Vox Machina: Tactics Design Details

Vox Machina: Tactics Design Details

The player will make a team of 4 heroes. Each hero has up to 7 abilities. There are Offensive, Defensive, and Passive abilities. Each hero has a Health ♥, Initiative ★, and Movement ➥ rating.

Grog the barbarian.

Grog
16 ♥
5 ★
4 ➥

Ale: Regain 4 health. Cooldown of 1 turn.
Bag of Holding: A random effect occurs. Cooldown of 1 turn.
Carpet of Flying: Move to a random empty field. (25%)
Dork the Ox: Deal 2 poison damage to all adjacent enemies. (10%)
Dragon Blood: Increase your initiative. (15%)
Health Potion: Regain half your missing health. (30%)
Rope of Infinite Length: The furthest enemy from you, goes prone for 1 turn. (20%)
Blood Axe: Deal 3 slashing damage and 1 necrotic damage to an adjacent enemy. Regain health equal to the amount of necrotic damage dealt (if not attacking an undead or construct). Cooldown of 1 turn.
Chain of Returning: Deal 2 weapon damage to an enemy within 3 range. Cooldown of 1 turn.
Craven Edge: Deal 3 slashing damage and 1 necrotic damage to an adjacent enemy. Cooldown of 1 turn. Must also choose the following 2 abilities:
Devour the Weak: When dealing damage, the target of the attack deals -1 melee weapon damage for 1 turn.
Gluttonous Evolution: When reducing an enemy to 0 health, Craven Edge permanently does +1 additional necrotic damage.
Danger Sense: Gain +1 defense. Cooldown of 1 turn.
Dust of Tracelessness: Become invisible. Cooldown of 1 turn.
Feral Instinct: If you start a battle outnumbered, gain +5 initiative.
Firebrand Warhammer: Deal 3 fire damage to an adjacent enemy. Cooldown of 1 turn.
Frenzy: Once per battle, increase your initiative and you attack twice with melee attacks for 2 turns.
Great Axe: Deal 3 slashing damage to an adjacent enemy. Cooldown of 1 turn.
Great Weapon Master: Melee attacks deal +2 weapon damage, but cannot be critical hits.
Intimidating Presence: Frighten an enemy within 4 range for 2 turns. Cooldown of 3 turns.
Mountain Born: You have resistance to cold damage.
Powerful Build: Immunity to being moved by enemy abilities, going prone, and being stunned.
Rage: Once per battle, you gain resistance to bludgeoning, piercing, and slashing damage, and you are immune to being charmed and frightened, and deal +2 weapon damage when you make a critical hit, for 8 turns.
Reckless Attack: Deal 5 weapon damage to an adjacent enemy. Remove 2 health from yourself. Cooldown of 1 turn.
Relentless Rage: Resistance to bludgeoning, piercing, and slashing damage. Immunity to being charmed and frightened. Deal +2 weapon damage when making a critical hit.
Retaliation: When you are melee attacked, deal 1 weapon damage to the attacker.
Stone’s Endurance: Reduce all damage taken by 1.
Titanstone Knuckles: Once per battle, deal +1 weapon damage when melee attacking and you are immune to going prone and being stunned for 4 turns. If attacking constructs, deal +3 weapon damage instead.
Tough: If you start a battle outnumbered, gain +3 maximum health.
Punch: Deal 2 bludgeoning damage to an adjacent enemy, and move it 1 step. Cooldown of 1 turn.
Weapon attack: Deal 4 damage of a random type to an adjacent enemy. Cooldown of 1 turn.
Keyleth the druid.

Keyleth
11 ♥
4 ★
3 ➥

Call Lightning: Deal 3 lightning damage to an enemy within 4 range. Cooldown of 2 turns.
Cure Wounds: Have an adjacent ally regain 4 health. Cooldown of 4 turns.
Daylight: Blind an enemy within 3 range for 4 turns. Cooldown of 3 turns.
Dispel Magic: Remove all negative statuses on an ally within 4 range. The ally also becomes immune to magic damage for 1 turn. Cooldown of 1 turn.
Elemental Wild Shape: Once per battle, shapechange into a random elemental.

Air Elemental 4 ♥ 5 ➥ (25%)
Air Form: Resistance to bludgeoning, lightning, piercing, slashing, and thunder damage. Immunity to poison damage. Immunity to all statuses. 35% chance to ignore weapon attacks. Can move over cover.
Primal Strike: Attacks made in Wild Shape are considered magical.
Whirlwind: Deal 2 bludgeoning damage to all adjacent enemies. Cooldown of 1 turn.
Wild Shape: Shapechange back into Keyleth, and increase your inititaitve.

Fire Elemental 5 ♥ 3 ➥ (25%)
Fire Form: Resistance to bludgeoning, piercing, and slashing damage. Immunity to fire and poison damage. Vulnerability to cold damage. Immunity to all statuses.
Illumination: All allies have +5% critical hit chance against enemies adjacent to you for 1 turn. Cooldown of 1 turn.
Primal Strike: Attacks made in Wild Shape are considered magical.
Touch: Deal 4 fire damage to an adjacent enemy. Cooldown of 1 turn.
Wild Shape: Shapechange back into Keyleth, and increase your inititaitve.

Earth Elemental 6 ♥ 2 ➥ (25%)
Earth Form: Resistance to bludgeoning, piercing, and slashing damage. Immunity to poison damage. Vulnerability to thunder damage. Immunity to all statuses.
Earth Glide: Move to any empty field. Cooldown of 2 turns.
Primal Strike: Attacks made in Wild Shape are considered magical.
Slam: Deal 3 bludgeoning damage to an adjacent enemy. Cooldown of 1 turn.
Wild Shape: Shapechange back into Keyleth, and increase your inititaitve.

Water Elemental 5 ♥ 3 ➥ (25%)
Freeze: Paralyze an adjacent enemy for 1 turn. Cooldown of 3 turns.
Primal Strike: Attacks made in Wild Shape are considered magical.
Slam: Deal 3 cold damage to an adjacent enemy. Cooldown of 1 turn.
Water Form: Resistance to acid, cold, bludgeoning, piercing, and slashing damage. Immunity to poison damage. Vulnerability to lightning damage. Immunity to all statuses.
Wild Shape: Shapechange back into Keyleth, and increase your inititaitve.

Enhance Ability: Give +10% critical hit chance to an adjacent ally for 1 turn. The ally also gains +1 defense. Cooldown of 2 turns.
Entangle: An enemy within 3 range and all enemies adjacent to the target go prone for 1 turn. Cooldown of 3 turns.
Faerie Fire: Target any field within 3 range. Units in the targeted field and all adjacent fields remove invisibility, are blinded for 1 turn, and attacks made against these units have +5% critical hit chance for 1 turn. Cooldown of 3 turns.
Fire Storm: Target any field within 5 range. For 2 turns, the unit located in that field is dealt 3 fire damage, and units located in adjacent fields are dealt 1 fire damage. Cooldown of 8 turns.
Geas: Paralyze an adjacent enemy for 2 turns. Cooldown of 3 turns.
Grasping Vine: Move an enemy within 2 range up to 3 steps. Cooldown of 1 turn.
Greater Restoration: Remove all negative statuses on an adjacent ally, and increase its initiative. Cooldown of 1 turn.
Guidance: Give +5% critical hit chance to an adjacent ally for 2 turns. The ally also gains +2 defense. Cooldown of 1 turn.
Gust of Wind: An enemy within 3 range goes prone for 2 turns. Cooldown of 2 turns.
Healing Word: Have an ally within 3 range regain 3 health. Cooldown of 2 turns.
Heroes Feast: All allies have resistance to poison damage, immunity to being poisoned and frightened.
Ice Storm: Target any field within 5 range. For 2 turns, the unit located in that field is dealt 3 cold damage, and units located in adjacent fields are dealt 1 cold damage. Cooldown of 8 turns.
Minxie: Shapechange into Minxie. Cooldown of 2 turns. If you drop to 0 health as Minxie, you cannot use the ability again this battle.

Minxie 5 ♥ 4 ➥
Bite: Deal 1 piercing damage to an adjacent enemy, and the enemy goes prone for 1 turn. Cooldown of 2 turns.
Claws: Deal 3 slashing damage to an adjacent enemy. Cooldown of 1 turn.
Keen Smell: Immunity to being blinded.
Primal Strike: Attacks made in Wild Shape are considered magical.
Wild Shape: Shapechange back into Keyleth, and increase your inititaitve.

Misunderstood spell: A random effect occurs. Cooldown of 2 turns.
Damage all: Deal 1 cold, lightning, or thunder damage to all enemies. (20%)
Damage one: Deal 3 cold, lightning, or thunder damage to the nearest enemy. (20%)
Defense: All allies gain +1 defense. (20%)
Health: All allies regain 1 health. (20%)
Prone: The nearest enemy goes prone for 1 turn. (20%)
Move Earth: Move an enemy within 4 range up to 2 steps. Cooldown of 1 turn.
Polymorph: Paralyze an enemy within 3 range for 1 turn. Cooldown of 5 turns.
Spark Stone: Deal +1 fire damage with melee attacking for 5 turns. Cooldown of 3 turns.
Stoneskin: Have an adjacent ally gain resistance to bludgeoning, piercing, and slashing damage for 3 turns. Cooldown of 1 turn.
Sunbeam: Deal 2 radiant damage to an adjacent enemy. Blind all adjacent enemies for 1 turn. Cooldown of 2 turns.
Thousand Forms: A random effect occurs. Cooldown of 2 turns.
Aquatic Adaptation: You gain resistance to acid damage, and immunity to cold damage, for 6 turns. (33%)
Change Appearance: Become invisible. (33%)
Natural Weapons: At the end of your turn, deal 1 piercing damage to all adjacent enemies, for 2 turns. (33%)
Thunderwave: Deal 3 lightning damage to all adjacent enemies. Cooldown of 3 turns.
Tidal Wave: Deal 2 cold damage to an enemy within 3 range, and the target goes prone for 1 turn. Cooldown of 4 turns.
Wall of Stone: Target an empty field within 4 range. That field cannot be entered and blocks line of sight for 3 turns. Cooldown of 5 turns.
Wild Shape: Shapechange into a random animal. Cooldown of 3 turns. If you drop to 0 health in wild shape, you cannot use the ability again this battle.

Bear 6 ♥ 3 ➥ (33%)
Bite: Deal 1 piercing damage to an adjacent enemy, and the enemy goes prone for 1 turn. Cooldown of 2 turns.
Claws: Deal 3 slashing damage to an adjacent enemy. Cooldown of 1 turn.
Primal Strike: Attacks made in Wild Shape are considered magical.
Wild Shape: Shapechange back into Keyleth, and increase your inititaitve.

Giant Eagle 3 ♥ 5 ➥ (33%)
Flying: You have a 35% chance to ignore weapon attacks, and can move over cover.
Primal Strike: Attacks made in Wild Shape are considered magical.
Talons: Deal 2 slashing damage to an adjacent enemy. Cooldown 1 turn.
Wild Shape: Shapechange back into Keyleth, and increase your inititaitve.

Snake 2 ♥ 2 ➥ (33%)
Bite: Deal 1 piercing damage to an adjacent enemy, and poison the enemy for 6 turns. Cooldown of 1 turn.
Primal Strike: Attacks made in Wild Shape are considered magical.
Tiny: Reduce all damage taken by 2.
Wild Shape: Shapechange back into Keyleth, and increase your inititaitve.

Wind Walk: All allies within 3 range are stunned, gain +6 maximum movement, and can move over cover, for 2 turns. Cooldown of 8 turns.
Percy the the gunslinger.

Percy
11 ♥
10 ★
3 ➥

Action Surge: Once per battle, increase your initiative and gain 1 additional action next turn.
Bad News: Deal 4 piercing damage to an enemy within infinate range. You have a 20% chance to misfire (depleting your movement). Cooldown of 3 turns.
Deadeye: Gain +5% critical hit chance for 2 turns. Cooldown of 4 turns.
Diplomacy: Stun an adjacent enemy for 2 turns. Cooldown of 2 turns.
Dragonslayer Longsword: Deal 2 slashing damage to an adjacent enemy. If attacking dragons, deal 4 slashing damage instead. Cooldown of 1 turn.
Fire Shot: Deal 4 fire damage to an enemy within 3 range. You have a 15% chance to misfire (depleting your movement). Cooldown of 2 turns.
Friends: Charm an adjacent enemy for 1 turn. Cooldown of 2 turns.
Grenade: Deal 4 fire damage to an enemy within 3 range, and deal 2 fire damage to all units adjacent to the target. Cooldown of 4 turns.
Grit: When you make a critical hit, permanently gain +2% critical hit chance.
Hex: Once per battle, an enemy within 4 range takes +1 necrotic damage from attacks made by you for 8 turns.
Ice Shot: Deal 4 cold damage to an enemy within 3 range. You have a 15% chance to misfire (depleting your movement). Cooldown of 2 turns.
Indomitable: At the start of your turn, you have a 20% chance to reduce the duration of negative statuses.
Masked: Immunity to poison and thunder damage. Immunity to being blinded, poisoned, and stunned.
Minor Illusion: Frighten an enemy wtihin 3 range for 2 turns. Cooldown of 1 turn.
Missile Snaring: You have a 25% chance to ignore ranged weapon attacks.
No Mercy: You have +5% critical hit chance.
Rapier: Deal 2 slashing damage to an adjacent enemy. Cooldown of 1 turn.
Retort: Deal 3 piercing damage to an enemy within 3 range. You have a 10% chance to misfire (depleting your movement). Cooldown of 1 turn.
Second Wind: Once per battle, regain 4 health.
Sharpshooter: When you make a ranged attack, ignore the target’s defense.
The List: Deal 3 piercing damage to an enemy within 3 range. You have a 10% chance to misfire (depleting your movement). Cooldown of 1 turn.
Trick Shot: Deal 2 piercing damage to an enemy within 3 range, and move the target up to 2 steps. If attacking a flying enemy, deal 2 piercing damage and remove bonuses received from flying for 2 turns instead. You have a 15% chance to misfire (depleting your movement). Cooldown of 2 turns.
Violent Shot: Deal +2 weapon damage when attacking and gain +10% misfire chance for 2 turns. Cooldown of 3 turns.
Pike the cleric.

Pike
8 ♥
1 ★
2 ➥

Astral Projection: You have resistance to bludgeoning, piercing, and slashing damage, and immunity to poison damage.
Command: An enemy within 3 range goes prone for 2 turns. Cooldown of 2 turns.
Cure Wounds: Have an adjacent ally regain 4 health. Cooldown of 4 turns.
Daylight: Blind an enemy within 3 range for 4 turns. Cooldown of 3 turns.
Death Ward: An adjacent ally cannot be reduced below 1 health for 1 turn. Cooldown of 1 turn.
Dispel Magic: Remove all negative statuses on an ally within 4 range. The ally also becomes immune to magic damage for 1 turn, and recovers for 2 turns. Cooldown of 1 turn.
Divine Intervention: Once per battle, a random effect occurs.
Blind: All enemies are blinded for 1 turn. (9%)
Charm: The enemy with the highest health is charmed for 2 turns. (9%)
Cooldown: The ally with the highest total cooldown on his abilities, reduces the cooldown on each of his abilities by 1. (9%)
Damage all: Deal 2 radiant damage to all enemies. (9%)
Damage one: Deal 6 radiant damage to the nearest enemy. (9%)
Frighten: All enemies within 4 range (or the nearest enemy) are/is frightened for 2 turns. (9%)
Heal: The ally with the lowest health regains up to 4 health. (9%)
Paralyze: The nearest enemy is paralyzed for 1 turn. (9%)
Prone: All enemies go prone for 1 turn. (9%)
Recover: All allies recover for 2 turns. (9%)
Stun: All enemies wtihin 4 range (or the nearest enemy) are/is stunned for 1 turn. (9%)
Divine Strike: Deal 4 radiant damage to an adjacent enemy. Cooldown of 2 turns.
Flame Strike: Deal 2 fire damage and 2 radiant damage to an enemy within 4 range, and deal 1 fire damage and 1 radiant damage to all units adjacent to the target. Cooldown of 4 turns.
Frostbrand Shortsword: Deal 3 cold damage to an adjacent enemy. Cooldown of 1 turn. Also, you have resistance to fire damage.
Gauntlets of Ogre Power: Deal 3 bludgeoning damage to an adjacent enemy. Cooldown of 1 turn.
Greater Restoration: Remove all negative statuses on an adjacent ally, and increase its initiative. Cooldown of 1 turn.
Guided Strike: When you miss a melee attack, there is a 20% chance the attack hits regardless.
Guiding Bolt: Deal 3 radiant damage to an enemy within 4 range. Cooldown of 2 turns.
Heal: Have an ally within 2 range regain 5 health. Cooldown of 4 turns.
Healing Word: Have an ally within 3 range regain 3 health. Cooldown of 2 turns.
Lesser Restoration: Remove all negative statuses on an adjacent ally. Cooldown of 1 turn.
Mace of Disruption: Deal 2 radiant damage to an adjacent enemy. If attacking undead or fiends, deal 4 radiant damage and recover for 1 turn instead. Cooldown of 1 turn.
Mass Cure Wounds: All allies within 3 range regain 3 health. Cooldown of 4 turns.
Mass Healing Word: All allies within 4 range regain 2 health. Cooldown of 3 turns.
Searing Smite: Deal +2 radiant damage when attacking for 3 turns. Cooldown of 1 turn.
Spiritual Weapon: Create a spiritual weapon with 1 health on an empty field within 3 range. The spiritual weapon lasts for 3 turns, or until defeated. At the start of your turn the spiritual weapon moves up to 3 steps towards the nearest enemy. At the end of your turn the spiritual weapon deals 2 radiant damage to an adjacent enemy. Cooldown of 4 turns.
War God’s Blessing: Once per battle, have an ally within 4 range automatically critical hit the first attack during his next turn.
Scanlan the bard.

Scanlan
12 ♥
3 ★
2 ➥

Banishment: Paralyze an enemy within 2 range for 1 turn. Cooldown of 4 turns.
Bigby’s Hand: Create Bigby’s Hand with 1 health on an empty field within 3 range. Bigby’s Hand lasts for 4 turns, or until defeated. At the start of your turn Bigby’s Hand moves up to 4 steps towards the nearest enemy. At the end of your turn Bigby’s hand deals 2 force damage to an adjacent enemy. Cooldown of 6 turns.
Blindness: Blind an adjacent enemy for 4 turns. Cooldown of 2 turns.
Counter Spell: Reduce all magical damage taken by 1.
Cutting Words: When you are melee attacked and have 0 defense, gain +1 defense.
Dimension Door: Move to any empty field. Cooldown of 2 turns.
Dispel Magic: Remove all negative statuses on an ally within 4 range. The ally also becomes immune to magic damage for 1 turn. Cooldown of 1 turn.
Eyebite: Blind and frightend an enemy within 2 range for 2 turns. Cooldown of 2 turns.
Friends: Charm an adjacent enemy for 1 turn. Cooldown of 2 turns.
Healing Word: Have an ally within 3 range regain 3 health. Cooldown of 2 turns.
Inspiration: Increase initiative on an ally within 4 range. Cooldown of 1 turn.
Invisibility: Have an adjacent ally become invisible. Cooldown of 1 turn.
Jack of All Trades: All your abilities with a range of 2 or more, increase their range by 1 step.
Lightning Bolt: Deal 2 lightning damage to all units within a line of 4 range. Cooldown of 2 turns.
Magnificent Mansion: All allies gain +1 maximum health and +2 initiative.
Minor Illusion: Frighten an enemy wtihin 3 range for 2 turns. Cooldown of 1 turn.
Mythcarver: Deal 1 slashing damage and 1 force damage to an adjacent enemy. Cooldown of 1 turn. Also, the cooldown on your magical abilities is reduced by 1 (to a minimum of 1). Must also choose the following ability:
Mythcarver’s Resonance: The cooldown on your magical abilities is reduced by 1 (to a minimum of 1).
Polymorph: Paralyze an enemy within 3 range for 1 turn. Cooldown of 5 turns.
Resilient Sphere: A unit within 2 steps is stunned and becomes immune to taking damage for 3 turns. Cooldown of 6 turns.
Seeming: Have an ally within 4 range become invisible, and increase its initiative. Cooldown of 1 turn.
Song of Rest: All allies gain +2 maximum health.
Stinking Cloud: Target any field within 3 range. For 3 turns, unit located in that field, and all adjacent fields, are blinded and petrified for 1 turn. Cooldown of 6 turns.
Thunderwave: Deal 3 lightning damage to all adjacent enemies. Cooldown of 3 turns.
Unseen Servant: Create an Unseen Servant with 1 health on an empty field within 3 range. The Unseen Servant lasts for 4 turns, until defeated, or if it is ever more than 3 steps away from you. Cooldown of 6 turns.
Vicious Mockery: Deal 2 psychic damage to an enemy within 2 range. Cooldown of 2 turns.
Wand of Fireballs: Target any field within 4 range. The unit in that field is dealt 3 fire damage, and all units located in adjacent fields are dealt 2 fire damage. Cooldown of 4 turns.
Wand of Magic Missiles: Deal 3 force damage to an enemy within 5 range. Cooldown of 3 turns.
War Caster: When you are melee attacked, deal 1 force damage to the attacker.
Vax'ildan the rogue.

Vax’ildan
9 ♥
8 ★
3 ➥

Assassinate: Deal +2 weapon damage if the target is more than 4 steps lower in initiative.
Champion of the Raven Queen: Once per battle, you have a 35% chance to ignore weapon attacks, and can move over cover, for 3 turns.
Clarota’s Helmet: Resistance to psychic damage. Immunity to being charmed, frightened, and stunned.
Cloak of Displacement: When you are melee attacked and have 0 defense, gain +1 defense.
Cunning: Gain +1 movement when invisible at the start of your turn.
Dagger, Dagger, Dagger: Deal 1 fire damage, 1 necrotic damage, and 1 poison damage to an enemy within 3 range. Cooldown of 2 turns.
Dagger of Lifestealing: Deal 2 necrotic damage to an adjacent enemy. Regain health equal to the amount of necrotic damage dealt (if not attacking an undead or construct). Cooldown of 1 turn.
Dagger of Venom: Deal 2 poison damage to an adjacent enemy, and poison the enemy for 2 turns. Cooldown of 1 turn.
Deathwalker’s Ward: When receiving enough damage to be reduced to 0 health, you have a 50% chance to ignore all damage taken.
Dual Wielder: When you melee attack and have 0 defense, gain +1 defense.
Evasion: Reduce all damage taken by 1.
Flametongue Dagger: Deal 3 fire damage to an adjacent enemy. Cooldown of 1 turn.
Hide: Become invisible. Cooldown of 1 turn.
Imposter: Charm an enemy within 3 range for 2 turns. Cooldown of 2 turns.
Infiltration Expertise: Become invisible at the start of battle.
Keen Dagger: Deal 3 piercing damage to an adjacent enemy. Cooldown of 1 turn.
Lay on Hands: Once per battle, regain 4 health.
Lucky: You have +5% critical hit chance.
Reliable Talent: No matter the target’s defense value, you never have a higher than 25% chance to miss.
Serpent Belt: Poison an enemy within 4 range (no line of sight needed) for 4 turns. Cooldown of 2 turns.
Sharpshooter: When you make a ranged attack, ignore the target’s defense.
Sneak Attack: Attacks deal +2 weapon damage if you are invisible.
Uncanny Dodge: Gain +2 defense. Cooldown of 1 turn.
Vex'ahlia the ranger.

Vex’ahlia
10 ♥
7 ★
3 ➥

Bestial Fury: Trinket deals +3 damage if attacking during its next turn. Cooldown of 2 turns.
Blazing Bowstring: Deal +1 fire damage when attacking for 3 turns. Cooldown of 1 turn.
Bloodseeking Bow: Deal 3 piercing damage to an enemy within 4 range. Cooldown of 1 turn.
Conjure Animals: Create an animal with 1 health on an empty adjacent field. The animal lasts for 4 turns, or until defeated. At the start of your turn the animal moves up to 3 steps towards the nearest enemy. At the end of your turn the animal deals 2 slashing damage to an adjacent enemy. Cooldown of 4 turns.
Conjure Barrage: Deal 3 weapon damage to an enemy within 3 range, and 1 weapon damage to all units adjacent to the target. Cooldown of 2 turns.
Cure Wounds: Have an adjacent ally regain 4 health. Cooldown of 4 turns.
Death from Above: You have a 35% chance to ignore weapon attacks, and can move over cover.
Exceptional Training: Trinket gains +1 maximum movement.
Favored Enemy: Show the exact health amount of enemies, and your initiative is at least as high as the enemy with the highest initiative at the start of battle.
Grasping Vine: Move an enemy within 2 range up to 3 steps. Cooldown of 1 turn.
Hail of Thorns: Deal 3 weapon damage to an enemy within 4 range, and deal 2 piercing damage to all units adjacent to the target. Cooldown of 3 turns.
Hide in Plain Sight: When you have not moved during your turn, become invisible.
Hunter’s Mark: An enemy within 4 range takes +1 weapon damage from attacks made by you for 6 turns. Only a single Hunter’s Mark can be active at any time. Cooldown of 3 turns.
Land’s Stride: Gain +1 defense, and regain up to 2 movement. Cooldown of 1 turn.
Lightning Arrow: Deal 2 lightning damage to all units within a line of 4 range. Cooldown of 2 turns.
Longbow of the Sky Sentinel: Deal three times 1 piercing damage to an enemy within 4 range. Cooldown of 1 turn.
Natural Explorer: When at full health, gain +1 movement.
Pass without Trace: You and all adjacent allies become invisible. Cooldown of 3 turns.
Percy’s Arrow: Once per battle, deal 1 weapon damage to an enemy within 4 range, and a random effect occurs.
Arrow of Dragon Slaying: Deal 5 piercing damage to the target. (17%)
Ensnare Arrow: The target is stunned for 1 turn. (17%)
Explosive Arrow: Deal 3 fire damage to the target, and 1 fire damage to all enemies adjacent to the target. (17%)
Poison Arrow: Deal 2 poison damage to the target, and the target is poisoned for 3 turns. (17%)
Sleep Arrow: The target is petrified for 1 turn. (17%)
Trip Arrow: The target goes prone for 2 turns. (17%)
Primeval Awareness: Remove invisibility from all enemies. Cooldown of 2 turns.
Ranger’s Companion: You start the battle with Trinket by your side.

Trinket 7 ♥ 6 ★ 3 ➥
Bite: Deal 1 piercing damage to an adjacent enemy, and the enemy goes prone for 1 turn. Cooldown of 2 turns.
Cannonball: When activated, your next movement this turn deals damage. At the end of the movement, deal bludgeoning damage to all adjacent enemies equal to twice the amount of steps moved. Cooldown of 2 turns.
Claws: Deal 3 slashing damage to an adjacent enemy. Cooldown of 1 turn.
Dodge: Gain +1 defense. Cooldown of 1 turn.
Keen Smell: Immunity to being blinded.

Skirmisher’s Stealth: When you lose invisibility, there is a 50% chance to it remains.
Sneak Attack: Attacks deal +2 weapon damage if you are invisible.
Vanish: Become invisible. Cooldown of 1 turn.

The levels follow the narrative of the show. The first 40 levels cover the first 16 episodes. Each level has four starting locations for heroes (five-pointed star with a ‘H’ in it.), a special starting location for Trinket if Vex’ahlia is added to the hero party (five-pointed star with a ‘5’ in it), and lastly a listing of the foes (circle with a letter in it). The many different types of foes that are encountered throughout the first 40 levels each have their own attributes and abilities. Additionally, there are full walls (thick lines) and half walls (dotted lines). The game always takes place on a 7-by-7 grid of fields.

Each set of 20 levels forms a chapter; 1-20 The Underdark, 21-40 The Horn of Orcus, 41-60 The Trials of Orthanzia, 61-80 The Briarwoods, 81-100 The Beginning of the End, 101-120 The Hope Devourer.

1. Arrival at Kraghammer

6x Goblins (2 ♥ 3 ★ 4 ➥)
Hit-and-run: Gain +1 defense and increase your initiative.
Rusty Sword: Deal 3 slashing damage to an adjacent enemy.

3x Goblin Archers (2 ♥ 5 ★ 3 ➥)
Nimble: Gain +1 defense.
Shortbow: Deal 2 piercing damage to an enemy within 4 range.

2. Chaos in the Quarry

4x Goblins (2 ♥ 3 ★ 4 ➥)
Hit-and-run: Gain +1 defense and increase your initiative.
Rusty Sword: Deal 3 slashing damage to an adjacent enemy.4x Goblin Archers (2 ♥ 5 ★ 3 ➥)
Nimble: Gain +1 defense.
Shortbow: Deal 2 piercing damage to an enemy within 4 range.

1x Ogre (6 ♥ 1 ★ 4 ➥)
Club: Deal 4 bludgeoning damage to an adjacent enemy.
Stupidity: 10% chance to miss own attacks.
Throw Stone: Deal 3 bludgeoning damage to an enemy within 3 range.

3. Behind the Stone Wall

2x Goblins (2 ♥ 3 ★ 4 ➥)
Hit-and-run: Gain +1 defense and increase your initiative.
Rusty Sword: Deal 3 slashing damage to an adjacent enemy.2x Goblin Archers (2 ♥ 5 ★ 3 ➥)
Nimble: Gain +1 defense.
Shortbow: Deal 2 piercing damage to an enemy within 4 range.

1x Naga Abomination (14 ♥ 7 ★ 5 ➥)
Abomination: Immunity to poison damage. Immunity to being charmed, frightened, and poisoned.
Bite: Deal 3 piercing damage to an adjacent enemy, and poison the enemy for 2 turns.
Slither: Recover all your movement and increase your initiative.

1x Ogre (6 ♥ 1 ★ 4 ➥)
Club: Deal 4 bludgeoning damage to an adjacent enemy.
Stupidity: 10% chance to miss own attacks.
Throw Stone: Deal 3 bludgeoning damage to an enemy within 3 range.

4. Into the Greyspine Mines

3x Umber Hulk (9 ♥ 4 ★ 3 ➥)
Confusing Gaze: Petrify an enemy within 4 range for 1 turn.
Mandibles: Deal 3 slashing damage to an adjacent enemy.
Mind Scrambler: When you are directly attacked, there is a 25% chance the attacker is petrified for 1 turn.
Tremorsense: Immunity to being blinded.
Tunnel: Move to any empty field.

5. The Abandoned Campfire

3x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.2x Duergar Crossbow (3 ♥ 4 ★ 2 ➥)
Crossbow: Deal 2 piercing damage to an enemy within 4 range.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.

1x Intellect Devourer (2 ♥ 6 ★ 4 ➥)
Brainlike: Resistance to bludgeoning, piercing, and slashing damage. Immunity to being blinded.
Claws: Deal 2 slashing damage to an adjacent enemy.
Devour Intellect: Deal 4 psychic damage to an enemy within 2 range. 50% chance to paralyze the target for 1 turn.

6. At the Bridge

3x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.3x Ogre (6 ♥ 1 ★ 4 ➥)
Club: Deal 4 bludgeoning damage to an adjacent enemy.
Stupidity: 10% chance to miss own attacks.
Throw Stone: Deal 3 bludgeoning damage to an enemy within 3 range.

7. Reinforcements

2x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.2x Duergar Crossbow (3 ♥ 4 ★ 2 ➥)
Crossbow: Deal 2 piercing damage to an enemy within 4 range.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.

2x Elite Duergar (5 ♥ 6 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Javelin: Deal 2 piercing damage to an enemy within 3 range.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
Warhammer: Deal 3 bludgeoning damage to an adjacent enemy.

8. Infiltration

2x Duergar Crossbow (3 ♥ 4 ★ 2 ➥)
Crossbow: Deal 2 piercing damage to an enemy within 4 range.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.2x Elite Duergar (5 ♥ 6 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Javelin: Deal 2 piercing damage to an enemy within 3 range.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
Warhammer: Deal 3 bludgeoning damage to an adjacent enemy.

1x Illithid (7 ♥ 4 ★ 3 ➥)
Extract Brain: Deal 6 piercing damage to an adjacent enemy, if the target is prone.
Hive Mind: All Illithids gain +1 defense and increase initiative.
Mind Blast: Once per battle, deal 3 psychic damage to all enemies within 3 range.
Tentacles: Deal 2 psychic damage to an adjacent enemy, and the target goes prone for 1 turn.

9. Attack on the Duergar Warcamp

3x Elite Duergar (5 ♥ 6 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Javelin: Deal 2 piercing damage to an enemy within 3 range.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
Warhammer: Deal 3 bludgeoning damage to an adjacent enemy.1x Illithid (7 ♥ 4 ★ 3 ➥)
Extract Brain: Deal 6 piercing damage to an adjacent enemy, if the target is prone.
Hive Mind: All Illithids gain +1 defense and increase initiative.
Mind Blast: Once per battle, deal 3 psychic damage to all enemies within 3 range.
Tentacles: Deal 2 psychic damage to an adjacent enemy, and the target goes prone for 1 turn.

10. General’s Orders

2x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.1x Duergar General (7 ♥ 7 ★ 2 ➥)
Command Soldiers: All Duergar gain +1 defense.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Giant Warhammer: Deal 4 bludgeoning damage to an adjacent enemy.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.

2x Elite Duergar (5 ♥ 6 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Javelin: Deal 2 piercing damage to an enemy within 3 range.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
Warhammer: Deal 3 bludgeoning damage to an adjacent enemy.

11. A Familiar Tremble

2x Bulette (9 ♥ 2 ★ 4 ➥)
Bite: Deal 3 piercing damage to an adjacent enemy.
Deadly Leap: Deal 2 bludgeoning damage to all adjacent enemies.
Underground: Take half damage from all sources for 1 turn. This ability costs all movement.1x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.

1x Duergar General (7 ♥ 7 ★ 2 ➥)
Command Soldiers: All Duergar gain +1 defense.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Giant Warhammer: Deal 4 bludgeoning damage to an adjacent enemy.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.

1x Elite Duergar (5 ♥ 6 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Javelin: Deal 2 piercing damage to an enemy within 3 range.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
Warhammer: Deal 3 bludgeoning damage to an adjacent enemy.

12. Escape from the Warcamp

4x Elite Duergar (5 ♥ 6 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Javelin: Deal 2 piercing damage to an enemy within 3 range.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
Warhammer: Deal 3 bludgeoning damage to an adjacent enemy.

13. Further into the Caves

4x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.2x Ogre (6 ♥ 1 ★ 4 ➥)
Club: Deal 4 bludgeoning damage to an adjacent enemy.
Stupidity: 10% chance to miss own attacks.
Throw Stone: Deal 3 bludgeoning damage to an enemy within 3 range.

14. Out of the Cart

2x Ogre (6 ♥ 1 ★ 4 ➥)
Club: Deal 4 bludgeoning damage to an adjacent enemy.
Stupidity: 10% chance to miss own attacks.
Throw Stone: Deal 3 bludgeoning damage to an enemy within 3 range.2x Ooze (9 ♥ 1 ★ 2 ➥)
Amorphous: Immunity to acid, cold, lightning, and slashing damage. Immunity to being blinded, charmed, frightened, and going prone.
Corrosive Form: When you are melee attacked, deal 1 acid damage to the attacker.
Pseudopod: Deal 2 bludgeoning damage and 2 acid damage to an adjacent enemy.
Slide: Recover all movement.
Split: When you are directly attacked, there is a 25% chance you split into two units (each have half your current health).

15. The Trick about Falling

5x Hook Horror (8 ♥ 5 ★ 3 ➥)
Echolocation: Immunity to being blinded.
Hook: Deal 4 piercing damage to an adjacent enemy.

16. The Lower Chasm

4x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.3x Duergar Crossbow (3 ♥ 4 ★ 2 ➥)
Crossbow: Deal 2 piercing damage to an enemy within 4 range.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.

17. Breaching the Emberhold

1x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.3x Duergar Crossbow (3 ♥ 4 ★ 2 ➥)
Crossbow: Deal 2 piercing damage to an enemy within 4 range.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.

2x Elite Duergar (5 ♥ 6 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Javelin: Deal 2 piercing damage to an enemy within 3 range.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
Warhammer: Deal 3 bludgeoning damage to an adjacent enemy.

18. Through the Fortress

5x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.1x Illithid (7 ♥ 4 ★ 3 ➥)
Extract Brain: Deal 6 piercing damage to an adjacent enemy, if the target is prone.
Hive Mind: All Illithids gain +1 defense and increase initiative.
Mind Blast: Once per battle, deal 3 psychic damage to all enemies within 3 range.
Tentacles: Deal 2 psychic damage to an adjacent enemy, and the target goes prone for 1 turn.

19. The Throne Room

1x Basilisk (5 ♥ 4 ★ 2 ➥)
Bite: Deal 3 piercing damage to an adjacent enemy.
Petrifying Gaze: At the start of your turn, all enemies within line of sight have a 20% chance of being petrified for 1 turn.4x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.

1x Elite Duergar (5 ♥ 6 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Javelin: Deal 2 piercing damage to an enemy within 3 range.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
Warhammer: Deal 3 bludgeoning damage to an adjacent enemy.

20. Against the Duergar King

1x Basilisk (5 ♥ 4 ★ 2 ➥)
Bite: Deal 3 piercing damage to an adjacent enemy.
Petrifying Gaze: At the start of your turn, all enemies within line of sight have a 20% chance of being petrified for 1 turn.1x Elite Duergar (5 ♥ 6 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Javelin: Deal 2 piercing damage to an enemy within 3 range.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
Warhammer: Deal 3 bludgeoning damage to an adjacent enemy.

1x King Murghol (9 ♥ 7 ★ 2 ➥)
Command Soldiers: All Duergar gain +1 defense and increase initiative.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Giant Warhammer: Deal 4 bludgeoning damage to an adjacent enemy.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.

1x Queen Ulara (6 ♥ 4 ★ 2 ➥)
Blurred: An ally within 2 range gains +2 defense.
Chain Lightning: Deal 3 lightning damage to an enemy within 5 range, and deal 2 lightning damage to all units adjacent to the target.
Charm: Charm an enemy within 3 range for 1 turn.
Dominate: Once per battle, paralyze an enemy within 5 range for 3 turns.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.

21. Glass and Bone

3x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.1x Stitch Monster (11 ♥ 6 ★ 4 ➥)
Regeneration: At the start of your turn, regain 2 health.
Slam: Deal 6 bludgeoning damage to an adjacent enemy, if the target is prone.
Swipe: An enemy within 2 range goes prone for 1 turn.
Tentacle: Deal 3 bludgeoning damage to an enemy within 2 range.

22. Queen Ulara Found

5x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.2x Duergar Crossbow (3 ♥ 4 ★ 2 ➥)
Crossbow: Deal 2 piercing damage to an enemy within 4 range.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.

23. Yug’Voril Uncovered

1x Duergar (3 ♥ 3 ★ 2 ➥)
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Enlarge: Once per battle, double all damage dealt for 2 turns.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.
War Pick: Deal 2 piercing damage to an adjacent enemy.1x Duergar Crossbow (3 ♥ 4 ★ 2 ➥)
Crossbow: Deal 2 piercing damage to an enemy within 4 range.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.
Tough as Stone: Take half damage from poison and magic damage for 1 turn.

1x Illithid (7 ♥ 4 ★ 3 ➥)
Extract Brain: Deal 6 piercing damage to an adjacent enemy, if the target is prone.
Hive Mind: All Illithids gain +1 defense and increase initiative.
Mind Blast: Once per battle, deal 3 psychic damage to all enemies within 3 range.
Tentacles: Deal 2 psychic damage to an adjacent enemy, and the target goes prone for 1 turn.

1x Queen Ulara (6 ♥ 4 ★ 2 ➥)
Blurred: An ally within 2 range gains +2 defense.
Chain Lightning: Deal 3 lightning damage to an enemy within 5 range, and deal 2 lightning damage to all units adjacent to the target.
Charm: Charm an enemy within 3 range for 1 turn.
Dominate: Once per battle, paralyze an enemy within 5 range for 3 turns.
Duergar Resilience: Immunity to being charmed, paralyzed, and poisoned.

24. Craggy Beach

2x Ghast (4 ♥ 9 ★ 3 ➥)
Abyssal Origin: Resistance to necrotic damage. Immunity to poison damage. Immunity to being charmed and poisoned.
Bite: Deal 2 piercing damage to an adjacent enemy.
Claw: Deal 1 piercing damage to an adjacent enemy, and the target is paralyzed for 1 turn.
Stench: At the start and end of your turn, all adjacent enemies are poisoned for 1 turn.
Turning Defiance: Whenever another Ghast dies, regain 1 health.

25. Swarmed

3x Ghast (4 ♥ 9 ★ 3 ➥)
Abyssal Origin: Resistance to necrotic damage. Immunity to poison damage. Immunity to being charmed and poisoned.
Bite: Deal 2 piercing damage to an adjacent enemy.
Claw: Deal 1 piercing damage to an adjacent enemy, and the target is paralyzed for 1 turn.
Stench: At the start and end of your turn, all adjacent enemies are poisoned for 1 turn.
Turning Defiance: Whenever another Ghast dies, regain 1 health.

26. Quick Escape

2x Cloacker (8 ♥ 7 ★ 4 ➥)
Bite: Deal 2 piercing damage to an adjacent enemy.
Damage Transfer: When you are melee attacked, 50% chance to ignore half of all damage taken and apply that to the attacker instead.
Flying: You have a 35% chance to ignore weapon attacks, and can move over cover.
Moan: All enemies within 3 range are frightened for 1 turn.
Phantasms: Once per battle, create a duplicate with 1 health on an empty adjacent field. The duplicate lasts for 4 turns, or until defeated. At the start of your turn the duplicate moves up to 3 steps towards the nearest enemy. At the end of your turn the animal deals 1 piercing damage to an adjacent enemy.

27. Found while Scouting

1x Cloacker (8 ♥ 7 ★ 4 ➥)
Bite: Deal 2 piercing damage to an adjacent enemy.
Damage Transfer: When you are melee attacked, 50% chance to ignore half of all damage taken and apply that to the attacker instead.
Flying: You have a 35% chance to ignore weapon attacks, and can move over cover.
Moan: All enemies within 3 range are frightened for 1 turn.
Phantasms: Once per battle, create a duplicate with 1 health on an empty adjacent field. The duplicate lasts for 4 turns, or until defeated. At the start of your turn the duplicate moves up to 3 steps towards the nearest enemy. At the end of your turn the animal deals 1 piercing damage to an adjacent enemy.1x Fomorian (15 ♥ 1 ★ 3 ➥)
Evil Eye: Deal 3 psychic damage to any enemy within line of sight.
Smash: Deal 4 bludgeoning damage to an adjacent enemy.

28. Inside Yug’Voril

3x Illithid (7 ♥ 4 ★ 3 ➥)
Extract Brain: Deal 6 piercing damage to an adjacent enemy, if the target is prone.
Hive Mind: All Illithids gain +1 defense and increase initiative.
Mind Blast: Once per battle, deal 3 psychic damage to all enemies within 3 range.
Tentacles: Deal 2 psychic damage to an adjacent enemy, and the target goes prone for 1 turn.

29. Outside the Pyramid

3x Illithid (7 ♥ 4 ★ 3 ➥)
Extract Brain: Deal 6 piercing damage to an adjacent enemy, if the target is prone.
Hive Mind: All Illithids gain +1 defense and increase initiative.
Mind Blast: Once per battle, deal 3 psychic damage to all enemies within 3 range.
Tentacles: Deal 2 psychic damage to an adjacent enemy, and the target goes prone for 1 turn.

30. K’varn Revealed

1x K’varn (18 ♥ 5 ★ 2 ➥)
Antimagic: Magical abilities have no effect within 3 range of you.
Beholder: Immunity to being charmed, frightend, paralyzed, petrified, and going prone.
Bite: Deal 4 piercing damage to an adjacent enemy.
Eye Rays: Target up to 2 random enemies wtihin line of sight, and a random effect occurs on each of them
Anger: The target goes prone for 1 turn. (17%)
Death: Deal 7 necrotic damage to the target. (17%)
Disintegration: Deal 5 fire damage to the target. (17%)
Health Absorption: Deal 3 necrotic damage to the target. Regain health equal to the amount of necrotic damage dealt (if not attacking an undead or construct). (17%)
Petrification: The target is petrified for 1 turn. (17%)
Soul Absorption: The target is paralyzed for 1 turn. (17%)

31. The Temple Showdown

1x K’varn Undead (18 ♥ 5 ★ 2 ➥)
Antimagic: Magical abilities have no effect within 3 range of you.
Beholder: Immunity to being charmed, frightend, paralyzed, petrified, and going prone.
Bite: Deal 4 piercing damage to an adjacent enemy.
Eye Rays: Target up to 2 random enemies wtihin line of sight, and a random effect occurs on each of them
Anger: The target goes prone for 1 turn. (17%)
Death: Deal 7 necrotic damage to the target. (17%)
Disintegration: Deal 5 fire damage to the target. (17%)
Health Absorption: Deal 3 necrotic damage to the target. Regain health equal to the amount of necrotic damage dealt (if not attacking an undead or construct). (17%)
Petrification: The target is petrified for 1 turn. (17%)
Soul Absorption: The target is paralyzed for 1 turn. (17%)

32. Chamber of the Elder Brain

1x Elder Brain (20 ♥ 1 ★ 0 ➥)
Reinforcements: Add an Illithid the the level’s edge.
Structure: Resistance to bludgeoning, piercing, and slashing damage. Immunity to all statuses.1x Intellect Devourer (2 ♥ 6 ★ 4 ➥)
Brainlike: Resistance to bludgeoning, piercing, and slashing damage. Immunity to being blinded.
Claws: Deal 2 slashing damage to an adjacent enemy.
Devour Intellect: Deal 4 psychic damage to an enemy within 2 range. 50% chance to paralyze the target for 1 turn.

33. Flee the Pyramid

1x Clarota (7 ♥ 4 ★ 3 ➥)
Extract Brain: Deal 6 piercing damage to an adjacent enemy, if the target is prone.
Lightning Bolt: Deal 2 lightning damage to all units within a line of 4 range. Cooldown of 2 turns.
Mind Blast: Once per battle, deal 3 psychic damage to all enemies within 3 range.
Tentacles: Deal 2 psychic damage to an adjacent enemy, and the target goes prone for 1 turn.1x Elder Brain (20 ♥ 1 ★ 0 ➥)
Reinforcements: Add an Illithid the the level’s edge.
Structure: Resistance to bludgeoning, piercing, and slashing damage. Immunity to all statuses.

34. Escape from the Underdark

3x Illithid (7 ♥ 4 ★ 3 ➥)
Extract Brain: Deal 6 piercing damage to an adjacent enemy, if the target is prone.
Hive Mind: All Illithids gain +1 defense and increase initiative.
Mind Blast: Once per battle, deal 3 psychic damage to all enemies within 3 range.
Tentacles: Deal 2 psychic damage to an adjacent enemy, and the target goes prone for 1 turn.

35. Skywards

2x Wyvern (11 ♥ 8 ★ 6 ➥)
Bite: Deal 4 piercing damage to an adjacent enemy.
Flying: You have a 35% chance to ignore weapon attacks, and can move over cover.
Stinger: Deal 2 piercing damage to an enemy within 2 range, and the target is poisoned for 3 turns.

36. Battle on the Airship

1x Wyvern (11 ♥ 8 ★ 6 ➥)
Bite: Deal 4 piercing damage to an adjacent enemy.
Flying: You have a 35% chance to ignore weapon attacks, and can move over cover.
Stinger: Deal 2 piercing damage to an enemy within 2 range, and the target is poisoned for 3 turns.1x Wyvern Rider (4 ♥ 5 ★ 3 ➥)
Dodge: Gain +1 defense. Cooldown of 1 turn.
Sabre: Deal 2 slashing damage to an adjacent enemy.
Wyvern Rider: You start the battle on top of a Wyvern, and you enter the battlefield only when your Wyvern is defeated.

37. Over the Ozmit Sea

2x Wyvern Rider (4 ♥ 5 ★ 3 ➥)
Dodge: Gain +1 defense. Cooldown of 1 turn.
Sabre: Deal 2 slashing damage to an adjacent enemy.
Wyvern Rider: You start the battle on top of a Wyvern, and you enter the battlefield only when your Wyvern is defeated.

38. Enter Vasselheim

4x Spider (3 ♥ 6 ★ 3 ➥)
Bite: Deal 2 piercing damage to an adjacent enemy, and the target is poisoned for 2 turns.
Web: An enemy within 3 range goes prone for 2 turns.
Web Stalker: When attacking a prone target, your attacks automatically critical hit.

39. The Hall of the Exalt

5x Spider (3 ♥ 6 ★ 3 ➥)
Bite: Deal 2 piercing damage to an adjacent enemy, and the target is poisoned for 2 turns.
Web: An enemy within 3 range goes prone for 2 turns.
Web Stalker: When attacking a prone target, your attacks automatically critical hit.

40. Sealing the Horn of Orcus

6x Spider (3 ♥ 6 ★ 3 ➥)
Bite: Deal 2 piercing damage to an adjacent enemy, and the target is poisoned for 2 turns.
Web: An enemy within 3 range goes prone for 2 turns.
Web Stalker: When attacking a prone target, your attacks automatically critical hit.