CAN YOU SURVIVE THE BEASTS OF ARCHWYND?

MONSTERS

THE MONSTERS OF ARCHWYND

Tempt Your Fate

Each Monster has deadly abilities. Defeat them if you can, to save the land of Archwynd.

As an adventurer in the land of Archwynd, the King has charged you to save the kingdom from a monstrous invasion.

Your skills and strategy will put to the test as you face a host of deadly beasts. The choices you make will determine your fate and the fate of the entire realm.

Do you have what it takes to save the land of Archwynd?

Or will it be all that you can do to simply save yourself?

The Monsters are quite formidable. Study them to shape your strategy.

INTRODUCING THE

Bandit Ambush

Bandit Ambush:
Beware the shadows that stretch long across the road, for they conceal more than just the twilight’s gloom. The Bandit Ambush strikes without warning, a deadly trap set by merciless marauders lurking in the wilderness. These bandits are not mere rogues in tattered cloaks—they are a coordinated pack of ruthless killers, armed with sharp blades and sharper instincts. Their leader’s cold gaze pierces through the chaos as the bandits encircle their prey, their battle cries echoing like wolves howling at the moon.

Each round of combat is a race against time. The bandits’ ferocity grows with every heartbeat, their relentless attacks matched only by their greed. The first blow they land doesn’t just wound—it seizes a piece of your hard-earned treasure, a bitter reminder of the price for underestimating them.

Face the Bandit Ambush with courage, cunning, or sheer force of will, for hesitation could cost more than your loot—it could cost your life. Will you rise above the darkness, or will you fall to the bandits’ blades?

Details

  • Armor Class: 15
  • Attack Bonus: +4
  • Health: 3
  • Special Ability: Each round of Battle, Bandits Attack once for each HP it has remaining. The first time Bandits hit, Defender loses one Loot token.

INTRODUCING THE

Bugbear

Bugbear:
Bugbear
Deep within the shadowy forests and abandoned ruins of Archwynd, the Bugbear stalks its prey with the savage cunning of a born predator. This hulking monstrosity is no mindless brute; it blends the primal fury of a beast with the calculated malice of a raider. Towering above most foes and wielding weapons crude yet deadly, the Bugbear thrives on ambush tactics and the terror it inspires in the hearts of those it hunts.

A Bugbear’s strength lies in its relentless assault, every swing of its spiked mace carrying the force of its indomitable will. Each hit threatens to crush armor, break bone, and extinguish hope. Fiercely territorial and hungry for spoils, it strikes with unyielding ferocity, fighting harder the longer it survives.

Only the brave—or the foolish—dare to challenge a Bugbear in its lair, for it is a relentless foe that does not relent until its enemies lie shattered. Will you find the courage to stand firm against this fearsome marauder, or fall like so many before you?

Details

  • Armor Class: 17
  • Attack Bonus: +5
  • Health: 2
  • Special Ability: Fierce pack raiders, Bugbear attacks once for each remaining HP it has each round.

INTRODUCING THE

Cave Troll

Cave Troll:

In the depths of forgotten caves and crumbling tunnels, the Cave Troll reigns supreme. Towering and grotesque, its mottled skin is as hard as stone, a reflection of the subterranean world it calls home. This monstrous brute wields a colossal club with terrifying precision, its strikes shaking the ground and shattering all but the most steadfast defenses.

The Cave Troll is a force of relentless aggression. Every blow it lands is followed by a second, each swing driven by unyielding fury and sheer brute strength. Its hunger for destruction is matched only by its primal cunning, as it blocks escape routes and traps its prey within the shadows of its lair. The walls seem to echo with its guttural growls, each reverberation a chilling reminder of the predator lurking within the dark.

To face the Cave Troll is to confront raw power and unrelenting savagery. Only the most prepared heroes can hope to emerge victorious, for a single mistake could lead to a crushing end beneath its merciless blows.

Details

  • Armor Class: 17
  • Attack Bonus: +5
  • Health: 2
  • Special Ability: When Cave Troll hits Defender, it Attacks a second time that same round (two attacks maximum per round.)

INTRODUCING THE

Crypt Thing

Crypt Thing:
In the silent halls of forgotten tombs, where even the bravest fear to tread, the Crypt Thing lies in wait. A creature of necromantic horror, it is neither fully alive nor wholly dead, its rotting form shrouded in the remnants of burial robes. Its hollow, glowing eyes pierce the darkness, promising doom to any who dare disturb its eternal vigil.

The Crypt Thing begins its assault with deliberate, methodical strikes, each swing of its bony claws a reminder of death’s inevitability. But when its body is pushed to the brink of destruction, an unholy power awakens within it. The Crypt Thing quickens, its movements becoming erratic and frenzied, as though animated by sheer hatred for the living. Each desperate attack is reckless yet deadly, a whirlwind of strikes seeking to drag its foes to the grave.

To face the Crypt Thing is to confront the lingering shadow of mortality itself. Victory demands more than skill; it requires the courage to defy death’s cold embrace. Will you prevail, or will your fate be sealed in the crypt’s eternal darkness?

Details

  • Armor Class: 17
  • Attack Bonus: +7
  • Health: 2
  • Special Ability: When Crypt Thing is reduced to 1 remaining HP, Monster becomes Quickened, and attacks twice per round, but with -2 Attack Penalty.

INTRODUCING THE

Fire Elemental

Fire Elemental:
Born from the heart of raging infernos, the Fire Elemental is a manifestation of pure, unrelenting flame. Its form writhes and dances with a hypnotic, deadly beauty, a searing reminder of fire’s dual nature as both creator and destroyer. This blazing entity radiates heat so intense that the air around it distorts, choking those who dare approach. Its molten eyes burn with malice, and its fiery limbs lash out with devastating precision.

A strike from the Fire Elemental is more than a wound—it’s an ignition. Those caught in its fiery grasp risk being engulfed in flames, their defenses melting away under its relentless assault. The fire spreads mercilessly, each spark a potential disaster, consuming everything it touches.

To face a Fire Elemental is to enter a battle against an unstoppable force of nature. Douse its flames quickly, or risk being reduced to ash in the inferno. Only those armed with bravery—and perhaps a little water magic—stand a chance of extinguishing this living blaze.

Details

  • Armor Class: 17
  • Attack Bonus: +7
  • Health: 2
  • Special Ability: When Fire Elemental hits, Defender rolls 1d20. If result is 5 or less, Defender catches fire and loses additional 1 HP.

INTRODUCING THE

Fungus Weird

FUNGUS WEIRD:
Lurking in the damp, shadowy recesses of caves and forgotten groves, the Fungus Weird is a grotesque amalgamation of plant and predator. Its bloated mushroom cap glows faintly with unnatural hues, a sinister beacon in the dark. Beneath its fungal canopy lies a maw of jagged teeth, flanked by writhing vines that lash out with venomous precision. Its body, a twisted fusion of spore-covered flesh and creeping roots, pulses with an eerie, lifelike rhythm.

The Fungus Weird’s true horror lies in its spores. With every blow it takes, it releases a choking cloud of toxic dust, spreading chaos among its enemies. Those caught unprepared find themselves covered in the clinging spores, their lungs burning as the fungal plague seeps into their skin. Even at a distance, the Fungus Weird’s reach is deadly, as its spores seek out any weakness.

To face the Fungus Weird is to gamble with infection and decay. Victory requires quick wits, ranged weapons, and a steady hand—or risk becoming nourishment for this abominable creature.

Details

  • Armor Class: 14
  • Attack Bonus: +4
  • Health: 2
  • Special Ability: When Fungus Weird is hit by Opponent, all Players without a ranged weapon equipped roll 1d20. If result is 5 or less, Player is covered in spores and loses 1 HP.

INTRODUCING THE

Harpy

HARPY:
From the scorched cliffs and ash-strewn peaks of Archwynd emerges the Harpy, a creature of cruel beauty and haunting menace. Its piercing, melodic song drifts on the wind like a siren’s call, weaving an irresistible spell over its victims. This captivating melody freezes even the bravest warriors in hesitation, as the Harpy swoops down with talons sharp enough to rend steel and flesh alike.

The Harpy’s twisted visage is a blend of allure and savagery, its fiery plumage flickering like embers and its predatory eyes glowing with malice. The song it sings not only entrances its prey but also disrupts the instincts of even skilled marksmen, leaving them vulnerable and exposed. With swift and calculated movements, the Harpy dominates the battlefield, using its elevated vantage to control the flow of combat.

To face a Harpy is to fight both mind and body, resisting the pull of its magic while contending with its ferocious assaults. Victory demands not just strength, but the will to break free from its deadly serenade.

Details

  • Armor Class: 14
  • Attack Bonus: +6
  • Health: 2
  • Special Ability: Before Battle, Harpy gains +2 Bonus on Initiative due to its captivating song. Ranged weapons do not ignore the need for Initiative roll.

INTRODUCING THE

Hydra

HYDRA:
Deep within the murky swamps of Archwynd slumbers a monster of legends—the Hydra. This multi-headed behemoth is a living nightmare, each head acting independently with a savage hunger and piercing intelligence. Its thick, scaled hide is nearly impervious to attacks, and its coiled, muscular body can crush even the strongest foes.

The Hydra’s most fearsome trait is its relentless nature. Every one of its heads strikes in unison, delivering a flurry of devastating attacks that overwhelm even the hardiest adventurers. As the battle wears on, its ferocity only grows, with each remaining head snapping and biting with precision and deadly force. Its countless strikes make it a creature that cannot be underestimated for even a moment.

To defeat the Hydra is no small feat; it requires not only strength and skill but also a keen tactical mind. Let your guard down, and its heads will overwhelm you in a torrent of fangs and fury. Are you prepared to take on a beast born of nightmares?

Details

  • Armor Class: 15
  • Attack Bonus: +4
  • Health: 3
  • Special Ability: Before Battle begins, Hydra gains +2 Bonus on Initiative roll. Each round of Battle, Hydra Attacks once for each HP it has remaining.

INTRODUCING THE

Lithovore

LITHOVORE:
Emerging from the earth like a nightmare born of stone and hunger, the Lithovore is a colossal predator driven by an insatiable appetite. Its armored body gleams with a mineral-like sheen, a testament to its subterranean origins. Razor-sharp mandibles frame a gaping maw, capable of pulverizing stone, metal, and the unfortunate souls who cross its path. Its eyes glow faintly with a predatory intelligence, scanning for the next meal.

The Lithovore is not easily deterred, but its hunger can be manipulated. The creature’s obsession with devouring treasure offers a fleeting chance for survival. Tossing loot into its maw might buy you precious moments, as it savors the taste of gold and gems. But beware: this is a temporary reprieve. When its patience wanes, the Lithovore’s fury is unparalleled, each attack a devastating blow that can shatter armor and courage alike.

To defeat the Lithovore is to walk the line between cunning and combat, offering treasure as a distraction or risking everything to stand your ground. How will you outsmart this monstrous eater of worlds?

Details

  • Armor Class: 18
  • Attack Bonus: +6
  • Health: 3
  • Special Ability: Before your first Attack only, you may feed Monster your Loot tokens. For each Loot token you discard, Lithovore refrains from Attacking you for one round.

INTRODUCING THE

Magma Elemental

MAGMA ELEMENTAL:
Born of volcanic fury and molten stone, the Magma Elemental is a relentless force of destruction. Its body glows with the intense heat of flowing lava, cracks in its obsidian-like exterior pulsing with fiery energy. Chains of molten iron encircle its form, remnants of failed attempts to contain its wrath. The air around the creature shimmers with unbearable heat, making each moment near it a trial of endurance.

When the Magma Elemental strikes, it doesn’t just wound—it incinerates. Its initial attack is a devastating blast of molten magma, spewed forth with an intensity that leaves even the hardiest defenders scorched and reeling. Those who cannot withstand the heat find themselves weakened as the magma’s touch sears their flesh and burns away their resolve.

To face the Magma Elemental is to walk into an inferno. Careless heroes will find themselves consumed by its relentless onslaught, while those who stand strong must find a way to extinguish its volcanic rage. Will your courage hold as the earth itself rises against you?

Details

  • Armor Class: 15
  • Attack Bonus: +5
  • Health: 3
  • Special Ability: For its first Attack only, Monster vomits magma using +8 Attack Bonus. If hit, Defender rolls 1d20 and loses 1 additional HP if result is 15 or less.

INTRODUCING THE

Minotaur

MINOTAUR:
Towering over the battlefield with sinewy muscle and unrelenting fury, the Minotaur is a force of nature bound by rage and instinct. Its crimson eyes burn with bloodlust, and its massive horns gleam with the promise of devastation. Clad in scraps of armor and wielding a colossal axe, the Minotaur charges with reckless abandon, a living battering ram of destruction.

Once the Minotaur senses its prey, there is no escape. It barrels forward with terrifying speed, using its brute strength and momentum to crush all in its path. The impact of its charge is overwhelming, sending opponents reeling before they can mount a defense. Every swing of its weapon is a test of endurance, as each strike threatens to be the last.

Facing the Minotaur demands strategy and nerve; any hesitation or misstep will be met with unrelenting ferocity. In the labyrinth of combat, there’s no room for error against this beast. Will you stand your ground and face the storm, or fall beneath its thundering charge?

Details

  • Armor Class: 14
  • Attack Bonus: +7
  • Health: 3
  • Special Ability: Before Battle, Minotaur gains +2 on Initiative roll. If Minotaur Attacks first in Battle, it Charges and receives +1 bonus to Attack and Damage for its first Attack only.

INTRODUCING THE

Moss Troll

MOSS TROLL:
Ancient and enshrouded in verdant growth, the Moss Troll is a creature of both the forest and the stone. Towering and gnarled, its body is covered in a lush carpet of moss, creeping vines, and fungal blooms, blending seamlessly into the misty glades and rain-soaked ruins it calls home. Its deep, weathered features speak of a long life spent lurking in the shadows of nature’s dominion.

The Moss Troll strikes with surprising speed for its size, its massive limbs crushing all who dare intrude upon its domain. With each swing, leaves and spores scatter in the air, creating an oppressive atmosphere that seems to drain the resolve of its foes. Though fearsome in combat, the Moss Troll is also a guardian of treasure, its presence a signal that riches lie hidden beneath the canopy.

To fell the Moss Troll is to challenge the forest itself, enduring its ferocity and outlasting its relentless pursuit. Those who succeed will find not only glory but the spoils of a hard-earned victory.

Details

  • Armor Class: 17
  • Attack Bonus: +6
  • Health: 2
  • Special Ability: Moss Troll gains +2 for Initiative. Collect 2 Loot tokens when Moss Troll is killed.

INTRODUCING THE

Otyugh

OTYUGH:
Dwelling in the darkest, filthiest corners of the world, the Otyugh is a horrifying monstrosity that thrives on decay and despair. Its bloated, slimy body is covered in filth and stench, with tentacles tipped in jagged barbs that lash out with alarming speed. Its gaping maw, lined with razor-sharp teeth, drips with putrid saliva, a festering symbol of its disgusting existence. A cluster of glowing eyes crowns its grotesque form, swiveling independently to lock onto prey.

The Otyugh’s most insidious weapon isn’t its strength, but its corruption. With every strike, it spreads sickness and disease, leaving its victims weakened and vulnerable. Even the hardiest warriors find their defenses crumbling as the Otyugh’s foul touch seeps into their wounds. The creature is relentless, thriving on the chaos and panic it spreads.

Confronting the Otyugh means braving not only its crushing strikes but also the unrelenting assault of its fetid environment. Can you endure the onslaught of sickness and filth, or will the Otyugh drag you into its decaying domain?.

Details

  • Armor Class: 17
  • Attack Bonus: +6
  • Health: 2
  • Special Ability: Whenever Otyugh hits, Defender rolls 1d20. If result is 5 or less, Defender catches disease and loses +1 additional HP.

INTRODUCING THE

Vampire Bats

VAMPIRE BAT SWARM:
Under the pale glow of the moon, the Vampire Bat Swarm descends like a living nightmare. These winged terrors move as a shadowy blur, their shrill screeches piercing the stillness of the night. Individually, a single bat might seem insignificant, but as a swarm, they are an overwhelming force, their razor-sharp fangs thirsting for blood.

The Vampire Bat Swarm’s speed and coordination make it a deadly foe. Before combat even begins, their relentless pursuit gives them the advantage, striking faster than their prey can react. Their attacks are unerring, each strike siphoning the lifeblood of their victims, leaving them weakened and disoriented. The swarm is relentless, surrounding its target and leaving no room for escape.

Fighting the Vampire Bat Swarm requires precision and resolve. Each moment of hesitation gives the swarm an edge, and even the strongest defenses can crumble under their sheer numbers. Will you endure their relentless assault, or will your lifeblood feed the night’s hunger?

Details

  • Armor Class: 17
  • Attack Bonus: +6
  • Health: 2
  • Special Ability: Whenever Otyugh hits, Defender rolls 1d20. If result is 5 or less, Defender catches disease and loses +1 additional HP.

INTRODUCING THE

Wight

WIGHT:
The Wight is a chilling specter of undeath, a once-living warrior bound to eternal servitude by dark magic. Its pale, skeletal form shrouded in battered armor, the Wight’s crimson eyes burn with a malevolent hunger for life energy. It roams icy graveyards and shadowed ruins, a remorseless predator that feeds on the vitality of the living.

Every strike from the Wight isn’t just a blow to the body—it’s a drain on the soul. With each hit, it saps its opponent’s strength, leaving them weaker and more vulnerable to its relentless onslaught. The icy grip of despair follows in its wake, as even the bravest of heroes find their resolve crumbling under its relentless energy drain.

Facing the Wight is a battle against both physical and spiritual decay. To stand against it, one must find the strength to resist the pull of its dark curse and strike it down before their vitality is consumed entirely. Will you endure the Wight’s soul-draining grasp, or fall to its eternal hunger?

Details

  • Armor Class: 15
  • Attack Bonus: +4
  • Health: 2
  • Special Ability: When Wight hits, Defender suffers -1 penalty on Attack for rest of Battle. This effect is cumulative, but resets at the end of Battle.
Fire Elemental

Unleashing the Power of Monsters in Fantasy Card Games

Monsters are the lifeblood of fantasy card games, bringing excitement, challenge, and unpredictability to every encounter. In Archwynd, these creatures are more than just adversaries—they’re intricately designed foes with unique abilities and fascinating backstories that immerse players in a rich, fantasy-driven world. Each monster, from the fiery Magma Elemental to the cunning Lithovore, tests your strategic thinking and adaptability.

Dive deeper into the Fantasy Monsters of Archwynd to explore their traits and abilities. As you engage with these challenges, you’ll find opportunities to expand your gameplay strategies and make every encounter unforgettable.

Looking to strengthen your hand? Explore the Fantasy Characters of Archwynd to discover powerful heroes who can stand against these fearsome foes. Together, monsters and characters create a dynamic experience that makes every game thrilling and unique.

The Role of Monsters in Role-Playing Card Games

In role-playing games, monsters are more than obstacles—they are the architects of conflict and adventure. These creatures drive narratives, provide opportunities for heroes to rise, and challenge players to think creatively and act boldly. In Archwynd, monsters like the shadowy Wight or the relentless Minotaur are essential to creating unforgettable campaigns.

Learn how Monsters in Archwynd enhance your role-playing experience with detailed lore, mechanics, and strategies. Whether you’re building a campaign or seeking inspiration for your next battle, our monster lineup has you covered.

Pairing monsters with the right Fantasy Characters ensures that every encounter is as exciting as it is challenging. Ready your party and step into a world where monsters breathe life into your role-playing adventures.

Wight