Monsters

Artwork of various monsters from Gloomhaven

‘**Monster**’ is a game term in the Gloomhaven series used to refer to non-character figures in scenarios. Monsters are usually and by default enemies to the characters, though scenario special rules may specify otherwise. Monsters are controlled by the players according to the rules for monster movement and enemy focusing and the statistics on monster stat cards.

Monsters are represented on the map by standees placed in white and yellow ('gold') stands according to their rank - **normal** and **elite** respectively, where elite enemies are statistically slightly superior. **Boss** is an especially powerful rank of monster that often features many extra rules. Each Monster has its own **statistic card** and **ability card deck** (although subtypes sometimes share a deck.)

The name 'monster' is not to suggest that all monsters are *monstrosities.* Various, races, animals, and even constructs all appear as monsters throughout the series.

## Rules

### Statistic Cards

Monster statistic cards, or 'stat cards', feature eight different sets of statistics describing the monster's capability numbered 0-7. These correspond to each scenario difficulty level where higher difficulty levels describe more powerful monsters. For non-boss monsters, each set includes two versions for each rank on the left (white - normal) and right (gold - elite) sides of the set respectively. When the scenario difficulty is determined, it is recommended to insert enemy stat cards for the scenario into their sleeves with the corresponding set of statistics visible. The revealed stats include the following stats and attributes:

* **Hit Points** - the damage the monster can take before being killed and removed from the scenario.
* **Base Move** - the base number of hexes a move ability allows the monster to move.
* **Base Attack** - the base amount of damage an attack ability deals.
* **Base Range** - ( only) the base range in hexes the monster's attacks and heals can target over.
* **Conditions & Effects** - conditions the monster's attacks inflict & effects they possess.
* **Persistent Bonuses** - bonuses the monster possesses e.g. shield. These active bonuses last the entire scenario.
* **Immunities** - conditions the monster is immune to.
* **Additional rules** - additional behavior information e.g. "on death, all adjacent figures suffer 1 damage."

### Ability Cards

Where character ability cards grant them attacks and moves of varied stated numerical values, monsters operate instead on a series of ‘base’ stats. When a monster’s ability card grants them moves and attacks, the numerical value of these equals the base value combined with the modifier on the card.

During ordering of initiative, a monster ability card is drawn for each monster type in the scenario which determines that type's position in the turn order. All monsters of the same type collectively take their turns at the same initiative and act in an order, starting with the elite monsters of that type in ascending standee number order, then the normal monsters of that type in ascending standee number order

## Monster Turns

On a monster's turn, it will **always attempt to move so that it approaches to attack its focus.** If it is impossible to get any closer, it does not move and does nothing.

### Initial Check

- Remove negative conditions.

- Monsters with DISARM or no Attack ability on their turn still focus as though they were to make a melee attack (approach their closest enemy.)

### Focusing

Monsters search for a **focus** to attack at the beginning of their turns. A focus is one specific enemy that it will attempt to move to attack during its turn. Monsters always focus the enemy they can attack using the least amount of movement, regardless of whether they have enough movement to accomplish this. For melee attacks, this means the closest enemy. In this way, a monster out of range will always approach until it is in range, even if it cannot get in range in the same turn. In the case of multiple valid enemies to be a monster’s focus, which one shall be focused is decided based on the following factors in order of priority:

* whichever path springs the fewest traps possible
* whichever path is shortest overall (fewest hexes)
* whichever enemy is earlier in the initiative order It is notable that if only able to attack an enemy by doing so, a monster will spring traps in order to attack the enemy, even if that trap would kill that monster.

In this way, monsters take the shortest valid path but will move to avoid traps if they can still find another valid (longer) path. They will even switch focus to avoid traps if they can still find another valid (longer) path to move to attack the new enemy without springing traps. However, if the only valid path requires them to spring a trap, it will not deter them from moving and springing it. If the shortest path gives them two valid enemies to attack, they attack the one that is earlier in the initiative order.

### Movement

Monsters move based solely on their focus with intent to get within range to attack their focus, to maximise that attack, and to attack as many other possible targets. Monsters move the least hexes possible distance to do this, and if lacking a focus, do not move at all.
In order to get within range, monsters identify valid hexes they can reach to attack their focus from. If there is more than one, they choose based on the