The Undead are false form of creation, taking that which was once alive and granting it an unnatural and unholy mockery of life. Undead creatures are categorized by a metagroup that indicates their relative state of decay rather than their original source metagroup.
Contents
Turned Undead
The Turned Undead are those created not from the powers of Necromancy, but rather from the bite of a true Vampire. Any being that is slain as a result of having their blood drained by a vampire will return to life in undeath on the night after they were bitten. This leaves only a narrow window of time to properly dispose of a body that has been killed by a vampire. The most reliable methods are to burn the body, however anointing with Holy water and some other forms of Holy Powers or rituals can also remove the vampires claim on the corpse.
The nature of turning leads some scholars to believe that the fangs of a vampire carry a specific disease of undeath that infects the body of the slain creature. Others similarly believe the the bite passes on an ancient curse from the first vampires. Whichever the case, it seems to typically only effect humanoid races of the third creation, though in very rare cases it has been known to effect beings of the second creature such as dragons.
Once the Turned Undead rise again they can take on two different forms:
Ghouls
All turned undead begin as ghouls and will remain so unless they are allowed to feed on the blood of the vampire that sired them. Their flesh quickly takes on the pallor of death and becomes eternal, never rotting or decaying, yet ever appearing dead. Ghouls also gain an insatiable hunger for the flesh of humanoids, preferring to eat it in a rotten and decayed state. This does not nourish their bodies, for they do not require true sustenance, but it does allow them to rejuvenate wounds they may have suffered. The more rotten the food source the more satisfaction it seems to give and as such Ghouls are sometimes known to hunt the living only to leave the bodies to rot before finally consuming them days or even weeks later.Read more…
Having been turned undead in such a short time period it is believed that the soul and spirit of the deceased remains trapped within the Ghoul. A fresh ghoul spawn will therefore retain is mind, will and emotions for a short time. However it is also irreversibly bound to the will of the vampire that created it and seeks to obey and appease its master. Provided the ghoul remains near its sire, it can retain some measure of its mental capacity, though the constant feeding on decayed humanoid remains tends to breed insanity. This leads to particular subspecies of Ghoul called a Thrall, remaining in eternal servitude to its vampire master in an effort to cling to what remains of its humanity. For these Ghoulish Thralls the ultimate reward is to finally earn the right to taste the masters blood and become a vampire. However, this is a delicate matter and if a ghoul is denied a taste for too long, the masters blood may instead transform the Ghoul into the terrifying creature known as a Ghast.
Ghouls which are cast away by their masters or whose master is slain by some intrepid vampire hunter, quickly lose what remains of their soul or spirit and become little more than ravenous beasts, hunting in packs and lurking wherever death and corpses can be found in abundance. It is this form of Ghoul that is most often encountered in the wild. Though horrific to behold, there is some solace in the fact that these mindless monstrosities are not accompanied by a much more sinister vampire presence.
Though wounds from a ghoul often fester, if they prove fatal they do not carry the ability to turn victims into more ghouls. Therefore, in most cases once a nest of Ghouls is destroyed, the local populace can rest easy.
Ghoulish Template
If using “ghoul” as a template for other creatures, apply the follow traits, modifiers, and skills:
- Undead
- Soulbound (3rd Creation only) or Spiritbound
- Toughness II
- Resistant II (Elemental)
- Pack Hunting II (wild ghouls only)
- Extra Sense III (Rotten Flesh)
- Move (0), Strength (+2), Agility (+5), Stamina (-2), Intellect (-6), Wisdom (-4), Avoidance (-2), Perception (0), Resolve (+4), Initiative (-2), Charm (-9)
- Gorge: action, target must be knocked down, immobilized, or incapacitated, deals 2d8+4 damage and converts 50% of damage dealt into HP
- Rancid Ichor: Ghouls claws are perpetually coated in filth from the rotten corpses they eat, this causes Infected Wounds which immobilize effected targets for 1 round or 1 minute outside of combat
Vampires
There are many legends regarding the first vampires and how they came to be, but since new vampires can only be created by other vampires its difficult to say what their origin truly is. Regardless, when a vampire bites a humanoid victim and drinks or drains its blood to the point of death, it first becomes a ghoul. If that ghoul is then allowed to taste the blood of the vampire which sired it, it becomes a vampire as well.
more coming soon…
Cadaverous Undead
Cadaverous Undead are created from the bodies of the freshly dead and include Walking Corpses, Soulbound Lazar, Revenants, Necrotech, and other Cadaverous Undead Creatures. Cadaverous undead are sometimes referred to as the “New Dead” or “Freshly Dead”. In order to preserve their flesh in the most pristine manner possible, they must be raised before rot can set in. Most preferably this is done at the moment of death or shortly there after. However, care must be taken to ensure the soul has left the lifeless husk of the deceased, lest a dangerous and heinously evil Soulbound creature is brought into the world. If done correctly, these undead possess most of the benefits of undead soldiers or servants, without the unpleasant smells, appearances, or disease spreading potential of more decomposed types of undead. The New Dead also retain more of the natural agility and skill sets that they did in life, as though their bodies and muscles yet remember the tasks and roles that they fulfilled in life.
Read more…While undeath prevents their bodies from decomposing, their flesh is still dead and unable to heal or repair itself. Cadavers that are used as soldiers often become so damaged that they begin to look little different than a zombie. Likewise their dead flesh has an unsettling pallor to it and when used as servants makeup is often used to mask this fact, though it can still do little to mask their dark and clouded dead eyes.
Cadaverous Template
If using “Corpse” as a template for other creatures, apply the follow traits, modifiers, and skills:
- Undead
- Mindless (lower levels), Soulbound (3rd Creation only) or Spiritbound
- Toughness II
- Resistant II (Elemental)
- Sense Living III
- Move (0), Strength (+2), Agility (0), Stamina (-1), Intellect (-6), Wisdom (-6), Avoidance (-2), Perception (-3), Resolve (+4), Initiative (-6), Charm (-8)
Zombified Undead
Zombified Undead are created from the rotten remains of the dead and include Zombies, Wights, and other Zombified Undead Creatures. Zombified undead are sometimes referred to as the “Rotting Dead” as they used corpses that have been dead for long enough that the flesh is in a significant state of discomposure. They are some of the most common forms of undead, as necromancers often struggle to gain access to freshly dead corpses and must instead reply upon digging graves weeks or months after the burial, when there is less attention being paid to the deceased. The other common source of zombified undead would be mass graves or sites of battles or massacres where bodies are left to rot under the sun. Due to the unpleasant smell and appearance, zombified dead are seldom used in the capacity of servants, and are more likely to be found in mindless hordes unleashed to distract or harry the living. In some cases entire armies of zombies may be utilized as cheap and reliable troops, the make up for their lack of fighting prowess with their relentless capacity to advance regardless of loses or morale.
Read more…Zombified Template
If using “Zombie” as a template for other creatures, apply the follow traits, modifiers, and skills:
- Undead
- Mindless (lower levels), Soulbound (3rd Creation only) or Spiritbound
- Toughness III
- Resistant III (Elemental)
- Sense Living III
- Any non-magical metal weapons or armor are typically Rusted or otherwise damaged, especially at lower levels
- Often carry diseases spread by their attacks or as an aura
- Move (-2 lower levels, -1 higher levels, 0 or +1 if feral), Strength (+1), Agility (-3), Stamina (-3), Intellect (-8), Wisdom (-8), Avoidance (-3), Perception (-5), Resolve (+5), Initiative (-7), Charm (-10)
Skeletal Undead
Skeletal Undead are created from the bones of those long dead and include Skeletons, Living Bones, Liches, and other Skeletal Undead Creatures. Skeletal undead are sometimes referred to as the “Old Dead”, as any functionally complete pile of bones can be used to create them. necromancers will exhume long forgotten graves or scour old battlefields where the bones of the fallen lay just beneath the soil. Skeletal remains are some of the cheapest and least risky for a necromancer to rely upon, and have the added benefit of long longer reeking for rotten flesh nor carrying diseases. As such they can be utilized for a variety of roles.
Read more…Skeletal Template
If using “Skeletal” or “Bone” as a template for other creatures, apply the follow traits, modifiers, and skills:
- Undead
- Mindless (lower levels), Soulbound (3rd Creation only) or Spiritbound
- Toughness V
- Resistant V (Elemental)
- Immune (Fire)
- Blind, Sense Living III, Blindsense I or II
- Any non-magical metal weapons or armor are typically Rusted, especially at lower levels
- Vicious I,II, or III (at higher levels, for non-weapon attacks such as “skeletal claw”)
- Move (-1), Strength (+1), Agility (-5), Stamina (-5), Intellect (-8), Wisdom (-10), Avoidance (-4), Perception (-5), Resolve (+6), Initiative (-8), Charm (-10)
Mummified Undead
Mummified Undead are created from the preserved remains of the ancient dead and include Mummies, Royal Mummies, Tomb Guardians and other Mummified Undead Creatures.
Read more…Most mummified undead are mindless creatures that operate under a simple compulsion to guard or protect the ancient tombs of long dead royalty or other sites sacred to them for reasons lost to time. However some mummified undead have their souls or spirits bound to their ancient mummified form. This is often the case with Royal Mummies, or other powerful mummified creatures such as Tomb Dragons. Such creatures, whose gem encrusted burial wraps bind their living mind to the lifeless undead husk within, are driven insane by a corrupted sense of will and ambition, becoming obsessed with immortality, wealth, power or authority. When the slumber of such powerful and corrupted creatures is disturbed, these creatures arise from their desert tombs and once more seek to rule over vast armies of the dead and reforge long lost empires.
The treasure hordes of Royal Mummies are sought after by many, but such treasure is almost always cursed, for the ancient dead hold tight to the wealth they possessed in life. So cursed are these creatures, that any wounds they cause fester and become very difficult to heal.
Mummified Template
If using “mummy” or “tomb” as a template for other creatures, apply the follow traits and modifiers:
- Undead
- Mindless (lower levels), Soulbound (3rd Creation only) or Spiritbound
- Toughness IV
- Resistant IV (Elemental)
- Sensitivity (Fire)
- Cursed Wounds (at higher levels)
- Blind, Sense Living III, Blindsense I or II
- Any non-magical metal weapons or armor are typically Rusted, especially at lower levels
- Move (-1), Strength (0), Agility (-4), Stamina (-4), Intellect (-5), Wisdom (-1), Avoidance (-4), Perception (0), Resolve (+4), Initiative (-4), Charm (-4)
Disembodied Undead
Disembodied Undead are created from some remnant of the soul or spirit of the dead and include Ghosts, Wraiths, Death Knights, and other Ethereal Undead Creatures
Ghost: a soul that is forced or otherwise compelled to not pass on, usually against its will
Wraith: The soul and/or spirit of a powerful magic user that wills itself to not pass on or is kept from passing on by some function of its own magic
Deathknight: The soul of a knight or paladin whose oath (or failure to uphold it) binds them beyond the physical death of their body, latching onto the armor it wore in life as a form of psuedo body.
Ethereal: Ethereal undead are formed of the remnant spiritual energy of a creature that has lost its physical form or substance, typically one that is magical in nature and does not possess a soul (i.e. creatures of the second creation)
Read more…Ethereal Template
If using “ethereal” or “wraith” as a template for other creatures, apply the follow traits and modifiers:
- Incorporeal Form
- Undead
- Soulbound (3rd Creation only) or Spiritbound
- Immune (Physical, non-magic)
- Resistant VI (Elemental)
- Blind, Sense Living III, Blindsense I or II
- Stats vary, but are typically not much different than what they were in life with the exception of Move (+1)
Assembled Undead
Assembled Undead are created from an amalgamation of parts, stitched together by some combination of necromancy and unholy ingenuity. They are a special category that can include other versions previously mentioned, however they are formed from a variety of mismatched parts or even just a large quantity of parts and include things like Obelisks, Horrors, and Hulks.
More coming soon…
Codex of the Undead
The Codex of the Undead is the master list of all Undead creatures available for encounters and roleplaying for Realm of Strife GMs. While the framework for all known and theorized Undead exists, not all entries are currently complete. The Codex of the Undead continues to expand as designers create new entries.
If you are looking for an Undead creature that does not appear in this list please contact us and request that an entry be added to the codex and we will endeavor to publish your request in a timely manner.
Creation | Order | Creature Name | Metarace | Race | Variant/Subgroup | Class/Role | Rank/Title | Alternate Names | publish? | Origins | Climate | Habitat | Level | HP (at lvl) | XP | Threat Rating | Size | Size Mod | Melee Mod | Ranged Mod | Spirit Mod | Faith Mod | Defense | Resistances | Stats | Languages | Senses | Form | Armor | Weapons | Alternate | Skills | Traits | Extra | Drops | Description |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | Undead | Corpse Champion | Cadaverous | Corpse | Infantry | Champion | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 8 | 94 (50+8d10) | 53 | 6 | Medium (Upright) | 0 | -4 Hit; 1% Crit. (100+); +1 Damage | -10 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 48; Armor 48; Dodge 0; Noisy 8; Double Layer 4; Triple Layer 4 |
Arcane 10; Elemental 30; Natural 12; Holy 0; Demonic 67; Mental 7 | Move 4; Str 15; Agil 11; Stam 10; Int 5; Wis 2; Avd 3; Per 5; Res 15; Init 5; Cha 1 | Understands the languages it knew in life and has a limited capacity to speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x4 w/ Mail, Chain x4 over Cloth, Quilted x6 | 2 handed weapon or high damage 1 handed weapon with heavy shield, typ. Side Sword: 1d12 damage & Tower Shield Block (+8) | Hawk Strike x2, Mammoth Strike x2 Grave Strength (melee passive, if roll w/in 4 pts of min dam, max instead) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
1d8 GP | |||||
False | Undead | Corpse Champion, Marked | Cadaverous | Corpse | Infantry | Elite Champion | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 10 | 127 (72+10d10) | 75 | 8 | Medium (Upright) | 0 | -9 Hit; 1% Crit. (100+); +1 Damage | -8 Hit; 1% Crit. (100+) | -1 Hit; 2% Crit. (99+) | -4 Hit; 1% Crit. (100+) | AC 54; Armor 54; Dodge 0; Stiff 4; Noisy 5; Double Layer 4; Triple Layer 4 |
Arcane 10; Elemental 34; Natural 14; Holy 0; Demonic 66; Mental 7 | Move 4; Str 16; Agil 4; Stam 12; Int 5; Wis 2; Avd 0; Per 5; Res 14; Init 6; Cha 1 | Understands the languages it knew in life and has a limited capacity to speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate x4 w/ Mail, Chain x5 over Cloth, Quilted x7 | 2 handed weapon, somtimes crafted/enchanted; typ. Greatsword (1d12+1d6+2) | Hawk Strike x2, Mammoth Strike x2 Grave Strength (melee passive, if roll w/in 5 pts of min dam, max instead) Mark of the Master: passive, can be controlled directly by master i.e. not mindless dead, at any time mark can be consumed, 4d8 dem. dam 3" radius, including self Pull of the Grave: inst, rng 10", pulls target to self & forces to stay 1 rnd, roll vs dem. |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
1d10 GP | |||||
False | Undead | Corpse Infantry | Cadaverous | Corpse | Infantry | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 3 | 39 (23+3d10) | 22 | 4 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | -3 Hit; 3% Crit. (98+) | -7 Hit; 1% Crit. (100+) | -10 Hit; 1% Crit. (100+) | AC 27; Armor 27; Dodge 0; Noisy 3 |
Arcane 8; Elemental 28; Natural 10; Holy 4; Demonic 68; Mental 5 | Move 3; Str 14; Agil 10; Stam 9; Int 4; Wis 1; Avd 4; Per 5; Res 17; Init 3; Cha 1 | Understands the languages it knew in life and has a limited capacity to speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 w/ Mail, Chain x3 | 1 handed weapon (max 10 dam) & light shield; typ. Gladius: 1d10 damage & Parma: Block (+3). | Grave Strength (melee passive, if roll w/in 2 pts of min dam, max instead) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
1d4 GP | |||||
False | Undead | Corpse Walker | Cadaverous | Corpse | Regular | Living-dead | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 1 | 18 (12+1d10) | 4 | 1 | Medium (Upright) | 0 | -2 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | -7 Hit; 2% Crit. (99+) | -10 Hit; 1% Crit. (100+) | AC 3; Armor 3; Dodge 0 |
Arcane 6; Elemental 26; Natural 8; Holy 6; Demonic 68; Mental 3 | Move 3; Str 12; Agil 8; Stam 8; Int 3; Wis 0; Avd 2; Per 5; Res 18; Init 2; Cha 1 | Understands the languages it knew in life and has a limited capacity to speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x3 | Makeshift weapon: 1d6 damage, (examples: Shepards Hook, Hatchet, Mallet, Hunting Knife, Machete, Pitch Fork, Shovel) | Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
1d6 SP | ||||||
False | Undead | Corpse, Blackguard | Cadaverous | Corpse | Guard | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 5 | 63 (35+5d10) | 32 | 5 | Medium (Upright) | 0 | +1 Hit; 1% Crit. (100+); +1 Damage | -7 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 34; Armor 34; Dodge 0; Noisy 5; Double Layer 2; Triple Layer 2 |
Arcane 10; Elemental 30; Natural 12; Holy 2; Demonic 68; Mental 7 | Move 4; Str 15; Agil 13; Stam 10; Int 5; Wis 2; Avd 5; Per 5; Res 16; Init 4; Cha 1 | Understands the languages it knew in life and has a limited capacity to speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x2 w/ Mail, Chain x3 over Cloth, Quilted x6 | 1handed Weapon & Shield; typ. Scimitar: 1d6+1d4+1 damage & Heater Shield: Block (+5) | Crossbow (1d10+1, Reload-Ranged 30", Armor Piercing -5) |
Grave Strength (melee passive, if roll w/in 3 pts of min dam, max instead) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
1d6 GP | ||||
False | Undead | Lazar | Cadaverous | Lazar | Priest | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 14 | 129 (80+14d6) | 119 | 9 | Medium (Upright) | 0 | +12 Hit; 7% Crit. (94+) | +4 Hit; 5% Crit. (96+) | +13 Hit; 10% Crit. (91+) | +20 Hit; 13% Crit. (88+) | AC 32; Armor 24; Dodge 8; Double Layer 4 |
Arcane 20; Elemental 30; Natural 27; Holy 0; Demonic 81; Mental 27 | Move 4; Str 14; Agil 13; Stam 10; Int 10; Wis 17; Avd 8; Per 5; Res 14; Init 6; Cha 4 | Speaks the same languages it did in life | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x4 over Cloth, Quilted x6 | Knife, Bludgeon or Staff; Banded Staff; typ. Banded Staff (1d8+1d6+1, Ward-off) | T6 Demonic Faith caster (must roll Difficulty, +4): Fortify the Dead, Mend Undead, Bone Spear, Animate Dead, Curse of Torment, Curse of Undeath Lazar Scream: action, once/battle, all targets w/in 3" move double away Curse of Bloodshed: instant, difficulty 5, must attack every turn, if can't, will attack self |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Soulbound: The soul of this creature of the Third Creation is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
Has up to 32 XP worth of Craftings/Enchants |
1d10 GP | Living soul of a priest trapped within undead husk, has will and ambition | |||
False | Undead | Lazar Primarch | Cadaverous | Lazar | Priest | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 18 | 163 (100+18d6) | 198 | 12 | Medium (Upright) | 0 | +17 Hit; 10% Crit. (91+) | +9 Hit; 8% Crit. (93+) | +20 Hit; 13% Crit. (88+) | +27 Hit; 16% Crit. (85+) | AC 25; Armor 17; Dodge 8; Double Layer 3 |
Arcane 26; Elemental 30; Natural 30; Holy 0; Demonic 83; Mental 33 | Move 4; Str 14; Agil 13; Stam 10; Int 13; Wis 20; Avd 8; Per 5; Res 13; Init 7; Cha 4 | Speaks the same languages it did in life | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x3 over Cloth, Quilted x4 | Staff or Whip + Knife; typ. Scourge (1d4+1d6+2) & Gutripper (1d8+2) | T7 Demonic Faith Caster (must roll Difficulty, +5): Fortify the Dead, Mend Undead, Bone Spear, Animate Dead, Rend Soul, Curse of (Despair, Undeath & Torment) Lazar Scream: action, all targets w/in 3" move double away & 1rnd stun Curse of Bloodshed: instant, difficulty 5, must attack every turn, if can't, will attack self Unholy Word: action, difficulty 10, rng 10", no LOS req, 3d10 dam, 1rnd silence |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Soulbound: The soul of this creature of the Third Creation is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
Has up to 65 XP worth of Craftings/Enchants |
2d10 GP | Living soul of a priest trapped within undead husk, has will and ambition | |||
False | Undead | Mummified Infantry | Mummified | Mummy | Infantry | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 2 | 21 (10+2d10) | 6 | 1 | Medium (Upright) | 0 | -3 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | -8 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 8; Armor 8; Dodge 0 |
Arcane 2; Elemental 10; Natural 5; Holy 4; Demonic 67; Mental 1 | Move 2; Str 12; Agil 6; Stam 5; Int 1; Wis 0; Avd 0; Per 4; Res 17; Init 3; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
over Cloth Wraps x8 | Rusted Khopesh (1d8+2, -2 to hit & damage) | Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness IV: Negates all incoming damage by 4 Sensitivity (Fire): Incoming damage of this type is doubled |
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False | Undead | Mummified Peltast | Mummified | Mummy | Peltast | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 2 | 21 (10+2d10) | 6 | 1 | Medium (Upright) | 0 | -3 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | -8 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 8; Armor 8; Dodge 0 |
Arcane 2; Elemental 10; Natural 5; Holy 4; Demonic 67; Mental 1 | Move 2; Str 12; Agil 6; Stam 5; Int 1; Wis 0; Avd 0; Per 4; Res 17; Init 3; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
over Cloth Wraps x8 | Weathered Javelin: 1d8 damage, -2 to hit & damage & Cracked Parma: Block (+2) | Weathered Javelin x4 (for throwing): 1d8 damage, -2 to hit & damage, Thrown str+10" |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness IV: Negates all incoming damage by 4 Sensitivity (Fire): Incoming damage of this type is doubled |
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False | Undead | Mummified Servant | Mummified | Mummy | Worker | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 1 | 13 (8+1d10) | 3 | 0 | Medium (Upright) | 0 | -4 Hit; 3% Crit. (98+) | -6 Hit; 2% Crit. (99+) | -9 Hit; 1% Crit. (100+) | -10 Hit; 1% Crit. (100+) | AC 8; Armor 8; Dodge 0 |
Arcane 2; Elemental 10; Natural 5; Holy 4; Demonic 67; Mental 1 | Move 2; Str 12; Agil 6; Stam 5; Int 1; Wis 0; Avd 0; Per 4; Res 17; Init 3; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
over Cloth Wraps x8 | Mummy claw (1d4 dam) | Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness IV: Negates all incoming damage by 4 Sensitivity (Fire): Incoming damage of this type is doubled |
0-1gp worth of jewelry | ||||||
False | Undead | Tomb Champion | Mummified | Mummy | Guard | Champion | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 8 | 79 (35+8d10) | 42 | 5 | Medium (Upright) | 0 | -4 Hit; 1% Crit. (100+); +2 Damage | -1 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | AC 32; Armor 32; Dodge 0; Noisy 6; Double Layer 6 |
Arcane 6; Elemental 14; Natural 9; Holy 0; Demonic 67; Mental 5 | Move 3; Str 18; Agil 5; Stam 7; Int 3; Wis 2; Avd 0; Per 8; Res 15; Init 5; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated (rusted -1) x6 over Cloth Wraps x8 | High damage 2H weapons, sometimes enchanted/crafted; typ. Great Mace (2d6+1d4+1) | Can use their mummy wraps to pull targets into base contact 1 target, 1d4 dam, causes Crypt Rot, range 4" |
Improved Counter Attack x2, Hawk Strike x2 |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness IV: Negates all incoming damage by 4 Sensitivity (Fire): Incoming damage of this type is doubled Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
1d10g worth of jewelry | ||||
False | Undead | Tomb Guard | Mummified | Mummy | Guard | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 4 | 40 (18+4d10) | 20 | 3 | Medium (Upright) | 0 | -5 Hit; 1% Crit. (100+); +1 Damage | -4 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 20; Armor 20; Dodge 0; Noisy 3; Double Layer 3 |
Arcane 4; Elemental 12; Natural 7; Holy 2; Demonic 67; Mental 3 | Move 3; Str 15; Agil 5; Stam 6; Int 2; Wis 1; Avd 0; Per 6; Res 16; Init 4; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated (rusted -1) x3 over Cloth Wraps x8 | Large 1H Axe/Sword/Bludgeon w/ max dam >=8 & Tortoise/Heater Shield; typ. Cresecent Axe (1d10+1d4) & Tortoise Shield (Block 15%) | Overpowering Blow x1 |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness IV: Negates all incoming damage by 4 Sensitivity (Fire): Incoming damage of this type is doubled Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
1d6g worth of jewelry | |||||
False | Undead | Bones, Risen | Skeletal | Living Bones | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 2 | 15 (4+2d10) | 5 | 1 | Medium (Upright) | 0 | -2 Hit; 3% Crit. (98+) | -7 Hit; 2% Crit. (99+) | -8 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 0; Armor 0; Dodge 0 |
Arcane 2; Elemental 29; Natural 3; Holy 2; Demonic 67; Mental 2 | Move 3; Str 12; Agil 7; Stam 2; Int 1; Wis 1; Avd 6; Per 2; Res 16; Init 1; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth (scraps) x5 | Skeletal Claw x2 (1d4 damage) | Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
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False | Undead | Skeletal Ogre | Skeletal | Ogre | Warrior | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Hill | 12 | 141 (63+12d12) | 121 | 9 | Large (Upright) | 2; Crushing Blow 2 | +7 Hit; 8% Crit. (93+); +2 Damage | +7 Hit; 8% Crit. (93+) | -6 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 32; Armor 32; Dodge 0; Noisy 8 |
Arcane 2; Elemental 43; Natural 10; Holy 2; Demonic 67; Mental 2 | Move 4; Str 18; Agil 6; Stam 9; Int 1; Wis 1; Avd 0; Per 6; Res 16; Init 8; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated (Rusted -1) x8 | High Damage 2H weapons; typ. Great Axe (1d10+2d4+3 damage) | Hawk Strike x2, Kodiak Strike x2, Mammoth Strike x1, Flurry x2, Matchless Mortal Wound x5 |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. |
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False | Undead | Skeletal Archer | Skeletal | Skeleton | Archer | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 2 | 17 (6+2d10) | 12 | 2 | Medium (Upright) | 0 | -2 Hit; 3% Crit. (98+) | -6 Hit; 2% Crit. (99+) | -13 Hit; 1% Crit. (100+) | -13 Hit; 1% Crit. (100+) | AC 10; Armor 10; Dodge 0; Noisy 5 |
Arcane 2; Elemental 31; Natural 4; Holy 2; Demonic 67; Mental 2 | Move 3; Str 12; Agil 7; Stam 3; Int 1; Wis 1; Avd 6; Per 3; Res 16; Init 2; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail (Rusted -1) x5 | Weathered Warbow (-3) w/ Fletched Arrows (1d12 damage, -3 to hit & damage, Range 37) | Rusted Pugio (1d6 -2 to hit & Damage) & Skeletal Claw (1d4 Damage) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
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False | Undead | Skeletal Champion | Skeletal | Skeleton | Guard | Champion | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 8 | 74 (30+8d10) | 67 | 7 | Medium (Upright) | 0 | -4 Hit; 1% Crit. (100+); +2 Damage | +1 Hit; 3% Crit. (98+) | 0 Hit; 5% Crit. (96+) | -1 Hit; 5% Crit. (96+) | AC 32; Armor 32; Dodge 0; Stiff 4; Double Layer 4 |
Arcane 6; Elemental 37; Natural 8; Holy 0; Demonic 67; Mental 5 | Move 3; Str 18; Agil 3; Stam 6; Int 3; Wis 2; Avd 0; Per 8; Res 15; Init 5; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar (rusted -1) x4 over Cloth, Quilted x6 | Rusted Greatsword (1d12+1d6+2, -2 to hit & damage) | Warmaker Stance, Sweeping Attack x2, Mammoth Strike x2 |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
Gold Insignia (2d4 GP) | |||||
False | Undead | Skeletal Infantry | Skeletal | Skeleton | Infantry | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 2 | 19 (8+2d10) | 17 | 3 | Medium (Upright) | 0 | -2 Hit; 3% Crit. (98+) | -6 Hit; 2% Crit. (99+) | -13 Hit; 1% Crit. (100+) | -13 Hit; 1% Crit. (100+) | AC 15; Armor 15; Dodge 0; Noisy 5 |
Arcane 2; Elemental 33; Natural 5; Holy 2; Demonic 67; Mental 2 | Move 3; Str 13; Agil 7; Stam 4; Int 1; Wis 1; Avd 6; Per 3; Res 16; Init 2; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain (Rusted -1) x5 | Rusted Falchion (1d6+2 damage, -2 to hit & damage) & Skeletal Claw (1d4 damage) | Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
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False | Undead | Skeletal Knight | Skeletal | Skeleton | Knight | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 10 | 97 (42+10d10) | 103 | 9 | Medium (Upright) | 0 | -7 Hit; 1% Crit. (100+); +1 Damage | +1 Hit; 2% Crit. (99+) | +2 Hit; 6% Crit. (95+) | +1 Hit; 6% Crit. (95+) | AC 52; Armor 52; Dodge 0; Stiff 6; Double Layer 6 |
Arcane 6; Elemental 39; Natural 9; Holy 0; Demonic 66; Mental 5 | Move 3; Str 17; Agil 0; Stam 7; Int 3; Wis 2; Avd 0; Per 8; Res 14; Init 6; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Full (rusted -1) x6 over Cloth, Quilted x8 | Long Sword: 1d10+1d6 2H damage, wielded in one hand & Kite Shield: block (+3), neither is rusted due to Craftings/Enchants (see Extra) | if riding: carries a Weathered Riding Lance: 1d12+1d10 damage, -2 to hit & damage, Reach 3 |
Voraity of the Undying: passive 4" Oath-like Aura, grants +2 melee damage to Undead Champion Strike: no stacks required, can use 3 times per day, activate as if using a single stack |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Has up to 4 XP worth of Craftings/Enchants typ. Cursed Longsword (carrying Curse of Unbelief, transferred on wound) & Sturdy Kite Shield (+5% block) |
2d6 GP | |||
False | Undead | Skeletal Soldier | Skeletal | Skeleton | Infantry | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 4 | 37 (15+4d10) | 31 | 5 | Medium (Upright) | 0 | -3 Hit; 1% Crit. (100+); +1 Damage | -4 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 24; Armor 24; Dodge 0; Noisy 3; Double Layer 3 |
Arcane 4; Elemental 35; Natural 6; Holy 2; Demonic 67; Mental 3 | Move 3; Str 15; Agil 7; Stam 5; Int 2; Wis 1; Avd 0; Per 6; Res 16; Init 3; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated (rusted -1) x3 over Cloth, Quilted x6 | Rusted Spatha: 1d12 damage, -2 to hit & damage & Cracked Targe: Block (+2) | Hawk Strike x1 |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
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False | Undead | Graveguard | Skeletal | Skeleton | Guard | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 6 | 53 (20+6d10) | 49 | 6 | Medium (Upright) | 0 | -5 Hit; 1% Crit. (100+); +1 Damage | -1 Hit; 2% Crit. (99+) | -3 Hit; 4% Crit. (97+) | -3 Hit; 4% Crit. (97+) | AC 27; Armor 27; Dodge 0; Stiff 3; Double Layer 3 |
Arcane 4; Elemental 35; Natural 7; Holy 0; Demonic 67; Mental 4 | Move 3; Str 16; Agil 3; Stam 5; Int 2; Wis 2; Avd 0; Per 7; Res 15; Init 5; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar (rusted -1) x3 over Cloth, Quilted x6 | Rusted Longsword: 1d10+1d4, -2 to hit & damage & Cracked Kite Shield: Block (+3) | Kodiak Strike x1 Shield Wall: passive, gain +10% block for every other Elite Guard w/in 2" (max +30%) Retaliation: passive, gain an immediate extra +10/+2 attack after each successful block |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
Silver Insignia (worth 2d6 SP) | |||||
False | Undead | Tomb Dragon | Mummified | Dragon | Tomb | Caster | Dragon | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 16 | 465 (289+32d10) | 491 | 19 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +17 Hit; 12% Crit. (89+); +3 Damage | +21 Hit; 13% Crit. (88+) | +18 Hit; 12% Crit. (89+) | +20 Hit; 23% Crit. (78+) | AC 88; Armor 84; Dodge 4 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 26; Elemental 54; Natural 32; Holy 10; Demonic 85; Mental 28 | Move 9; Str 21; Agil 12; Stam 17; Int 13; Wis 15; Avd 4; Per 16; Res 20; Init 12; Cha 13 | Speaks the same languages it did in life | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave Wraps x8 plus Scale, Dragon x6 | Bite (4d8+4) & Claw x2 (3d6+4) + Tailswipe (2d8+8 damage) | Sand Breath IV: 3d10+1d8+4 Earth Damage with a 1 rnd Blind effect. Area of effect is inundated with sand, causing targets of lesser size to also be Snared for up to 4 rounds |
Sand Skimming: Instant. For 1 round can move and/or pass through sand at 2x movement speed (including sand from its own breath). Can essentially fly if moving through a sand storm. Can use up to Tier 5 Corruption Powers @ 14 Faith (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Spiritbound: The spirit of this creature is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness IV: Negates all incoming damage by 4 Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Sensitivity (Fire): Incoming damage of this type is doubled Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Affinity II (Corruption): +10% Critical Hit with a given non-physical damage type (typically already added) |
The mummified wings of a Tomb Dragon do not function or grant flight. |
Gemstones worth 5d10 x5 GP (sometimes cursed) | A mummified dragon (most often Copper or Gold), whose gem encrusted burial wraps bind its spirit to the lifeless undead husk within. This imparts a corrupted sense of will and ambition, driven by a powerful desire for immortality. | |
False | Undead | Tomb Dragon Whelp | Mummified | Dragon | Tomb | Caster | Whelp | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 2 | 27 (16+2d10) | 33 | 5 | Medium (Prone) | 0 | -1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -4 Hit; 3% Crit. (98+) | -6 Hit; 7% Crit. (94+) | AC 55; Armor 42; Dodge 13 |
Arcane 10; Elemental 36; Natural 11; Holy 0; Demonic 64; Mental 8 | Move 5; Str 9; Agil 8; Stam 8; Int 5; Wis 3; Avd 13; Per 10; Res 11; Init 3; Cha 1 | Speaks the same languages it did in life | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave Wraps x8 plus Scales, Heavy x6 | Bite (1d8+2) & Claw (1d6+2) | Sand Breath I: 1d6 Earth Damage with a 1 rnd Blind effect. Area of effect is inundated with sand, causing targets of lesser size to also be Snared for up to 1 round |
Sand Skimming: Instant. For 1 round can move and/or pass through sand at 2x movement speed (including sand from its own breath). Can essentially fly if moving through a sand storm.;Can use up to Tier 1 Corruption Powers @ 2 Faith (per day use: T1 x3, T0 unlimited) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Spiritbound: The spirit of this creature is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness IV: Negates all incoming damage by 4 Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Sensitivity (Fire): Incoming damage of this type is doubled Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Affinity I (Corruption): +5% Critical Hit with a given non-physical damage type (typically already added) |
The mummified wings of a Tomb Dragon do not function or grant flight. |
Gemstones worth 1d6 x5 GP (sometimes cursed) | A mummified dragon (most often Copper or Gold), whose gem encrusted burial wraps bind its spirit to the lifeless undead husk within. This imparts a corrupted sense of will and ambition, driven by a powerful desire for immortality. | |
False | Undead | Tomb Drake | Mummified | Dragon | Tomb | Caster | Drake | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 10 | 218 (128+20d8) | 246 | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +12 Hit; 9% Crit. (92+); +2 Damage | +13 Hit; 10% Crit. (91+) | +8 Hit; 8% Crit. (93+) | +10 Hit; 19% Crit. (82+) | AC 73; Armor 66; Dodge 7 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 18; Elemental 50; Natural 26; Holy 4; Demonic 78; Mental 20 | Move 8; Str 19; Agil 13; Stam 15; Int 9; Wis 11; Avd 7; Per 14; Res 17; Init 9; Cha 10 | Speaks the same languages it did in life | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave Wraps x8 plus Scale, Drake x6 | Bite (4d6+4) & Claw x2 (1d12+4) + Tailswipe (2d6+8 damage) | Sand Breath III: 2d10+1d6+2 Earth Damage with a 1 rnd Blind effect. Area of effect is inundated with sand, causing targets of lesser size to also be Snared for up to 3 rounds |
Sand Skimming: Instant. For 1 round can move and/or pass through sand at 2x movement speed (including sand from its own breath). Can essentially fly if moving through a sand storm.;Can use up to Tier 4 Corruption Powers @ 11 Faith (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Spiritbound: The spirit of this creature is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness IV: Negates all incoming damage by 4 Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Sensitivity (Fire): Incoming damage of this type is doubled Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Affinity II (Corruption): +10% Critical Hit with a given non-physical damage type (typically already added) |
The mummified wings of a Tomb Dragon do not function or grant flight. |
Gemstones worth 4d8 x5 GP (sometimes cursed) | A mummified dragon (most often Copper or Gold), whose gem encrusted burial wraps bind its spirit to the lifeless undead husk within. This imparts a corrupted sense of will and ambition, driven by a powerful desire for immortality. | |
False | Undead | Tomb Wyrm | Mummified | Dragon | Tomb | Caster | Wyrm | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 5 | 75 (42+5d12) | 102 | 9 | Large (Prone) | 2; Crushing Blow 2 | +8 Hit; 7% Crit. (94+); +1 Damage | +6 Hit; 7% Crit. (94+) | +1 Hit; 5% Crit. (96+) | +1 Hit; 10% Crit. (91+) | AC 64; Armor 54; Dodge 10 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 14; Elemental 44; Natural 19; Holy 0; Demonic 71; Mental 14 | Move 7; Str 16; Agil 14; Stam 12; Int 7; Wis 7; Avd 10; Per 12; Res 14; Init 6; Cha 3 | Speaks the same languages it did in life | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave Wraps x8 plus Scale, Wyrm x6 | Bite (1d8+8) & Claw x2 (1d8+4) + Tailswipe (2d6+4 dam) | Sand Breath II: 1d8+1d4 Earth Damage with a 1 rnd Blind effect. Area of effect is inundated with sand, causing targets of lesser size to also be Snared for up to 2 rounds |
Sand Skimming: Instant. For 1 round can move and/or pass through sand at 2x movement speed (including sand from its own breath). Can essentially fly if moving through a sand storm.;Can use up to Tier 3 Corruption Powers @ 8 Faith (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Spiritbound: The spirit of this creature is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness IV: Negates all incoming damage by 4 Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Sensitivity (Fire): Incoming damage of this type is doubled Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Affinity I (Corruption): +5% Critical Hit with a given non-physical damage type (typically already added) |
The mummified wings of a Tomb Dragon do not function or grant flight. |
Gemstones worth 3d6 x5 GP (sometimes cursed) | A mummified dragon (most often Copper or Gold), whose gem encrusted burial wraps bind its spirit to the lifeless undead husk within. This imparts a corrupted sense of will and ambition, driven by a powerful desire for immortality. | |
False | Undead | Ghoul, Wild | Turned | Ghoul | Wild | Pack Hunter | wild | Unturned | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 2 | 27 (16+2d10) | 18 | 3 | Medium (Upright) | 0 | +6 Hit; 6% Crit. (95+) | +1 Hit; 4% Crit. (97+) | -5 Hit; 2% Crit. (99+) | -3 Hit; 3% Crit. (98+) | AC 11; Armor 3; Dodge 8 |
Arcane 8; Elemental 26; Natural 14; Holy 0; Demonic 70; Mental 10 | Move 4; Str 12; Agil 15; Stam 8; Int 4; Wis 6; Avd 8; Per 10; Res 14; Init 8; Cha 1 | Speaks the same languages it did before it was turned | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense III (Rotten Flesh): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x3 | Claw x2 (2d4+2 damage) | Gorge (action, target must be knocked down, immobilized, or incapacitated, deals 2d8+4 damage and converts 50% of damage dealt into HP), Rancid Ichor (Ghouls claws are perpetually coated in filth from the rotten corpses they eat, this causes Infected Wounds which immbolize effected targets for 1 round or 1 minute outside of combat) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Soulbound: The soul of this creature of the Third Creation is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) Infected Wounds: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
rotten flesh | |||
False | Undead | Zombie, Feral | Zombified | Zombie | Feral | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 3 | 32 (15+3d10) | 20 | 3 | Medium (Upright) | 0 | +4 Hit; 6% Crit. (95+) | -3 Hit; 3% Crit. (98+) | -5 Hit; 3% Crit. (98+) | -7 Hit; 2% Crit. (99+) | AC 0; Armor 0; Dodge 0 |
Arcane 6; Elemental 27; Natural 7; Holy 2; Demonic 67; Mental 4 | Move 4; Str 13; Agil 12; Stam 6; Int 3; Wis 1; Avd 4; Per 5; Res 16; Init 4; Cha 0 | Understands the languages it knew in life but can't speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth (scraps) x3 | Zombie Claw x2 (1d6 damage) | if hitting with at least 1 claw can also use Zombie Bite (1d10 dam) |
Grave Fever (Infected Wounds cause 1d6 dam per round or per hour when out of combat) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness III: Negates all incoming damage by 3 Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) Infected Wounds: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
1d4 GP | ||||
False | Undead | Zombie, Graveborne | Zombified | Zombie | Shambler | Infantry | Regular | Warborne | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 2 | 25 (14+2d10) | 15 | 3 | Medium (Upright) | 0 | -4 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | -14 Hit; 1% Crit. (100+) | -15 Hit; 1% Crit. (100+) | AC 18; Armor 18; Dodge 0; Noisy 6 |
Arcane 2; Elemental 29; Natural 7; Holy 6; Demonic 68; Mental 1 | Move 2; Str 11; Agil 5; Stam 7; Int 1; Wis 0; Avd 0; Per 5; Res 18; Init 2; Cha 0 | Understands the languages it knew in life but can't speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain (Rusted -1) x6 | Damaged (-1) 1H Medium Weapon, typ. Rusted Mace (2d4+1 damage, -1 to hit & damage) | if disarmed or unarmed, use Zombie Claw x1 (1d4 dam) |
Diseased Strike x1 (action, max damage if target fails a natural resistance check) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness III: Negates all incoming damage by 3 Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) |
1d6 SP | Raised from the rotten remains of a soldiers grave or from the fallen on a weeks old battlefield | |
False | Undead | Zombie, Plagueborne | Zombified | Zombie | Shambler | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 4 | 43 (21+4d10) | 21 | 4 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | -6 Hit; 2% Crit. (99+) | -7 Hit; 2% Crit. (99+) | AC 6; Armor 6; Dodge 0 |
Arcane 2; Elemental 29; Natural 7; Holy 4; Demonic 67; Mental 1 | Move 2; Str 12; Agil 7; Stam 7; Int 1; Wis 0; Avd 0; Per 5; Res 17; Init 3; Cha 0 | Understands the languages it knew in life but can't speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather (rotten -1) x6 | Damaged (-1) 2H Weapon, typ. Great Club 2d6+1d4+1, clumsy -5, -1 to hit & damage) | if disarmed or unarmed, use Zombie Claw x1 (1d4 dam) |
Diseased Strike x1 (action, max damage if target fails a natural resistance check) Grave Fever (Aura III, constant 2" radius cloud, infected if failing a Natural resistance check, inflicts 1d6 damage per round or per hour when out of combat) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness III: Negates all incoming damage by 3 Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
1d4 GP | ||||
False | Undead | Zombie, Raging | Zombified | Zombie | Feral | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 7 | 66 (27+7d10) | 39 | 5 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+); +1 Damage | +1 Hit; 5% Crit. (96+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 0; Armor 0; Dodge 0 |
Arcane 6; Elemental 27; Natural 7; Holy 0; Demonic 66; Mental 4 | Move 5; Str 15; Agil 15; Stam 6; Int 3; Wis 1; Avd 5; Per 5; Res 15; Init 5; Cha 0 | Understands the languages it knew in life but can't speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth (scraps) x3 | Zombie Claw x2 (1d8 damage) | if hitting with at least 1 claw can also use Zombie Bite (1d12 dam) |
Feral Leap (action, unlimited use if target is 5" away, leaps to target and inflicts both Feral Claws as a single +20 to hit attack with a knock down effect if target fails a Stamina Test) Raging Grave Fever (Infected Wounds cause 1d8 dam per round or per hour when out of combat) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness III: Negates all incoming damage by 3 Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) Infected Wounds: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
2d6 GP | ||||
False | Undead | Zombie, Shambler | Zombified | Zombie | Shambler | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 1 | 15 (9+1d10) | 3 | 0 | Medium (Upright) | 0 | -7 Hit; 2% Crit. (99+) | -5 Hit; 2% Crit. (99+) | -9 Hit; 1% Crit. (100+) | -10 Hit; 1% Crit. (100+) | AC 0; Armor 0; Dodge 0 |
Arcane 2; Elemental 27; Natural 6; Holy 8; Demonic 69; Mental 1 | Move 2; Str 9; Agil 3; Stam 6; Int 1; Wis 0; Avd 0; Per 5; Res 19; Init 1; Cha 0 | Understands the languages it knew in life but can't speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth (rotten -1) x6 | Bone Club (1d4+1 dam) | if disarmed or unarmed, use Zombie Claw x1 (1d4 dam) |
Diseased Strike x1 (action, max damage if target fails a natural resistance check) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness III: Negates all incoming damage by 3 Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) |
1d10 CP | Raised from the graves of poor peasants and brigands |