leopard
12Rangifers (2)
13Banshee
14Medium Construct
15Minor Demon
16Ice Toad
17Wraith Knight
18Zombie Troll
19Worm
20The Ghoul King & Ghouls (4)
Lich Lord Random Encounter Table — Level 3 (first roll 19–20)
1Armoured Skeletons (3)
2Death Cultists (4)
3Ghouls (3)
4Ghouls (3)
5Rangifers (3)
6Wraith
7Vampire
8Zombie Troll
9White Gorilla
10Spectre
11Large Construct
12Minor Demon
13Frost Wraiths (2)
14Banshee
15Snow Troll
16Wraith Knight
17Snow Trolls (2)
18Werewolf
19The Ghoul King & Ghouls (4)
20The Lich Lord & retinue (see p.60)
Forgotten Pacts
Forgotten Pacts Random Encounter Table — Level 1 (first roll 1–12)

Used for scenarios set in the northern temple district. A "Barbarians" result sends you to the Barbarian Encounter Table below.

1Wild Dog
2Skeleton
3Ice Spider
4Imp
5Zombie
6Ghoul
7Imp
8Snow Leopard
9Boar
10Small Construct
11Armoured Skeleton
12Bile Hound
13Ghoul
14Ice Toads (2)
15Minor Demon
16Barbarians (roll on the Barbarian Table)
17Barbarians (roll on the Barbarian Table)
18Small Construct
19Wolf
20White Gorilla
Forgotten Pacts Random Encounter Table — Level 2 (first roll 13–18)
1Barbarians (+2 on the Barbarian Table)
2Barbarians (+2 on the Barbarian Table)
3Medium Construct
4Bile Hound
5Giant Worm
6Skeletons (2)
7Bile Hounds (2)
8Kaylakid
9Kaylakid
10Ice Spiders (2)
11Toravor
12White Gorilla
13Toravor
14Medium Construct
15Grakyura
16Ice Toad
17Failing Wretches (2)
18Snow Troll
19Giant Worm
20Frost Giant
Forgotten Pacts Random Encounter Table — Level 3 (first roll 19–20)
1Barbarians (+4 on the Barbarian Table)
2Barbarians (+4 on the Barbarian Table)
3Barbarians (+4 on the Barbarian Table)
4Snow Troll
5Werewolf
6Wraith
7Vampire
8Grakyura (2)
9Kaylakids (3)
10Large Construct
11Minor Demons (2)
12Chilopendra
13Chilopendra (2)
14Snow Troll
15Frost Giant
16Major Demon
17Werewolf
18Major Demon & Minor Demons (2)
19Ambronnax
20Tiszirain
Barbarian Encounter Table

Rolled whenever the Random Encounter Table above gives a "Barbarians" result. Add +2 to the roll for a Level 2 result, +4 for a Level 3 result.

1Barbarian Thug
2Barbarian Thug
3Barbarian Thief
4Barbarian Thief
5Barbarian Infantryman
6Barbarian Infantryman & Wolf
7Barbarian Man-at-Arms
8Barbarian Man-at-Arms
9Barbarian Treasure Hunter & Barbarian Thief
10Barbarian Berserker
11Barbarian Berserker & Barbarian Thug
12Barbarian Knight
13Barbarian Templar
14Barbarian Berserker & Wild Dog
15Barbarian Berserker & Barbarian Thugs (2)
16Barbarian Berserker & Barbarian Thugs (2)
17Barbarian Knight & Barbarian Templar
18Barbarian Berserkers (2) & Barbarian Men-at-Arms (2)
19Barbarian Knights (2) & Barbarian Templars (2)
20Barbarian Berserker & Snow Troll
21Barbarian Berserkers (2) & Frost Giant
22Barbarian Berserkers (2) & Werewolf
23Balkren & Chilopendras (2)
24Kornovik, Barbarian Berserkers (2) & Barbarian Thugs (4)
Fireheart
Fireheart Random Encounter Table

Designed for the scenarios in this book, or any game set within The Construct Palace or another area with a heavy concentration of constructs.

1Small Construct
2Gnawgrubs
3Medium Construct
4Rat Swarm
5Large Construct
6White Gorilla
7Candle-Jack
8Giant Rats (2)
9Blade-Dog
10Gnawgrubs
11Demonic Prison
12Minor Demon
13Construct of Burden
14Imp
15Glass Man
16Werewolf
17Gnawgrubs
18Rat Swarm
19Wraith
20Giant Worm
The Wildwoods
Forest Random Encounter Table — Level 1 (first roll 1–12)

Wildwoods games use a terrain-specific table instead of the core rulebook's — roll this one when the dominant terrain type on the table is forest. Urban tables still use the core Encounter Tables.

1Boar
2Wolf
3Clingers (2)
4Wolverine
5Firekeeper
6Moose
7Skeleton
8Zombie
9Boar
10Wolverine
11Barbarian
12Ghoul
13Moose
14Imp
15Petrified Man
16Rangifer
17Small Construct
18Snow Leopard
19Bear
20Woolly Rhinoceros
Forest Random Encounter Table — Level 2 (first roll 13–18)
1Armoured Skeleton
2Clingers (4)
3Barbarians (2)
4Boar
5Moose
6Rangifer & Rangifer Hurler
7Snow Leopard
8White Gorilla
9Snow Troll
10Rangifer & Rangifer Charger
11Prontolis
12Minor Demon
13Wind Demon
14Ice Spiders (2)
15Snow Troll
16Large Construct
17Woolly Rhinoceros
18Bear
19Foulhorn
20Werewolf
Forest Random Encounter Table — Level 3 (first roll 19–20)
1Foulhorn
2Rangifer (3)
3Giant Snowy Owl
4Barbarians (4)
5Sabretooth
6White Gorilla
7Frost Giant
8Rangifer (2), Rangifer Chargers (2) & Rangifer Shaman
9Snow Trolls (2)
10Wind Demon
11Frost Giant
12Vampire
13Barbarians (4)
14Wind Demon
15Wraith
16White Gorillas (2)
17Mammut
18Giant Worm
19Ravenous
20Rangifer (2), Rangifer Hurlers (2), Rangifer Chargers (2), Rangifer Shaman
Bog Random Encounter Table — Level 1 (first roll 1–12)

Wildwoods games use a terrain-specific table instead of the core rulebook's — roll this one when the dominant terrain type on the table is bog. Urban tables still use the core Encounter Tables.

1Giant Mosquito
2Ice Leech
3Bog Man
4Boar
5Giant Rat
6Imp
7Skeleton
8Zombie
9Ice Leeches (2)
10Wolf
11Bog Man
12Giant Mosquitos (2)
13Ghoul
14Rangifer Hurler
15Ice Toad
16Firekeeper
17Barbarian
18Petrified Man
19Moose
20Prontolis
Bog Random Encounter Table — Level 2 (first roll 13–18)
1Ice Leeches (2)
2Rangifer Charger
3Barbarians (2)
4Giant Mosquitos (4)
5Ice Toad
6Moose
7Bear
8Snow Leopard
9Prontolis
10Snow Leopard
11Giant Snowy Owl
12Medium Construct
13Petrified Men (2)
14Moose
15Woolly Rhinoceros
16Boar (2)
17Ice Toads (2)
18Prontolis (2)
19Snow Troll
20Prontolis
Bog Random Encounter Table — Level 3 (first roll 19–20)
1Prontolis
2Woolly Rhinoceros (2)
3Bear
4Prontolis
5Werewolf
6Moose
7Ice Toads (4)
8Wind Demon
9Snow Trolls (2)
10Woolly Rhinoceros
11Sabretooth
12Giant Snowy Owl
13Wraith
14Wind Demon
15White Gorilla
16Ravenous
17Frost Giant
18Major Demon
19Mammut
20Giant Worm
Ice Random Encounter Table — Level 1 (first roll 1–12)

Wildwoods games use a terrain-specific table instead of the core rulebook's — roll this one when the dominant terrain type on the table is ice. Urban tables still use the core Encounter Tables.

1Barbarian
2Ice Spider
3Petrified Man
4Clingers (2)
5Ice Toad
6Firekeeper
7Rangifer
8Wolf
9Small Construct
10Imp
11Minor Demon
12Skeleton
13Moose
14Zombie
15Rangifer Hurler
16Medium Construct
17Rangifer Hurler
18Animated Skull
19Ghoul
20Woolly Rhinoceros
Ice Random Encounter Table — Level 2 (first roll 13–18)
1Prontolis
2Barbarians (2)
3Snow Leopard
4Woolly Rhinoceros (2)
5White Gorilla
6Rangifer Hurlers (2)
7Firekeepers (2)
8Moose
9Ice Spiders (2)
10Petrified Men (2)
11Snow Troll
12Prontolis (2)
13Large Construct
14Werewolf
15Giant Snowy Owl
16Bear
17Wind Demon
18Frost Giant
19Giant Snowy Owl
20Snow Trolls (2)
Ice Random Encounter Table — Level 3 (first roll 19–20)
1Barbarians (4)
2Giant Snowy Owl
3Vampire
4Major Demon
5Snow Trolls (2)
6Sabretooth
7Major Demon & Imps (2)
8White Gorillas (2)
9Rangifer Hurlers (2) & Rangifer Chargers (2)
10Giant Snowy Owls (2)
11Ravenous
12Mammut
13Bears (2)
14White Gorillas (2)
15Ravenous
16Mammut
17Wraith
18Wind Demon
19Frost Giant
20Giant Worm
Mountain Random Encounter Table — Level 1 (first roll 1–12)

Wildwoods games use a terrain-specific table instead of the core rulebook's — roll this one when the dominant terrain type on the table is mountain. Urban tables still use the core Encounter Tables.

1Mountain Goat
2Clingers (2)
3Rangifer
4Barbarian
5Petrified Man
6Firekeeper
7Mountain Goats (2)
8Wolf
9Ice Spider
10Barbarian
11Ice Toad
12Medium Construct
13Clingers (3)
14Firekeepers (3)
15Rangifer Hurler
16Imp
17Snow Leopard
18Woolly Rhinoceros
19Bear
20Foulhorn
Mountain Random Encounter Table — Level 2 (first roll 13–18)
1Rangifer Hurlers (2)
2White Gorilla
3Barbarians (2)
4Clingers (4)
5Petrified Men (2)
6Firekeepers (3)
7Giant Snowy Owl
8Large Construct
9Rangifer Hurlers (2) & Rangifer Charger
10Minor Demon
11Woolly Rhinoceros (2)
12Snow Troll
13Barbarians (3)
14Foulhorn
15Clingers (5)
16Wind Demon
17Giant Snowy Owl
18Bears (2)
19Firekeepers (5)
20Mammut
Mountain Random Encounter Table — Level 3 (first roll 19–20)
1Snow Trolls (2)
2Wind Demon
3Vampire
4Major Demon
5Rangifer Hurlers (2) & Rangifer Chargers (2)
6Wind Demon
7Barbarians (6)
8Wraith
9Ravenous
10Giant Snowy Owl
11Minor Demons (3)
12Giant Worm
13Snow Trolls (2)
14Mammut
15Ravenous
16Frost Giant
17Giant Snowy Owl
18Frost Giants (2)
19Mammut
20Rangifer (2), Rangifer Hurlers (2), Rangifer Chargers (2), Rangifer Shaman
Magic items & treasure (318)

Treasure from the core rules and the supplements. A book's items only become suggestions in a warband's vault once that book is switched on under its Additional Rules and Homerules — but everything is browsable here. Acquiring them: found as treasure during play (see the Loot tables card below for how each book distributes them) — none of these are bought directly, so no gc cost is listed.

Core Rules (20)
ItemEffect
Amulet of ResistanceOnce per game, add +4 to a Will Roll to resist a spell; may be used after the die is rolled.
Boots of Speed+1 Move.
Construct HammerFits a medium/large construct before or after a game; the construct counts as carrying a magic weapon with an additional +1 damage modifier. One per construct.
Fate StoneOnce per game, re-roll any one Casting Roll, Stat Roll, Combat Roll, or Shooting Roll.
Gloves of CastingOnce per game, a spellcaster gains +5 to one Casting Roll; must be declared before the roll is made.
Gloves of Strength+1 damage modifier on all successful hand-to-hand attacks.
Horn of DestructionOnce per game, spend an action to blow the horn; treat as a successfully cast Crumble spell.
Orb of Power (6)Item of Power: a one-time pool of 6 points that can empower a Casting Roll or Will Roll instead of spending the caster's own Health. Does not recharge — once drained it's empty and can't be sold.
Ring of Power (1)Item of Power: a pool of 1 point that can empower a Casting Roll or Will Roll instead of spending the caster's own Health. Recharges between games.
Ring of Slow FallImmune to falling damage, regardless of the distance fallen.
Ring of TeleportationOnce per game, spend an action to teleport up to 8" anywhere in line of sight (not off the table); cannot be used to move into or out of combat.
Ring of TransferenceTransfer own Health to a warband member within 6".
Ring of Will+1 Will.
Robes of Arrow Turning+4 Armour against bow and crossbow attacks.
Staff of CastingRoll on the Random Spell Table to identify a spell when found; grants +1 to the Casting Roll for that specific spell.
Staff of Power (1)Item of Power: a pool of 1 point that can empower a Casting Roll or Will Roll instead of spending the caster's own Health. Recharges between games.
Staff of Power (2)Item of Power: a pool of 2 points that can empower a Casting Roll or Will Roll instead of spending the caster's own Health. Recharges between games.
Staff of Power (3)Item of Power: a pool of 3 points that can empower a Casting Roll or Will Roll instead of spending the caster's own Health. Recharges between games.
Wand of LightOnce per game, roll two dice when attempting to cast a spell and choose which result to use.
Wand of Power (1)Item of Power: a pool of 1 point that can empower a Casting Roll or Will Roll instead of spending the caster's own Health. Recharges between games.
Thaw of the Lich Lord (21)
ItemEffect
Amulet of the Ghoul KingScenario-unique; +1 Will, +2 casting Control Undead on ghouls, Raise Zombie can produce a ghoul instead.
Book of BonesRaise Zombie produces a skeleton instead (armoured for +30gc Out of Game).
Book of the RangiferLets a wizard field a rangifer as a soldier (100gc) — but it will leave if any undead join the warband.
Boots of LeapingAction to leap up to full available movement, ignoring rough terrain; no fall-damage exemption on landing.
Club of BatteringTwo-handed; +1 Fight, push-back on a win becomes 3".
Crystal RoseRe-roll a survival roll once (must keep the second result), then is destroyed.
Dark CauldronBase item; +1 to Create Zombie and Revenant casts Out of Game.
Eyes of AmotoPaired amulets; once/game, a spellcaster can draw LoS through the other wearer.
Fire Heart GemstoneScenario-unique; transfers up to 3 damage/hit onto the gem (destroyed at 5+ transferred in one game).
Grimoire of the Homunculus / Lichdom / RevenantTeaches the matching spell; can't be purchased, only found. A Grimoire of Lichdom can be destroyed for +50 XP instead.
Horn of HellfireOnce/game, +5 magic shooting attack at 24"/LoS.
Ivory ScrollRandom spell scroll, reusable each game unless a 19–20 breaks it.
Magic SpectaclesSee and target Invisible figures; destroyed if the wearer rolls Lost Eye.
Quiver of the Soul SeekerBow/crossbow attacks count as magic.
Ring of Life+1 Fight/+1 Armour vs. undead; melee attacks vs. undead count as magic.
Scarf of Obscurance+1 Fight rolls made to resist shooting attacks.
Sword of Undead Slaying+3 Fight vs. undead; counts as a magic weapon.
Unbreakable OrbFree activation-time shield: untouchable and unable to act until next activation; works even mid-combat.
Vampire BladeNo Fight/damage bonus, but heals 2 Health whenever it damages a living foe.
Vial of Starlight10 charges to empower Thaumaturge spells, including Out of Game.
WraithbottleThrown 10"; releases a wraith on impact (one-use).
Into the Breeding Pits (17)
ItemEffect
Armour of Elemental AbsorptionIgnores first 3 damage from elemental attacks.
Armour of RighteousnessThaumaturge-only; +2 Armour but blocks Necromancer/Elementalist/Summoner spells.
Bear ArmourBear-only; +2 Armour, -1 Move.
Book of the BeastcrafterRequired in the vault to brew the Elixir of the Beastcrafter.
Book of the Bone BinderRaise Zombie (Out of Game) creates a permanent undead outside the normal warband limit.
Bottle of TimeOne-use; grants two extra actions this activation.
Circlet of the Time WalkerExtra action when Time Walk is cast (risk: destroyed on a 1–2).
Flute of Fleeting Images+1 to cast Illusionary Soldier (vault item, no need to carry).
Gloves of RunecastingExplosive Rune can be placed within 3" and LoS instead of on self.
Iron CollarWarhound/wolf companion only; +2 Fight, +2 Armour, +1 Will.
Mirror of ForesightLets Awareness be attempted Out of Game before a game.
Scroll of NightmareContains the extinct Spiritualist spell Nightmare.
Seeing StoneAwareness grants +3 initiative instead of +1 while worn.
Spectral BladeTreats non-magic-armoured foes as Armour 10.
Staff of Defence-2 damage modifier to enemy melee attacks.
Thunderstrike JavelinJavelineer-only; once/game +3 Shoot or +3 Fight javelin attack.
Wand of MendingLets Heal be cast as a 12" Line of Sight spell.
Forgotten Pacts (26)
ItemEffect
Amulet of ConstancyImmune to Decaying Touch/Time Decay/Decay spell; +1 vs Petrify & Slow; costs the wearer experience.
Amulet of the Stone HeartNever Wounded, immune to poison, but cannot cast; -1 survival roll at 0 Health.
Arrow of Demon Slaying+5 elemental damage to demons on hit.
Arrow of PiercingSingle shot hits up to 3 figures in a line.
Blade of Feasting+2 Fight vs demons; +1 to next Summon Demon roll after damaging one. (Carries Tiszirain's True Name.)
Crossbow of ForceAny hit pushes the target back 1".
Executioner's BladeExtra action on a natural 20 attack roll.
Giant Slayer Blade+2 Fight vs Large creatures.
Golem FleshPermanently +1 Move/Fight/Armour to a construct (one use).
Magic Ammunition (roll)One-use arrow/bolt: Wraith Arrow, Arrow of Demon Slaying, Stunning Arrow, Arrow of Piercing, or Soulseeker Arrow.
Null BladeOn damage, cancels ongoing spell effects on the target.
Piercing StilettoTreats non-Large opponents as Armour 10 (dagger only, no off-hand).
Ring of FocusSpend all actions in an activation for +1 Casting Roll.
Ring of Restoration+2 Health if the spellcaster doesn't cast that activation.
Robes of FaithOnce/game, Armour becomes 10+Will vs one hit.
Shroud of ForesightNatural 20 for initiative grants an extra action (max 3).
Silver Star Pendant+2 Health on a natural 20 Casting Roll.
Smoke BombOne-use 3" smoke cloud blocking line of sight.
Soul Shield PendantDiscard to survive at 1 Health instead of 0; -40 XP.
Soulseeker ArrowTarget rolls Will instead of Fight; treats Armour>12 as 12.
Spell Shield+3 to the initial Will roll resisting a spell.
Stunning ArrowWill TN20 or lose next activation.
Trapmaster Gloves+3 vs Trap Numbers.
True NameFragment of a major demon's life-force; used to Forge a Pact.
Vampiric Staff+2 to next Casting Roll after damaging a foe in melee.
Wraith ArrowIgnores terrain penalty & target's cover bonus.
The Maze of Malcor (42)
ItemEffect
Amulet of True PathsTunnel Fighter treats a 17–18 initiative roll as 19 for secret passages.
Arrow MagnetFree action; -4 to all non-magic shooting attacks until next activation.
Backpack of Hefty HaulagePack mule only; +1 Move/Fight, +2 Armour, no item slot cost.
Bearclaw PendantTracker only; +2 Fight/+2 Shoot vs animals.
Belt of Blade-breaking12+ on a die destroys the enemy's melee weapon on a hit taken.
Black PipeSpellcaster only; -1 Will, +1 Fight vs shooting while smoking.
Bladed Staff of FireMonk only; +2 extra damage on the bladed staff.
Bloodstone Amulet+1 Health; 15+ save on reaching 0 Health or it's destroyed.
Book of CharityThaumaturge caster; +5 XP for donating 20gc pre-game (exclusive w/ Book of Murders).
Book of MurdersNecromancer caster; start at -1 Health for +5 XP (exclusive w/ Book of Charity).
Book of the PentangleLost Magic scroll Casting Roll treated as 13, not 12; +10gc selling such scrolls.
Boots of StandfirmOnce/game, ignore a push-back or Push spell.
Bracers of True FlightJavelineer only; +1 Fight/Shoot/Move.
Construct CrossbowConstruct upgrade (not an item); one +2/24" shooting attack per game.
Construct VarnishOne-use; permanent Elemental Resistance 2 for a construct.
Eye of MalcorCures the Lost Eye injury, +1 Shoot, but -1 Health per game.
FirehelmMail-capable figure; +1 Health.
Flicker StoneOnce/game, force combat on anyone moving within 3".
Gem HammerCarried by a thief who survives the game; +20gc for the warband.
Gloves of the PaladinHand weapon counts as magic vs weapon-immune creatures.
Gondola Repair ShopBase resource (500gc); repairs 5 damage to an owned sky gondola per game.
Invisible WireTrap Expert treats a 2–4 initiative roll as 1 for springing traps.
Karmic BeltMystic Warrior only; +1 Move.
Leash ArrowOn hit, Fight TN18 or pulled 8" toward the shooter.
Lycanthrope SerumDrinker becomes a werewolf for the game (can't hold treasure/items); reverts after.
Mind Lock RingImmune to Mind Control (not undead/demons).
Miracle StoneNatural 20 on a damage roll: stone absorbs it all, then breaks.
Partially Gnawed GrimoireRoll 4x on Random Spell Table and choose — risk of destruction/injury on duplicate rolls.
Porter Control RodLets a controlled Collegium Porter join the warband after a game.
Potion BagOne item slot holds two potions.
Ring ChainWear two magic rings instead of one (blocks wearing an amulet).
Ring of Fog FormOnce/game, ignore terrain and can't be forced into combat for the rest of the activation.
Sandalwood BraceNegates the Smashed Leg permanent injury (and its penalty if already held).
Scroll CaseOne item slot holds two scrolls.
Sickle of the CrowmasterCrow master only; +1 Fight hand weapon (bypasses the no-items rule).
Sky GondolaFull vehicle; see Core Rule Updates above.
Tatakaka (bird/feather)Vault creature; feathers grant +1 to an Out of Game Casting Roll.
Timelash RingOnce/game auto-cast Whiplash; 1-in-20 chance the ring explodes (Lost Fingers injury).
Tookroot (x5 doses)Negates Will penalties from the Psychological Scars injury.
Troll ShacklesCaptures a troll dropped to 0 Health as a future warband soldier.
Wand of Casting10 points of power to empower one random spell (max 2/casting).
Wand of Lost MagicFunctions as a Scroll of Lost Magic, reusable 3 times.
The Wizards' Conclave (6)
ItemEffect
Eyes of EternityOnce ever, re-roll a Dead result on the Survival Table (second roll is final). Sells for 500gc.
Eyes of Runic Light+2 to any attempt to cast Write Scroll. Sells for 250gc.
The Armour of RedwarAncient magic mail; +1 Move and +1 Fight on combat rolls made against shooting attacks.
The Betrayer's BladeWizards only; +2 Fight. In multi-figure combats where the wielder is attacker or declared target, supporting figures grant only +1 each instead of +2.
The Blade of BaraelHand-and-a-half sword, wizards/apprentices only (no dagger or shield alongside it); +1 Fight, +2 damage. The bearer can never be targeted by an attack or spell from beyond 12" (friendly or enemy), and is immune to Glow (though Cordial of Clearsight still works normally against them). A natural 20 in melee lets the bearer immediately take another action (needn't be a move).
The Boon of SargoshCounts as a Staff of Casting, except the wielder chooses which spell it benefits instead of rolling randomly.
The Perilous Dark (21)
ItemEffect
Bane WeaponHand or two-handed weapon that does double damage to one randomly determined creature type (wraiths, vampires, frost giants, giant worms, snow trolls, or werewolves); a plain magic weapon vs. everything else.
Barbarian's BladeTwo-handed, +1 Fight; if fighting alone (no allies within 8"), also +1 Armour, +2 Will, +1 damage.
Book of the WerewolfHire a single werewolf as a soldier (200gc, 100gc with a Beastcrafter trait); needs 20gc/game upkeep or it leaves; carries no items.
Circlet of the SerpentWill TN14 to shrug off being poisoned (can be poisoned again later).
Dancing Blade+1 Fight; enemies only get +1 per supporting figure against the wielder instead of +2.
Glitter GlovesAction to apply a Glow-spell effect to a figure within 4".
Ground Manaworm TeethOne-use; ingest to instantly dispel all spells currently active on you.
Horned Helmet-1 Will; charge-and-attack in the same activation to fight with +2 Fight (magic) instead of your weapon, at the cost of +2 damage taken if you lose.
Magic Staff RingMakes any staff count as a magic weapon in melee; staff+ring still only one item slot.
Mindstone (4)An Orb of Power usable only for Soothsayer spells; rechargeable via an Orb Plinth.
Nimblewalk Boots+4 to Move Rolls against a Target Number.
Orb PlinthVault item; recharges a low-charge Orb of Power between games (1-in-20 chance it cracks, most rolls do nothing, better rolls add 1 charge).
Potion of PersistenceFree action on hitting 0 Health: stay in play for 3 more turns (or until damaged again) before finally going down.
Rat FluteAction; all giant rats in LoS Will TN16 or lose their next activation (natural 20 instead enrages one rat to charge the piper).
Reaver's SwordUnique, scenario-found; +2 damage, +1 Move while wearing mail (cap 7). Can't be bought, sells for 250gc.
Ring of CommandWizard/apprentice only; once/game, activate an extra soldier within 12" alongside your own activation.
Spellcatcher GloveWill TN20 (or 22 if the target was within 2") to "catch" an incoming spell-shooting-attack and negate it; once/game.
Sword of Wounding and Healing+1 damage; action to drink its built-in potion for up to 2 Health, rechargeable between games by sacrificing a healing potion.
Tyco's Magic BlockOne-use; instantly conjures a Wall-spell wall in contact with the figure that activated it.
Vampiric CrossbowSacrifice 2 Health to empower a shot into a magic attack for +1 extra damage (+3 total over base).
Whitestar DiamondOne-use; treat any Will roll as the minimum needed to succeed (or as a 16 with no Target Number), then it's destroyed.
The Frostgrave Folio (8)
ItemEffect
Book of the ConstructLets a wizard cast Enchant Weapon on a construct as if it were a carried weapon (not embeddable). Vault-storable.
Construct HammerFits a medium/large construct after a successful Animate Construct; the construct counts as wielding a magic two-handed weapon. One per construct.
Construct OilApplied after a successful Animate Construct for a permanent +1 Move; 3 applications per barrel, one per construct.
Mind Wrench+1 to cast Control Construct.
Script of the GolemEvery successful Animate Construct produces a construct with +2 Health. Vault-storable, wizard-only.
Scroll of Shape Starfire ElementalContains the lost Astromancer spell above. 300gc.
The Book of NullAfter each game, roll a die: on a 1 the wizard temporarily forgets a random known spell for the next game; otherwise +10 experience. Only one copy possible; never tradeable.
Truestroke Chisel+1 to cast Animate Construct; vault-storable; max +1 regardless of copies owned.
The Red King (57)
ItemEffect
Amulet of CharismaArtefact (unlock: post-game Will Roll TN18). Recruit one extra specialist; wearer suffers -1 Will.
Amulet of Elemental Energy AbsorptionNegates 1 elemental damage per hit; once/game, absorb all damage from one source instead (17+ roll fails and it explodes for +3 extra damage).
Armring of Strength+5 to all Fight Stat Rolls (not combat rolls).
Blood BeetleWearer is immune to poison.
Book of the FoulhornHire a Foulhorn specialist soldier (200gc); risk of it injuring a random warband member (-3 Health) before each game on a 16+.
Book of WisdomWizard may count one Monk or Mystic Warrior as a standard soldier instead of a specialist.
Bottle ImpSmash (action) to release an uncontrolled Imp adjacent; single use.
Bracelet of Vigour+8 to Health Stat Rolls; wounded threshold becomes 2 Health instead of half.
Bronze Star of the ApprenticeSpellcaster never takes more than 1 damage from a failed Casting Roll.
Burning Icon+2 to the Will-roll effect of a Casting Roll when casting Banish.
Circlet of DefenceArtefact (unlock: post-game Will Roll TN22). Wizard is immune to one chosen spell forever (and can no longer cast it); starts each game at -2 Health.
Cloak of Tattered Shadows+2 Fight vs. shooting attacks.
Creature MaskArtefact (unlock: post-game Will Roll TN16). Uncontrolled creatures fighting the spellcaster attack the next-highest-Health target instead; cumulative -1 Will each trigger.
Dazzling CapeOnce/game, move while in combat without triggering forced combat from current opponents.
Enchanted Scroll Wax (6 uses)Seals a written scroll so its Casting Number becomes 15 instead of 14.
Enchanted TeetotumOnce/game, force a reroll of any randomly-determined direction.
Enchanted Vials (6 uses)Sealed potion has a chance (19-20) not to be consumed on use.
Extended ScrollBridge spell creates a 9" bridge instead of 6" and lasts longer (vanishes only on a roll of 1); one use.
Feather BladeMagic two-handed sword that takes only 1 item slot instead of 2.
Gloves of the Worm RiderArtefact (unlock: post-game Will Roll TN20). Giant worms ignore the wearer; can summon a giant worm once/game; risk of death by worms on a natural 1 survival roll.
Golden Bottle of YensArtefact (unlock: post-game Will Roll TN16). Used with Brew Potion to create 2 doses; drinking requires a Will Roll or the drinker is poisoned instead of gaining the effect.
Golden Fangs (6 uses)Used with Animate Skull for +1 Fight; up to 6 fit in one item slot.
Golden IncunabulaApprentice suffers only -1 (not -2) Casting Roll penalty for an associated spell.
Gutter FlailTwo-handed flail; free attack action when moving into combat.
Hypnotic Puppet-2 to target's Will Roll vs. Mind Control/Suggestion cast within 8"; risk of self-damage on a natural 1.
Ice-Crystal PinGrants Elemental Resistance (1).
Icon of the Sun+1 damage vs. undead in melee; immune to Energy Drain doubling.
Ivory HandPush spell attack becomes +11 (from +10), plus 3 extra damage if the push stops the target early. Can be grafted onto a staff (500gc).
Lantern of Holy LightFree action to unshutter: acts as Glow plus a mobile Circle of Protection, forcing undead/demons within 3" to flee; risk of going out.
Lifelong PlantVault item; pluck a leaf post-game for +1 to one warband member's survival roll; the plant can die on a 21 roll.
Lightning BroochElemental Resistance (2); incompatible with heavy armour or other Elemental Resistance sources.
Mantle of the Bear (or Leopard)The matching Animal Companion counts as a standard soldier instead of a specialist.
Mask of DeathArtefact (unlock: post-game Will Roll TN14). Wearer counts as undead (with both bonuses and penalties); loses the normal +1 survival-roll bonus.
Mask of Many FacesAttackers get only +1 (not +2) per supporting figure when ganging up on the wearer.
Mind Lock CollarAnimal-only item; grants the Mind Lock creature trait; blocks other items.
Mindguard Shield+4 Will on all rolls to resist or break spells.
Mystic ShearsArtefact (unlock: post-game Will Roll TN18). Cut a specialist's hair pre-game for +2 to one Casting Roll; risk of -1 Health to that specialist (permanent on a 20).
Potion Drinker Staff+1 damage staff; can be pre-loaded with a sacrificed potion's effect, usable once as an action.
Pulsing GemArtefact (unlock: post-game Will Roll TN18). Item of Power (4) usable only for Blink; lets Blink move 6" and reroll direction; cumulative -1 Fight vs. shooting per use.
Quiver of the HunterCarries up to 4 magic ammo pieces without using item slots.
Ring of DestinyArtefact (unlock: post-game Will Roll TN20). +20 XP after the game (can exceed the 300 cap); -1 to survival roll if reduced to 0 Health.
Ring of Elemental FireA Wall spell wall does 2 elemental damage to anyone touching or activating in contact with it.
Ring of LevitationArtefact (unlock: post-game Will Roll TN16). Grants the Levitate creature trait; wearer suffers -3 Will.
Scroll ShieldArtefact (unlock: post-game Will Roll TN14). A random spell appears on the shield pre-game; a nearby spellcaster can cast it like a scroll; wearer starts each game having already taken 1 damage.
Skull StaffArtefact (unlock: post-game Will Roll TN16). +1 Casting Roll for Animate Skull/Raise Zombie; can maintain two skulls/zombies at once (they gain Strong); -2 Casting Roll if more than one is on the table.
Slippery BootsPush-back after winning combat extends to 3", usable even in a tied combat.
Soulchill BladeArtefact (unlock: post-game Will Roll TN12). On a combat win, treat the opponent's Armour as 9+Will; damaged figures get -1 Fight for the rest of the game; wielder loses -1 Will per kill.
Staff of the IllusionistArtefact (unlock: post-game Will Roll TN18). Fool's Gold token moves 6" instead of 4"; wizard may maintain two illusionary soldiers; -2 Will while both are active.
Sticky Finger GlovesBonus/extra rolls for claiming unclaimed treasure at game end; one wearer's benefit per warband per game.
Surefoot Boots+5 to Move Stat Rolls.
Sword of Elemental FireArtefact (unlock: post-game Will Roll TN16). Builds "Elemental Energy" from Elementalist spells, adding to hit damage (max 5, resets each hit/game); a natural 1 in melee causes self-damage and resets it.
Sword of WoeArtefact (unlock: post-game Will Roll TN18). +2 Fight, +1 Will; losing a fight causes 2 extra damage; a natural 1 while receiving support damages a random ally for 10.
Talisman of SpeedOnce/game, "Run For It" move up to 6" instead of 3".
Tiger Eye RingArtefact (unlock: post-game Will Roll TN20). Extends line of sight 2" past any visible point (wizard only), moving the Wizard Eye further; risk of 3 damage on a failed Will Roll each use.
Vampire StaffArtefact (unlock: post-game Will Roll TN18). Empowers Casting/Will Rolls using a nearby warband member's Health (3 Health = +1, max +4); a damaged donor permanently leaves the warband (or becomes uncontrolled if a creature).
Wand of Brilliant Power (3)Artefact (unlock: post-game Will Roll TN12). Counts as a Wand of Power (3); +2 Casting Roll for Draining Word/Power Word; only the wand's power (not the caster's own Health) can empower those spells.
Wraith BowArtefact (unlock: post-game Will Roll TN16). +1 damage bow; once/game, fire through terrain (target gets +1 Fight as intervening terrain); risk of a Curse effect (Casting Roll 14) on a failed Will Roll after use.
Blood Legacy (21)
ItemEffect
Balancing Staff+8 to Move Stat Rolls.
Dancing Dagger+1 damage; doesn't use a dagger-carrying soldier's item slot.
Demonic VesselActivated (action) to mark a spot; a demon activating/moving within 3" rolls Will TN14 or is imprisoned (killed for scenario purposes), consuming the vessel.
Devouring Skull RingNo self-damage from successfully casting Spelleater.
Falconeye Mask+1 damage on bow/crossbow/javelin attacks; -3 Combat Roll vs. shooting attacks.
FirefairyOne-use: destroys an enemy's scroll (and its attempted spell) in line of sight.
Living QuillCasting Furious Quill may instead animate it as an Animated Skull-statted Construct; once/game; risk of destruction if reduced to 0 Health.
Magic Dog WhistleLets an apprentice/wizard activate a warhound/wolf within 12" without line of sight/range limits; or lets a soldier group-activate with one.
Misticene QuiverBow/crossbow attacks count as magic; a natural 1 empties it for the game.
Obliteration OrbOnce/game, cast Destructive Sphere while in combat; natural 1 destroys the orb and hits the caster with +5 elemental. May be affixed to a staff for 300gc (no item slot; staff destroyed if orb is).
Planebreaker Hammer+1 damage (hand or two-handed, chosen on find); +1 Fight vs. demons; damaging a demon forces a Will TN6 (penalized by damage dealt) or it's banished (auto-success at Will+10).
Ring of ForesightSpellcaster only; once/scenario, +8 to an Initiative Roll (comparison only, not trigger effects).
Ring of RecallAction (even in combat) to leave the table safely with any carried treasure dropped in place; 16+ on a die destroys it after use.
Ring Sabre+1 Fight hand weapon with a ring socket, letting the wielder carry a 2nd copy of that ring type.
Shield of the Paladin+2 Will resisting/breaking spells; regains 1 Health whenever targeted by a non-shooting spell.
Shielding PendantLets Elemental Shield be cast on the wearer despite being "Self Only," within 12"/LoS of the caster.
Spitfire WandSpellcaster-only +1 elemental shooting attack at 16"; also grants Elemental Resistance (1).
Staff of Radiance+1 damage; Destroy Undead can hit 2 adjacent undead instead of one.
The Grimoire of Fin DalkaA ciphered tome of all 8 Fire Giant spells. Deciphering one costs 100gc + a Will Roll (TN20): success learns it normally; failure grants a cumulative +1 to future attempts on that spell; a natural 1 permanently locks it for that wizard. Sells for 1,000gc minus 100gc per spell already learned from it.
Two-Headed WandCasts Transpose between two figures in LoS of the caster and within 16" of each other.
Winged BraceletAn Imp gained from Summon Demon also gains Flying.
Fireheart (20)
ItemEffect
Apotropaic CharmImmune to Curse spells.
Bloodfeast Sword+1 Fight/+1 Will (hand or two-handed, fixed on find); -2 Will (cumulative) each time it kills.
Book of the ConstructTeaches Animate Construct to build one specific pre-modified bestiary construct type (rolled on a sub-table: Blade-Dog, Glass Man, Candle-Jack, Demonic Prison, Construct of Burden); no size penalty.
Construct Battery6 power points spendable on any Animate Construct casting, like empowering with Health; non-renewable.
Construct KeySpellcaster-only; +4 to Control Construct within 4".
Construct Patch (2)Action to heal an adjacent friendly construct up to 6 Health; comes as 2 uses.
Endless Tea FlaskAction to heal 1 + grant +2 Will until next activation; once per activation.
Hammer TalismanLets Elemental Hammer target an unarmed construct.
HeartsapperAll constructs within 3" suffer -1 Move/Fight/Will, -2 melee damage (non-stacking).
Invisibility CloakOnce/game, free-action Invisibility on self, auto-cancelled next activation.
Jumping Beans (5)Free-action bean grants a jump-based move (halved carrying treasure); no fall damage if it reaches the ground; unusable by constructs/undead/animals/demons.
Necklace of ProtectionOnce/game, action to create Circle of Protection; 1–7 cancels it each subsequent turn (no roll turn one).
Orb of Mystic FireOnce/game, throw 8" as a +3 elemental attack, leaving a Magical Fire token at impact.
Quiver of Free WillDamaging a controlled (temporary) figure cancels the control spell on it.
Scattershot CombOne-use Scattershot effect for a non-spellcaster.
Staff of TurmoilSpellcaster: +1 Casting Roll at the cost of -1 Will (cumulative) and 1 damage on a failed cast; stops working once Will is negative.
Sword of Power (1)+1 damage hand weapon carrying 1 power point.
ThundershakerOnce/game: activates -1 to all missile attacks for the rest of the game (non-stacking with Call Storm), then optionally +1 elemental shooting at 8" (natural 1 backfires for 5/8 damage).
Treasure CloakOnce/scenario: secures a carried treasure token at the table edge while the wearer stays on table.
WallbreakerOnce/game: walks straight through and removes a Wall spell.
The Wildwoods (36)
ItemEffect
Animal Mind LeashWinning a fight vs. an uncontrolled animal (Fight/Will <+5) lets it join the warband temporarily; once/game.
Animal WhistleAction: animals within 12" roll Will TN16 or flee 6" (natural 20 charges instead + immunity for the game); once/turn.
Bag of SnacksCounts as having consumed 1sp automatically after every game.
Beartooth TalismanSpellcaster-only: +2 to Control Animal, controls 2 animals at once.
Beastslayer Blade+1 Fight/+2 damage vs. animals (hand or two-handed); animals always attack it in multi-combat; +1 to random-encounter rolls while its carrier is present at a token pickup.
Book of Charts+4 to the roll for first pick of deployment edge.
Construct CookConstruct modification: +10sp transport capacity, +2sp post-game; no modification penalty under Fireheart rules.
Demonic TalismanSpellcaster-only: +2 to Control Demon, controls 2 demons at once.
Elemental Bear TrapPlaced token; contact = +6 elemental attack (flying/levitating immune); returns to owner post-game.
Elemental WhipMagic hand weapon; 2" shooting attack capped at 5 elemental damage, uncapped in melee.
Gleaming TridentHand or two-handed; +2 damage vs. animals; grants Amphibious.
Glitter DustFree-action 1" dust cloud blocking LoS; inside it, +10 Fight vs. shooting; dissipates next activation.
Golden MeadWhole-warband +1 Will for the game if consumed pre-game; costs everyone 1sp.
Golden WingsOnce/game free action: Flying for the rest of the turn.
Heartseeker BowBow or crossbow (fixed on find); +1 damage vs. animals.
Heartshield AmuletOn a suffered critical hit: 11+ negates the damage and destroys the amulet.
Horn QuiverNo move + a shot = automatically poisoned; or spend an action to coat the next shot.
Ice Axe+1 damage magic hand weapon; +3 to all terrain-effect rolls.
Locket of Broken PromisesOnce/game: auto-pass a required Will Roll; 1–5 destroys it after use.
Magical Rope LadderCarrier gets Expert Climber; or place it as a free action for anyone to climb.
Mystically-honed Armour+4 Will resisting/overcoming spells.
Parrying Dagger-1 melee damage taken, if not also carrying a two-hander/staff/shield.
Polished Shield+2 Fight vs. shooting; negates an opponent's Latch On.
Potion Bandolier2 extra potions fit in 1 item slot.
Quiver of the Wind GoddessIgnores wind shooting penalties (incl. Call Storm); once/game, declare one shot magical.
Ring of StoneskinNot with heavy armour; +1 Armour + Rock-hard Skin.
Sealskin ArmourLight Armour + Amphibious.
Snake Staff+1 Fight; all its attacks are poisoned.
Spiced Arrows-2 damage but marks the target so uncontrolled animals within 12"/LoS preferentially attack it.
Stinkweed Extract (4)Applied figure is ignored by uncontrolled animals (-1 Fight/retreat if forced to fight anyway); 4 doses/slot.
Talisman of UndeadSpellcaster-only: +2 to Control Undead, controls 2 undead at once.
Teleportation CollarWorn by an animal companion; wizard may teleport adjacent to it once/game (with treasure).
Toughened Armour/Robes+1 starting Health (lost first, unrecoverable in-game); robes are caster/unarmoured-only.
True Sight Arrow+1 Shoot/+2 damage; can target invisible figures in LoS; recovered after the game.
Utility BootsNo rough-ground penalty; +4 to all terrain-effect rolls.
Warming BladeHand/two-handed/staff (fixed); +1 damage; immune to hypothermia and cold-related Will Rolls.
Spellcaster Magazine (23)
ItemEffect
Amulet of RepellingOnce/game, In Combat: action forces a Will Roll TN18 on one opponent or they're pushed back 1"; wearer exits combat.
Arrow of CrumblingTargets a spot; Shoot Roll TN10. Success treats the terrain as hit by Crumble.
Arrow of ForceOn a hit (damage or not), target is moved 10" directly away; stops at terrain over ½" tall.
Arrow of Undead SlayingAny damage against an undead creature instantly reduces it to 0 Health.
Blessed CharmsWorn on antlers, no item slot; +1 Fight vs. demons and can harm demons immune to non-magic weapons.
Crystal PendantWearer can see invisible creatures.
Deafening CrossbowOn firing, all within 6" of the shooter (not the shooter) make a Will Roll TN13 or take 2 damage.
Dreadstone of the Fallen MindWizard/apprentice only; opposed Will Rolls vs. a target — win and the target can't approach the bearer for the rest of the game.
Earthquake StaffOnce/game action: +3 attack to everyone within 8"; anyone within 4" that's damaged is also knocked down.
Explosive ArrowTargets a spot; Shoot Roll TN10. Success treats the spot as a successful Grenade.
Giantsbane WeaponHand weapon; +3 Fight vs. giants.
Giantslayer WeaponTwo-handed weapon; +6 damage vs. frost giants.
Ice StaffWizard/apprentice only; action creates a 3"-diameter ice circle that punishes movement in/out with a Move Roll or 2 damage.
Iron Cauldron+1 to a shaman's Casting Roll when casting Fire Spice.
Life WardWearer is immune to Strike Dead.
Potion of Regeneration200gc. Bought and used in contact with a Healing Well: revives a fallen warband member, placed adjacent, inactive that turn, with a permanent -2 Health penalty (cumulative). Still counts as "dead" for the post-game survival roll, but that roll may be rerolled once (must keep the second result).
Quiver of Giant Hunter Arrows+3 Shoot vs. frost giant targets.
Quiver of the HuntressHolds up to ten magic arrows plus unlimited mundane ones; counts as a single item.
Superior Flint WeaponsBonus as normal, but only shatter on a natural 1 if the opponent also rolled 16+.
Talisman of WillTreat as a Ring of Will.
Wand of FireballsSpellcaster only; casts Elemental Bolt (CV5) ignoring giant elemental resistance. Useless after 5 uses.
Wandering StonesPaired items; once/game, swap places with the other stone's bearer (treasure carriers teleport randomly instead).
Webcaster ArrowOn a hit, wraps target in sticky goo — next activation needs a Fight Roll TN18 or it gets no actions.
Loot tables

The top-level "roll to see what you found" tables — how many potions, scrolls, or rolls on the magic item/weapon/armour/grimoire tables a recovered treasure token is worth. The items themselves are the Magic items & treasure table above and the Potions sub-list under Arms, armour & consumables.

Core Rules
Treasure Table

One roll per treasure token your warband got off the table. Recovering the central treasure lets you re-roll your first result, but you must accept the second roll. "Magic Weapon/Armour", "Magic Item" and "Grimoire" results are then looked up in Magic items & treasure above.

150gc
2d20 × 10gc
3d20 × 20gc
420gc, Potions (3)
540gc, Potions (2)
620gc, Scroll (1)
740gc, Scrolls (2)
8Magic Weapon/Armour
920gc, Magic Weapon/Armour
1040gc, Magic Weapon/Armour
11Magic Item
1220gc, Magic Item
1340gc, Magic Item
14Grimoire
1520gc, Grimoire
1640gc, Grimoire
1760gc, Grimoire
1880gc, Grimoire
19100gc, Grimoire
20120gc, Grimoire
Forgotten Pacts
Forgotten Pacts Treasure Table

After a game set in The Hallowed, one treasure roll may be exchanged for a roll on this table instead (max once per game unless a scenario says otherwise).

1Shroud of Foresight — 500gc
2Ring of Restoration — 300gc
3Robes of Faith — 400gc
4Spell Shield — 400gc
5Giant Slayer Blade — 300gc
6Smoke Bomb — 100gc
7Null Blade — 250gc
8Piercing Stiletto — 300gc
9Silver Star Pendant — 350gc
10Executioner's Blade — 400gc
11Golem Flesh — 200gc
12Ring of Focus — 200gc
13Ring of Transference — 300gc
14Crossbow of Force — 200gc
15Trapmaster Gloves — 200gc
16Soul Shield Pendant — 300gc
17Vampiric Staff — 300gc
18True Name — not for sale
19Amulet of the Stone Heart — 600gc
20Magic Ammunition — roll on the Magic Ammunition Table
Magic Ammunition Table

Rolled when the Treasure Table above gives Magic Ammunition. The finder chooses arrow or crossbow bolt; either way it's a one-use item taking one item slot.

1–4Wraith Arrow — 100gc
5–8Arrow of Demon Slaying — 100gc
9–12Stunning Arrow — 100gc
13–16Arrow of Piercing — 100gc
17–20Soulseeker Arrow — 100gc
Into the Breeding Pits
Breeding Pits Treasure Table

After a game set beneath the city, one treasure roll may be exchanged for a roll on this table instead (max once per game unless a scenario says otherwise).

1The Iron Collar — 400gc
2Bear Armour — 250gc
3Wand of Mending — 300gc
4Flute of Fleeting Images — 200gc
5Armour of Elemental Absorption — 400gc
6Armour of Righteousness — 600gc
7Bottle of Time — 500gc
8Gloves of Runecasting — 500gc
9Spectral Blade — 400gc
10Scroll of Nightmare — 300gc
11Book of the Beastcrafter — 500gc
12Seeing Stone — 300gc
13Mirror of Foresight — 250gc
14Circlet of the Time Walker — 600gc
15Book of the Bone Binder — 250gc
16Staff of Defence — 300gc
17Thunderstrike Javelin — 300gc
18–20Grimoire — roll on the Breeding Pits Grimoire Table
Breeding Pits Grimoire Table

Rolled when the Treasure Table above gives a Grimoire.

1–3Elemental Lash
4–6Deflect
7–9Slowfall
10–12Flash
13–15Capture Incantation
16–18Animal Manipulation
19–20Animal Mutation
The Maze of Malcor
Maze of Malcor Treasure Table

After a game set in the Collegium of Artistry, up to two treasure rolls may be exchanged for an equal number of rolls on this table. Each roll also grants one roll on the Scrolls of Lost Magic Table below — one treasure and one scroll per roll. Roll a d20: 1–10 needs a second d10 roll to find the result; 11–20 is a direct result.

1–10, then 1Scroll Case — 150gc
1–10, then 2Potion Bag — 150gc
1–10, then 3Wand of Casting (10) — 400gc
1–10, then 4Firehelm — 400gc
1–10, then 5Construct Crossbow — 250gc
1–10, then 6Wand of Lost Magic (3) — 400gc
1–10, then 7Mind Lock Ring — 500gc
1–10, then 8Timelash Ring — 400gc
1–10, then 9Miracle Stone — 500gc
1–10, then 10Lycanthrope Serum — 400gc
1–10, then 11Arrow Magnet — 100gc
1–10, then 12Belt of Blade-breaking — 300gc
1–10, then 13Gem Hammer — 100gc
1–10, then 14Eye of Malcor — 300gc
1–10, then 15Invisible Wire — 200gc
1–10, then 16Troll Shackles — 500gc
1–10, then 17Bearclaw Pendant — 250gc
1–10, then 18Ring of Fog Form — 350gc
1–10, then 19Boots of Standfirm — 300gc
1–10, then 20Sky Gondola — 1000gc
11–20, then 1Bloodstone Amulet — 100gc
11–20, then 2Sickle of the Crowmaster — 300gc
11–20, then 3Construct Varnish — 250gc
11–20, then 4Karmic Belt — 250gc
11–20, then 5Leash Arrow — 100gc
11–20, then 6Bracers of True Flight — 300gc
11–20, then 7Black Pipe — 250gc
11–20, then 8Sandalwood Brace — 200gc
11–20, then 9Gloves of the Paladin — 200gc
11–20, then 10Backpack of Hefty Haulage — 300gc
11–20, then 11Porter Control Rod — 300gc
11–20, then 12Ring Chain — 250gc
11–20, then 13Amulet of True Paths — 300gc
11–20, then 14Partially Gnawed Grimoire — 300gc
11–20, then 15Tookroot (5) — 100gc
11–20, then 16Bladed Staff of Fire — 350gc
11–20, then 17Book of Murders — 350gc
11–20, then 18Flicker Stone — 400gc
11–20, then 19Book of Charity — 350gc
11–20, then 20Book of the Pentangle — 1000gc
The Perilous Dark
Perilous Dark Treasure Table

After any Perilous Dark scenario, one roll on the regular Treasure Table may be exchanged for a roll on this table instead. None of these items can be purchased.

1Orb Plinth — 500gc
2Bane Weapon — 500gc
3Rat Flute — 350gc
4Sword of Wounding and Healing — 400gc
5Circlet of the Serpent — 250gc
6Glitter Gloves — 300gc
7Horned Helmet — 300gc
8Dancing Blade — 500gc
9Vampiric Crossbow — 300gc
10Potion of Persistence — 350gc
11Mindstone (4) — 250gc
12Ground Manaworm Teeth — 300gc
13Spellcatcher Glove — 400gc
14Whitestar Diamond — 250gc
15Ring of Command — 400gc
16Nimblewalk Boots — 200gc
17Barbarian's Blade — 400gc
18Tyco's Magic Block — 150gc
19Magic Staff Ring — 300gc
20Book of the Werewolf — 500gc
The Frostgrave Folio
Hunt for the Golem Treasure Table

Rolled per treasure token recovered during a Hunt for the Golem scenario (or any scenario built around the Granite Golem).

1–4Construct Hammer — 200gc
5–8Construct Oil — 300gc
9–12Mind Wrench — 250gc
13–16Truestroke Chisel — 250gc
17–20Book of the Construct — 250gc
Dark Alchemy Treasure Table

Rolled per treasure token recovered during the Dark Alchemy campaign. Scroll / Magic Weapon-Armour / Magic Item / Grimoire results are then looked up on the normal tables; Potion results are rolled on the Lesser Potion Table.

115gc
220gc
325gc
430gc
540gc
615gc, Potion
725gc, Potion
835gc, Potion
910gc, Scroll
1020gc, Scroll
1130gc, Scroll
1210gc, Potions (2)
1320gc, Potions (2)
1430gc, Potions (2)
15Potions (3)
16Magic Weapon/Armour
17Magic Item
18Grimoire
19Grimoire
20Grimoire
Blood Legacy
Blood Legacy Treasure Table

After any scenario in this book where a wizard secured at least one treasure token, trade up to one token for a roll here (or a Black Market Contacts roll, if using that optional rule).

1Misticene Quiver — 350gc
2Dancing Dagger — 500gc
3Ring of Foresight — 500gc
4Planebreaker Hammer — 500gc
5Magic Dog Whistle — 300gc
6Balancing Staff — 200gc
7Shield of the Paladin — 400gc
8Ring of Recall — 450gc
9Ring Sabre — 550gc
10Spitfire Wand — 400gc
11Firefairy — 200gc
12Living Quill — 400gc
13Obliteration Orb — 400gc
14Demonic Vessel — 500gc
15Shielding Pendant — 300gc
16Staff of Radiance — 400gc
17Winged Bracelet — 300gc
18Two-Headed Wand — 300gc
19Falconeye Mask — 300gc
20Devouring Skull Ring — 400gc
Fireheart
Fireheart Treasure Table

After a scenario set within The Construct Palace, trade one normal Treasure Table roll for a roll here (max once per game unless a scenario says otherwise; Black Market rolls may also be spent here). Doubles as the Construct Modification Table for parts, per Chapter One.

1Hammer Talisman — 200gc
2Heartsapper — 250gc
3Staff of Turmoil — 500gc
4Quiver of Free Will — 300gc
5Jumping Beans (5) — 200gc
6Construct Battery — 360gc
7Orb of Mystic Fire — 300gc
8Scattershot Comb — 300gc
9Endless Tea Flask — 300gc
10Invisibility Cloak — 600gc
11Sword of Power (1) — 400gc
12Construct Key — 450gc
13Wallbreaker — 300gc
14Bloodfeast Sword — 500gc
15Treasure Cloak — 400gc
16Thundershaker — 450gc
17Necklace of Protection — 300gc
18Construct Patch (2) — 150gc
19Apotropaic Charm — 300gc
20Book of the Construct — 300gc
The Wildwoods
Wildwoods Treasure Table

Wildwoods games use this table instead of the core rulebook's Treasure Table. "Xsp" results grant that many Supply Points — the Wildwoods supply-point economy itself is reference-only in this app (see Expansion rules).

130gc, 20sp
260gc, d20sp
3100gc, 2 Potions
4100gc, 2 Scrolls
520gc, d20 × 2sp, Magic Weapon/Armour
620sp, Magic Weapon/Armour
760gc, Magic Weapon/Armour
810sp, Wildwoods Magic Weapon/Armour
960gc, Wildwoods Magic Weapon/Armour
10100gc, Wildwoods Magic Weapon/Armour
1110sp, Magic Item
1260gc, Magic Item
1340gc, 20sp, Magic Item
1430gc, Wildwoods Magic Item
1550gc, Wildwoods Magic Item
1675gc, Wildwoods Magic Item
1740gc, Grimoire
1860gc, Grimoire
1980gc, Grimoire
20120gc, Grimoire
Spellcaster Magazine
Rangifer Treasure Table

Used instead of the normal Treasure Table when a Rangifer Shaman's hide (Issue 3 — the Shaman's own hide mechanic is reference-only in this app) recovers treasure tokens.

130gc
250gc
3d20 × 5gc
4d20 × 10gc
5Potion
6Potion
7Superior Flint Hand Weapon (+1 Damage) — 80gc
8Superior Flint Hand Weapon (+1 Fight) — 120gc
9Superior Flint Two-Handed Weapon (+1 Damage) — 80gc
10Superior Flint Two-Handed Weapon (+1 Fight) — 120gc
11Superior Flint Throwing Spear (+1 Damage) — 80gc
12Staff of Power (1) — 200gc
13Staff of Power (2) — 350gc
14Staff of Power (3) — 500gc
15Talisman of Will — 300gc
16Amulet of Resistance — 300gc
17Blessed Charms — 150gc
18Iron Cauldron — 100gc
19Crystal Pendant — 150gc
20Life Ward — 300gc
Expansion rules

The table rules each supplement adds beyond its soldiers, spells and creatures — traps, demonic attributes, underground play, the optional core-rule updates, the solo/co-op toolkit.

Forgotten Pacts
Demonic Attributes

Modular traits rolled for summoned/encountered demons — 20 Minor, 20 Major. Each may only appear once per demon.

Minor (20)
Armoured Hide (+1 Armour) · Backstabber (breaks binding on 17+) · Chameleonic (LoS only within 12") · Demonic Strength (counts as 2-handed) · Extra Arms (+1 Fight) · Extra Legs (+1 Move) · Explosive Demise (+3 elemental blast on death) · Horns (+2 Fight charging) · Horrific (Will TN10 to approach) · Levitation (ignores rough ground) · Magic Attack · Magic Vulnerability (-2 Armour vs magic) · Numbing Touch (-1 Fight on loss) · Poisonous · Teleport (random moves become teleports) · Tentacles (free +0 shot at 2") · True Sight (immune to Beauty/Invisibility/Monstrous Form) · Two Heads (fewer supporting-figure bonuses vs it) · Vampiric (heals 2 on hit) · Vestigial Wings (no fall damage)

Major (20)
Acidic Blood (Will roll or 3 dmg + weapon destroyed) · Beautiful (Will TN15 to attack) · Blinding Aura (Will TN12 within 6" or blinded) · Celerity (activates twice/turn) · Discorporate (splits into 2 minor demons, then imps, on death) · Elemental Absorption (ignores first 5 elemental dmg) · Insubstantial Movement (moves through terrain/dead space) · Invisible · Invulnerability (immune to normal weapons) · Life Bane (Will TN20 within 3" or 2 dmg) · Maelstrom (-2 to shoot it) · Magic Sink (-2 Casting within 12") · Mind Lock (+2 Will, immune to Mind Control) · Mind Wipe (Will TN18 or -2 Will + lost spell) · Petrifying Stare (Petrify-12 aura) · Regenerate (+3 Health/turn) · Serendipitous (all its rolls +1) · Swirling Darkness (+4 Fight vs shooting) · Thousand Young (spawns imps on 1-4 initiative) · Uncontrollable (Will TN20 or breaks control)

Mystic Brands

Mystic Brands take an item slot and count as ongoing spells (cancellable by Dispel/Spelleater/null energy). Burning Marks: rolling a natural 1 on a Will roll sends the bearer temporarily insane; may be sacrificed for +1 damage in a strike (at the cost of 2 damage to self). Devotional Marks: +1 to all Will rolls; may be sacrificed for a one-off +3 Will roll.

Mark of Rage Burning
+2 Move if the move ends in combat.

Mark of the Berserker Burning
+2 Fight vs multiple foes.

Mark of the Blood Burning
+2 damage (+3 with a two-hander).

Mark of the Chain Burning
+3 Will resisting/breaking spells.

Mark of the Fang Burning
+1 Fight.

Mark of Endurance Devotional
Never Wounded; immune to poison.

Mark of Life Devotional
+2 Fight, +1 Armour vs undead.

Mark of Protection Devotional
Sacrifice to prevent up to 3 damage.

Mark of Sight Devotional
Immune to Invisibility/Beauty/Monstrous Form.

Mark of the Shield Devotional
+1 Armour.

Into the Breeding Pits
Underground exploration

Standard vs Dungeon Set-Up
Two table-building modes; Dungeon Set-Up adds "dead space" only Immaterial/Burrowing figures can cross.

Spells altered underground
Crumble (no effect on dead space) · Leap (can't cross dead space) · Mud (only 1.5" radius on stone floors) · Plane Walk (can cross dead space, can't end there) · Wall (collapses on 15+, attackable: Fight roll 12+ destroys it).

Doors & Ceilings
Doors cost 1 action/2" to open, block LoS, can't be locked. Ceilings cap vertical movement (10" typical).

Lighting
Max line of sight 20" (or 16" in deep dark) unless under a Glow spell (24").

Treasure placement (underground)
One player places all tokens; others may move one, pass, or veto the whole layout.

Random Encounters (underground)
On a treasure's first pickup, roll a die — 14+ spawns a random creature, placed by whoever beats their level in an opposed roll.

Burrowing (new ability)
Can move through terrain and dead space on random moves as if not there.

Traps & secret passages

Rolling a natural 1 for initiative springs a trap on any figure the roller chooses; roll the Trap Table below. Trap Experts/Apprentices/Captains/Thieves/Tunnel Fighters get a bonus vs the Trap Number. Secret Passages: rolling a natural 20 for initiative lets that figure (and its activation group) pass straight through vertical terrain, once, on activation.

CaltropsMove TN14 or -2 Move until healed.
Cement SprayMove TN14 or can't pick up/drop treasure all game.
Death From AboveDrops a Level 1 Encounter creature onto the target.
DiseaseFight TN14 or miss the next game.
Explosive Rune+5 magic shooting attack on target & everyone within 2".
Mind MazeWill TN12 or lose the activation; spreads to anyone entering combat with the target.
NullwaveCancels all spells in play (incl. binds); Will TN14 or 1 damage.
Personal DemonSpawns a Will+10 minor demon fixated only on the target.
Phosphorescent SprayMove TN16 or glow — shooters get +3, visible to 24" all game.
Pick PocketFight TN12 or lose held treasure/an item.
Pit TrapMove TN14 or fall into a 4" pit.
Poison Dart+5 shooting attack; on a hit, one action per activation until healed.
SirenPulls all uncontrolled creatures 6" toward the target.
Smoke Bomb2" smoke cloud; Will TN12 or lose the coming turn.
Spring-loaded Axe+3 attack, +2 damage on a win.
Teleport PadRandom teleport d20+5" away.
Time SlipWill TN12 or vanish from the board until a later TN8 Will roll succeeds.
Wall of ForceWill TN14 or +0 attack & thrown 5".
WhispersWill TN14 or an opponent moves you up to 6".
WillsapWill TN14 or Will drops to +0 (or -1) for the game.
The Maze of Malcor
Optional core rule updates

The 12-scenario campaign also introduces full Sky Gondola vehicle rules (movement, boarding up to 5 figures, combat, Fight+0/Armour14/Health30 as a target, 500–1000gc buy/sell) and an alternate "Forces of Malcor" mode where one player runs Malcor and his monsters as a intelligent opponent instead of uncontrolled creatures.

Treasure Placement II
One central token, then one per player within 8" of it, then one more anywhere 9"+ from any edge.

Securing Treasure
Unclaimed tokens at game-end: 15+ on a die secures them for a player with figures still on table.

Auto Success/Failure
Natural 20 on any Target Number roll auto-succeeds (even Will rolls vs spells); natural 1 auto-fails.

Experience Table II
+5 failed cast w/ damage · +10 successful cast (Casting No. >6) · +40 per game played · +50 per treasure secured · +5 per uncontrolled kill (cap 50). Game cap 300 XP.

Casting Roll floor
A successful Casting Roll is treated as the actual roll or 14, whichever is higher.

Scrolls rework
Cast an unknown spell, or insure a known one against failure — either way treat the Casting Roll as exactly 12.

Uncontrolled Creature Actions II
Adds a ranged-attack priority step before "move toward closest figure."

Balancing Scenarios
6+ level gap between wizards spawns a random creature controlled by the lower-level player.

Black Market Contacts
Purchasing options are limited to 4 rolls on the Treasure Table (ignoring gold) after each game.

Creating Experienced Wizards
Formal step-by-step process to build a wizard above level 0 for a mid-campaign join or one-off.

The Pentangle — five lost schools

Not intended as playable wizard schools — their spells exist only on scrolls found in the Collegium — but rules are included for using them as full schools if a group agrees.

AstromancerCombines Sigilist + Elementalist · Aligned with Elementalist, Sigilist
DistortionistCombines Illusionist + Summoner · Aligned with Illusionist, Summoner
FatecasterCombines Soothsayer + Witch · Aligned with Soothsayer, Witch
SonancerCombines Chronomancer + Enchanter · Aligned with Chronomancer, Enchanter
SpiritualistCombines Necromancer + Thaumaturge · Aligned with Necromancer, Thaumaturge
Lost Spells

Alignment / Meteor Strike / Misalignment / Shape Starfire Elemental / Starfall / Starfire Bolt Astromancer
Health-on-cast synergy, a +7 shooting blast, self-damaging spellstorm, summonable elemental, area mines, and a +4 elemental bolt.

Break Armour / Collapse / Fracture / Implode-Explode / Misstep / Whiplash Distortionist
Armour destruction, a +4 terrain-based blast, a combat-only free attack, mass pull/push, pre-game enemy reposition, and a movement teleport.

Blood Wager / Fickle Finger / Mischance / Scatter / Serendipity / True Gold Fatecaster
Coin-flip full heal or half-Health loss, action-count randomizer, forced disadvantage/advantage rolls, treasure-token shove, and a treasure reroll.

Charm / Imbue Instrument / Humming Blade / Steal Voice / Sound Cloud / Sound Wave Sonancer
Animal pacify, an instrument that can become a permanent +2 Will item, armour-shredding weapon buff, spellcaster silence, melee debuff aura, and a knockback shot.

Call Wraith / Command Ethereal / Ethereal Form / Inhabit / Nightmare / Speak with the Dead Spiritualist
Summons a wraith, puppeteers ethereal undead, grants temporary ethereal form, possesses a construct/undead, curses a rival's XP long-term, and boosts a future Out of Game cast.

Thaw of the Lich Lord
Lichdom — failing the cast

Lichdom — Necromancer / 20 / Out of Game. Only a wizard may cast it, tearing his soul from his body to animate his own corpse. Success makes him a Lich outright; failure is punishing and scales with how badly the roll was missed: A successful Lich is subject to a distinct rules package for the rest of the campaign — effectively a third alongside Demonic Pacts and Beastcrafter as a mutually-flavored "wizard state":

1–5-1 level, -1 Health stat.
6–10-3 levels, -2 Health, -1 Will, 1 random permanent injury.
11–15-5 levels, -3 Health, -2 Will, 2 random permanent injuries.
16–20-8 levels, -6 Health, -2 Will, 3 random permanent injuries.
21+The wizard's soul is lost — unrecoverable by any means.
The Wizards' Conclave
Mimics

From Catch Me If You Can (Alex Buchel). Treasure tokens that fight back — a fully generic "any treasure token might be a mimic" subsystem, reusable in any scenario. Each shape should only be used once per game.

BehaviorMimics ignore the standard uncontrolled-creature rules and only teleport or fight when a warband member attacks them. At the start of each creature phase, each mimic within 8" of an enemy teleports a random distance toward whichever table edge is furthest from it, ignoring intervening models/scenery. Reduced to 0 Health, a mimic becomes a standard treasure token.
ChestFormidable bite — does double damage.
TableLong legs dodge most attacks — treat Fight as +6 when targeted by a shooting attack.
DeskBig and sturdy — counts as Large, Armour 15, 12 Health.
BroomCasts lightning after teleporting — resolves a +0 magic shooting attack against the closest enemy within 24" and in LoS.
CabinetBig and sturdy (Large, Armour 15, 12 Health); acts as a portal — releases an imp (rulebook p.117) before teleporting.
BagAbsorbs magic — each time targeted/affected by a spell, roll a die: 10+ cancels the spell and restores the bag to full Health.
AlembicFull of unstable liquid — anyone who damages it in melee is sprayed with acid for 3 damage.
ChairAgile but weak — Fight +6, but only deals half damage (round up).
GrimoireHypnotic floating words — at the start of each creature phase, all models within 8" need a Will Roll (TN12) or are capped at one action next activation.
BookcaseStats as a large construct (rulebook p.117) and acts as one in the creature phase (no teleport); a wizard/apprentice within 4" may spend an action to read its shed pages for +20 XP, once per game.
Mimic (Construct)M3 F+3 S+1 A13 W+8 H8 — Magic Attack, Teleport, Animated Treasure Token, Construct.
Generic Scenario Mechanics

Subsystems built by their authors to be reusable outside their original scenario — drop any of these into an unrelated game.

The Alarm The Stone Deep
Stealth/noise tracker for any infiltration scenario. A D10 starts at 1; every Fight Roll made by anyone (hit or miss) increases it by 1. At 10, a guard (as Thief) appears at the exit and it resets to 1, continuing to climb. The guard beelines for the source of the most recent Fight Roll instead of moving randomly. Optional "Maximum Security" variant: add the weapon's damage modifier to the increase too (e.g. a Two-Handed Weapon adds 3, a Dagger only adds 0 net — allowing silent kills).

The Mirrors A Maze of Mirrors
Carryable magic mirrors (treat as Fight +2, Armour 6, Health 3 as objects). Carrying one halves Move and gives −3 Fight. Dropped or on a losing natural-1 Fight Roll while carried, roll on the Mirror Powers or Bad Luck tables (see Hazard & Loot Tables).

Zones of Magic Escape from the Tower of Sargosh
Divide the table into zones and roll a random environmental-magic effect per zone (see Hazard & Loot Tables): casting bonuses with backlash risk, +Armour/−Move fields, +Move/−Fight-and-Shoot fields, or a "creature spawns on death in this zone" hazard. Fully portable to any multi-room dungeon crawl.

Destiny Stone Duel The House of Tempests
Two-player secret-bid casting bonus. Each turn, both wizards secretly choose to spend (or not spend) a 3-way token (red/yellow/blue) before initiative. Neither spent: both get +4 to one Casting Roll. Both spent: both get +2, then compare colours (red>yellow>blue>red) — the loser takes 2 damage. Only one spent: that wizard gets +6 but must pay 2 Health or the token is spent for nothing. A generic risk/reward secret-bidding mechanic, reskinnable to any two-wizard duel.

Cabinet Enslavement The Cabinet of Calixia Malus
A random monster spawner (see Hazard & Loot Tables) whose summoned creature is claimed by whichever player controls the most "enslavement mechanism" tokens at the moment it arrives (control = a warband member within 1" of a token, uncontested). Ties mean it acts as a normal uncontrolled creature. A generic "control zones decide who commands the spawn" contest, portable to any summoning-themed scenario.

Waking Up They Mostly Come at Night
Ambush/ready-check mechanic: on the turn an ambush begins, defenders need a Will Roll (TN15 turn 1, TN12 turn 2, TN9 turn 3, automatic from turn 4) to be combat-ready; if attacked before then, Armour and Fight both take −2. Killed attackers can be "topped back up" from a reinforcement pool to keep pressure on. Also pairs with a generic reduced-visibility rule (16" max LoS, ignored by Glow) for any night scenario.

Four-Player Alliance Framework Strange Alliances
A 3-scenario, 4-player campaign structure: teams of two reshuffle each scenario so everyone partners with everyone once. Picking up a treasure token for the first time triggers a random encounter on 12+. If a player's wizard and apprentice are both killed, another warband member becomes the new key-holder. Each scenario varies the "insert a key to open the vault" objective (simultaneous two-statue insertion; an anti-magic zone around the vault; a hidden-information "check with your neighbour" key-matching puzzle) — all reusable templates for any team-vs-team vault heist.

Sacred Flames Boss Gate The Betrayer's Blade
A boss (the Betrayer Prince, see Bestiary) is immune to all damage while at least one of several "sacred flames" remains lit. Extinguishing one costs an action and a Will Roll (TN12, empowerable like a spell); failure burns the extinguisher for 2 damage. A generic "disable the guardian totems before the boss can be hurt" gate, portable to any boss encounter.

Hazard & Loot Tables

Random tables built generic enough to reuse outside their source scenario.

Zone of Magic Effect (d20)1-5 The Waves of Cruxix: +2 to Casting Rolls in this zone, but any spell failure deals double damage. 6-10 The Compact of Thoseluem: +2 Armour, −1 Move. 11-15 The Maltron Velocity: +1 Move, −1 Fight in melee; shooting attacks suffer −2 but deal +2 damage on a hit. 16-20 The Necrovortex of Shamans: when a model dies here, roll a die — 1-5 nothing, 6-19 a wraith (if the dead model was a spellcaster) or skeleton (if not) appears in its place, natural 20 summons a vampire instead.
Mirror Power (d20)1 Mirror Monster attacks the spellcaster (see Bestiary). 2 Just a common mirror — worth 40gc if secured. 3 Small crack — re-roll (1-3 only); every subsequent use risks shattering (1-4 on a d20, roll on Bad Luck). 4 Reflect on your soul — Will Roll TN12: success grants +2 to the next Casting Roll, failure costs −1 Will for the rest of the scenario. 5 Reflections of Truth — dispels all Illusionist spells within 12". 6-8 Highly Polished Surface — usable as a Wizard Eye; can be covered/uncovered as an action. 9 Mirror-gazing Secret — casts Reveal Secret once, Casting Number 6. 10-13 Mirror Walk — a spellcaster may enter and re-emerge from any other intact mirror on the table (including one carried by another figure). 14 Your Eyes are Mine! — casts Mind Control through the mirror, Casting Number 10, at any soldier/creature not adjacent to or carrying a mirror. 15-16 Mirror, Mirror on the Wall — immediate Beauty spell effect at Casting Roll 16; ends if the mirror shatters. 17 Reflect Light — immune to Blinding Light and Glow while carrying, ends if shattered. 18-20 Reflect Magic — reflects an incoming Elemental Ball/Curse/Elemental Bolt/Forget Spell/Petrify back at its caster (re-rolled with the original Casting Number); each use risks shattering (1-4 on a d20).
Bad Luck — mirror shatters (d20)1 Chain Reaction — roll for every other mirror on the table; 1-3 shatters it too. 2-3 A Mirror Monster spawns and attacks whoever broke it. 4-7 The breaker suffers an immediate +3 attack. 8-11 The breaker forgets a spell (opponent's choice) for the rest of the game, or takes a +3 attack if not a spellcaster. 12-16 The breaker's warband loses 20gc from all post-game gold-crown treasure rolls. 17-18 The breaker takes 3 damage immediately. 19-20 The breaker suffers a Permanent Injury (rulebook p.51); a soldier is instead reduced to 0 Health.
Prison Cell / Marker Result (d20)1-4 Empty. 5-11 Equipment — roll on the Prison Equipment table. 12-17 Prisoner — a captive (or reanimated corpse) that can join the opening warband for the rest of the game. 18-20 Treasure token (capped at 3 for this scenario; re-roll extras).
Prison Equipment (d20)1-5 Dagger. 6-10 Hand Weapon. 11-12 Leather Armour. 13-14 Shield. 15-16 Two-Handed Weapon. 17 Bow. 18 Crossbow. 19-20 Hoard — choose any three other results on this table (not Hoard again).
Missing Armour Modifiers (cumulative)Leather Armour: −1 Armour. Mail Armour: −2 Armour, +1 Move. Shield: −1 Armour. For scenarios that start warbands stripped of gear: apply the modifier for each piece equipped before disarming, and reverse it once that piece is recovered.
Cabinet Creature Spawn (d20)1-4 Giant Rat. 5-8 Ice Spider. 9-10 Boar. 11-12 Bear. 13-14 Snow Leopard. 15 White Gorilla. 16 Rangifer. 17 Frost Giant. 18 Snow Troll. 19 Giant Worm. 20 Major Demon (a possessed corpse).
Gem/Statue Result (d20)1-2 Figure overcome — a wizard/apprentice loses the rest of this turn and their next activation; a soldier becomes an uncontrolled creature for the rest of the game. 3-4 Releases a Wraith within 3", as a normal uncontrolled creature. 5-6 Gems explode — a +5 shooting attack against anyone within 3". 7-8 Statue animates — a Medium (1-10) or Large (11-20) Construct, uncontrolled. 9-11 Gems worth d20×20gc, nothing else. 12-14 +100 experience points (stacks with normal scenario XP). 15-16 Eyes of Runic Light (see New Treasure). 17-18 The wizard gains a level and a new spell from the Random Spell Table. 19-20 Eyes of Eternity (see New Treasure). Prying gems loose requires an 11+ roll while in contact (Thieves +1, Treasure Hunters +2) — a reusable skill-gated loot mechanic.
New Treasure & Magic Items (reference only — not added as purchasable app content)

Unique items explicitly kept in the winning wizard's vault for future games.

The Boon of SargoshCounts as a Staff of Casting, except the wielder chooses which spell it benefits instead of rolling randomly.
The Blade of BaraelHand-and-a-half sword, wizards/apprentices only (no dagger or shield alongside it); +1 Fight, +2 damage. The bearer can never be targeted by an attack or spell from beyond 12" (friendly or enemy), and is immune to Glow (though Cordial of Clearsight still works normally against them). A natural 20 in melee lets the bearer immediately take another action (needn't be a move).
The Armour of RedwarAncient magic mail; +1 Move and +1 Fight on combat rolls made against shooting attacks.
Eyes of Runic Light+2 to any attempt to cast Write Scroll. Sells for 250gc.
Eyes of EternityOnce ever, re-roll a "Dead" result on the Survival Table (second roll is final). Sells for 500gc.
The Betrayer's BladeWizards only; +2 Fight. In multi-figure combats where the wielder is attacker or declared target, supporting figures grant only +1 each instead of +2.
Bestiary (reference only — scenario bosses, not added as hireable/summonable creatures)

Mimic Construct
M3 F+3 S+1 A13 W+8 H8 — Magic Attack, Teleport, Animated Treasure Token, Construct. See Mimics above for the ten mimic-type variants.

Guardian Construct Construct, Large
M4 F+4 S+0 A14 W+2 H20 — Construct, Large, Huge Weapon (treat as two-handed). Prioritizes models in contact with its control panel, then treasure-carriers, then the closest trespasser. A wizard/apprentice adjacent to the panel and unengaged may spend an action to directly order one of its actions. Destroyed, it returns to full Health on a roll of 13+ at the end of each turn.

The Tormented Half-Breed Demon
M6 F+3 S+0 A11 W+4 H16 — Demon, Immune to Bind Demon, Immune to non-magic attacks, Tormented, Blinding, Unholy Vigour. Blinding: a shooting attack or spell targeting it needs a Will Roll (TN10) first, or the attacker is reduced to Fight and Shoot +0 for the rest of the turn and the attack/spell auto-fails without dealing damage. Defeated (not killed) here, it flees to return as the Enraged Half-Breed.

The Enraged Half-Breed Demon
M6 F+4 S+0 A11 W+4 H1 — Demon, Immune to Bind Demon, Blinding, Boundless Fury. Only melee attacks from a figure wielding the Blade of Barael can damage it; other attacks may still apply their other effects. Same Blinding rule as the Tormented Half-Breed.

Mirror Monster Demon
No fixed stat line — it copies whichever figure's reflection summoned it: same stats, equipment, and special abilities, but cannot cast spells. If it kills the figure it's duplicating, it gains +2 Fight for the rest of the game.

The Betrayer Prince Large
M6 F+6 S+0 A15 W+6 H20 — Large, Huge Weapon (treat as two-handed), Deceiver (supporting figures grant only +1 each against it instead of +2), immune to all damage while at least one sacred flame remains lit (see Sacred Flames Boss Gate). Killed in melee, the killer immediately gains the Betrayer's Blade (even with no free item slot or hand-weapon proficiency); killed at range, a special treasure marker is left in its place instead.

The Perilous Dark
Solo & co-op toolkit

Also codifies house style for "boss monsters" (make them multi-step puzzles, not just high stat-lines — and make them immune to Mind Control) and gives explicit guidance that solo/co-op tables should run less crowded than a normal Frostgrave table, since the simple creature AI can't exploit terrain the way a player can.

Warband building
Solo: build a warband as normal. Co-op: each player's wizard gets only 200gc and a max of 4 soldiers, so two players together land close to a solo warband's power.

Objectives over treasure
Place only 2 treasure tokens solo (3 co-op) in hard-to-reach spots, and shift most of the XP budget onto scenario-specific goals (e.g. "+80 XP if the statue is destroyed") to keep games from becoming a pure gold-count.

New turn sequence
Wizard Phase → Creature Phase I (creatures with Fight +5 or Health 20+) → Apprentice Phase → Creature Phase II (everyone else) → Soldier Phase — lets dangerous monsters act before the party's own soldiers.

Updated creature AI
Creatures activate in current-Health order, always move to engage the highest-level spellcaster if one move can do it, never intentionally pick a multi-combat, and all creatures get a flat +2 Will.

Limited Duration spells
Circle of Protection, Invisibility, Monstrous Form, and Wall: roll a die at the end of any turn they're active — on a 1–10 the spell ends early (replaces Wall's normal end-of-turn roll).

Target Points
Instead of random movement, uncontrolled creatures head for a designer-nominated point (usually the objective) — makes the AI feel purposeful instead of aimless.

Monster spawning
Bespoke per-scenario spawn tables (not the core random-encounter table) tied to numbered spawn points, so the designer controls both what shows up and where.

Clue Markers
Treasure-token-like markers that reward investigation (an action + a roll on a scenario-specific clue table) — the game's investigation/mystery layer.

Room Cards
Draw a card to set up the next room only when a door is opened, so players never see the whole table at once; can also define room shape/doorway count for a lightweight dungeon crawl.

Closely Connected Scenarios
Rules for chaining scenarios back-to-back without a return to base: partial healing (+6 or half Health), no buying/selling/hiring, one Out of Game spell each.

Dungeon crawl systems

Two full worked examples ship with the book: The Vaults (a fixed 10-card dungeon deck with two objective rooms — a treasure hoard and a stairway down) and Dungeons Deep (the fully randomly-generated version, with its own room/encounter/treasure tables and the Gateway Home rule in action).

Dungeon Cards
Like Room Cards but smaller and more numerous (10–12 sections instead of 3–5 rooms); the deck is split into a "multi-exit" pile and an "objective room" pile, then interleaved so objectives can't appear too early.

Randomly Generated Dungeon
Each new room triggers three rolls — a room table, an encounter table, and a treasure/clue table — for a fully improvised dungeon; includes a Will TN20 "search for a secret door" rule to rescue dead-ended layouts.

Gateway Room / Home
The randomly generated dungeon's designated exit: only spawns once 6+ rooms are revealed, guarded by a double encounter roll, and is the sole way off the table.

The Frostgrave Folio
Hunt for the Golem / Dark Alchemy Treasure Tables
Roll tablesHunt for the Golem Treasure Table (d20, per token): 1–4 Construct Hammer 200gc; 5–8 Construct Oil 300gc; 9–12 Mind Wrench 250gc; 13–16 Truestroke Chisel 250gc; 17–20 Book of the Construct 250gc. Dark Alchemy Treasure Table (d20): 1–5 straight gold (15/20/25/30/40gc); 6–8 gold+Potion; 9–11 gold+Scroll; 12–14 gold+2 Potions; 15 3 Potions; 16 Magic Weapon/Armour; 17 Magic Item; 18–20 Grimoire.
Errata
ErrataErrata: Illusionary Soldiers can never be hired as a Captain. Nullmen null-fields don't add extra effects for demons/constructs/undead beyond the standard anti-magic restriction — e.g. a zombie under Control Undead in a null field keeps its body (though control breaks), and a controlled demon isn't banished (though Bind Demon is dispelled).
Grave Mutations
Using This Book

The book gives no fixed trigger of its own — whether and when a mutation happens is entirely a table decision, same as everything else here.

When a mutation happens
There is no specific rule for how, or even when, to use this table — players just look for a moment to work it in. Suggested triggers from the book: falling into a pit of swirling mystical energy, toxic goo, or experimental biomass; being struck by a greater demon's raw power or caught in a botched summoning spell; drinking the wrong potion, or mixing two together; reading a book of forbidden knowledge or hearing the song of the gods of madness; a corrupted, long-forgotten offshoot of Fatecasting; a radiation chamber, an ancient resurrection, or a botched teleport spell. The possibilities are meant to be open-ended.

Running a mutation campaign
A group can also run a dedicated "mutation campaign": every warband starts with a few rolls on the table, and more are granted at experience-point thresholds, for accomplishing certain deeds, or even bought outright from the right sorcerer for the right price. Equally useful for rolling up uncontrolled-creature gangs or one-off bad guys on the fly.

The Grave Mutations Table (d1000) — 1–100

Roll three differently-coloured d10s and read them as hundreds/tens/units (a result of “000” is read as 1000) to get a number 1–1000, then apply the matching permanent mutation below. Meant to be drawn on generically for magical mishaps, mutation events, or campaign mechanics (starting rolls, sorcerer-purchased mutations, quick monster generation). Unless an entry says otherwise, a mutation never grants spellcasting.

1–20
1. Crystalline BodyThe figure's body changes to a hard crystal. It gains +2 Armour, but its Health is reduced by half, rounding up.
2. Bestial FeaturesThe figure takes on some of the appearance of a specific animal of the player's choice. The figure gains the Animal trait but retains its item slots and ability to pick up treasure tokens if it had them previously.
3. Prehensile FeetThis figure has feet that can be used as hands. It gains the Expert Climber trait.
4. CyclopsThe figure's eyes merge into one large eye in the middle of its face. The figure suffers the same penalties as for the Lost Eye permanent injury.
5. Leg TentaclesThe figure's legs are replaced with a mass of tentacles. It never suffers movement penalties for movement over rough ground; however, the maximum distance it can jump horizontally is always reduced by 1".
6. Skull ProjectionThis figure can project its own skull out of its head and rapidly grow a new one to replace it. Treat this figure as though it has the Animate Skull spell with a Casting Number of 6. This figure may never improve this spell.
7. Rapid HealerWhile it doesn't quite reach the level of regeneration, this figure heals wounds extremely rapidly. Treat any "Badly Wounded" permanent injuries as Full Recovery instead. This figure always returns to full Health after any game, regardless of any other rules or circumstances.
8. SoulmarkedThis figure has been marked by a demonic entity and gains the Demon trait but retains any item slots it previously possessed.
9. Flesh PocketThis figure has a pocket or pouch built into its body. This figure may carry one extra item that takes up no more than one slot.
10. Elbow SpikesThis figure has sharp spikes protruding from its elbows. They are dangerous, if awkward to use. This figure never suffers any damage penalty for being unarmed.
11. Acidic BloodIf this figure is damaged in melee combat, all other figures in the combat immediately suffer 1 point of damage.
12. Impact Absorbing Leg JointsThis figure's leg joints have mutated to absorb significant impacts from falling. Halve the distance fallen by this figure for the purposes of determining damage.
13. Brittle BonesThis figure has a weak bone structure. It receives -1 to all Survival Rolls.
14. Spell SicknessThis figure has an allergy towards magic. Whenever it casts a spell, or has any spell cast upon it, it must make a Will Roll (TN10) or suffer 2 points of damage.
15. Crab ClawOne of the figure's hands is replaced with a giant crab claw. The figure always counts as carrying a hand weapon that does +1 damage. It may not use shields or any weapons that take more than one hand or item slot.
16. Vulnerable SpotIf this figure ever suffers a critical hit, it is immediately reduced to 0 Health and suffers -1 to all Survival Rolls after the game.
17. Undead BaneThis figure absorbs the energy that holds undead creatures together. Any undead figure that moves within 1" of this figure, or activates while within 1", immediately suffers 1 point of damage.
18. Quick ReflexesThe figure gains a permanent +1 Fight.
19. Third ArmThe figure has three arms and may now carry a shield at the same time as a staff or other two-handed weapon. Additionally, it gains one item slot.
20. GillsThe figure grows gills which allow it to breathe underwater. It gains the Amphibious trait.
21–40
21. SoulseerThe figure can see the glowing souls of living creatures. It gains the True Sight trait.
22. Fate KissedThis figure has been marked by fate for some special purpose. Once per game, it may reroll one Combat Roll, Will Roll, or Stat Roll. If this ability isn't used during a game, it may be used after the game for a Survival Roll.
23. Redundant OrgansThis figure has a complete second set of organs. This figure is Immune to Critical Hits.
24. Eye StalksThe figure's eyes project far outside or above its head, allowing it easier vision in all directions. This figure receives +1 Fight when making Combat Rolls against shooting attacks.
25. Temporary GrowthThis figure can grow larger for short periods of time. Once per game, the figure may spend an action, even when in combat, to grow. The figure gains +2 Fight, +2 damage, +2 Armour and the Large trait for the remainder of this turn and all of the next turn. After that, it returns to normal size.
26. BleederThis figure bleeds freely from the smallest of wounds. It counts as Wounded any time it is below full Health.
27. TentaclesThis figure has numerous tentacles which it can use to grapple and entrap enemies. Opponents of this figure may not push it back, or step back, in melee unless they actually do damage; simply winning the combat is not enough.
28. Toxic BileThis figure can vomit up toxic bile. It can make shooting attacks with a 3" range, -1 damage, and poison.
29. WitheredThis figure has had most of the moisture permanently sucked out of its body. The figure suffers a permanent -2 Health.
30. Magically-Attuned CyclopsThe figure has a single giant eye, which can be anywhere on its body. The figure suffers -1 to all Combat Rolls against shooting attacks, but all of its attacks of any type count as magic attacks.
31. Hard to Control Fire BreathOnce per game, this figure can spend an action to breathe fire. Make a +5 magic shooting attack against the three closest figures, provided they are within 10".
32. Unstable Energy DrainThis figure deals double damage in combat; however, it also suffers damage equal to half of the damage it deals. This ability does not affect undead or constructs.
33. Elemental ArmourThis figure gains Elemental Resistance (3).
34. Armoured OrgansThis figure has internal armour that protects its vital organs. It gains the Immune to Critical Hits trait.
35. Poison FeederThis figure gains the Immune to Poison trait. Additionally, if this figure is ever damaged by another figure with a poison attack, it gains the Poison ability for its next melee attack.
36. Force of RageOnce per game, this figure can spend an action to attempt to cast Destructive Sphere. Treat the spell as having a Casting Number of 5. This roll may be empowered. This Casting Number may never be improved.
37. UndeadThe figure gains the Undead trait. If it is already undead, reroll.
38. Ill-FatedWhenever this figure rolls on the Survival Table, it must roll two dice and take the lowest result.
39. Golden EggsThis figure produces a valuable substance as part of its natural life processes. Gain 5gc after every game in which this figure participates and survives.
40. SquishyThis figure is just kind of soft. It suffers a permanent -1 Armour.
41–60
41. StealthyAt the start of the game, after all figures, terrain and treasure have been placed, but before initiative on the first turn is rolled, this figure may move up to 3" in any direction, so long as it ends the move out of line of sight of any enemy figures.
42. VampiricThis figure must consume the lifeforce of other creatures to heal. Whenever this figure inflicts damage in melee combat, it immediately regains up to 3 lost points of Health. This figure may not be healed in any other way during a scenario, though it follows the normal rules for healing between scenarios.
43. BlessedThis figure is blessed by some higher power. It receives +1 to all Stat Rolls (rolls with a specific Target Number).
44. Sticky FeetThanks to its sticky feet (or other appendage) it gains +10 to all Move Rolls to avoid falling.
45. Power LifterThis figure never suffers any encumbrance penalty for carrying treasure tokens.
46. Chameleonic SkinThis figure can blend in with its surroundings. Other figures must be within 12" to draw line of sight to this figure unless they have True Sight.
47. Puncture Resistant SkinThis figure takes -1 damage from all non-area effect shooting attacks.
48. Pain SightThis figure gains the True Sight trait whenever its Health stat is below its maximum.
49. HammerblowWhenever this figure pushes an opponent back after winning a round of combat, it may elect to push the opponent back 1 - 3". This cannot be used against opponents with the Large trait, unless this figure also has the Large trait.
50. BreakableDue to a weak physique, whenever this figure rolls "Badly Wounded" on the Survival Table it suffers a permanent -1 Health.
51. Icy GraspThis figure does +2 damage in melee combat. This bonus does not apply when in combat with undead or constructs.
52. Anger StrengthThis figure does +1 damage in melee combat if it is below its starting Health.
53. Phosphorescent SprayOnce per game, this figure may spend an action to spray a phosphorescent film at an opponent within 6" and line of sight. The spray affects all figures that are either in contact or in combat with the target figure. The target and all other affected figures must make a Move Roll (TN20). If a figure fails, it is covered with the film and all shooting rolls against it are at +3 for the rest of the game.
54. Telekinetic PullOnce per game, this figure may spend an action and target a figure within 12" and line of sight. The target figure must make a Move Roll (TN20). If the target fails, it is immediately moved 3" directly towards the active figure. This may move a figure out of, or into, combat.
55. Hideous StenchThis figure reeks. Any figure that wishes to move within 1" of this figure, or into combat with this figure, must first pass a Will Roll (TN8). Figures that do not have to smell, such as constructs and undead, do not have to make this roll.
56. Temporally UnstableWhenever this figure rolls a natural "1" on any roll, it temporarily blips out of time. Remove the figure from the table but mark its spot. At the end of each turn, roll a die. On a 12+ the figure returns to the table at the exact spot it left (or as close as is possible if the spot is occupied). The figure does still suffer the effects of rolling the "1", such as taking damage in combat.
57. Two HeadsThe figure has two heads, which makes it more difficult to gang up against. Figures only grant a +1 supporting figure bonus when fighting this figure.
58. BloodboilThis figure may supercharge its blood flow. Before each game, it may choose to suffer 3 damage to gain either +1 Fight or +1 Shoot.
59. Numbing BlowWhenever this figure damages an opponent in melee combat, the opponent also suffers -1 Fight until the end of the game. This penalty is cumulative (to a minimum +0 Fight). Does not apply to figures with the Large trait.
60. Lashing TentaclesThis figure has tentacles that whip around its body. Any figure (including friendly ones) that moves or activates within 2" of this figure suffers a +0 shooting attack.
61–80
61. Blood AllergyThis figure is allergic to the blood of other creatures. If it damages another figure in melee combat, it is poisoned.
62. Light SensitivityThis figure's vision is very sensitive to light. It suffers -1 to all shooting attacks and Combat Rolls against incoming shooting attacks, unless the figure is under cover, underground, or there is some special scenario rule in play that is decreasing the line of sight due to lack of light.
63. Scorpion TailThis figure has a scorpion tail growing out of its body. It always counts as armed with a poisonous hand weapon.
64. Minor RegenerationThis figure gains back 1 lost point of Health every time it activates.
65. Leaping AttackThis figure gains +2 Move, but only if that movement ends with the figure in combat.
66. TrunkThis figure has a very long nose, which it can use to sound its battle cry. This figure may spend an action to trumpet. This figure and all allied figures gain +2 to all Will Rolls until its next activation.
67. TusksThis figure has long tusks. It always counts as armed with a dagger.
68. Easily WeakenedWhenever this figure suffers damage from any source, it suffers -1 Fight as well. This penalty is cumulative to a minimum of +0 Fight.
69. Extra EyeThis figure has an extra eye which helps with both field and depth of vision. The figure gains +1 Fight whenever it is rolling against shooting attacks.
70. Insect HeadThe figure has the head of an insect, including a sharp set of mandibles. This figure always counts as armed with a dagger.
71. HornsThis figure gains the Horns trait.
72. Pain InstabilityThis figure inadvertently teleports whenever it suffers damage. Whenever this figure suffers 1 or more points of damage, it automatically teleports 1 - 10" in a random direction, stopping at the edge of the table if the teleport would carry it off.
73. Demonic AllergyThis figure is allergic to demonic energies. Whenever it moves within 1" of a demon, or activates within 1" of a demon, it must make a Will Roll (TN10). If it fails, it suffers 2 points of damage.
74. Stick ThinThis figure is extremely thin. It suffers -1 Armour but may squeeze through any opening that is at least 0.5" wide.
75. Burning FistsThis figure can cause its fists to ignite in flames on command. It always counts as armed with a magical hand weapon that does +1 elemental damage.
76. BrachiatorThis figure is capable of movement by swinging from hand-hold to hand-hold. It gains the Expert Climber trait.
77. Partial InsanityIf this figure ever rolls a natural "1" on any roll during the game, it goes temporarily insane and counts as an uncontrolled creature. This lasts for the rest of the turn on which the "1" was rolled and all the next turn. After that, the insanity passes, and the figure returns to its normal allegiance.
78. Empowered BlowIf this figure forgoes all its actions for one activation, during an activation where it receives at least one action, then the next time it hits an opponent in melee combat, the strike does an additional +5 elemental magic damage.
79. Long NeckThis figure has an elongated neck, which unfortunately makes it vulnerable. It suffers +6 damage any time it suffers a critical hit (instead of the normal +5).
80. Weak ArmsWhenever this figure wins a round of combat, it may only step back; it may never push its opponent back.
81–100
81. Volatile ExcrementThis figure excretes a volatile mixture. If it forgoes all its actions in an activation, in an activation where it has at least one action, it may place a marker on the table. If any other creature moves within 2" of this marker, it explodes, and all figures within 2" suffer a +4 shooting attack. This figure may never have more than two such markers on the table at one time. This figure never triggers its own tokens and is immune to damage from them.
82. Quick ReactionsThis figure may activate in any phase during the turn, overriding any other normal rules for activation. It always activates last in that phase if it is not the phase the rules would normally require. This figure may still only activate once per turn unless another rule allows multiple activations.
83. Long LegsThis figure has long legs that grant it +1 Move.
84. Blinding GazeOnce per game, this figure may spend an action to automatically cast the Blinding Light spell at a target within line of sight. Treat the Casting Number as 16.
85. Cloud ReleaseThis figure can spend an action to release a cloud of dark gas. Place a 2" diameter cloud adjacent to the figure. The figure suffers 1 point of damage every time it does this. Line of sight may not be drawn through the cloud. At the end of every turn, roll a die. On a 1 - 5, the cloud dissipates and should be removed from the table.
86. BleederThis figure loses 1 point of Health every time it activates if it is already below its maximum starting Health. This rule does not apply if the figure only has 1 point of Health remaining.
87. Large BrainThis figure has a very large brain, meaning that its head is noticeably larger than normal. It receives +2 Will but -2 Health.
88. Surrounded by FliesThis figure is constantly surrounded by flies or other flying insects. It and all other figures within 2" suffer -1 to all rolls.
89. Frog LegsThis figure has grown frog-like legs that give it a huge jump. It may now jump up to its full move distance without any run-up, including horizontally.
90. Missing DigitsThis figure is missing several fingers, which makes it difficult to use ranged weapons. It has -1 Shoot.
91. Mana Battery (1)This figure produces mystical energy that can be tapped by friends who know how. If a figure in the same warband attempts to cast a spell within 3" of this figure, it may draw upon this figure to add +1 to empower the spell by 1. This can only be done once each game.
92. Magic VulnerabilityWhenever this figure is hit by a magic attack, it suffers -3 Armour against that attack.
93. HammerhandThis figure's off hand has been replaced by a heavy hammer, or mace-like, protuberance. This figure always counts as armed with a magical hand weapon but can never carry a two-handed weapon, shield, bow, or crossbow.
94. Scrawny ArmsThis figure suffers double the normal penalty to its Fight and Shoot stats when carrying a treasure token.
95. Withered ArmOne of this figure's arms has withered away until it is nearly useless. Treat the figure as though it has the Crushed Arm permanent injury.
96. Serpent TaleThis figure has a serpent tail instead of legs. It suffers -1 Move but never suffers movement penalties for going over rough ground.
97. ParachuteThis figure has wings, webs, or another appendage that significantly slows its descent through the air. This figure never suffers any damage from falling.
98. Three-Arms with ClawsThis figure has three arms or arm-like appendages with sharp claws. It may use a two-handed weapon or staff at the same time as a shield. Additionally, it never suffers any penalty to damage for being unarmed.
99. LargeThe figure gains the Large trait and does +1 damage in melee combat.
100. BeakThis figure has a beak instead of a mouth and nose. It is always counted as armed with a dagger.
The Grave Mutations Table (d1000) — 101–200
101–120
101. Frightening AppearanceAny figure that wishes to move into combat with this figure must first pass a Will Roll (TN6). If it fails, the figure may not move into combat, but may still use the action for another purpose.
102. Steady HeartThis figure can momentarily stop all its body's natural processes to completely still its aim. It gains a permanent +1 Shoot.
103. Life DrainAny other figure that activates within 2" of this figure immediately suffers 1 point of damage. Undead and constructs are immune to this. This rule does not apply on the first turn of the game.
104. OpportunistWhenever this figure rolls a natural "20" in melee combat during its own activation, it immediately gains an additional action in this activation.
105. Mouths in HandsThis figure has no mouth on its face; instead, it has a mouth in each hand. This figure always counts as being armed with at least a dagger but cannot cast spells or do anything else verbal unless it has a free hand.
106. Adrenaline SurgeOnce per game, as a free action, this figure can trigger an adrenaline surge. Its Move is increased by 3 for the rest of the turn.
107. Unlife FeederThis figure feeds off the power of animate, but non-living, things. Whenever any undead or construct activates within 2", that figure immediately suffers 1 point of damage. This does not apply on the first turn of the game.
108. Extendable NeckThis figure can extend its neck so that its head is up to 1" higher than it actually is. Thus, a figure can draw line of sight over objects that are less than 1" higher than it. It may use this to cast spells, but not to make attacks as its hands cannot reach that high (unless the attack is generated by the figure's head).
109. Giant FighterThis figure does +1 damage against figures with the Large trait.
110. Health TransferenceIf this figure is within 2" of a friendly figure, and that figure is not in combat, it may spend an action and take up to 3 points of damage. The other figure heals an amount of damage equal to that amount (though this may not take either figure below 0 Health or above their starting Health).
111. Blood FrenzyIf this figure activates within 12" and line of sight of another figure that is currently suffering from the Wounded condition, this figure must spend all its actions moving directly towards the Wounded figure and then attack if possible.
112. Inner CavityThis figure has one additional item slot. It can only be used on an item that only takes up one slot. The figure must spend an action retrieving this item before it can be used for the first time in a game (this action can replace a move action).
113. CursedThis figure is cursed by some higher power. It receives -1 to all Stat Rolls (rolls with a specific Target Number).
114. ForesightThis figure is blessed with visions of the future. If you ever roll a natural "20" for initiative, this figure gains an extra action on its next activation.
115. Concentration LeechIt is difficult to concentrate when this figure is near. Any figure attempting to cast a spell suffers -1 to the Casting Roll if this figure is within 3" and line of sight.
116. Glimpses of DoomThis figure is cursed with glimpses of its own doom. If you ever roll a natural "20" for initiative, this figure receives no actions in its next activation.
117. Extra HeavyThis figure suffers double damage from falls.
118. Poisonous WartsThis figure is covered in poisonous warts. Whenever it takes damage in melee combat, all other figures in the combat must make a Will Roll (TN10) or be poisoned.
119. Withered LegOne of this figure's legs has withered to the point where it is almost unusable. Treat the figure as though it has the Smashed Leg permanent injury.
120. QuillsThis figure's body is covered in quills or spines. Whenever a figure in melee combat with this figure rolls a natural "1 - 2" on its Combat Roll, it suffers 2 points of damage in addition to whatever damage it would take if it loses the combat.
121–140
121. Puncture Weakened SkinIf this figure ever suffers damage from a non-area effect, non-template shooting attack, it suffers +1 damage.
122. Vestigial WingsThis figure has wings that are essentially useless. This figure must have specially fitted armour that costs an extra 50gc. If this figure is a soldier, this amount must be paid, or the figure loses the benefits of its armour.
123. CentaurThis figure has the bottom half of a horse. Its Move stat is now 8, but it cannot climb ladders or other vertical terrain.
124. Furious AttackOnce per game, this figure may add +3 to its Combat Roll in a melee combat that it initiates. This decision must be made before the dice are rolled.
125. PainlessThis figure never feels pain. It gains the Never Wounded trait but has its Armour stat reduced by 1 to represent its lack of avoiding injury.
126. Improved SmellThis figure counts as having the True Sight trait for all figures within 8".
127. Spatially UnstableWhenever this rolls a natural "1" for any roll, it suddenly jumps to a new location. Move the figure 6" in a random direction, placing it as close to that spot as is practical. The figure does suffer the results of the "1" (such as taking damage in combat) unless it resulted in movement.
128. Armoured ShellThis figure has some sort of shell covering a large part of its body. This figure cannot wear any armour but gains +2 Armour.
129. Owl HeadThis figure has the head of an Owl. It gains +2 Will.
130. Magic ResistantThis figure gains +1 on all Will Rolls to resist or overcome spells.
131. Limb RearrangementThis figure's limbs are rearranged around its body in an odd fashion, which can confuse opponents in combat. The first Combat Roll each specific figure makes while in melee combat against this opponent each game suffers a -1 penalty.
132. Magic VulnerabilityThis figure suffers -1 on all Will Rolls to resist or overcome spells.
133. JitteryThis figure is always moving, even when sitting or lying down. This makes it especially hard to target. The figure receives +1 to all Combat Rolls against shooting attacks.
134. EmaciatedThis figure is very thin and scrawny. It suffers -1 Armour.
135. No HeadThis figure has no head, and all its facial features are in its chest. If this figure wears armour it is effectively, blind, dumb, and deaf, unless it has another means of using these senses.
136. Death CurseWhenever this figure rolls on the Survival Table, it must roll three dice and select the lowest.
137. Covered in FungusThis figure is covered in strange fungus that repels most creatures. Uncontrolled creatures will never move towards or into combat with this figure if there are any other eligible figures. Uncontrolled creatures will still force combat if the figure moves within 1".
138. Telekinetic PushOnce per game, this figure may spend an action and target a figure within 12" and line of sight. The target figure must make a Move Roll (TN20). If the target fails, it is immediately moved 3" directly away from the active figure. This may move a figure out of, or into, combat.
139. Hair of SnakesThis figure always counts as armed with a dagger. If it attacks with that dagger, its attacks are poisonous.
140. WheelsThis figure has wheels instead of feet. It gains +1 Move, but -5 to all Move Stat Rolls.
141–160
141. Explosive SneezeThis figure has highly volatile sneezes. If the controlling player ever rolls a natural "1" on an Initiative Roll, this figure sneezes, and all other figures within 2" immediately suffer a +1 shooting attack. This does not apply on the first turn of the game.
142. Massive EarsThe figure has massive ears which improve its hearing. The figure gains the True Sight trait with a range of 4".
143. Mirror FaceThis figure's face always appears to be the same as the face of the observer, which is very disconcerting. Any figure that wishes to move into combat with this figure must first pass a Will Roll (TN10) or it stops 1" away and its activation ends immediately.
144. Steady HandsThis figure can keep its hands steady even in the most difficult of circumstances. It gains a permanent +1 to its Shoot Stat.
145. Short LegsThis figure has shorter than average legs. It suffers -1 Move.
146. Animal AllergyThis figure suffers extreme allergic reactions to animals. Whenever it is in combat with an animal, it suffers -2 Fight.
147. WeakThis figure does half damage (rounded up) in melee combat.
148. Extremely HairyThis figure has a massive amount of hair, making it difficult to determine where its actual body lies. Figures receive -1 to all Shooting attacks against this figure if the figure is not wearing heavy armour.
149. Balancing TailThis figure has a tail that gives it near-perfect balance. If the figure is ever called upon to make a Move Roll to avoid falling, it passes automatically without having to roll.
150. Zombie-ReanimationIf this figure is reduced to 0 Health, place an uncontrolled zombie at the point it fell.
151. TrophyThis figure has some mutation that others find valuable, such as a golden horn. It gains the Bounty (20gc) trait.
152. Body of GlassThe figure's body is composed completely of glass. Reduce its Armour Stat by 3.
153. Death ScreamIf this figure is reduced to 0 Health, all figures within 6" immediately suffer a +0 attack.
154. ExoskeletonThe figure has a tough exoskeleton, but no inner-skeleton. It gains +2 Armour but -3 Health. The figure may not wear any armour.
155. Insect CentaurThis figure has the bottom half of an insect. It gains the Expert Climber trait.
156. Extra HandThe figure has an extra hand somewhere on its body. The figure gains one additional item slot.
157. Soul-BondedSelect one other random member of the warband. This figure is soul-bonded to it and gains +1 Health. If that figure is reduced to 0 Health, then this figure is also immediately reduced to 0 Health. The reverse is not true. If the figure this figure is bonded to is killed, or leaves the warband, a substitute should be randomly selected.
158. Grows with PainIf this figure takes 5 or more points of damage from a single source, it gains +1 Fight and +1 Damage for the rest of the game. This bonus can only be gained once per game.
159. Highly ToxicThis figure gives off a radioactive aura. All of its melee attacks count as poisonous.
160. Shrinks with PainIf this figure takes 5 or more points of damage from a single source, it suffers -1 Fight and -1 Damage for the rest of the game. This penalty can only be suffered once per game.
161–180
161. No TorsoThis figure essentially has no torso, its head rises out of its pelvis and its arms come out of the thighs. Its ungainly nature makes it difficult to fight. All figures suffer -1 Fight against it. This figure may not wear any armour.
162. Spontaneous HealerWhenever this figure rolls a natural "20" on any Stat Roll, Combat Roll, or Casting Roll it immediately gains back up to 2 points of lost Health.
163. SlipperyAny figure that wishes to force combat with this figure must first pass a Move Roll (TN16). If the roll is failed, the figure may not force combat, but may attempt to do so against another figure later in the turn.
164. Hard to KillWhenever this figure rolls on the Survival Table it must roll two dice and select the highest result.
165. Tinted MembraneThis figure has a second set of eyelids that are tinted and translucent. This figure is immune to the Blinding Light Spell and any other effects of bright light.
166. Gigantic HornsThis figure gains the Horns trait and always counts as armed with a hand weapon.
167. BraceOnce per game, this figure may increase its Armour by 3 for the duration of one attack, but the decision to use this ability must be made before the dice are rolled.
168. Immune to CursesThis figure is immune to the Curse spell.
169. Bat HeadThis figure has the head of a bat and can use echolocation. It never suffers any line-of-sight penalties due to darkness. It also gains the True Sight trait.
170. Beaver TailThis figure has a large, beaver-like tail. The figure gains +3 on all Swimming Rolls.
171. InflateThis figure can inflate its body to a significant size. Every time it activates, it can state if it is inflating. This is a free action. If inflated, the figure stays this way until its next activation. While inflated, the figure can fall any distance and suffers no damage and passes all Swimming Rolls automatically. However, it also suffers -4 Armour while inflated.
172. Eyes in HandsThis figure must always have one hand free to see. It cannot carry 2-handed weapons or weapons that take up more than 1 gear slot. It can draw line of sight around a corner if it is within 0.5" of that corner.
173. Cat CentaurThis figure has the bottom half of a large cat. It no longer suffers any movement penalties for rough terrain and its Move Stat is set at 7.
174. Small AntennaeThis figure has small antennae which help it perceive the world. It gains +1 Will.
175. Dazzling AuraAny figure that activates within 3" of this figure must make a Will Roll (TN12) or be dazzled for the remainder of the turn. While dazzled, the figure suffers -1 to all rolls. This does not apply on the first turn of the game.
176. Must MoveIf this figure activates while not in combat, has at least one action, and does not spend an action to move, it immediately suffers 2 points of damage.
177. Body of RockThe figure's body is composed completely of rock. Its Armour Stat is increased by 3, but it may no longer wear armour of any type.
178. SliderThis figure excretes oil on the undersides of its feet. It gains +2 Move during move actions, but only if it makes a move in a straight line, unimpeded by any terrain or other figures.
179. HumpThis figure has a large hump like a camel. Before each game, this figure can consume one potion and store it in its hump. The figure may consume this potion to gain its effect whenever it activates without spending an action. If not consumed, the potion may be carried over to future games.
180. Webbed Hands or FeetThe figure grows webs between its fingers, toes, or both. It automatically passes all Swimming Rolls.
181–200
181. Excretes GemsAfter every game in which the figure participates and survives, roll a die. On a 12+ it excretes a gem worth 10gc.
182. Pin HeadThis figure has an unusually small head. It suffers -1 Will.
183. Chicken FeetThis figure has large, powerful, bird-like feet. This includes vicious talons. This figure always counts as armed with a dagger.
184. Project SelfThis figure can spend an action and immediately move 6" in any direction, so long as the final spot is in line of sight. This can move this figure into or out of combat. The figure may now use any other actions it has. However, as soon as this figure has completed its activation, move it back to the point where it activated.
185. Imp-SpawnIf this figure is reduced to 0 Health, place an uncontrolled imp on the spot where the figure fell.
186. Back StabberThis figure gains an additional +1 Fight whenever it can claim a support bonus from another figure. However, this figure never gives a support bonus to any other figure.
187. Nerves of SteelOnce per game, this figure may add +4 to one Will Roll. It must decide to use this ability before the die is rolled.
188. PhasingThis figure can temporarily phase out of this plane of existence, allowing it to move through walls and other solid structures. This figure gains the Burrowing trait.
189. Shot MagnetThis figure suffers -1 Fight when rolling against shooting attacks.
190. Lunging AttackOnce per game, this figure may force combat with a figure that moves within 2" of it, instead of the normal 1".
191. BouncyWhenever this figure falls or jumps, it may move 1" horizontally for each 2" fallen vertically to represent the bounce. Additionally, it takes only half damage from falling.
192. Fog FormOnce per game, this figure may spend an action to activate its fog form. For the rest of that activation and all of the next, it gains the Levitate trait, and no figure may force combat with it. However, the figure may not attack any other figure or pick up treasure tokens. If the figure was carrying a treasure token it is dropped at the point the figure activated the fog form.
193. Free MoverThis figure is immune to the Petrify and Slow spells.
194. Wolf CompanionThis figure gains a wolf as a companion. This wolf counts as a member of the warband but does not take up a soldier slot. It may never intentionally move more than 6" away from its companion figure. If it activates more than 6" away, it must make a move directly towards its companion if possible. If the wolf is ever killed, another takes its place for the next game.
195. Demon BaneThis figure's mere existence is painful to demons. Any time a demon moves within 1" of this figure, or activates while within 1", it suffers 1 point of damage. This does not apply on the first turn of the game.
196. Mind PunchWhenever this figure makes an attack in melee combat, it may force its opponent to use its Will stat instead of its Fight stat for its Combat Roll. Otherwise, the combat follows the normal rules.
197. Always VisibleThis figure is immune to any effect that would turn it invisible.
198. Ethereal VisionThis figure may draw line of sight through one piece of terrain, though it may not make any shooting attacks through that terrain.
199. Rat AttracterIf this figure is on the table when the controlling player rolls a 1 - 3 for its Initiative Roll, place a giant rat on the table at a random point along the table edge.
200. Snake ArmsThis figure has snakes for arms. It may not carry any weapons or shields of any type. However, it always counts as armed with a poisonous hand weapon.
The Grave Mutations Table (d1000) — 201–300
201–220
201. Hole in ChestThis figure has a large hole in its chest. Whenever it rolls a natural "1" when rolling against an incoming shooting attack that would hit, that shot passes straight through the hole, causing no damage of any type.
202. FocusThis figure is capable of incredible focus. Once per game, it can "focus" on a task and gain +5 to one Stat Roll (any roll with a specific Target Number). The decision to use this ability must be made before the die is rolled.
203. Temporary AmorphousnessOnce per game, when this figure activates, it may declare that it is amorphous. While amorphous, it may move through any hole no matter how small, and it suffers no penalty for moving over rough ground. This lasts until the end of the figure's activation. When this figure becomes amorphous, it drops any treasure tokens it was carrying and may not pick up any.
204. Eater of the DeadThis figure likes to consume a portion of all its kills. Any figure reduced to 0 Health by this figure in melee combat suffers -1 to its Survival Roll after the game.
205. Hardened SoulThis figure is immune to the Strike Dead spell.
206. Web ProducerOnce per game, this figure may spend an action to create a web. This web can be up to 6" long, must be anchored at both ends on terrain, and some portion of the web must be adjacent to the figure. The web does not block line of sight; however, no figure may move through, or climb over a web. The web can be destroyed by a melee attack or a shooting attack that covers an area. Treat the web as having Fight +0, Armour 14, Health 1. Unless destroyed, the web remains until the end of the game.
207. Dog HeadThe figure has the head of a dog, including its powerful bite. This figure always counts as armed with a hand weapon.
208. Enlarged ArmsThe figure has oversized and over muscled arms. It gains +1 damage in melee combat.
209. High MetabolismThis figure burns calories extremely quickly and thus tends to run out of energy. This figure always counts as wounded after the fifth turn of the game.
210. Explosion ResistantAny attack that affects an area, instead of an individual target, does -3 damage against this figure.
211. Evil EyeThe figure has a third eye which can command death. Once per game, it can spend an action to automatically cast the Strike Dead Spell with a Casting Roll of 14. As per the spell, this figure takes 1 damage using this ability.
212. Heavy FeetThis figure has abnormally large, and very heavy, feet. It suffers -1 Move and -2 on Swimming Rolls.
213. Mouth in StomachThis figure has no mouth on its face, instead it has a large mouth in its stomach. This figure never counts as unarmed and does +2 damage in melee combat provided it is not wearing any armour. Additionally, if it is wearing armour, it may not cast spells or take any other action that requires a verbal component.
214. Fully Rotatable HeadThis figure's head can spin around 360 degrees, making it more difficult to gang up against. Supporting figures only grant a +1 bonus when fighting this figure, instead of the normal +2.
215. Three-Scrawny ArmsThis figure has three arms or arm-like appendages, that are all weaker than normal. This figure does -1 damage in melee combat. It may use a two-handed weapon or staff at the same time as a shield. Alternatively, it may carry gear that takes up two slots and another that takes up one at the same time.
216. Perfect BalanceWhenever this figure must make any roll to avoid falling, it passes the roll automatically.
217. Iron HeartOnce per game, this figure may add +2 to a Will Roll. It may decide to use this ability after the dice are rolled.
218. WereratThe figure is half-human, half-rat. It gains +1 Move, -1 Armour, -1 Will, -1 Health.
219. Poor EyesightThis figure has a maximum line of sight of 16".
220. Air SackThe figure gains an air sack, which may be internal or external to its original body. The figure gains +2 to all Swimming Rolls. It may draw air from this sack at any time, meaning it never suffers damage from drowning and can choose whether or not to suffer any effects from breathing, such as not breathing poison gas.
221–240
221. Punishing BlowOnce per game, if this figure inflicts damage in melee combat, it may use this ability to inflict an extra 2 points of damage.
222. SmallThis figure is about half the size of a normal human. It receives +1 Fight when rolling against shooting attacks.
223. Stout CentaurThis figure has the bottom half of a short, sturdy horse. Its Move stat is now 7, but it cannot climb ladders or other vertical terrain. It also never counts as unarmed, as it can make a kick attack.
224. Fully Rotatable WristsThis figure's wrists can spin around 360 degrees, which often allows it to make surprising attacks. Anytime this figure rolls an even number on an Attack Roll in melee combat, it gains an additional +1.
225. Empowering WillThis figure may spend its own Health to increase any Will Roll it makes on a 1-for-1 basis.
226. Electrically InfusedThis figure has electricity running through its veins. Any figure that causes damage to this figure in melee combat immediately suffers a +0 magic attack (increase to +1 if it is wearing heavy armour).
227. RootedOnce per game, when a figure would be pushed back in combat, or moved by some other special effect, it can use this ability. The figure is not moved, if it is in combat, the other figure must step back instead.
228. Desperate StrikeOnce per game, this figure may add +3 to any Combat Roll. However, it then suffers -3 Fight for the rest of game.
229. Bright PlumageThis figure has bright, colourful feathers that cannot be completely covered. The figure gains +2 Will, but -1 Fight against all incoming shooting attacks.
230. WereflyThis figure is half-human, half-fly. It suffers -1 Move, -1 Fight, -1 Armour and -2 Health, but gains the Flying trait.
231. Mystic HandsThis figure's melee attacks count as magic attacks.
232. Rock EaterThis figure can very quickly consume rock, earth, and other common minerals and quickly expel them out the other end. This figure gains the Burrowing trait.
233. Enchanted BloodIf this figure is below its starting Health, all its attacks count as magic attacks. This figure may spend an action to cut itself for 1 point of damage.
234. Back PlatesThis figure has large, bony plates growing out of its back, that gives it some degree of protection from behind. The first supporting figure bonus claimed by any enemy grants only a +1 bonus instead of the normal +2.
235. Incredibly Long TongueThis figure has an incredibly long tongue. It can make Shooting attacks with the tongue up to a range of 3" doing +0 damage.
236. Retractable ClawsThis figure has small, hooked claws that it can retract into its fingers. This figure suffers no penalties for fighting while unarmed. Additionally, it gains the Expert Climber trait.
237. Steady HandOnce per game, this figure may add +3 to one shooting attack, but the decision to use this ability must be made before the dice are rolled.
238. ObeseThis figure is extremely fat. It suffers -1 Move but +1 Health.
239. Minor Magic ImmunityWhenever a spell is cast on this figure, or the effect of a spell would target this figure, roll a die. On a 15+ that spell has no effect on this figure.
240. Mystic EyeThis figure's shooting attacks count as magic shooting attacks.
241–260
241. Officer of the DeadOnce per game, this figure can spend an action to cast Raise Zombie. The spell is automatically successful.
242. Troll FormWhenever this figure takes damage, it must make a Will Roll (TN10). If it fails, replace this model with an uncontrolled snow troll. After the game it returns to its regular form and allegiance.
243. Puppet HandThis figure has one hand replaced by a small version of itself from the torso upwards. This figure may not wield two-handed weapons, a staff, bow or crossbow, nor may it use a shield. It can, however, draw line of sight around a corner, if it is standing within 0.5" of that corner.
244. OverawedThis figure does -1 damage against figures with the Large trait.
245. Demonic PrisonAny time a demon moves into contact with this figure, or activates while in contact with this figure, it must make a Will Roll (TN12) or be imprisoned within the figure. This figure may only imprison one demon at a time, so if it already has one imprisoned, this rule does not apply. A figure may release an imprisoned demon at any time by spending an action and must place that demon within 3". Alternatively, the demon can be released after the game in which case it runs off.
246. Targeted StrikeOnce per game, if this figure rolls a natural "19" on a melee combat attack, it may convert this to a natural "20" and thus a critical hit.
247. Detachable SpinesThis figure has long spines growing from its body which it can detach and even throw. This figure always counts as armed with a dagger and has a 6" shooting attack doing -1 damage.
248. Tooth SpitterThis figure can spit its own teeth at its enemies and rapidly regrow them. This figure may make shooting attacks with a range of 4" doing +0 damage.
249. Ink SprayOnce per game, this figure may spray ink at an opponent. Treat the figure as though it had just cast a Blinding Light spell with a Casting Roll of 14. This isn't actually a magic effect, and the effects cannot be cancelled by effects that cancel magic.
250. Beast CallOnce per game, this figure may spend an action to summon a nearby beast. Immediately roll on the Random Encounter Table and place the creature at a random point on the table edge. It is an uncontrolled creature.
251. Undead AllergyThis figure suffers extremely allergic reactions to the undead. Whenever it is in combat with an undead creature, it suffers -2 Fight.
252. Crumbling TouchOnce per game, this figure may spend an action to automatically cast the Crumble Spell against a terrain feature within 1".
253. Must Move QuicklyIf this figure activates while not in combat, has at least one action, and does not spend an action to move, it immediately suffers 3 points of damage.
254. Beast CommanderOnce per game, this figure may spend an action to target any uncontrolled animal within line of sight. That animal must make a Will Roll (TN20). If it fails, the figure may move the animal up to its Move stat in inches in any direction, including out of or into combat, so long as this move does not result in the animal taking immediate damage (such as walking off a cliff).
255. WereboarThis figure is half-man, half-boar. It gains +2 Health and the Tusks trait (use Horns trait).
256. Extra ForearmsThis figure has two arms, but four forearms, with extra forearms growing out at the elbows. This allows the figure to carry one additional item, or to fight with a two-handed weapon while also using a shield.
257. Random PainWhenever this figure rolls a natural "1" on any Stat Roll, Combat Roll, or Casting Roll, it immediately suffers 2 points of damage, though this cannot take a figure below 1 Health.
258. Wise CyclopsThis figure can see more clearly with one eye than most can with two. The figure suffers the same penalties as for the Lost Eye permanent injury but gains +3 Will.
259. Extra FingerThis figure has an extra finger somewhere on its body. It can wear one magic ring without the ring counting towards its maximum number of items.
260. Killer's StrengthIf this figure reduces another figure to 0 Health, it gains +1 Fight for the rest of the game. It may only claim this bonus once per game.
261–280
261. Fish SlayerThis figure does +5 damage on melee attacks against creatures with the Aquatic or Amphibious traits.
262. AlbinoThe figure has no skin pigment, so that its skin is completely white, and its eyes are pink. This figure has a maximum line of sight of 18".
263. Reflective SkinThis figure has reflective skin which makes it confusing to look at and difficult to target at a distance. It gains +2 Fight against all shooting attacks from another figure.
264. MandiblesThis figure has a large pair of mandibles near its mouth which it can use to attack opponents. This figure always counts as armed with a dagger.
265. Bright FlashThis figure occasionally flashes with bright light. Whenever a figure activates while in combat with this figure, it must immediately make a Will Roll (TN10) or suffer -3 Fight (to a minimum of +0) for the rest of its activation.
266. Heightened Magic VulnerabilityThis figure suffers -2 on all Will Rolls to resist or overcome spells.
267. Poisonous FurThis figure is covered in fur which is poisonous if it gets into wounds. All this figure's melee attacks count as poisonous.
268. EvadeOnce per game, when this figure activates, it may move 1" in any direction as a free action, regardless of whether it is in combat. No figure may force combat as a result of this move.
269. AcrophobicThis figure has an acute fear of heights. Anytime this figure wants to move up any terrain over 1" above the ground it must first pass a Will Roll (TN16). If it fails, it loses an action. The figure may make as many attempts to climb as it wishes, but it loses an action each time it fails.
270. Sickness CarrierThis figure carries a chronic sickness. It suffers -2 Health. However, it does +1 damage in melee combat as its infection worsens the wounds of others. This extra damage does not apply to undead or constructs.
271. Light DischargeThis figure can discharge an intense light. Once per game, this figure may spend an action to discharge its light. All other figures within 6" are treated as though the target of a Blinding Light spell with a Casting Number of 14.
272. Mild AddictionThis figure is addicted to some substance and must spend 10gc before each game or suffer -1 to its starting Health due to withdrawal.
273. Death DancerIf this figure reduces another figure to 0 Health, it is compelled to do a ritual dance. If it is active, its activation ends immediately. Either way, it receives no actions the next time it activates, but instead regains up to 3 points of lost Health.
274. Brightly ColouredThis figure is brightly coloured with spots, stripes, or other patterns. At the start of a game, this figure may choose to be uncovered or covered. If it is covered, it suffers -1 Will. If it is uncovered, it gains +2 Will, but all shooting attacks against it are a +1.
275. HunchbackThis figure has a severely hunched back and suffers -1 Move.
276. Ink SpewOnce per game, this figure may spray ink in all directions. Treat the figure as though it had just cast a Blinding Light spell with a Casting Roll of 14 against every other figure within 3". This is not actually a spell, and the effects cannot be cancelled by effects that cancel magic.
277. Low Preservation SenseThis figure believes a little too strongly in its own immortality. This figure never receives any bonuses for being in cover.
278. Improved VisionThis figure's vision is well above average. It gains a permanent +1 to its Shoot stat.
279. TroglodyteThis figure is used to living underground, and its eyes have adapted to the dark. It never suffers any reduction in the maximum line of sight due to darkness. If outside in the daylight, however, it suffers -1 Fight and -1 Shoot.
280. Butterfly WingsThis figure has large, fragile wings. It gains the Flying trait but loses this ability as soon as it falls below its starting Health.
281–300
281. BackswingOnce per game, if this model wins a fight in melee combat, it may make another free attack against the same model without spending an action.
282. DuckbillThis figure has a large duckbill for a mouth which can make it difficult to talk. It suffers -1 to all Casting Rolls.
283. Thick Eye StalksThe figure's eyes project far outside or above its head, allowing it easier vision in all direction. This figure receives +1 Fight when making Combat Rolls against shooting attacks and may reroll any Survival Roll that results in the Lost Eye permanent injury.
284. Poisonous TentaclesThis figure has numerous tentacles which it can use to grapple and entrap enemies. An opponent fighting this figure in melee can only push it back or step back if it does damage; simply winning the combat is not enough. This figure's melee attacks are also poisonous.
285. Very SlipperyAny figure that wishes to force combat with this figure must first pass a Move Roll (TN18). If the roll is failed, the figure may not force combat, but may attempt to do so against another figure later in the turn.
286. Fast UndeadThe figure gains the Undead trait and +1 Move.
287. Flesh SheathThis figure has a special pocket or pouch built into its body that can hold a weapon. This figure may carry one extra weapon that takes up no more than one item slot.
288. Evaporating BloodWhenever this figure takes damage, its blood evaporates into a misty pink cloud. Place a 2" diameter cloud centred on the figure. This cloud blocks all line of sight but not movement. At the end of each turn, roll a die. On a 1 - 5 the cloud disperses.
289. Armoured Beard-PlateThis figure has an armoured plate growing out of the bottom of its jaw that gives it some protection. This figure gains +1 Armour.
290. Wilful IgnoranceDue to a general lack of perception of the world around it, this figure automatically passes the first Will Roll it is required to make each game.
291. WhiskersThis figure has long whiskers allowing it to sense things close by that it cannot see. It gains True Sight with a range of 3".
292. EmpatheticWhenever another figure within 6" rolls a natural "20" on any roll this figure gains back 1 lost point of Health. However, if a figure within 6" is reduced to 0 Health, this figure immediately suffers 2 points of damage.
293. Blood PactThis figure has made a deal with a demonic entity. Before each game, the figure may choose to suffer 3 points of damage. If it does not, it suffers -1 Fight and -1 Shoot for the coming game. If it does suffer the damage, it gains +3 Will for the coming game.
294. Head on ArmThis figure's head is at the end of one of its arms. It thus only has one hand and may not use a two-handed weapon, staff, shield, bow, or crossbow.
295. No CirculationThis figure's blood does not circulate. Thus, it has the Immune to Poison trait.
296. Vomit Giant InsectsThis figure can vomit up large insects to attack its enemies. Treat the figure as having the Animate Skull spell with a Casting Number of 10. The "skulls" are actually large insects and thus have the Animal instead of Undead trait. Otherwise, they use the same stats. This figure may never improve this spell, nor counts as a spellcaster unless it already qualified.
297. Burning BileThis figure can vomit burning bile. This figure may make shooting attacks with a 3" range and +1 damage.
298. Killer's ToughnessIf this figure reduces another figure to 0 Health, it gains +1 Armour for the rest of the game. This bonus can only be earned once per game.
299. Poison HealerAnytime this figure suffers damage from a poison attack, the damage is reduced by 2 points.
300. No Shock AbsorptionThis figure lacks the means to mitigate damage from a fall. It suffers double damage from falls.
The Grave Mutations Table (d1000) — 301–400
301–320
301. Motivated by FearWhenever this figure uses the "Run For It" action it may move 5" instead of the normal 3".
302. BlubberThis figure has a blubbery layer all around its body. It gains +1 Health and never suffers any penalties from scenario effects relating to cold.
303. Fly-EyesThis figure has eyes like a giant fly which give it a better vision of 3-dimensional space. This figure gains +1 Fight against all shooting attacks.
304. ShakesThis figure shakes all the time. It suffers -1 Shoot.
305. Hippo HeadThis figure has the head of a hippopotamus. It also gains the Amphibious trait.
306. Extendable Breathing TubeThis figure has a tube that extends from somewhere on its body that it can use to breathe while under water. It gains the Amphibious trait.
307. No OrgansThis figure has no specific organs inside its body. It is Immune to Critical Hits.
308. Adrenaline BoostThis figure gets charged up for a fight. It gains +1 to all die rolls it makes for the first three turns of the game. After that, it suffers -2 on all die rolls it makes for the remainder of the game.
309. Giraffe HeadThis figure has the head of a giraffe and gains +1 Will.
310. Enchantment ScrubberAt the end of every turn, roll a die for this figure. On an 11+ all spells currently active on the figure are cancelled.
311. Unlife GnawerThis figure feeds off the power of animate, non-living things. Whenever an undead or construct activates within 2", that figure immediately suffers 2 points of damage. This does not apply on the first turn of the game.
312. Cheek PouchThis figure has extremely stretchy cheeks which it can use to store items. This figure may carry one extra item that takes up no more than one item slot.
313. Turtle ShellThis figure has a heavy turtle-like shell. It has a natural Armour Stat of 12 but may not wear any armour.
314. WerebearThe figure is half-man, half-bear. It gains +1 Fight, +2 Health, does +1 damage, and gains the Large trait.
315. Hardened ExoskeletonThe figure has a tough exoskeleton, but no inner skeleton. It gains +3 Armour but -5 Health. The figure may not wear any armour.
316. Large Cloud ReleaseThis figure can spend an action to release a cloud of dark gas. Place a 4" diameter cloud adjacent to the figure. The figure suffers 2 points of damage every time it does this. Line of sight may not be drawn through the cloud. At the end of each turn, roll a die for each cloud. On a 1 - 5 the cloud dissipates and should be removed from the table.
317. Boiling Blood SprayThis figure has boiling hot blood that it can spray at opponents. This figure may spend an action to make a +3 shooting attack with +2 damage at a range of 10". However, it immediately takes 2 points of damage.
318. Construct AllergyThis figure suffers extremely allergic reactions to constructs. Whenever it is in combat with a construct, it suffers -2 Fight.
319. Mana Battery (2)This figure produces mystical energy that can be tapped by friends who know how. If a figure in the same warband attempts to cast a spell within 3" of this figure it may draw upon this figure to add +2 to the roll. This can only be done once each game.
320. Ethereal PrisonAny time an ethereal undead figure moves into contact with this figure, or activates while in contact with this figure, it must make a Will Roll (TN12) or be imprisoned within the figure. This figure may only imprison one ethereal undead at a time, so if it already has one imprisoned, this rule does not apply. A figure may release the ethereal undead at any time by spending an action and must place that creature within 3". Alternatively, the ethereal undead can be released after the game in which case it runs off.
321–340
321. External LungsThis figure's lungs are on the outside, increasing the likelihood of a blow doing critical damage. If its opponent rolls a natural "19" in melee combat, treat this as a "20" instead, causing a critical hit.
322. Shredding BlowWhenever this figure damages an opponent in melee combat, that opponent also suffers -1 Armour until the end of the game. This penalty is cumulative down to a minimum of Armour 10.
323. BlockheadThe figure's head is shaped like a rectangular prism. It suffers -1 Will.
324. Limb-StealerThis figure can steal working limbs from corpses to replace its own. This figure never suffers from permanent injuries (except Never Quite as Strong or Psychological Scars) as it can just replace broken parts.
325. Mind BashWhenever this figure makes an attack in melee combat, it may force its opponent to use its Will stat instead of its Fight stat for its Combat Roll. If the option is selected this figure gains +1 to its own Fight Roll. Otherwise, the combat follows the normal rules.
326. Giant BuckteethThis figure has two giant front teeth, like a beaver. It always counts as armed with a dagger.
327. AntennaeThis figure has antennae which help it perceive the world. It gains +2 Will.
328. Blood EagleIf this figure is reduced to half its Health or less (rounding down) it grows wings and gains the Flying trait for the rest of the scenario.
329. Empowering DodgeThis figure may spend its own Health to increase any Combat Roll it makes against a shooting attack on a 1-for-1 basis.
330. Self-ProjectileThis figure may spend an action to make a shooting attack at a target up to 6" away. This attack does +2 damage. After the attack, move the shooting figure 1.5" away from the target in a random direction, and the shooting figure takes 2 points of damage. If the shooting figure is carrying a treasure token, it drops it at the point it made the shooting attack.
331. Mind CloudOnce per game, this figure may spend an action to use this ability. For the remainder of the turn, no figure may force combat with this one.
332. Extendable ArmsThis figure may pick up a treasure token within 3" provided there is no enemy figure within 1" of either the figure or the token.
333. Very Long NeckThis figure has a very elongated neck, which unfortunately makes it vulnerable. It takes +7 damage any time it suffers a critical hit (instead of the normal +5).
334. Snail ShellThis figure has a large snail shell on its back. This figure receives +2 Armour but may not wear any armour. At the start of a turn, the figure can "retreat into its shell". For the rest of the turn, it gains +3 Armour (in addition to the normal +2 is already receives) and -3 Fight, and its Move is reduced to 2.
335. Improved ForesightThis figure is blessed with visions of the future. If you ever roll a natural "19 - 20" for initiative, this figure gains an extra action on its next activation.
336. Blood-EnchantedWhenever this figure activates, it may sacrifice 1 Health as a free action. If done, all its attacks count as magic attacks until its next activation.
337. StickyThis figure secretes a sticky substance which makes it hard for creatures to escape combat. A figure in combat with this creature may only push it back or step back if it does damage; simply winning the combat is not enough.
338. Thick Armoured ShellThis figure has some sort of shell covering most of its body. This figure cannot wear any armour but gains +3 Armour and -1 Move.
339. Continues to Shrink with PainIf this figure takes 5 or more points of damage from a single source, it suffers -1 Fight and -1 Damage for the rest of the game. This penalty can be suffered twice per game with the penalties stacking.
340. Poisonous QuillsParts of this figure's body are covered in quills or spines. Whenever a figure in melee combat with this figure rolls a natural "1 - 2" on its Combat Roll, it suffers 2 points of damage and is poisoned in addition to whatever damage it takes from losing the combat.
341–360
341. Powerful Icy GraspThis figure does +3 damage in melee combat. This bonus does not apply when in combat with undead or constructs.
342. Illusionary AppearanceThis figure appears beautiful until it is in combat when its true horrific appearance is revealed. Its opponent receives -2 Fight on its first Combat Roll against this figure each game. Undead, constructs, and figures with True Sight are immune to this penalty.
343. Strong Elemental ArmourThis figure gains Elemental Resistance (4).
344. Mole HeadThis figure has the head of a mole and gains the Burrowing trait.
345. Extended ReachThe figure's arms are slightly longer than normal, giving it an advantage in melee combat. This figure gains +1 Fight when in combat.
346. Tough UndeadThe figure gains the Undead trait and +2 Health.
347. AddictionThis figure is addicted to some substance and must spend 15gc before each game or suffer -2 to its starting Health due to withdrawal.
348. Minor Static DischargeWhenever this figure completes a Move action, the nearest other figure in line of sight suffers a -2 elemental magic shooting attack.
349. Will to KillThis figure can channel its will into killing strikes. This figure has +1 Will, and all the figure's melee attacks count as magic attacks for the rest of the game.
350. Duck FeetThis figure has large, webbed feet, like a duck. It suffers -1 Move but gains +2 Move when in water and +5 on all swimming rolls.
351. MitigationOnce per game, this figure can reduce the damage from any one source by up to 5.
352. Weak-Willed BleederThis figure loses 1 point of Health every time it activates if it is already below its maximum starting Health. This rule does not apply if the figure only has 1 point of Health remaining. Additionally, the figure suffers -2 Will when below starting Health.
353. Fungal GrowthA significant portion of this figure is covered in fungal growth. It suffers -2 Health but gains the Never Wounded trait.
354. Thrashing TentaclesThis figure has tentacles that whip around its body. Any time any figure (including friendly ones) moves or activates within 2" of this figure, the activating/moving figure suffers a +1 shooting attack. This does not apply on the first turn of the game.
355. Balancing TailThis figure has a tail which it can use to help with balance. It gains +4 on all Move Rolls.
356. Killer's EnduranceIf this figure reduces another figure to 0 Health during the game, it gains 3 Health. This may take it over its starting Health, but only for the duration of this game. This only applies once per game.
357. Visions of the FutureThis figure receives infrequent visions of the future. If this figure is on the table, the player receives +1 to all Initiative Rolls.
358. Ghost CallThis figure may spend an action, which can replace a move action, to scream. Roll a die. On a 19+ place a wraith at a random point along the table edge. On any other result, nothing happens, and the action is lost.
359. Dead EyeOnce per game, this figure may add +1 to a shooting attack. It may decide to use this ability after the dice are rolled.
360. Random TeleportThis figure may spend an action to teleport 6" in a random direction. This may not move it off the table but can move it out of combat. Any treasure tokens carried by the figure are dropped at the point it teleported from.
361–380
361. Very SmallThis figure is about a quarter of the size of a normal human. It has -1 Fight and -2 Health but receives +5 Fight when rolling against shooting attacks.
362. Upside Down HeadThis figure has an upside-down head and sees the world from a slightly different perspective. It gains +1 Will.
363. Very SquishyThis figure is just really soft. It suffers a permanent -2 Armour.
364. Snake HeadThis figure has the head of a snake. It always counts as armed with a poisonous dagger.
365. Barbed TailThis figure has a tail covered in nasty barbs. It always counts as armed with a hand weapon.
366. BrainlessThis figure lacks any identifiable brain. It is Immune to Suggestion and all Control spells.
367. Partial Magic ImmunityWhenever a spell is cast on this figure, or the effect of a spell would target this figure, roll a die. On a 12+ that spell has no effect on this figure.
368. Surrounded by BeesThis figure is constantly surrounded by bees or other flying, stinging insects. This figure and all other figures within 2" suffer -2 to all rolls. This does not apply on the first turn of the game.
369. Poison SusceptibilityThis figure has violent reactions to poison. Whenever it suffers damage from a poisoned attack, it immediately suffers an additional 3 points of damage.
370. DodgeOnce per game, this figure may increase its Armour by 3 for the duration of one combat. It may decide to use this ability after the dice are rolled.
371. Undead CommanderOnce per game, this figure may spend an action to target any uncontrolled undead within line of sight. That undead must make a Will Roll (TN20). If it fails, the figure may move the undead up to its Move stat in inches in any direction, including out of or into combat, so long as this move does not result in the undead taking immediate damage (such as walking off a cliff).
372. Nearly 2-DimensionalThis figure is very flat, almost like paper. It has -1 Armour but can never suffer more than 4 points of non-magical damage from a bow, crossbow, or javelin attack.
373. Bounding AttackThis figure can move an additional 4" on any move action that moves it into combat.
374. Glowing EyesThis figure's eyes glow with unearthly energy. It gains the True Sight trait.
375. Improved Magic ResistanceThis figure gains +2 on all Will Rolls to resist or overcome spells.
376. Tortoise ShellThis figure has a heavy tortoise-like shell. It has a natural Armour stat of 12 but may not wear any armour. The figure also gains Elemental Resistance (1).
377. Poison GlandThis figure has a gland that secretes a small amount of poison. Before each game, the figure may select one weapon or one piece of ammunition (its own or another figure's in the same warband) to count as poisonous for the game.
378. Extremely EmaciatedThis figure is extremely thin and scrawny. It suffers -2 Armour.
379. Extra EyesThe figure has numerous extra eyes which helps with both field and depth of vision. The figure gains +1 Fight whenever it rolls against shooting attacks. Additionally, this figure can suffer the Lost Eye permanent injury limitless times without suffering any actual penalty.
380. Enchanted EyeOne of this figure's eyes is twice as large as the other and glows. All its shooting attacks count as magic shooting attacks and do an additional 1 point of elemental magic damage.
381–400
381. Extremely Acidic BloodIf this figure is damaged in melee combat, all other figures in the combat immediately suffer 2 points of damage.
382. Empowering DamageThis figure may spend its own Health to increase the amount of damage inflicted when it wins a round of melee combat on a 1-for-1 basis, to a maximum of +5.
383. Doesn't FloatFor whatever reason, this figure doesn't float and suffers -5 to all Swimming Rolls.
384. Horrific WailThis figure may spend an action to wail. All figures within 6", except the active figure, must make a Will Roll (TN10) or suffer damage equal to the amount by which it failed the roll. Undead and constructs are immune to this damage, as are any figures that cannot hear.
385. Featureless FaceThis figure's face is completely blank and devoid of features, yet somehow all its senses remain intact. It suffers -2 Will and must reroll any Lost Eye permanent injuries.
386. Armoured Serpent TaleThis figure has a serpent tail instead of legs. It suffers -1 Move but never suffers movement penalties for going over rough ground. Additionally, it gains a +1 Armour.
387. Disease CarrierThis figure carries a chronic disease. It suffers a permanent -3 Health. Any figure that is damaged by this figure in melee combat must make a Health Roll (TN20). If it fails, it contracts a temporary form of the disease and starts the next game at -3 Health (cumulative with any other penalties).
388. SatyrThis figure has the bottom half of a goat. When unarmed, this figure Fights at -2, but suffers no damage penalty. It also suffers -2 to all Move Stat Rolls.
389. Demon PurgerThis figure has an innate power to cast demons back to their own dimensions. Treat this figure as though it has the Banish spell with a Casting Number of 6. This ability may not be improved.
390. Poison LeechThis figure has the Immune to Poison trait. Additionally, it can suck poison out of a wound with ease. If this figure is ever within 1" of a friendly figure that is not in combat, it may spend an action (which can replace a Move action) to remove the poisoned condition from the friendly figure.
391. ReposteOnce per game, this figure may add +1 to a Combat Roll in melee combat. It may use this ability after the dice have been rolled.
392. Leg Tentacles with SuckersThe figure's legs are replaced with a mass of tentacles. This figure never suffers movement penalties for movement over rough ground; however, the maximum distance it can jump horizontally is always reduced by 1". The figure suffers -1 Move but gains a +5 on any rolls to avoid falling.
393. Rough on WeaponsThis figure often breaks its own weapons. Whenever it rolls a natural "1" on a melee Combat Roll, the weapon it is using is broken and becomes useless. If the weapon is magical, it does not break, but it loses all bonuses and does not count as magical for the remainder of the game (though it still won't break because of this trait).
394. Nightmares of DoomThis figure is cursed with nightmares of its own doom. If you ever roll a natural "19 - 20" for initiative, this figure receives a maximum of one action in its next activation.
395. Razor MandiblesThis figure has a large pair of mandibles near its mouth which it can use to attack. This figure always counts as armed with a hand weapon that does +1 damage.
396. Stubby LegsThis figure has very short legs. It suffers -1 Move.
397. Unlucky Shot MagnetThis figure suffers -2 Fight whenever it rolls against shooting attacks.
398. Rage StrengthThis figure does +2 damage in melee combat if it is below its starting Health.
399. Soul-PairedSelect one other random member of the warband. This figure is soul-bonded to this one and gains +2 Health. If that figure is reduced to 0 Health, then this figure is also immediately reduced to 0 Health. The reverse is not true. If the bonded figure leaves the warband for any reason, another random warband member must be selected to takes its place.
400. Incredible SmellThis figure counts as having True Sight with a maximum range of 16".
The Grave Mutations Table (d1000) — 401–500
401–420
401. Double HumpThis figure has two large humps like a camel. Before each game, this figure can drink one or two potions and store them in its humps. The figure may consume either potion to gain its effect whenever it activates without spending an action. If not consumed, these potions can be stored in the hump between games.
402. Angelic PactThis figure has made a deal with a higher entity. Before each game, it may choose to suffer -1 Fight and -1 Shoot for the coming game in exchange for +1 Armour and +3 Health.
403. Loud SoulIf this figure is on the table whenever any player rolls to check for a random encounter, roll two dice and take the highest.
404. Very Brittle BonesThis figure has a weak bone structure. It receives -2 to all Survival Rolls.
405. Gigantic EyesThis figure has eyes that are at least four times the normal size, which helps it see in low-light conditions. This figure never suffers any limitations to line of sight due to darkness.
406. Killer's WillIf this figure reduces another figure to 0 Health it gains +5 Will for the rest of the game.
407. Bone RuffThis figure has a large bone ruff which projects out from just below its head that helps protect it from hits to its vital spots. This figure is Immune to Critical Hits.
408. Commander of the DeadTwice per game, this figure can spend an action to cast Raise Zombie. The spell is automatically successful. The figure may only have one zombie in play at any time.
409. Continues to Grow with PainIf this figure takes 5 or more points of damage from a single source, it gains +1 Fight and +1 melee damage for the rest of the game. This bonus can be gained twice in a game, with the effects stacking.
410. External HeartThis figure's heart is on the outside, increasing the likelihood of a blow doing critical damage. If an enemy figure rolls a "19" when attacking this figure, convert that to a "20" and a critical hit.
411. Vulnerability to WitchcraftThis figure suffers -2 Will to resist any spells from the Witch school.
412. Elemental AbsorptionThis figure gains Elemental Resistance (1). Additionally, whenever the figure is hit by an elemental attack that doesn't reduce it to 0 Health, it regains 1 point of lost Health.
413. Bright Butterfly WingsThis figure has large, fragile wings. It gains the Flying trait but loses this ability as soon as it falls below its starting Health. Additionally, the figure is at -1 against all shooting attacks because it is such a large, bright target.
414. Crushing BlowOnce per game, if this figure inflicts damage in melee combat, it may use this ability to inflict an extra 3 points of damage.
415. Ghoul ReanimationIf this figure is reduced to 0 Health, place an uncontrolled ghoul at the point it fell.
416. SharpeyeOnce per game, if this figure rolls a natural "19" on a Shooting Roll, it may convert this to a "20" and a critical hit.
417. Severe ShakesThis figure shakes severely all the time. It suffers -2 Shoot.
418. Eye ThiefThis figure can reach into a victim's mind and temporarily steal its sight. Once per game, this figure may spend an action to automatically cast Blinding Light against a figure within 10" and line of sight. Treat the spell as having a Casting Number of 16. Figures that are immune to Mind Control or Suggestion are immune to this power.
419. Super SliderThis figure excretes oil on the undersides of its feet. It gains +3 Move, but only if it makes a move in a straight line, unimpeded by any terrain or other figures.
420. Mark of PowerThis figure has strange, runic birthmarks on the backs of its hands. All its melee combat attacks count as magic and do an additional 1 point of elemental magic damage.
421–440
421. Sneak AttackThis figure gains an additional +2 Fight whenever it can claim a support bonus from another figure. However, this figure never gives a support bonus to any other figure.
422. Strong Telekinetic PullOnce per game, this figure may spend an action and target a figure within 12" and line of sight. The target figure must make a Move Roll (TN22). If the target fails, it is immediately moved 3" directly towards the active figure. This may move a figure out of, or into, combat.
423. Desperate LevitationOnce per game, this figure may declare it has the Levitation ability. This can occur at any point; it does not have to be during the figure's activation and does not cost an action. The ability lasts until the end of the turn.
424. Extremely Poor EyesightThis figure has a maximum line of sight of 12".
425. Flaming FistsThis figure can cause its fists to ignite in flames on command. This figure always counts as armed with a magical hand weapon that does +2 elemental damage.
426. Weak but FastThis figure has +1 Move and +1 Fight but does half damage (rounded up) in melee combat.
427. Extra-Sharp BeakThis figure has a beak instead of a mouth and nose. It is always counted as armed with a hand weapon.
428. Neck FrillThis figure has a large frill that it can expand out from its neck. This makes it confusing to target with missile weapons. This figure gains +2 Fight when rolling against shooting attacks.
429. Giant Scorpion TailThis figure has a scorpion tail growing out of its body. This figure always counts as armed with a poisonous hand weapon that does +1 damage.
430. Vulnerability to ChronomancyThis figure suffers -2 Will to resist or break free from any spells in the Chronomancy school.
431. Death StrikeOnce per game, if this figure rolls a natural "18 or 19" on a melee combat attack, it may convert the roll to a "20" and a critical hit.
432. BarbsThis figure has small barbs in its hands and arms that makes it difficult for enemies to escape its grasp. A figure fighting against this one may only push this figure back, or step back, if it causes damage from an attack; simply winning the combat is not enough.
433. WerespiderThis figure is half-man, half-spider. It suffers -1 Fight and -2 Health but gains the Expert Climber and Poison traits.
434. Vulnerability to IllusionThis figure suffers -2 Will to resist or break free from any spells in the Illusionist school.
435. Toxic Cloud ReleaseThis figure can spend an action to release a cloud of dark gas. Place a 2" diameter cloud adjacent to the figure. The figure suffers 2 points of damage every time it does this. Line of sight may not be drawn through the cloud. Any figure that moves through this cloud, apart from the figure that produced it, must make a Will Roll (TN12) or be poisoned. At the end of the turn, roll a die for each cloud, on a 1 - 5 the cloud is removed from the table.
436. Anteater HeadThe figure has the head of an anteater and gains +1 Will.
437. CrookbackThis figure has a severely crooked back. It suffers a permanent -1 Fight.
438. Telekinetic DragThis figure may spend an action and target a figure within 12" and line of sight. The target figure must make a Move Roll (TN20). If the target fails, it is immediately moved 3" directly towards the active figure. This may move a figure out of, or into, combat.
439. FaunThis figure has the bottom half of a deer. This figure gains +1 Move, but -1 Health.
440. Improved Fog FormOnce per game, this figure may spend an action to activate its fog form. For the rest of that activation through to the end of the figure's next activation, it gains Move +4 and the Levitate trait, and no figure may force combat with it. However, the figure may not attack any other figure or pick up treasure tokens. If the figure was carrying a treasure token it is dropped at the point it activated the fog form.
441–460
441. Killer's FuryIf this figure reduces another figure to 0 Health, it gains +2 damage on all melee combat attacks for the rest of the game.
442. Extra Rude FingerThis figure has an extra finger somewhere on its body. It can wear one magic ring without the ring counting towards its maximum number of items. Additionally, the finger is perfect for making rude gestures, which gives the figure +1 Will when rolling to resist spells.
443. Flaming EyesThis figure can spend an action to make a +2 elemental magic shooting attack doing +1 damage at a maximum range of 8".
444. Barbed TentaclesThis figure has numerous tentacles which it can use to grapple and entrap enemies. It always counts as armed with a dagger. Additionally, enemy figures in combat with this figure may only push this figure back, or step back, if it causes damage in combat; simply winning a combat is not enough.
445. Vicious Dog CompanionThis figure gains a war hound as a companion. This hound does count as a member of the warband but does not take up a soldier slot. The war hound may never intentionally move more than 6" away from its companion figure. If it activates more than 6" away, it must make a move directly towards its companion if possible. Note that the same restriction does not apply to the actual figure, which can move away from the war hound with no limitations. If the war hound is killed, another will take its place before the next game.
446. InsanityIf this figure ever rolls a natural "1 or 2" on any roll during the game, it goes temporarily insane and counts as an uncontrolled creature. This lasts for the rest of the turn on which the "1 or 2" was rolled and all the next turn. After that, the insanity passes, and the figure returns to its normal allegiance.
447. Greater InsanityIf this figure ever rolls a "1" on any roll during the game, it goes insane and counts as an uncontrolled creature for the rest of the game. If it is carrying a treasure token, it immediately drops it. After the game, it returns to its normal allegiance.
448. Hammerhead Shark HeadThis figure has the head of a hammerhead shark and gains the Amphibious trait.
449. Excretes Valuable GemsAfter every game in which the figure participates and survives, roll a die. On a 15+ it excretes a gem worth 30gc.
450. Severe AddictionThis figure is addicted to some substance and must spend 25gc before each game or suffer -1 to all die rolls during the game due to withdrawal.
451. Life BurnAny other figure that activates within 2" of this figure immediately suffers 2 points of damage. Undead and constructs are immune to this ability. This ability never applies on the first turn of a game.
452. Wilful UndeadThe figure gains the Undead trait and +2 Will.
453. Armoured Insect CentaurThis figure has the bottom half of an insect. It gains the Expert Climber trait and +1 Armour.
454. Beast CallerTwice per game, this figure may spend an action to summon any nearby beast. Immediately roll on the Random Encounter Table and place the creature at a random point on the table edge. It is an uncontrolled creature.
455. Telekinetic SlamOnce per game, this figure may spend an action and target a figure within 12" and line of sight. The target figure must make a Move Roll (TN20). If the target fails, it is immediately moved 8" directly away from the active figure. This may move a figure out of, or into, combat.
456. Bird SlayerThis figure does +5 damage on attacks against creatures with the Flying trait.
457. Giant KillerThis figure does +2 damage against figures with the Large trait.
458. Undead AttracterIf this figure is on the table when the controlling player rolls a "1 - 3" for its Initiative Roll, place a skeleton on the table at a random point along the table edge.
459. Mana Battery (1/1)This figure produces mystical energy that can be tapped by friends who know how. If a figure in the same warband attempts to cast a spell within 3" of this figure it may draw upon this figure to add +1 to the roll. This can be done twice each game.
460. Poisonous PustulesThis figure is covered in poisonous pustules. Whenever it takes damage in melee combat, all other figures in the combat must make a Will Roll (TN14) or be poisoned.
461–480
461. Killer's FlightIf this figure reduces another figure to 0 Health, it gains the Flying trait for the rest of the game.
462. Ferocious AttackOnce per game, this figure may add +4 to its Combat Roll in a melee combat that it initiates. This decision must be made before the dice are rolled.
463. Intense BloodboilThis figure may supercharge its bloodflow. Before each game, it may choose to suffer 5 damage to gain +1 Fight and +1 Shoot.
464. Long Eye StalksThe figure's eyes project far outside or above its head, allowing it easier vision in all directions. This figure receives +1 Fight when making Combat Rolls against shooting attacks, and it may draw line of sight over terrain that is 1" or less above its head (though it cannot make shooting attacks over it unless its arms can also reach that high).
465. Greatly Extendable NeckThis figure can extend its neck so that its head is up to 3" higher than it actually is. Thus, a figure can draw line of sight over objects that are less than 3" higher than it. It may use this to cast spells but not to make attacks, as its hands cannot reach that high (unless the attack is generated by the figure's head).
466. Scalding Blood SprayThis figure has boiling hot blood that it can spray at opponents. This figure may spend an action to make a +4 shooting attack with +2 damage at a range of 10". However, it immediately takes 3 points of damage.
467. Empowering SpeedWhenever this figure activates, it can spend its own Health to increase its Move for that activation. It costs 3 Health to increase Move by 1 or 5 Health to increase it by 2. This is the maximum it can be increased.
468. Gorilla FormWhenever this figure takes damage, it must make a Will Roll (TN10). If it fails, replace this model with an uncontrolled White Gorilla. The gorilla drops any treasure tokens the figure was carrying. After the game it returns to its regular form and allegiance.
469. Terrifying AppearanceAny figure that wishes to move into combat with this figure must first pass a Will Roll (TN10). If it fails, the action is lost, and it may not move into combat with the figure this turn, though the figure may continue with its activation if it has other actions.
470. Powerful Random TeleportThis figure may spend an action to teleport 8" in a random direction. This may not move it off the table but can move it out of combat. Any treasure tokens carried by the figure are dropped at the point it teleported from.
471. Fully Rotatable ElbowsThis figure's elbows can spin around 360 degrees, which often allows it to make surprising attacks. Anytime this figure rolls an even number on an attack roll in melee combat, it gains an additional +1 (except a "20" which stays as "20").
472. High Blood-EnchantmentWhenever this figure activates, it may sacrifice 2 Health as a free action. If done, all its attacks count as magic attacks and do +2 damage until its next activation.
473. Decaying TouchThis figure has an innate ability to rapidly age inanimate weapons. Treat the figure as though it has the Decay spell with a Casting Number of 8 and a maximum range of 3". The figure may not empower this roll nor improve the Casting Number.
474. Intense Blood AllergyThis creature is allergic to the blood of other creatures. If it ever damages another creature in melee combat, it suffers 2 points of damage and is poisoned. This does not apply if the creature damaged doesn't bleed, such as undead and constructs.
475. Bright FormAny opposing figure that wants to make a shooting attack of any type against this figure must first pass a Will Roll (TN8). If it fails, it is blinded for the remainder of the turn, and its stats are reduced to Move 1, Fight +0, Shoot +0.
476. Highly Reflective SkinThis figure has reflective skin which makes it confusing to look at and difficult to target at a distance. It gains +3 Fight against all shooting attacks from another figure (but not scenario special effects).
477. Spiked Snail ShellThis figure has a large snail shell on its back. This figure receives +2 Armour but may not wear any armour. At the start of a turn, the figure can "retreat into its shell". Until the start of its next activation, the figure gains +3 Armour (in addition to the normal +2) and -3 Fight, and its Move is reduced to 2. This figure always counts as armed with a dagger due to the spikes on its shell.
478. Nerves of AdamantOnce per game, this figure may add +7 to one Will Roll. It must decide to use this ability before the die is rolled.
479. Hair of VipersThis figure has a nest of snakes instead of hair. It always counts as armed with a poisonous hand weapon.
480. Vulnerability to NecromancyThis figure suffers -2 Will to resist or break free from spells from the Necromancy school.
481–500
481. Double BackswingTwice per game, if this model wins a fight in melee combat, it may make another free attack against the same model without spending an action. The figure may still only use this ability once per activation.
482. Concentration ParasiteIt is difficult to concentrate when this figure is close. Any figure attempting to cast a spell suffers a -1 to the Casting Roll if this figure is within 6" and line of sight. This does not apply on the first turn of the game.
483. Killer's SpeedIf this figure reduces another figure to 0 Health, it gains +2 Move for the rest of the game.
484. Gigantic BrainThis figure has a gigantic brain, meaning its head is much larger than normal. Any time the figure rolls a natural "18 - 20" on a Will Roll, the roll counts as an automatic success.
485. Vulnerability to Mental ControlThis figure suffers -2 Will to all attempts to resist or break free from spells from the Soothsayer school.
486. Vicious Cat CentaurThis figure has the bottom half of a large vicious cat. It no longer suffers any movement penalties for rough terrain and its Move stat is set at 7. Additionally, it never counts as unarmed due to natural claws that do +1 damage.
487. Morbidly ObeseThis figure is horrifically fat. It suffers -2 Move but has +3 Health.
488. Ghost KillerAll this figure's melee combat attacks count as magic attacks, additionally, it is Immune to Energy Drain.
489. Explosion HardenedAny attack that affects an area, instead of an individual target, does half damage, rounded down, against this figure.
490. Steel HeartOnce per game, this figure may add +3 to a Will Roll. It may use this ability after the dice are rolled.
491. Barbed Serpent TaleThis figure has a serpent tail instead of legs. The tail features barbs or spikes near its end. The figure suffers -1 Move but never suffers movement penalties for going over rough ground. Also, it is always treated as armed with a dagger.
492. Careless with WeaponsThis figure often breaks its own weapons. Whenever it rolls a natural "1 - 2" on an attack, the weapon it is using is broken and becomes useless. If the weapon is magical, it does not break, but it loses all bonuses and does not count as magical for the remainder of the game (except it still won't break due to this ability).
493. Three-Brawny ArmsThis figure has three arms or arm-like appendages, that are all stronger than normal. It may use a two-handed weapon or staff at the same time as a shield. This figure does +1 damage in melee combat.
494. Thamaturgic VulnerabilityThis figure suffers -2 Will to resist or break free from spells from the Thaumaturgy school.
495. Poisonous BiteThis figure has sharp fangs that secrete poison. Whenever this figure makes an attack, it may choose to bite instead of its normal attack. This has no Fight penalty, does -2 damage, and is poisonous.
496. Extremely Long LegsThis figure has very long legs that grant it +2 Move.
497. Aardvark HeadThis figure has the head of an aardvark, and it gains the Burrowing trait.
498. Improved BraceOnce per game, this figure may increase its Armour by 5 for the duration of one attack, but the decision to use this ability must be made before the dice are rolled.
499. No KneesThis figure has normal-length legs, but no knees, making it awkward to walk. It suffers -1 Move and -3 to all Move Stat Rolls.
500. Electrically PoweredThis figure has electricity running through its veins. Any figure that causes damage to this figure in melee combat immediately suffers a +1 elemental magic attack (increase to +2 if it is wearing heavy armour).
The Grave Mutations Table (d1000) — 501–600
501–520
501. Web SpinnerTwice per game, this figure may spend an action to create a web. This web can be up to 6" long, must be anchored at both ends on terrain and some portion of the web must be adjacent to the figure. The web does not block line of sight; however, no figure may move through or climb over a web. The web can be destroyed by a melee attack, or a shooting attack that covers an area. Treat the web as having Fight +0, Armour 14, Health 1. Unless destroyed, the web remains until the end of the game.
502. Wraith CallThis figure may spend an action, which can replace a move action, to scream. Roll a die. On an 18+ place a wraith at a random point along the table edge. On any other result, nothing happens, and the action is lost.
503. Empowered StrikeIf this figure forgoes all its actions for one activation (during an activation when it would receive at least 1), then the next time it hits an opponent in melee combat, the strike does an additional +6 elemental magic damage.
504. Moves on Four LimbsThis figure uses all four limbs to move. This increases its speed but makes it more difficult to fight. It gains +1 Move but -1 Fight.
505. Demon CommanderOnce per game, this figure may spend an action to target any uncontrolled demon within line of sight. That demon must make a Will Roll (TN20). If it fails, the figure may move the demon up to its Move stat in inches in any direction, including out of or into combat, so long as this move does not result in the demon taking immediate damage (such as walking off a cliff).
506. WerefrogThis figure is half-man, half-frog. It suffers -1 Fight and -2 Health but gains the Amphibious trait and can jump up to its full movement without the need for a run up.
507. Limited LevitationAny time this figure activates, it may spend an action to gain the Levitation ability for the rest of the turn. This can replace a move action.
508. Perceptive CyclopsThe figure suffers the same penalties as for the Lost Eye permanent injury but gains the True Sight trait.
509. Rabbit HeadThis figure has the head of a rabbit. Due to its large ears, the figure gains the True Sight trait with a range of 6".
510. Metal ExoskeletonThe figure has a tough exoskeleton, but no inner skeleton. It gains +4 Armour but -5 Health. The figure may not wear any form of armour.
511. Rat FormWhenever this figure takes damage, it must make a Will Roll (TN10). If it fails, replace this model with an uncontrolled giant rat. After the game it returns to its regular form and allegiance.
512. Blinding AuraAny figure that activates within 3" of this figure must make a Will Roll (TN12) or be blinded for the rest of the turn. While blinded, the figure's Move is reduced to 1, its Fight is reduced to +0 and it may not make any shooting attacks or take any action that requires line of sight. This ability does not apply on the first turn of the game.
513. Half LifeThis figure exists in a strange form somewhere between life and death. This figure can choose whether or not it possesses the Undead trait at any given moment.
514. Attempted Self-PossessionThis figure can spend an action to invite a demon into its own body. Roll a die, on a 1 - 10 nothing happens, and the action is lost. On an 11 - 20, treat the figure as though it is under the effect of a Possess spell. This ability cannot be used if the figure is already possessed.
515. Extremely High MetabolismThis figure burns calories extremely quickly and thus tends to run out of energy. This figure always counts as Wounded after the fourth turn of the game.
516. Strong Magic ResistanceThis figure gains +3 on all Will Rolls to resist or overcome spells.
517. Glowing BloodThis figure always counts as though a Glow Spell is active on it. It also gains +2 Health.
518. Laser EyesThis figure can spend an action to make a +2 elemental magic shooting attack doing +2 damage at a range of 12".
519. Large AntennaeThis figure has large antennae which help it perceive the world. It gains +3 Will.
520. Two Extra HandsThe figure has a pair of extra hands somewhere on its body. The figure gains two additional item slots.
521–540
521. Killer's EnchantmentIf this figure reduces another figure to 0 Health, then its attacks all count as magical for the rest of the game.
522. Large TusksThis figure always counts as armed with a hand weapon.
523. Spellcaster AllergyThis figure suffers extremely allergic reactions to spellcasters. Whenever it is in combat with a spellcaster, it suffers -2 Fight.
524. Extremely SlipperyAny figure that wishes to force combat with this figure must first pass a Move Roll (TN20). If the roll is failed, the figure may not force combat, but may attempt to do so against another figure later in the turn.
525. Static DischargeWhenever this figure completes a Move action, the nearest other figure in line of sight and within 8" suffers a -1 elemental shooting attack. This does not apply on the first turn of the game.
526. Thick BlubberThis figure has a thick blubbery layer all around its body. It gains +2 Health and is immune to any scenario effects caused by cold (though not attacks).
527. Enchanted BonesThis figure's bones are enchanted with powerful magic. All its attacks count as magic attacks, and it gains +2 on Will Rolls to resist or overcome spells.
528. Soul-LinkedSelect one other random member of the warband. This figure is soul-bonded to it and gains +3 Health. If that figure is reduced to 0 Health, then this figure is also immediately reduced to 0 Health. The reverse is not true. If the bonded figure leaves the warband for any reason a new random warband member must be selected to be bonded.
529. Fox HeadThis figure has the head of a fox and gains +3 Will.
530. Powerful FavourThis figure is owed a favour by some powerful entity. This figure may add +5 to any one roll it makes on the Survival Table. After it has done this, the powerful favour is lost. A figure may choose to use this ability after the Survival Roll has been made.
531. Toxic BelchThis figure has toxic glands in its throat that allow it to belch a poisonous fog. This figure may spend an action to belch at any figure within 4". That figure must make a Will Roll (TN14) or be poisoned.
532. Gigantic EarsThe figure has gigantic ears which improve its hearing. The figure gains True Sight with a range of 6".
533. Enchantment PurgeAt the end of every turn, roll a die for this figure. On a 6+ all spells currently active on the figure are cancelled.
534. Alligator HeadThis figure has the head of an alligator. It always counts as armed with a hand weapon due to its bite attack.
535. Magic AllergyWhenever this figure is hit by a magic attack, it suffers -5 Armour against that attack.
536. Powerful UndeadThe figure gains the Undead trait and does +1 damage on melee attacks.
537. Flaming BileThis figure can vomit flaming bile. It may make magic shooting attacks with a 3" range and +0 damage.
538. Body of StoneThe figure's body is composed completely of stone. Its Armour stat is increased by 3, but it may no longer wear armour of any type. Additionally, it suffers -3 to all Swimming Rolls.
539. Insect CompanionsThis figure is constantly surrounded by a cloud of friendly flying insects. All other figures within 2" of this figure suffer -1 to all rolls.
540. Heron HeadThis figure has the head of a heron. It always counts as armed with a dagger.
541–560
541. Quick StepOnce per game, when this figure activates, it may move 2" in any direction, regardless of whether it is in combat. No figure may force combat as a result of this move.
542. BoneheadThis figure has bone ridges in its head, which makes it tougher and allows it to headbutt opponents. It gains +1 Health and does not suffer the -2 damage for being unarmed.
543. JinxIf this figure is part of a warband, the first Survival Roll made by a member of the group after each game is at -1. (The player may always choose the order to make Survival Rolls).
544. Improved Power LifterThis figure never suffers any encumbrance or movement penalty for carrying treasure tokens. It may also carry two treasure tokens at the same time.
545. Nearly BlindThis figure has a maximum line of sight of 6".
546. Spikey Armoured ShellThis figure has a shell covering a large part of its body. This figure cannot wear any armour but gains +2 Armour. Additionally, this figure always counts as armed with a dagger.
547. Improved Lunging AttackOnce per game, this figure may force combat with a figure that moves within 3" of it, instead of the normal 1".
548. Killer's SightIf this figure reduces another figure to 0 Health, it gains the True Sight trait for the rest of the game.
549. Extremely Painful Body RestructureAt the start of each turn, this figure may spend 2 Health and choose one of the following traits: Amphibious, Expert Climber, Immune to Poison, or Never Wounded. This figure has this trait until its next activation.
550. WeregorillaThe figure is half-man, half-gorilla. It gains +1 Fight, +2 Health and the Expert Climber trait.
551. Three HeadsThis figure has three heads, which makes it nearly impossible to gang up against. Figures fighting this creature always count as having one less supporting figure than they actually do (to a minimum of 0), and supporting figures only provide a +1 support bonus.
552. Enhanced Project SelfThis figure can spend a move action and immediately move 8" in any direction, so long as the final spot is in line of sight. This can move this figure into or out of combat. The figure may now use any other actions it has. However, as soon as this figure has completed this activation, move it back to the point where it activated.
553. DeadeyeOnce per game, if this figure rolls a natural "18 or 19" on a Shooting Roll, it may convert this roll to a "20" and a critical hit.
554. Horrific Death ScreamIf this figure is reduced to 0 Health, all figures within 6" immediately suffer a +1 attack.
555. Hardened Elemental ArmourThis figure gains Elemental Resistance (5).
556. Nearly 2-DimensionalThis figure is so thin in one dimension as to be almost flat. It suffers -2 Armour but can fit through any gap, no matter how narrow.
557. Massive Blood EvaporationWhenever this figure takes damage, its blood evaporates into a misty pink cloud. Place a 3" diameter cloud centred on the figure. This cloud blocks all line of sight, but not movement. At the end of each turn, roll a die. On a 1 - 5 the cloud disperses.
558. Extreme MitigationOnce per game, this figure can reduce the damage from any one source by 8.
559. Minor Demon-SpawnIf this figure is reduced to 0 Health, place a minor demon on the spot where the figure fell.
560. Perceptive TroglodyteThis figure is used to living where invisible things creep. The figure gains the True Sight trait. It never suffers any reduction in the maximum line of sight due to darkness. If outside, on land, and in the daylight, however, it suffers -1 Fight and -1 Shoot.
561–580
561. Vulture HeadThis figure has the head of a vulture. Its sharp beak means it is always counted as armed with a dagger.
562. Viper ArmsThis figure has snakes for arms. It may not carry any weapons or shields of any type. However, it always counts as armed with a poisonous hand weapon with +1 Fight.
563. Eagle HeadThis figure has the head of an eagle. It gains +1 Shoot.
564. Powerful BrachiatorThis figure can hurl itself about by its arms. It gains the Expert Climber trait and can jump up to its full movement from a standing position if next to a vertical terrain piece.
565. Half-DemonicThis figure can choose whether or not it possesses the Demon trait at any given moment and may switch between having or not having it merely by declaring it so. While it does have the Demon trait, it also gains Elemental Resistance (3).
566. Long WhiskersThis figure has long whiskers allowing it to sense things close by that it cannot see. It gains True Sight with a range of 5".
567. Advanced Mind CloudOnce per game, a figure may use this ability as a free action. For the remainder of the turn, no figure may force combat with it.
568. Octopus HeadThis figure's head looks like an octopus, tentacles and all. This figure gains the Amphibious trait.
569. AmorphousThis figure has no solid bone structure and can reorganize its body mass at will. This allows it to move through any opening no matter how small.
570. HibernateRoll a die before each game; on a "1", this figure is hibernating and must miss the game. It may remain a part of the warband and be replaced by a free figure for this game. The next time this figure participates in a game, it starts the game at +2 Health.
571. Potent Acidic BloodIf this figure is damaged in melee combat, all other figures in the combat immediately suffer 2 points of damage.
572. Withered HalfOne half of this figure's body has withered away so that it is almost useless. Treat the figure has though it has both the Crushed Arm and Smashed Leg permanent injuries.
573. Minor Static ChargeIf this figure makes a move action in which it moves at least 3" then the next time it hits with a melee combat attack, it does an additional 1 point of elemental magic damage. The actions do not have to be consecutive. This ability can be used any number of times during a game.
574. Valuable TrophyThis figure has some valuable mutation. It gains the Bounty (50gc) trait.
575. Burning SoulAll this figure's melee attacks count as magic attacks and do +1 damage. However, any time this figure rolls a natural "20" for any roll, it immediately suffers 2 points of damage.
576. Cute and FluffyThis figure is cute and unthreatening. Uncontrolled creatures will never move towards this figure if there is another target in line of sight. If in multiple combat, uncontrolled creatures will always target figures other than this one.
577. General of the DeadOnce per game, this figure can spend an action to cast Raise Zombie. The spell is automatically successful but produces a ghoul instead of a zombie.
578. Thin Ablative SkinThis figure has a tough skin that it sheds and regrows. The figure gains +2 Health; however, the first 2 points of damage the figure takes during a game cannot be healed by any means in game - they only return for the next game.
579. Mind SlamWhenever this figure makes an attack in melee combat, it may force both figures in the combat to use their Will stat instead of their Fight stat for their Combat Roll. If this option is selected, this figure gains +2 to its own Fight Roll. Otherwise, the combat follows the normal rules.
580. Magic-Resistant Snail ShellThis figure has a large snail shell on its back. This figure receives +2 Armour but may not wear any armour. At the start of a turn, the figure can "retreat into its shell". Until the start of its next activation, it gains +3 Armour (above the +2 it normally receives) and -3 Fight, and its Move is reduced to 2. This figure also receives +2 on all Will Rolls to resist or break spells, or +4 if it has retreated into its shell.
581–600
581. Extremely WartyThis figure is covered in warts, which makes it slightly tougher, but also makes wearing armour extremely painful. The figure gains +1 Health but may not wear any armour.
582. Sprout WingsThis figure may spend an action (which can replace a move action) and take 1 point of damage to gain the Flying trait for the remainder of this turn and all the next.
583. Long Arms, No LegsThis figure has no legs, but long, muscular arms. It suffers -1 Move, but it does +1 damage in melee combat.
584. Plague CarrierThis figure carries a horrific disease. It suffers a permanent -4 Health. Any figure that is wounded by this figure in melee combat must make an immediate Health Roll (TN20). If it fails, it contracts a mild form of the disease and starts the next game at -5 Health (cumulative with any other penalties).
585. Colourful Neck FrillThis figure possesses a large, colourful frill that expands out from its neck. This makes the figure a confusing target. Anyone targeting this figure with a shooting attack suffers a -1 Shoot.
586. Construct CommanderOnce per game, this figure may spend an action to target any uncontrolled construct within line of sight. That construct must make a Will Roll (TN20). If it fails, the figure may move the construct up to its Move stat in inches in any direction, including out of or into combat, so long as this move does not result in the construct taking immediate damage (such as walking off a cliff).
587. Blade HandsThis figure has no hands, just blades. The figure cannot carry any weapons or shields. However, it gains +1 Fight and always counts as armed with a magic hand weapon.
588. Major RegenerationThis figure gains back up to 2 points of lost Health every time it activates.
589. Mind-RobberIf this figure damages another figure in melee combat, the damaged figure must make a Will Roll (TN14). If it fails, it becomes a temporary member of this figure's warband. It may make another Will Roll to break this control at the end of each of its activations.
590. Cobra HeadThis figure has the head of a cobra. It always counts as armed with a poisoned dagger.
591. Weak but Very FastThis figure has +1 Move and +3 Fight but does half damage (rounded up) in melee combat.
592. Short Range TelepathyThis figure can always group activate with one other model, provided that model is within 12" and has not previously activated in the turn. (Apprentices still may not activate in the Wizard Phase).
593. Highly Explosive SneezeThis figure has highly volatile sneezes. If the controlling player ever rolls a natural "1" on an Initiative Roll, this figure sneezes, and all other figures within 2" immediately suffer a +2 shooting attack. This does not apply to the first turn of the game.
594. Enhanced Crumbling TouchThree times per game, this figure may spend an action to successfully cast the Crumble Spell against a terrain feature within 1".
595. Enchanted HornsThis figure has a set of magical horns. It gains the Horns trait. Whenever it makes an attack where it receives the bonus for using horns, this attack counts as a magic attack.
596. Explosive ExcrementThis figure excretes an explosive substance. If this figure forgoes all its actions in an activation, during an activation where it has at least one action, it may place a marker on the table adjacent to it. If any other creature moves within 1" of this marker, it explodes, and all figures within 3" suffer a +5 magic shooting attack. This figure may never have more than two such markers on the table at one time. This figure is immune to attacks from its own excrement, nor does it ever trigger them.
597. Distracting LaughThis figure's constant laughter is extremely distracting. Figures suffer -1 to all rolls while within 2" of this figure. This does not apply on the first turn of a game.
598. Extremely Extendable ArmsThis figure may pick up a treasure token within 5" provided there is no enemy figure within 1" of either the figure or the token.
599. Sticky Leg TentaclesThe figure's legs are replaced with a mass of tentacles. This figure has -1 Move, but never suffers movement penalties for movement over rough ground or climbing.
600. Limited TeleportationOnce per game, this figure may spend an action to teleport anywhere within 6" and line of sight. This action can replace a move action and can be done while in combat.
The Grave Mutations Table (d1000) — 601–700
601–620
601. Covered in QuillsMost of this figure's body is covered in quills or spines. It cannot wear any type of Armour. Whenever a figure in melee combat with this figure rolls a natural "1 - 5" on its Combat Roll, it suffers 2 points of damage in addition to whatever damage it takes if it loses the combat.
602. Pig HeadThis figure has the head of a pig and suffers -1 Will.
603. Blazing FormAny opposing figure that wants to make a shooting attack of any type against this figure must first pass a Will Roll (TN10). If it fails, it is blinded for the remainder of the turn, and its stats are reduced to Move 1, Fight +0, Shoot +0.
604. UnihornThis figure has one large horn in the middle of its head. It gains the Horns trait.
605. Fated for MediocrityThis figure rolls 3d6 instead of d20 for all its die rolls. In this case, treat 18 as a critical hit/automatic success and 3 as an automatic failure.
606. Freezing GraspThis figure does +3 damage in melee combat. This bonus does not apply against undead or constructs.
607. Static ChargeIf this figure makes a move action in which it moves at least 3", then the next time it hits with a melee combat attack, it does an additional 2 points of elemental magic damage. The actions do not have to be consecutive. This ability can be used any number of times during a game.
608. Devastating BlowOnce per game, if this figure inflicts damage in melee combat, it may use this ability to inflict an extra 4 points of damage.
609. Exploding Poisonous PustulesThis figure is covered in poisonous pustules that regularly pop open in a spray of poisonous fluid. Any figure that fights in a round of combat with this figure, must make a Will Roll (TN14) or be poisoned, regardless of the outcome of the fight.
610. Sonic DiggerThis figure can use its vocal cords to generate a sonic wave capable of digging through the hardest earth. The figure gains the Burrowing trait.
611. Strong Magic VulnerabilityThis figure suffers -3 on all Will Rolls to resist or overcome spells.
612. Double JointedThis figure can bend in all kinds of strange ways. It gains the Expert Climber trait.
613. Stubby LegsThis figure has almost no legs at all. Its body seems to go straight from thighs to feet. It suffers -2 Move.
614. Major AddictionThis figure is addicted to some substance and must spend 40gc before each game or suffer -2 Health and -1 to all die rolls during the game due to withdrawal.
615. Horrific AppearanceAny figure that wishes to move into combat with this figure must first pass a Will Roll (TN12). If it fails, the action is lost, though the figure may continue with its activation if it has other actions.
616. Painful LaughterWhenever this figure is activated, it releases a painfully high-pitched laugh. All living figures (not undead or constructs) within 2" must make a Will Roll (TN8) taking damage equal to the amount by which it failed the roll. This does not apply on the first turn of the game.
617. Hands of DeathThis figure has skeletal hands. All its melee attacks count as magic attacks and do +2 damage against living creatures (so not undead or constructs).
618. Low Boiling PointThis figure's blood starts to boil at much lower than usual temperatures, making it vulnerable to heat and elemental magic attacks. This figure suffers double damage from elemental attacks including all forms of fire.
619. Mana Battery (2/2)This figure produces mystical energy that can be tapped by friends who know how. If a figure in the same warband attempts to cast a spell within 3" of this figure, it may draw upon this figure to add +2 to the roll. This can be done twice each game.
620. Hoofed LegsThis figure has hooves instead of feet. It gains +1 Move but suffers -3 on Move Stat Rolls.
621–640
621. Murderous StrikeOnce per game, if this figure rolls a "17 - 19" on a melee combat attack, it may convert this roll to a "20" and thus a critical hit.
622. Demon AttracterIf this figure is on the table when the controlling player rolls a natural "1 - 3" for its Initiative Roll, place an imp on the table at a random point along the table edge.
623. Frequent InsanityIf this figure ever rolls a natural "1 - 3" on any roll during the game, it goes temporarily insane and counts as an uncontrolled creature. This lasts for the rest of the turn on which the "1 - 3" was rolled and all the next turn. After that, the insanity passes, and the figure returns to its normal allegiance.
624. Regenerating OrgansThis figure's organs heal almost instantly. It gains the Immune to Critical Hits trait.
625. Death EyeThis figure has a third eye which can command death. Once per game, you can spend an action to automatically cast the Strike Dead Spell with a Casting Roll of 15. As per the spell, you take 1 damage using this ability.
626. DeathwishThis figure doesn't care if it lives or dies. It never gains any bonuses from being in cover and suffers -2 to all Fight Rolls against shooting attacks, but it automatically passes all Will Rolls to resist the effects of Fear or Horror.
627. Powerful Ink SprayOnce per game, this figure may spray ink at an opponent. Treat the figure as though it cast a Blinding Light spell with a Casting Roll of 16. The effects of this cannot be cancelled by effects that cancel magic.
628. Runic ArmsThis figure has runes branded, tattooed, or carved into its arms. All its attacks count as magic attacks.
629. Spider FormWhenever this figure takes damage, it must make a Will Roll (TN10). If it fails, replace this model with an uncontrolled ice spider. After the game it returns to its regular form and allegiance.
630. Burrowing TroglodyteThis figure is used to living underground and digging tunnels. Its eyes have adapted to the dark. The figure gains the Burrowing trait. It never suffers any reduction in the maximum line of sight due to darkness. If outside, on land, and in the daylight, however, it suffers -1 Fight and -1 Shoot.
631. Spider BloodThis figure has the blood of spiders flowing in its veins. It gains the Immune to Poison trait.
632. Extremely SquishyThis figure is extremely soft. It suffers -3 Armour.
633. Improved Phosphorescent SprayThis figure may spend an action to spray a phosphorescent film at an opponent within 6" and line of sight. The spray affects all figures that are either in contact or in combat with the target figure. The target and all other affected figures must make a Move Roll (TN20). If a figure fails, it is covered with the film and all shooting rolls against it are at +3 for the rest of the game.
634. Boiling Blood SpewThis figure has boiling hot blood that it can spew at opponents. This figure may spend an action to make a +3 shooting attack with +2 damage at a range of 10" against all figures within 0.5" of a chosen point. However, the sprayer immediately takes 3 points of damage.
635. Super BulkyThis figure has grown very large. It gains +3 Health and the Large trait.
636. Wraith-ReanimationIf this figure is reduced to 0 Health, place an uncontrolled wraith at the point it fell.
637. Third EyeThis figure has a third eye somewhere on its face. It also gains the Mind Lock trait.
638. Major Static DischargeWhenever this figure completes a Move action, the nearest other figure in line of sight suffers a +0 elemental shooting attack. This does not apply on the first turn of the game.
639. Extremely Loud SoulIf any player rolls to check for a Random Encounter after picking up a treasure token while this figure is on the table, roll two dice and keep both results.
640. Poisonous Detachable SpinesThis figure has long, poisonous spines growing from its body which it can detach and even throw. This figure always counts as armed with a poison dagger and has a 6" shooting attack doing -1 damage and poison.
641–660
641. More Plant than ManThis figure's internal structure works more like a plant than an animal. It gains the Never Wounded trait.
642. Moose HeadThis figure has the head of a moose and gains the Horns trait.
643. Inhumanly ObeseThis figure is so fat that it is hard to recognize what kind of creature it actually is as it is has become mostly blob-like. It suffers -3 Move (to a minimum of 1) but gains +5 Health.
644. Poisonous BloodIf this figure is below its starting Health, all its attacks count as poisonous. This figure may spend an action to do 1 point of damage to itself.
645. Big and StrongThis figure gains the Large and Strong traits.
646. Magically-Attuned CyclopsThis figure can see the ways of magic through its one eye. The figure suffers the same penalties as for the Lost Eye permanent injury. If this figure is a spellcaster, it may claim a +5 on one Casting Roll, once per game. This decision must be made before the dice are rolled. If the figure is not a spellcaster, it gains +5 on one Will Roll to resist or overcome a spell, once per game, but may make the decision to use this ability after the die is rolled.
647. BlindThis figure is blind but uses other senses to make up for it. It gains the True Sight trait, and never suffers any penalties from receiving the Lost Eye permanent injury. It is also Immune to the Blinding Light spell.
648. Blood-MarkedThis figure has strange red symbols all over its body. It gains +5 on all Will Rolls to resist Mind Control or Suggestion. Should a creature with blood-marked become unarmed, it suffers the usual -2 Fight, but not the -2 damage.
649. Visions of DoomThis figure is cursed with visions of its own doom. If the player ever rolls a natural "18 - 20" for initiative, this figure receives a maximum of one action in its next activation.
650. Magical Self-ProjectileThis figure may spend an action to make a magic shooting attack at a target up to 6" away. This attack does +3 damage. After the attack, move the shooting figure 1.5" away from the target in a random direction, and the shooting figure takes 3 points of damage. If the shooting figure is carrying a treasure token, it drops it at the point it made the shooting attack.
651. Highly EmpatheticWhenever another figure within 6" rolls a natural "20" on any roll, this figure gains back 2 lost points of Health. However, if a figure within 6" is reduced to 0 Health, this figure immediately suffers 4 points of damage.
652. Shining Butterfly WingsThis figure has large, fragile wings. It gains the Flying trait but loses this ability as soon as it falls below its starting Health. Additionally, the figure gains +2 Will.
653. ClumsyThis figure suffers -4 to all Move Rolls.
654. Walrus HeadThis figure has the head of walrus and gains the Horns trait, to represent its tusks.
655. Redundant OrgansThis figure has multiple, redundant organs. It gains the Immune to Critical Hits trait.
656. Poison RageIf this figure is ever poisoned, it gains +2 Fight and +2 damage on all melee combat attacks.
657. Resistant to Missile WeaponsThis figure never takes more than 2 points of damage from non-magic bow, crossbow, or javelin attacks. It takes full damage from all other shooting attacks, including attacks made with magic arrows, bolts, or javelins.
658. Extremely Long NeckThis figure has an extremely elongated neck, which unfortunately makes it vulnerable. It suffers +7 damage (instead of the normal +5) any time it suffers a critical hit.
659. Suicide AttackThis figure does +8 damage on melee attacks. However, if it inflicts any damage in melee it is immediately reduced to 0 Health.
660. Whipping TentaclesThis figure has tentacles that whip around its body. Any time any figure (including friendly ones) moves or activates within 3" of this figure, it suffers a +2 shooting attack. This does not apply on the first turn of the game.
661–680
661. Chilling TouchThis figure does +2 damage in melee, except against undead and constructs.
662. Demon Hunter's WillThis figure gains +2 on all Will Rolls if there are non-allied demons on the table.
663. Powerful Ink SpewOnce per game, this figure may spray ink in all directions. Treat the figure as though it had just cast a Blinding Light spell with a Casting Roll of 16 against every other figure within 3". The effects of this cannot be cancelled by effects that cancel magic.
664. Bison HeadThis figure has the head of a bison. It gains the Horns trait.
665. Channel WillWhenever this figure activates, it may declare that it is channelling its Will. All its melee attacks become magic attacks and do +1 damage; however, the figure suffers -3 Will Rolls until the start of its next activation.
666. Heavy BlubberThis figure has a heavy blubbery layer all around its body. It gains +3 Health and is immune to any scenario effects resulting from the cold (but not cold attacks).
667. Limited Force BubbleOnce per game, this figure may spend an action to form a bubble of force around it that pushes all other figures away. All figures in line of sight suffer a +8 shooting attack, but instead of damage, they are moved a number of inches equal to the amount of damage they would have taken directly away from this figure. A figure will stop if it hits any terrain over 1" high but will move over shorter terrain or other figures.
668. Undead Hunter's WillThis figure gains +2 to all Will Rolls if there are non-allied undead on the table.
669. Draining TentaclesThis figure has numerous tentacles which it can use to grapple and entrap enemies and suck their blood. Whenever this figure does at least 1 point of damage in melee combat, it regains 1 point of lost Health. Additionally, no figure in combat with this one may push this figure back, or step back from combat, unless it deals damage; simply winning the combat is not enough.
670. Delicious SmellThis figure smells tasty to animals. Any uncontrolled animal within 6" will target this figure over any others when making its moves (the figure doesn't have to be in line of sight). Additionally, animals will always attack this figure in preference to any other. If an animal reduces this figure to 0 Health, it suffers -1 on its Survival Roll due to the animal feasting.
671. Animal Hunter's WillThis figure gains +2 to all Will Rolls if there are non-allied animals on the table.
672. Skull EnchanterThis figure may opt to carry a skull, which counts as an item. Once per game, this figure may spend an action to animate that skull, as though it had cast the Animate Skull spell.
673. WerehippoThis figure is half-man, half-hippopotamus. It gains +2 Health, does +1 damage, and gains the Large and Amphibious traits.
674. Fear of DemonsThis figure suffers -2 to all Will Rolls if there are any demons on the table.
675. Hurtling AttackThis figure gains +6 Move on any move action that attempts to move the figure into combat.
676. Innate Undead SlayerWhenever the player controlling this figure rolls a natural "18 - 20" for their Initiative Roll, this figure may immediately cast Destroy Undead at a target of its choosing as a free action.
677. Chameleon HeadThis figure has the head of a chameleon, which gives it great all-around vision. It receives +2 Fight when rolling against shooting attacks.
678. Fear of UndeadThis figure suffers -3 to Will Rolls if there are undead on the table.
679. ReliableThis figure rolls 2d10 instead of d20 for all die rolls during a game. In this case, treat any natural "2" as an automatic failure.
680. Two Animal HeadsThis figure has two heads, each from a different animal (the player may choose which). This makes it tougher to gang up on this figure. Figures only grant a +1 supporting figure bonus when fighting this figure.
681–700
681. Soulrattling WailThis figure may spend an action to wail. All figures within 8", including the active figure, must make a Will Roll (TN12) or suffer damage equal to the amount by which they failed the roll. Undead and constructs are immune to this damage, as are any figures that cannot hear.
682. Shadowy FormThis figure is very dark and tough to distinguish from shadows. No figure may draw line of sight to this figure if it is more than 12" away. In addition, it gains +3 to all Fight Rolls made against shooting attacks.
683. Gigantic HandThis figure has one normal-sized hand and one gigantic hand. This figure does +1 damage in melee combat and always counts as armed with a hand weapon.
684. Adamant HeartOnce per game, this figure may add +4 to a Will Roll. It may decide to use this ability after the die is rolled.
685. Fear of AnimalsThis figure suffers -3 to Will Rolls if there are animals on the table.
686. Finger DartsThis figure may fire the bones out of its fingers. This figure may spend an action to make a shooting attack that follows the rules for a successfully cast Bone Dart spell. The figure may do this a maximum of five times in the game. Once a figure has used this ability once in a game, it may no longer use a two-handed weapon, staff, bow, or crossbow. The figure's bones grow back between games.
687. Swallow and RegurgitateThis figure can carry an extra item inside of it; however, it can't make use of it. It may spend an action to swallow one item and regurgitate another, thus switching which item it can use at a given time.
688. Painful Body RestructureWhen this figure activates, it may spend 1 Health and choose one of the following traits: Amphibious, Expert Climber, Immune to Poison, or Never Wounded. This figure has this trait until its next activation.
689. Doomed Shot MagnetThis figure suffers -3 Fight whenever it rolls against shooting attacks.
690. Major Static ChargeIf this figure makes a move action in which it moves at least 3", then the next time it hits with a melee combat attack, it does an additional 3 points of elemental magic damage. The actions do not have to be consecutive. This ability can be used any number of times during a game.
691. PumpkinheadThis figure has a carved pumpkin for a head. It suffers -1 Armour, -2 Health, and gains the Magic Attacks, Mind Lock, and Undead traits.
692. WerewaspThis figure is half-human, half-wasp. It suffers -1 Move, -1 Fight, -1 Armour and -2 Health, but gains the Flying and Poison traits.
693. Covered in FeathersThis figure is covered in feathers. It cannot fly, but they do help slow its fall. This figure can fall any distance without taking damage.
694. Walking HeadThis figure is basically just a head with arms and legs. It suffers -1 Move.
695. Shattering SneezeThis figure has highly volatile sneezes. If the controlling player ever rolls a natural "1" on an Initiative Roll, this figure sneezes, and all other figures within 2" immediately suffer a +3 shooting attack. This does not apply on the first turn of the game.
696. Hatred of UndeadThis figure must use all of its actions to move directly toward and attack the closest non-allied undead creature in line of sight, if there is a non-allied undead creature within 10" when this figure activates.
697. Scalding Blood SpewThis figure has boiling hot blood that it can spray at opponents. This figure may spend an action to make a +4 shooting attack with +2 damage at a range of 10" against all figures within 0.5" of a chosen point. However, the sprayer takes 4 points of damage.
698. RottingThis figure is slowly rotting away. It gains +1 Armour, but it suffers a cumulative -1 Health after every game until it reaches 0 and dies.
699. Magical Venom SacksThis figure has enchanted venom sacks on the back of its arms. All its melee attacks count as Magic and Poison.
700. Four Arms/No LegsThis figure has four arms, but no legs. It suffers -2 Move but gains the Expert Climber trait.
The Grave Mutations Table (d1000) — 701–800
701–720
701. Demonic OublietteAny time a demon moves into contact with this figure, or activates while in contact with this figure, it must make a Will Roll (TN16) or be imprisoned within the figure. This figure may only imprison one demon at a time, so if it already has one imprisoned, this rule does not apply. A figure may release a demon at any time by spending an action and must place that demon within 3". Alternatively, the demon can be released after the game in which case it runs off.
702. Mystic AbsorberAll figures within 3" of this figure suffer -1 to all Casting Rolls.
703. ThunderhandWhenever this figure pushes an opponent back after winning a round of combat, it may push the opponent back 1 - 6". Does not apply to creatures with the Large trait.
704. Focus Elemental PowerIf this figure forgoes all its actions during a single activation, during an activation where it has at least one action, it may charge its weapon as though Elemental Hammer had been cast upon it.
705. Amphibious TroglodyteThis figure is used to living underground near water and its eyes have adapted to the dark. The figure gains the Amphibious trait. It never suffers any reduction in the maximum line of sight due to darkness. If outside, on land, and in the daylight, however, it suffers -1 Fight and -1 Shoot.
706. Toad FormWhenever this figure takes damage, it must make a Will Roll (TN10). If it fails, replace this model with an uncontrolled Ice Toad. After the game it returns to its regular form and allegiance.
707. Hatred of DemonsThis figure must use all its actions to move directly toward and attack the closest non-allied demon, if there is a non-allied demon within 10" and line of sight when this figure activates.
708. Burning BloodIf this figure is damaged in melee combat, all other figures in the combat immediately suffer 2 points of damage. Additionally, if the figure was damaged by a non-magical, melee combat weapon, that weapon is destroyed.
709. Lion HeadThis figure has the head of a lion. It always counts as armed with a hand weapon thanks to its impressive bite.
710. Psychic WingsThis figure can spend an action to make a Will Roll (TN15). If successful, the figure gains the Flying trait for either the next three turns or until the figure takes any damage. If the figure loses the Flying trait, it may attempt to regain it following the rules above.
711. Cool HandOnce per game, this figure may add +4 to one shooting attack, but the decision to use this ability must be made before the dice are rolled.
712. Cursed TouchWhenever this figure wins a round of melee combat against another figure, that figure is treated as though a Curse spell had just been cast against it with a Casting Roll of 14.
713. Undead StenchFor some reason, undead recognize this figure as one of their own. Uncontrolled undead will never take this figure into account when determining their actions.
714. Blinding FlashThis figure occasionally flashes with blinding light. Whenever a figure activates while in combat with this figure, it must immediately make a Will Roll (TN10) or suffer -5 Fight (to a minimum of +0) for the rest of its activation. Figures immune to Blinding Light are immune to this ability.
715. Hatred of ConstructsThis figure must use all of its actions to move directly toward and attack the closest non-allied construct, if there is a non-allied construct within 10" and line of sight when this figure activates.
716. Web CreatorThis figure may spend an action to create a web. This web can be up to 6" long, must be anchored at both ends on terrain and some portion of the web must be adjacent to the figure. The web does not block line of sight; however, no figure may move through, or climb over a web. The web can be destroyed by a melee attack, or a shooting attack that covers an area. Treat the web as having Fight +0, Armour 14, Health 1. Unless destroyed, the web remains until the end of the game.
717. LevitationThis figure gains the Levitate trait.
718. Killer's EyeOnce per game, if this figure rolls a natural "17 - 19" on a Shooting Roll, it may convert this roll to a "20" and a critical hit.
719. Demonic AuraFor whatever reason, demons perceive this figure as one of their own. Uncontrolled demons will not take this figure into account when determining their actions.
720. BallThis figure is basically just a ball with arms. It rolls instead of walking. It gains +1 Move, and can jump normally, but cannot climb at all.
721–740
721. Devastating AttackOnce per game, this figure may add +5 to its Combat Roll in a melee combat that it initiates. This decision must be made before the dice are rolled.
722. StingerThis figure has a wasp-like stinger on its backside. It may make attacks with this stinger at its normal Fight, doing normal damage, plus the attack is poisonous.
723. Master of StealthAt the start of the game, after all figures, terrain and treasure have been placed, but before initiative on the first turn is rolled, this figure may be moved up to 12" in any direction, so long as it ends the move out of line of sight of any enemy figures, and is no closer than 3" to any treasure token. However, if it moves more than 3" it receives only one action the first time it activates, and this cannot be a move action.
724. Enchanted Razor MandiblesThis figure has a large pair of mandibles near its mouth which it can use to attack. This figure always counts as armed with a magic hand weapon.
725. Jack o' Lantern HeadThis figure has a carved pumpkin for a head, with light glowing inside it. It suffers -1 Armour and -2 Health, but gains +2 Will as well as the Magic Attacks, Mind Lock, and Undead traits.
726. Magic VolatilityWhenever this figure is hit by a magic attack, that attack does double damage. If this reduces the figure to 0 Health, then the figure explodes. All other figures within 3" suffer a +4 magic shooting attack, and this figure suffers -2 to its Survival Roll after the game.
727. Unstable PortalThis figure is a portal to other realms. If you ever roll a natural "1" for your Initiative Roll while this figure is on the table, place an uncontrolled imp on the table 3d6" away from this figure in a random direction.
728. Ethereal OublietteAny time an ethereal undead figure moves into contact with this figure, or activates while in contact with this figure, it must make a Will Roll (TN16) or be imprisoned within the figure. This figure may only imprison one ethereal undead at a time, so if it already has one imprisoned, this rule does not apply. A figure may release the ethereal undead at any time by spending an action and must place that creature within 3". Alternatively, the ethereal undead can be released after the game in which case it runs off.
729. Bat FormThis figure can spend an action to turn in to a giant bat, gaining the Flying trait. All other stats remain unaffected, but the figure may not pick up or carry treasure tokens while in this form, and any treasure tokens it is carrying are dropped. The figure may use any items it has, and it still attacks in the same manner, using whatever weapons it normally carries.
730. Poison VulnerabilityThis figure has violent reactions to poison. Whenever it suffers damage from a poison attack, it immediately suffers an additional 5 points of damage.
731. Beast MasterOnce per turn, this figure may spend an action to summon any nearby beast. Immediately roll on the Random Encounter Table and place the creature at a random point on the table edge. It is an uncontrolled creature.
732. Unnatural HealthThis figure has no regular healing mechanism and can only be healed by consuming fresh blood from a sentient creature. It must either pay 5gc for enough blood to heal back to full Health or find some other way to obtain blood. It can take this blood from another warband member, but this figure is immediately removed from the roster and cannot be replaced until after the next game. It can also be healed by spells, but only during a game.
733. Elementally ChargedThis figure does +1 damage on all melee attacks, and all such attacks count as elemental magic attacks.
734. Extreme Growth with PainIf this figure takes 5 or more points of damage from a single source, it gains +1 Fight and +1 Damage for the rest of the game. This bonus can be gained three times in a scenario, with the effects stacking. If it gains this bonus twice, it also gains the Large trait for the remainder of the game.
735. Flashy DemiseIf this figure is reduced to 0 Health, treat every figure in line of sight of the last spot of the deceased as though struck with a Blinding Light spell with a Casting Roll of 14.
736. Acid SprayOnce per game, this figure can spend an action to spray acid out of its body. Treat this as a +5 elemental magic attack with a maximum range of 10". Additionally, this attack treats all targets as though they are Armour 10.
737. Hatred of SpellcastersThis figure must use all of its actions to move directly toward and attack the closest non-allied spellcaster, if there is a non-allied spellcaster within 10" and line of sight when this figure activates.
738. Quarter SizeThis figure is only about ¼ the size of a normal person. It suffers -1 Move, -1 Fight, and -2 Health, but gains +4 Fight when rolling against shooting attacks.
739. Extreme Shrinking with PainIf this figure takes 5 or more points of damage from a single source, it suffers -1 Fight and -1 Damage for the rest of the game. This penalty can be suffered three times per game with the penalties stacking. If this penalty is suffered twice, the figure also gains +3 Fight when rolling against shooting attacks due to its small size.
740. Mind-GrabberIf this figure damages another figure in melee combat, the damaged figure must make a Will Roll (TN14). If it fails, it becomes a temporary member of this figure's warband. It may make another Will Roll to break this control at the end of each of its activations. Figures with Mind Lock are immune to this ability.
741–760
741. Inferno FistsThis figure can cause its fists to ignite in flames on command. This figure always counts as armed with a magical hand weapon that gives it +1 Fight and +3 elemental magic damage.
742. Invisible to ConstructsThis figure counts as invisible to all constructs. Additionally, uncontrolled constructs will never take this figure into account when determining their actions.
743. Treasure AddictionIf this figure activates with an unclaimed treasure token within 10" and line of sight, it must use its actions to move towards it and pick it up. If there is an enemy figure within 6" and line of sight with a treasure token, it must use its actions to move toward it and attack if possible.
744. Mystical Force ProjectionThis figure's attacks, of any type, count as magic attacks.
745. Crow HeadThis figure has the head of a crow. It always counts as armed with a dagger and gains +2 Will.
746. Extreme Magic ResistanceThis figure gains +4 on all Will Rolls to resist or overcome spells.
747. Body of MetalThe figure's body is made completely of metal. It gains +4 Armour but may no longer wear armour of any type. It suffers -5 to all Swimming Rolls.
748. Hatred of AnimalsThis figure must use all its actions to move directly toward and attack the closest non-allied animal, if there is a non-allied animal within 10" and line of sight when this figure activates.
749. Extremely Acidic BloodIf this figure is damaged in melee combat, all other figures in the combat immediately suffer 3 points of damage.
750. Thick Spikey Armoured ShellThis figure has some sort of shell covering most of its body. This figure cannot wear any armour but gains +3 Armour and -1 Move. Additionally, this figure always counts as armed with a dagger.
751. InfectiousAny figure wounded in melee combat by this figure will start the next game at -2 Health in addition to any other injuries sustained.
752. Giant SlayerThis figure does +3 damage against figures with the Large trait.
753. Random SpellcasterBefore each game, roll a random spell. This figure may attempt to cast that spell during the game at its base Casting Number. This figure counts as a spellcaster and may empower rolls.
754. Adrenaline SurgeThis figure gets charged up for a fight. It gains +2 to all die rolls it makes for the first three turns of the game. After that, it suffers -4 on all die rolls it makes for the remainder of the game.
755. EtherealThis figure gains the Ethereal trait but may never pick up any treasure or loot tokens.
756. Filtered BreathingThis figure's lungs can filter out and expel any harmful gasses. This figure never takes damage or suffers any negative effects from breathing harmful substances.
757. Free MoverThis figure is immune to the following spells: Blink, Bones of the Earth, Petrify, Push, Slow, and Transpose.
758. Giant Worm AttracterIf this figure is on the table when the controlling player rolls a natural "1" on their Initiative Roll, place a giant worm on the table at a random point along the table edge.
759. Wounded EagleIf this figure is more than 4 points down from its starting Health, it grows wings and gains the Flying trait for the rest of the scenario.
760. Berserker StrengthThis figure does +3 damage in melee combat if it is below its starting Health.
761–780
761. Death CallThis figure may spend an action, which can replace a move action, to scream. Roll a die. On a 16+ place a wraith at a random point along the table edge. On any other result, nothing happens, and the action is lost.
762. Extremely Brittle BonesThis figure has a weak bone structure. It receives -3 to all Survival Rolls.
763. Murderous War Hound CompanionThis figure gains a war hound with a permanent +1 Fight and +1 Damage modifier as a companion. This dog counts as a member of the warband but does not take up a soldier slot. It may never intentionally move more than 6" away from its companion figure. If it activates more than 6" away, it must make a move directly towards its companion if possible. Note the reverse is not true and this figure can intentionally move more than 6" away from the hound. If the hound is killed, it is replaced before the next game.
764. Fast SliderThis figure excretes a slippery liquid from its feet. If it moves in a completely straight line during a move action, it gains Move +2.
765. Rending Death ScreamIf this figure is reduced to 0 Health, all figures within 6" immediately suffer a +2 Attack. Figures that cannot hear are immune to this ability.
766. Massive Static ChargeIf this figure makes a move action in which it moves at least 3" then the next time it hits with a melee combat attack, it does an additional 4 points of elemental magic damage. The actions do not have to be consecutive. This ability can be used any number of times during a game.
767. Vengeful SkullIf this figure is reduced to 0 Health, place an animate skull at the spot where it fell. This is an uncontrolled creature.
768. Excretes Extremely Valuable GemsAfter every game in which this figure participates and survives, roll a die. On an 18+ it excretes a gem worth 100gc.
769. Frog FormThis figure can spend an action to transform into a giant frog, gaining the Amphibious trait. All other stats remain unaffected, but the figure may not pick up or carry treasure while in this form and any treasure tokens it is carrying are dropped. The figure may use any items it has, and it still attacks in the same manner, using whatever weapons it normally carries. It may spend an action to switch back to its normal form.
770. Limited Elemental BlastOnce per game, this figure may spend an action to make a +8 elemental magic shooting attack with a maximum range of 3".
771. Treasure HurlerIf this figure is carrying treasure, it may spend an action to hurl that treasure token up to 6" in any direction. The token suffers no damage. If the token is hurled at another figure, treat this as a +4 shooting attack.
772. Extremely BouncyThis figure suffers no damage from falling. In addition, when it falls, it may make a free move in any direction equal to the distance it fell.
773. Covered in Poisonous QuillsMost of this figure's body is covered in quills or spines. It cannot wear any type of armour. Whenever a figure in melee combat with this figure rolls a natural "1 - 5" on its Combat Roll, it suffers 2 points of damage and is poisoned in addition to whatever damage it takes from losing the combat.
774. Ablative SkinThis figure has a tough skin that it sheds and regrows. The figure gains +3 Health; however, the first three points of damage the figure takes during a game cannot be healed by any means in the game - they only return for the next game.
775. Powerful Enchanted HornsThis figure has a set of magical horns. It gains the Horns trait. Whenever it makes an attack where it receives the bonus for using horns, this attack counts as a magic attack and does an additional 2 points of elemental magic damage.
776. Minor Ablative Elemental ResistanceThis figure gains Elemental Resistance (5), but this decreases by 1 for every point of damage the Resistance prevents. This resets at the start of each game.
777. Extremely Valuable TrophyThis figure has some valuable mutation. It gains the Bounty (100gc) trait.
778. Elemental MagnetAny Elemental Bolt or Elemental Ball spell cast with a target point within 4" of this figure has the target point moved to this figure.
779. Improved DodgeOnce per game, this figure may increase its Armour by 4 for the duration of one combat round. It may use this ability after the dice are rolled.
780. Teleport BlipThis figure may spend an action to teleport d6" in a random direction. This ability may be used while in combat.
781–800
781. Minorly EmpoweredEvery turn this figure gains 1 point of power. This can either be used to empower Casting Rolls or Will Rolls if the figure is a spellcaster or added to any damage the figure does in melee combat during the turn.
782. A Little ExtraIf this figure is ever in a melee combat that is tied, it receives +1 Fight, thus winning the combat. If both figures in the combat have this ability, they cancel each other out.
783. Wizard KillerThis figure does double damage in melee combat against spellcasters.
784. Explosive Rune TattooThis figure has a permanent explosive rune tattooed on its skin. Once per game, it can spend an action to trigger the rune. Follow the rules for an explosive rune, centred on this figure. This figure also suffers the +5 attack.
785. Uncontrollable Rage ProjectionWhenever the player that controls this figure rolls a natural "1 or 2" for their Initiative Roll, a Destructive Sphere spell is immediately cast centred on this figure. This figure is immune to the effects of this casting. This does not apply to the first turn of the game.
786. Radiant AuraAny figure that activates within 6" of this figure must make a Will Roll (TN12) or be blinded for the rest of the turn. While blinded, its Move is reduced to 1, its Fight is reduced to +0, and it may not make any shooting attacks or take any action that requires line of sight. This does not apply on the first turn of the game.
787. Accursed BlowWhenever this figure wins a round of melee combat against another figure, that figure is treated as though a Curse spell had just been cast against it with a Casting Roll of 16.
788. Sensitive AntennaThis figure has long antennae that can pick up subtle vibrations in the air. This figure gains True Sight with a range of 10".
789. Leaping AttackOnce per game, this figure may force combat with a figure that moves within 4" of it, instead of the normal 1".
790. Limited WillThis figure has +4 Will; however, every time it makes a Will Roll during a game, for any reason, it suffers a cumulative -1 Will for the rest of the game.
791. Assassin's EyeOnce per game, this figure may add +2 to a shooting attack. It may decide to use this ability after the dice are rolled.
792. External RibcageThis figure gains +2 Armour and +1 Health but may not wear any armour.
793. Skull AnimatorThis figure may opt to carry two skulls. These two skulls count as one item. This figure may spend an action to animate a skull, as though it had cast the Animate Skull spell. It may do this once for each skull carried.
794. Penetrating StareThis figure has eyes that project out of its eye sockets. This figure can draw line of sight through fog, clouds, and smoke, including those generated by spells or other magical effects.
795. Large Toxic Cloud ReleaseThis figure can spend an action to release a cloud of dark gas. Place a 4" diameter cloud adjacent to the figure. The figure suffers 2 points of damage every time it does this. Line of sight may not be drawn through the cloud. Any figure that moves through this cloud, apart from the figure that produced it, must make a Will Roll (TN12) or be poisoned. At the end of each turn, roll a die. On a 1 - 5 the cloud dissipates and is removed from the table.
796. Major Magic ImmunityWhenever a spell is cast on this figure, or the effect of a spell would target this figure, roll a die. On an 8+ that spell has no effect on this figure.
797. Powerful Against DemonsThis figure does double damage in melee combat against demons.
798. Easy HealerIf this figure is subject to any healing magic, it receives double the normal amount of healing. For example, a Heal spell restores up to 10 lost points of Health to this figure.
799. Penetrating GazeThis figure has completely yellow eyes. All its shooting attacks count as magic shooting attacks, and its target receives no benefit for wearing armour (so subtract 1 from its Armour stat for light armour and 2 if it is wearing heavy armour).
800. Soul BargainThe first time this figure rolls a "Dead" result on the Survival Table, it may treat the roll as "Full Recovery" instead, but it immediately gains the Demon trait.
The Grave Mutations Table (d1000) — 801–900
801–820
801. Mystic SinkholeAll figures within 2" of this figure suffer -2 to all Casting Rolls.
802. Powerful Against AnimalsThis figure does double damage in melee combat against animals.
803. Natural SpellcasterBefore each game, roll two random spells. This figure may attempt to cast those spells during the game at its base Casting Number. This figure counts as a spellcaster and may empower rolls.
804. ResilientThe figure gains +5 Health.
805. Lucky CharmIf this figure is part of a warband, the first roll on the Survival Table made by a member of that group after each game is at +1. (Players may always choose the order in which Survival Rolls are made.)
806. Focused Mystic ShieldIf this figure forgoes all its actions during a single activation (during an activation where it was entitled to at least one action), it may summon a mystical shield. This shield follows the same rules as an Elemental Shield spell.
807. Unlife FeasterThis figure feeds off the power of animate, non-living things. Whenever any undead or construct activates within 3", that figure immediately suffers 3 points of damage.
808. Extreme Magic VulnerabilityThis figure suffers -4 on Will Rolls to resist or overcome spells.
809. Burning Jack o' Lantern HeadThis figure has a carved pumpkin for a head, with light glowing inside it. It suffers -1 Armour and -2 Health, but gains +2 Will as well as the Magic Attacks, Mind Lock, and Undead traits. It also does +2 damage on all melee attacks.
810. SlipperyFigures have an extremely hard time grappling or otherwise containing this figure. This figure may always move out of combat, and the figures that were previously in combat with it may not force combat with it until the end of its activation.
811. Power Word TattooThis figure has a Power Word tattooed on its skin. Roll randomly to see which spell it goes with (roll again for Out of Game only spells). While this figure is on the table, it counts as though a Power Word for that spell is in effect.
812. Powerful Static DischargeWhenever this figure completes a move action, the nearest other figure in line of sight suffers a +1 elemental shooting attack.
813. Giant Worm FormWhenever this figure takes damage, it must make a Will Roll (TN10). If it fails, replace this model with an uncontrolled giant worm. After the game it returns to its regular form and allegiance.
814. Wasp CompanionsThis figure is constantly surrounded by a cloud of wasps or other stinging or biting insects. All other figures within 2" of this figure suffer -2 to all rolls.
815. Peacock FeathersThis figure has large peacock feathers which it can spread to distract the enemy. This figure provides a +3 supporting figure bonus in combat (instead of the normal +2).
816. Electrically Super-ChargedThis figure has electricity running through its veins. Any figure that causes damage to this figure in melee combat immediately suffers a +2 elemental magic attack (increase to +3 if it is wearing heavy armour).
817. Worm TransformationThis figure can spend an action (which can replace a move action) to turn in to a giant worm, gaining the Burrowing and Large traits. All other stats remain unaffected, but the figure may not pick up or carry treasure while in this form and any treasure tokens it is carrying are dropped. The figure may use any items it has, and it still attacks in the same manner, using whatever weapons it normally carries. It may spend another action to return to its normal form.
818. Burning Death EyeThis figure has a third eye which can command death. Once per game, you can spend an action to automatically cast the Strike Dead Spell with a Casting Roll of 18. As per the spell, the casting figure takes 1 point of damage using this ability.
819. Bladed ArmsThis figure has blades implanted in, or growing out of, its arms. This figure always counts as armed with a hand weapon, all its attacks count as magic attacks, and it does +1 damage. However, it may never use a shield.
820. PowerbashWhenever this figure pushes an opponent back after winning a round of combat, it may push the opponent back 1 - 10". Creatures with the Large trait may be pushed back a maximum of 5".
821–840
821. Mist FormThis figure can spend an action to convert to mist form. While in mist form, the figure gains the Levitate trait and may move through any space, no matter how small. The figure may not pick up or carry treasure tokens and any treasure tokens it was holding are dropped. The figure may not cast spells or use any items, nor may it attack or make shooting attacks. The figure is immune to all non-magic weapons. Other figures may move into combat with the figure and attack; however, no figure may force combat against the mist form figure. If in combat, the mist form figure may move out of combat freely. The figure may spend an action to revert to its normal form.
822. Powerful Against ConstructsThis figure does double damage in melee combat against constructs.
823. Lord of the DeadTwice per game, this figure can spend an action to cast Raise Zombie. The spell is automatically successful and produces a ghoul instead of a zombie. This ghoul does not count against the warband limits. The figure may only have one ghoul in play at any time.
824. Detonating ExcrementThis figure excretes an explosive substance. If this figure forgoes all its actions in an activation, it may place a marker on the table. If any other figure moves within 3" of this marker, it explodes, and all figures within 3" suffer a +5 magic shooting attack. This figure may never have more than four such markers on the table at one time. This figure is immune to attacks from its own excrement and does not trigger them.
825. Mind CrushWhenever this figure makes an attack in melee combat, it may force both figures to use their Will stat instead of their Fight stat for the combat. If the option is selected, this figure gains +3 to its own Fight Roll. Otherwise, the combat follows the normal rules.
826. Monkey FormThis figure can spend an action (which can replace a move action) to turn into a giant monkey, gaining the Expert Climber trait. All other stats remain unaffected, but the figure may not pick up or carry treasure tokens while in this form and any treasure tokens it is carrying are dropped. The figure may use any items it has, and it still attacks in the same manner, using whatever weapons it normally carries. The figure may spend another action to return to its normal form.
827. SerendipitousThis creature is just incredibly lucky and receives +1 on all die rolls.
828. Spontaneous CombustionIf this figure ever rolls a natural "1" on any roll, immediately roll again. If the second roll is a 1, this figure immediately detonates. It is reduced to 0 Health and suffers -4 to its Survival Roll after the game. Every figure within 6" and line of sight of the exploding figure suffers a +5 shooting attack.
829. VisionaryThis figure is blessed with visions of the future. If the controlling player ever rolls a natural "18 - 20" for initiative, this figure gains an extra action on its next activation.
830. Limited Mental StrikeOnce per game, this figure may spend an action to make a mental attack against any enemy within 6" and line of sight. Fight a round of combat as normal, except both figures use their Will stat instead of their Fight Stat and neither figure can receive supporting figure bonuses. Both figures are counted as having Armour 10 for this combat. Damage is done as normal, but regardless of who wins, neither figure may step back or push back. These figures are not considered to be in combat.
831. Mind-Shattering AppearanceAny figure that wishes to move into combat with this figure must first pass a Will Roll (TN16). If it fails, its activation ends immediately.
832. Thick Ablative SkinThis figure has a tough skin that it sheds and regrows. The figure gains +4 Health; however, the first 4 points of damage the figure takes during a game cannot be healed by any means in game - they only return for the next game.
833. AnimatorAfter any game in which this figure was not reduced to 0 Health, it can freely cast the Animate Construct spell once. This spell is automatically successful.
834. Weak Animated SkinOnce per game, this figure can spend an action to "shed its skin". This creates a second version of this figure that has the same stats, but only 1 Health. This second version counts as a soldier in the same warband as the original but may not cast spells or use any Tricks of the Trade. This figure has all the same equipment as the original, except none of it is magical (so replace magic weapons with mundane versions, while magic items, potions, etc are essentially worthless).
835. Concentration StormIt is difficult to concentrate when this figure is near. Any figure attempting to cast a spell suffers a -2 to the Casting Roll if this figure is within 6" and line of sight.
836. Child of the StormEvery time this figure suffers at least 1 point of damage, roll a die. On a 1 - 10 nothing happens. On an 11+ it automatically casts Call Storm with no roll or action necessary.
837. Blinding DemiseIf this figure is reduced to 0 Health, treat every figure in line of sight of the last spot of the deceased as though struck with a Blinding Light spell with a Casting Roll of 18.
838. Miracle BlessedEach game, after this figure makes any Survival Rolls it is required to, this figure may roll a die. On an 18+ it may heal one permanent injury on a figure in its warband, including itself. On a natural "20" it may bring a figure back from the dead that was killed in the proceeding game. This figure returns to full Health with no ill effects.
839. Greater Fog FormTwice per game, this figure may activate its fog form as a free action. For the rest of that activation and all of its next, it gains Move +4 and the Levitate trait, and no figure may force combat with it. Additionally, the figure is immune to all non-magic attacks. However, the figure may not attack any other figure or pick up treasure or loot. If the figure was carrying loot or treasure it is dropped at the point it activated the fog form.
840. Double AttackThis figure may use one action to attack two figures that it is currently in combat with. Each Combat Roll is made separately and all support bonuses apply. This figure may decide the order of the attacks.
841–860
841. Uncontrolled Elemental ReflectionIf this figure is ever the target of an elemental shooting attack, roll a die. On a 1 - 10 nothing happens. On an 11+, randomly select another figure in line of sight of this figure as the new target of the attack.
842. Hardened Metal ExoskeletonThe figure has a tough exoskeleton, but no inner skeleton. It gains +5 Armour but -7 Health. The figure may not wear any form of armour.
843. Poison FeederThis figure can suck poison out of a wound and use it to Heal itself. If this figure is ever within 1" of a friendly figure that is not in combat, it may spend an action (which can replace a Move action) to remove the poisoned condition from the friendly figure. The poison feeder gains back up to 3 lost Health each time it does this. Additionally, this figure is Immune to Poison and receives Armour +3 against any poison attack.
844. Greater Telekinetic PullOnce per game, this figure may spend an action and target a figure within 12" and line of sight. The target figure must make a Move Roll (TN25). If the target fails, it is immediately moved 3" directly towards the active figure. This may move a figure out of, or into, combat.
845. Draining Word TattooThis figure has a Draining Word tattooed on its skin. Roll randomly to see which spell it goes with (roll again for Out of Game only spells). While this figure is on the table, a Draining Word for that spell is in effect.
846. Empowered SmashIf this figure forgoes all its actions for one activation (on an activation where it is entitled to at least one action), then the next time it hits an opponent in melee combat, the strike does an additional +7 elemental magic damage.
847. Zombie MasterIf this figure kills another figure in melee combat, immediately place a zombie where that figure fell. This zombie counts as part of the same warband as the zombie master. The zombie master may only have one such zombie on the table at a time, so any further kills do not raise a new zombie. If the zombie master leaves the table for any reason, or the game ends, the zombie crumbles to dust.
848. Rat MasterThis figure always begins the game with a giant rat next to it. This rat counts as a member of the same warband but does not count against the normal warband size limits. If the Rat Master leaves the table for any reason, this giant rat immediately becomes an uncontrolled creature.
849. Powerful Against UndeadThis figure does double damage in melee combat against undead. Also, all its attacks against undead count as magic attacks.
850. Random TeleportationThis figure may spend an action (which can replace a move action) to teleport d10" in a random direction. This ability can be used while in combat.
851. Time TinkererOnce per game, this figure may spend an action to automatically cast Time Store. The figure must have at least two actions available and use this as its first action, thus saving the second for later in the game.
852. Enhanced Laser EyesThis figure can spend an action to make a +4 elemental magic shooting attack doing +2 damage at a range of 18".
853. Tumultuous Body ChemistryWhenever this figure activates and would normally have two actions, it can choose to roll a die. On a 1 - 15, it gains only one action this activation. On a 16+ it gains three.
854. Loud BuzzThis figure gives off a loud buzzing noise whenever it moves. Any figure within 6" can "see" this figure, even if it is invisible. However, the noise is also very distracting. Every other figure within 1" of this figure suffers -1 Fight.
855. No Body FatThis figure has no body fat at all, giving it a very skeletal appearance. It gains +1 Move but suffers -2 Health.
856. Item TeleportationIf this figure is carrying a treasure token, it may forgo all its actions in an activation where it was entitled to at least one action, to teleport the token up to 6", provided the target point is in line of sight. If the target point is another figure that can carry treasure, then this figure is automatically carrying the token; it does not have to pick it up.
857. Weak Inherent MagicThis figure may attempt to cast any spell found in the Frostgrave rulebook, except Out of Games spells, but it only succeeds on a Casting Roll of 19 or 20, and the roll may not be empowered by any means. This figure does count as a spellcaster.
858. Arrow MagnetIf this figure is standing within 2" of a figure that is the target of a bow, crossbow, or javelin attack, that attack is redirected onto this figure.
859. Damaging RageThis figure can use an action to cast the Strength spell on itself. No Casting Roll is required. However, every time the figure does this, it suffers a permanent -1 Will. If it reaches -5 Will, the figure dies.
860. Keeper of SecretsRoll a die before each game in which this figure participates. If the result is 15+, this warband counts as though it had successfully cast Reveal Secret.
861–880
861. MethodicalThis figure has only one action per activation as its base, thus being wounded or poisoned has no effect on it. It receives +1 to all die rolls that it makes.
862. Spider MasterThis figure always begins the game with an ice spider next to it. This spider counts as a member of the same warband but does not count against the normal warband size limits. If the spider master leaves the table for any reason, this ice spider immediately becomes an uncontrolled creature.
863. Blinding FormAny opposing figure that wants to make a shooting attack of any type against this figure must first pass a Will Roll (TN12). If it fails, it is blinded for the remainder of the turn, and its stats are reduced to Move 1, Fight +0, Shoot +0.
864. Immune to ChronomancyThis figure is Immune to all spells from the Chronomancer school.
865. Empower SolidsThis figure can gather mystical energy and transfer it to small objects. These objects can then be thrown and explode on contact. If this figure spends two actions in the same activation, it may hurl one of these objects as though it had cast a Grenade spell.
866. Sacrificial Blood-EnchantmentWhenever this figure activates, it may sacrifice 3 Health as a free action. If done, it receives +2 Fight and +2 damage on melee attacks, and all of its attacks of any kind count as magic attacks until its next activation.
867. Immune to ElementalismThis figure is immune to all spells from the Elementalist school.
868. Construct TinkererThis figure always begins the game with a small construct next to it. This construct counts as a member of the same warband but does not count against the normal warband size limits. If the construct tinkerer leaves the table for any reason, this small construct immediately becomes an uncontrolled creature.
869. Greater Demon-SpawnIf this figure is reduced to 0 Health, place a greater demon on the spot where the figure fell.
870. Immune to IllusionThis figure is immune to all spells from the Illusionist school. If it is ever in contact with an illusionary soldier, the illusionary soldier is immediately removed from the table.
871. Does Not BreatheThis figure does not need to breathe. It never suffers any ill effects from breathing in harmful substances nor does it ever suffer any damage from failed Swimming Rolls.
872. Resistance to Non-Magical WeaponsThis figure suffers -1 damage from all non-magical attacks or sources of damage.
873. Skeletal FormThis figure has only a skeletal form. It gains the Undead and Immune to Control Undead traits.
874. Mostly Immune to MagicWhenever a spell is cast on this figure, or the effect of a spell would target this figure, roll a die. On a 5+ that spell has no effect on this figure. This includes spells that generate magic shooting attacks (but not ones that generate only normal attacks).
875. Skeleton MasterIf this figure kills another figure in melee combat, immediately place a skeleton where that figure fell. This skeleton counts as part of the same warband as the skeleton master. The skeleton master may only have one such skeleton on the table at a time, so any further kills do not raise a new skeleton. If the skeleton master leaves the table for any reason, or the game ends, the skeleton crumbles to dust.
876. Psychic Death ScreamIf this figure is reduced to 0 Health, all figures on the table must make a Will Roll (TN10) suffering damage equal to the amount by which they fail.
877. Immune to NecromancyThis figure is immune to all spells from the Necromancer school.
878. Powerful but UncoordinatedThis figure suffers -2 Fight but does double damage in melee combat.
879. Immune to Soothsayer SpellsThis figure is immune to all spells from the Soothsayer school.
880. Explosive Rune TattoosThis figure has a permanent explosive rune tattooed on its skin. Up to three times per game, it can spend an action to trigger the rune. Follow the rules for an explosive rune, centred on this figure. This figure also suffers the +5 attack.
881–900
881. Immune to Summoning MagicThis figure is immune to all spells from the Summoner school.
882. Supreme BloodboilThis figure may supercharge its blood flow. Before each game, it may choose to suffer 6 damage to gain either +2 Fight or +2 Shoot.
883. Master of SecretsRoll a die before each game in which this figure participates. If the result is 11+, this warband counts as though it had successfully cast Reveal Secret.
884. BullrushOnce per game, this figure may move and attack as a single action at +2 Fight. If this figure wins the combat, and has another action available, it may do so again, but only if it moves into combat with a different figure than it did with the first action.
885. Immune to ThaumaturgyThis figure is immune to all spells from the Thaumaturge school.
886. Six ArmsThis figure has six arms, though four of them are small and weak. This figure gains an extra item slot.
887. Greater RegenerationThis figure gains back up to 3 lost points of Health every time it activates.
888. Uncontrollable LightningIf the controlling player ever rolls a natural "1" for their Initiative Roll, this figure immediately fires an elemental bolt (as per the spell) at the closest figure, friend or foe, even if the figure is in combat (in which case it will target a random other figure in the combat, not itself). This does not apply on the first turn of the game.
889. Continue after DeathIf this figure is reduced to 0 Health (or less), it is not removed from the table. Instead, it stays on the table with 0 Health. Whenever this figure activates, roll a die. On a 1 - 10, it is immediately removed from the table. On any other roll it stays. Also make this roll any time the figure suffers any further damage (though no damage is actually sustained).
890. Uncontrollable Poison CloudIf the controlling player ever rolls a natural "1" for their Initiative Roll, this figure immediately produces a toxic cloud centred on itself. The cloud is 3" in diameter and blocks all line of sight. Any figure that activates in, or moves through the cloud, must make a Health Roll (TN20) or be immediately poisoned. This figure is immune to the poison of its own cloud. Roll a die at the end of the turn. On a 1 - 5 the cloud dissipates and is removed from the table.
891. Magically ChargedThis figure has the Magic Attacks trait; however, it may not carry any Magic Weapons, Armour, or Items, as the item's magic and the figure's inherent magic would cancel one another out.
892. Empty ArmourThis figure gains Heavy Armour, even if it is not usually allowed to wear it. This armour actually is the figure, there is nothing inside. The figure gains the Immune to Poison, Immune to Critical Hits, and Never Wounded traits.
893. Immune to WitchcraftThis figure is immune to all spells from the Witch school.
894. Giant BlobThis figure is basically a giant blob. Its Fight and Shoot stats both become 0. Its Move stat becomes 3. Its Health Stat goes up by +20. It cannot carry any items or equipment, but never counts as unarmed. It gains the Large trait.
895. Body of DiamondThis figure's body is composed of diamond hard crystal. This figure gains +4 Armour and +3 Health, but it may not wear armour of any type.
896. Treasure EaterIf this figure is ever within 1" of an unclaimed treasure token (or somehow ends up carrying one), is not in combat, and no other figure is within 1" of the token, the figure eats the token. The token is lost.
897. Massive BlubberThis figure has a massive blubbery layer all around its body. It gains +4 Health and is immune to all scenario effects involving cold (though not attacks).
898. Eight ArmsThis figure has eight arms, though six of them are small and weak. It gains two extra item slots.
899. Uncontrolled LevitationEvery time this figure activates, roll a die. On an 11+ it gains the Levitate trait until its next activation.
900. Self-ReanimationThe first time this figure rolls a "Dead" result on the survival table, it may treat the roll as "Full Recovery" instead, and the figure gains the Undead trait. The next time the figure rolls a "Dead" result, it is actually dead.
The Grave Mutations Table (d1000) — 901–1000
901–920
901. Uncontrollable PushIf the controlling player ever rolls a natural "1" for their Initiative Roll, this figure immediately makes a "Push" attack (as per the spell) at the closest figure, friend or foe, even if the figure is in combat. This does not apply on the first turn of the game.
902. Painful InvisibilityWhenever this figure activates, it may turn invisible. It immediately suffers 4 points of damage. No figure can draw line of sight to this figure, or move into combat with it, unless it can see invisible. However, if a figure is in combat, it may fight as normal. This lasts until the figure's next activation.
903. Empowered ActionWhen this figure activates, it may spend 5 of its Health and gain an additional action (to a maximum of 3) for this activation.
904. Crippling StrikeWhenever this figure does damage to another figure in melee combat, roll on the Permanent Injury table. The damaged figure suffers the effects of that injury for the remainder of the game. (This injury is not actually permanent and heals after the game.)
905. Time LordIf this figure has at least two actions available, it may use the first to successfully cast Time Store, thus storing the second action for later in the game. It may never have more than one stored action at a time.
906. Miracle WorkerAfter each game, assuming this figure survives, this figure may roll a die. On a 15+ it may heal one permanent injury on a figure in its warband, including itself. On a 19+ it may bring a figure back from the dead that was killed in the proceeding game. This figure returns to full Health with no ill effects.
907. EmpoweredEvery turn this figure gains 3 points of power. These can either be used to empower Casting Rolls or Will Rolls if the figure is a spellcaster or added to any damage the figure does in melee combat during the turn. These points can be divided between different uses during the turn any way the player wishes.
908. Mind WipeIf a warband member enters combat with this figure (initiated by either figure), it must make an immediate Will Roll (TN18). If the roll is failed, the figure suffers -2 Will for the rest of the game. If the figure is a spellcaster, it forgets one random spell that it knows and may not use it for the rest of the game. A figure may only suffer these effects once per game.
909. Burning with MagicThis figure suffers 1 point of damage every time it activates. It also gains the Immune to Normal Weapons trait.
910. Extremely Vulnerable SpotIf this figure suffers a critical hit, it is immediately reduced to 0 Health and suffers -3 to its Survival Roll after the game.
911. Rusting TouchThis figure causes metal to rust, merely by touching it. The figure may not wear heavy armour and all its weapons do -1 damage due to the lack of metal in their construction (except magic weapons which are immune to the effect). Anytime this figure is damaged in melee combat by a figure with a weapon, roll a die. On a 1 - 10 nothing happens; on an 11+ treat that weapon as though it has been hit with a Decay spell.
912. Toughness Against Normal WeaponsThis figure suffers -1 damage from all non-magical attacks.
913. Fixed Magical MetabolismRoll on the Lesser Potion Table, rerolling any results of 19 or 20. After each game in which this figure is not reduced to 0 Health, the warband gains a potion of this type as it is extruded from the figure's body.
914. Futuristic Projectile WeaponThis figure has some sort of futuristic weapon. Treat it as a crossbow that reduces the target's armour by 2 (to a minimum of 10). This weapon may not be given to any other figure or sold. If it is somehow lost or destroyed, it is replaced at the end of the game.
915. Feaster on the DeadThis figure likes to consume a portion of all its kills. Any figure reduced to 0 Health by this figure in melee combat suffers -1 to its Survival Roll after the game.
916. Soul LeechWhenever a figure is reduced to 0 Health in line of sight of this figure, this figure regains 1 lost point of Health.
917. Consciousness GraspIf this figure is reduced to 0 Health, it attempts to invade the mind of the closest enemy figure within 6". This enemy figure must make a Will Roll (TN14). If it fails, treat the figure as though it is under a Mind Control spell with a Casting Number of 18, cast by this figure.
918. Echoing SoulWhenever any player rolls to check for a Random Encounter while this figure is on the table, roll three dice instead of one and keep all three results.
919. Mind ParasiteIf this figure causes damage to another figure in melee combat, treat the damaged figure as though Mind Control had just been cast on it with a Casting Roll of 10 by the damage-dealing figure. Ignore this rule if the figure is not subject to Mind Control.
920. Life BaneAny other figure that activates within 3" of this figure immediately suffers 3 points of damage. Undead and constructs are immune to this ability. This ability does not apply on the first turn of the game.
921–940
921. Antithetical to MagicThis figure is completely immune to magic in all forms. It may not be the target of any spell, nor will it suffer damage from any kind of magic attack. A figure in combat with this figure may not use any magic item, and any magic items being carried will temporarily lose all bonuses or effects. A figure may fight with a magic weapon but treat it as a mundane example of this weapon. A figure with this trait cannot be a spellcaster or have the Immune to Normal Weapons trait. If it already has either of those, reroll.
922. Great BeautyThis figure is stunningly beautiful. Follow the rules as though this figure had Beauty cast upon it with a Casting Number of 14. This is a permanent effect, and not a spell, thus it cannot be cancelled.
923. Ablative Elemental ResistanceThis figure gains Elemental Resistance (10), but this decreases by 1 for every point of damage the Resistance prevents. This resets at the start of each game.
924. Partial InvisibilityNo figures can draw line of sight to this figure, or move into combat with it, unless they begin an action within 3". Figures with True Sight ignore this ability.
925. Potential Elemental ReflectionIf this figure is ever the target of an elemental shooting attack, roll a die. On a 1 - 10, nothing happens, proceed with the attack as normal. On an 11+ it may nominate any other figure in line of sight as the new target for the attack, including the figure that caused the attack. This decision is made before any dice are rolled.
926. Incredibly DenseThis figure gains +2 Armour but suffers -8 to all Swimming Rolls.
927. Hardened Ablative SkinThis figure has a tough skin that it sheds and regrows. The figure gains +5 Health; however, the first 5 points of damage the figure takes during a game cannot be healed by any means in game - they only return for the next game.
928. Self-PossessionThis figure can spend an action to invite a demon into its own body. Treat the figure as though it is under the effect of a Possess spell.
929. Ethereal FlickerThis figure flickers between being material and ethereal. Whenever the figure activates, roll a die. On an 11+ the figure gains the Ethereal trait until its next activation. While ethereal this figure may not pick up any treasure tokens and drops any that it is carrying, but it is also Immune to Non-magical weapons.
930. Crayfish HeadThis figure has the head of a crayfish and gains the Amphibious trait.
931. Curse of ImmortalityThis figure must always reroll any "Dead" results when rolling for survival. However, anytime it does so, it suffers a permanent -1 to every stat (so -1 Move, -1 Fight, etc.). Additionally, it loses six levels if it has levels.
932. Undead HandsThis figure cannot carry any weapons or a shield, but it never counts as unarmed. This figure gains the Energy Drain and Magic Attacks traits.
933. Massively Unstable PortalThis figure is a portal to other realms. If the controlling player ever rolls a natural "1" for their Initiative Roll while this figure is on the table, place an uncontrolled minor demon on the table 3d6" away from this figure in a random direction.
934. Burst of QuicknessEvery time this figure activates, roll a die. On a 16+ it gains one additional action this activation (unless another rule prevents it from having more than one action) to a maximum of three actions.
935. Power SlamOnce per game, this figure may attempt a power slam attack. The figure must be the one initiating the combat, and it must decide to use this ability before any dice are rolled. If this attack hits, it does +10 damage.
936. Magic InfusionThis figure can spend an action to touch an allied figure within 1", including itself. All attacks from the touched figure count as magic attacks for the remainder of the game.
937. Painfully InsubstantialThis figure is never locked in combat. It may freely move out of combat. In addition, no figure may force combat against this figure unless this figure allows it. However, the figure suffers 1 point of damage at the end of all its activations.
938. Animal CharmerThis figure can spend an action to attempt to charm all animals within 12" and line of sight. Any qualifying animal must make a Will Roll (TN14) or receive no actions the next time it activates.
939. The Will to LiveOnce per game, if this figure is reduced to 0 Health by an attack, it may instead remain on the table at 1 Health. However, if it is later reduced to 0 Health, it suffers -2 to its Survival Roll after the game.
940. Immune to Elemental Magic DamageAny elemental magic damage done against this figure is reduced to 0. If this figure is already Immune to Non-Magic Weapons, reroll this ability.
941–960
941. Animated SkinOnce per game, this figure can spend an action to "shed its skin". This creates a second version of this figure that has the same stats but only 6 Health. This second version counts as a soldier in the same warband as the original but may not cast spells or use any Tricks of the Trade. This figure has all the same equipment as the original, except none of it is magical (so replace magic weapons with mundane versions, while magic items, potions, etc. are essentially worthless).
942. Flaming Bile StreamThis figure can vomit flaming bile. This figure may make shooting attacks with an 8" range, that do +2 damage and count as magic attacks.
943. Mental StrikeThis figure may spend an action to make a mental attack against any enemy within 6" and line of sight. Fight a round of combat as normal, except both figures use their Will stat instead of their Fight stat and neither figure can receive supporting figure bonuses. Both figures are counted as having Armour 10 for this combat. Damage is done as normal, but regardless of who wins, neither figure may step back or push back. These figures are not considered to be in combat.
944. Flaming BullrushOnce per game, this figure may burst into flames, then move and attack as a single action. This attack is at +2 Fight, +2 Damage, and counts as an elemental magic attack. If this figure wins the combat, and has another action available, it may do so again, but only if it moves into combat with a different figure than it did with the first action.
945. Boom StickThis figure has some sort of futuristic weapon. Treat it as a crossbow that does not need a turn to reload. This weapon may not be given to any other figure or sold. If it is somehow lost or destroyed, it is replaced at the end of the game.
946. Rusting PresenceThis figure causes metal to rust, merely by being near it. The figure may not wear heavy armour and all its weapons do -1 damage due to the lack of metal in their construction (except magic weapons which are immune to the effect). Anytime this figure completes a round of melee combat, all other figures suffer a Decay spell targeted on a random weapon.
947. Wild SpellcasterBefore each game, roll three random spells. This figure may attempt to cast those spells during the game at its base Casting Number. This figure counts as a spellcaster and may empower rolls.
948. Heart-FeasterAny figure reduced to 0 Health by this figure in melee combat suffers -1 to its Survival Roll after the game, for reasons that should be obvious.
949. Consciousness LeapIf this figure is reduced to 0 Health, it attempts to invade the mind of the closest enemy figure within 6". This enemy figure must make a Will Roll (TN18). If it fails, treat the figure as though it is under a Mind Control spell with a Casting Number of 18, cast by this figure.
950. Armoured BallThis figure has heavy armour plates along its back and can roll up into an armoured ball. This figure gains +2 Armour but suffers -1 Move and may not wear any type of Armour or use a shield. Whenever this figure is activated, it may "roll up" into a ball. If so, its Armour is increased by a further +4, but its Move is reduced by a further 4 to a minimum of 2. While rolled up, the figure may not make any kind of shooting attacks, pick or drop treasure tokens, or climb upwards. The figure stays rolled up until its next activation.
951. Crocodile Jaws for HandsThis figure doesn't have hands, instead it has a pair of crocodile jaws. This figure may not use any weapons or a shield. However, it never counts as unarmed, it gains +1 Fight, and all of its melee attacks do +2 damage.
952. Magical MetabolismIf this figure reaches the end of a game without being reduced to 0 Health, it may roll for one random potion that it extrudes from its body.
953. Never AverageAny time this figure rolls a natural "10 or 11" on any roll, it must reroll and take the second result.
954. Highly EmpoweredEvery turn this figure gains 5 points of power. These can either be used to empower Casting Rolls or Will Rolls if the figure is a spellcaster or added to any damage the figure does in melee combat during the turn. These points can be divided between different uses during the turn any way the player wishes.
955. Extremely Hard to KillWhenever this figure rolls on the Survival Table it must roll three dice and select the highest result.
956. Extreme RegenerationThis figure gains back up to 3 lost points of Health every time it activates. Additionally, this figure never suffers either Permanent Injury or Badly Wounded results on the Survival Table; count these as Full Recovery instead.
957. Shared PainWhenever this figure suffers damage, it must select another figure within line of sight. That figure must make an immediate Will Roll (TN14) or take half as much damage rounded down. So, if the figure takes 7 damage, the other figure takes 3 if it fails its Will Roll. If there are no other figures within line of sight, this figure takes an additional 1 point of damage.
958. Terrain DestroyerThis figure can spend an action to cast the Crumble spell. This spell is always successful and no Casting Roll is required.
959. Illusionary SelfThis figure can project an illusionary version of itself. At the start of the game, treat this figure as though it successfully cast an Illusionary Soldier spell. The illusionary soldier has the same stats as this figure, except Health.
960. Deal with the DevilOnce per game, if this figure is called upon to make a die roll, it may instead roll five dice and pick which one to use. However, if any two or more dice roll the same number, the figure is immediately reduced to 0 Health after the other results of the die roll have been handled.
961–980
961. Ablative ScalesThis figure cannot wear armour of any type. Its natural armour stat is increased to 16. However, whenever it takes damage, of any amount, its Armour Stat drops by 1 (down to a minimum of 10).
962. DeathmarkThis figure has a symbol of death scarred into its forehead. Any attack this figure does in melee combat does +5 damage if, and only if, that +5 damage would reduce its opponent to 0 Health or less.
963. Blinding QuicknessEvery time this figure activates, roll a die. On an 11+ it gains one additional action this activation (unless another rule prevents it from having more than one action).
964. Four ArmsThis figure is allowed to carry two shields and a two-handed weapon or staff at the same time. Alternatively, it may carry a two-handed weapon or staff, plus two hand weapons, in which case it gains +1 Fight.
965. Elemental ReflectionIf this figure is ever the target of an elemental shooting attack, it may nominate any other figure in line of sight as the new target for the attack. This decision is made before any dice are rolled.
966. StonegazeThis figure may spend an action to automatically cast the Petrify spell with a Casting Roll of 14 on a figure within 6".
967. Incredibly QuickThis figure always activates before all other figures in a turn, regardless of phases or any other rules. If there are two figures with this ability, or other abilities that have the same rule, such figures should roll off to see who goes first. This figure may never group activate.
968. Mystic ShieldThis figure may spend an action to summon a mystical shield. This follows the same rules as the Elemental Shield spell.
969. Partial Immunity to Normal WeaponsThis figure suffers only half damage, rounded down, from non-magical attacks.
970. Elemental ChargeThis figure can spend an action to charge its own weapon as though Elemental Hammer had been cast upon it.
971. Mind InfestationIf this figure causes damage to another figure in melee combat, treat the damaged figure as though Mind Control had just been cast on it with a Casting Roll of 14 by the damage-dealing figure. Ignore this rule if the figure is not subject to Mind Control.
972. Nearly ImmortalThis figure can always reroll any "Dead" results when rolling for survival. However, anytime it does so, it suffers a permanent -3 Will and -2 Health (and loses five levels if it has levels).
973. Far TeleportationThis figure may spend an action to teleport d20" in a random direction. This ability can be used while in combat.
974. StormbornEvery time this figure suffers at least 1 point of damage, it automatically casts Call Storm with no roll or action necessary.
975. Second ChanceThis figure literally has two lives. Essentially the first time it rolls a "Dead" result on the Survival Table, treat the result as "Full Recovery" instead.
976. Immense ResilienceThe figure gains +10 Health.
977. Stunning BeautyThis figure is stunningly beautiful. Follow the rules as though this figure had the Beauty spell cast upon it with a Casting Number of 18. This is a permanent effect, and not a spell, thus it cannot be cancelled.
978. Body of FlameThis figure cannot wear armour. All its melee attacks count as elemental magic attacks and do +2 damage. Any figure that forces combat with this figure immediately suffers 2 points of elemental magic damage.
979. Tornado SpinThis figure may spend an action to spin around at terrific speed. All figures within 6" must make a Move Roll (TN16). If a figure fails, it is moved a number of inches equal to the amount by which it failed directly away from this figure and takes damage of the same amount. A figure may make this spin even while in combat.
980. Psychic Death ShriekIf this figure is reduced to 0 Health, all figures on the table must make a Will Roll (TN14) suffering damage equal to the amount by which they fail.
981–1000
981. Adamantine Elemental ArmourThis figure gains Elemental Resistance (6).
982. InvisibleNo figures can draw line of sight to this figure, or move into combat with it, unless they can see invisible. However, if a figure is in combat, it may fight as normal. This figure does not count as invisible while carrying a treasure token.
983. Raging AttackThis figure may spend one action to make an attack against every figure it is currently in combat with. It makes separate Combat Rolls against each one, and all supporting bonuses apply. This figure may choose the order the attacks are made.
984. Inherent MagicThis figure may attempt to cast any spell found in the Frostgrave rulebook, but it only succeeds on a Casting Roll of 20. The roll may be empowered in the normal way. This figure counts as a spellcaster.
985. Mind-StealerIf this figure damages another figure in melee combat, the damaged figure must make a Will Roll (TN16). If it fails, it becomes a temporary member of this figure's warband. It may make another Will Roll to break this control at the end of each of its activations. Figures with Mind Lock or Immune to Mind Control are immune to this ability.
986. Restructure BodyEvery time this figure activates, it may choose one of the following traits: Amphibious, Expert Climber, Immune to Poison, or Never Wounded. This figure has this trait until its next activation.
987. Immune to Normal WeaponsThis figure can only be hurt by magical weapons or magical spell effects.
988. Partially InsubstantialThis figure is never locked in combat. It may freely move out of combat. In addition, no figure may force combat against this figure unless this figure allows it.
989. Miracle WielderAfter each game, and after this figure makes a Survival Roll if necessary, this figure may roll a die. On an 11+ it may heal one permanent injury on a figure in its warband, including itself. On a 15+ it may bring a figure back from the dead that was killed in the proceeding game. This figure returns to full Health with no ill effects.
990. ImmortalThis figure can always reroll any "Dead" results when rolling for survival. However, anytime it does so, it suffers a permanent -2 Will (and loses two levels if it has levels).
991. Greased LightningThis figure has three actions per activation as standard.
992. Mirror ImageThis figure always projects an exact duplicate image of itself adjacent to it. When making a shooting attack against this figure, first roll a die. On a 1 - 10 the shot targets the image and automatically misses.
993. Elemental BlastThis figure may spend an action to make a +8 elemental magic shooting attack with a maximum range of 3".
994. Force BubbleThis figure may spend an action to form a bubble of force around itself that pushes all other figures away. All figures in line of sight suffer a +10 shooting attack, but instead of damage, they are moved a number of inches equal to the amount of damage they would have taken directly away from this figure. A figure will stop if it hits any terrain over 1" high but will move over shorter terrain or other figures.
995. MassiveThis figure does +5 damage in melee combat and gains the Large trait.
996. ReformOnce per game, if this figure is not in combat, it may spend an action to return to its original starting Health.
997. CelerityThis creature is incredibly fast and activates twice in every turn. Its first activation comes at the end of the Wizard Phase, after all other figures in that phase have activated, unless that's its normal phase, in which case it activates in the normal order. Its second activation comes at the end of the Soldier Phase; again, unless that is its normal phase, in which case it activates in the normal order. The figure still gains the standard number of actions per activation.
998. Life DrainThis figure does double damage in melee combat against all living targets, so excluding undead and constructs.
999. PowerfulThis figure does double damage in melee combat.
1000. Three LivesThis figure literally has three lives. Essentially it can roll the "Dead" result on the survival table twice before it actually dies. The first two times, treat the result as "Full Recovery" instead.
The Red King
Reality Cracks (generic mechanic, usable in any scenario)

A generic escalating random-event system, explicitly offered by the author for use in any scenario, Red King campaign or not. At the start of each turn, compare any player's priority roll to the Occurrence Table below (using the 3+ Players column with three or more players); if it's higher, a reality crack has occurred — one player immediately rolls a die and applies the matching entry from the Reality Cracks List before any figures activate. Only one crack occurs per scenario, but many have ongoing effects that persist or recur turn to turn.

Reality Cracks Occurrence TableTurn 1: occurrence number 20 (20 with 3+ players). Turn 2: 18 (19). Turn 3: 16 (17). Turn 4: 14 (16). Turn 5: 12 (14). Turn 6: 8 (11). Turn 7: 4 (8). Turn 8+: 1 (4).
Random School of Magic Table (d20)1-2 Necromancer; 3-4 Illusionist; 5-6 Witch; 7-8 Sigilist; 9-10 Elementalist; 11-12 Thaumaturge; 13-14 Soothsayer; 15-16 Chronomancer; 17-18 Summoner; 19-20 Enchanter. Several crack entries below call for a roll on this table.
Reality Cracks List (d20)

Full text of all 20 entries:

1
Immediately move every figure on the table 6" in a random direction (ignore terrain — place atop it instead; place adjacent to the table edge if this would move a figure off; place as close as possible if it would land on another figure). Dropped/carried treasure tokens are not moved (a carrying figure drops its token first).

2
Randomly select one table corner and lay a string from it, through the table's middle, to the opposite corner. No line of sight may be drawn through the string (figures may still move through it). End of turn, roll a die: 1-10 the string stays; 11-16 it switches to the other two corners; 17-20 it vanishes.

3
Gravity weakens: figures may only move in a straight line per move action (a separate action is needed to turn), suffer no movement penalty for climbing/rough ground/carrying treasure, take falling damage as though the fall were 3" shorter (but 3" more of a move action is consumed), and all shooting attacks are at -2. End of each turn, roll a die: 1-16 nothing happens; 17-20 gravity returns to normal.

4
The world spins: move all figures 6" directly away from the table's centre point (stopping at terrain/table edge; falls apply normally if moved off elevated terrain). A treasure-carrying figure must pass a Move Roll (TN18) or drop the token, which then moves 6" in a random direction. Start of each subsequent turn, roll a die: 1-16 nothing; 17-20 it spins again, same rules.

5
A null wave cancels all spells currently in play; all spellcasters suffer -2 Casting Rolls this turn; no magic items may be used this turn (even always-on ones like magic weapons/armour lose all bonuses); constructs and undead must pass a Will Roll (TN12) or fail to activate this turn. Start of each subsequent turn, roll a die: 1-16 nothing; 17-20 the wave returns, same rules.

6
An implosion: move all figures 6" directly towards the table's centre point (stopping at terrain or the centre; falls apply normally if moved off elevated terrain). A treasure-carrying figure must pass a Move Roll (TN18) or drop the token, which then moves 6" in a random direction. Start of each subsequent turn, roll a die: 1-16 nothing; 17-20 another implosion, same rules.

7
Each turn for the rest of the game, roll a random school of magic; that turn, casters of that school get +5 Casting Roll but immediately suffer 2 damage from the energy. Additionally, all figures get +3 to all Will Rolls for the remainder of the game.

8
Randomly determine one table edge and lay a string from its centre to the centre of the opposite edge. Move all figures 6" directly towards the string (stopping at terrain/the string; falls apply normally if moved off elevated terrain). A treasure-carrying figure must pass a Move Roll (TN18) or drop the token, which moves 6" in a random direction. The string is then removed. Start of each subsequent turn, roll a die: 1-16 nothing; 17-20 space folds again — pick a new random edge, same rules.

9
Each turn for the rest of the game, roll a random school of magic; that turn, casters of that school suffer -5 Casting Roll. Additionally, all figures suffer -2 to all Will Rolls for the remainder of the game.

10
Randomly determine one table edge and place a string from its centre to the centre of the opposite edge; all figures within 4" of the string immediately suffer a +3 Elemental magic attack, then the string is removed. Start of each subsequent turn, roll a die: 1-16 nothing; 17-20 another ball of energy rolls across — pick a new random edge, same rules.

11
End of each turn, each player randomly selects one warband member, who immediately switches places with the figure selected by the player to their left (a player with only one figure left may opt out; if only one player selects, that player must pick a second figure to swap with the first).

12
Figures can no longer exit the table via any table edge; the only way off is to reach the table's centre point and spend an action to exit.

13
Place a 2"-wide portal disc in the centre of the table (blocks line of sight and movement through/over it); roll a die and move it half that many inches in a random direction (pushing any figures/tokens it would land on the least distance needed to clear it). At the start of every turn, including this one, place one Hrut Warrior at a random point around the portal (uncontrolled creature) until the game ends.

14
Place a marker at the table centre and roll a random direction, laying a string from the centre in that direction; the figure closest to the centre and within 3" of the line is immediately moved to the table centre (skip if none). Repeat for six random directions total, moving one eligible figure per roll (each subsequent figure is placed in base contact with one already-moved figure; its controller — or a die-off for uncontrolled monsters — chooses placement).

15
In priority order (lowest first), each player selects a different terrain piece and moves it up to 10" (staying on the table, not overlapping other terrain; any figures/tokens on it move too). Repeat once more in the same order so each player moves up to two terrain pieces; no piece may be moved more than once.

16
Place a 3"-diameter disc at the table centre; roll a die and move it that many inches ÷3 (round down) in a random direction. Every figure in contact with the disc suffers a +10 magic attack; treasure tokens in contact (even carried ones) are destroyed and removed. The disc is impassable terrain blocking line of sight and moves again (same rules) at the end of every subsequent turn until it leaves the table or the game ends; nothing warband members do can affect it.

17
The battlefield becomes a spherical pocket reality: figures may not exit the table (moving off one edge wraps to the corresponding point on the opposite edge; line of sight wraps the same way). Maximum line of sight for any figure is 6" plus however many inches it stands above the ground. End of every turn, roll a die: 16+ reality returns to normal.

18
All figures must pass a Will Roll (TN18) or receive no actions on their next activation (undead/constructs/demons auto-pass). Place two strings dividing the table into four quarters; randomly pick one quarter — it and its diagonal opposite are sealed off entirely (no exit, no line of sight to anywhere else). The other two quarters sit "perpendicular": no physical movement between them, but line of sight between them is always allowed at a fixed 12" distance (Teleport/Transpose may move a figure between them; Plane Walk crosses a string as normal). End of every turn, roll a die: 13+ reality returns to normal and the strings are removed.

19
End of every turn, each player secretly selects one non-undead, non-construct warband member; choices are revealed simultaneously, then in priority order each selected figure swaps places with the one selected by the player to their left (rippling around the table). If a treasure-carrying figure swaps, roll a die: 13+ the token moves with it, else the token moves 2" randomly from its original spot. If only one player has an eligible figure, the crack ends; a player with only one eligible figure may decline to select.

20
Place four strings forming a 3x3 tic-tac-toe grid on the table; no line of sight may cross a string (figures may move over one but never end a move on it — if forced onto one, keep moving until clear). No figure may exit the table; moving off an edge wraps to the same spot on the opposite edge. End of every turn, roll a die: 1-15 nothing; 16+ reality reverts to normal and the strings are removed.

Ragged Warbands & Random Recruits (optional alternate game mode — reference only)

An optional standalone campaign mode from the Red King campaign's endgame, explicitly flagged by the author as usable outside that campaign "by anyone who just likes the idea of having completely random warbands." A distinct game mode, not built as an interactive feature here (matching how this app treats other GM/alternate-mode subsystems) — summarized for reference.

Ragged Warbands: injury, death & economyWhile in effect, normal recruiting/vault spending is suspended. After each game, roll wizard/apprentice injury and death as normal. Soldiers make a survival roll: 9+ returns at full Health next game; 1-8 the soldier is out for the rest of this phase of the campaign (counts as a Full Recovery; may be added back to the roster for free once the phase ends, or dropped). Lost soldiers are replaced for free by Random Recruit rolls; soldiers cannot be dismissed during this phase. XP/leveling proceeds normally. Treasure may not be stored in the Vault (must be carried or discarded) except gold crowns and grimoires. No treasure may be spent: no hiring, no buying/selling soldiers, grimoires, or magic items, and no base purchases/benefits. If the wizard is lost, the player may promote the apprentice or create a new wizard, but plays the rest of the phase without an apprentice; a lost apprentice cannot be replaced during this phase.
Rolling for Random RecruitsBefore each scenario, fill the warband up to 10 members by rolling on the Random Recruit tables below (a 6-figure warband gets 4 rolls, a 2-figure warband gets 8). Out-of-Game spells that add permanent members (Animal Companion, Animate Construct, etc.) should be resolved first. This can legally produce more specialists than normally allowed, or a creature that would otherwise need a specific magic item. Re-roll any result from a supplement you don't own/use.
Random Recruit Table I (d20)1-14: roll on Table II. 15-20: roll on Table III.
Random Recruit Table II (d20)1-2 Thug; 3-4 Thief; 5-6 Warhound; 7-8 Infantryman; 9-10 Man-at-Arms; 11 Archer; 12 Crossbowman; 13 Treasure Hunter; 14 Apothecary; 15 Knight; 16 Templar; 17 Ranger; 18 Tracker; 19 Barbarian; 20 Marksman.
Random Recruit Table III (d20)1 Assassin; 2 Bard; 3 Captain; 4 Collegium Porter; 5 Crow Master; 6 Demon Hunter; 7 Demonic Servant; 8 Javelineer; 9 Monk; 10 Mystic Warrior; 11 Pack Mule; 12 Rangifer; 13 Trap Expert; 14 Tunnel Fighter; 15 Werewolf; 16 Large Construct; 17 Minor Demon; 18 Snow Troll; 19 Foulhorn; 20 Vampire.
Random Recruit Status Table (optional, d20)After each recruit roll, optionally roll once more (result must be taken if it can logically apply, else treat as no result): 1-4 roll once on the Permanent Injury Table; 5-6 permanent -1 Fight; 7-8 permanent -2 Health; 9-10 carries a random potion; 11-14 carries a magic weapon giving +1 Fight; 15-16 carries a random magic item (reassignable after the first game); 17-18 permanent +1 Will; 19-20 permanent +1 Health.
Permanent Random RecruitsAt the end of the campaign phase, any surviving random recruit may be kept for free, but normal warband-legality rules (specialist limits, required magic items for specific creatures) apply again immediately — a recruit that can no longer legally be part of the warband is lost.
Blood Legacy
Vampire Wizard (implemented — wizard-state mechanic)

Becoming a Vampire is a real, reversible wizard-state (become_vampire/revert_vampire — see Wizard states below): drops Thaumaturge spells, +1 flat to remaining Casting Numbers, clamps Will/Health, trades the apprentice for a 9th soldier slot, and keeps a savepoint to revert. Creating a Vampire from scratch as a full PC/NPC (its own 8 spells, Unnatural Health economy, Sun Damage) and the GM-technique guidance for running one are still reference only.

Creating & running a VampireCreating a Vampire (GM/NPC villain, or PC by group agreement): same starting stats as a wizard, same item slots minus armour/shields. No apprentices (may nominate a warband member as one per game); 9 soldiers (4 specialist). School "Vampire" — Aligned (+2): Chronomancer, Necromancer, Soothsayer; Neutral (+4): Elementalist, Enchanter, Illusionist, Sigilist, Summoner, Witch; Antithetical: Thaumaturge (never learnable). Starts with 8 spells: 3 Vampire, 1 per aligned school, 2 from 2 neutral schools. Traits: Undead, Immune to Control Undead, Magic Attacks, Mind Lock, Thaumaturgic Vulnerability, True Sight, Partial Immunity to Normal Damage. New levels cost 120xp (max 300xp/game); Will capped at +5; Health cap 22; can't learn/cast Transcendence; can't benefit from Heal/Miraculous Cure/Healing Potions; Animal Companion yields an undead animal; never has Rangifers; regains Health equal to damage dealt to giants in melee. Unnatural Health: no natural post-game healing — pay 5gc per Health point regained, or consume a permanent (non-undead/construct/demon) warband member's blood instead (removes them from the roster, replaceable next game; vampire runs at 8 soldiers that game); failing to pay at 0 Health counts as a Dead result. Sun Damage: 1 damage per activation in uncovered sunlight. Becoming a Vampire (usually accidental): gains all vampire traits/rules, loses Thaumaturge spells (all other Casting Numbers +1), Will capped at +5, level recalculated down for lost/degraded spells and Will, school becomes Vampire, loses apprentice (gains a 9th soldier slot instead). A card-deck version of the 8 Vampire spells ("Vampire Spell Cards") appears in the book's appendix, identical in effect. Running Creature Spellcasters (GM technique, reusable for any monster spellcaster): Recruit Another Player to run it; Fight and Switch (play the scenario twice, swapping sides); Shared Control (control passes between players, e.g. per-turn or by secret bid); or an Instruction List (attack spells vs. visible enemies first, buffs otherwise, and generally move away from warband members rather than toward them to keep casting).
Fire Giant Wizard (implemented)

Playable from creation via the "fire_giant_wizard_playable" homerule (Additional Rules and Homerules) — stat line, item-slot restrictions, school relations, level cost/Health cap and empowering cost are all tracked. Deciphering the Grimoire of Fin Dalka to learn a Fire Giant spell mid-campaign is a separate, also-implemented mechanic — see below.

Creating & running a Fire Giant WizardFire giants share every school except Chronomancer (purely human), plus unique giant-only grimoires. Creating a Fire Giant Wizard (for very hard/large encounters, not balanced campaign play): M6 F+4 S+0 A14 W+4 H22; no armour/shields; can't learn/use Chronomancer spells or Write Scroll (can still sell such grimoires/scrolls); a found magic weapon is giant-usable only on a 16+ (else sell/vault it); potions are human-sized unless two doses are combined into one giant-sized dose (1 slot); other magic items resize to fit. No apprentices. School "Fire Giant" — Aligned (+2): Enchanter, Elementalist, Soothsayer; Neutral (+4): Illusionist, Necromancer, Sigilist, Summoner, Thaumaturge, Witch; Antithetical: Chronomancer. Traits: Large, Strong, Elemental Resistance (2). Levels cost 200xp (max 400xp/game); Health cap 30; empowering costs 2 Health per +1 (not 1-for-1) due to Elemental Resistance. A card-deck version ("Fire Giant Spell Cards") appears in the appendix.
Giant-Blooded (implemented)

Real soldier modification, gated behind the "giant_blooded_enabled" homerule: declared at hire, matching the book — toggle "the next hire is Giant-Blooded" on the Soldiers card, then hire an eligible type; the app applies the +50gc cost and stat changes automatically, and reverses them exactly if removed. One soldier per warband. The two convenience pre-built-cost tables in the source stay reference only — this app applies the cost/stat delta directly to any eligible hire instead.

Giant-BloodedGiant-Blooded (generic modification, applicable to any core-rulebook standard/specialist soldier, one per warband, not to animals/demons/constructs/undead): declared at hire, +50gc, gives -1 Move, -2 Will, +2 Health, and the Giant-Blooded trait (+1 melee damage, +4 to TN-based Fight rolls, includes Large). Two convenience tables of pre-built giant-blooded versions of every core soldier type exist in the source, priced at base+50gc.
High-Level Wizards

Implemented as five separate homerule toggles under a warband's Additional Rules and Homerules (needs Blood Legacy switched on), matching the book's own "each optional rule should be considered separately" framing. Alternate Experience Point Expenditure adds a Spend XP option on the Wizard card.

Optional rulesIncreased Specialists: +1 specialist slot per full 20 levels (0–19: 4, 20–39: 5, 40–59: 6, 60–79: 7, 80+: 8). Increased Item Slots: wizard & apprentice each +1 slot at level 30 and 70 (max +2). Increased Max Health: +1 potential Health cap per full 10 levels, to a max of 30 (0–9: 20 ... 100+: 30); stacks on top of other Health-cap rules like lichdom or vampirism. Lower Casting Minimum: level 100+ wizards may reduce Casting Numbers to a minimum of 4 (from 5). Alternate XP Expenditure (no level effect): 100XP=100gc; 20XP = +1 to one Out-of-Game Casting Roll (max +5/casting); 1XP = 2gc toward potion ingredients; 1XP = 3gc toward a new apprentice; 25XP = one extra Black Market roll usable on any potion/weapon/armour/magic-item/grimoire-spell table from any book (max 100XP/scenario this way).
Vampire Warband Creation & Play (reference only)
NPC vampire warbandsReusable subsystem for running an NPC (or PC) vampire-led warband in any campaign. Build the vampire per the rules above, leveled to (opposing wizard's level - 5) if that's above level 5. Six henchmen: 3 soldiers of any type/book (under Thralldom, -1 Will) and 3 ghouls (each may get a two-handed weapon, hand weapon+shield, or +1 Move). Vampire activates in the Wizard Phase (3 henchmen, group activation allowed); a chosen second-in-command henchman activates in the Apprentice Phase (3 more); remainder activate in the Soldier Phase. The vampire warband earns no XP and can't interact with treasure tokens.
Ambush Cards (24-card generic deck)

Before a scenario, each player draws a fixed number of cards (6 for the source campaign; 4 suggested for general use) and plays them secretly whenever their stated trigger condition is met, one per turn max. Full text of all 24:

Zombie Troll
Start of turn: place a zombie troll in any corner.

Spectre
Start of turn: place a spectre in any corner.

Frost Wraith
Start of turn: place a frost wraith in any corner.

Blood-drinker Bat
End of turn (after creatures act): place one, 3"+ from any warband member.

Mist-Walker
End of turn (after creatures act): place one, 6"+ from any warband member.

Armoured Skeletons
End of turn: place 2 at any table-edge midpoint, 3"+ from a warband member.

Zombies
Start of creature phase: place one in a corner; it activates this phase.

Skeleton
Start of creature phase: place one at a table-edge midpoint; it activates this phase.

Bones of the Earth
Start of turn: cast on a chosen warband member at Casting Roll 14.

Dispel
End of any phase: cancel one active spell.

Bone Dart
End of any phase: a non-spellcaster warband member suffers a +5 shooting attack.

Blink
End of any phase: cast Blink on a non-spellcaster at Casting Roll 16.

Fool's Gold
Start of turn: cast Fool's Gold (Casting Roll 16) on a treasure-carrying figure.

Fog
Start of any phase: 6"×3"×1" fog line anywhere; lasts 3 turns.

Draining Word
Start of any turn: puts a Draining Word in play, player's choice of affected spell.

Poison Dart
End of any phase: a non-spellcaster suffers a +3 poisoned shooting attack.

Rising Mist
End of any phase: max line of sight drops to 12" for the rest of the game.

Shimmering Air
End of any phase: all shooting attacks at -2 for the rest of the game.

Creeping Dread
Start of turn: all Will Rolls at -2 rest of game (undead/constructs exempt).

Transparency
Start of any phase: nothing blocks line of sight for the rest of the game (terrain still blocks shooting/cover).

Mystic Dampening
Start of any phase: all Casting Rolls at -1 rest of game.

Illusionary Reshuffle
Start of any turn: move every unattended treasure token up to 6" horizontally, staying accessible.

Mystic Wind
End of any turn: pick a direction; everyone rolls Move TN15 or is pushed 2" that way (can exit combat, not the table).

Incredible Noise
Start of any turn: only undead/constructs may activate alongside the Wizard/Apprentice Phases this turn; everyone else waits for the Soldier Phase.

The Grimoire of Fin Dalka (implemented)

Any wizard can acquire the grimoire and attempt to decipher any of the 8 Fire Giant spells from the wizard card (Blood Legacy) — the app doesn't roll the Will Roll itself, but tracks the cumulative bonus on failure, the permanent lock on a natural 1, learning the spell on success, and the declining sale price.

Deciphering the grimoireA ciphered tome of all 8 Fire Giant spells. Deciphering one costs 100gc + a Will Roll (TN20): success learns it normally; failure grants a cumulative +1 to future attempts on that spell (so +3 after 3 failures, 300gc spent); a natural 1 permanently locks that spell for that wizard. Sells for 1,000gc minus 100gc per spell already learned from it. School relationships to its spells: Aligned — Elementalist, Enchanter, Sigilist, Soothsayer; Neutral — Illusionist, Necromancer, Summoner, Thaumaturge, Witch; Opposed — Chronomancer.
New Attributes (Bestiary)
Burning+2 damage on a won fight, even with no other damage.
Chilling Touch+2 damage except vs. undead/constructs.
Giant-bloodedSee Giant-Blooded above.
Harvest BloodSurviving figures in a vampire's warband heal it per warband member reduced to 0 Health that game, max one source/game.
Hunter's Will (X)+2 Will while creature X is on table.
Hurl Rock12" +4 damage shooting attack.
Latch OnPushback needs damage dealt, not just a win.
Magic Attacks (X)Attacks count as magic only vs. X.
Magic Vulnerability+1 damage from all magic attacks.
Opponent Armour Reduction-1 Armour to a beaten light/heavy-armoured foe.
Partial Immunity to Normal DamageHalves non-magic damage, round down.
Shrouded FormCan't be seen beyond 12"; +3 Fight vs. shooting.
Supporting Figure MaximumMax +2 supporting bonus against it.
Thaumaturgic Vulnerability-1 Will vs. Thaumaturge spells.
Two-HeadedOpponents count one fewer supporter, min 0.
Fireheart
Construct Modification (implemented)

Real add/remove picker on any standard small/medium/large construct (add_construct_modification/remove_construct_modification), applying each modification's stat effect and item-slot cost and reversing it exactly on removal; Animated Prosthetics are a related, also-implemented mechanic on the wizard/apprentice/captain's permanent injuries. The Animate Construct casting roll itself (and Repair & Re-Animation's roll modifiers below) isn't simulated — same as every other spellcasting roll in this app.

Construct Modification rulesConstruct Modification: constructs have no item slots but may take exactly one modification (two under an optional variant, which then always makes it a specialist soldier). The Modification Table below doubles as a Treasure Table; Black Market rules allow trading up to 2 rolls/game for it. New-with-modification costs an extra -2 to Animate Construct (cumulative with size); modifying an existing one costs -2 alone. Every modification (unless marked "No modification penalty") also imposes a permanent -1 to one stat of the owner's choice. Superseded prior items: Construct Crossbow (Maze of Malcor) → Projectile Weapon; Construct Hammer (rulebook/Folio) → the entry below; Construct Oil (Folio) → the entry below; Construct Spikes (Red King) → the entry below; Construct Varnish (Malcor) → Elemental Armour; Golem Flesh (Forgotten Pacts) → Improved Joints.
Animated ProstheticsAnimated Prosthetics: spellcasters/apprentices/captains with Lost Toes, Smashed Leg, Crushed Arm, or Lost Fingers may cast Animate Construct to graft a replacement limb, removing the penalty (injury stays recorded); requires either a fresh casting or 10gc upkeep after every game. Multiple prosthetics need separate upkeep. Suffering the same injury again while already prosthetic-fitted instead becomes Badly Wounded.
Climbing ClawsRequires Lost Toes/Fingers · Cost 350gc — Expert Climber.
Fighting ClawsRequires Lost Fingers · Cost 450gc — +1 melee damage, never unarmed.
Gem of PowerRequires Any · Cost 500gc — one power point for empowering.
Hidden ProjectileRequires Lost Fingers/Crushed Arm · Cost 400gc — once/game, 12" shooting attack at normal Shoot.
Potion ReservoirRequires Smashed Leg/Crushed Arm · Cost 400gc — carries 2 potions with no item slot.
Shock AbsorbersRequires Smashed Leg · Cost 500gc — immune to fall damage.
Toe RingRequires Lost Toes · Cost 200gc — may wear 2 rings, itself free of item-slot cost.
Upgrade rulesUpgrades take an item slot (max one of each), share the normal upkeep, and are destroyed (repurchasable) if the same injury recurs.

Animal Killer
+1 Fight/+1 damage vs. animals.

Armour Plating
+1 Armour.

Climbing Claws
Expert Climber.

Construct Eye-Socket
Any wizard may cast Wizard Eye on it (multiple at once, even enemies); 360° view; cancels all its Wizard Eyes if reduced to 0 Health or crit.

Construct Hammer
Medium/large only; counts as a magic two-handed weapon, +2 damage.

Construct Killer
+1 Fight/+1 damage vs. constructs.

Construct Oil
+1 Move.

Construct Spikes
Gains the Horns attribute.

Demonslayer
+1 Fight/+1 damage vs. demons.

Demon Portal
Wizard's Summon Demon within 12" may place the demon adjacent to the construct instead of the wizard.

Dense Material
Caps bow/crossbow/javelin damage at 3 (raised by magic ammo's total Shoot+damage bonus).

Distracting
+1 Fight vs. shooting (self & within 2"); -1 to Casting Rolls within 3".

Drillhead
Burrowing, but -1 Move (min 1) while using it.

Easily Repaired
+1 Survival Rolls; +2 to Animate Construct rolls reviving/healing it. No modification penalty.

Elemental Armour
Elemental Resistance (3).

Explosive Demise
+3 magic damage to everyone within 2" on destruction; -4 to its own post-game Survival Rolls.

Extra Arms
Attackers only get +1 (not +2) for supporting figures against it.

Flame Discharge
Once/game, +3 elemental shooting attack at 8".

Impact Absorbers
Halves fall damage. No modification penalty.

Improved Joints
+1 Fight; not usable on large constructs.

Improved Resistance
+1 Will. No modification penalty.

Lightshielding
Immune to Blinding Light. No modification penalty.

Mind Shield
+5 Will vs. Control Construct/Mind Control/Suggestion (every roll, not just initial).

Mystic Reservoir
Generates 1 power point/game a nearby ally caster may spend to empower a roll.

Organic Construction
Affected by Heal/Steal Health as if not a construct. No modification penalty.

Poison Reservoir
First melee hit each game is poisoned.

Potion Reservoir
Carries one potion for an ally to drink (action, adjacent, out of combat). No modification penalty.

Powerful Shove
Pushes a beaten foe 3" instead of 1".

Projectile Shield
+2 Armour, +2 Fight vs. bow/crossbow/javelin.

Projectile Weapon
Shoot raised to +2 if lower; gains a bow or crossbow + quiver (never magical); small/medium constructs become specialist soldiers.

Self-Repair
Spend an action (can replace move) to heal 1 damage, even in combat.

Smoke Release
Once/game: 3" cloud or a moving 1"×3"×up to 6" line blocking line of sight; 16+ on a die each turn-end dissipates it. No modification penalty.

Soulsight
True Sight.

Spellfeeder
Heals 2 Health whenever targeted by any successfully-cast spell.

Swarm
Gains the Swarm trait.

Thought Command Channel
Activatable at 12"/LoS instead of 3" in the Wizard/Apprentice phase.

Treasure Lifter
Picks up treasure with no action cost. No modification penalty.

Undead Slayer
+1 Fight/+1 damage vs. undead.

Watertight
Amphibious. No modification penalty.

Wings
Flying; can no longer carry treasure (on top of the normal stat penalty).

Interactive Terrain (20 generic hazards — reference only)

A toolbox for custom scenarios or random tables; immune to Crumble unless stated, otherwise indestructible unless a destruction method is given. Roll Table 1 for how many rolls on Table 2 (which terrain piece), then place for maximum conflict, filling the rest with mundane scenery.

Random Creature Type TableRandom Creature Type Table (used by several pieces below): 1–2 Invisible Figures; 3–4 Heavy Armour wearers; 5–6 Flying; 7–8 Uncontrolled Creatures; 9–10 Animals; 11–12 Constructs; 13–14 Undead; 15–16 Demons; 17–18 Spellcasters; 19–20 Warband Members.

Columns of Luck
4–6 columns; each column's luck (good/ill, 50/50) is fixed on first use. Good: roll 2 dice take higher (both matching = 5 unmitigable damage). Ill: take lower (both matching = heal 5).

Creature Magnet
4+ magnets; each turn-end, 16+ on a d20 pulls everyone within 10" toward it (Will TN12 or move the fail-amount in inches); contact = +4 elemental. Fight+0 Armour16 Health10, immune to missiles.

Death Rune
5–6 runes; each turn-end, rolls a random creature type — matching figures within 4"/LoS suffer Strike Dead (CN14, hits undead/constructs too); a rune that kills is exhausted. Destroyed by Crumble/Dispel/Spell Eater.

Displacer
2–3 columns; activating within 6" rolls a d20, 11+ randomly teleports (result-10)" away. Fight+2 Armour16 Health6, dangerous to destroy (attacks + auto-rolls transport on a win).

Energy Pylon
Central + satellites; each turn-end a random satellite fires at the centre, +5 elemental to anyone on the beam line/in contact. Destroying one causes a +5 explosion; central pylon Health20.

Flame Column
5+ columns; contact/activation-in-contact = +3 elemental (once/column/activation). Destroying one: 11+ triggers a +5 explosion.

Invisible Wall
Two variants: random walls springing up between numbered markers each turn, or static walls toggling on/off (11+ per die). Blocks shooting, not LoS; 3" tall, climbable.

Lava Flow
Entering = 5 damage + free escape move; activating in it = 5 damage + Will TN18 or one action only. Flying/Levitate immune.

Levitation Disc
4–5 discs moving up/down 1–10" on step-on/activation (chance-based or guaranteed variant); never descends onto a figure.

Magical Fire
6–10 flame tokens; on any Initiative roll of 1–4, all move 3" randomly (5 elemental damage on contact); a spellcaster may spend an action + Will TN10 to move/remove one, earning +10 XP.

Mind-Wiper
1–2 only; moving within 6" forces a Will TN14 (Mind-Control-style) or becomes uncontrolled until it breaks free (re-rolled after each activation).

Moving Floor
2 crossing "roads"; each turn-end, 16+ moves everyone on it 5" in a random direction; flying/levitating choose, ethereal never moves with it.

Phantasmic Sphere
3–4 spheres drifting 4"/turn; contact forces Will TN12 (damage = amount failed by) then pushes the figure 1" away; indestructible.

Pit
Involuntary adjacency forces Move TN20 or falls (5 damage); voluntary entry/exit costs an action + TN14 to climb out. Variants: Spiked (+6 attack instead) or Hidden (double markers, 50/50 reveal).

Rotating Plinth
Central 12"+ disc with treasure; turn-end 9+ rotates it (contents rotate along, no other effect).

Spinning Disc
2–3 small discs, good for treasure; turn-end 1–10 flings standing figures a random distance (2 damage if halted by terrain).

Steam Vent
5–6 vents with 8"-diameter clouds; new cloud placed each turn (adjacent-to-vent contact = +3); turn-end 14+ dissipates a cloud. Toxic-cloud variant poisons.

Teleportation Disc
3–5 discs, 10"+ apart; stepping on/activating rolls 11+ to teleport to a random other disc.

Turbine
Rotates randomly each turn-end then 11+ activates: front arc gets Push, rear arc gets a weaker +6 Push toward it; direct contact = +8 attack + 3" random throw.

Wandering Wall
Each turn-end, every player may move one un-selected wall (rotate up to 180°, then 4" random); can be Control Construct/Mind Control'd (auto-fails resistance); Crumble destroys it outright.

Random Encounter Table & New Traits
Fireheart Random Encounter Table (d20)Fireheart Random Encounter Table (d20): 1 Small Construct, 2/10/17 Gnawgrubs, 3 Medium Construct, 4/18 Rat Swarm, 5 Large Construct, 6 White Gorilla, 7 Candle-Jack, 8 Giant Rats (2), 9 Blade-Dog, 11 Demonic Prison, 12 Minor Demon, 13 Construct of Burden, 14 Imp, 15 Glass Man, 16 Werewolf, 19 Wraith, 20 Giant Worm.
New TraitsNew Traits: Lava Splash (a foe rolling ≤5 pre-modifier for its Fight Roll in combat with this creature takes 2 damage) · Potential Weapon Destruction (damaging it with a non-magic weapon: 1–6 destroys the weapon) · Sharp Teeth (+1 melee damage) · Swarm (see full rules below) · Target Constructs (always moves toward/attacks the nearest warband construct if any exist).
Swarm (generic trait)Swarm (generic trait): passes through any gap; Expert Climber by default; always counts one supporting figure in melee; bow/crossbow/javelin attacks cap at 3 damage, hand-to-hand caps at 6 (even if magical); never leaves foes "unarmed"; area-effect spells/attacks (Grenade, Destructive Sphere, Elemental Ball, Scatter Shot, etc.) do ×3 damage to it.
The Wildwoods
Chapter One: Rules of the Wild

Before a wilderness game, roll for Dominant Terrain (d20): 1–4 Forest, 5–8 Mountain, 9–12 Bog, 13–16 Ice, 17–20 Urban — mix in other terrain types regardless for a dense table.

Terrain Effect Bonus TableTerrain Effect Bonus Table (bonus to Move Rolls for Precipice/Avalanche/Hidden Pools/Slippery etc.): Guide (matching specialization) +6; Guide (other specialization) +4; Wizard/Apprentice/any Animal/Trapper/Trophy Hunter +4; Rangifer/Captain/Tracker/Ranger +3; Barbarian none.
Spells in the WildernessSpells in the Wilderness: Awareness grants +2 to all terrain-effect rolls while active; Crumble can break 2"×2"×2" of non-living terrain (rock/ice, not plants); Push moves through plants/trees, stopped only by solid earth/ice/walls; Wizard Eye may sit on a tree (cancelled if it catches fire) but not smaller plants. Explosive spells (trigger fires/avalanches): Destructive Sphere, Elemental Ball, Elemental Bolt, Explosive Rune (on detonation), Grenade, Scatter Shot.
Water HazardsWater Hazards: Lakes (deep water, may hold ice floes) · Frozen Lake (Slippery rules; natural 1 breaks the ice, dropping the figure in) · Rivers/Streams (streams = rough ground; rivers = deep water with a 1–5 current pushing figures/boats downstream each turn-end) · Geyser (rough ground; an Initiative roll of 19–20 triggers one randomly, +4 shooting to anyone within 2", ignoring armour/shields; a figure on it is also thrown 1–10") · Ice Floes (Slippery rules; natural 1 tips the whole floe into the water; moves with river current).
Small BoatsSmall Boats (scenario-provided only, max 6 figures): moves 2"+1"/occupant (max 6") when its first occupant activates; -1 Fight/Shoot for anyone aboard; a pushed-back figure rolls Move TN14 or falls overboard; boarding from water costs an action + Move TN14 (+4 with allies aboard); occupants count as light cover; a cargo transport aboard counts as 4 capacity but 0 for movement.

Forest
Trees block LoS entirely, aren't climbable without a built platform; multi-based trees count as rough ground & light cover, individually-based trees can't be moved through.

Forest Fires
An "explosive" spell hitting a tree base: 15+ ignites it (figures may flee free); activating/moving into a burning base = 3 elemental damage; nearby bases catch on 15+ each turn-end; 4+ burning bases forces a Will TN10 or damage (smoke) and -2 to all shooting.

Mountain / Precipice
One random non-deployment edge is a cliff; a figure forced off it rolls Move TN14 (flying/levitating auto-pass) or falls to 0 Health, dropping any treasure.

Hidden Cave Entrance
A random encounter while looting in mountains: on a second d20 of 11+, the creature emerges d20" from table centre instead of the table edge.

Avalanche
Casting an explosive spell: 18+ on a d20 triggers one from a random non-precipice edge; everyone rolls Move TN16 or takes fail-amount damage and is pushed that many inches away (dropping treasure, scattering it 3").

Bog
Pools of shallow water (rough ground) plus vegetation (blocks LoS, light cover, climbable). Forest-fire rules may apply to bog trees/scrub.

Hidden Pools
Turn-end: nominate one exposed warband member per side to roll Move TN8 or fall into a new ~2" pool (deep water, +3 to Swim in it); figures in combat with them roll too.

Amphibious Creatures
A random-encounter Amphibious creature: highest roller places it at a table edge or adjacent to any pool.

Hypothermia (optional)
Failing a Swimming Roll in deep water = Wounded until fully healed and dried; undead/constructs/Amphibious/Aquatic are immune.

Ice / Slippery
A 2nd/3rd move action forces Move TN12 or 1 damage + slide 2" randomly (dropping treasure at the attempt point).

Urban
Buildings + mixed natural terrain; may borrow another terrain type's rules, or re-roll Dominant Terrain for the natural portions.

Supplies & Cargo Transports (implemented)
Supply Points (sp)Supply Points (sp): buy at 1gc/sp, sell at 2sp/gc. After every wilderness scenario each warband member consumes 2sp (1 consumed = "hungry," -2 Health/-1 Will next game; 0 consumed = "very hungry," -5 Health/-2 Will) — only cured by consuming supplies afterward, not in-game healing. Casting any Out of Game spell costs 1sp. A warband can carry 50sp unaided; starting a wilderness campaign, add 200gc earmarked for a transport + 50sp.
Cargo TransportCargo Transport (100gc, 100sp capacity, max one/warband, ~2"×4" footprint): doesn't self-activate; an adjacent figure's move action can push it 1" (max twice/turn, using the whole action); ignores rough terrain but can't cross >0.5" terrain or enter deep water (entering deep water removes it and 50sp). Adjacent figures may load unlimited treasure onto it for safekeeping/exit. Enemies can melee it (Fight+0, Armour12): winning lets them steal 1 token, loot 5sp (once/figure/game), destroy sp equal to damage, or destroy it outright if it's already empty/would hit 0. Only Large creatures can destroy it outright otherwise. Immune to bow/crossbow/javelin unless Elemental-Hammer'd (then up to 5sp); has no Will (auto-fails Will-based spells): Blink randomly shifts 1", Crumble costs 5sp (or destroys it), Petrify stops it a turn, Push caps at 3", Slow caps it at 1", Telekinesis can move it 1" in LoS. If a warband's transport is its only piece left on table, it's removed and the warband loses 50sp.
Additional Cargo CapacityEffect 150sp instead of 100sp. · Price 100gc
FasterEffect Moves 1.5" per push instead of 1". · Price 100gc
Self-propelledEffect Activates like a soldier, moves up to 2" on its own. · Price 800gc
ClimberEffect Can climb over obstacles. · Price 300gc
Built-in DefenceEffect Deals damage on a won combat (normally it never does). · Price 200gc
Elemental ArmourEffect Armour 18 vs. elemental attacks. · Price 200gc
Travel CauldronEffect +1 to Brew Potion (wizard only). · Price 150gc
Enchanters Travel ToolsEffect +1 to Animate Construct & Embed Enchantment (wizard only). · Price 250gc
Travel Writing DeskEffect +1 to Write Scroll (wizard only). · Price 100gc
Giant Cook PotEffect +2sp after every game. · Price 40gc
Summoning SaltsEffect Adds an Out of Game (B) option to Summon+Control Demon before a game; a natural 1 on either casting uses it up. · Price 125gc
Personal Crystal BallEffect +1 to Reveal Secret (wizard only). · Price 150gc
Small Arcane/Summoning CandleEffect +1 to Control Demon cast Out of Game (wizard only). · Price 75gc
Reading Glass / Personal TotemEffect +1 to Summon Demon cast Out of Game (wizard only). · Price 125gc
Silver Mirror / Travel Shrine / Bag of BonesEffect +1 to Absorb Knowledge / Miraculous Cure-type effects (exact pairing uncertain from source extraction; effects and prices are accurate). · Price 125–300gc
Extra AmmunitionEffect Adjacent bow/crossbow/javelin shots do +1 damage. · Price 250gc
AmphibiousEffect Moves through water, usable as a 4-capacity small boat. · Price 250gc
Inclement Weather TableInclement Weather Table (roll before deployment; re-roll whenever two+ players tie an Initiative Roll): 1–11 Sunny/Clear (no effect); 12 Mist (LoS 16"); 13 Breezy (shooting -1); 14 Light Snow (LoS 16", terrain rolls -1); 15 Swirling Snow (LoS 16", shoot -1, terrain -1); 16 Freezing Rain (LoS 16", shoot -1, terrain -2); 17 Heavy Snow (LoS 12", shoot -1, terrain -2); 18 Howling Winds (shoot -2, terrain -2); 19 Bitterly Cold (Will TN10 on activation or 1 action only); 20 Blizzard (LoS 8", shoot -3, terrain -3, Will TN10 or 1 action).
New Traits (Bestiary)

Wilderness games use separate Forest/Bog/Ice/Mountain random encounter tables (2 rolls: band, then specific result) instead of the core rulebook's Urban tables.

Awkward on LandHalf Move on land despite Amphibious.
AntlersUsable as a weapon at -1 Fight, no other unarmed penalty.
Carry DiseaseWill TN10 or -2 Health next game.
Damage Maximum (X)Caps combat damage.
Elevated ViewLoS to anything not directly under cover.
FeederRemoved from table on a kill; victim -1 Survival Roll.
Flee From DeathA Pack Hunter flees if a packmate hits 0 Health.
Hate Undead+1 Fight, magic attacks, prioritizes undead targets.
Keen SensesTreats everything within 6" as in LoS.
Latch OnPushback needs damage dealt.
Limited TeleportationTeleports into combat with a nearby treasure-carrier.
NimbleNo rough-ground penalty.
Potential Marsh Gas Cloud15+ on death: Will TN12 or damage to everyone within 3".
Prize TakerBonus vs. Horns/Antlers/Bounty creatures, +5 XP for a kill.
Rock-hard SkinNatural 1 against it breaks the attacker's weapon.
Set TrapsPlace a 1" trap, max 3/game, triggering figure takes +1 or rolls Move TN20 or loses its next activation.
Shooting AttackNatural ranged attack, +0 damage, 12" range unless stated.
Surprise Attack+4 combined with a move.
Terrain Expert (X)See Guide.
Unaggressive Unless StartledMoves randomly until wounded or an explosive spell is cast, then acts normally.
Wilderness SurvivalNo supply consumption unless reduced to 0 Health.
Spellcaster Magazine
Black Powder Firearms (Issue 1 — items purchasable)

Pistol, Musket, Blunderbuss, and Powder Horn are real catalog items — pick them from the item-slot dropdown on a wizard/apprentice/captain/soldier like any other weapon (Musket and Blunderbuss correctly take two slots). Double-barrelled, Axe-gun, Superior Craftsmanship and Silver Bullets are commissioned upgrades for an already-owned firearm — also real catalog items (Gear), written into a separate item slot alongside the firearm they upgrade; each may only be bought once per firearm, but a firearm may carry as many different upgrades as can be afforded. Optional rules for firearms in Frostgrave and Ghost Archipelago: firearms use bow/crossbow rules for LoS and cover; reloading costs an action (can replace the mandatory move); never usable In Combat. In Ghost Archipelago a firearm also requires a powder horn (free, takes a slot). Every firearm is Inaccurate (-1 Shoot), Armour Piercing (+2 damage; also -2 Armour, min 10, within half range), Loud (natural 20 triggers a Random Encounter roll), and subject to Misfire on a natural 1 — see the misfire table below for the roll result.

1–5Snap: must be reloaded before firing again.
6–10Dud: spend an action cleaning the barrel, then another to reload.
11–14Wild Shot: immediate +0 Shoot attack against the closest figure to the shooter.
15–16Small Explosion: firearm destroyed.
17–18Explosion: +1 attack against the firer; firearm destroyed.
19–20+Explosion: +5 attack against the firer; firearm destroyed.
Pistol50gc - 10″ - One-handed; doubles as a dagger (never unarmed; +1 Fight for a hand weapon too, Frostgrave only). May carry as many as item slots allow.
Musket100gc - 24″ - Two-handed; only one carried, no shield. Usable in melee as a two-handed weapon but without the usual +2 damage.
Blunderbuss100gc - 14″ - Two-handed; shooting attack hits the target and every other figure within 1" of it (misfire on the first roll cancels the rest). Melee like a pistol, but no +1 Fight combo bonus.
Double-barrelled400gc - Any firearm; fire twice before reloading (each shot an action; full reload = two actions). Misfires get +2 to the roll.
Axe-gun250gc - Pistols/blunderbusses only; counts as a hand weapon (not dagger) in melee.
Superior Craftsmanship300gc - Any firearm; -1 on misfire rolls.
Silver Bullets250gc - Any firearm; counts as magical and +2 extra damage (total +4) vs. werewolves and vampires.
Musketeer60gc - 6 - +2 - +2 - 11 - +1 - 10 - Musket, Powder Horn, Leather Armour, Hand Weapon
Coachman60gc - 6 - +2 - +2 - 11 - +1 - 10 - Blunderbuss, Powder Horn, Leather Armour, Hand Weapon
Duellist100gc - 6 - +3 - +2 - 11 - +2 - 12 - 2 Pistols, Powder Horn, Leather Armour, Hand Weapon
Weather variantOptional: in scenarios explicitly raining or snowing, misfire on a 1 or 2. Lost/destroyed firearms are replaced free after the game.
Horses in Frostgrave (Issue 1 — implemented)

Buying the Stable base resource, buying/releasing the warband's one horse, and mounting/dismounting the wizard, apprentice, captain, or an eligible soldier (with the Mounted Modifiers applied and reverted automatically) are all real, tracked mechanics now — see the Base card. Taking a horse as a 1-slot item and the "counts as one Large model" table-footprint rule are table-play details this app doesn't need to track and stay reference only.

Mounted Modifiers (added to rider)M +2 · F +1 · Sh +0 · A -2 · W +0 · H +0
Riderless HorseM 7 · F +1 · Sh — · A 10 · W +0 · H 10
1–14Fine.
15–18Rider Thrown: 1 damage, dismounted.
19Heavy Landing: 3 damage, dismounted.
20+Snap: horse injured (removed as casualty, survival roll as a Soldier); rider immediately removed as casualty (normal survival roll).
Melee Training200gc - Gains 'Two Heads' (Forgotten Pacts p.17).
Sure-footed250gc - -2 to Stumble Table rolls.
Aggressive400gc - +1 Fight to Riderless profile and Mounted Modifiers.
Loyal400gc - +3 Will to Riderless profile; can never be rustled.
Barding600gc - +2 Armour, -2 Move to both profiles.
Charger500gc - Gains 'Horns' (Forgotten Pacts p.16).
Note 2If the rider is removed as a casualty, the horse activates in the creature phase and moves toward its deployment zone. Every time Rough Ground affects a mounted figure's movement, roll on the Stumble Table (Jumping: same table, +4 to the roll after landing):
Note 3A mounted soldier may never climb. Carrying treasure mounted needs 4 actions across activations (dismount, pick up, load, remount) and only one token at a time, with no movement penalty while carried mounted. A warband that captures and keeps an enemy horse must immediately buy a Stable. Control Animal / Mind Control targets the Riderless profile for the Will roll; on a fail, the rider is thrown and the horse is mind-controlled (any treasure stays on the horse).
Knightly Orders

Implemented as a homerule toggle under a warband's Additional Rules and Homerules (needs Spellcaster Magazine switched on); once on, hiring a Knight or Templar shows an order picker that trades 1 point of Fight or Health for a special ability. "Custom orders" (below) stays a DIY guideline rather than a selectable option.

SunStat Change Fight +3 · Ability +2 Fight vs. undead or demons
SnakeStat Change Fight +3 · Ability All attacks poisonous
HammerStat Change Fight +3 · Ability +2 Fight, +2 Damage vs. constructs
DiamondStat Change Health 11 · Ability Never suffers wounded effects
FireStat Change Health 11 · Ability +4 Armour vs. Elemental magic damage
LanceStat Change Fight +3 · Ability Two item slots; only one may hold an Armour-boosting item
MirrorStat Change Fight +3 · Ability Immune to Beauty, Monstrous Form, Invisibility
RiverStat Change Health 11 · Ability Once/game, action to heal 3 damage
GauntletStat Change Health 11 · Ability Can declare group activation with one other soldier within 3" if activated in the soldier phase
TowerStat Change Health 11 · Ability +1 Fight, +1 damage vs. Large creatures
GallowsStat Change Health 11 · Ability May reroll survival roll, must keep the reroll even if worse
Custom ordersCustom orders: decrease Fight by 1 for a major ability, or Health by 1 for a minor one.
Dungeon Hazards (Issue 1 — reusable GM toolkit, reference only)

Three reusable hazard mechanics pulled from the "Catacombs of the Evrenbright" mini-campaign (the campaign's plot and scenarios themselves are scenario-specific and omitted).

Confusion Gas
A figure exposed to a mind-altering gas rolls d20 on a chart of random moves/attacks; on activating normally it must also pass a Will Roll TN16 or get 0 actions.

Phantasmic Sphere
Drifting hazardous-terrain disk: indestructible, drifts 4" randomly each creature phase. Anyone touched makes a Will Roll TN10, takes damage equal to the amount failed by, and is pushed 1" away. Blocks LoS; a figure "killed" by one gets +3 to its survival roll.

Marker Swap
On first contact with a trap-door/spike-trap marker, roll a die: 12+ becomes treasure (plus a random creature within 6"); below 12 becomes a random creature (plus optional treasure within 6").

Dragon Weakness Table (Issue 2, roll once)
1–2Subject to Critical Hits
3–4No Elemental Damage Resistance
5–6One Eye — -4 Fight defending vs. shooting
7–8Weak-Willed — Will reduced to +2
9–10Allergic — -4 Armour vs. a specific substance
11–12Susceptible to Poison — not immune; breathes fire instead of spitting poison
13–14Fear of Undead — always attacks undead in LoS first
15–16Missing Scale — Will TN20 to shoot; hit treats Armour as 10
17–18Bane Weapon exists (Fight +4, Damage +4 vs. this dragon; treats Armour as 10)
19–20Dragon Heart — shattering it halves remaining Health, Fight drops to +2
Rulings (Issue 2)
Falling onto stairs or slopesFalling onto stairs or slopes: if pushed onto a slope/staircase steeper than 30°, make a Move Roll TN14 — success moves the figure halfway down, failure all the way to the bottom; either way, resolve falling damage as normal, then halve it (round down).
Rangifer Shaman (Issue 3 — deferred mechanic, reference only)
Rangifer cultural traits & the ShamanAll rangifer share three cultural traits: Hate Undead (+1 Fight vs. undead, magic attacks, only while armed with antlers/flint/wood), Antlers (never unarmed; -1 Fight if antlers are the only weapon), and Flint Weapons (destroyed on any natural 1 rolled in combat).
Shaman levelingRangifer Shaman — a distinct spellcaster restricted to the Rangifer Spell List. Starting line M7 F+2 Sh+0 A12 W+3 H12; 4 starting spells, 5 item slots, free starting weapon; may hire a "hide" of up to 5 rangifer for 200gc. Every 100 XP = 1 level; per level improve a stat (Fight max +5, Shoot max +5, Will max +8, Health max 18), lower a known spell's casting number by 1 (min 5), or learn a new spell (no grimoire needed).
Book of the RangiferA wizard with a Book of the Rangifer (Thaw of the Lich Lord p.47) may hire any one of these (except the Boar) as their one rangifer, at listed cost +80gc; a War-Leader takes the captain's place.
Underworld Favours: A Debt Economy (Issue 3 — implemented)

Markers are tracked on the wizard card (Spellcaster Magazine). Taking an Underworld Loan or claiming a free Favour adds Markers; paying one off costs 150gc any time. Rolling for a post-game debt call resolves the call-in table itself — the pure bookkeeping parts (paying Markers from gold, who owes a permanent injury) are applied automatically, while the parts that need a table-side choice (which soldiers sit out, which magic item to sell) are reported for you to apply. Intimidation and Hired Muscle stay table-time detail this app doesn't simulate.

LoanCost 1 Marker / 100gc (min 100, max 1,000) · Effect Gold added immediately.
IntimidationCost 1 Marker (+1 more per +1 modifier, max 3) · Effect Opposed d20 (intimidator's modifiers vs. target's Will); win = target misses next game; lose = lose half Markers spent (round up).
MuscleCost Per Hired Muscle Table · Effect Up to 2 hired muscle/game, don't count against warband size; +1 Marker if hired muscle dies.
1–6Pay off as many Markers as possible from Treasury gold (150gc each); if none can be paid, treat as 7–12.
7–12Sell magic items to pay off at least 1 Marker; if impossible, treat as 13–18.
13–18Warband members (not the wizard) miss the next game; remove 1 Marker per full 50gc of their combined base cost.
19–20Wizard (1–5) or apprentice (6–20) is beaten and receives a permanent injury, on top of any suffered in-game.
Note 1Before a game, a wizard may claim one Underworld Favour immediately, for free, adding Underworld Markers to the vault instead of paying up front. Maximum Markers held = wizard Level.
Note 2Hired Muscle costs (1 Marker unless noted): Thug, Thief, Trap Expert — 1 Marker each; Assassin, Barber-Surgeon, Burglar (climbs at full speed) — 2 Markers each. Paying off a Marker costs 150gc at any time. After every game with any Markers held, roll a die: rolling ≤ Markers held calls in the debt (roll on the table below).
Monster Hunting: For Fun and Profit (Issue 5 — implemented)

Assigns an individual XP value to every published Frostgrave monster, replacing the flat +5 XP from Experience Table II (Maze of Malcor) — this does not replace scenario-specific XP rewards, which are usually higher. The full 92-row Master Monster Table lives on the reference page rather than here; this panel covers the harvesting and component rules it depends on.

Harvesting a killIf a figure kills a monster, it may immediately claim the listed item as a free action, so long as it is not in combat with any other figure. If it doesn't (or can't), the body stays on the table; any figure may claim the item later by moving into contact and spending an action, so long as it is not in combat. Once claimed, the item is removed and never takes an item slot.
gc-value itemsItems listed with a gc value can be sold for that amount after the game.
Spell and potion componentsItems listed with a +1 are spell or potion components. If a spellcaster attempts to cast a spell (or, using the Frostgrave Folio's optional potion rules, brew a potion) for which he has a matching component, he may declare he is using it before the Casting Roll and gains +1 to that roll; a matching potion component also reduces that potion's component cost by 25gc. A figure can gain a maximum of one dose of any component per kill, and a maximum of one component may be used on any single Casting Roll.
Carrying componentsComponents picked up during a game never take an item slot. Each spellcaster has a component pouch that holds three of them for free. A Spell Component Bag (5gc, purchased after any scenario, 1 item slot) holds up to 10 more in addition to the pouch. Non-spellcasters may only carry components they personally pick up during a game.
Errata (Issue 7)* Errata (Issue 7, Second Edition): Monstrous Form no longer exists in Second Edition — the Chilopendra Horn's effect changes to +10gc instead. † Rangifer's 0 XP is intentional (killing one is a detriment, not a reward). Source codes: FRB=Rulebook, TLL=Thaw of the Lich Lord, IBP=Into the Breeding Pits, FP=Forgotten Pacts, FF=The Frostgrave Folio, MM=Maze of Malcor, PD=Perilous Dark.
The Maze of Malcor Outtakes (Issue 7)

Weird Event Cards — a generic sub-system for any Maze of Malcor campaign/scenario with more than 2 players. After each game, players vote on who had the worst game; that player draws one random card, kept for future use. A held card may be played in any future Malcor scenario, one per scenario, never before the end of the first turn.

Breeding CagesPrice 300gc · Effect +1 to all Animal Manipulation spells.
Alchemical WorkshopPrice 400gc · Effect Once per post-game, mix 2 potions (both consumed): both odd = wasted; both even = take the lower result on the Greater Potion Table (Frostgrave Folio p.45), add to vault; equal but <20 = workshop destroyed, -2 Health next game; one odd/one even = no result, potions recovered.

1. The Wraith
A wraith appears centrally; a soldier that sees it must pass Will TN20 or become uncontrolled until the wraith dies.

2. Falling Stones
Everyone: Move TN14 or capped at one action next activation; 3 chosen figures also take a +2 attack.

3. The Echomite
A specific treasure is actually a disguised demon that attacks whoever picks it up.

4. Wandering Fire
3 drifting fire tokens each deal 4 damage to anything they touch.

5. The Portcullis
An indestructible magic portcullis seals one chosen doorway.

6. The Trial
3 nominated figures per player: Will TN18, with escalating penalties for failing by 5 or 10.

7. Drop It
Any treasure-carrier may drop for free, or risk extra damage to keep it.

8. Blackout
All light sources go out for the turn: LoS capped at 4", -2 to Fight/Shoot, active Glow spells cancelled.

9. The Swarm
An insect swarm attacks a nominated figure and keeps moving until it kills someone or wanders off.

10. Null Wave
Cancels all spells in play; every spellcaster: Will TN14 or 2 damage.

The Great Wyrm — AI & the Reveal incantation (Issue 7)

A fully reusable Old-Dragon-class creature (per Issue 2's dragon categories), usable in any Frostgrave game with its own AI priority list for unplayed use.

AI priority (unplayed)AI priority (unplayed): (1) breathe on the nearest treasure-carrier in LoS (or closest figure); (2) Spelleater the most recent spell on itself; (3) True Sight if any figure is invisible; (4) Steal Health on the nearest warband member; (5) Banish any demon in LoS; (6) otherwise move toward the closest warband member in LoS, never straying more than 6" from a treasure pile.
Reveal incantationGeneric casting variant introduced alongside it: a wizard/apprentice may cast a "Reveal" incantation (CN12, empowerable) as an action that can replace the move; it doesn't count as "casting a spell" for the turn.
Second Edition Errata (Issue 7)

Black Powder Firearms (Issue 1)
Musketeer, Coachman, and Duellist are all Specialist Soldiers.

Legendary Soldiers (Issue 4)
A warband with any Legendary Soldiers caps at 3 Specialist Soldiers regardless of Legendary count.

Monster Hunting (Issue 5)
Chilopendra Horn's bonus changes from +1 Monstrous Form (spell removed in 2E) to +10gc.

Casting Roll Criticals — 2nd Edition (Issue 7, current for 2E play)

A full replacement of the Issue 4 list, reworked for Second Edition's spell list. This is the current version for Second Edition play. Same core rule as Issue 4: natural 20 = Critical Success, natural 1 = Critical Failure (no damage taken; Casting Number 14 if the spell still casts anyway); never applies to scrolls; a critical failure grants +10 XP; random-distance effects stop at the table edge.

Absorb KnowledgeCritical Success 50 XP (instead of 40), +2 to next game's first cast · Critical Failure -1 Will next game
Animal CompanionCritical Success White Gorilla, or normal pick +1 Health · Critical Failure Opponent may add an animal for that game only
Animate ConstructCritical Success +1 Move/Fight, +4 Will, or +2 Health, that game · Critical Failure Opponent may take that construct type for that game
Animate SkullCritical Success +1 Fight, +1 Armour on the skull · Critical Failure A skull appears 6" away as an uncontrolled creature
AwarenessCritical Success +3 initiative (instead of +2), +1 Fight vs. shooting · Critical Failure -1 initiative while on table; can't recast
BanishCritical Success Will+4 demons need natural 20; Will+5 take 4x fail damage; +5 XP/demon (max 30) · Critical Failure Opponent may place an imp 4"+ away
BeautyCritical Success Also affects creatures · Critical Failure No ally activates in caster's phase, rest of game
Blinding LightCritical Success Also +5 magic shooting attack · Critical Failure Caster blinded until next activation
BlinkCritical Success Choose direction after rolling distance · Critical Failure Moves 4" randomly
Bone DartCritical Success +5 magic shooting attack vs. any LoS target · Critical Failure 3 damage, -1 to all casts rest of game
Bones of the EarthCritical Success Skeleton joins warband · Critical Failure Cast on the caster
Brew PotionCritical Success Two doses · Critical Failure Explodes; -3 Health next game
BridgeCritical Success Doesn't roll to vanish; recastable while active · Critical Failure 1–10 on a die vanishes it as soon as stepped on
Call StormCritical Success -2 bows/crossbows, +2 elemental attack · Critical Failure +2 elemental attack on caster
Circle of ProtectionCritical Success Move circle 6" (not over demon/undead) · Critical Failure Uncontrolled demons/undead move 6" toward caster
Combat AwarenessCritical Success Also +1 damage modifier · Critical Failure -1 Fight, can't retarget, rest of game
Control Animal/Construct/Demon/UndeadCritical Success Doesn't count against control limit; demon extract info +20 XP or keep another game · Critical Failure Can't recast on that target rest of game
CrumbleCritical Success Door 6"x3″; floor avoided only on natural 20, +3 extra attack · Critical Failure Terrain crumbles on caster; -2 to future casts
CurseCritical Success +3 extra damage on Will fail · Critical Failure Cast on the caster
DecayCritical Success Destroys all weapons + shield · Critical Failure Destroys a random weapon of caster's
Destroy UndeadCritical Success Target's Will treated as -2 for this cast · Critical Failure Target restored to full Health
Destructive SphereCritical Success +2 damage per attack · Critical Failure +5 attack on caster
DispelCritical Success Cancels up to two spells · Critical Failure 1 damage, can't recast this game
Draining WordCritical Success Doesn't count against the one-active limit · Critical Failure -3 to a random known spell rest of game
Elemental BallCritical Success Figures hit moved 4" away · Critical Failure Scatters randomly
Elemental BoltCritical Success +3 attack vs. up to 2 more nearby · Critical Failure +7 magic attack on nearest ally
Elemental HammerCritical Success Next two hits +5 damage · Critical Failure Weapon destroyed (or loses bonuses if magic)
Elemental ShieldCritical Success Absorbs next 5 damage · Critical Failure Can't recast rest of game
Embed EnchantmentCritical Success +3 to next casting of this spell · Critical Failure Item damaged, 5gc repair
Enchant ArmourCritical Success +1 Move (max 7) · Critical Failure -1 Armour rest of game
Enchant WeaponCritical Success +1 damage modifier · Critical Failure -1 damage rest of game
Explosive RuneCritical Success Also throws figures 3" away; doesn't count against 3-rune cap · Critical Failure Placed randomly near caster
FamiliarCritical Success Also +1 Will until caster hits 0 Health · Critical Failure No Health bonus, can't be removed until 0 Health
Fast ActCritical Success Also +1 Move · Critical Failure -1 Move, can't activate outside own phase
Fleet FeetCritical Success Extra action next activation (max 3) · Critical Failure -2 Move rest of game
FogCritical Success 10" line, one 90° angle · Critical Failure Opponent places it instead
Fool's GoldCritical Success No Will roll; token may move 6" · Critical Failure Target immune to Fool's Gold rest of game
Furious QuillCritical Success 1 damage/activation; Lost Eye if it kills a caster · Critical Failure Cast on a random ally instead
GlowCritical Success -1 Shoot, -1 to casts rest of game · Critical Failure Cast on a random ally in LoS
GrenadeCritical Success +3 attack to everyone within 3" · Critical Failure Scatters randomly near caster
HealCritical Success Full Health, cures one permanent injury · Critical Failure Counts as wounded rest of game regardless
Illusionary SoldierCritical Success Gains solidity: real soldier, 1 Health · Critical Failure Opponent counts as having cast it
ImpCritical Success Caster controls first activation · Critical Failure Placed randomly near caster
InvisibilityCritical Success Retarget to any figure within 12" · Critical Failure Random enemy in LoS becomes invisible
LeapCritical Success One free action after landing · Critical Failure Leaps 10" randomly, 3 damage
Mind ControlCritical Success No Will roll to resist · Critical Failure 2 damage, can't recast this game
Mind LockCritical Success May pick a second target · Critical Failure -2 Will, immune to Mind Lock rest of game
Miraculous CureCritical Success +3 Health next game · Critical Failure Immediate permanent injury (or -3 Health if target is dead)
MudCritical Success Boiling: 1 damage/activation inside · Critical Failure Cast successfully on the caster's own position
PetrifyCritical Success Two activations (Will attempt before the second) · Critical Failure Cast on the caster
Plague of InsectsCritical Success Also summons a giant insect in combat · Critical Failure Opponent may place an insect near caster
Planar TearCritical Success Imp joins caster's warband · Critical Failure New uncontrolled imp appears each turn
Plane WalkCritical Success Caster + 1 ally may move anywhere · Critical Failure Caster dragged 1–10" with a demon in combat
Poison DartCritical Success +5 poisonous magic attack · Critical Failure No damage, but caster is poisoned
PossessCritical Success Also rolls Minor Demonic Attribute · Critical Failure Demon takes control instead; also rolls Minor Demonic Attribute
Power WordCritical Success Choose targets, cast a second Power Word · Critical Failure Casts Draining Word instead
PushCritical Success Enemy takes damage; ally push ±3" · Critical Failure Caster pushed away instead
Raise ZombieCritical Success May add a ghoul instead · Critical Failure Fails (OoG) or opponent places zombie (in-game)
Reveal SecretCritical Success 3 treasure-table rolls, keep one · Critical Failure -1 Will next game
Scatter ShotCritical Success +1 elemental attack vs. every enemy within 12" · Critical Failure Own warband within 12" takes a +0 elemental attack
ShieldCritical Success Also +2 Fight vs. shooting rest of game · Critical Failure Can't recast rest of game
SlowCritical Success Also -2 Move · Critical Failure Cast on the caster instead
SpelleaterCritical Success Cancels two spells, no damage · Critical Failure Cancels all caster's own spells; 2 damage
Steal HealthCritical Success Caster +1 Fight, target -1 Fight rest of game · Critical Failure 1 extra Health lost; target regains 1 Health
StrengthCritical Success Also +1 damage in melee rest of game · Critical Failure -1 Fight rest of game
Strike DeadCritical Success No casting damage; spellcaster/captain also rolls a permanent injury · Critical Failure Cast against the caster
SuggestionCritical Success Move target 8" (no damage) or 3" (if damage possible) · Critical Failure Cast on nearest treasure-carrying ally, opponent decides movement
Summon DemonCritical Success Major demon + Major Demonic Attributes roll · Critical Failure Demon in combat with caster (imp/minor/major by roll)
TelekinesisCritical Success Move treasure 10", free pickup on contact · Critical Failure Opponent may move the treasure 6"
TeleportCritical Success One more action this activation · Critical Failure Moves randomly instead
Time StopCritical Success Normal second action still taken · Critical Failure Max one action next activation
Time WalkCritical Success Doesn't count as an action · Critical Failure Removed from table; returns on a 6+ each turn
TransposeCritical Success Retarget freely, no resistance roll · Critical Failure Caster swaps with a random ally
True SightCritical Success Range increased to 12" · Critical Failure Can't recast rest of game
WallCritical Success Wall of fire: 2 elemental damage on contact · Critical Failure All caster's walls removed; can't recast rest of game
Wizard EyeCritical Success 360° vision atop terrain · Critical Failure Can't recast rest of game
Write ScrollCritical Success Scroll casts as a Critical Success when used · Critical Failure Destroys a random scroll in the vault

Wizard states

Three mutually exclusive states a wizard may take on, each from its own supplement. Taking one clears any other; the app tracks all of the mechanical effects below.

Lich (Thaw of the Lich Lord)

Cast by the wizard (Necromancer / CN 20 / Out of Game) to tear his soul from his body and animate his own corpse. Success makes him a Lich outright; failure scales with how badly the roll was missed.

Missed byPenalty
1–5−1 level, −1 Health stat.
6–10−3 levels, −2 Health, −1 Will, 1 random permanent injury.
11–15−5 levels, −3 Health, −2 Will, 2 random permanent injuries.
16–20−8 levels, −6 Health, −2 Will, 3 random permanent injuries.
21+The wizard's soul is lost — unrecoverable by any means.

As a Lich:

  • 150 XP per level instead of the usual 100.
  • May never spend a level-up on Fight or shoot.
  • Will is capped at +10, Health at 25.
  • May never learn Transcendence or Familiar.
  • The Rangifer refuses to join a warband with a Lich in it.
  • Subject to all undead rules, but immune to Control Undead, Poison Dart, Restore Life and the Elixir of Life.
  • Heal, Miraculous Cure and Restore Life only affect undead.
  • Animal Companion yields undead animals.
  • May still have an apprentice (fully human and unaffected) and recruits soldiers as normal.
Beastcrafter (Into the Breeding Pits)

A three-tier track, drunk in as the Elixir of the Beastcrafter converts a level-up into an advancement instead of a normal stat gain. Each tier needs a minimum wizard level and adds a gc surcharge to every soldier hired afterward.

TierNeeds levelSoldier surchargeGrants
Beastcrafter I5+2gc+1 to cast Control Animal; adds boar and ice spider to the Animal Companion options; soldiers cost +2gc.
Beastcrafter II10+10gc+1 to cast Animal Companion; up to 2 companions per spellcaster; may learn Animal Manipulation; soldiers cost +10gc.
Beastcrafter III15+20gcMay learn Animal Mutation; picks one permanent Animal Feature; soldiers cost +20gc.

Animal Feature (one, picked permanently at Tier III):

  • Claws — Always counts as armed.
  • Fast — +1 Move.
  • Night Vision — +6" line of sight in darkness.
  • Poison Resistance — May self-cure poison with a Will-10 roll.
  • Scales — +1 Armour.
  • Wings — No falling damage; may glide.
Pact-holder (Forgotten Pacts)

Forged at wizard level 10, 25, 50 (max 3 pacts), each needing a demon's True Name in the vault by the book — the app only checks the level requirement, so track the True Name yourself. Each pact pairs one Sacrifice (a recurring cost) with one Boon (a permanent benefit). Breaking a pact costs 1 level and 1 Health per Sacrifice held.

Sacrifices:

  • Blood — Start each game at −4 Health.
  • Tithing — Discard one treasure token after the game, or pay 10gc if none was found.
  • Worship — One warband member must sit out the game performing devotions.
  • Arcane Energy — A randomly chosen known spell may not be cast this game.
  • Prayer — The wizard's first activation is limited to a single movement action.

Boons:

  • Demonic Endurance — Never treated as Wounded below 5 Health.
  • Demonic Power — Roll a random Minor Demonic Attribute for the wizard.
  • Lost Secrets — Reroll one treasure-table result per game.
  • Pentaculum — Bind Demon can imprison the demon in an amulet, discardable for +3 to an Out of Game Casting Roll.
  • Twist of Fate — Once per game, reroll any one die roll made by your warband.
  • Chilopendra Soldier — (Tiszirain pact only) add a willing chilopendra to the warband as a soldier slot.
Ghost Archipelago

A separate Osprey ruleset, not a Frostgrave supplement — a Heritor and a Warden lead a Crew across the Lost Isles instead of a Wizard leading a Warband. Nothing here is hireable and it has no source-book toggle.

Ghost Archipelago is a related but separate Osprey ruleset — a Heritor (caster) and Warden (nature-magic specialist) lead a Crew across a chain of islands instead of a Wizard leading a Warband — so nearly everything below is structurally new relative to the Frostgrave rulebook, even where the mechanics closely parallel it. A few stat-block values could not be confirmed and are marked with "?".

New core mechanics

Turn order is Heritor phase → Warden phase → Crew phase → Creature phase (3-step AI: fight if engaged, shoot/close on the nearest visible foe, else random move). Combat/shooting math mirrors core Frostgrave closely (Fight/Shoot rolls, cover, push-back), with an optional Critical Hit rule (natural 20 auto-wins and doubles damage) and an optional Wounded rule (≤4 Health = 1 action & -2 to all rolls).

Crew composition
Max 10: 1 Heritor + 1 Warden (mandatory, only one ever per crew) + up to 8 crewmen (max 4 paid Specialists). All rolls use d20.

Building a Heritor
Picks 5 of 30 shared Abilities (one at Utilization Number 3, four at UN5); may raise one non-Armour stat by +1; 5 item slots.

Utilization Rolls & Blood Burn (signature new subsystem)
Using a Heritor Ability costs 1 self-damage ("Blood Burn") to attempt, +2 more on a failed d20-vs-UN roll. Extra attempts the same turn stack a penalty to the UN: +0/+3/+6/+9/+12/+15 for the 1st–6th attempt — a practical cap of ~6/turn.

Building a Warden
Base M6 F+1 S+0 A10 W+4 H14; picks a Branch (below); learns 4 starting spells (3 in-Branch, 1 out-of-Branch at +4 Casting Number); 3 item slots; can never wear armour or a shield.

Split Stats
Notation like "+2/+3": first number is the true/base stat for leveling, second is the current effective stat for rolls.

Empowering & resisting spells
A Warden can empower a cast (or her own resistance roll) by trading Health 1-for-1, even to the point of a killing cast. Targets resist vs. the higher of the final Casting Roll or 14.

Swimming Rolls
Activating in deep water needs a Will roll (TN5, modified by armour/shield/treasure); fail = no activation + damage. Amphibious/Aquatic traits bypass it entirely.

Small Boats
Capacity 6, moves 2"+1"/rider (max 6"), -1 Fight/Shoot aboard, boarding needs a Fight roll; can be attacked (Fight+0/Armour14/Health30).

Map Stones (campaign win condition)
10 unique, unsellable clue-items toward the legendary Crystal Pool; +20 XP each; collecting all 10 is the stated campaign endgame.

New Recruits
If only the Heritor dies, the Warden's level sets the replacement (capped gains); if only the Warden dies, it's the Heritor's level ÷3. Both dying disbands the crew.

Heritor Abilities

Every Heritor is built à la carte from this same list — there's no archetype/class system the way Frostgrave has ten wizard schools.

BackswingUtilized when… Wins a fight, still in combat · Effect Free extra fight action against an engaged foe.
Burning EyesUtilized when… Enemy tries to move into combat · Effect Target Will TN16 or its move stops 1" short.
Catch MissileUtilized when… Targeted by a bow/crossbow 6"+ away · Effect Shot automatically fails.
Crushing BlowUtilized when… Wins hand-to-hand combat · Effect +3 extra damage.
DazeUtilized when… During own activation · Effect Target within 6" Will TN16 or loses next activation.
DeadeyeUtilized when… Hits with a ranged weapon on natural 18–19 · Effect Counts as a critical hit.
Death StrikeUtilized when… Wins combat on natural 18–19 · Effect Counts as a critical hit.
DisarmUtilized when… Wins hand-to-hand combat · Effect No damage; strips one of the foe's weapons for the game.
EvadeUtilized when… Activated while in combat · Effect Free 1" reposition move before other actions.
FlingUtilized when… Wins hand-to-hand combat · Effect +1 damage; may push the loser up to 4", even into another combat.
HurlUtilized when… During own activation · Effect 8" thrown-debris shooting attack using Shoot; +3 damage.
IntuitionUtilized when… Start of turn · Effect Automatically wins Initiative.
IronskinUtilized when… Takes damage · Effect Reduce it by 4 (can zero secondary effects like poison too).
LeapUtilized when… Own activation, not in combat · Effect Full-Move leap in a straight line, including upward; both actions gives a 1.5× leap.
LungeUtilized when… A figure moves within 3"+LoS · Effect May force combat with it at range.
Mightly StrengthUtilized when… After a Fight roll or combat win · Effect +5 to that roll, or +1 damage on a win.
MindcloudUtilized when… Own activation · Effect No one may force combat with the Heritor this activation.
MitigationUtilized when… Suffers 5+ damage from one source · Effect Reduce it to 5.
Mystic EnergyUtilized when… Start of own activation · Effect Counts as wielding a +2 Fight magic weapon for the turn.
RegrowthUtilized when… Before a game · Effect Heal one permanent injury or ignore a Badly Wounded/Niggling penalty.
ShadowfoldUtilized when… Targeted by a shot while in/near cover · Effect Shot auto-misses, no roll made.
Spark of LifeUtilized when… Own activation · Effect Heal up to 5 damage on an ally within 1"+LoS.
SpellshieldUtilized when… Named target of a spell · Effect Spell auto-fails; caster loses the action.
SprintUtilized when… Own activation · Effect +2 Move for the rest of the activation.
Stand FirmUtilized when… Would be forcibly moved · Effect Choose not to move, or move less.
SteelheartUtilized when… After any Will roll · Effect +5 to that roll.
SurgeUtilized when… Own activation · Effect Extra non-movement action (max 3 total).
TrickshotUtilized when… Declares a shooting action · Effect Ignores cover/terrain modifiers (still needs LoS).
WaterlungUtilized when… Own activation / before a Swimming Roll · Effect Counts as amphibious for the game.
WraithwalkUtilized when… Own activation · Effect Moves through terrain/rough ground/water as if not there.
Warden branches & spells
Beast WardenFocus Animal study & companionship · Mechanical hook Summoning, controlling, empowering animals.
Earth WardenFocus Rock and earth as a living whole · Mechanical hook Shaping/moving earth & stone (walls, pits, projectiles).
Storm WardenFocus Wind, rain, lightning · Mechanical hook Weather manipulation, ranged lightning, movement denial.
Vine WardenFocus Plants and flora · Mechanical hook Manipulating and communicating with vegetation.
Wave WardenFocus Water as Nature's purest expression · Mechanical hook Tides, water-based movement/attacks, amphibious buffs.

Beast Cry / Beast Strength / Command Creature / Control Animal / Envenom / Summon Animal Beast
Random-encounter trigger, +1 Fight buff, forced action on an uncontrolled animal, animal recruitment, weapon poison, and a summoned animal ally.

Earth Blood / Earth Wave / Earthen Wall / Parapet / Pit / Projectile Earth
+2 Health buff, treasure-token shove, destructible earth wall, permanent stone cover, a collapsing pit trap, and a +3 magic shooting attack.

Cloud Cover / Dust Devil / Lightning Strike / True Flight / Wind Blast / Wind Walk Storm
Battlefield-wide LoS reduction, a temporary whirlwind creature, a delayed +6 strike, a ranged-attack buff, a forced 4" shove, and free flight-like movement.

Bark / Brambles / Ladder / Plant Walk / Snare / Warp Weapon Vine
+1 Armour buff, a climb-penalizing hedge, a permanent free ladder, moving a terrain piece, an escalating root-snare, and a weapon-damaging curse.

Amphibious / Current / Mist / Pool / Water of Life / Wrath of the Waves Wave
Amphibious buff, water-borne push, a cover-granting mist cloud, a conjured sinkhole pool, a 3-Health heal, and a +5 attack near water.

Crew types & gear

General equipment classes: Throwing Knife/Dagger/Hand Weapon/Two-Handed Weapon/Staff/Bow/Crossbow/Unarmed/Shield/Light Armour/Heavy Armour, functioning much like their core-rulebook equivalents; Armour is capped at 14 regardless of stacking.

Standard CrewmanM 6 · F +2 · S +0 · A 10 · W ? · H ? · Cost Free · Notes Hand Weapon/Two-Hander/Staff/Hand+Shield; 1 magic-only item slot.
ArcherM 6 · F +2 · S +2 · A 11 · W +0 · H 10 · Cost 50gc · Notes Bow, Quiver, Dagger, Light Armour.
CrossbowmanM 6 · F +2 · S +2 · A 11 · W +0 · H 10 · Cost 50gc · Notes Crossbow, Quiver, Dagger, Light Armour.
InfantrymanM 6 · F +3 · S +0 · A 11 · W +1 · H 12 · Cost 50gc · Notes Two-Handed Weapon, Light Armour.
Man-at-ArmsM 6 · F +3 · S +0 · A 12 · W +1 · H 12 · Cost 50gc · Notes Hand Weapon, Shield, Light Armour.
Pearl DiverM 6 · F +3 · S +0 · A 10? · W +0 · H 12 · Cost 50gc · Notes Hand Weapon, Amphibious.
GuideM 7 · F +2 · S +2 · A 11 · W +1 · H 10 · Cost 75gc · Notes Staff, Bow, Quiver, Light Armour.
Tomb RobberM 7 · F +3 · S +0 · A 11 · W +2 · H 12 · Cost 75gc · Notes Hand Weapon, Dagger, Light Armour.
FreebooterM 5 · F +4 · S +0 · A 13 · W +2 · H 12 · Cost 100gc · Notes Hand Weapon, Shield, Heavy Armour.
MercenaryM 5 · F +4 · S +0 · A 12 · W +2 · H 12 · Cost 100gc · Notes Two-Handed Weapon, Heavy Armour.
ScoutM 7 · F +2 · S +2 · A 11 · W +2 · H 12 · Cost 100gc · Notes Bow, Quiver, Hand Weapon, Light Armour.
SavageM 6 · F +4 · S +0 · A 10 · W +0? · H 14 · Cost 100gc · Notes Two-Handed Weapon.
CrackshotM 5 · F +2 · S +3 · A 12 · W +1 · H 12 · Cost 100gc · Notes Crossbow, Quiver, Hand Weapon, Heavy Armour.
HerbalistM 6 · F +1 · S +0 · A 11 · W +3 · H 12 · Cost 100gc · Notes Hand Weapon, Light Armour, 3 item slots (2 herb/potion-only); can dose an ally within 1".
HunterM 6 · F +2 · S +2 · A 11 · W +3 · H 12 · Cost 100gc · Notes Two-Handed Weapon, Bow, Quiver, Light Armour, +2 Fight vs. Animals.
WarhoundM ~8 · F ~+1 · S +0 · A 10? · W ? · H ? · Cost 250gc (ship upgrade) · Notes Doesn't count vs. crew limit; can't carry treasure.
Treasure

Treasure Table results run gold → Herb/Potion → Weapon/Armour → Magic Item → Map Stone as the roll climbs (1–22, with +2 possible for central treasure). Plus a full Weapons & Armour enchantment table (Superior/Magic variants of every weapon class, a Bright Shield, three tiers of Magic Light Armour, a Ring of Protection) and 10 unique, unsellable Map Stones (Arkliss, Breenlin, Cortavious, Dyrenten, Eccorient, Foqueth, Gaelbys, Huventh, Indruline, Jancis) driving the campaign's endgame.

Water of LifeRestores 3 Health; cures Poison.
Fury Leaves-2 Will; +1 extra damage on combat wins.
Smoke GlassThrown 6": 2"×2" smoke cloud blocks all LoS.
Quickbeam Root+2 Move, -2 Will.
PoisonCoats a weapon; next damaging hit poisons the victim.
StinkwortUncontrolled animals ignore this figure for movement if a crewmate is within 10".
Fireheart Green+1 action next activation (max 3); the figure takes 2 damage.
Ironbark Powder+1 Armour, -2 Will.
NightnockCures a disease that would force missing a game.
Deloean RootRepels giant wasps/jungle ticks.
Dremlocke Weed+2 to all Will rolls for the game.
ScalegrassRepels large snakes/anacondas.
Farlight Leaf+1 Shoot, -1 Fight, -1 Will.
GillivourtAuto-passes all Swimming Rolls this game.
Potion of Free FallNo falling damage regardless of distance.
TraikwheatSaurians get -1 Fight vs. this figure.
RiprootWeapon coating; next hit does +6 damage vs. snake-men.
Philtre of Fairy FireWarden only: +1 to all Casting Rolls, -3 Will.
Potion of RegenerationShip-stored; ignore a permanent injury after a game.
Lingle BerriesShip-stored; d20 15+ revives a killed figure.
Divining RodsPre-Initiative, d20 12+ moves a non-central treasure token up to 3".
Ring of Will+1 Will.
Necklace of Life+1 Fight, +1 Armour vs. undead.
Armlet of Strength+1 damage on hand-to-hand wins.
Golden SnakeDiscard to instantly cure Poisoned.
Boots of Swimming+3 to Swimming Rolls.
Ring of Slow FallNever takes falling damage.
Cloak of ShadowsNo one can draw LoS to wearer beyond 18".
Magic BeansDiscard to place a 4" vegetation band blocking LoS.
Idol of Power (2)Warden only: 2 power points/game usable like Health to empower.
FireflaskDiscard, thrown 6": clears vegetation in a 2" diameter.
Piscian HelmetWearer counts as amphibious.
Blood DollDiscard on taking damage to reduce it by up to 2.
Gloves of ClimbingOnce/game: no climbing penalty for the rest of the turn.
EyestoneHeritor's crew treats Initiative as +2.
Gemstone of CastingWarden only: once/game +3 to a Casting Roll.
Bag of HoldingTreasure-carrying penalty becomes only -2 Move.
Jade FigurineDiscard to summon a random animal ally for the game (once/game).
Hearthstone AmuletDiscard+action to safely remove a figure from play, drops treasure, returns full-health next game.
Fate StoneOnce/game re-roll any die, keep either result.
Bestiary

Animals 13 types
Anaconda (Crushing Attack, Coils) · Blood-drinker Bat (Flying) · Crocodile (Amphibious, Powerful) · Giant Wasp (Flying, Poison) · Gorilla · Ground Sloth (Large, Powerful, Poor Senses) · Jungle Tick (Latch On, Disease) · Large Lizard (Poison) · Large Snake (Poison) · Mountain Goat (Horns) · Screamer Monkey (Attract Predators, Expert Climber) · Snapping Turtle (Amphibious, Powerful) · Soldier Crab (Amphibious, Never Wounded) · Tiger (Camouflage, Powerful) · Tree Spider (Poison, Expert Climber) · Warhound.

Saurians 4 types
Monarch (M6 F+8 A12 W+5 H28): Large, Powerful, Terrifying, Roar (AoE stun on a kill); killing it is worth a +30 XP bonus. Razorbeak: Large, Flying, flees when hurt. Sailback: Large, Powerful. Stalker: Flank Attack (first supporter gives +4 instead of +2).

Sentient Races 7 types
Drichean Warrior & Archer · Eritherean (Large, Non-Aggressive if Unhurt, Never Unarmed) · Island Troll (Large) · Snake-Man Warrior (Poison) · Tribal Warrior & Tribal Hunter (Poison).

Undead 6 types
Dust Devil (temporary summon) · Ghoul · Island Shade (Ethereal) · Skeleton · Spirit Warrior (Semi-Ethereal) · Swamp Zombie (Amphibious).

Aquatics 4 types
Needlefish · Octopike (Ensnare) · Sea Serpent (Large, Massive Jaws ×3 damage, Long Reach) · Shark (Large, Powerful, Attract Sharks — can chain-spawn up to 4 on the table).

Demons 3 types
Cortiki: Amphibious, immune to non-magic weapons. Gorgon: Poisoned attacks (incl. shooting), Stone Gaze (Will-roll aura that can outright petrify a figure at 12"/LoS), immune to critical hits, never forces combat. Souldweller: fights with Will instead of Fight, immune to non-magic weapons; winning a fight possesses the loser's body (Heritors/Wardens immune).

Ships & campaign systems

Injury/Death: crewmen roll d20 (1–4 dead / 5–8 miss a game / 9+ fine); Heritor/Warden use a dedicated Survival Table plus a 10-entry Permanent Injury Table (split-stat penalties). Experience: Heritor and Warden level up on fully separate tracks (100 XP/level each), each choosing between a stat increase, a lower Utilization/Casting Number, or a new ability/spell (gated to roughly one new one per 4–5 levels). Buying items requires a d20 12+ availability roll at 2× sell price, once per item per mainland trip (200gc round trip, 175gc with Swift Sails).

KennelCost 250gc · Effect Adds a Warhound crew slot outside the normal limit.
LaunchCost 300gc · Effect One small boat gets +1" move (max 7").
Magnetic CompassCost 200gc · Effect Roll 2 dice for table-edge priority, keep either.
Herb ChestCost 100gc · Effect +5gc whenever selling a herb/potion.
Swift SailsCost 120gc · Effect Mainland trip costs 175gc instead of 200gc.
Chart RoomCost 400gc · Effect Heritor +10 XP after each game.
Recovery RoomCost 600gc · Effect Requires a Herbalist; re-roll one crewman's survival roll/game.
Warden's WorkshopCost 300gc · Effect Warden +5 XP after each game.
Extra QuartersCost 1,000gc · Effect Allows 5 Specialists instead of 4.
Weapons LockerCost 600gc · Effect One standard crewman gets a free Superior Hand Weapon each game.
Traps in Ghost Archipelago (Spellcaster Issue 2)

Mirrors the Frostgrave trap rules (Into the Breeding Pits) for Ghost Archipelago. A natural 1 on initiative springs a trap: that player picks the target (any figure, including uncontrolled creatures) and rolls the Trap List; effects resolve immediately, before other actions. Optional "Treasure Traps": a Random Encounter roll of 1 while picking up treasure means it was trapped.

Heritor, Trapper+5
Warden, Guide, Scout+3
Tomb Robber, Hunter, Savage+2
1. Poison Darts+3 attack vs. target and others within 1"; poisonous.
2. PitMove TN16 or fall into a 2" pit (3" deep, +0 attack); becomes permanent terrain. Climb out: action + Move TN14 (+4 if a friendly figure is at the edge, no enemies within 1").
3. Spiked PitAs Pit, but +5 attack.
4. Cursed MonolithWill TN12 each activation or no actions, until it succeeds once; stays on the table for others to trigger. Heritor/Warden contact = +5 XP.
5. Diseased MosquitoHealth TN14 or miss the next game (reroll if target is a Heritor).
6. Death From AboveRoll a Level 1 Random Encounter creature; Move TN12 determines whether it lands in combat or up to 2" away.
7. Hypnotic Marsh GasWill TN14 or an opponent may move the figure up to 4" (can force it into combat).
8. QuicksandMove TN16 or fall into a 2"-diameter quicksand circle (deep-water rules while inside).
9. Rolling BoulderAn opponent draws a 12" line; everyone under it: Move TN12 or +5 attack.
10. Bear TrapMove TN14 or 2 damage and immobilized until freed (action + Fight TN14 by self or an adjacent figure).
11. Annoying MonkeyMove TN14 or a monkey (screamer monkey stats) steals a random equipment item and flees toward the board edge.
12. Diamond Dart+3 attack, -2 Armour (min 10) on hit; +25gc to the crew if it hits without dropping the target.
13. Swarm of BeesWill TN15 or a 1"-radius insect cloud gives -4 Fight/-4 Shoot; escape via Will TN15 each turn.
14. Deadfall+2 attack (+2 damage) vs. target and anyone within 1".
15. Jungle TickWill TN18 or a jungle tick appears in combat.
16. Fungal SporesWill TN14 or 1 action next activation; fail by 5+ = 2 damage and no actions.
17. Leeches-2 Fight/-2 Will until removed (action + Fight TN14, 2 damage per failed attempt). Undead immune.
18. Grasping VinesMove TN14 or entangled until freed (action + Fight TN12 by self or adjacent figure).
19. Geyser+3 attack, -2 Armour (min 10) on hit; leaves a 2" pool of deep water behind.
20. Exploding Sap PodMove TN16 or -2 Move for the rest of the game.
Trapper6 - +2 - +0 - 11 - +1 - 12 - Light Armour, Two Daggers. Once/game may treat an initiative roll of 2 as a 1 to spring a trap.
Frostgrave Mech War (Spellcaster Issue 2)

A generic mech-vs-mech variant reusing the core engine. Alternate activating one mech at a time until one side is exhausted, then the other side activates all that remain. "Health" is renamed "Structure." A mech may fire multiple weapons in one shoot action, but each weapon fired that turn adds a cumulative -1 to all its shooting rolls that turn. For every full 5 points of damage from a single attack, the mech suffers one Critical Hit (stacking).

1–3Engine Damage: -1 Move
4–6Servo Damage: -1 Fight
7–9Targeting Glitch: -1 Shoot / -1 Armour
10–12Cracked Armour: +5 Structure damage
13–15Internal Explosion: random weapon destroyed
16–18Weapon Hit: mech destroyed
19Reactor Hit: pilot killed, mech destroyed
20Cockpit Hit: mech destroyed
Ulterior Motives in Ghost Archipelago (Spellcaster Issue 3)

Ports the Frostgrave "Ulterior Motives" card system to Ghost Archipelago. Each player secretly draws one card after table edges are set but before deployment; cards specify optional Red Herring terrain/creatures to disguise the true objective. Common terrain: Arcane Disk, Gateway, Pit, Runic Stone, Sarcophagus, Statue, Trap Door, Zombie.

The Forgotten Tomb
Open a sarcophagus (Fight TN16) to trigger a Will TN14 check on everyone within 12"; retrieve a magic weapon reward.

The Golden Pool
Retrieve gold from a pit; a second attempt risks summoning a golden demon.

The Broken Map
Standing on an arcane disk spawns 4 swamp zombies; a Will roll grants XP and a treasure-roll bonus.

The Ancestral Gate
Standing in a gateway risks an island shade appearing; success grants a choice of XP, treasure roll, or a free specialist.

Death Do Us Part
Killing a swamp zombie lets a crew member recover a ring of random nature.

Weapons Cache
Opening a trap door (Fight TN14) grants a Weapons and Armour Table roll, but releases two Drichean warriors.

The Boundary Stone
Ripping out a runic stone (Fight TN18) unleashes four island shades that head for the far table edge.

The Forgotten Saint
Pledge gold at a statue for a chance to heal an injury or gain XP.

High-Level Heritors (Spellcaster Issue 5)

Blood Burn still costs Health per power attempt and still damages on failure, but the damage shrinks (never to zero) as the Heritor levels. Specialist Crew caps at 4 early on, rising to 8 of 8 crew by level 40. Legendary Crew unlock at Heritor level 10, occupying a specialist slot each (a level-10 Heritor could run 5 specialists, or 1 Legendary + 4 specialists). Building a High-Level Heritor: pick a level (= total advancements) → take advancements one at a time → roll the Treasure Table once per level (reroll Map Stones) → recruit a Warden at level ÷ 3 (round up), who takes one advancement per level → hire crew up to the table's limits → distribute the accumulated treasure. Hiring Legendary Crew requires returning to the mainland; survival uses the Heritor/Warden Survival Table (main rulebook p.59) with "Close Call" treated as "Full Recovery" and "Smashed Jaw" rerolled.

0–4 / 5–9 / 10–14 / 15–195 / 6 / 7 / 8
20–24 / 25–29 / 30–34 / 35–399 / 10 / 11 / 12
40–44 / 45–49 / 50+13 / 14 / 15 (hard cap)
Arachnid Master300gc - 6 - +3 - — - 11 - +3 - 12 - Immune to poison, poisons own weapons, +2 Fight vs. spiders. Comes with a Spider Pet (M6 F+0 A8 W+5 H4, Expert Climber, Poison) that group-activates within 3" for a +1 support bonus; replaced free if killed. 3 item slots.
Boarhound200gc - 7 - +3 - — - 12 - +4 - 14 - Animal, Tusks (+2 Fight if it charges into combat), Unique Musk (any animal fighting it suffers -1 Fight). Cannot carry items/treasure.
Dreamweaver300gc - 6 - +3 - — - 11 - +5 - 12 - Rerolls one treasure result post-game (not Central Treasure); 11+ on a die gives +5 XP to Heritor or Warden. +3 Fight vs. shooting; anyone in base contact suffers -1 Fight.
Drichean Kin-slayer300gc - 5 - +4 - — - 13 - +2 - 12 - Shield, Heavy Armour, 3 Drichean Martial Disciplines (Cities of Bronze p.14). Joins on a 17+ roll after any game (no mainland trip needed); blocks hiring other Drichean soldiers; Will TN14 or the crew fails to gain Drichean kingdom favour.
Ulterior Motives III (Spellcaster Issue 5)

Eight further Ulterior Motive cards for Ghost Archipelago (the same reusable secret-objective sub-system introduced in Issue 3).

Golden Teeth
Kill a zombie to reveal golden, diamond-set teeth; secure them for 220gc treated as cash.

The Geyser
A timed geyser eruption lets an adjacent figure bathe a weapon to make it magic (+1 Fight if mundane).

Box of Snakes
Open a cursed sarcophagus (Fight TN14) to release two large snakes and two special treasure tokens exchangeable for Golden Snake items.

The Silver Helm
A Will Roll TN14 removes a helmet hidden on a statue, securing a Piscian Helmet.

Farsight
Reciting a prayer in a gateway (Will TN18) grants bonus XP by which figure succeeds.

Bait and Switch
Revealing at a trap door swaps the central treasure onto it, wherever it currently is.

The Cursed Stone
Touching a runic stone punishes enemies with a +5 attack but rewards your own figures with XP and a treasure reroll.

The Point of Power
A Warden casting spells atop an arcane disk gets +4 to the roll and bonus XP per cast (max +100).

Giant Tortoises (Spellcaster Issue 6)

A full new mount/pack-animal subsystem. After any game, a Heritor may attempt a Will Roll TN20 to find a tribe selling one for 300gc; further tortoises cost 250gc in ship modifications. Don't count against crew limit (max 5 in a crew); activate only alongside an adjacent crew member (once/turn, max 4.5" move); survival rolled as a specialist crewman if killed. As a mount: one action to mount/dismount; follows small-boat rules but moves on land, carries up to 3 riders, may make two move actions/turn (4.5" total); never counts as In Combat itself; a rider may attack anyone in base contact with the tortoise without the usual -1 Fight penalty. Carries up to 15 items total (each rider uses 5 capacity); anyone on/adjacent may exchange a carried item. Attacking an unarmoured part costs -2 Shoot/Fight but treats Armour as 12 instead of 16. Never jumps, climbs above ~1", or picks up treasure; may never use items.

M 3 · F +0 · Sh — · A 16 · W +3 · H 14 · Notes Animal, Armoured Shell, may serve as mount, carrying capacity 15.
Ulterior Motives (Spellcaster Issue 7)

16 new cards, bringing the Ghost Archipelago Ulterior Motives set (Issues 3, 5, and 7 combined) to 40 cards — matching the original Frostgrave set size.

Mercy Re-Killing
Killing a zombie lets a crew member recover a necklace worth a ruby (60gc).

The Mirror of Antosis
Passing through a gateway (Will TN8) splits a figure in two at half Health each, merging again at game end.

Rise like the Phoenix
Standing on an arcane disk risks possession by a fiery demon, granting combat bonuses and Flying.

Sundial
Revealing on an arcane disk deals 2 damage to everyone in LoS but grants XP per figure hit.

Down the Pit
A crew member near a pit can pull out a rescued crewmate (Health 5) on an 11+.

Gateway of Nedrezzar
Speaking an incantation in a gateway (Will TN16) places a bonus special treasure token.

Revenge Served Cold
An opponent controls a zombie; XP swings depending on who kills it and when.

Summon the Worm
A ritual at a pit (Will TN18) summons a giant worm and grants a free map stone.

The Golden Skull
Opening a sarcophagus (Fight TN14) secures a Golden Skull treasure or an equivalent roll.

The Secrets of Life and Death
Copying writings at a sarcophagus (Will TN14) grants the Warden +80 XP if secured.

Doorway to Neverwhen
Opening a trap door (Fight/Will TN16) lets the crew exit the table through it with any carried treasure.

The Buried Ship
Opening a trap door (Fight TN12) lets figures search for treasure inside over several turns.

Statue of the Troll
Speaking words of power (Will TN16) can animate a statue into an Island Troll that may join the crew.

Stone of Lost Knowledge
A Warden who succeeds a Will Roll (TN14) may, after the game, forgo XP earned to instead immediately gain a level and a new spell of choice (may temporarily exceed the normal spell cap for their level; no further new spells until legal again). Red Herrings: Swamp Zombie, Sarcophagus.

The Siren in Stone
A singing statue (Will TN16) heals or incapacitates everyone within 12" by their own Will roll.

The Rite of Fire
The Heritor may challenge a runic stone (immediate +5 attack) for a permanent Fight bonus and XP.