User Tools

Site Tools


analects_book_4_part_1_chapter_1

Analects Book 4 Part 1: Adversaries

Chapter 1: Level 1

The following tables provide a collection of adversaries at level 1. For more information on their use in the game, see DM's Guide Chapter 3: Running Scenarios.

Next: Adversaries Level 2

Level 1 Adversaries Table

Adversary Rank Type HP Init
Nibelung Tosser Mook Artillery 5 1d8
Vigil Mook Artillery 4 1d8
Ectoplasm Bulb Mook Blaster 6 1d6
Muck Asp Mook Brawler 6 1d10
Nibelung Scrapper Mook Brawler 7 1d8
Bog Crawler Mook Defender 7 1d4
Insect Cloud Mook Support 6 1d6
Grime Maw Regular Artillery 14 1d10
Salamander Regular Blaster 13 1d8
Nibelung Cavalry Regular Brawler 14 1d8
Nibelung Charger Regular Brawler 15 1d8
Nibelung Armling Regular Defender 15 1d8
Serpent Vine Regular Defender 16 1d6
Bone Shrine Regular Support 17 1d4
Ice Mote Mini-boss Artillery 24 1d8
Nibelung Caller Mini-boss Blaster 28 1d8
Nibelung Champion Mini-boss Brawler 27 1d10
Wild Boar Mini-boss Brawler 29 1d6
Blue Slime Mini-boss Defender 25 1d6
Necrophyte Mini-boss Support 28 1d12
Nibelung Chanter Mini-boss Support 26 1d12


Level 1 Adversary Entries

Blue Slime

Blue Slime Level 1 Adversary Mini-boss Defender HP: 25
Initiative: 1d6 Acrobatics: 1d4 Aquatic, Darkvision, Immobile Acid Resistance 1, Fire Weakness 1, Ice Weakness 1
This amorphous blob is colored similarly to the waters it prefers to inhabit. It uses its acrid secretions to quickly wear through scales, hides, and even steel to penetrate into the flesh of its prey. Slimes aren't especially intelligent, but they aren't entirely mindless either and can sometimes act with surprising cunning.
(Action) Engulf
Hit 2d4
Damage 1d6
Special The target is Grabbed.
(Action) Corrode
This Action only targets enemies the Blue Slime has Grabbed.
Area Attack
Damage 1d10 (Piercing 4) Acid
(Reaction) Thick Sludge
Defense 1d4
Special If this Reaction is played against a melee attack, the target is Weakened until the end of their next turn.
(Strategy) Slimy Advance
Move 1 (Height 1). Any section border crossed is Slimed until the start of the Blue Slime's next turn; entities that try to Move across a Slimed border must succeed on an Acrobatics check vs 1d4 or their movement is canceled.


Bog Crawler

Bog Crawler Level 1 Adversary Mook Defender HP: 7
Initiative: 1d4 Acrobatics: 1d6 Aquatic Lightning Weakness 1
Sometimes called a marsh hyena, the bog crawler is a beastly four-legged predator that secrets a thick sludge from its paws. This sludge can latch prey to the ground, preventing escape from the relatively lumbering beast.
(Action) Tethering Swipe
Hit 1d6
Damage 1d6
Special The target is Immobilized until the end of their next turn.
(Reaction) Thick Hide
Miss 1d4
Defense 1d4


Bone Shrine

Bone Shrine Level 1 Adversary Regular Support HP: 17
Initiative: 1d4 Immobile Poison Resistance 5, Unholy Resistance 2, Holy Weakness 1
These macabre constructs, forged of sacrifice, are found in the employ of those devoted to demons, The Augur of Perdition, and The Marrow of Animus. They confer unholy blessings upon the faithful.
(Action) Unholy Blessing
Allies in the occupied section gain 1 level to all Hit and Damage dice until the start of the Bone Shrine's next turn. This Action is non-hostile.
(Assist) Unhallowed Ground
Trigger An ally in the occupied section plays a Reaction with Miss dice against a Ranged attack.
Effect Increase the triggering Miss dice by 1 level.


Ectoplasm Bulb

Ectoplasm Bulb Level 1 Adversary Mook Blaster HP: 6
Initiative: 1d6 Acrobatic Immobile, Luminous Poison Resistance 5, Holy Resistance 1, Unholy Weakness 1
Lesser versions of the hobby lantern, these floating orbs consist of stray spiritual energies that are no longer a part of any particular soul.
(Action) Plasma Discharge
Area Attack
Range 2
Hit 1d6
Damage 1d6 (Piercing 1) Holy
(Reaction) Amorphous Blob
Miss 1d4
(Strategy) Hover
Fly 1.


Grime Maw

Grime Maw Level 1 Adversary Regular Artillery HP: 14
Initiative: 1d10 Acrobatics: 1d10 Darkvision Lightning Weakness 1
Named for their trademark acrid saliva, this beast looks rather like a reptilian version of a wolf. They reside in caves. Cunning predators, they will often ambush along with other beasts to improve their chances of snagging a meal despite otherwise being solitary creatures.
(Action) Caustic Spit
Range 2
Hit 1d8
Damage 1d6 (Piercing 2) Acid
(Reaction) Dodge
Miss 1d4
(Reaction) Caustic Spray
This Reaction can only be played against melee attacks.
Damage 1d4 (Piercing 1) Acid


Ice Mote

Ice Mote Level 1 Adversary Mini-boss Artillery HP: 24
Initiative: 1d8 Acrobatic Darkvision, Immobile, Luminous Ice Resistance 2, Fire Weakness 1, Poison Resistance 5
This simplistic elemental entity is commonly conjured and utilized for defensive purposes. It's fairly easy to control and can survive for some time even in very hot environments.
(Action) White Ray
Range 3
Hit 1d8
Damage 1d8 (Piercing 4) Ice
(Reaction) Ice Shell
Miss 1d6
Defense 1d2
(Strategy) Hover
Fly 1.


Insect Cloud

Insect Cloud Level 1 Adversary Mook Support HP: 6
Initiative: 1d6 Acrobatic Height 1
Most bug swarms are more of an annoyance than a real problem in battle, but certain species are very aggressive with dangerous blood-letting bites. Such swarms are sometimes summoned or tamed by hedge witches.
(Action) Buzzing Swarm
This Action does not target the Insect Cloud.
Area Attack
Damage 1d2 (Piercing 4)
Special The target is Debilitated until the end of their next turn.
(Reaction) Disperse
Miss 1d6


Muck Asp

Muck Asp Level 1 Adversary Mook Brawler HP: 6
Initiative: 1d10 Acrobatics: 1d8 Aquatic, Low-light Vision
This venomous snake is much more aggressive than the average serpent. It tends to inhabit dank marshes and is fiercely territorial.
(Action) Venomous Fangs
Hit 1d6
Damage 1d4 + 1d4 Poison
Special The target is Hindered and gains Poison Weakness 1 until the end of the Muck Asp's next turn.
(Reaction) Slither
Miss 1d4


Necrophyte

Necrophyte Level 1 Adversary Mini-boss Support HP: 28
Initiative: 1d12 Acrobatics: 1d4
In common parlance, a necrophyte is a novice necromancer. While necromancy in general tends to be relatively accepted and frequently harmless, some, particularly angry young adults, are drawn toward its darker arts and applications.
(Action) Haunting Apparition
This Action cannot be played against Muddled targets.
Range 3
Incantation 1
Damage 1d4 (Piercing 4) Unholy
Special The target is Stunned until the end of their next turn.
(Action) Ghost Ray
The Necrophyte may begin an Incantation.
Range 4
Hit 1d10
Damage 1d4 (Piercing 4) Holy
Special The target is Muddled until the end of their next turn.
(Reaction) Rebuke
The Necrophyte may change the Damage type to Ice.
Miss 1d6
Damage 1d4 Fire


Nibelung Armling

Nibelung Armling Level 1 Adversary Regular Defender HP: 15
Initiative: 1d8 Acrobatics: 1d8 Darkvision, Height 1
The Nibelung are short, horrid humanoid creatures cursed into their form by the workings of an Unseelie Fallen. Armed with sharp claws, they are generally weak on defenses, leading some to fashion crude shields of bone.
(Action) Distracting Slash
Hit 1d8
Damage 1d8
Special The target has all Hit dice decreased 1 level against targets other than the Nibelung Armling until the start of the Armling's next turn.
(Reaction) Bone Shield [Gear]
Miss 1d8
(Reaction) Scurry
If the Nibelung Armling takes damage, it can immediately Move 1.
Miss 1d4


Nibelung Caller

Nibelung Caller Level 1 Adversary Mini-boss Blaster HP: 28
Initiative: 1d8 Acrobatics: 1d8 Darkvision, Height 1 Lightning Resistance 1
Most Nibelung lose much of their intellect after their transformation, but the brightest of adolescents may hold onto enough to remember elements of sorcery from prior training. Lightning element tends to maintain the strongest connection for some reason.
(Action) Thunder Call
The Nibelung Caller may begin an Incantation.
Area Attack
Range 2
Hit 1d8
Damage 1d6 (Piercing 3) Lightning
(Action) Lightning Strike
Range 3
Incantation 1
Damage 1d8 (Piercing 4) Lightning
(Reaction) Scurry
If the Nibelung Caller takes damage, it can immediately Move 1.
Miss 1d4


Nibelung Cavalry

Nibelung Cavalry Level 1 Adversary Regular Brawler HP: 14
Initiative: 1d8 Acrobatics: 1d8 Low-light Vision
Horse-riding is rather impractical for the diminuitive nybling, which is why vicious dogs tend to be their preferred battle mounts. The riders have only minimal control over the savage canines.
(Mount) Riding Dog
The Nibelung Cavalry cannot climb upward.
(Action) Dog Bite [Mount]
Hit 1d8
Damage 1d8
(Reaction) Bone Armor
Miss 1d4
Defense 1d2
(Strategy) Dash
Move 1.


Nibelung Champion

Nibelung Champion Level 1 Adversary Mini-boss Brawler HP: 27
Initiative: 1d10 Acrobatics: 1d10 Darkvision, Height 1
The largest and oldest adolescents also make the largest and strongest Nibelung after transforming, becoming champion warriors among the clan. They combine trademark sharp claws with a really big stick.
(Action) Cudgel [Gear]
Hit 1d8
Damage 1d6
Special If the Nibelung Champion rolls the maximum value on the Damage dice, the target is Disoriented until the start of the Nibelung Champion's next turn. This effect does not apply if the Damage dice level is reduced or if the target takes no damage from the attack.
(Action) Brutal Combo
Hit 1d8
Damage 1d8
Special If the Nibelung Champion has not played an Action from its hand this turn, it can play the Cudgel Action against the same target. If it does, it cannot then play an Action from its hand this turn.
(Reaction) Hide Armor [Gear]
Miss 1d2
Defense 1d4
(Strategy) Champion's Surge
Remove any Confused, Disoriented, Stunned, and Weakened conditions from the Nibelung Champion.


Nibelung Charger

Nibelung Charger Level 1 Adversary Regular Brawler HP: 15
Initiative: 1d8 Acrobatics: 1d10 Darkvision, Height 1
Some Nibelung find themselves with stunted or broken claws. For many this is death sentence, but some of the more clever ones figure out that they can make do with a sharp enough stick.
(Action) Pointy Stick [Gear]
If no enemies are in the occupied section, the Nibelung Charger can Move 1 before making the attack.
Hit 1d10
Damage 1d8
(Reaction) Scurry
If the Nibelung Charger takes damage, it can immediately Move 1.
Miss 1d4


Nibelung Chanter

Nibelung Chanter Level 1 Adversary Mini-boss Support HP: 26
Initiative: 1d12 Acrobatics: 1d8 Darkvision, Height 1
The Nibelung transformation only works on disaffected adolescents, many of which are coerced and tricked by the Unseelie Fallen. Some are fully aware and remain devoted, however, and these can learn fell Unseelie arts that lead to a position of power in their new clan.
(Action) Mob Attack
This Action only targets allies.
Area Attack
Range 3
Incantation 1
Special The target may immediately play an Action.
(Action) Bone Dance
The Nibelung Chanter may begin an Incantation.
Area Attack
Damage 1d4 (Piercing 4) Unholy
Special If the target is the Nibelung Chanter or an ally, the target recovers lost HP equal to the Damage result and does not suffer any damage.
(Reaction) Scurry
If the Nibelung Chanter takes damage, it can immediately Move 1.
Miss 1d4
(Strategy) Nibelung Recovery
An ally in the occupied section is healed of any one condition.


Nibelung Scrapper

Nibelung Scrapper Level 1 Adversary Mook Brawler HP: 7
Initiative: 1d8 Acrobatics: 1d10 Darkvision, Height 1
This common member of the Nibelung clan simply savages with its claws. Though their bloodthirst is strong, they can be a bit cowardly at times, scurrying away into the safety of darkness.
(Action) Nybling Claws
Hit 1d8
Damage 1d6
(Reaction) Scurry
If the Nibelung Tosser takes damage, it can immediately Move 1.
Miss 1d4


Nibelung Tosser

Nibelung Tosser Level 1 Adversary Mook Artillery HP: 5
Initiative: 1d8 Acrobatics: 1d10 Darkvision, Height 1
Some nyblings have a strong aversion to direct combat, fleeing instead of making any use of their claws whatsoever. These creatures tend to prefer heaving random heavy objects at their enemy instead.
(Action) Stone Toss
Thrown 2
Hit 1d6
Damage 1d6
(Reaction) Scurry
If the Nibelung Tosser takes damage, it can immediately Move 1.
Miss 1d4


Salamander

Salamander Level 1 Adversary Regular Blaster HP: 13
Initiative: 1d8 Acrobatics: 1d8 Luminous Fire Resistance 2, Ice Weakness 1
A migrant beast from firey fae realms, the salamander is a large lizard that can conjure flames with its magical tail, launching them at nearby predators or prey.
(Action) Tail Flames
Area Attack
Range 2
Incantation 1
Damage 1d8 (Piercing 1) Fire
(Reaction) Scales
Miss 1d4
Defense 1d2
(Strategy) Dash
Move 1.


Serpent Vine

Serpent Vine Level 1 Adversary Regular Defender HP: 16
Initiative: 1d6 Acrobatics: 1d8 Low-light Vision Fire Weakness 1
This vicious carnivorous plant is capable of slithering across the ground like a snake. It wraps itself around its prey and delivers potent stings, also much like a serpent.
(Action) Impending Coil
Hit 1d10
Damage 1d4
Special The Serpent Vine may perform a Block.
(Reaction) Counter Sting
This Reaction can only be played against enemies in the occupied section.
Miss 1d8
Damage 1d4 Poison
Special The target is Vulnerable until the end of the Serpent Vine's next turn. If the target suffered 4 or more Poison damage, the target is also Disoriented until the end of the Serpent Vine's next turn.
(Reaction) Dodge
Miss 1d4


Vigil

Vigil Level 1 Adversary Mook Artillery HP: 4
Initiative: 1d8 Immobile, Sightless Vision Poison Resistance 5, Holy Resistance 1, Unholy Weakness 1
These immovable constructs are remnants of experiments of Thrane. They combine mechanist technology with magic to create a dangerous autonomous defense system. Few are still capable of constructing them, but many remain from the old kingdom, and they are often traded in the undermarkets.
(Action) Ray of Warding
Reach 5
Hit 1d6
Damage 1d6 (Piercing 1) Holy
Special The target is Confused until the end of their next turn. If this Action defeats the target, they instead have 1HP remaining but are Controlled until the end of their next turn.
(Reaction) Sonic Wall
Defense 1d8


Wild Boar

Wild Boar Level 1 Adversary Mini-boss Brawler HP: 29
Initiative: 1d6 Acrobatics: 1d10 Height 1 Poison Resistance 1
This common forest-dweller is frequently hunted. However, such hunts can and do go wrong, as the boar fiercely defends itself. It may attack when startled, and when it starts attacking, little can dissuade it.
(Action) Tusked Charge
The Wild Boar may Move 1 before making this attack.
Hit 1d8
Damage 1d12
Special The target is Dazed until the end of their next turn.
(Reaction) Thick Hide
Miss 1d4
Defense 1d2
(Strategy) Sound and Scent
The Wild Boar gains Low-light Vision until the end of its turn.
analects_book_4_part_1_chapter_1.txt · Last modified: 2018/10/30 10:01 by triptycho