Anette Mason
The High Priestess
Enemy
Humanoid. Witch. Elite.
Retaliate.
Forced - After the enemy phase begins: Discard the top 3 cards of the encounter deck. Spawn each Witch enemy discarded by this effect at Anette Mason's location. If no Witch enemies are discarded by this effect, ready her.

Azathoth
The Primal Chaos
Enemy
Ancient One. Elite.
Azathoth is oblivious and omnipotent. It is immune to all player card effects and investigator actions, and cannot be defeated by any means.
Forced - If there is 10 or more doom on Azathoth: The Blind Idiot God rises from its throne in the ultimate void of chaos and devours the universe. (→R1)

Brown Jenkin
The Witch's Familiar
Enemy
Creature. Familiar. Elite.
Aloof. Hunter.
Each ready Creature enemy gets +2 fight.
Forced - When the enemy phase ends, if Brown Jenkin is ready: Each investigator at his location discards his or her hand, then draws that many cards.

Enemy
Humanoid. Cultist. Silver Twilight.
Spawn - Any Sanctum location.
Alert.
Forced - After Cell Keeper enters play: Place 2 doom and 1 random set-aside key on it.
Forced - When you evade Cell Keeper by 2 or more: Take control of its key.

Enemy
Humanoid. Witch.
Revelation - Discard the top 2 cards of the encounter deck. If this effect causes the encounter deck to run out of cards, draw the topmost Hex card in the encounter discard pile.

Enemy
Monster. Geist. Witch. Spectral. Elite.
Heretic gets +2 health.
While Heretic is at a non-Spectral location, it gains aloof and cannot be engaged or damaged.
Spend 1 clue: Parley. Look at Heretic's other side (without resolving its text).
Forced - After Heretic is defeated: Flip it over and resolve the text on its other side.
Story
The thing moans and wails with sorrow, in between hollow, echoing sobs. There must be some way you can bring it peace.
Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.
Forced - At the end of the round: You must either take 1 horror or flip this card back to its enemy side.
If you are at Chapel Crypt and it has no clues on it: Test or (4). If you succeed, the ghost is "banished" (resolve the text below).
Do not read until this ghost is "banished."
You find a nameless coffin and remove the lid. The spirit weeps as it reaches out to touch the body inside, remembering the love it once held in its heart.
Add this card to the victory display.

Enemy
Monster. Geist. Witch. Spectral. Elite.
Heretic gets +2 health.
While Heretic is at a non-Spectral location, it gains aloof and cannot be engaged or damaged.
Spend 1 clue: Parley. Look at Heretic's other side (without resolving its text).
Forced - After Heretic is defeated: Flip it over and resolve the text on its other side.
Story
The charred ghost thrashes and howls in agony, as though in a constant state of torment. You cannot ease its suffering, but perhaps you can bring it justice.
Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.
Forced - At the end of the round: You must either take 1 damage or flip this card back to its enemy side.
If you are at The Gallows and it has no clues on it: Test or (4). If you succeed, the ghost is "banished" (resolve the text below).
Do not read until this ghost is "banished."
The fire spreads quickly, consuming the old wooden platform hungrily. The spirit's form twitches with a strange satisfaction.
Add this card to the victory display.

Enemy
Monster. Geist. Witch. Spectral. Elite.
Heretic gets +2 health.
While Heretic is at a non-Spectral location, it gains aloof and cannot be engaged or damaged.
Spend 1 clue: Parley. Look at Heretic's other side (without resolving its text).
Forced - After Heretic is defeated: Flip it over and resolve the text on its other side.
Story
The spirit searches its surroundings frantically and grasps at you with desperate eyes. It must have lost something important - but what?
Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.
Forced - At the end of the round: You must either lose 2 resources or flip this card back to its enemy side.
If you are at Chapel Attic and it has no clues on it: Test or (4). If you succeed, the ghost is "banished" (resolve the text below).
Do not read until this ghost is "banished."
In an old cobwebbed trunk, you find all sorts of items belonging to the deceased. The sight of a crow skull amulet dipped in metal causes the ghost to gasp. "I'm sorry, sister, I'm sorry..." it weeps.
Add this card to the victory display.

Enemy
Monster. Geist. Witch. Spectral. Elite.
Heretic gets +2 health.
While Heretic is at a non-Spectral location, it gains aloof and cannot be engaged or damaged.
Spend 1 clue: Parley. Look at Heretic's other side (without resolving its text).
Forced - After Heretic is defeated: Flip it over and resolve the text on its other side.
Story
The wraith is mangled and corrupted nearly beyond recognition. Something has torn through its insides and ripped its soul to shreds.
Keep this card in your threat area (this side faceup). If you are eliminated, flip it over.
Forced - At the end of the round: You must either choose and discard 2 cards from your hand or flip this card back to its enemy side.
If you are at Heretics' Graves and it has no clues on it: Test or (4). If you succeed, the ghost is "banished" (resolve the text below).
Do not read until this ghost is "banished."
Digging up the bones was hard work, but as the spirit peers into its open grave, you can see its humanoid shape clearly for the first time.
Add this card to the victory display.

Enemy
Monster. Geist. Witch. Spectral. Elite.
Heretic gets +2 health.
While Heretic is at a non-Spectral location, it gains aloof and cannot be engaged or damaged.
Spend 1 clue: Parley. Look at Heretic's other side (without resolving its text).
Forced - After Heretic is defeated: Flip it over and resolve the text on its other side.
Story
The specter's voice is soothing and melodic. Its words seem to make sense. You can at last be at peace - all you have to do is take its hand.
Flip this card back to its enemy side. It makes an immediate attack. For the remainder of the scenario, this enemy cannot be defeated by any means, its parley ability can only be activated while at a Spectral location, and it costs +1 clues to trigger. The next time this side is resolved, the ghost is "banished" instead (resolve the text below).
Forced - If you looked at this side by resolving this Heretic's parley ability: Resolve the above text as though you had just defeated this Heretic.
Do not read until this ghost is "banished."
You spurn the creature's offer, remembering once more why you have come here. It lets out an agonizing shriek and returns from whence it came.
Add this card to the victory display.

Enemy
Monster. Geist. Witch. Spectral. Elite.
Heretic gets +2 health.
While Heretic is at a non-Spectral location, it gains aloof and cannot be engaged or damaged.
Spend 1 clue: Parley. Look at Heretic's other side (without resolving its text).
Forced - After Heretic is defeated: Flip it over and resolve the text on its other side.
Story
The spiteful wraith does not relent. Your words cannot reach it, but perhaps you can lay it to rest by force.
Flip this card back to its enemy side. It makes an immediate attack. The next time it is defeated, it is "banished" (resolve the text below).
Forced - If you looked at this side by resolving this Heretic's parley ability: Flip this card back to its enemy side. It makes an immediate attack. (Do not resolve any other text on this card.)
Do not read until this ghost is "banished."
With a final cry, the hellish spirit recoils upon itself and dissipates into thin air.
Add this card to the victory display.

Enemy
Humanoid. Cultist. Silver Twilight.
Spawn - Any empty location.
Aloof. Retaliate.
Forced - When the mythos phase ends: Place 1 doom on Keeper of Secrets.
: Parley. Test (3). If you succeed, remove all doom from Keeper of Secrets.

Enemy
Humanoid. Cultist. Silver Twilight.
Spawn - Any location connected to yours.
Prey - Most (///) keys controlled.
Alert. Aloof. Hunter.
Forced - After you enter Knight of the Inner Circle's location (or vice-versa): Test (4). If you fail, Knight of the Inner Circle engages you.

Enemy
Humanoid. Cultist. Silver Twilight.
Spawn - Any location connected to yours.
Aloof. Peril. Retaliate.
Revelation - After Knight of the Outer Void spawns, place either 1 or 2 doom on it.
: Parley. Test or (4). If you succeed, take control of 1 doom on Knight of the Outer Void, and flip it to its clue side. If you fail, Knight of the Outer Void attacks you.

Enemy
Humanoid. Cultist. Silver Twilight.
Spawn - Most breaches (or Silver Twilight Lodge if there are no locations in play with breaches on them).
Retaliate.
Treat Lodge Enforcer's location as if its printed text box were blank (except for Traits).

Enemy
Humanoid. Cultist. Silver Twilight.
Spawn - Any Sanctum location.
Aloof.
Forced - After Lodge Jailor enters play: Place 2 doom and 1 random set-aside key on it.
: Parley. Test (3). If you succeed, either remove 1 doom from Lodge Jailor, or take control of its key.

Enemy
Humanoid. Cultist. Silver Twilight.
Spawn - Any empty location.
Aloof.
Forced - After Lodge Neophyte enters play: Place 1 doom on it.
: Parley. Test (2). If you succeed, remove all doom from Lodge Neophyte.

Enemy
Monster. Geist. Spectral.
Spawn - Chapel Attic or Chapel Crypt.
While Malevolent Spirit is at a Spectral location, it gains hunter and gets +1 damage value and +1 horror value.
Forced - When Malevolent Spirit is defeated by damage (except from a Spell or Relic): Instead of discarding it, heal all damage from it, exhaust it, and move it to any Spectral location, if able.

Enemy
Monster.
Spawn - Farthest empty space.
Hunter.
Mindless Dancer can enter empty space as if it were a location.
Forced - After Mindless Dancer moves to an empty space via its hunter keyword: Resolve its hunter keyword again. (Limit once per round.)

Nahab
She Who Signed the Black Book
Enemy
Monster. Geist. Witch. Elite.
Hunter. Retaliate.
Do not remove doom from Nahab when the agenda advances.
Nahab gets +X fight, where X is the number of the current agenda.
Forced - After the enemy phase begins, if Nahab is ready: Place 1 doom on her.
