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Daggerheart Adversaries

Browse, search, filter, and sort adversaries. Data from the Daggerheart SRD.

Showing 6 of 129 (total 129)

ACID BURROWER

Tier 1 Solo

A horse-sized insect with digging claws and acidic blood.

Motives & Tactics: burrow, drag away, feed, reposition

Difficulty: 14|Thresholds: 8 / 15|HP: 8|Stress: 3
ATK: +3|Claws: Very Close|1d12+2 phy
Experience: Tremor Sense +2

FEATURES

  • Relentless (3) - Passive: The Burrower can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
  • Earth Eruption - Action: Mark a Stress to have the Burrower burst out of the ground. All creatures within Very Close range must succeed on an Agility Reaction Roll or be knocked over, making them Vulnerable until they next act.
  • Spit Acid - Action: Make an attack against all targets in front of the Burrower within Close range. Targets the Burrower succeeds against take 2d6 physical damage and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP and you gain a Fear.
  • Acid Bath - Reaction: When the Burrower takes Severe damage, all creatures within Close range are bathed in their acidic blood, taking 1d10 physical damage. This splash covers the ground within Very Close range with blood, and all creatures other than the Burrower who move through it take 1d6 physical damage.

BEAR

Tier 1 Bruiser

A large bear with thick fur and powerful claws.

Motives & Tactics: climb, defend territory, pummel, track

Difficulty: 14|Thresholds: 9 / 17|HP: 7|Stress: 2
ATK: +1|Claws: Melee|1d8+3 phy
Experience: Ambusher +3, Keen Senses +2

FEATURES

  • Overwhelming Force - Passive: Targets who mark HP from the Bear’s standard attack are knocked back to Very Close range.
  • Bite - Action: Mark a Stress to make an attack against a target within Melee range. On a success, deal 3d4+10 physical damage and the target is Restrained until they break free with a successful Strength Roll.
  • Momentum - Reaction: When the Bear makes a successful attack against a PC, you gain a Fear.

CAVE OGRE

Tier 1 Solo

A massive humanoid who sees all sapient life as food.

Motives & Tactics: bite off heads, feast, rip limbs, stomp, throw enemies

Difficulty: 13|Thresholds: 8 / 15|HP: 8|Stress: 3
ATK: +1|Club: Very Close|1d10+2 phy
Experience: Throw +2

FEATURES

  • Ramp Up - Passive: You must spend a Fear to spotlight the Ogre. While spotlighted, they can make their standard attack against all targets within range.
  • Bone Breaker - Passive: The Ogre’s attacks deal direct damage.
  • Hail of Boulders - Action: Mark a Stress to pick up heavy objects and throw them at all targets in front of the Ogre within Far range. Make an attack against these targets. Targets the Ogre succeeds against take 1d10+2 physical damage. If they succeed against more than one target, you gain a Fear.
  • Rampaging Fury - Reaction: When the Ogre marks 2 or more HP, they can rampage. Move the Ogre to a point within Close range and deal 2d6+3 direct physical damage to all targets in their path.

CONSTRUCT

Tier 1 Solo

A roughly humanoid being of stone and steel, assembled and animated by magic.

Motives & Tactics: destroy environment, serve creator, smash, target, trample groups

Difficulty: 13|Thresholds: 7 / 15|HP: 9|Stress: 4
ATK: +4|Fist Slam: Melee|1d20 phy

FEATURES

  • Relentless (2) - Passive: The Construct can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
  • Weak Structure - Passive: When the Construct marks HP from physical damage, they must mark an additional HP.
  • Trample - Action: Mark a Stress to make an attack against all targets in the Construct’s path when they move. Targets the Construct succeeds against take 1d8 physical damage.
  • Overload - Reaction: Before rolling damage for the Construct’s attack, you can mark a Stress to gain a +10 bonus to the damage roll. The Construct can then take the spotlight again.
  • Death Quake - Reaction: When the Construct marks their last HP, the magic powering them ruptures in an explosion of force. Make an attack with advantage against all targets within Very Close range. Targets the Construct succeeds against take 1d12+2 magic damage.

COURTIER

Tier 1 Social

An ambitious and ostentatiously dressed socialite.

Motives & Tactics: discredit, gain favor, maneuver, scheme

Difficulty: 12|Thresholds: 4 / 8|HP: 3|Stress: 4
ATK: -4|Daggers: Melee|1d4+2 phy
Experience: Socialite +3

FEATURES

  • Mockery - Action: Mark a Stress to say something mocking and force a target within Close range to make a Presence Reaction Roll (14) to see if they can save face. On a failure, the target must mark 2 Stress and is Vulnerable until the scene ends.
  • Scapegoat - Action: Spend a Fear and target a PC. The Courtier convinces a crowd or prominent individual that the target is the cause of their current conflict or misfortune.

DEEPROOT DEFENDER

Tier 1 Bruiser

A burly vegetable-person with grasping vines.

Motives & Tactics: ambush, grab, protect, pummel

Difficulty: 10|Thresholds: 8 / 14|HP: 7|Stress: 3
ATK: +2|Vines: Close|1d8+3 phy
Experience: Huge +3

FEATURES

  • Ground Slam - Action: Slam the ground, knocking all targets within Very Close range back to Far range. Each target knocked back this way must mark a Stress.
  • Grab and Drag - Action: Make an attack against a target within Close range. On a success, spend a Fear to pull them into Melee range, deal 1d6+2 physical damage, and Restrain them until the Defender takes Severe damage.
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