Creature cards use the game’s shipped sprites and ability descriptions. HP tables show the regions where each creature starts in a room. Summoned creatures use the spawning room’s HP scale too; inspect the current creature card during play.
Barrow ratStays where it is. Bites you if you stand next to it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Mossgate | 10 |
| Fenmarsh | 10 |
| the Kingsroad ruins | 13 |
| the Cinder hollows | 15 |
| the Rimewood | 20 |
| the Drowned crypt | 25 |
| the Glasswing steppe | 30 |
| the Clockwork vault | 35 |
| Thornreach | 40 |
| the Sundered Place | 45 |
Grey wolfSteps one tile toward you every turn, along the longer gap first. Bites when next to you.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Mossgate | 16 |
| Fenmarsh | 16 |
| the Kingsroad ruins | 20 |
| the Rimewood | 32 |
| the Drowned crypt | 40 |
| the Glasswing steppe | 48 |
| the Clockwork vault | 56 |
| Thornreach | 64 |
| the Sundered Place | 72 |
Barrow skeletonWalks its marked path, one step every second turn. Strikes if you are next to it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Mossgate | 20 |
| Fenmarsh | 20 |
| the Kingsroad ruins | 25 |
| the Cinder hollows | 30 |
| the Drowned crypt | 50 |
| the Glasswing steppe | 60 |
| the Clockwork vault | 70 |
| Thornreach | 80 |
| the Sundered Place | 90 |
Cave batFlies its marked path every turn, over traps. Bites if you are next to it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Mossgate | 8 |
| Fenmarsh | 8 |
| the Kingsroad ruins | 10 |
| the Cinder hollows | 12 |
| the Rimewood | 16 |
| the Drowned crypt | 20 |
| the Glasswing steppe | 24 |
| the Clockwork vault | 28 |
| Thornreach | 32 |
| the Sundered Place | 36 |
Fen slimeCreeps toward you every second turn. When hit and still alive, it splits off a smaller slime.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Mossgate | 18 |
| Fenmarsh | 18 |
| the Kingsroad ruins | 23 |
| the Cinder hollows | 27 |
| the Rimewood | 36 |
| the Drowned crypt | 45 |
| the Glasswing steppe | 54 |
| the Clockwork vault | 63 |
| Thornreach | 72 |
| the Sundered Place | 81 |
Bog spawnA small slime from the Bog Mother. Creeps toward you every second turn and never splits. Bites when next to you.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Base reference | 10 |
Marsh frogEvery second turn it leaps two tiles toward you, over anything in between, if it can land; otherwise it hops one. Bites when next to you.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Fenmarsh | 12 |
| the Kingsroad ruins | 15 |
| the Cinder hollows | 18 |
| the Drowned crypt | 30 |
| the Glasswing steppe | 36 |
| the Clockwork vault | 42 |
| Thornreach | 48 |
| the Sundered Place | 54 |
Bog handNever moves. If you stand next to it, it grabs you: 3 damage and you cannot step on your next turn.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Fenmarsh | 14 |
| the Kingsroad ruins | 18 |
| the Cinder hollows | 21 |
| the Rimewood | 28 |
| the Drowned crypt | 35 |
| the Glasswing steppe | 42 |
| the Clockwork vault | 49 |
| Thornreach | 56 |
| the Sundered Place | 63 |
Will-o'-wispEvery second turn it drifts one tile away from you, over spikes. When it cannot get farther away and you are within 2 steps, it bursts: 8 damage to all eight tiles around it, and it is gone.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Fenmarsh | 6 |
| the Kingsroad ruins | 8 |
| the Cinder hollows | 9 |
| the Drowned crypt | 15 |
| the Glasswing steppe | 18 |
| the Clockwork vault | 21 |
| the Sundered Place | 27 |
Hydra headNever moves. If you stand in its row or column within 4 tiles, with no wall between, it spits at you for 3.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Fenmarsh | 12 |
Kraken tentacleNever moves. Tentacles wear a number badge from 1 to 4 and slam in turn, one a turn: tentacle 1 on the first turn, 2 on the second, 3, 4, then 1 again. A slam hits the eight tiles around it for 9.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Fenmarsh | 22 |
Skeleton archerStands still and, every second turn, shoots you for 7 if you are in its row or column within 5 tiles with no wall, creature or helper between (arrows fly over rubble).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Kingsroad ruins | 18 |
| the Rimewood | 28 |
Shield-bearerEvery second turn it strikes you for 4 if you are next to it, or else steps toward you and turns its shield the way it stepped; the shield stops hits from in front, except on its resting turns while you stand next to it, and hits from a diagonal, the side or behind always get through.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Kingsroad ruins | 28 |
| the Rimewood | 44 |
SpearmanWhenever you stand on one of the two tiles in front of it, it thrusts through both for 8 (a wall on the first tile stops the spear); otherwise, every second turn, it turns to face you if you are in its row or column within 2 tiles, or else steps toward you.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Kingsroad ruins | 23 |
| the Rimewood | 36 |
Banner-bearerNever attacks, makes every creature on the eight tiles around it hit 2 harder, and every second turn steps one tile farther away from you if it can.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Kingsroad ruins | 18 |
| the Rimewood | 28 |
SapperSteps one tile toward you every turn; when it starts a turn next to you it lights its fuse instead, and on its next turn it blows up, wherever you are: 9 damage to you and your helpers on the eight tiles around it (creatures are not hurt), and it is gone.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Kingsroad ruins | 30 |
Fire impEvery second turn it jumps two tiles on along its marked loop, over anything, if it can land. Bites for 6 if you are next to it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Cinder hollows | 21 |
| the Rimewood | 28 |
SalamanderSteps one tile toward you every turn, and the tile it leaves burns for the next 3 turns: 3 damage each turn you end on it. Bites for 6 when next to you.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Cinder hollows | 30 |
| the Rimewood | 40 |
Ember beetleSteps one tile toward you every second turn and bites for 5 when next to you. When it dies it bursts: 8 damage to everything on the eight tiles around it, you and creatures alike.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Cinder hollows | 18 |
Magma crabSidles along its marked path, one step every second turn, and pinches for 8 when you are next to it. Its shell lets only the first hit of each turn through; every other hit that turn does nothing.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Cinder hollows | 51 |
| the Rimewood | 68 |
Cinder houndEvery turn it runs up to two tiles toward you, never onto spikes, and stops as soon as it is next to you; when it starts its turn next to you it bites for 5 instead.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Cinder hollows | 21 |
Ice trollIts turns alternate: first it glows and steps one tile toward you (it stays put if you are already next to it), then it smashes the four tiles beside it (north, east, south, west) for 12.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Rimewood | 60 |
| the Sundered Place | 135 |
Frost wispEvery second turn it freezes the two tiles in front of it for 3 turns (end a turn on that ice: 3 damage and you cannot step on your next turn); on the turns between it floats one tile along its marked path, over spikes, or turns a quarter to its right if it has no path.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Rimewood | 20 |
Snow wolfSnow wolves run as a pack: every second turn each one bounds up to two tiles toward you, all on the same beat; next to you it bites for 4, or 7 if another snow wolf stands beside it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Rimewood | 24 |
YetiNever moves or turns, and its turns come in threes: it swipes for 5 if you are next to it, then lifts a boulder, then hurls it straight down the line it faces for 8 on every tile up to the nearest wall.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Rimewood | 64 |
Horned ramIts turns alternate: first, if you are in its row or column with nothing between you (no wall, ice, creature, helper or spikes), it charges straight at you and stops beside you, or else it steps one tile toward you along the shorter gap to line up, or, already next to you, waits; then it butts you for 9 if you are next to it, or stands winded.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Rimewood | 60 |
WraithEvery second turn it glides one tile toward you, along the longer gap first, straight through a wall or over bones and spikes, but it never stops inside a wall. Touches you for 5 when it is next to you.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Drowned crypt | 40 |
Crypt ghoulSteps one tile toward you every turn, along the longer gap first, and bites for 5 when next to you; every bite that lands heals it by the HP it took from you, up to its full HP.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Drowned crypt | 55 |
Bone mageNever moves. Every fourth turn it raises a risen skeleton on the first free tile north, east, south or west of it, while fewer than 2 risen skeletons are in the room. Hits you with its staff for 3 if you stand next to it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Drowned crypt | 35 |
Risen skeletonRaised from the bones. Steps one tile toward you every second turn and strikes for 4 when next to you.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Drowned crypt | 25 |
BansheeNever moves. Every third turn it wails along its whole row and column until a wall stops the sound (it passes over bones and creatures): if you stand there you take 2 and cannot cast on your next turn.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Drowned crypt | 35 |
Drowned knightWhenever you stand on the tile in front of it, it sweeps that tile and the tile on each side of that tile for 8; otherwise, every second turn, it turns to face you if you are next to it, or else steps one tile toward you and faces the way it stepped. Its shield halves hits from in front (rounded down), but burns, burning ground and hits from the side or behind hurt it fully.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Drowned crypt | 65 |
PhylacteryThe jar that holds the Lich’s soul. It never moves or fights, but while it stands nothing can hurt the Lich.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Drowned crypt | 45 |
Glasswing harpyEvery second turn it claws you for 6 if you are next to it, or else dives up to 4 tiles straight toward you along the longer gap, over spikes, stopping beside you or before anything in its way; on the turns between it rests and does nothing at all.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Glasswing steppe | 42 |
BasiliskIts scales stop every hit from straight in front (a diagonal gets past). Its turns take turns: on one it bites for 5 if you are next to it, or else walks a step along its marked path, if it has one, turning the way it walks; on the next it glares straight ahead, and if you are in that line within 5 tiles, with no wall, boulder or creature between, and you are looking at it, you take 4 and lose your next turn (if not, it bites for 5 when you are next to it).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Glasswing steppe | 66 |
Steppe centaurIts turns come in threes: on the first two it kicks for 4 if you are next to it, or else steps one tile up or down toward your row; on the third it shoots both ways along its row for 6: the arrows fly over boulders and stop at the first wall, creature, helper or you.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Glasswing steppe | 60 |
Sand wyrmIts turns come in fours: it dives under the sand and moves one tile toward you, moves one more tile toward you underground, surfaces and bites for 8 if you are next to it, then rests a turn; from its dive until it surfaces nothing can hurt it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Glasswing steppe | 72 |
Dust devilEvery turn it buffets you for 3 if you are next to it, or else, if you are two or three tiles away in its row or column with no wall, boulder or creature between, it pulls you one tile toward it for 3 (the 3 lands even when a helper blocks the pull, and spikes on that tile hurt too), or else it flies one tile along its marked path, over spikes.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Glasswing steppe | 42 |
Vault golemNothing can hurt it while a rune stone stands anywhere in the room. Every second turn it smashes you for 7 if you are next to it, or else steps one tile toward you; on the turns between it does nothing.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Clockwork vault | 105 |
Rune stoneNever moves and never attacks. While it stands, nothing can hurt any golem in the room.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Clockwork vault | 28 |
Gear sentryNever moves. Every turn it shoots the way its arrow points, up to 4 tiles, for 5: the bolt flies over crates and stops at the first wall, creature, helper or you; then its arrow turns a quarter clockwise (north, east, south, west, and round again).
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Clockwork vault | 56 |
MimicSits still like a chest and does nothing until you hit it or stand next to it; standing next to it, it springs open that turn without biting. Once awake it bites for 6 when you are next to it, or else steps one tile toward you, every turn.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Clockwork vault | 63 |
Armour shellBolts, crosses and novas bounce off it and do nothing; blows, cleaves, rings, ground, burns, bursts and helpers hurt it. Every second turn it strikes you for 6 if you are next to it, or else steps one tile toward you; on the turns between it does nothing.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Clockwork vault | 84 |
Mirror plateNever moves; a spell or helper that hits it from farther than the eight tiles around it does nothing, and on its next turn the plate throws 6 back at you wherever you are; hits from those eight tiles, ground, burns and bursts hurt it, and otherwise it cuts you for 6 when you are next to it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Clockwork vault | 63 |
Thornwood treantIts turns come in threes: on the first it steps one tile toward you, on the second it stands still, and on both it bites for 6 instead if you are next to it; on the third it drives roots into the eight tiles around it, and if you stand on one you take 4 and cannot step on your next turn.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Thornreach | 128 |
Thornreach dryadNever moves. Every third turn she heals every creature within 2 tiles of her (the five-by-five square around her, herself too) by 5; on the other turns she lashes you for 3 if you are next to her.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Thornreach | 64 |
Spore podNever moves and never bites. On its turn after a hit that did not kill it, it puffs poison onto the eight tiles around it: 3 damage at the end of every turn you stand there, for 3 turns. When it dies it bursts for 4 on the eight tiles around it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Thornreach | 48 |
Vine snareNever moves or bites. Each turn its thorny vine grows one more tile along its marked line, until the line is full; you take 3 at the end of every turn you stand on a grown tile. When it dies its thorns wither at the end of that turn.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Thornreach | 56 |
Briar hogIf you are next to it, it bites you for 5; if not, it steps one tile toward you every second turn. On the turn after you or a helper hit it from one of the eight tiles around it (bursts, ground and burns do not count), it bristles instead of anything else: 8 to each of those eight tiles.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Thornreach | 80 |
ShadeIt copies what you just did: when you step one way it steps the same way (or turns that way if it cannot); when you cast, it throws a shadow bolt straight the way it faces for 5, stopped by the first wall, creature or helper; when you wait, it bites for 5 if you are next to it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Sundered Place | 54 |
Rune wardNever moves. A spell that hits it the same way as the last spell that hit it (the same school and the same shape) does nothing, and on its next turn the ward throws 6 back at you wherever you are; helpers, burns and ground always hurt it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Sundered Place | 90 |
GargoyleOn its turn, if you are looking at it, it turns to stone with its back to you, except on every third turn; otherwise it turns to you and steps one tile closer, or, next to you, claws for 6 if it already faces you. Hits on its stone back do nothing, but burns and ground always hurt it.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Sundered Place | 99 |
Void eyeNever moves. Every second turn it pulls you one tile toward it from anywhere in the room, along the longer gap, for 2 damage, or bites for 5 if you are already next to it; on the turns between it does nothing.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Sundered Place | 81 |
ShardlingSteps one tile toward you every second turn and strikes for 4 when next to you; each hit that leaves it at 4 HP or more breaks a shard off onto a free tile beside it, while fewer than 3 shards are in the room and at most 3 in all. A shard has a third of the HP the shardling has left, never more than a whole shard.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| the Sundered Place | 90 |
ShardA splinter of a shardling: every turn it runs up to two tiles toward you, and bites for 3 when next to you; it never splits.
HP in campaign rooms
Later regions scale HP while keeping this creature’s abilities. Inspect the room’s creature card for its current HP.
| Region | HP |
|---|---|
| Base reference | 6 |