You are on page 1of 40

This reference is intended only for the personal use of existing

owners of the game. No claim whatsoever is made to the rights of


the publisher and copyright holder, and there is no benefit
financially from this player aid. This PDF may not be re-posted
online, sold or used in any way except for personal use.

This document is intended to be a consolidated and alphabetized


Ancient One reference for Arkham Horror, as well as all Arkham
Horror expansions. It also includes information on monsters and
…he descried a sort of pool with a margin of mud that was marled
Heralds typically associated with various Ancient Ones, as well as
with obscene offal; and in the pool a grayish, horrid mass that
Guardians that may help investigators oppose them. Finally,
nearly choked it from rim to rim.
provided is a listing of associated Other Worlds and themes. Unlike
the rulebooks, this reference guide does not teach players how to
play the game. Players should first read the base rulebooks in their Here, it seemed, was the ultimate source of all miscreation and
entirety, then use this reference as needed when playing the game. abomination. For the gray mass quobbed and quivered, and swelled
perpetually; and from it, in manifold fission, were spawned the
anatomies that crept away on every side through the grotto. There
Monsters listed show adjusted statistics and abilities based on each
were things like bodiless legs or arms that flailed in the slime, or
Ancient One’s cult and following. Any monster stat or ability
heads that rolled, or floundering bellies with fishes' fins; and all
adjusted by the Ancient One will be displayed in italics.
manner of things malformed and monstrous, that grew in size as
they departed from the neighborhood of Abhoth. And those that
swam not swiftly ashore when they fell into the pool from Abhoth,
were devoured by mouths that gaped in the parent bulk.
“The Seven Geases” (1934), Clark Ashton Smith
This glossary lists all Ancient Ones, Heralds, Guardians, Monsters
and abilities in detail.

Content has been incorporated from the base components, the


comprehensive FAQ, and Arkham Horror Wiki. Some minor Worshippers Abhoth has no human worshippers. Return all
editing and formatting has been done for consistency, but please Cultists to the box at the start of the game.
feel free to comment on errors or missing information. Thanks to Place the 3 Child of Abhoth monsters on this
all the designers of the game, and those who have contributed sheet. Children of Abhoth that are defeated
content over the years. return to this sheet. They can never be claimed
as trophies.
Doom Track 11

While Abhoth stirs in his slumber, each time a monster surge


occurs, place a random Child of Abhoth on the surging gate. If all
3 Children of Abhoth are already on the board, raise the terror level
by 2 and add 1 doom token to the doom track.

1 Arkham Horror Ancient One Guide v 3.4


3 monster trophies, while another investigator discards 1 gate
trophy, 1 Clue token, and 1 item. As long as some combination
of 3 possessions from the list are discarded, the investigator
lives to fight on.
Combat Rating -4
Defenses Magical Resistance  Children of the Goat and the Dark Druid are returned to the
Attack Each investigator must discard a total of 3 box if Abhoth is the Ancient One.
Clue tokens, monster trophies, gate trophies,
and/or Items or be devoured.  If a monster surge occurs and no gates appear on the Mythos
Card, draw the next Mythos Card for the gate location.

 The Messenger Ally and the R’lyeh encounter that begins with
“Great Cthulhu spares the faithful” can be discarded to
prevent an investigator from being devoured when they cannot
discard the necessary trophies, tokens, and/or items when
Abhoth attacks during the Final Battle.
If you pass a Combat check against
Child Of Abhoth, you must discard
1 Spell or Weapon, if able. Expansion: Dunwich Horror

Abilities Spawn
Physical Resistance
Magical Resistance
Overwhelming 1
Nightmarish 1
Horror Rating -2
Horror Damage 2
Combat Rating -2
Combat Damage 2
Toughness 3

Before you make a Horror check against Child Of Abhoth, you must
discard 1 Clue token or automatically fail. A darksome form, big as a crouching man but with long spider-like
members…he saw that there was a kind of face on the squat ebon
body, low down amid the several-jointed legs. The face peered up
Abilities Spawn
with a weird expression of doubt and inquiry; and terror crawled
Magical Immunity through the veins of the bold huntsman as he met the small, crafty
Nightmarish 2
eyes that were circled about with hair.
Horror Rating -2
“The Seven Geases” (1934), Clark Ashton Smith
Horror Damage 4
Combat Rating -1
Combat Damage 2
Toughness 3
Worshippers Atlach-Nacha is worshipped by the terrible
Leng Spiders. Leng Spiders are fast, and
their toughness is increased by 1.
Before you make a Combat check against Child Of Abhoth, you Doom Track 13
must discard 1 Clue token or automatically fail.

Abilities Spawn
Physical Immunity While Atlach-Nacha stirs in his slumber, all gate openings are gate
Overwhelming 2 bursts. In addition, all Mystic cards are discarded without their
Horror Rating -1 special effects taking place.
Horror Damage 2
Combat Rating -2
Combat Damage 4
Toughness 3
Combat Rating -5
Defenses Magical Resistance, Physical Resistance
Attack The Investigators must, as a group, choose one
Ally in play or one investigator. If an Ally is
 When Abhoth attacks during the final battle, each investigator chosen, it is returned to the box. If an
must discard a total of 3 Clue tokens, monster trophies, gate investigator is chosen, that investigator is
trophies, and/or items to avoid being devoured. This can be in devoured.
any combination. For example, one investigator might discard

2 Arkham Horror Ancient One Guide v 3.4


Abilities Fast
Ambush
Overwhelming 1
Horror Rating -2
Horror Damage 2
Combat Rating -1
Combat Damage 4
Toughness 3

That last amorphous blight of nethermost confusion which


blasphemes and bubbles at the centre of all infinity —the boundless
daemon-sultan Azathoth, whose name no lips dare speak aloud, and
who gnaws hungrily in inconceivable, unlighted chambers beyond
 Atlach-Nacha’s “Web Between Worlds” ability means that all
time amidst the muffled, maddening beating of vile drums and the
mythos cards should be treated as if their gate location box
thin, monotonous whine of accursed flutes.
was colored red. Thus, any time a sealed gate location is
drawn, the elder sign at that location is removed from the “The Dream-Quest of Unknown Kadath” (1927), H.P. Lovecraft
board. Clever investigators will attempt to win by closing all of
the gates on the board at once.

 Every Mythos Card with a gate causes flying monsters to


move. Worshippers Since Azathoth promises nothing except
destruction, only the insane worship him.
However, their fanaticism gives them strength.
 If an investigator has an encounter in which “a gate and a
Maniacs have their toughness increased by 1.
monster appear,” the opening gate is treated as a gate burst,
and causes all flying monsters to move. Doom Track 14

 The Messenger Ally and the R’lyeh encounter that begins with
“Great Cthulhu spares the faithful” can be discarded to
prevent an investigator from being devoured when Atlach- If Azathoth awakens, the game is over and the investigators lose.
Nacha attacks and the investigator with The Messenger is
selected to be devoured. The Messenger would then be
discarded back to the Ally deck.

Expansion: Kingsport Horror


Combat Rating -∞
Defenses None
Attack The end is here! Azathoth destroys the world.

If the terror level is at least 6,


Maniac's fight rating increases to -2,
his combat damage increases to 3
Stamina, and he gains Endless.

Horror Rating -
Horror Damage -
Combat Rating +1 (-2)
Combat Damage 1 (3)
Toughness 2

3 Arkham Horror Ancient One Guide v 3.4


The Beings of Ib were the residents of
the city of Ib and were eventually
killed by the men that founded
Sarnath. The ghosts of the Beings of Ib
took their revenge 1,000 years later
with help from their god Bokrug.

Investigators receive a -1 penalty to Horror checks. If Bokrug


awakens, his Physical Resistance is upgraded to Physical
Immunity.
However this may be, it is certain that they worshipped a sea-green
stone idol chiseled in the likeness of Bokrug, the great water-lizard; Abilities Spawn
before which they danced horribly when the moon was gibbous. Horror Rating -
The Doom That Came to Sarnath (1919), H.P. Lovecraft Horror Damage -
Combat Rating -
Combat Damage -
Toughness -

Worshippers Bokrug is worshipped by the ghosts of its


followers, the Beings of Ib. At the start of the
game, place the four Being of Ib monster
tokens on this sheet. Investigators suffer the Investigators receive a -1 penalty to close or seal gates. If Bokrug
penalties listed on each Being of Ib on this awakens, his Magical Resistance is upgraded to Magical Immunity.
sheet.
Doom Track 12

Investigators receive a -1 penalty to Evade checks. If Bokrug


awakens, place three extra doom tokens on him.
While Bokrug stirs in his slumber, any investigator may spend 2
gate trophies, 10 toughness worth of monster trophies, or 1 gate
trophy and 5 toughness worth of monster trophies during the
Upkeep Phase while in any Other World to remove one Being of Ib Investigators receive a -1 penalty to Luck checks. If Bokrug
of his choice from this sheet. awakens, place three extra doom tokens on him.

Beings of Ib can never appear on the board under any circumstance.


Start of Battle X is set to twice the number of Beings of Ib on Instead, they act to boost Bokrug’s power until an investigator
this sheet. placates them by spending monster and/or gate trophies as
Combat Rating -X described on Bokrug’s sheet.
Defenses Magical Resistance, Physical Resistance
Expansion: Innsmouth Horror
Attack Add 1 clue token to this sheet. If this brings
the total number of clues and Beings of Ib on
this sheet to eight or more, the investigators
are devoured and lose the game.

4 Arkham Horror Ancient One Guide v 3.4


Abilities Magical Immunity
Ambush
Nightmarish 1
Horror Rating -2
Horror Damage 3
Combat Rating -3
Combat Damage 2
Toughness 4

The ears were webbed and tentacled, the trunk terminated in a huge
 Investigators do not suffer Chaugnar Faugn’s penalty unless
flaring disk at least a foot in diameter…Its forelimbs were bent
they are in the same neighborhood as a sealed gate or are
stiffly at the elbow, and its hands – it had human hands – rested
carrying an Elder Sign. Being in the same neighborhood or
palms up toward its lap. Its shoulders were broad and square and
even the same location as another investigator carrying an
its breasts and enormous stomach sloped outward, cushioning the
Elder Sign has no effect.
trunk.
“The Horror from the Hills” (1931), Frank B. Long  The penalty for carrying an Elder Sign and being in the same
neighborhood as an Elder Sign does not stack. Only a -1
penalty would apply.

 The rule that no more than three doom tokens can be removed
Worshippers Chaugnar Faugn is worshipped by a fierce and from Chaugnar-Faugn’s doom track does not apply when
fanatical jungle tribe. All Tcho-tchos and Norman Wither’s “The Path Is Lit” or Lily Chen’s “This is It”
Tcho-tcho Priests gain +2 toughness. Personal Story card is in play. The Personal Story card is
resolved to its full effect.
Doom Track 12
Expansion: Innsmouth Horror

While Chaugnar Faugn stirs in his slumber, any investigator


carrying an Elder Sign or in the same neighborhood as an elder
sign token suffers a -1 penalty to all skill checks.

Combat Rating -4
Defenses Physical Immunity
Attack Each investigator must discard three Clue
tokens, one Ally, or be devoured. Chaugnar
Faugn cannot have more than three doom
tokens removed from his doom track during a
single round of combat - he ignores all further But even though we had shielded our eyes, it was impossible not to
successes. see the great amorphous shapes streaming skyward from this
accursed place, not the equally great being hovering like a cloud of
living fire above the trees.
“The Dweller in Darkness” (1944), August Derleth

If you pass a Combat check against


Tcho-tcho, return it to the box and Worshippers Cthugha is worshipped by its smaller brethren.
draw 1 Common item. Fire Vampires gain +2 toughness and deal 1
extra Stamina as combat damage.
Horror Rating - Doom Track 13
Horror Damage -
Combat Rating -2
Combat Damage 2
While Cthugha stirs in its slumber, each investigator loses 1
Toughness 4 Stamina for each movement point over 3 he spends each turn.
Reading Tomes does not count towards this total. In addition, all
Weather cards are ignored when drawn, a new card being drawn
instead.

5 Arkham Horror Ancient One Guide v 3.4


Combat Rating -5
Defenses Physical Resistance
Attack Roll a die. Each investigator must lose a total
of that many Clue tokens, Stamina, and/or
Sanity or be devoured. Any weapon used in an
attack against Cthugha is discarded after the
attack is made.

A monster of vaguely anthropoid outline, but with an octopus-like


head whose face was a mass of feelers, a scaly, rubbery-looking body,
A thousand tiny fires, the size of prodigious claws on hind and fore feet, and long, narrow wings
match-flames, swept from the night sky. behind. This thing, which seemed instinct with a fearsome and
The old man was suddenly radiant unnatural malignancy, was of a somewhat bloated corpulence…It
with light. lumbered slobberingly into sight and gropingly squeezed its
gelatinous green immensity through the black doorway…A
Abilities Ambush mountain walked or stumbled.
Physical Immunity
“The Call of Cthulhu” (1926), H.P. Lovecraft
Horror Rating -
Horror Damage -
Combat Rating -2
Combat Damage 3
Toughness 3 Worshippers Cthulhu's worshippers often have the
Innsmouth Look, a sign of monstrous
ancestors. Cultists have a horror rating of -2
and a horror damage of 2 Sanity.
Doom Track 13
 Investigators do not suffer Cthugha’s penalty unless they
actually spend more than 3 movement points in a turn. Merely
having a high Speed doesn’t matter.
While Cthulhu stirs in his slumber, investigators have their
 Finn Edwards's Holdout Ability protects his items from maximum Sanity and maximum Stamina reduced by 1.
Cthugha’s Attack.

Expansion: Innsmouth Horror

Combat Rating -6
Defenses Special (See Attack)
Attack Each investigator lowers either his maximum
Sanity or Maximum Stamina by 1 (his choice).
After Cthulhu attacks 1 doom token is placed
back on Cthulhu's doom track if it isn't already
full.

Ia! Ia! Cthulhu Fthagn! Ph'nglui


mglw'nfah Cthulhu R'lyeh wgah'nagl
fhtagn!

Horror Rating -2
Horror Damage 2
Combat Rating +1
Combat Damage 1
Toughness 1

Cthulhu must attack in order to heal.

6 Arkham Horror Ancient One Guide v 3.4


 The Messenger Ally and the R’lyeh encounter that begins with
“Great Cthulhu spares the faithful” can be discarded to
prevent an investigator from being devoured when they fail
the roll to resist the effect of a brood token.
Expansion: Kingsport Horror

He went cold at the sight of that well, and while he yet wavered he
saw the bobbing white things stream out of the passages to the
cavern rim and felt those which pushed him from his refuge. Then
came pale movement in the wall, and something clambered up from
the dark—a bloated blanched oval supported on myriad fleshless
legs. Eyes formed in the gelatinous oval and stared at him. And he
prostrated himself as he had been told, and called the horror's
Ghatanothoa would ooze up to the light of day and lumber down the
name—Eihort—and under the arched roof amid the nighted
basalt cliffs of Yaddith-Gho bringing doom to all it might encounter.
tunnels, the bargain was sealed.
For no living thing could behold Ghatanothoa, or even a perfect
Before the Storm (1980), Ramsey Campbell graven image of Ghatanothoa, however small, without suffering a
change more horrible than death itself. Sight of the god, or its
image, as all the legends of the Yuggoth-spawn agreed, meant
paralysis and petrifaction of a singularly shocking sort, in which the
victim was turned to stone and leather on the outside, while the
brain within remained perpetually alive—horribly fixed and
Worshippers Eihort's worshippers are infested with his prisoned through the ages, and maddeningly conscious of the
blood. Each time an investigator defeats a passage of interminable epochs of helpless inaction…
Cultist, that investigator gains a brood
token. “Out of the Aeons” (1933), H.P. Lovecraft and Hazel Heald
Doom Track 12

Worshippers Ghatanothoa is worshipped by certain ancient


While Eihort stirs in his slumber, any investigator who seals a gate reptiles and fungi from Yuggoth. Lloigor and
gains 1 brood token. Any brood tokens on an investigator who is Mi-Go gain +2 toughness.
devoured are immediately added to Eihort's doom track as doom
tokens. Eihort can exceed 12 doom tokens on his doom track. Doom Track 13

 Each time an investigator gains a brood token, roll a die. If While Ghatanothoa stirs in his slumber, place the eight visage
the roll is lower than the number of brood tokens possessed by tokens facedown on this sheet. Each time an investigator gains 2
that investigator, he is devoured. or more Clue tokens at once, he must turn a visage token faceup. If
it has Ghatanothoa's face on it, he is devoured. If not, leave the
token faceup. Once four visage tokens are faceup, turn them
facedown and shuffle the visage tokens.

Start of Battle When Eihort awakens, each investigator gains


one brood token.
Combat Rating -4
Combat Rating -6
Defenses Physical Immunity
Defenses Each investigator's attack against
Attack The first player gains one brood token. Ghatanothoa deals one less success than
normal.
Attack Each investigator must spend 1 movement
point or be devoured. This increases by 1 point
in each successive round (e.g. 2 points in round
 Eihort corrupts the investigators with its brood tokens as they
2, 3 in round three, etc.).
seal gates and defeat cultists. Each time an investigator gains
a brood token, there is a chance he will be devoured. He rolls a
die, and if the number rolled is less than the number of brood
tokens he has accumulated, he is devoured. The brood tokens
from the devoured investigator are then added to Eihort’s
doom track (even if this occurs during the final battle).

7 Arkham Horror Ancient One Guide v 3.4


Worshippers Glaaki's worshippers are relentless undead
creatures. Cultists are Undead and stalkers.
Instead of moving, all investigators in Place the 5 Servant of Glaaki monsters on
this or any adjacent locations or street this sheet. Servants of Glaaki that are
areas lose 1 Sanity and 1 Stamina. defeated return to this sheet. They can never
be claimed as trophies.
Abilities Weapon Doom Track 12
Immunity
Horror Rating -1
Horror Damage 3
Combat Rating -2 While Glaaki stirs in his slumber, each time an Ally is discarded or
removed from the game, draw a mythos card and place a random
Combat Damage 3 Servant of Glaaki on the gate location shown (even if it is sealed).
Toughness 4 If all 5 Servants of Glaaki are already on the board, Glaaki
immediately awakens. If an investigator is devoured, raise the
terror level by 2.

If you pass a Combat check against


Mi-Go, return it to the box and draw 1
Unique Item. Combat Rating -5
Defenses Physical Resistance
Horror Rating -1 Attack Raise the terror level by 1. If it is 10 or higher,
Horror Damage 2 all investigators are devoured.
Combat Rating +0
Combat Damage 1
Toughness 3

Abilities Stalker
Remember, leave visage tokens faceup after revealing them unless Undead
either Ghatanothoa’s face is revealed or there are four visage
tokens faceup after revealing the new token. Horror Rating -
Horror Damage -
Expansion: Innsmouth Horror
Combat Rating +1
Combat Damage 1
Toughness 1

Abilities Spawn
Horror Rating -2
Horror Damage 3
Combat Rating -2
Combat Damage 3
Toughness 2

From an oval body protruded countless thins, pointed spines of


multi-colored metal; at the more rounded end of the oval a circular,
thick-lipped mouth formed the center of the spongy face, from which When Servant of Glaaki enters play, all investigators must discard
arose three yellow eyes on this stalks. Around the underside of the 1 Spell, if able.
body were many white pyramids, presumably used for locomotion.
The diameter of the body must have been ten feet at its least
wide…long stalks [were] twisting above it…[the] shape towered,
pulsing and shaking with deafening vibration…a spine stiffened
toward [a victim]. When Servant of Glaaki enters play, all investigators must discard
1 Common item, if able.
“The Inhabitant of the Lake” (1964), Ramsey Campbell

8 Arkham Horror Ancient One Guide v 3.4


When Servant of Glaaki enters play, all investigators must discard
1 Unique item, if able

When Servant of Glaaki enters play, all investigators must discard


2 Clue tokens, if able.

When Servant of Glaaki enters play, all investigators must discard


1 Skill, if able.

Utterly alien landscape…Foreground a deep lake. Hali? In five


minutes the water began to ripple where something rose. Facing
inward. A titanic aquatic being, tentacle. Octopoid, but far, far
 The Servants of Glaaki can come into play – and their special larger – then – twenty times larger than the giant Octopus apallyon
abilities take effect – even during the final battle, although the of the west coast. What was its neck alone easily fifteen rods in
Servants cannot directly participate in the fight. At the end of diameter. Could not risk the chance of seeing its face.
the game, keep track of which Servants of Glaaki were in play.
Those Servants not in play can still enter play as Glaaki’s “The Gable Window” (1957), August Derleth
attack raises the terror level, causing Allies to be discarded.
Once all of the Servants have “entered play,” they have no
further effect on game play.

Example: Four Servants of Glaaki are in play at the start of Worshippers Hastur's worshippers ride byakhee mounts
the final battle, leaving only 1 Servant on Glaaki’s Ancient that they call with enchanted whistles.
One sheet. When Glaaki attacks, he raises the terror level by Cultists are flying monsters and their combat
1. There is 1 Ally left in the Ally deck and, because the terror rating is -2.
level was raised, that Ally card is discarded, which causes the
final Servant of Glaaki to enter play. That particular Servant Doom Track 13
states, “When Servant of Glaaki enters play, all investigators
must discard 1 Skill.” So, each investigator loses a Skill as a
result of the Servant entering play. However, the Servants
cannot participate in the battle, and they are all in play, so the
While Hastur stirs in his slumber, the cost to seal a gate is 8 Clue
players can now ignore them for the rest of the fight.
tokens instead of 5.

 Glaaki’s Attack occurs once per turn during the Final Battle.

 The Messenger Ally cannot be discarded to prevent the


investigators from being devoured when Glaaki sets the Terror
Level to 10+ during the Final Battle. Start of Battle X is set to the current terror level.
Combat Rating -X
 If an investigator is devoured by the Dying for a Cause Plot Defenses Physical Resistance
Card, the effect of the Plot Card trumps the “stirs in his
Attack Each investigator must pass a Luck (+1) check
slumber” ability in this case and the Terror Level will not
or lose 2 Sanity. This check's modifier
increase. Other than that, the “stirs in his slumber” ability is
decreases by 1 each turn (+0 the 2nd turn, -1
in effect during the whole Final Battle. the 3rd turn, etc.)
Expansion: Dunwich Horror

Abilities Flying
Horror Rating -
Horror Damage -
Combat Rating -2
Combat Damage 1
Toughness 1

If an investigator uses the Warding Statue, the Luck modifier


decreases even if the attack was canceled.

9 Arkham Horror Ancient One Guide v 3.4


 If a non-weather environment card is in play and a new
Mythos card is drawn with a weather environmental effect, all
functions of the card are followed except for the environmental
effect. The card is then discarded.

 Finn Edwards's Holdout Ability protects his items from


Ithaqua’s Start of Battle ability.

 Weapons and items that can’t be lost or stolen are immune to


Ithaqua’s Start of Battle ability.

The stars had been blotted out…the great cloud which had obscured
the sky looked curiously like the outline of a great man. And…where
the top of the “cloud” must have been, where the head of thing should
have been, there were two gleaming stars, burning bright – like eyes!
“The Thing that Walked on the Wind” (1933), August Derleth.

Worshippers Ithaqua's worshippers eat the flesh of their


fellow men, gaining supernatural power
through their dark practice. Cultists have
their toughness increased by 2.
Doom Track 11 Then down the wide lane betwixt the two columns a lone figure
strode; a tall, slim figure with the young face of an antique Pharaoh,
gay with prismatic robes and crowned with a golden pshent that
glowed with inherent light. Close up to Carter strode that regal
figure; whose proud carriage and swart features had in them the
While Ithaqua stirs in his slumber, any investigator in a street area fascination of a dark god or fallen archangel, and around whose
at the end of the Mythos phase loses 1 Stamina. In addition, all eyes there lurked the languid sparkle of capricious humour. It spoke,
Weather cards are discarded without their special effects taking and in its mellow tones there rippled the mild music of Lethean
place. streams.
The Dream-Quest of Unknown Kadath (1927), H.P. Lovecraft

Start of Battle Investigators must roll one die separately for


every item they have, discarding the item on a
failure. Worshippers Nyarlathotep has innumerable cults all over
the world. Cultists have the Endless ability.
Combat Rating -3
Doom Track 11
Defenses None
Attack Each investigator must pass a Fight (+1) check
or lose 2 Stamina. This check's modifier
decreases by 1 each turn (+0 the 2nd turn, -1
the 3rd turn, etc.) At the start of the game add all Mask monsters to the cup. Multiple
Mask monsters can be in play at once.

Start of Battle Any investigator with no Clue tokens is


devoured
Horror Rating -
Combat Rating -4
Horror Damage -
Defenses Magical Resistance
Combat Rating +1
Attack Each investigator must pass a Lore (+1) check
Combat Damage 1 or lose 1 Clue token. Any investigator with no
Toughness 3 Clue tokens left is devoured. This check's
modifier decreases by 1 each turn (+0 the 2nd
turn, -1 the 3rd turn, etc.)

10 Arkham Horror Ancient One Guide v 3.4


Use Lore in combat with the Dark
Pharoah instead of Fight
(investigators can still use weapons
and still make a combat check, it is
Abilities Endless
however based on Lore instead of
Horror Rating - Fight).
Horror Damage -
Combat Rating +1 Abilities Mask
Combat Damage 1 Endless
Toughness 1 Horror Rating -1
Horror Damage 1
Combat Rating -3
Combat Damage 3
Toughness 2

If you fail both the Horror check


and Combat check against the Beast, Abilities Mask
you are devoured. Endless
Overwhelming 1
Abilities Mask Nightmarish 1
Endless
Horror Rating -3
Physical Resistance
Magical Resistance Horror Damage 3
Horror Rating -2 Combat Rating -4
Horror Damage 2 Combat Damage 4
Combat Rating -2 Toughness 4
Combat Damage 2
Toughness 4

If the Blackest Night card is in play,


Haunter of the Dark's fight rating
increases to -5.
Before making a Horror check, pass a
Luck (-1) check or be devoured. If you
pass, gain 2 Clue tokens. In either case, Abilities Mask
return the Black Man to the cup. Endless
Horror Rating -2
Abilities Mask Horror Damage 2
Endless Combat Rating -2
Horror Rating - Combat Damage 2
Horror Damage - Toughness 2
Combat Rating -
Combat Damage -
Toughness 1

When it moves, Shadowy Figure


moves to the nearest location or street
containing clues. All clues in that area
Before making a Horror check, pass a are then discarded.
Will (-2) check or automatically fail the
Horror check and the Combat check.
Abilities Mask
Endless
Abilities Mask Elusive
Endless
Horror Rating -
Horror Rating -1
Horror Damage -
Horror Damage 2
Combat Rating -2
Combat Rating -2
Combat Damage 2
Combat Damage 2
Toughness 3
Toughness 2

11 Arkham Horror Ancient One Guide v 3.4


If you fail either the Horror check or
the Combat check against the
Skinless One, you are devoured.

Abilities Mask
Endless
Horror Rating -2
Horror Damage Special
Combat Rating -2
Combat Damage Special
Toughness 2

An insidious odor began to perpetuate the room. It was vaguely


reptilian, musky and nauseating. The disk lifted inexorably, and a
little finger of blackness crept out from beneath its edge [came] a
If you fail a combat check against great wave of iridescent blackness, neither liquid nor solid, a
Shugeron, add a doom token to the frightful gelatinous mass.
doom track.
“The Salem Horror” (1937), Henry Kuttner
Abilities Mask
Endless
Horror Rating -2
Horror Damage 2
Worshippers Nyogtha is worshipped by a variety of beings
Combat Rating -3 in return for teaching them spells. Witches,
Combat Damage 3 Warlocks, and Ghouls gain +1 toughness and
Toughness 3 Physical Resistance.
Doom Track 12

If you fail an Evade check against the


Wailing Writher, you are devoured.
While Nyogtha stirs in its slumber, at
Abilities Mask the start of the game, place the
Endless Tendril of Nyogtha monster token
on this sheet. Each time a monster
Horror Rating -3 (but not a gate) appears during an
Horror Damage 3 encounter, the Tendril of Nyogtha is
Combat Rating -3 encountered instead. If it is defeated,
return the Tendril to this sheet. It
Combat Damage 3 cannot be claimed as a trophy.
Toughness 3
Abilities Ambush
Physical Immunity
If the Tendril of Nyogtha has not been evaded
 If the God of the Bloody Tongue is on the board already, and or defeated after the second round of combat,
an encounter states that the God of the Bloody Tongue the investigator is devoured.
surprises the investigator, the investigator must face it before Horror Rating -1
it is returned it to its previous position on the board. This Horror Damage 2
occurs even if it would somehow normally be claimed as a
Combat Rating -2
trophy in spite of its Endless trait.
Combat Damage 2
 If an investigator uses the Warding Statue, the Lore modifier Toughness 2
decreases even if the attack was canceled.

 The Messenger Ally can be discarded to prevent an


investigator from being devoured when they reach 0 Clue
tokens when Nyarlathotep attacks during the Final Battle .
Combat Rating -8 (-3 for the First Player)
Defenses None
Attack The first player is pulled underground. Roll a
die. On a success, that player escapes with
their life; otherwise they are devoured.

Nyogtha's combat rating is -3 for the first


player only.

12 Arkham Horror Ancient One Guide v 3.4


Most of the bodies, while roughly
bipedal, had a forward slumping,
and vaguely canine cast. The texture
of the majority was a kind of
unpleasant rubberiness.

Abilities Ambush
Physical Resistance
Horror Rating +0
Horror Damage 1
It was a figure no larger than a young child, but sere and shriveled
Combat Rating -1 as some millennial mummy. Its hairless head, its unfeatured face,
Combat Damage 1 borne on a neck of skeleton thinness, were lined with a thousand
Toughness 2 reticulated wrinkles. The body was like that of some monstrous,
withered abortion that had never drawn breath. The pipy arms,
ending in bony claws were outthrust as if ankylosed in the posture.
of an eternal dreadful groping. The legs, with feet like those of a
pigmy Death, were drawn tightly together as though confined by the
If you pass a Combat check against swathings of the tomb; nor was there any movement or striding or
Warlock, return it to the box and pacing…
gain 2 Clue tokens.
“The Treader of the Dust” (1935), Clark Ashton Smith
Abilities Magical Immunity
Physical Resistance
Horror Rating -1
Horror Damage 1
Worshippers Quachil Uttaus is worshipped by wizards who
Combat Rating -3 call upon him for immortality. Warlocks gain
Combat Damage 1 +2 toughness and Endless. Investigators do not
Toughness 3 collect clue tokens from defeating a Warlock
unless they can ignore the Endless ability.
Doom Track 12

She was lovely and terrible all at once. A


strange light shone in her eyes as she
chanted, "Ia! Ia! Shub-Niggurath!  While Quachil Uttaus stirs in his slumber, shuffle the three
The Goat with a Thousand Young!" dust decks at the start of the game and place them facedown
on this sheet.
Abilities Physical Resistance
Horror Rating -  At the start of each turn, the first player must either spend 2
clue tokens or draw a card from the lowest-numbered dust
Horror Damage -
deck that still has undrawn cards in it.
Combat Rating -3
Combat Damage 3
Toughness 2

Start of Battle All Allies are returned to the box.


Combat Rating -3
As a Spawn monster, the Tendril of Nyogtha cannot be claimed as a Defenses Physical Immunity, Magical Immunity
monster trophy in any way. As for Nyogtha’s attack, it represents Attack Quachil Uttaus touches the first player, who
the creature attacking from beneath the ground, pulling one ages to dust and blows away in the wind. The
investigator underground at a time. The investigator that is being first player is devoured.
attacked, however, has an opportune moment to attack Nyogtha,
hence the –3 modifier instead of –8 for him.
Expansion: Innsmouth Horror

13 Arkham Horror Ancient One Guide v 3.4


If you pass a Combat check against
Warlock, return it to the box and
gain 2 Clue tokens.

Abilities Magical Immunity


Endless
Horror Rating -1
Horror Damage 1
Combat Rating -3
Combat Damage 1 The monster itself needed no title for one who had seen a certain
Toughness 4 hellish photograph. That damnable print had been all too faithful;
yet it could not carry the full horror which lay in the gigantic
actuality. The globular torso—the bubble-like suggestion of a head—
the three fishy eyes—the foot-long proboscis—the bulging gills—the
 During the game, the first player marker is never passed until monstrous capillation of asp-like suckers—the six sinuous limbs
Quachil Uttaus finally tracks down the first player and with their black paws and crab-like claws—God! the familiarity of
devours him. Until then, his doom hangs over the that black paw ending in a crab-like claw!
investigator’s head.
“The Horror in the Museum” (1932),
H.P. Lovecraft and Hazel Heald
 When Quachil Uttaus is the Ancient One, the first player
marker is only moved when the first player is devoured. If a
player spends Clue tokens to avoid drawing a Dust card, he
still keeps the first player marker.

 If the first player’s investigator is devoured, but not by the Worshippers Rhan-Tegoth is worshipped by the twisted
Dust deck, the current player’s investigator is devoured as creatures of the tundra. Gnoph-Keh gain
normal and the first player token remains with that player Nightmarish 1.
after he has chosen a new investigator. Doom Track 11

 The Dust decks are not reshuffled unless a Dust card instructs
a player to reshuffle them.
Expansion: Innsmouth Horror While Rhan-Tegoth stirs in his slumber, any Cultist that is drawn
from the monster cup is placed on this sheet. The terror level then
increases by 1, a doom token is added to the doom track, and a
replacement monster is drawn.

Start of Battle Rhan-Tegoth gains 2 extra doom tokens for


each Cultist on this sheet.
Combat Rating -4
Defenses Physical Immunity
Attack Rhan-Tegoth drains the blood from a victim.
The investigator with the highest current
Stamina (first player breaks ties) rolls dice
equal to his Stamina and loses 1 Stamina for
each failed die. For each Stamina Rhan-Tegoth
drains, the investigators must inflict one extra
success on him in order to defeat him.

Stamina loss inflicted by Rhan-Tegoth's attack


cannot be prevented or reduced by any means.

14 Arkham Horror Ancient One Guide v 3.4


Abilities Physical Resistance
Overwhelming 1
Nightmarish 1
Horror Rating -1
Horror Damage 1
Combat Rating -3
Combat Damage 3
Toughness 2

“My brain! My brain! God, Dan—it’s tugging—from beyond—


knocking—clawing—that she-devil—even now—Ephraim—Kamog!
Kamog!—The pit of the shoggoths—Iä! Shub-Niggurath! The Goat
 For their convenience, investigators may wish to place the with a Thousand Young! . . .”
Stamina tokens drained by Rhan-Tegoth during the Final
Battle on his sheet to help keep track of the extra successes “The Thing on the Doorstep” (1937), H.P. Lovecraft
they must inflict in order to defeat the creature.

 If an encounter instructs the player to draw a monster trophy,


or, during setup of William Yorick’s starting equipment, and a
Cultist is drawn, the Cultist token is placed on Rhan-Tegoth’s Worshippers Shub-Niggurath's young are numberless. Dark
Ancient One sheet. The terror level increases by 1, a doom Young have the Endless ability.
token is added to the doom track, and a replacement monster
Doom Track 12
is drawn.

 If a Cultist is drawn during setup as a result of William


Yorick’s starting equipment, wait until all investigators have
received all of their equipment before returning an Ally to the While Shub-Niggurath stirs in her slumber, all monsters have their
box due to the increase in the terror level. toughness increased by 1.

 When a Child of the Goat or the Dark Druid is drawn, it is


placed on the Ancient One sheet, the terror level and doom
increase by 1, and a replacement monster is drawn.
Start of Battle Any investigator with no monster trophies is
Expansion: Innsmouth Horror devoured.
Combat Rating -5
Defenses Physical Immunity
Attack Each investigator must pass a Sneak (+1)
check or lose 1 monster trophy. Any
investigator with no monster trophies left is
devoured. The check's modifier decreases by 1
each turn (+0 the 2nd turn, -1 the 3rd turn,
etc.)

The trees trembled, leaves fluttering


around us. The earth shook as the
thuds of giant hooved feet grew
ever closer...

Abilities Physical Resistance


Nightmarish 1
Endless
Horror Rating +0
Horror Damage 3
Combat Rating -1
Combat Damage 3
Toughness 3

15 Arkham Horror Ancient One Guide v 3.4


 If an investigator uses the Warding Statue, the Sneak modifier
decreases even if the attack was canceled.
Instead of moving, roll a die. On a 2-6,
 The Messenger Ally and the R’lyeh encounter that begins with all investigators in Arkham lose 1
“Great Cthulhu spares the faithful” can be discarded to Stamina.
prevent an investigator from being devoured when they reach
0 monster trophies when Shub-Niggurath attacks during the
Horror Rating -2
Final Battle.
Horror Damage 2
Combat Rating -3
Combat Damage 3
Toughness 3

 When Shudde M’ell destroys a location with its rubble tokens,


any investigator or monster in that location is moved to the
street (just as if the location had closed).

 If Shudde M’ell destroys the Bank of Arkham, the Boston


Branch takes over Bank Loans, and investigators must
continue to roll for loans during Upkeep.

 Shudde M’ell’s Attack occurs once per turn during the Final
A great gray thing a mile long chanting and exuding strange
Battle.
acids…charging through the depths of the earth at fantastic speed,
in a dreadful fury…melting basaltic rocks like butter under a blow-
torch  The Messenger Ally and the R’lyeh encounter that begins with
The Burrowers Beneath (1974), Brian Lumley “Great Cthulhu spares the faithful” cannot be discarded to
prevent investigators from being devoured when Shudde M’ell
attacks when they have no rubble tokens left.
Expansion: Dunwich Horror

Worshippers Shudde M'ell is worshipped by his inhuman


children. Chthonians deal their damage when
moving on a roll of 2-6 instead of a roll of 4-6.
Doom Track 12

While Shudde M'ell stirs in his slumber place the 7 rubble tokens
face down near the board. Each time a monster surge occurs, draw
a rubble token. The token is placed on the location it shows, closing
that location for the rest of the game. If there are no rubble tokens
left when one should be drawn, the game is over and the
investigators lose.

He was very squat and pot-bellied, his head was more like that of a
monstrous toad than a deity, and his whole body was covered with
Combat Rating -3 an imitation of short fur, giving somehow a vague suggestion of both
Defenses Magical Resistance, Physical Resistance the bat and the sloth. His sleepy lids were half-lowered over his
globular eyes; and the tip of a queer tongue issued from his fat
Attack One undrawn rubble token is discarded. If
mouth.
there are no rubble tokens left to discard when
Shudde M'ell attacks, Arkham is destroyed by The Tale of Satampra Zeiros (1931), Clark Ashton Smith
a massive earthquake and all investigators are
devoured.

Worshippers Tsathoggua is served by black, amorphous


creatures. Formless Spawn gain +1
toughness and become stalkers.
Doom Track 13

16 Arkham Horror Ancient One Guide v 3.4


While Tsathoggua stirs in his slumber, investigators cannot use the
special ability of any locations other than the Arkham Asylum,
Curiositie Shoppe, General Store, Ye Olde Magick Shoppe, and St.
Mary's Hospital. This does not prevent investigators from having
encounters or traveling between cities. In addition, all Urban cards
are discarded without their special effects taking place.

Start of Battle Investigators discard all Clue tokens.


Combat Rating -6
Defenses None
He saw why the shadow on the frosted pine yesterday had been
Attack Each investigator must discard 2 monster headless, and he screamed. As the desk was thrust aside by the
trophies and 1 gate trophy or be devoured. towering naked figure, on whose surface still hung rags of the tweed
suit, Strutt’s last thought was an unbelieving conviction that this
was happening because he had read the Revelations…but before he
could scream out his protest his breath was cut off, as the hands
descended on his face and the wet red mouths opened in their palms.
“Cold Print” (1969), Ramsey Campbell

From the darkened alley a patch of


darkness seemed to detach itself,
curling along the bricks and rising
to block our path.
Worshippers Y'Golonac's worshippers are possessed by him
and revert to their normal form upon death.
Abilities Physical Immunity
Each time an investigator defeats a Cultist,
Stalker
increase the terror level by 1.
Horror Rating -1
Doom Track 12
Horror Damage 2
Combat Rating -2
Combat Damage 2
Toughness 3 While Y'Golonac stirs in his slumber, each time an investigator
draws a Tome from any deck after dealing out starting equipment
(whether he keeps the Tome or not) add one doom token to
Y'Golonac's doom track.

 The location special abilities referred to by Tsathoggua’s


“Malaise” ability are the special abilities printed on the board.
Thus, for example, while Tsathoggua is the Ancient One,
investigators cannot use the Science Building’s “Dissection” Combat Rating -4
ability or Harney Jones’ Shack’s “Hospitality” ability. Defenses Physical Resistance
Investigators may only use the special abilities of the locations Attack Wounds from Y'Golonac's hands remain
listed by the Malaise ability. open and bleeding. Each investigator loses 1
point of Sanity and/or Stamina, split
 Tsathoggua’s Malaise ability affects all location special between the two however he likes. This
abilities in Dunwich, Kingsport and Innsmouth, except for the increases by 1 point each successive round
special abilities of Wireless Station, The Causeway, Devil Reef, (e.g., 2 points in round two, 3 in round
Innsmouth Jail, and Y’ha-nthlei. It also does not affect the three, etc.).
special ability of the street area Sawbone Alley.

 The Summoning Glass allows investigators to use the location


special abilities when closed, including those closed by  Tomes gained by investigators as part of their starting
Tsathoggua’s Malaise power. equipment do not cause doom tokens to be added to
Y’Golonac’s doom track. However, Tomes that are drawn from
 Encounters that read “…trade in monster and gate a deck, but discarded (such as when shopping at the General
trophies…as described at…” a location that is closed by Store or Curiositie Shoppe) do add doom tokens to Y’Golonac’s
Tsathoggua are not prevented. doom track. When searching a deck for an item, only add a
doom token to Y’Golonac’s doom track if the item searched for
 The Messenger Ally and the R’lyeh encounter that begins with is a Tome – ignore any cards passed by while searching.
“Great Cthulhu spares the faithful” can be discarded to
prevent an investigator from being devoured when they cannot  Y'Golonac's Corrupting Text ability does not trigger if an
discard the necessary trophies, tokens, and/or items when investigator is instructed to look through a deck and take an
Tsathoggua attacks during the Final Battle. item of his choice unless he takes a Tome.
Expansion: Dunwich Horror Expansion: Kingsport Horror

17 Arkham Horror Ancient One Guide v 3.4


When you fail a Combat check
against Nightgaunt, you are drawn
through the nearest open gate. If two
or more gates are the same distance
from you, you choose which gate you
are drawn through.

Horror Rating -1
Horror Damage 3
There, about the pulsating black body of the Ancient One, hugely Combat Rating -2
winged reptilian creatures without faces cluttered and clutched at a
multitude of blackly writhing pendulous breasts! [The eyes] moved Combat Damage Special
quickly, independently – sliding with vile viscosity over the whole Toughness 2
rotten surface of Yibb-Tstll’s pulpy, glistening head!
“The Horror at Oakdeene” (1977), Brian Lumley

 Increasing the difficulty of Evade checks by 1 means that two


successes are required to pass any Evade check while Yibb-
Tstll stirs in her slumber. If Yibb-Tstll awakens, count the
number of Clue tokens left on the board, and set X to that
Worshippers Yibb-Tstll is served by the Nightgaunts. All number. If the investigators aren’t careful, this value could be
Nightgaunts have their horror damage hopelessly high.
increased to 3 Sanity.
Doom Track 11  If an investigator who already has five Clue tokens ends his
movement in a location with a Clue token, the investigator
may choose whether to have the Clue token remain at that
location or discard it.

 While Yibb-Tstll stirs in her slumber, the difficulty of all  When Yibb-Tstll awakens, X is set to the number of Clue
Evade checks is increased by 1. tokens left on the board.

 In addition, no investigator can have more than 5 Clue tokens Expansion: Kingsport Horror
at once.

Start of Battle When Yibb-Tstll awakens all investigators lose


all Clue tokens.
Combat Rating -X
Defenses Special
Attack The first player rolls dice equal to his focus. If
he does not roll at least one success, he is
devoured. If he rolls two or more successes he
is Blessed. It takes twice as many successes as
usual to remove each doom token from Yibb-
Tstll's doom track.

The half-human father of serpents…the snake-god of the central


plains tribes—presumably the primal source of the more southerly
Quetzalcoatl or Kukulcan—was an odd, half-anthropomorphic devil.
“The Curse of Yig” (1928), H.P. Lovecraft and Zealia Bishop

Worshippers Yig's worshippers are actually disguised


serpent people. Their bite is highly poisonous.
Cultists have a combat rating of +0 and a
combat damage of 4 Stamina.
Doom Track 10

18 Arkham Horror Ancient One Guide v 3.4


While Yig stirs in his slumber, he gains a doom token whenever a While Yog-Sothoth stirs in his slumber, the difficulty to close or seal
Cultist is defeated or an investigator is Lost in Time and Space. a gate increases by 1. In addition, any investigator Lost in Time
and Space is devoured.

Start of Battle Every investigator is Cursed. Any investigator Start of Battle Any investigator with no gate trophies is
that already has a Curse is devoured. devoured
Combat Rating -3 Combat Rating -5
Defenses None Defenses Magical Immunity
Attack Each investigator must pass a Speed (+1) Attack Each investigator must pass a Will (+1) check
check or lose 1 Sanity and 1 Stamina. This or lose 1 gate trophy. Any investigator with no
check's modifier decreases by 1 each turn (+0 gate trophies left is devoured. This check's
the 2nd turn, -1 the 3rd turn, etc.) modifier decreases by 1 each turn (+0 the 2nd
turn, -1 the 3rd turn, etc.)

Horror Rating -
Horror Damage -
Abilities Magical Immunity
Combat Rating +0
Horror Rating -
Combat Damage 4
Horror Damage -
Toughness 1
Combat Rating -1
Combat Damage 1
Toughness 1

The Children of the Goat and the Dark Druid also deal Stamina
damage of 4 if Yig is the Ancient One. The Dark Druid actually
reduces his Combat rating from -2 to +0 since he is treated as a  The difficulty increase caused by Yog-Sothoth's power “The
Cultist. Key and The Gate” does not affect the number of clue tokens
required to seal a gate. The power only requires an extra
success when attempting to close a gate.

 If an investigator uses the Warding Statue, the Will modifier


decreases even if the attack was canceled.

 The Messenger Ally and the R’lyeh encounter that begins with
“Great Cthulhu spares the faithful” cannot be discarded to
prevent an investigator from being devoured when they are
Lost in Time and Space.

 The Messenger Ally and the R’lyeh encounter that begins with
“Great Cthulhu spares the faithful” can be discarded to
prevent an investigator from being devoured when they reach
0 gate trophies when Yog-Sothoth attacks during the Final
Battle.
Great globes of light massing toward the opening…the breaking
apart of the nearest globes, and the protoplasmic flesh that flowed
blackly outward to join together and form that eldritch, hideous
horror from outer space…whose mask was a congeries of iridescent
globes…who froths as primal slime in nuclear chaos forever beyond
the nethermost outposts of space and time!
“The Lurker at the Threshold” (1945), August Derleth

Worshippers Yog-Sothoth's worshippers have powerful


magical abilities. Cultists have Magical
Immunity and a combat rating of -1.
Doom Track 12

19 Arkham Horror Ancient One Guide v 3.4


If you pass a Combat check against
Tcho-tcho, return it to the box and
draw 1 Common item.

Abilities Overwhelming 1
Horror Rating -
Horror Damage -
Combat Rating -2
Combat Damage 2
The thing that crouched in the weird green dusk was a living mass Toughness 2
of shuddering horror, a ghastly mountain of sensate, quivering flesh,
who tentacles far-flung in the dim reaches of the subterranean
cavern, emitted a strange humming sound, while from the depths of
the creature’s body came a weird and horrific ululation.
“Lair of the Star Spawn” (1932), August Derleth and Mark Schorer Abilities Magical Immunity
Ambush
Nightmarish 1
Overwhelming 1
Horror Rating -2
Worshippers Zhar is worshipped by an evil tribe. Tcho- Horror Damage 3
tchos and Tcho-tcho Priests gain Combat Rating -3
Overwhelming 1.
Combat Damage 2
Doom Track 11 Toughness 2

 When a new gate opens, roll two dice. If doubles are rolled,
With respect to Zhar, “doubles” is defined as rolling the same
immediately draw and resolve a mythos card.
number on both dice. For example, two 6s, two 3s, etc. To explain
 If Zhar awakens, it must be defeated twice. After removing its the Final Battle, Zhar is actually two separate creatures connected
last doom token for the first time, any further successes from by miles of tentacles. The investigators must defeat first one, and
that attack are ignored and Zhar's doom track is refilled. then the other creature if Zhar awakens.

Expansion: Innsmouth Horror

Start of Battle Zhar gains Magical Immunity. Once Zhar


has been defeated once, this becomes
Physical Immunity instead.
Combat Rating -3
Defenses Special
Attack Each investigator is in turn wrapped in a
tentacle, then crushed. If no player has the
Zhar token, give the Zhar token to the first
player. That player then loses one hand for
use in combat. If an investigator already
has the Zhar token he is devoured. The first
player marker does not get passed until its
current holder is devoured.

20 Arkham Horror Ancient One Guide v 3.4


 If hexagon monsters get returned to the monster cup for
whatever reason, they are returned to the hexagon cup.

 When investigators draw a monster token for any reason other


Heralds are powerful supernatural entities that are preparing the than when a gate opens or when a monster surge occurs, the
way for the Ancient Ones. Heralds make the game more difficult by monster token is drawn from the normal monster cup.
adding game elements that hinder the players.
 In a 5+ player game, three monsters come out of each gate (2
Heralds are similar to Guardians and Institutions, and players may normal, 1 hexagon).
choose to play with any combination of Heralds, Guardians, and
Institutions. However, players should generally limit themselves to Suggested Ancient Ones: Abhoth, Nyogtha, Shub-Niggurath,
one of each type. Shudde-M’ell, Shub-Niggurath, Tsathoggua, Zhar

Expansion: Black Goat of the Woods

From the wells of night


"Know, O Thief, that these
to the gulfs of space,
things are mine, For I am
from the gulfs of space to
the Dark Pharaoh, him of
the wells of night, ever
the Crawling Chaos. Take
the praises of the Great
what is mine and your
Ones. Ever their praises
blood will boil in your
and abundance to the
skin, As I reveal to you my
Black Goat of the Woods!
Other Faces and my True
Iä! Iä! The Goat with a Thousand Young!
Glory."

 When Black Goat of the Woods is the Herald, at the start of


When the Dark Pharaoh is the Herald, place The Dark Pharaoh
game, set aside all monster markers with the hexagon
monster token in the monster cup at the start of the game even if
dimension symbol to form a hexagon monster cup.
Nyarlathotep is not the Ancient One.

 Mask monsters are not used unless Nyarlathotep is the


Ancient One.

The Pharaoh’s curse has come to Arkham, following the Egyptian


exhibit that is currently visiting Miskatonic University. The effects
of the Pharaoh’s curse are described below:
 When a gate opens, draw a monster from the cup as normal,
then draw a second monster from the hexagon cup and place
 Know, O Thief: Each time an investigator gains a Unique
both monsters on the gate's location.
Item (including starting equipment) that investigator loses 1
Sanity.
 When a monster surge occurs, draw half the monsters (round
down) from the hexagon cup.
 These Things Are Mine: Each time an investigator gains an
Exhibit item, roll a die. On a failure that investigator is
 Hexagon monsters are not removed from the game board when Cursed.
a hexagon gate is closed.
 Blood Will Boil: At the start of the Upkeep Phase, before
 Each time an investigator defeats a hexagon monster, they rolling to get rid of Curses, each Cursed investigator loses 1
also draw a Corruption card. Stamina.

 My Other Faces: All Mask monsters gain 1 toughness. In


addition, each time a Mask monster is defeated, add one doom
Dark Young move as normal monsters. token to the Ancient One's doom track.

 My True Glory: If Nyarlathotep is the Ancient One and he


awakens, his combat modifier increases by 1 (to -5, -6, etc.) and
has one extra doom token placed on his doom track (for a total
Each time a monster surge occurs, add one doom token to the doom of 12, 13, etc.) for each Mask monster on the board.
track.

 Weapons can be used against The Dark Pharaoh Mask


 Alternate between cups when drawing, starting with the monster as usual, but investigators use Lore to make the
normal monster cup. combat check instead of Fight.

 If one of the cups is empty, each monster that would be drawn  When The Dark Pharaoh is in play, investigators do not lose
from the empty cup is drawn from the other cup instead. Sanity for taking Unique Items from other investigators or

21 Arkham Horror Ancient One Guide v 3.4


become cursed when taking Exhibit Items from other
investigators.
When a mythos card is resolved that requires both circle and moon
 Investigators still lose Stamina on the first turn having a dimensional symbol monsters to move (such as Strange Sightings),
Curse even though they don’t roll to lose it. the Dunwich Horror moves twice. Resolve the movement for both
symbols, starting with the one on the white background.
 Rex Murphy loses Stamina for having a Curse when The Dark
Pharaoh is the Herald, even though he never rolls to lose it. Suggested Ancient Ones: Rhan-Tegoth, Shub-Niggurath, Shudde-
M’ell, Tsathoggua, Yog-Sothoth
 If Cthulhu is the Ancient One with the Dark Pharaoh as the
Expansion: Miskatonic Horror
Herald, Monterey Jack starts the game at Arkham Asylum
with 1 Sanity and must discard his Clue token as well as half
of his items before starting the game.

Suggested Ancient Ones: Atlach-Nacha, Azathoth, Ghatanothoa,


Hastur, Nyarlathotep, Quachil Uttaus, Y’Golonac, Yog-Sothoth "Vast, Polyphemous-like, and
loathsome, it darted like a
Expansion: Curse of the Dark Pharaoh (Revised) stupendous monster of
nightmares to the monolith,
about which it flung its
gigantic scaly arms."

"Let me tell ye sumthin - some


day yew folks'll hear a child o'
Lavinny's a-callin' its father's When Father Dagon is the Herald, place one uprising token on the
name on the top o' Sentinel Deep Ones Rising track at the start of the game and after each time
Hill!" the Feds raid Innsmouth. You must play with the Innsmouth board
to use this Herald.
-Wizard Whateley

 Draw and resolve one additional mythos card at the start of


When the Dunwich Horror is the Herald, place one Dunwich Horror the game.
token on the Dunwich Horror track at the start of the game. You
must play with the Dunwich board to use this Herald.  Every time the terror level increases, each investigator must
spend 1 Clue token. If one or more investigators are unable to
do so, add one doom token to the doom track. Investigators
who can spend a Clue token must still do so.

The effects of the Whateley Prophecy are described below:

 Unnatural Growth: The Dunwich Horror track starts out


with one token on it at the start of the game and one If Cthulhu is the Ancient One, his combat rating is improved by -1
additional token when the terror track reaches 3, 6, and 9. (to -7). When Cthulhu awakens, add up the total toughness of any
This is in addition to the normal conditions in which tokens monsters with the plus dimensional symbol in play. The
are added to it. investigators must inflict that many extra successes on Cthulhu in
order to defeat him.
 Yog-Sothoth's Child: The Dunwich Horror is considered to
have a circle dimensional symbol as well as a moon
dimensional symbol, but only for purposes of movement. It
cannot be banished or pulled through a gate because of this
symbol. Both Father Dagon and Mother Hydra may be used as Heralds
during the same game. All of their effects are cumulative with each
other. So, for instance, two uprising tokens are placed on the deep
 Father's Name: When the Dunwich Horror moves, it adds a Ones rising track at the start of the game and after each time the
doom token to the Ancient One's doom track on a 3-6 instead of Feds raid Innsmouth.
a 4-6. (The version included in Miskatonic Horror activates on
a roll of 2–6.)

 Father and Son: If Yog-Sothoth is the Ancient One, and he


awakens when the Dunwich Horror is on the board, Yog- If the additional Mythos card drawn is a rumor, discard it and draw
Sothoth's combat modifier increases by 3 (to -8) and he has five again until a mythos card is drawn that is not a Rumor is drawn.
extra doom tokens placed on his doom track (for a total of 17).
Suggested Ancient Ones: Bokrug, Cthulhu, Zhar
Expansion: Innsmouth Horror

22 Arkham Horror Ancient One Guide v 3.4


A. Place a yellow sign token in the space just vacated by
the terror marker.
or
The comet-god comes, singing to the
stars and planets as it passes; B. Place a yellow sign token on the doom track as if it
waking the strange and terrible were a doom token.
gods that lie slumbering beneath.

 The effects of yellow sign tokens vary based on where they are
When Ghroth is the Herald, place placed, and are described below:
two extra doom tokens on the Ancient One's doom track at the start
of the game.  Terror track: Each time the investigators place a yellow sign
token on the terror track, the first player draws a random card
from the Blight deck and places it into play.

 Doom track: Yellow sign tokens placed on the doom track are
The Ancient One's doom track begins the game with two extra doom
treated exactly like doom tokens.
tokens on it.

Suggested Ancient Ones: Ghatanothoa, Hastur, Nyarlathotep,


Quachuil Uttaus, Y’Golonac, Yibb-Tstll

Each time an Environment (Mystic) card is drawn from the mythos Expansion: The King in Yellow
deck, every investigator must either spend a Clue token or else the
first player rolls a die and consults the chart below:

1: Each investigator in Arkham loses 1 Sanity.


2: Each investigator in Arkham loses 1 Stamina.
3-4: No effect.
5: Raise the terror level by 1.
6: Add a doom token to the Ancient One's doom track.
When the Lurker at the
Threshold is the Herald, at the start of the game, shuffle the
Reckoning deck and place it by the Herald sheet. Then place the
Dark Pact cards near the Herald sheet and create a pool of Power
If Ghroth’s Mystic ability activates by the drawing of a Mythos tokens.
Card the special ability is resolved before any part of the Mythos
card is resolved. The ability is only triggered if the Mythos Card is
being resolved in full.

Suggested Ancient Ones: Azathoth, Chaugnar Faugn, Cthugha, Whenever an investigator casts a Spell, he may accept the Lurker
Ithaqua, Rhan-Tegoth, Shudde M’ell, Tsathoggua, Yig at the Threshold's aid. If he does so, he reduces the Sanity cost of
the Spell to 0 and automatically passes the Spell check, but must
Expansion: Kingsport Horror immediately take a Blood Pact, Soul Pact, or Bound Ally card and
follow its instructions. He must then draw and resolve a Reckoning
card. (Note: an investigator may never have more than one of each
kind of Dark Pact and may not accept the Lurker at the Threshold's
aid if he already has one of each kind of Dark Pact.)

When the King in Yellow is


the Herald, place the yellow At the start of any turn, an investigator may make a pact with the
sign tokens on this sheet, Lurker at the Threshold. If he does so, he takes a Blood Pact, Soul
then shuffle the Blight deck Pact, or Bound Ally card and follow its instructions. An investigator
and place it facedown near may take more than one type of Dark Pact card on his turn, but
the board at the start of the game. may never have more than one of each type of Dark Pact. (Note: do
not draw and resolve a Reckoning card when you take a Dark Pact
card at the start of a turn.)

The blasphemous play "The King in Yellow" is being performed in


Arkham. Every time the terror level increases, the investigators
must do one of the following: Each time a Gate opens, draw and resolve a Reckoning card. Do not
draw and resolve a Reckoning card for the Gate that opens at the
start of the game.

23 Arkham Horror Ancient One Guide v 3.4


Investigators receive –1 to all Fight and Lore checks to close or seal
Gates. But what frightened me most
was that flaming column,
Suggested Ancient Ones: Atlach-Nacha, Glaaki, Nyarlathotep, spouting volcanically from
Quachil Uttaus, Yog-Sothoth depths profound and
inconceivable; casting no
Expansion: Lurker at the Threshold shadows as a healthy flame
should, and coating the
nitrous stone above with a
nasty, venomous verdigris. For
in all that seething combustion no warmth lay, but only the
clamminess of death and corruption.
"Swollen like some grotesque
fertility idol worshipped by a
forgotten tribe of men, the
creature was nonetheless able to
knife through the waves with When Tulzscha is the Herald, place one extra Cultist on the first
terrifying grace and purpose. open gate at the start of the game.
With a flash of shark teeth and
a bloom of red, another sailor If the monster cup includes monsters that are "treated as a Cultist
died screaming." (such as the Child of the Goat or the Dark Druid)," the starting
Cultist for the game is drawn randomly.

When Mother Hydra is the Herald, place one uprising token on the
Deep Ones Rising track at the start of the game and after each time  Place one Cultist on the first open gate at the start of the
the Feds raid Innsmouth. You must play with the Innsmouth board game in addition to the normal monsters that emerge from the
to use this Herald. gate.

 Cultists are Elusive. When a Cultist adjacent to an elder sign


token moves, it moves to that elder sign's location. The Sky is
 One extra monster appears each time a monster surge occurs. considered to be adjacent to all locations for this purpose.

 Each time an investigator is knocked unconscious, driven  If a Cultist begins the Mythos Phase in the same location as
insane, lost in time and space, or devoured, draw one monster an elder sign token, discard the elder sign token and return
from the monster cup and place it in the outskirts. the Cultist to the cup.

If Cthulhu is the Ancient One, his combat rating is improved by -1  When drawing a Cultist at the start of the game for Tulzscha,
(to -7). When Cthulhu awakens, each investigator must lower either it may be any Cultist or monster treated as a Cultist. It should
his maximum Sanity or maximum Stamina (his choice) by 1 for be drawn randomly.
each Shoggoth or Proto-Shoggoth in play.
 Abhoth removes all Cultists from the game, and Tulzscha
therefore places no Cultists and has nothing to influence. It is
recommended that a different Herald be used with Abhoth.
Both Father Dagon and Mother Hydra may be used as Heralds
during the same game. All of their effects are cumulative with each  When Glaaki is the Ancient One and Tulzscha is the Herald,
other. So, for instance, two uprising tokens are placed on the deep Stalking Cultists move towards investigators, but since
Ones rising track at the start of the game and after each time the Cultists are also Elusive, they avoid combat when they get
Feds raid Innsmouth. there.

Suggested Ancient Ones: Bokrug, Cthulhu, Zhar  When Hastur is the Ancient One and Tulzscha is the Herald, a
Cultist adjacent to a location with an elder sign moves to that
Expansion: Innsmouth Horror location (the Sky is considered adjacent to all locations for this
purpose). A Cultist not adjacent to a location with an elder
sign moves to the Sky. If a Cultist is adjacent to more than one
location containing an elder sign, the first player chooses
which of those locations the Cultist moves to.

Suggested Ancient Ones: Azathoth, Cthulhu, Eihort, Glaaki,


Hastur, Ithaqua, Nyarlathotep, Y’Golonac, Yig, Yog-Sothoth
Expansion: Kingsport Horror

24 Arkham Horror Ancient One Guide v 3.4


When Hypnos is the Guardian, shuffle the Visions of Hypnos deck
and place it facedown near the board at the start of the game.
Guardians are powerful supernatural entities that are opposed to
the Ancient Ones. Guardians make the game easier by adding game
elements that help the players.

Guardians are similar to Heralds and Institutions, and players may At the start of each Upkeep phase, the first player draws the top
choose to play with any combination of Heralds, Guardians, and card of the Visions of Hypnos deck and places it faceup in front of
Institutions. However, players should generally limit themselves to him. The Visions of Hypnos card causes a Clue token to be placed
one of each type. on the board, then makes that location easier to explore until the
end of the Mythos phase.

Beauty, cool aloofness, Whenever an investigator has an Other World encounter in The
philosophic repose, self- Dreamlands, Plateau Of Leng, The Underworld, or Unknown
sufficiency, untamed mastery Kadath, he gains a +1 bonus to all of his skills until the end of the
- where else can we find these encounter.
things with even half the
perfection and completeness
that mark their incarnation
in the peerless and softly All Visions of Hypnos cards in play are discarded at the end of each
gliding cat? Mythos Phase.

When Bast is the Guardian, place the Beloved of Bast cards and the Suggested Ancient Ones: Azathoth, Cthulhu, Eihort, Hastur,
Bast tokens near this sheet at the start of the game. Nyarlathotep, Quachil Uttaus, Y’Golonac, Yibb-Tstll
Expansion: Kingsport Horror

Whenever an investigator is in a street area during the Arkham


Encounters Phase, he may spend $2 to feed the stray cats of
Arkham. If he chooses to do so, that investigator takes a Bast token
if he does not have one already. At the start of each turn, any And upon dolphins' backs
investigator with a Bast token must either spend all of his Focus or was balance a vast crenelate
discard the token. shell wherein rode the grey
and awful form of primal
Nodens, Lord of the Great
Abyss.
If a monster would enter the same area as an investigator with a
Bast token during the Mythos Phase, the monster remains where it
is instead.
When Nodens is the Guardian, shuffle the Blessings of Nodens deck
and place it facedown near the board at the start of the game.

When The Story Continues… is drawn from the Mythos deck, if the
first player has a Bast token or the Foolishness Ally, he discards
any Bast token he has and takes the Beloved of Bast cards instead, Whenever an investigator gains a Blessing card, he also draws the
unless another player already has them. top card of the Blessings of Nodens deck and keeps it.

Players may either discard a Bast token or simply have Foolishness Instead of making a Combat check against a nightgaunt, any
as an Ally to become Beloved of Bast. investigator may instead have the nightgaunt drop him into an
open gate of his choice by invoking Nodens' name.
Suggested Ancient Ones: Azathoth, Atlach-Nacha, Ghatatanothoa,
Hastur, Nyarlathotep, Quachil Uttaus, Y’Golonac, Yig, Yog-Sothoth
Expansion: Kingsport Horror
Because Nodens is hunting the servants of the Ancient Ones for
sport, their numbers are being kept somewhat under control. The
Outskirts limit is increased by 1.

Young with the youth that is outside Suggested Ancient Ones: Abhoth, Chaugnar Faugn, Cthulhu,
time, and with a beauteous bearded Ghatanothoa, Rhan-Tegoth, Shub-Niggurtath, Shudde-M’ell,
face; curved, smiling lips; Olympian Tsathoggua, Yibb-Tstll, Zhar
brow; and dense locks, waving and
poppy-crowned. Expansion: Kingsport Horror

25 Arkham Horror Ancient One Guide v 3.4


Ancient One Doom Combat Rating Defenses Worshippers Expansion
Track
Abhoth 11 -4 Magical Resistance Child of Abhoth Dunwich Horror
Atlach-Nacha 13 -5 Magical, Physical Resistance Leng Spider Kinsport Horror
Azathoth 14 -∞ None Maniac
Bokrug 12 -X (Beings of Ib) Magical, Physical Resistance Being of Ib Innsmouth Horror
Chaugnar Faugn 12 -4 Physical Immunity Tcho-tcho, Tcho-tcho Priest Innsmouth Horror
Cthugha 13 -5 Physical Resistance Fire Vampire Innsmouth Horror
Cthulhu 13 -6 Special Cultist
Eihort 12 -4 Physical Immunity Cultist Kingsport Horror
Ghatanothoa 13 -6 Special Lloigor, Mi-Go Innsmouth Horror
Glaaki 12 -5 Physical Resistance Cultist, Servant of Glaaki Dunwich Horror
Hastur 13 -X (Terror Level) Physical Resistance Cultist
Ithaqua 11 -3 None Cultist
Nyarlathotep 11 -4 Magical Resistance Cultist, Mask Monsters
Nyogtha 12 -8/-3 None Ghoul, Warlock, Witch Innsmouth Horror
Quachil Uttaus 12 -3 Physical, Magical Immunity Warlock Innsmouth Horror
Rhan-Tegoth 11 -4 Physical Immunity Gnoph-Keh Innsmouth Horror
Shub-Niggurath 12 -5 Physical Immunity Dark Young
Shudde-M’ell 12 -3 Magical, Physical Resistance Chthonian Dunwich Horror
Tsathoggua 13 -6 None Formless Spawn Dunwich Horror
Y’Golonac 12 -4 Physical Resistance Cultist Kingsport Horror
Yibb-Tstll 11 -X (Clues on Board) Special Nightgaunt Kingsport Horror
Yig 10 -3 None Cultist
Yog-Sothoth 12 -5 Magical Immunity Cultist
Zhar 11 -3 Special Tcho-tcho, Tcho-tcho Priest Innsmouth Horror

26 Arkham Horror Ancient One Guide v 3.4


Ancient One Worshippers Awareness Horror Horror Combat Combat Tough- Abilities
Rating Damage Rating Damage ness

Abhoth Child of Abhoth One +1 -2 2 -2 2 3 Spawn, Physical Resistance,


Magical Resistance,
Overwhelming 1, Nightmarish 1
Child of Abhoth Two +1 -2 4 -1 2 3 Spawn, Physical Immunity,
Nightmarish 2
Child of Abhoth Three +1 1 2 -2 4 3 Spawn, Physical Immunity,
Overwhelming 2
Atlach-Nacha Leng Spider -2 -2 2 -1 4 3 Ambush, Overwhelming 1, Fast
Azathoth Maniac -1 - - +1 (-2) 1 (3) 2 (Endless)
Bokrug The Beings of Ib (4) - - - - - - Spawn, Special
Chaugnar Tcho-tcho -2 - - -2 2 4 Special
Faugn
Tcho-tcho Priest -1 -2 3 -3 2 4 Magical Immunity, Ambush,
Nightmarish 1
Cthugha Fire Vampire +0 - - -2 3 3
Cthulhu Cultist -3 -2 2 +1 1 1
Eihort Cultist -3 - - +1 1 1 Special
Ghatanothoa Lloigor +0 -1 3 -2 3 4 Weapon Immunity, Special
Mi-Go -2 -1 2 +0 1 3 Special
Glaaki Cultist -3 - - +1 1 1 Stalker, Undead
Servant of Glaaki (5) +1 -2 3 -2 3 2 Special
Hastur Cultist -3 - - -2 1 1 Flying
Ithaqua Cultist -3 - - +1 1 3
Nyarlathotep Cultist -3 - - +1 1 1 Endless
The Beast +0 -2 2 -2 2 4 Mask, Endless, Physical
Resistance, Magical Resistance
The Black Man -3 - - - - 1 Mask, Endless, Special
The Bloated Woman -1 -1 2 -2 2 2 Mask, Endless, Special
The Dark Pharaoh -1 -1 1 -3 3 2 Mask, Endless Special
God of the Bloody +1 -3 3 -4 4 4 Mask, Endless, Overwhelming 1,
Tongue Nightmarish 1
Haunter of the Dark -3 -2 2 -2 (-5) 2 2 Mask, Endless, Special
Shadowy Figure -3 - - -2 2 3 Mask, Endless, Elusive, Special
The Skinless One -2 -2 Special -2 Special 2 Mask, Endless, Special
Shugeron -1 -2 2 -3 3 3 Mask, Endless, Special
Wailing Writher -3 -3 3 -3 3 3 Mask, Endless, Special
Nyogtha Ghoul -3 +0 1 -1 1 2 Ambush, Physical Resistance
Warlock -2 -1 1 -3 1 3 Magical Immunity, Physical
Resistance
Witch -1 -1 1 1 -3 3 Physical Resistance
Quachil Warlock -2 -1 1 -3 1 4 Magical Immunity, Endless
Uttaus
Rhan-Tegoth Gnoph-Keh -2 -1 1 -3 3 2 Physical Resistance,
Overwhelming 1, Nightmarish 1
Shub- Dark Young -2 +0 3 -1 3 3 Physical Resistance,
Niggurath Nightmarish 1, Endless
Shudde-M’ell Chthonian +1 -2 2 -3 3 3 Special
Tsathoggua Formless Spawn +0 -1 2 -2 2 3 Physical Immunity, Stalker
Y’Golonac Cultist -3 - - +1 1 1 Special
Yibb-Tstll Nightgaunt -2 -1 3 -2 Special 2
Yig Cultist -3 - - +0 4 1
Yog-Sothoth Cultist -3 - - -1 1 1 Magical Immunity
Zhar Tcho-tcho -2 - - -2 2 2 Overwhelming 1
Tcho-tcho Priest -1 -2 3 -3 2 3 Magical Immunity, Ambush,
Nightmarish 1, Overwhelming 1

27 Arkham Horror Ancient One Guide v 3.4


Ancient One Heralds Guardians
Abhoth Black Goat of the Woods, The Dunwich Horror Nodens
Atlach-Nacha The Dark Pharaoh, Lurker at the Threshold Bast
Azathoth The Dark Pharaoh, Ghroth, Tulzscha Bast, Hypnos
Bokrug Father Dagon, Mother Hydra
Chaugnar Faugn Ghroth Nodens
Cthugha Ghroth
Cthulhu Father Dagon, Mother Hydra, Tulzscha Hypnos, Nodens
Eihort Lurker at the Threshold, Tulzscha Hypnos
Ghatanothoa The Dark Pharaoh, The King in Yellow Bast, Nodens
Glaaki Lurker at the Threshold, Tulzscha
Hastur The Dark Pharaoh, The King in Yellow, Lurker at the Threshold, Tulzshca Bast, Hypnos
Ithaqua Ghroth, Tulzscha
Nyarlathotep The Dark Pharaoh, The King in Yellow, Lurker at the Threshold, Tulzscha Bast, Hypnos
Nyogtha Black Goat of the Woods, The Dunwich Horror, Ghroth Nodens
Quachil Uttaus The Dark Pharaoh, The King in Yellow, Lurker at the Threshold Bast, Hypnos
Rhan-Tegoth The Dunwich Horror, Ghroth Nodens
Shub-Niggurath Black Goat of the Woods, The Dunwich Horror Nodens
Shudde-M’ell Black Goat of the Woods, The Dunwich Horror, Ghroth Nodens
Tsathoggua Black Goat of the Woods, The Dunwich Horror Nodens
Y’Golonac The Dark Pharaoh, The King in Yellow, Lurker at the Threshold, Tulzsha Bast, Hypnos
Yibb-Tstll The King in Yellow, Lurker at the Threshold Hypnos, Nodens
Yig Ghroth, Tulzscha Bast
Yog-Sothoth The Dark Pharaoh, The Dunwich Horror, Lurker at the Threshold, Tulzscha Bast
Zhar Black Goat of the Woods, Father Dagon, Ghroth, Mother Hydra Nodens

28 Arkham Horror Ancient One Guide v 3.4


Ancient One Other Worlds Dimension Symbols Themes
Abhoth The Abyss, The Underworld, Yuggoth Circle, Hex Caverns, Corruption, Filth, Monsters
Atlach-Nacha The Abyss, The Dreamlands, The Diamond, Hex, Slash Entrapment, Prey, Spiders
Underworld, Plateau of Leng
Azathoth Another Time, Another Dimension, The Diamond, Hex, Moon, Square Annihilation, Chaos, Madness, Music, Space
Abyss
Bokrug The Dreamlands, Plateau of Leng, Diamond, Slash Destruction, Ghosts, Reptiles, Vengeance,
Unknown Kadath Wrath
Chaugnar Faugn Another Dimension, Another Time, Diamond, Moon, Slash, Square Elephants, Jungles, Sacrificial Rites
Plateau of Leng
Cthugha City of the Great Race, Great Hall of Hex, Star, Triangle Fire, Heat, Space
Celeano, The Underworld
Cthulhu The Dreamlands, Plateau of Leng, R’lyeh Diamond, Moon, Plus, Slash Dreams, Madness, Nightmares, The Sea
Eihort The Abyss, The Underworld Hex, Moon Corruption, Dark Pacts, Disease,
Labyrinths, Visions
Ghatanothoa Another Dimension, Another Time, Circle, Diamond, Moon, Plus, Burrowing, Earthquakes, Paralysis
R’lyeh, Yuggoth Square
Glaaki The Abyss, The Underworld Hex, Moon Dreams, Lakes, Mind Control, Nightmares,
Undead Slaves
Hastur Another Time, Lost Carcosa, Yuggoth Circle, Diamond, Moon Dreams, Lakes, Madness, Nightmares, The
Yellow Sign
Ithaqua Another Time, The Dreamlands, Plateau Diamond, Moon, Slash The Arctic, Cold, Wendigo, Wind
of Leng
Nyarlathotep All All Artifacts, Dark Pacts, Deception, Egypt,
Entrapment, Magic, Power, Temptation
Nyogtha The Abyss, Another Time, The Circle, Diamond, Moon, Hex, Slash Burrowing, Caverns, Sorcery
Dreamlands, Plateau of Leng, Yuggoth
Quachil Uttaus Another Dimension, Another Time, Lost Circle, Diamond, Square Death, Decay, Immortality, Sorcery
Carcosa, Yuggoth
Rhan-Tegoth Another Dimension, Another Time Diamond, Moon, Square Predator of Hominids, Monsters,
Ravenousness, Savagery
Shub-Niggurath The Abyss, The Underworld Hex, Moon Corruption, Fertility, Madness, Monsters
Shudde-M’ell City of the Great Race, Great Hall of Slash, Star, Triangle Burrowing, Earthquakes
Celeano, Unknown Kadath
Tsathoggua The Abyss, The Underworld Hex Malaise, Shape-Shifting, Sleep
Y’Golonac City of the Great Race, Great Hall of Circle, Moon, Star, Triangle Corruption, Magic, Knowledge, Possession,
Celeano, Lost Carcosa Tomes
Yibb-Tstll The Dreamlands, Plateau of Leng, Diamond, Slash Dreams, Eyes, Forgetfulness, Nightmares,
Unknown Kadath Watchfulness
Yig The Dreamlands, Plateau of Leng, Diamond, Moon, Slash Poison, Quetzalcoatl, Sacrificial Rites,
Unknown Kadath Serpents
Yog-Sothoth Another Dimension, Another Time, Lost Circle, Diamond, Moon, Square Corruption, Dark Pacts, Gates, Keys,
Carcosa, Yuggoth Sorcery, Temptation
Zhar Another Dimension, Another Time, Lost Circle, Diamond, Moon, Slash, Caverns, China, Ruins, Twins
Carcosa, Plateau of Leng Square

29 Arkham Horror Ancient One Guide v 3.4


Other World Colors Dimension Symbol Expansion
Abyss Blue, Red Hex
Another Dimension Blue, Green, Red, Yellow Square
Another Time Green, Red Diamond, Square Dunwich Horror
City of the Great Race Green, Yellow Triangle
Great Hall of Celeano Blue, Green Star
Lost Carcosa Blue, Yellow Circle, Plus Dunwich Horror
Plateau of Leng Green, Red Diamond
R’lyeh Red, Yellow Plus
The Dreamlands Blue, Green, Red, Yellow Slash
The Underworld Blue, Green Hex, Star Kingsport Horror
Unknown Kadath Red, Yellow Slash, Triangle Kingsport Horror
Yuggoth Blue, Yellow Circle

Color Other World

Blue Abyss, Another Dimension, Great Hall of Celeano, Lost Carcosa, The Dreamlands, The Underworld,
Yuggoth
Green Another Dimension, Another Time, City of the Great Race, Plateau of Leng, The Dreamlands,
The Underworld
Red Abyss, Another Dimension, Another Time, Plateau of Leng, R’lyeh, The Dreamlands, Unknown Kadath
Yellow Another Dimension, City of the Great Race, Lost Carcosa, R’lyeh, The Dreamlands, Unknown Kadath ,
Yuggoth

Dimension Symbol Other World


Circle Lost Carcosa, Yuggoth
Diamond Another Time, Plateau of Leng
Hex Abyss, The Underworld
Plus Lost Carcosa, R’lyeh
Slash The Dreamlands, Unknown Kadath
Square Another Dimension, Another Time
Star Great Hall of Celeano
Triangle City of the Great Race, Unknown Kadath

30 Arkham Horror Ancient One Guide v 3.4


Monster Count Exp. Dim. Movement Aware- Horror Horror Combat Combat Tough- Special Abilities /
Symbol ness Rating Damage Rating Damage ness Text

Barnabas 1 IH Plus Aquatic -3 -2 2 -3 3 2 If you pass a Combat check


Marsh against Barnabas Marsh,
return him to the box and
remove 1 doom token from
the doom track.
Being of Ib 1 IH Slash None - - - - - - Spawn
One Investigators receive a -1
penalty to Horror checks.
If Bokrug awakens, his
Physical Resistance is
upgraded to Physical
Immunity.
Being of Ib 1 IH Slash None - - - - - - Spawn
Two Investigators receive a -1
penalty to close or seal gates.
If Bokrug awakens, his
Magical Resistance is
upgraded to Magical
Immunity.
Being of Ib 1 IH Slash None - - - - - - Spawn
Three Investigators receive a -1
penalty to Evade checks.
If Bokrug awakens, place
three extra doom tokens on
him.
Being of Ib 1 IH Slash None - - - - - - Spawn
Four Investigators receive a -1
penalty to Luck checks.
If Bokrug awakens, place
three extra doom tokens on
him.
Byakhee 3 Circle Flying -2 -1 1 +0 2 1 It shrieked and flapped its
wings. I thought of the empty
shell of a beetle, and the soft
loam of rotting earth. It
cocked its carapaced head at
me, black teeth clicking
against each other.
Child of 1 DH Moon Stalking +1 -2 2 -2 2 3 Spawn
Abhoth One Physical Resistance
Magical Resistance
Nightmarish 1
Overwhelming 1
If you pass a Combat check
against Child of Abhoth, you
must discard 1 Spell or
Weapon, if able.
Child of 1 DH Moon Stalking +1 -2 4 -1 2 3 Spawn
Abhoth Two Magical Immunity
Nightmarish 2
Before you make a Horror
check against Child of
Abhoth, you must discard 1
Clue token or automatically
fail.
Child of 1 DH Moon Stalking +1 -1 2 -2 4 3 Spawn
Abhoth Physical Immunity
Three Overwhelming 2
Before you make a Combat
check against Child of
Abhoth, you must discard 1
Clue token or automatically
fail.

31 Arkham Horror Ancient One Guide v 3.4


Monster Count Exp. Dim. Movement Aware- Horror Horror Combat Combat Tough- Special Abilities /
Symbol ness Rating Damage Rating Damage ness Text

Child of the 3 BGW Hex Normal -3 - - +1 Special 1 Child of the Goat is treated
Goat as a Cultist. If you fail a
Combat check or Evade check
against Child of the Goat, you
are delayed.
Chthonian 2 Triangle Unique +1 -2 2 -3 3 3 Instead of moving, roll a die.
On a 4-6 all investigators in
Arkham lose 1 Stamina.
Colour Out of 2 DH Square Unique +1 -3 4 +0 1 2 Physical Immunity
Space Magical Immunity
Instead of moving, roll a die.
On a 4-6, all Investigators in
Arkham lose 1 Sanity.
Crawling 3 KH Circle Normal -1 -3 3 -X 2 1 Physical Resistance
One Before making a Combat
check against Crawling One,
roll a die. X is equal to the
result of the die roll.
Cultist 6, 1, 1, 1 DH, Moon Normal -3 n/a n/a +1 1 1 Ia! Ia! Cthulhu Fthagn!
KH, Ph'nglui mglw'nfah Cthulhu
IH R'lyeh wgah'nagl fhtagn!
Dark Druid 1 BGW Hex Unique -2 -1 1 -2 1 2 Physical Resistance
Dark Druid is treated as a
Cultist. When Dark Druid
moves on a black path, all
other monsters move on black
after their normal movement.
Dark Young 3, 3, 3 DH, Hex Stationary -2 +0 3 -1 3 3 Physical Resistance
BGW Nightmarish 1
The trees trembled, leaves
fluttering around us. The
earth shook as the thuds of
giant hooved feet grew ever
closer.
Deep One 6 IH Plus Aquatic +0 -2 2 -1 2 2 And yet I saw them in a
limitless stream - flopping,
hopping, croaking, bleating -
surging inhumanly through
the spectral moonlight in a
grotesque, malignant
saraband of fantastic
nightmare.
Deep One 4 IH Plus Aquatic -1 -1 1 +0 2 1 One man moved in a
Hybrid positively simian way, with
long arms frequently touching
the ground; while another
figure - robed and tiaraed -
seemed to progress in an
almost hopping fashion.
Dhole 1 Circle Normal -1 -1 4 -3 4 3 Physical Resistance
Magical Resistance
Nightmarish 1
Overwhelming 1
Dimensional 2 Square Fast -3 -2 1 -2 Special 1 If you fail a Combat check
Shambler against Dimensional
Shambler, you are lost in
time and space.
Elder Thing 2, 1 IH Diamond Normal -2 -2 2 +0 1 2 When you fail a Combat
check against Elder Thing,
you must discard 1 of your
Weapons or Spells (your
choice), if able.
Fire Vampire 2 Star Flying +0 - - -2 2 1 A thousand tiny fires, the size
of match-flames, swept from
the night sky. The old man
was suddenly radiant with
light.

32 Arkham Horror Ancient One Guide v 3.4


Monster Count Exp. Dim. Movement Aware- Horror Horror Combat Combat Tough- Special Abilities /
Symbol ness Rating Damage Rating Damage ness Text

Flying Polyp 1 Hex Flying +0 -2 4 -3 3 3 Physical Resistance


Nightmarish 1
Overwhelming 1
Formless 2, 1, 1 DH, Hex Normal +0 -2 2 -2 2 2 Physical Immunity
Spawn KH From the darkened alley a
patch of darkness seemed to
detach itself, curling along
the bricks and rising to block
our path.
Ghast 1 KH Circle Normal -2 +0 1 -3 1 2 Ambush
The creature's strange
leaping gait and scabrous
skin only added to its alien
aspect, but were not so
disturbing as its curiously
human face.
Ghost 3 Moon Stationary -3 -2 2 -3 2 1 Undead
Physical Immunity
Ghoul 3 Hex Normal -3 +0 1 -1 1 1 Ambush
Most of the bodies, while
roughly bipedal, had a
forward slumping, and
vaguely canine cast. The
texture of the majority was a
kind of unpleasant
rubberiness.
Gnoph-Keh 1 KH Square Normal -2 -1 1 -3 3 2 Physical Resistance
Overwhelming 1
Goat Spawn 2, 2 DH, Hex Fast -1 -1 1 -2 1 2 Physical Resistance
BGW The creature was at once
terrible and graceful, the
result of blasphemous
trafficks with some
otherworldly horror.
God of the 1 Triangle Normal +1 -3 3 -4 4 4 Mask
Bloody Endless
Tongue Overwhelming 1
Nightmarish 1
Gug 2 Slash Normal -2 -1 2 -2 4 3 Overwhelming 1
I caught confused glimpses of
a terrible, wrongly-angled
mouth, multi-jointed arms,
and protruding eyes as big as
a man's head.
Haunter of 1 Square Flying -3 -2 2 -2 2 2 Mask
the Dark Endless
If the Blackest Night card is
in play, Haunter of the
Dark's fight rating increases
to -5.
High Priest 1 Plus Normal -2 +1 1 -2 2 2 Magical Immunity
"We will not cease our
struggle," intoned the robed
figure, "Until we have built
Carcosa upon this land of
ruined Reason."
Hound of 2 Square Unique -1 -2 4 -1 3 2 When it moves, the Hound of
Tindalos Tindalos moves directly to
the nearest investigator
inside a location in Arkham
(Other than the Hospital or
Asylum).
Hunting 1 DH Diamond Unique -3 -1 3 -2 4 2 Magical Resistance
Horror When it moves, Hunting
Horror moves to the nearest
investigator in a street area
or unstable location.
Leng Spider 4 KH Slash Normal -2 -2 2 -1 4 2 Ambush
Overwhelming 1

33 Arkham Horror Ancient One Guide v 3.4


Monster Count Exp. Dim. Movement Aware- Horror Horror Combat Combat Tough- Special Abilities /
Symbol ness Rating Damage Rating Damage ness Text

Lloigor 3 IH Square Unique +0 -1 3 -2 3 2 Weapon Immunity


Instead of moving, all
investigators in this or any
adjacent locations or street
areas lose 1 Sanity and 1
Stamina.
Maniac 3 Moon Normal -1 n/a n/a +1 (-2) 1 (3) 1 If the terror level is at least
6, Maniac's fight rating
increases to -2, his combat
damage increases to 3
Stamina, and he gains
Endless.
Mi-Go 3, 1 IH Circle Flying -2 -1 2 +0 1 1 If you pass a Combat Check
against Mi-Go, return it to
the box and draw 1 Unique
Item.
Moon-beast 2 KH Slash Aquatic +0 -1 2 -2 2 3 Any investigator knocked
unconscious or driven insane
by Moon-beast is devoured
instead.
Mummy 1 DH Moon Stalking -1 -2 1 -2 2 3 Undead
Physical Resistance
Magical Resistance
Nightgaunt 2, 2 KH Slash Flying -2 -1 1 -2 Special 2 When you fail a Combat
check against Nightgaunt,
you are drawn through the
nearest open gate. If two or
more gates are the same
distance from you, you choose
which gate you are drawn
through.
Priest of 1 IH Plus Aquatic -2 -2 2 -2 2 2 Magical Immunity
Dagon ...As I saw them I knew also
of what that humped, tiaraed
priest in the black church
basement had fearsomely
reminded me.
Proto- 3 IH Diamond Fast -2 +0 2 +0 2 3 Physical Resistance
Shoggoth The thing roiled and bubbled
malignantly as it poured
down the street towards us,
eyes appearing and vanishing
on its skin as it came.
Rat-thing 2 DH Circle Stalking -4 +0 1 -1 2 1 Before you make a combat
check against Rat-thing, you
must discard 1 Item or
automatically fail.
Riot One 1 KY Moon Normal -2 - - -4 4 3 Spawn
Starting Location: Northside
Streets
If you pass a Combat check
against Riot, lose 1 Sanity
and roll a die. On a 4-6, the
terror level is increased by 1.
Riot Two 1 KY Moon Normal -2 - - -4 4 3 Spawn
Starting Location: Southside
Streets
If you pass a Combat check
against Riot, lose 1 Sanity
and roll a die. On a 4-6, the
terror level is increased by 1.
Riot Three 1 KY Moon Normal -2 - - -4 4 3 Spawn
Starting Location: Miskatonic
U. Streets
If you pass a Combat check
against Riot, lose 1 Sanity
and roll a die. On a 4-6, the
terror level is increased by 1.

34 Arkham Horror Ancient One Guide v 3.4


Monster Count Exp. Dim. Movement Aware- Horror Horror Combat Combat Tough- Special Abilities /
Symbol ness Rating Damage Rating Damage ness Text

Serpent 3 KH Moon Normal -2 -1 2 -2 4 1 Elusive


People Magical Resistance
While Serpent People is a
monster trophy, it may be
spent after failing a Combat
check to add 3 bonus dice to
the roll.
Servant of 1 DH Moon Normal +1 -2 3 -2 3 2 Spawn
Glaaki One When Servant of Glaaki
enters play, all investigators
must discard 1 Spell, if able.
Servant of 1 DH Moon Normal +1 -2 3 -2 3 2 Spawn
Glaaki Two When Servant of Glaaki
enters play, all investigators
must discard 1 Common
item, if able.
Servant of 1 DH Moon Normal +1 -2 3 -2 3 2 Spawn
Glaaki Three When Servant of Glaaki
enters play, all investigators
must discard 1 Unique item,
if able.
Servant of 1 DH Moon Normal +1 -2 3 -2 3 2 Spawn
Glaaki Four When Servant of Glaaki
enters play, all investigators
must discard 2 Clue tokens, if
able.
Servant of 1 DH Moon Normal +1 -2 3 -2 3 2 Spawn
Glaaki Five When Servant of Glaaki
enters play, all investigators
must discard 1 Skill, if able.
Servitor of 1 IH Square Flying +0 -3 4 -2 Special 3 Endless
the Outer Overwhelming 1
Gods Nightmarish 2
If you fail a Combat or Evade
check against Servitor of
Outer Gods, you are
devoured.
Shadowy 1 KH Moon Unique -3 - - -2 2 3 Mask
Figure Endless
Elusive
When it moves, Shadowy
Figure moves to the nearest
location or street containing
clues. All clues in that area
are then discarded.
Shan 2 KH Triangle Flying +0 -2 Special -2 1 2 If you fail a Horror check
against Shan, you are
devoured.
Shoggoth 2, 2 IH Diamond Fast -1 -1 3 -1 3 3 Physical Resistance
Nightmarish 1
The stench was unbearable,
and rising to the surface came
a terrible cry, “Tekeli-li!
Tekeli-li!”
Shugeron 1 IH Plus Aquatic -1 -2 2 -3 3 3 Mask
Endless
If you fail a combat check
against Shugeron, add a
doom token to the doom
track.
Skeleton 2 KH Moon Aquatic -2 -1 1 -1 2 2 Undead
Physical Resistance
Silently it emerged from the
water and strode up the beach
towards us. Although the
bleached skeleton was picked
free of flesh, still it moved
with malignant purpose.

35 Arkham Horror Ancient One Guide v 3.4


Monster Count Exp. Dim. Movement Aware- Horror Horror Combat Combat Tough- Special Abilities /
Symbol ness Rating Damage Rating Damage ness Text

Spectral 1 DH Square Stationary -4 -2 2 -2 2 3 Ambush


Hunter If you pass a Combat check
against Spectral Hunter,
return it to the box and gain
$5.
Star Spawn 2 Plus Normal -1 -3 2 -3 3 3 The bosun was the only one
left alive. We dragged him
screaming from the cargo
hold. "That thing!" he wept,
"Not a whale... not an
island..."
Star Vampire 1 DH Star Stalking -3 -3 3 -3 3 3 Physical Resistance
Tcho-tcho 2 DH Moon Normal -2 - - -2 2 2 Ambush
If you pass a Combat check
against Tcho-tcho, return it
to the box and draw 1
Common item.
Tcho-tcho 2 KH Moon Fast -1 -2 3 -3 2 2 Ambush
Priest Magical Immunity
Nightmarish 1
Tendril of 1 IH Diamond Normal -2 -1 2 -2 2 2 Spawn
Nyogtha Ambush
Physical Immunity
If the Tendril of Nyogtha has
not been evaded or defeated
after the second round of
combat, the investigator is
devoured.
The Beast 1 DH Star Stalking +0 -2 2 -2 2 4 Mask
Endless
Physical Resistance
Magical Resistance
If you fail both the Horror
check and Combat check
against the Beast, you are
devoured.
The Black 1 Moon Normal -3 - - - - 1 Mask
Man Endless
Before making a Horror
check, pass a Luck (-1) check
or be devoured. If you pass,
gain 2 Clue tokens. In either
case, return the Black Man to
the cup.
The Bloated 1 Hex Normal -1 -1 2 -2 2 2 Mask
Woman Endless
Before making a Horror
check, pass a Will (-2) check
or automatically fail the
Horror check and the Combat
check.
The Dark 1 Slash Normal -1 -1 1 -3 3 2 Mask
Pharaoh Endless
Use Lore in combat with the
Dark Pharaoh instead of
Fight.
The Dunwich 1 DH Moon Unique +2 Special Special Special Special 5 Instead of moving, roll a die.
Horror On a 4-6, add a doom token to
the doom track.
Before making a Horror
check against the Dunwich
Horror, draw a Dunwich
Horror card to determine its
attributes.
The Skinless 1 KH Circle Fast -2 -2 Special -2 Special Mask
One Endless
If you fail either the Horror
check or the Combat check
against the Skinless One, you
are devoured.

36 Arkham Horror Ancient One Guide v 3.4


Monster Count Exp. Dim. Movement Aware- Horror Horror Combat Combat Tough- Special Abilities /
Symbol ness Rating Damage Rating Damage ness Text

Vampire 1 Moon Normal -3 +0 2 -3 3 2 Undead


Physical Resistance
It was a beast born in the
grave. It stretched its hands
toward us and curled its lips,
drawn to the blood in our
veins.
Wailing 1 IH Diamond Stationary -3 -3 4 -3 4 3 Mask
Writher Endless
If you fail an Evade check
against the Wailing Writher,
you are devoured.
Warlock 2 Circle Stationary -2 -1 1 -3 1 2 Magical Immunity
If you pass a Combat Check
against Warlock, return it to
the box and gain 2 Clue
tokens.
Werewolf 1 KH Moon Unique -1 -1 1 -3 2 2 Elusive
Physical Immunity
Werewolf moves as a fast
monster. If it enters an area
containing any investigators,
each investigator in that area
loses 2 Stamina.
Witch 2 Circle Normal -1 - - -3 2 1 Magical Resistance
She was lovely and terrible
all at once. A strange light
shone in her eyes as she
chanted, “Ia! Ia! Shub-
Niggurath! The Goat with a
Thousand Young!”
Wizard 1 DH Circle Normal -2 -2 2 -3 4 2 Magical Immunity
Whateley If you pass a Combat check
against Wizard Whateley,
return him to the box and
draw 1 Spell.
Wraith 2 DH Moon Flying +0 -2 1 -2 2 3 Undead
Physical Immunity
Overwhelming 1
Nightmarish 1
Yithian 2 KH Triangle Normal -1 -1 Special -2 2 3 If you fail a Horror check
against Yithian, you are lost
in time and space.
Zombie 3 Moon Normal +1 -1 1 -1 2 1 Undead
She screamed and fired
again, but still the thing
shambled on, teeth dripping
as it groaned its horrible cry.

37 Arkham Horror Ancient One Guide v 3.4


Dimensional Symbol Other World Monsters
Circle Lost Carcosa, Yuggoth Byakhee, Crawling One, Dhole, Ghast, Mi-Go, Rat-thing, The Skinless One,
Warlock, Witch, Wizard Whateley
Diamond Another Time, Plateau of Leng Elder Thing, Hunting Horror, Proto-Shoggoth, Shoggoth, Tendril of Nyogtha
Hex The Abyss, The Underworld Child of the Goat, Dark Druid, Dark Young, Flying Polyp, Formless Spawn,
Ghoul, Goat Spawn, The Bloated Woman
Moon n/a Children of Abhoth, Cultist, Maniac, Mummy, Riots, Serpent People, Servants
of Glaaki, Shadowy Figure, Skeleton, Tcho-tcho, Tcho-tcho Priest, The Black
Man, The Dunwich Horror, Vampire, Werewolf, Wraith, Zombie
Plus Lost Carcosa, R’lyeh Barnabas Marsh, Deep One, Deep One Hybrid, High Priest, Priest of Dagon,
Shugeron, Star Spawn
Slash The Dreamlands, Unknown Beings of Ib, Gug, Leng Spider, Moon-beast, Nightgaunt, The Dark Pharaoh
Kadath
Square Another Dimension, Another Colour Out of Space, Dimensional Shambler, Gnoph-Keh, Haunter of the
Time Dark, Hound of Tindalos, Lloigor, Servitor of Outer Gods, Spectral Hunter
Star Great Hall of Celeano, The Fire Vampire, Star Vampire, The Beast
Underworld
Triangle The City of the Great Race, Chthonian, God of the Bloody Tongue, Shan, Yithian
Unknown Kadath

Expansion Monsters

Arkham Horror Byakhee, Chthonian, Cultist (6), Dark Young (3), Dhole, Dimensional Shambler, Elder Thing (2), Fire
Vampire, Flying Polyp, Formless Spawn, Ghost, Ghoul, God of the Bloody Tongue, Gug, Haunter of the Dark,
High Priest, Hound of Tindalos, Maniac, Mi-Go, Nightgaunt (2), Shoggoth (2), Star Spawn, The Black Man,
The Bloated Woman, The Dark Pharaoh, Vampire, Warlock, Witch, Zombie
Black Goat of the Woods Child of the Goat, Dark Druid, Dark Young (3), Goat Spawn
Dunwich Horror Children of Abhoth, Colour Out of space, Cultist (1), Dark Young (3), Formless Spawn, Go at Spawn, Hunting
Horror, Mummy, Rat-thing, Servants of Glaaki, Spectral Hunter, Star Vampire , Tcho-tcho, The Beast, The
Dunwich Horror, Wizard Whateley, Wraith
Innsmouth Horror Barnabas Marsh, Beings of Ib, Cultist (1), Deep One, Deep One Hybrid, Elder Thing (1), Lloigor. Mi-Go (1),
Priest of Dagon, Proto-Shoggoth, Servitor of the Outer Gods, Shoggoth (2), Shugeron, Tendril of Nyogtha,
Wailing Writher
The King in Yellow Riots
Kingsmouth Horror Crawling One, Cultist (1), Formless Spawn, Ghast, Gnoph-Keh, Leng Spider, Moon-beast, Nightgaunt (2),
Serpent People, Shadowy Figure, Shan, Skeleton, Tcho -tcho Priest, The Skinless One, Werewolf, Yithian

38 Arkham Horror Ancient One Guide v 3.4

You might also like