NokiMo
Michael R. Underwood
Michael R. Underwood

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Menagerie of Mayhem, Pt. 1 - Text-only

UPDATE: The PDF of Menagerie #1 is now available for Patrons at $10 and up. This text version here (not the PDF post) will contain all errata, including updates that haven't made it back into the PDF (as for that I need to pay a layout artist to make the revisions). If there are any questions about adversary text from this volume, refer to this post for the latest text.

Hi all! Today I'm bringing backers at $3 and up the text-only version of the first volume of the Menagerie of Mayhem. The pdf is currently in layout, using a different approach than Bastion of Hope, which should go more quickly (aka Menagerie has a more straight-forward layout design, while Bastion has a more involved, graphic design-forward presentation). That PDF version of Menagerie #1 will be posted for backers at $10 and up, then go on-sale at retailers.
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Welcome to the Menagerie of Mayhem! Making adversaries to use with the Daggerheart rules is one of my favorite ways of engaging with the game, and so I’m delighted to be bringing you the first installment of this series as I continue to explore the possibilities of adversary design.

In this first volume, you’ll find: a couple of multi-phase, boss fight-style Solo adversaries, the Blood Mage and the Young Thorn Dragon; major Social adversaries like the Trickster Spirit and the Herald of Conquest; and some new adversary groups like the Grinning Legion and the Congregation of the End. I hope you enjoy these foes in your own games!

-Mike Underwood aka “Monster Mike”

Tier 1 Adversaries (Level 1)


ARCANIST GUARD
Tier 1 Support
A magic-wielding guard with a ward-covered coat using magic to enhance their comrades.
Motives & Tactics: Create wards, strengthen allies, tag suspects, make it through the day
Difficulty: 11 | Thresholds: 4/9 | HP: 4 | Stress: 4
ATK: +0 | Wand: Far | 1d8 mag

Experience: Mage +2

FEATURES
Tag and Tail - Action: Make an attack against a target within Far range. On a success, mark a Stress to make the target Tagged. The Arcanist always knows the direction and distance of a Tagged target within a Very Far range. The Arcanist may only have one target Tagged at a time.

Empower Allies - Action: Spend 2 Fear and choose up to 3 allies within Close range to become Empowered. Empowered targets gain a +1d4 bonus to damage rolls. All instances of Empowered given by the Arcanist clear if they take Severe damage or at the end of the scene.

Spellshield - Reaction: When an ally within Close range would take damage, mark a Stress to reduce the severity by one threshold.

Warded Door – Reaction: When a PC investigates or tries to open a door in a place protected by the Arcanist, spend a Fear to reveal that it has been magically warded by the Arcanist and activate a Progress Countdown (4). Until the countdown is triggered, that door cannot be opened or unlocked.


BUSYBODY
Tier 1 Social
A meddling civilian determined to meddle with other people’s business.
Motives & Tactics: Exaggerate the truth, find gossip, glorify themselves, stir up controversy
Difficulty: 11 | Thresholds: 4/8 | HP: 2 | Stress: 4
ATK: -3 | Knife: Far | 1d4 phy

Experience: Local Knowledge +3, Gossip +3

FEATURES
Practiced Manipulator – Passive: Up to three times per scene, the Busybody may utilize an experience without spending Fear.

Meddling - Action: Spend a Fear to have the Busybody appear to harass anyone opposing their agenda. Each PC present must make a Presence Reaction Roll or mark a Stress.

Somebody Has to Do Something About This! – Action: Mark a Stress to have the Busybody rile up a crowd. Activate a Consequence Countdown (5). When the countdown triggers, the crowd takes drastic, ill-advised action and you gain 1d4+1 Fear. The Busybody may only have one of these countdowns active at a time.

How Rude - Reaction: When a target within Close challenges the busybody or their advice, mark a Stress to force the target to mark a Stress.


GRINNING WOLFRIDER
Tier 1 Standard
A Grinning Legion warrior with a bird-skull mask wielding a short spear and riding a cackling wolf.
Motives & Tactics: Cause panic, encircle and harry, mock targets
Difficulty: 11 | Thresholds: 5/10 | HP: 3 | Stress: 2
ATK: +0 | Spear: Very Close | 1d6+2 phy

Experience:  Malicious +2, Keen Senses +2

FEATURES
Mounted Duo - Passive: The Wolfrider can move up to a Far range as part of their action. If they move at least a Close distance before making an attack, they gain advantage on the attack.

Menacing Howl – Action: Spend a Fear to force all targets within Close distance to make a Presence Reaction Roll or lose a Hope.

Run Down - Reaction: When a target moves from within Very Close distance, mark a Stress to move into Melee range with them and make an attack. On a success, they take an additional 1d6 damage and become Vulnerable until they next take the spotlight.


GRINNING LEGION MOB
Tier 1 Horde (3/HP)
An unruly mob of nihilistic ruffians from smaller-statured ancestries – goblin, halfling, goblin, and more.
Motives & Tactics: Find humor in horror, scream so they don’t cry, thrive on fear
Difficulty: 10 | Thresholds: 5/10 | HP: 5 | Stress: 3
ATK: -1 | Claws and Knives: Melee | 1d8+2 phy
Experience: Annoying +2

FEATURES
Horde (1d4+1) – Passive: When the Mob has marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.

Make a Ruckus – Action: Mark a Stress to have the Mob yell and jeer in a cacophony, which unnerves all nearby. All targets within Close must make an Instinct Reaction Roll or mark a Stress.


NOXIOUS ZOMBIE
Tier 1 Support
A walking corpse emitting a cloud of toxic gas from various holes in its body.
Motives & Tactics: Consume flesh, flush out prey, sicken the living
Difficulty: 10 | Thresholds: 4/8 | HP: 3 | Stress: 3
ATK: +0 | Clumsy Bite: Melee | 1d4+2 phy

Experience: Disgusting +2

FEATURES
Sickening Aura - Passive: A PC that makes an action roll within Very Close distance of the Noxious Zombie must mark a Stress.

Toxic Breath - Action: Mark a Stress to breathe out a cloud of sickening gas that extends out to a Very Close distance. All targets within or that enter the cloud must make a Strength Reaction Roll or take 1d10 direct physical damage. Activate a Countdown (3). When it triggers, the cloud dissipates.

Like a Balloon - Reaction: When the Zombie is defeated, spend a Fear to have it burst, releasing its gas. Every PC within Close distance of the Zombie’s last location must make a Strength Reaction Roll or mark 2 Stress. On a success, they still mark a Stress.

POSSESSED TOWNSFOLK
Tier 1 Horde (5/HP)
Everyday people possessed by malevolent spirits or mind controlled by a magic-user.
Motives & Tactics: Destroy the living, obey orders, reflect suppressed humanity.
Difficulty: 11 | Thresholds: 5/11 | HP: 6 | Stress: 2
ATK: +0 | Clubs & Pitchforks: Melee | 1d8+2 phy

Experience: Self-Sufficient +3

FEATURES
Horde (1d4+1) - Passive: When the Townsfolk have marked half or more of their HP, their standard attack deals 1d4+1 physical damage instead.            

Not in Control – Passive: When attacking the Townsfolk, PCs must mark a Stress or take disadvantage on their attacks. When the Townsfolk are defeated, the possession ends.

More Join In – Action: Mark a Stress to clear a HP on the Townsfolk as more people are possessed and join the crowd.

SKELETON BONEWRIGHT
Tier 1 Support
A skeleton medic preserving and restoring its allies to keep up the pressure.
Motives & Tactics: Assemble skeletons, mend allies, stay out of the fight, steal flesh
Difficulty: 11 | Thresholds: 4/9 | HP: 3 | Stress: 3
ATK: +0 | Bone Fragments: Close | 1d6+1 phy

Experience: Engineer +2

FEATURES
Work With What You’ve Got - Passive: The Bonewright may mark their HP or mark HP on a skeleton ally within Very Close instead of marking a Stress.

Patch Up - Action: Mark a Stress and pick a skeleton ally within Very Close range. Clear up to 2 HP on that ally.

Get Back in There - Action: Spend a Fear and choose a defeated skeleton ally within Close. Activate a Countdown (1d4) as the Bonewright tries to re-assemble them. When the countdown triggers, mark a Stress to return that ally to the scene with up to 2 HP cleared.

Use This! - Reaction: When an ally within Close succeeds on an attack, mark a Stress to add 1d6 to their damage (combine this damage).

UMBRAL HUNTMASTER
Tier 1 Leader
A living shadow commanding shadowy canines like a hunting pack.
Motives & Tactics: Claim shadow trophies, wreath skeletons in shadow, coordinate hounds with pack maneuvers
Difficulty: 14 | Thresholds: 7/ 14 | HP: 7 | Stress: 5
ATK: +3 | Shadow Whip: Very Close | 1d10+3 phy

Experience: Fearsome +2, Hunter +3

FEATURES
Umbral Form - Passive: The Huntmaster is Vulnerable while exposed to source of extremely bright light (daylight or a large magical light).

Pack Leader - Action: Spend 2 Fear to spotlight the Huntmaster and up to 2d4 allies with Far range.

Loyal Pack - Reaction: When the Huntmaster would take damage, mark a Stress to make an ally within Very Close take the damage instead.

Shadow Trophy – Reaction: When an ally with a shadow token moves to within Melee range of the Huntmaster, the Huntmaster may mark a Stress to consume the shadow. The Shadowless character loses a Hope and you gain 2 Fear. The target can only clear Shadowless during their next rest.

UMBRAL HOUND
Tier 1 Skulk
A shadow-drenched canine skeleton, always hungry for the shadows of the living.
Motives & Tactics: Consume shadows, isolate prey, obscure hunting grounds, strike from the darkness
Difficulty: 12 | Thresholds: 5/9 | HP: 4 | Stress: 3
ATK: +2 | Shrouded Bite: Melee | 1d6+2 phy

Experience: Predator +2

FEATURES
Shadow Step - Passive: The Hound may move from one shadow to another within Close range as if they were adjacent.

Capture Shadow - Action: Make an attack against a target within Melee range. On a success, spend a Fear to force the target to make a Presence Reaction Roll. On a failure, the Hound gains a shadow token and the target becomes Shadowless. While Shadowless, a creature is Vulnerable. A creature clears Shadowless if the Hound suffers Major damage, is defeated, or when the target has their next rest.

Play Keep-away - Reaction: When a PC moves into melee range with the Hound, they can mark a Stress to move up to a Close distance.

UMBRAL HOWLER
Tier 1 Support
A loud canine skeleton draped in shadow, with a howl that shatters the spirit.
Motives & Tactics: Consume shadows, dishearten prey, follow the pack
Difficulty: 12 | Thresholds: 5/9 | HP: 3 | Stress: 3
ATK: +0 | Heartbreaking Howl: Close | 1d8 +1 mag

Experience: Frightening +2

FEATURES
Shadow Step - Passive: The Howler may move from one shadow to another within Close range as if they were adjacent.

Ear-splitting Voice – Action: Mark a Stress to make a Heartbreaking Howl attack against all targets within Close range. Each target the Howler succeeds against must mark a Stress.

UMBRAL MASTIFF
Tier 1 Bruiser
A large, shadow-drenched skeletal canine with soul-rending claws, always hungry and never satisfied.
Motives & Tactics: Protect pack, rend shadows, topple prey
Difficulty: 12 | Thresholds: 7/14 | HP: 6 | Stress: 3
ATK: -1 | Shadowed Bite & Claws Bite: Melee | 1d10 +1 phy

Experience: Aggressive +2

FEATURES
Shadow Step - Passive: The Mastiff may move from one shadow to another within Close range as if they were adjacent.

Rend Soul - Action: Make an attack against a target within Melee range. On a success, spend a Fear as the Mastiff bites and tears at the target’s soul, dealing 1d10+2 direct magic damage. A Shadowless target must additionally mark a Stress.

Pack Protector – Reaction: When an ally within Very Close range would take damage, mark a Stress to move the Mastiff into melee with the ally and take the damage instead.

Tier 2 Adversaries (Levels 2-4)

NECROMANCER
Tier 2 Leader
An aspiring tyrant who has embraced the power of death. Wearing a mantle of flesh and melted wax, they carry a staff with twisted branches and wear a cloak of shadow.
Motives & Tactics: Reap corpses, sow death, treat minions as disposable
Difficulty: 15 | Thresholds: 11/23 | HP: 7 | Stress: 5
ATK: +3 | Skull-topped Staff: Far | 2d12 mag

Experience: Medicine +3, Sorcery +3

FEATURES
Pain is an Illusion - Passive: The Necromancer has resistance to physical damage.

Enervating Blast – Action: Make an attack against a target within Far range. On a success, mark a Stress to deal 2d12 magic damage and make the target Enervated until they next clear HP. An Enervated target has disadvantage on attacks.

Dance Until they’re Dead - Action: Spend a Fear to activate 1d4 allies within Far range. Attacks they make while spotlighted this way deal half damage.

Leech Vitality – Action: Once per scene, spend 2 Fear to force all targets within Close range to make a Strength Reaction Roll. Each target that fails marks a HP. Clear a HP for each HP marked by targets.

Inhuman Shield - Reaction: When the Necromancer would take damage, mark a Stress and pick an ally within Very Close range to take the damage instead.

BLOOD MAGE: MALEFACTOR
Tier 2 Solo
A corrupted mage with blood-red robes seeking slaughter to gain more power.
Motives & Tactics: Achieve bloody apotheosis, harvest power, spill blood
Difficulty: 15 | Thresholds: 12/24 | HP: 7 | Stress: 5
ATK: +2 | Blood Lance: Far | 2d12 mag

Experience: Mage +3, Forbidden Knowledge +2

FEATURES
Relentless (3) – Passive: The Malefactor can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Hemokinetic Burst – Action: Mark a Stress to pick a point within Far range. All targets within Very Close of that point must make a Strength Reaction Roll or be knocked prone and made temporarily Vulnerable until they next take the spotlight.

Sanguine Apotheosis (Phase Change) – Reaction: When Malefactor first spots a hostile target, activate a Countdown (4) that only advances when a PC rolls with Fear. If triggered, replace Malefactor with Abomination, who immediately takes the spotlight.

I Will Not Be Denied! – Reaction: When Malefactor marks their last HP, you may spend any number of Fear to reduce the Sanguine Apotheosis countdown by the same amount. If that would trigger the countdown, replace Malefactor with Abomination as per Sanguine Apotheosis.

BLOOD MAGE: ABOMINATION
Tier 2 Solo
A vaguely-humanoid soup of magical blood and malice, pseudopods forming weapons.
Motives & Tactics: Consume blood, harvest power, wreak havoc
Difficulty: 14 | Thresholds: 13/27 | HP: 8 | Stress: 4
ATK: +3 | Bloody Scythe: Very Close | 2d20 mag

Experience: Bloodthirsty +3, Forbidden Knowledge +2

FEATURES
Relentless (2) – Passive: The Abomination can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Crimson Whirlwind – Action: Spend a Fear to make a Bloody Scythe attack against all targets within Close range. On a success, the target must also mark a Stress.

Sanguine Ballista – Action: Make an attack against a target within Far range. On a success, the target takes 2d12+5 mag damage.

Blood Siphon – Reaction: When a PC marks 2 or more HP from one of the Abomination’s Attacks, mark a Stress as the Abomination siphons their blood. The abomination clears 1 HP and you gain a Fear.

Unstable Form – Reaction: When the Abomination marks 2 or more HP from an attack within Close range, the attack causes a bloody detonation, forcing the attacker to make an Agility Reaction Roll or mark a Stress and become Vulnerable until their next roll with Hope.

COCKATRICE
Tier 2 Solo
A bipedal hybrid lizard-bird with a barbed tail, flightless wings, and a confounding stare.
Motives & Tactics: Make the world pay for their inability to fly, whip lash, stun targets with frightening stare
Difficulty: 14 | Thresholds: 12/24 | HP: 8 | Stress: 4
ATK: +2 | Razor Beak: Melee | 2d10+2 phy

Experience: Predator +3

FEATURES
Relentless (2) - Passive: The Cockatrice can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Terrifying - Passive: When the Cockatrice makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.

Barbed Tail Lash - Action: Spend a Fear to make an attack against all targets within Very Close range. Targets the attack succeeds against take 2d12 phy damage and must mark an armor slot without gaining its benefit (they may still use armor to reduce the damage).

Eyes of the Void – Action: Mark a Stress to force all targets in front of the Cockatrice within a Close range to make an Instinct Reaction Roll or become Confounded. A Confounded target gains disadvantage on action rolls. A target clears Confounded when they succeed on an action roll or at the end of the scene.

Turn Inside Out – Reaction: When the Cockatrice succeeds on an attack against a Confounded target, the target must mark a Stress and the Cockatrice clears a Stress.

GIANT LANDBREAKER
Tier 2 Support
A towering geomancer adorned in gems and rocks, manipulating the earth itself.
Motives & Tactics: Create earth constructs, deflect attacks with stone, drop enemies into sinkholes, seek glory
Difficulty: 14 | Thresholds: 10/22 | HP: 6 | Stress: 3
ATK: +2 | Earth Spike: Close | 2d6+2 mag

Experience: Medicine +3, Sorcery +3

FEATURES
Speak to the Land - Passive: When paying the cost for environment Fear features, instead of spending Fear, the Landbreaker can mark the same number of Stress.

Choke-Point - Action: Spend a Fear to pick a point with Far distance. Landbreaker pulls up the earth and create two mostly-parallel walls a Close distance high and long. They leave only narrow path only a Melee distance wide.

Earthen Shield - Reaction: When Landbreaker would take damage from beyond Very Close range, mark a Stress to halve the incoming damage.

OOZE CUBE
Tier 2 Skulk
A quivering cube of slime as tall as a giant, transparent but deadly. In its form are bits of broken weapons, coins, and a partially digested skeleton.
Motives & Tactics: Creep, dissolve, engulf victims, hide in plain sight
Difficulty: 14 | Thresholds: 8/16 | HP: 5 | Stress: 4
ATK: +1 | Pseudopod: Very Close | 2d8 +1

Experience: Camouflage +2, Hungry +2

FEATURES
Inching Ooze - Passive: The Cube can only move within Very Close range as their normal movement.

Transparent - Passive: Before they make their first attack in a fight or after they become Hidden, the Cube is indistinguishable from the landscape around it until they next act or a PC succeeds on an Instinct Roll to identify it.

Engulf! - Action: Mark a Stress to force a target within Melee range to make a Finesse Reaction Roll or become Engulfed inside the cube and Vulnerable until it escapes. Whenever the Cube takes the spotlight, all targets it has Engulfed take 2d10 direct magic damage and must mark an armor slot without receiving its benefits. An Engulfed target can make a Strength Roll to escape the cube.

I Didn’t See It - Reaction: When a PC moves within Melee range of the Cube while it is Hidden, the cube immediately uses its Engulf feature on that PC.

BLABBERING MOUND
Tier 2 Support
A horrid mass of eyes, mouths, and formless flesh. Staring in all directions, its countless maws yammer ceaselessly.
Motives & Tactics: Blind, consume, disorient, defile
Difficulty: 13 | Thresholds: 9/18 | HP: 3 | Stress: 4
ATK: +2 | Bite: Melee | 2d8 +1

Experience: Confounding +2

FEATURES
Crawling Confusion - Passive:  The Mouther can only move within Very Close range as their normal movement.

Gibbering - Action: Spend a Fear and target all PCs within Close range. They must make an Instinct Reaction Roll or mark a Stress and become Disoriented. When a Disoriented target takes the spotlight, the GM suggests a course of action. The player can take that action or mark a Stress. A PC clears Disoriented when they clear Stress or when they take the spotlight and there are no Blabbering Mounds within a Far distance.

Blinding Spittle - Action: Mark a Stress and pick a point within Close. All targets within Very Close range of that point must make an Agility Reaction Roll or mark a Stress and become Vulnerable until they next take the spotlight.

Warped Ground - Reaction: When a PC moves into or within Very Close distance of the Mouther, they must make a Finesse Reaction Roll or mark a Stress.

JUNIOR SERAPH
Tier 2 Leader
A holy warrior and protector, leading a divine power’s forces into battle.
Motives & Tactics: Bolster allies, punish the wicked, spare the righteous
Difficulty: 15 | Thresholds: 12/24 | HP: 8 | Stress: 4
ATK: +2 | Flying Hammer: Close | 2d12+2 mag

Experience: Religion +3, Soldier +3

FEATURES
Winged Leader - Passive: Junior Seraph can fly and carry one ally up to a Close distance as part of an action.

Many as One - Action: Spend 2 Fear to activate 1d4 allies within Far range. Attacks they make while spotlighted this way deal half damage.

Offer Alternatives – Reaction: When a target within Close range rolls a failure with Hope, mark a Stress to offer them another solution to the challenge they face. If the target changes their mind and takes the offer, they gain 2 Hope.

Spare the Righteous - Reaction: When an ally within Very Close range would mark HP, mark a Stress to allow them to mark 1 fewer HP.

STORM MAGE
Tier 2 Support
A vengeful storm-maker with wild hair and fierce eyes, seeking power to never feel helpless again.
Motives & Tactics: Disrupt foes, master nature, throw lightning
Difficulty: 14 | Thresholds: 9/18 | HP: 5 | Stress: 5
ATK: +2 | Lightning Bolt: Far | 2d8+4 mag

Experience: Magic Knowledge +3, Wrathful +3

FEATURES
Stormrider - Passive: Storm Mage hovers a few feet off the ground and can fly up to a Close range when they take the spotlight. They gain advantage on Reaction Rolls related to being knocked back or knocked down.

Powerful Gust - Action: Mark a Stress to force all targets within Close range to make a Strength Reaction Roll or be knocked back to a Far range. If they collide with anything, they suffer 1d6 phy damage.

Rolling Fog - Action: Mark a Stress to create a cloud of fog that covers a Close range. Attacks made against a target within the cloud are made with disadvantage.

Static Shock - Reaction: When Storm Mage takes damage from an attacker within Very Close range, the attacker must mark a Stress.

TRICKSTER SPIRIT
Tier 2 Social
A mischievous fae spirit that feeds on drama, anguish, and conflict. Takes many forms, never reveals their true visage.
Motives & Tactics: Be the most, do it for the drama, impersonate loved ones, provoke heartfelt confession, sow doubt, mine guilt
Difficulty:  15 | Thresholds: 8/15 | HP:  5 | Stress: 5
ATK: +1 | Cutting Words: Close | 1 Stress

Experiences: Manipulator + 3, Intuit Insecurities +3

FEATURES
Shapeshifting - Passive: The spirit can assume the form of any number of humanoids, including the PCs and their loved ones, as long as they’ve seen the target in person. When the spirit interacts with a PC while posing as someone the PC knows, the PC can make an Instinct Reaction roll to realize that something is off.

Emotional Assault - Passive: When the spirit succeeds with cutting words attack, the target marks a Stress instead of taking damage.

Unburden Your Heart - Action: Mark a Stress to begin a sensitive line of conversation to try and bait a PC into an emotional confession or to reveal a secret they’d been holding onto. If the PC takes up the topic and makes a meaningful confession or disclosure, they clear 2 Stress. If they do not take up the topic, gain a Fear.

Divided You Fall - Action: Mark a Stress to say something hurtful or mistrustful of other characters and force a PC to mark a Stress.

The Big Reveal - Reaction: When a character opens up to the spirit or when it would be most heartbreaking, spend a Fear as the spirit drops their transformation and reveals that they were never the character the PC thought. The PC must make a Presence Reaction Roll or mark 1d4 Stress. The Spirit clears a number of Stress equal to the number marked.

Watching From the Shadows - Reaction: When one or more PCs are having an emotionally-intimate conversation, spend a Fear to introduce the Trickster Spirit in hiding within Far range, learning their relationships and anxieties.

YOUNG THORN DRAGON – LAUGHING LASHER
Tier 2 Solo
A spine-covered dragon with tattered wings, found in forests and jungles tormenting their prey.
Motives & Tactics: Dispel boredom at any cost, make it hurt, play with your food
Difficulty: 15 | Thresholds: 14/30 | HP: 8 | Stress: 4
ATK: +3 | Barbed Tail: Close | 2d10+3 phy

Experience: Predator +3, Magical Lore +3

FEATURES
Relentless (2) - Passive: The Lasher can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Flawed Wings - Passive: The Lasher can fly up to a Far range as part of their action.

Fly-By – Action: Mark a Stress and draw a line to a point within Far range. The Lasher makes an attack against every target along that line. Targets the attack succeeds against must mark an armor slot without gaining its benefit (they may still use armor to reduce the damage).

Shred Magic – Reaction: When the Lasher is the target of a spell, make a Reaction Roll (12). On a success, spend a Fear to force the spellcaster to mark a Stress or cancel the spell effect.

Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

Deadly Serious (Phase Change) - Reaction: When the Lasher marks their last HP, replace them with Snarling Sadist and immediately spotlight them.


YOUNG THORN DRAGON – SNARLING SADIST
Tier 2 Solo

Now bloodied, this spine-covered dragon discards its playful façade and becomes ruthless, going straight for the kill.
Motives & Tactics: End the fight, hurl spines, target the vulnerable
Difficulty: 14 | Thresholds: 13/27 | HP: 7 | Stress: 4
ATK: +5 | Bite: Very Close | 2d12+6 phy

Experience: Predator +3, Magical Lore +3

FEATURES
Relentless (3) - Passive: The Sadist can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Terrifying - Passive: When the Sadist makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.

Injured Wings - Passive: The Sadist can leap up to a Close range as part of their action.

Spine Storm – Action: Mark a Stress and make an attack against all targets within Far distance. Targets the attack succeeds against take 2d10+5 physical damage and become Vulnerable until their next roll with Hope.

Merciless Gouge – Action: Make an attack against a Vulnerable target within Very Close. Twice per scene on a success, spend 2 Fear to force the target to mark 3 HP. Armor may not be used to reduce this damage.

Tier 3 Adversaries (Levels 5-7)

CONTRACT KILLER
Tier 3 Solo
A veteran criminal and murderer working for a crime syndicate.
Motives & Tactics: Get in and get out, go for the jugular, leave no witnesses, make money while you can
Difficulty: 15 | Thresholds: 19/30| HP: 5 | Stress: 5
ATK: +3 | Bloodstained Dagger: Close | 3d10+4 phy

Experience: Lethal + 3, Intrusion +3

FEATURES
Terrifying - Passive: When the Killer makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.

Like a Scythe Through Wheat – Action: The Killer may defeat 2d4 Minions or civilians within Close distance. All allies of defeated characters within a Far distance must mark a Stress.

Just Another Face in the Crowd – Action: Spend a Fear to reveal that the Killer was already in the scene as they throw off their surprise. Immediately make an attack with advantage against a target within range.

Gap in the Armor – Reaction: When the Killer inflicts at least Major damage, you may mark a Stress to make it direct damage.

Uncanny Dodge – Reaction: When an attack would hit the Killer, you can mark a Stress to force the attacker to re-roll and take the new result.

MASTER ELEMENTALIST
Tier 3 Ranged
A powerful sorcerer drawing upon the elements, clad in robes from different regions representing their travel and studies.
Motives & Tactics: Dance like air, endure like earth, flow like water, rage like fire
Difficulty: 17 | Thresholds: 19/30| HP: 5 | Stress: 6
ATK: +4 | Elemental Blast: Far | 3d10+4 phy

Experience: Mage + 3, Nature +3

FEATURES
Wings of Air - Passive: Master Elementalist can fly up to a Far distance as part of their action.

Crashing Waters – Action: Spend a Fear to force all targets within Close to make a Strength Reaction Roll or take 3d10 physical damage and be knocked back to Far range.

Darting Flames– Action: Mark a Stress to make an Elemental Blast attack against 1d4+2 targets within range.

Earthen Armor – Reaction: When the Elementalist suffers damage, mark a Stress to encase themselves in rock armor and suffer half damage.

HERALD OF CONQUEST
Tier 3 Social
A proud and majestic messenger delivering news of imminent conquest to a nervous populace. Adorned in menacing finery.
Motives & Tactics: Cow civilians, deliver fell tidings, satisfy their master, undermine resistance
Difficulty: 16 | Thresholds: 13/25 | HP: 3 | Stress: 5
ATK: +1 | Wand: Far | 3d6 mag

Experience: Geography +3, Orator +4

FEATURES
Aura of Superiority– Passive: Any time a PC gets a result with Fear while in the presence of the Herald, they must mark a Stress.

Your Doom Comes – Action: Spend 2 Fear to have the Herald deliver news of their master’s imminent arrival to conquer the local community, boasting about the Warlord’s many victories. All targets within Far must make a Presence Reaction Roll or mark 2 Stress.

Silence, Worm! – Action: Mark a Stress and pick a target within Far, who must make a Presence Reaction Roll. On a failure, they become Cowed. While Cowed, they are Vulnerable and must mark a Stress any time they speak out against the Herald. The target clears Cowed on a success with Hope or during their next rest.

Snarling Contempt - Reaction: When a PC makes a Presence Roll against the Herald, mark a Stress to give the roll disadvantage.

My Master Is Not Without Mercy – Reaction: Any target that pledges loyalty or surrenders pro-actively becomes Suborned. A Suborned target cannot clear Stress but is granted a reprieve from the worst of the oncoming conquest. A target can clear Suborned by taking dangerous action against the Herald’s master.

EYEBALL ABERRATION
Tier 3 Solo
A monstrous spherical arcane beast with one huge eye, mouths on stalks, and a long, lolling tongue.
Motives & Tactics: Confound logic, shred the fabric of reality, terrify mortals
Difficulty: 17 | Thresholds: 18/37 | HP: 8 | Stress: 5
ATK: +4 | Eye Beams: Far | 3d12+3 mag

Experience: Observant +3, Magical Prowess +3

FEATURES
Hovering – Passive: The Aberration hovers several feet above the ground and has advantage on Reaction Rolls to avoid being moved or Restrained.

Relentless (2) – Passive: The Aberration can be spotlighted 2 times per GM turn. Spend Fear as usual to spotlight them.

Crushing Regard - Action: Mark a Stress and choose a target within Close range. The target must make a Strength Reaction roll or take 3d20 phy damage and become Vulnerable until their next roll with Hope.

Unmaking – Action: Spend 2 Fear to pick a point within Far range as the Aberration shreds the fabric of reality in the area. Every creature within Close range of the point must make a Presence Reaction Roll or take 3d12 direct magic damage. Mundane terrain, buildings, and objects within Close range of the point is severely damaged or destroyed.

Biting Stalks – Reaction: When the Aberration takes damage from a target within Melee range, mark a Stress to make an attack against that target. On a success, the target takes 3d8+4 phy damage.

PRIEST OF DECAY
Tier 3 Leader
A fungril sworn to the power of decay, preaching the inevitability of death for all things.
Motives & Tactics: Erode hope, grow new life from death, shepherd the living into decay.
Difficulty: 16 | Thresholds: 21/40 | HP: 6 | Stress: 6
ATK: +3 | Wand: Far | 3d10 mag

Experience: Disheartening +3, Entropic Magic +3

FEATURES
Doctrine of the End – Passive: The Priest and all allies within Close range deal an additional 1d12 damage to Vulnerable targets.

Life From Death – Action: Spend a Fear to target a corpse or dead plant within Far range. Create a Treant Sapling at the location of the target, which immediately takes the spotlight.

We’re All Dying Inside – Action: Mark a Stress and select a target within Far range. The target must make a Strength Reaction Roll. On a failure, the target marks a HP and becomes Vulnerable until they clear HP.

Psalm of Inevitability - Reaction: When a PC within Close range of the Priest fails a roll, they must mark a Stress.

Momentum – Reaction: When this adversary makes a successful attack against a PC, gain a Fear.

CONGREGATION OF THE END
Tier 3 Horde (5/HP)
Hopeless masses given over to the doctrine of the end, welcoming the death of the world to end their suffering.
Motives & Tactics: Erode hope, give over control to church leadership, seek solace in oblivion
Difficulty: 16 | Thresholds: 20/35 | HP: 6 | Stress: 3
ATK: +2 | Knifes and Clubs: Melee | 3d10+2 phy

Experience: Fanatical +2

FEATURES
Horde (3d6+1) – Passive: When the Congregation has marked half or more of their HP, their standard attack deals 3d6+1 physical damage instead.

Death Comes for Us All – Reaction: When this adversary makes a successful attack against a PC, mark a Stress to make the PC Vulnerable until they next take the spotlight.

TERROR OF THE DEPTHS
Tier 3 Solo
A squid-like primordial monstrosity with treetrunk-thick tentacles, from the deepest parts of the sea.
Motives & Tactics: Consume all life, crush the unready, move unseen through darkness
Difficulty: 18 | Thresholds: 22/42 | HP: 10 | Stress: 5
ATK: +4 | Tentacles: Very Close | 3d10+3 phy

Experience: Unearthly Power +3, Swimming +3

FEATURES
Born from the Void – Passive: The Terror may swim up to a Far range as part of an action, and suffers no penalties due to darkness.

Relentless (2) – Passive: The Terror can be spotlighted 2 times per GM turn. Spend Fear as usual to spotlight them.

Terrifying – Passive: When the Terror makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Swirling Darkness - Action: Spend a Fear and pick a point within Close. Until the end of the scene or dispelled by completing a Progress Countdown (4), no light can penetrate an area with a radius of a Close range from that point.

Crushing Depths – Reaction: When the Terror makes a successful attack, mark a Stress to force the target to mark 1d4 armor slots without gaining its benefit (they can still use armor to reduce the damage).

WARLORD
Tier 3 Leader

A charismatic and skilled fighter seeking domination, riches, and the ruination of their foes. Adorned with trophies of their bloody conquests and wielding a massive axe that is always bleeding.
Motives & Tactics:  Convert defeated foes, die rich and feared, pick easy targets, salt the land, undermine opponents
Difficulty: 16 | Thresholds: 19/41 | HP: 8 | Stress: 4
ATK: +4 | Blood-soaked Battleaxe: Melee | 3d12+4 phy

Experience: I am a Hammer and Everything is a Nail + 3, Strategy +3

FEATURES
Relentless (2) – Passive: The Warlord can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Terrifying - Passive: When the Warlord makes a successful attack, all PCs within Close range lose a Hope and you gain a Fear.

Raiders – Action: Spend a Fear to activate a Long-Term Countdown (3) and describe the Warlord’s troops preparing to head out and attack a settlement. When triggered, the raid begins. If not stopped, the raiders set fire to the buildings, steal everything of value, and you gain 1d4+1 Fear. The Warlord may only have one countdown from this feature active at a time.

Fight Like You Mean It! – Action: Spend 2 Fear to activate up to 1d4+2 allies. Attacks they make while spotlighted this way deal half damage.

Bloodthirsty Retaliation - Reaction: When the Warlord takes damage from within Close range, mark a Stress to have them move into Melee with the attacker and makes a standard attack. On a success, the target also marks a Stress.

Tier 4 Adversaries (Levels 8-10)

ARCHWIZARD
Tier 4 Solo
A veteran spellcaster commanding the most powerful magics.
Motives & Tactics: Achieve the impossible, conjure marvels, defy pursuit, reveal contingency plans, sunder the earth
Difficulty: 20 | Thresholds 30/60 | HP: 9 | Stress: 8 
ATK: +5 | Staff – Far | 4d10+4 mag damage

Experiences: Magical Knowledge +4, Cryptic +3

FEATURES
Relentless (3) – Passive: The Archwizard can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Arcane Slip – Passive: Archmage may teleport up to a Far distance as part of their action.

Decoys – Action: Mark a Stress to create 2 duplicates of the Archwizard within Close range. The teleports to appear beside them, disguising which one is real. The duplicates have the same difficulty and thresholds as the Archwizard, but cannot use any of the archwizard’s action or reaction features. When a duplicate suffers damage, it disappears. Archmage may not have more than 2 duplicates active at once.

Rain of Fire – Action: Mark 2 Stress and pick a point within Far range. All targets within Close distance of that point must make an Agility Reaction Roll or suffer 4d20 magic damage. If more than two targets fail, gain a Fear.

Casual Dismissal – Reaction: When a spell or feature from a class or subclass with a Spellcast Trait is used by a target within Far, force the caster to make a Spellcast Reaction Roll. On a failure, spend a Fear to force the target to mark 2 Stress or cancel the spell with no effect.

EXTRAPLANAR ARMY
Tier 4 Horde (10/HP)
Invading forces from another plane, eager to conquer this world and consume its resources.
Motives & Tactics: Eradicate mortals, swarm and consume
Difficulty: 18 | Thresholds: 24/47 | HP: 7 | Stress: 3
ATK: +2 | Claws & Fangs: Melee | 4d10+4 phy

Experience: Mass Combat +3, Unpredictable +2

FEATURES
Horde (4d6+2) - Passive: When the Army has marked half or more of their HP, their standard attack deals 4d6+2 physical instead.

Relentless (2) - Passive: The Army can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

World-Eater Locusts – Action: Spend a Fear when no meaningful opposition remains within Very Far to consume the natural resources in the area. Gain a Fear and the Army clears all Stress and HP.

GOD-KING
Tier 4 Leader
A divinely-empowered monarch claiming dominion over the whole world.
Motives & Tactics: Assert divine mandate, be feared and loved, eradicate opposition
Difficulty: 19 | Thresholds: 35/65 | HP: 7 | Stress: 5
ATK: +6 | Blessed Spear: Very Close | 4d8+8 phy
Experience: Leadership +3, Soldier +3

FEATURES
Relentless (3) - Passive: The God-King can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Terrifying - Passive: When the God-King makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Kingsguard – Action: Spend a Fear to summon a number of Junior Seraphs equal to the number of PCs. They appear at a Close range.

None Shall Stand in My Way – Action: Spend 2 Fear to activate God-King and up to 2d4 allies.

Majestic Disdain – Reaction: When a PC succeeds on an action roil against the God-King, the PC must make a Presence Reaction Roll or mark 1d4 Stress. On a success, they still mark a Stress.

HALLOWED ASSASSIN
Tier 4 Skulk
A divinely-empowered killer dispatched to vanquish the gods’ most persistent foes.
Motives & Tactics: Atone for unforgivable sins, distract targets’ allies, embody divine wrath, utilize perfect disguises
Difficulty: 19 | Thresholds 26 / 50 | HP: 6 | Stress: 5
ATK: +5 | Hallowed Blades – Melee | 4d6+10 mag

Experience: Athletic +3, Swordplay +3, Tracking +3

FEATURES
Relentless (2) – Passive: The Assassin can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Pierce Weakness – Passive: The Assassin does not lose Hidden by moving to make an attack. When Hallowed Assassin succeeds on an attack where they had advantage, they deal direct damage.

Cull the Chaff – Action: Spend 2 Fear to force all targets within Very Close range to make an Agility Reaction Roll. On a failure, they mark 3 HP.

Wreathed in Hallowed Grace – Action: Mark a Stress to move up to a Far range and become Hidden.

Peerless Disguise – Reaction: When a PC rolls with Fear, spend 2 Fear to reveal that an NPC or adversary in the scene is actually the Assassin. They immediately take the spotlight, gaining advantage on their attack unless the target succeeds on an Instinct Reaction Roll.

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This book is not official content of Darrington Press or Critical Role and does not represent the opinions or stances of anyone other than Mike themselves. This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.

Menagerie of Mayhem, Pt. 1 - Text-only

Comments

Thanks so much! I'm very glad to hear that you dig what I'm trying with these. <3

Michael R. Underwood

These are all so fun! Lots of design space here. I especially like the Necromancer. Looking forward to more content like this!

Edmund O'Neill

Thanks for the kind words! Per your suggestion, I've made sure that this post is in my Daggerheart supplements collection and created a new collection for all my final text and PDF posts of Menagerie of Mayhem supplements.

Michael R. Underwood

Michael, Thank you so much for making these. I really feel that the Daggerheart ecosystem is beginning to blossom with new and varied content. It gives me confidence in the continued success of DH. P.S. Will you please place this content into its own new collection?

Randy M. Roberts


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