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Example Stat Blocks

AX.C.13.05 — Threat Stat Block Examples

The following examples demonstrate completed stat blocks using the template from AX.C.13.03. Each example shows the full calculation chain and serves as a reference when building custom Threats. Annotations mark key decisions.

All examples are genre-neutral. Genre Catalog versions would adjust type labels, ability names, and lore to match their setting.

Bandit Captain (Standard)

An experienced criminal who leads through intimidation and results, not loyalty.

Type: Humanoid (Human) Threat Power Tier: Standard Size: Medium

Attributes - Body: 3D - Speed: 3D - Wit: 3D

9D total — upper end of Standard range (5–7D), reflecting a veteran who is strong in all areas rather than specialized.

Talents - Strike: 2D - Precision: 1D - Stealth: 2D - Tactics: 1D - Persuade: 1D - Fortitude: 1D - Acrobatics: 1D - Resolve: 1D

Combat Statistics - Health: 33 (20 + Body 3 + Standard Modifier 10) - Defense: 2 (1 + (Speed 3 + Light Armor 1) ÷ 3 = 1 + 1 = 2) - Armor: Light (+1)

Saves - Body Save: 4D (Body 3D + Fortitude 1D) - Speed Save: 3D (Speed 3D + Acrobatics 1D − Light Armor Penalty 1D) - Wit Save: 4D (Wit 3D + Resolve 1D)

Speed Save: Light armor applies −1D to Acrobatics pools. The Acrobatics component of the Speed Save is reduced from 1D to 0D, giving a Speed Save of 3D.

Attacks - Shortsword: Body 3D + Strike 2D = 5D vs. Defense - Hand Crossbow: Speed 3D + Precision 1D = 4D vs. Defense

Special Abilities - Rally the Gang (Primary Action, once per combat): All allied Minions within Near range gain +1D on their next attack roll. The Captain must be visible and able to speak to use this ability. - Dirty Fighting (Free Action, At-Will): When the Bandit Captain attacks a target that is currently suffering a Condition of any kind, the attack deals +2 damage on a successful hit. - Tactical Retreat (Minor Action, At-Will): The Bandit Captain commands one allied Minion within Near range to disengage from its current target and move up to its full movement without provoking a Reaction. The Minion must be able to hear the Captain.

Tactics The Bandit Captain opens from range with the Hand Crossbow while Minions close the distance, using the action to look for a wounded or isolated target. Once a character is Conditioned — by Minion attacks or environmental hazards — the Captain moves to melee and triggers Dirty Fighting. Rally the Gang is held for a moment when the Minions are in position for a coordinated strike, not spent early. If reduced below a third of Health with an escape route available, the Captain signals a retreat rather than dying on the field.

Lore Bandit Captains are survivors first. Most came from failed soldiers, discharged guards, or desperate people who discovered they were better at crime than honest work. They hold their gangs together through reputation and shared profit — sentiment rarely enters into it. Some operate under a larger criminal organization; others are independent operators with a specific grievance or goal driving their activities.

Rewards Per Genre Catalog wealth guidelines for Standard threats. Typical additional items: quality weapon (may grant +1D to a relevant Talent on a successful use), light armor, written materials (a coded contract, a map to the hideout, a letter connecting the Captain to a larger faction or plot thread).


Pack Hunter (Standard)

A predatory creature built for pursuit and coordinated ambush, most dangerous when acting alongside its pack.

Type: Beast Threat Power Tier: Standard Size: Medium

Attributes - Body: 3D - Speed: 3D - Wit: 1D

7D total — Standard tier; Body and Speed are equal at the high end, reflecting a physical predator. Low Wit indicates animal intelligence — instinctual, not tactical.

Talents - Strike: 2D - Acrobatics: 2D - Notice: 2D - Stealth: 2D - Fortitude: 1D

Combat Statistics - Health: 33 (20 + Body 3 + Standard Modifier 10) - Defense: 2 (1 + (Speed 3 + No Armor 0) ÷ 3 = 1 + 1 = 2) - Armor: None (natural hide, no mechanical Armor Value)

Saves - Body Save: 4D (Body 3D + Fortitude 1D) - Speed Save: 5D (Speed 3D + Acrobatics 2D) - Wit Save: 1D (Wit 1D + no Resolve)

Virtually no defense against Wit-track Conditions. Fear effects, disorientation, and sensory disruption are highly effective against this Threat.

Attacks - Bite: Body 3D + Strike 2D = 5D vs. Defense - Pounce (replaces Bite, see below): Body 3D + Strike 2D + Advantage vs. Defense

Special Abilities - Pounce (Primary Action, At-Will): If the Pack Hunter moves at least Near range in a straight line before attacking, it gains Advantage on the attack roll (successes on 4+). On a successful hit, the target must make a Body Save (Threshold 2) or fall Prone (Speed track, Minor Condition, −1D to Speed rolls until corrected by standing as a Minor Action). - Pack Coordination (Free Action, At-Will): When a Pack Hunter makes an attack against a target that was also attacked by another Pack Hunter this round, it adds +1D to its attack pool. This bonus does not stack — regardless of how many Pack Hunters have attacked the same target, the bonus is always +1D. - Pursuit (Reaction, At-Will): When a creature within Near range uses a Move action to move away from the Pack Hunter, the Pack Hunter may immediately move up to Near range toward that creature. This movement does not use the Pack Hunter's Minor Action.

Tactics Pack Hunters use Stealth to approach before initiating combat — when possible, they attack from surprise. The first action in a fight is always Pounce to knock a target Prone; subsequent Pack Hunters in the group then attack the Prone target to maximize Pack Coordination and Dirty Fighting-equivalent positioning. When quarry flees, Pursuit ensures no one escapes easily. A Pack Hunter that drops below half Health and lacks support will flee rather than die — it loops back to its territory and waits.

Lore Pack Hunters appear in many forms across Genre Catalogs — wolves in fantasy settings, herd-stalking apex predators in wilderness survival settings, engineered pursuit units in sci-fi. What unifies them is social hunting behavior: they are built to work together, and alone, they are significantly less dangerous than their stats suggest. A lone Pack Hunter lacks Pack Coordination's bonus and has no one to trigger Pounce combinations with. GMs who want to use a single Pack Hunter should increase its Power Tier or add a different Threat to compensate.

Rewards Per Genre Catalog guidelines. Genre-appropriate components may be valuable to crafters, alchemists, or collectors depending on setting.


Architect of Ruin (Champion)

A calculating strategist who directs lesser Threats from a position of absolute tactical control.

Type: Humanoid (or Construct or Entity, per Genre Catalog) Threat Power Tier: Champion Size: Medium

Attributes - Body: 2D - Speed: 4D - Wit: 6D

12D total — Champion tier. Extremely Wit-heavy distribution, with Speed for mobility and minimal Body. This Threat is physically fragile but mentally formidable. It will not survive direct melee attention.

Talents - Tactics: 4D - Notice: 3D - Resolve: 3D - Attunement: 2D (perception-focused; this Threat senses threats before seeing them) - Acrobatics: 2D - Deceive: 2D - Force (Odd Talent): 4D (Wit default)

Combat Statistics - Health: 47 (20 + Body 2 + Champion Modifier 25) - Defense: 2 (1 + (Speed 4 + No Armor 0) ÷ 3 = 1 + 1 = 2) - Armor: None (relies on evasion and positioning rather than protection)

Saves - Body Save: 2D (Body 2D + no Fortitude) - Speed Save: 6D (Speed 4D + Acrobatics 2D) - Wit Save: 9D (Wit 6D + Resolve 3D)

Body Save is the critical vulnerability — physical conditions land easily. Wit Save is nearly impenetrable. Speed Save is strong, reflecting extraordinary reflexes.

Attacks - Force Strike: Wit 6D + Force 4D = 10D vs. Defense (ranged, Near–Far range) - Suppressive Pulse (see Special Abilities)

Special Abilities - Command the Field (Minor Action, At-Will): The Architect designates one allied Threat within Far range. That Threat immediately moves up to its full movement. This does not use the designated Threat's action. - Suppressive Pulse (Primary Action, once per combat, Near range radius): All targets within Near range make a Wit Save (Threshold 4). Failure applies Disoriented (Wit track, Moderate Condition, −2D to Wit rolls) for 4 rounds. Success applies the Condition for 1 round only. - Tactical Withdrawal (Reaction, At-Will): When an attack against the Architect hits, before damage is applied, the Architect may move up to Near range in any direction. If this movement takes the Architect out of the attacker's melee range, the attack misses instead. - Forewarned (Passive): The Architect cannot be Surprised. Additionally, the Architect acts at the Top of Turn in the first round of combat regardless of its Initiative roll. - Orchestrated Strike (Primary Action, Short Rest): The Architect calls a coordinated attack. Up to three allied Threats within Far range each immediately make one attack against a target of the Architect's choice. These attacks are resolved using each Threat's normal attack pool but gain Advantage (successes on 4+).

Tactics The Architect of Ruin does not come to the battlefield to fight — it comes to win. It positions behind its Minion screen at all times, using Command the Field to keep that screen in place between it and the party's melee characters. In the opening round, it uses Orchestrated Strike if multiple allies are positioned to maximize the impact; otherwise it opens with Suppressive Pulse to neutralize the party's Wit-dependent characters (healers, Odd Talent users). Force Strike is used to pick off characters who break through the Minion screen. Tactical Withdrawal is reserved for unexpected breakthroughs — it will not be wasted on minor hits. When the Architect drops below a quarter Health, it attempts to disengage fully, retreating from the encounter to fight again under better conditions.

Lore An Architect of Ruin is whatever the Genre Catalog requires: a general of a conquering force, the intelligence behind a criminal network, a mastermind supernatural entity, or an AI tactical system that has decided its operators are obstacles. The Architect template describes a category of Threat — the mind behind the threat rather than the hand. Genre Catalog adaptations should define what this Threat wants, who it serves (if anyone), and what it fears. A Threat this intelligent will have planned for failure. There is something valuable to learn from defeating it, if the players look.

Rewards Per Genre Catalog guidelines for Champion threats. The Architect's value is often informational — documents, access codes, names of co-conspirators, and intelligence about a larger threat. Physical rewards should reflect the Architect's preference for mobility over wealth.