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Table of Contents
Enemy Builder
Use this page to build enemies quickly and consistently.
Enemies use:
- Health
- Attack Bonus
- Defense TN
- Damage (2d10 + bonus)
- Armor (0–5)
- 0–3 Special Abilities
Keep enemies simple. Complexity belongs in bosses.
Step 1: Choose Role
| Role | Base Health | Attack | Damage Bonus | Armor |
|---|---|---|---|---|
| Minion | 6–8 | +3 | +0 | 0–1 |
| Standard | 12–16 | +5 | +1 | 1–2 |
| Elite | 18–26 | +7 | +2 | 2–3 |
| Boss | 30–40 | +9 | +3 | 3–5 |
These values assume 4 players at Tier 2.
Adjust using Scaling Rules below.
Defense TN
Default Defense TN: 12
Minion: 12 Standard: 13 Elite: 14 Boss: 15
Do not exceed 18 unless supernatural.
Scaling by Party Size
Use this table to adjust enemy durability.
| Party Size | Health Adjustment | Damage Adjustment |
|---|---|---|
| 2 PCs | -25% Health | -1 Damage Bonus |
| 3 PCs | -15% Health | -1 Damage Bonus (Boss only) |
| 4 PCs | No change | No change |
| 5 PCs | +15% Health | +1 Damage Bonus (Boss only) |
| 6 PCs | +25% Health | +1 Damage Bonus |
Round Health to nearest whole number.
Only adjust Damage Bonus for Elite and Boss enemies.
Do NOT adjust Attack bonus unless the party is highly optimized.
This keeps math stable while preserving tension.
Damage Guidelines
All enemies roll:
2d10 + Damage Bonus
Expected averages:
Minion: 11 Standard: 12–13 Elite: 14–15 Boss: 16+
If a Boss is consistently dropping PCs in one hit:
Reduce Damage Bonus by 1.
If fights feel too slow:
Increase Damage Bonus by 1 instead of Health.
Damage pacing matters more than raw HP.
Special Abilities
Standard enemies: 1 ability Elite enemies: 2 abilities Bosses: 3 abilities + phase change
Choose from below.
Ability List
Cleave
On hit, deal half damage to adjacent target.
Grapple
On hit, target rolls TN 12 Might or becomes Restrained.
Terrify (1/scene)
All enemies in sight roll TN 15 Presence or become Frightened.
Regenerate
Recover 5 Health at start of turn.
Call Reinforcements (1/combat)
1d4 Minions arrive next round.
Shield Breaker
Ignore 2 Armor.
Skirmisher
May disengage without penalty.
Brutal
+2 damage.
Sniper
+2 to hit if stationary.
Controller
May deal Resolve damage instead of Health.
Tank
+2 Armor, -2 Defense TN.
Boss Phases
Bosses should change behavior at:
50% Health 25% Health
Phase change examples:
- Environment shifts
- Damage increases by +2
- New ability activates
- Reinforcements arrive
Phases make bosses memorable without inflating stats.
Quick Build Rule
If you need an enemy instantly:
Minion:
HP 6, +3 attack
Standard:
HP 14, +5 attack
Elite:
HP 22, +7 attack
Boss:
HP 34, +9 attack
Then apply scaling adjustments.
Scaling keeps ODDS flexible for 2–6 players without rewriting encounters.
