Bide
If this unit does not move on its turn, it heals for 2 HP at the end of its turn.
If this unit does not move on its turn, it heals for 2 HP at the end of its turn.
When engaging an adjacent target, this unit deals an additional 2 damage to its target.
After this unit's engage, apply a Blind () status die to this unit's target.
After this unit determines its target, the target must choose to either:
This unit deploys with an additional 2 HP for each undefeated adventurer.
After this unit is engaged by an adventurer in or by a unit, this unit deals true damage to the engaging unit, even if defeated.
After this unit is defeated, each adventurer immediately draws a random level 1 enemy and deploys it to the closest unoccupied hex to them.
When this unit is dealt damage by non-adjacent units, its defense is increased by 1 for that engage.
At the start of this unit's turn, set aside a level 5 from the enemy bag. If no level 5 are available, this unit increases its Combat status by 2 for its engage this turn. At the end of this unit's turn, deploy the set-aside unit to the closest unoccupied hex.
At the start of this unit's turn, all adjacent allied units gain 1 tenacity and all adjacent opposing units lose 1 tenacity.
At the end of this unit's turn, it deals all adjacent units 1 true damage.
After this unit is defeated, it replaces the weakest allied non-quest unit and assumes that unit's HP and status dice. The replaced unit is returned to its enemy bag.
After this unit's movement, all opposing units within 3 hexes of this unit are moved 1 hex closer to it if possible.
After this unit is defeated, each adventurer chooses and gains 1 of the following:
If this unit is not targeting all party members on its turn, its Combat stat is doubled.
Before this unit deals damage, its target loses tenacity equal to the amount of damage dealt.
This unit treats occupied hexes as unoccupied. When it moves into an occupied hex, its occupant is placed in the hex this unit moved out of.
This unit's movement is equal to the current round (Fatigue = 6).
If all of this unit's rolled enemy Combat dice result in a 1, this unit deals true damage.
Before this unit deals damage, roll 1 D6. If the result is a 3-6, the damage it rolled will be dealt as true damage, and this unit deals 1 additional true damage to each adventurer. If this battle takes place in High Rock, also increase unrest by 1 on a result of 3-6.
This unit increases its Combat stat by the number of opposing adventurers.
This unit ignores sight restrictions.