DATABASE

Bestiary

Weather bosses, contract targets, event bosses and the commanders who rule Silesia. Know what you are walking into.

Last updated: October 12, 2026
ON THIS PAGE
  1. Weather bosses
  2. Boss contracts
  3. Event and story bosses
  4. Vanguard lieutenants
  5. Regular enemies

Ashen Veil has bosses of three kinds: weather bosses that find you when the sky turns against you, contract bosses you hunt for the Shady Informant and event bosses tied to the story. Every boss has a unique mechanic and drops a better reward than regular enemies. HP and damage multipliers below are applied on top of the base values and scale up with your level and the day.

Weather bosses

The Unknown Threat

TRIGGER: RAD-STORM · LEVEL 4+ · ONCE PER DAY · HP ×5 · DAMAGE ×1.15

When a Rad-Storm is over the sector, the first time you leave camp, something in the fallout finds you wherever you were going. It cannot be avoided, so you either stand and fight or you do not leave camp. It cycles through three phases: a shrouded pulse (takes 50% less damage; the pulse ignores armor and dodge), an exposed round (takes 40% more damage) and a radiation burst (1.5× damage, reduced by a quarter if you are in cover, and your allies take 40% of it).

How to win: survive the shrouded rounds with HP and cover, burst it down on the exposed round and brace for the burst. Its hits give you radiation sickness (−30% damage), which you can cure at the Infirmary. See the weather guide.

Reward: 160 Scrip, 14 Tech Data, 12 Medicine and reputation.

Lady Midday, the Noon-Stalker

TRIGGER: HIGH HEAT · NOON OR AFTERNOON · THIRST BELOW 60% · MELEE · 15% DAMAGE REDUCTION

A pale, skeletal woman in a white shroud walks out of the heat shimmer carrying a burning thermal sickle. She finds Operators who go out thirsty at midday. Her signature attack is telegraphed: the air around the blade shimmers, and you must take cover before it lands.

How to win: a Guardian ally starts you in cover; punish her between swings. Better still, keep your thirst above 60% and she never appears.

Reward: 150 Scrip, 12 Tech Data and 10 Medicine.

Boss contracts

The Shady Informant sells boss contracts once you are high enough level. Each one is a hunt against a named target and a few escorts, with a reward in Scrip and materials. The minimum level is listed so you know when you are ready.

Collar-Master Szhaar

LEVEL 5+ · HP ×4 · DAMAGE ×1.3 · ESCORTS: 2 NEURAL THRALLS, 2 SLAVE DRIVERS

A Reptilian overseer who fits captured humans with Xal'Korr's neural collars and marches them off as mindless labor. You can assault his compound head-on, or spend 8 Tech Data to cut the comms first so his guards never arrive.

Reward: Survivors, Tech Data, 140 Scrip.

Brass Jaw Dobrowolski

LEVEL 6+ · HP ×3.5 · DAMAGE ×1.25 · ESCORTS: 4 HUMAN DESERTERS

A former colonel with a jaw of welded brass, now a warlord who controls a road, a water source and a camp of deserters. A Mercenary or someone with high reputation can negotiate instead of fighting.

Reward: Scrap, ammo, 120 Scrip and a prisoner.

The Hive-Matron (Mist-Crawl Matron)

LEVEL 6+ · HP ×4.5 · DAMAGE ×1.2 · 10% DAMAGE REDUCTION · ESCORTS: 4 MIST-CRAWL HOUNDS

Every hound in the Deadwoods answers to one hulking alpha that Xal'Korr's bio-labs left behind. Her lair is a cave of bones and pelts. Burn down the hounds with thermal weapons and focus the Matron.

Reward: Raw Meat, Cloth, Tech Data and 90 Scrip.

Utopek-7, the Water Scavenger

LEVEL 6+ · HP ×5 · DAMAGE ×1.2 · MELEE · ESCORTS: 2 DROWNED HUSKS

A webbed, pale amphibian in rusted human gear and a red miner's helmet guards a flooded bridge in the Silesian Park, and behind it, a Water Purification Pump. You can trade with it (8 Cloth and 6 Food) or kill it and claim the pump, which gives your base clean water every day.

Reward: Option A: Tech Data, Scrap, Scrip and Medicine. Option B: 130 Scrip, Raw Meat, Water and the pump.

The Silica Reaper

LEVEL 8+ · HP ×6 · DAMAGE ×1.0 · 25% DAMAGE REDUCTION

A huge Reptilian sanitation walker that has been trampling the old rail yards, spraying acid into everything that moves. It is heavily armored: nothing small has ever scratched it. Armor-piercing talents are almost mandatory.

Reward: Tech Data, 50 Scrap and 110 Scrip.

The Bone-Sower Priest

LEVEL 8+ · HP ×5 · DAMAGE ×1.3 · ESCORTS: 2 FLAME ACOLYTES

Deep in a flooded shaft, a priest of the old serpent cult scratches glyphs into bone and buries them in the walls. His acolytes guard a slab of black stone covered in sibilant script.

Reward: Tech Data, 100 Scrip and a relic.

Vanguard Captain Zhor-Kaal

LEVEL 9+ · HP ×5 · DAMAGE ×1.4 · ESCORTS: 3 VANGUARD SCOUTS

A forward patrol commander with a polished armor set and a shock pike that has not missed in a decade. The highest damage multiplier of any contract boss, so bring Armor and a medic.

Reward: Ammo, Tech Data and 180 Scrip.

Event and story bosses

The Zmora

TRIGGER: THE CAMP TERMINAL · HP ×5 · DAMAGE ×1.2 · MELEE · 10% DAMAGE REDUCTION

The Zmora Protocol is a pre-war cyber-warfare payload built to put whole garrisons to sleep and never let them wake. From the camp terminal you can trace the broadcast to a buried mesh hub under a collapsed relay station, where glassy-eyed sleepwalkers ring the room and something formless folds itself over a sleeper's chest.

Two ways in: a skilled Netrunner (6 or more points in the Netrunner tree) can jack in and sever the broadcast at the risk of backlash, or you can breach the hub and destroy it by force, fighting the Zmora and its Sleepwalkers.

Raider Warboss

LOCATION: SECTOR 7 RAIDER DEN · HP ×2 · DAMAGE ×1.2

The leader of the raiders in the Sector 7 Den. Fight through his crew and expect the highest damage of any raider you have met.

Abattoir Warden

LOCATION: THE SLAUGHTERHOUSE · WAVE 4 BOSS

The final wave of the Slaughterhouse ends with the Warden. The earlier waves bring Slave Drivers, Cleaver Guards, Butcher Elites, an Overseer and Sanitation Drones that fill the room with toxic gas. Arrive with full HP and plenty of Medicine.

Vanguard lieutenants

These four commanders run the occupation of Silesia. They are the faces of the invasion and the villains behind many of the hardest events.

High Commander Kra'Voss

High Commander Kra'Voss

VANGUARD COMMAND

The apex predator of Silesia. Encased in obsidian-plated exo-armor powered by a heavy plasma engine, Kra'Voss views humanity as 'dust-worms' to be crushed. He commands the orbital dreadnoughts and ordered the devastating surface-ignition of Sector-02.

Commander Marek, the Scale-Sworn

Commander Marek, the Scale-Sworn

VANGUARD COMMAND

Once a decorated human tactical commander, Marek concluded that humanity's defeat was absolute. Trading his allegiance for cybernetic augmentations and a reptilian optic, he now commands the human collaborator garrison, running the heavy labor camps with cold logic.

Vanguard Vashak, the Sentinel

Vanguard Vashak, the Sentinel

VANGUARD COMMAND

A massive, 7-foot-tall Reptilian shock infantry warlord. Covered in slate scales and pre-war tank armor, Vashak holds the Katowice Highway Viaduct choke point. He relies on raw kinetic destruction, heavy artillery and a personal plasma-shield projector.

Inquisitor Xal'Korr, the Mind-Weaver

Inquisitor Xal'Korr, the Mind-Weaver

VANGUARD COMMAND

The Vanguard's chief neural architect. Operating from a subterranean cryo-vault in Sector-03, Xal'Korr is a sadistic bio-engineer who uses psionic projections and hallucinogenic toxins to harvest memories and re-wire the minds of captured resistance scouts.

Regular enemies

The wasteland is full of things that are not bosses. This table lists the enemies you will fight most often and where they appear.

EnemyWhere you meet it
Reptilian DroneOvergrown Plaza
Vanguard ScoutKatowice Tunnels, roadside encounters, Kaelen's Rust Basin
Wasteland RaiderRuined Outpost, Base Raids, Raider Toll Bridge, Sector 7 Den, Munitions Truck
Feral Timber WolfTychy Logging Camp
Heavy EnforcerRuined Military Checkpoint, wave 1
Security TurretRuined Military Checkpoint, wave 2
Wasteland ScavengerCheckpoint wave 3, roadside encounters, Smuggler's Stash, Old Grid
Rogue VeteranFallen Military Convoy, wave 1
Convoy ScavengerFallen Military Convoy, wave 2
Reptilian ScrapperCaravan Scavenge, Reptilian Convoy guards
Enslaved HumanReptilian Convoy (forced to fight, you free him)
Unknown ThreatFallback name used by some random fights
Reptilian Slave DriverSlaughterhouse wave 1, Collar-Master contract
Reptilian Cleaver GuardSlaughterhouse wave 1
Reptilian Butcher EliteSlaughterhouse wave 2
Reptilian OverseerSlaughterhouse wave 2
Reptilian Sanitation DroneSlaughterhouse wave 3 (with toxic gas)
Vanguard EnforcerRoadside encounters, Rust Basin
Neural ThrallBio-Gathering Party, Collar-Master contract
Mist-Crawl HoundMutated Pack Ambush, Metro Water Vault, Ashen Canyon, Jakub rescue, Hive-Matron
Human DeserterHighway Bandits, Bunker 04, Ashen Canyon, Brass Jaw
Flame AcolyteBone-Sower contract
Drowned HuskUtopek-7 contract escorts
SleepwalkerZmora hub guards
Vanguard EliteOld bounty on the Quests terminal (legacy system)
Vanguard HeavyOld bounty on the Quests terminal (legacy system)