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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
Agitated Farmer Mook Brawler 7 1d4
Muck Asp Mook Brawler 6 1d10
Nibelung Scrapper Mook Brawler 7 1d8
Bog Crawler Mook Defender 8 1d4
Street Tough Mook Defender 11 1d6
Insect Cloud Mook Support 6 1d6
Gangster Regular Artillery 13 1d8
Grime Maw Regular Artillery 14 1d10
Salamander Regular Blaster 13 1d8
Nibelung Cavalry Regular Brawler 15 1d8
Nibelung Charger Regular Brawler 14 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 30 1d10
Wild Boar Mini-boss Brawler 28 1d6
Blue Slime Mini-boss Defender 29 1d6
Necrophyte Mini-boss Support 31 1d12
Nibelung Chanter Mini-boss Support 27 1d12


Level 1 Adversary Entries

Agitated Farmer

Agitated Farmer Level 1 Adversary Mook Brawler HP: 7
Initiative: 1d4 Acrobatics: 1d4
Fear, misinformation, or manipulation can lead otherwise good-hearted folk to take up arms. They traditionally use a variety of modified farming tools as makeshift weapons.
Notes The Agitated Farmer equips a War Scythe.
(Action) Long Swing [Gear]
Reach 1
Hit 1d6
Damage 1d8
(Reaction) Dodge
Miss 1d4


Blue Slime

Blue Slime Level 1 Adversary Mini-boss Defender HP: 29
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 1d8
Damage 1d6
Special The target is Grabbed. The Blue Slime gains +1 Resilience.
(Action) Corrode
This Action only targets enemies the Blue Slime has Grabbed.
Area Attack
Damage 1d10 (Piercing 4) Acid
Special The target suffers -2 Resilience.
(Reaction) Thick Sludge
If the target's Action is a melee attack, the target immediately suffers -1 Power.
Defense 1d4
(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: 8
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 1d8
Damage 1d6
Special The target is Grabbed and suffers -1 Skill.
(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 +3 Power. This Action is non-hostile.
(Assist) Unhallowed Ground
Trigger An ally in the occupied section plays a Reaction.
Effect The triggering ally immediately gains +1 Resilience.
(Reaction) Cursed Bones
Defense 1d2
Damage 1d4 Unholy


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 3
Incant 1
Damage 1d8 (Piercing 3) Lightning
(Reaction) Amorphous Blob
The Ectoplasm Bulb wins ties with this Reaction.
Miss 1d4
Special The Ectoplasm Bulb may begin an Incantation.
(Strategy) Hover
Fly 1.


Gangster

Gangster Level 1 Adversary Regular Artillery HP: 13
Initiative: 1d8 Acrobatics: 1d8
Organized crime is most common in the largest cities and in the ports. The Gangster might also represent other throwing-knife specialists that have nothing to do with crime.
Notes The Gangster has 4 Throwing Knives.
(Action) Flashing Blade [Gear]
Thrown 1
Hit 1d8
Damage 1d4
Special The target suffers -1 Skill.
(Reaction) Dodge
Miss 1d4
(Strategy) Quick Toss
If the Gangster throws a Weapon this turn with the Flashing Blade Action, it may immediately play a second Action from Gear equipped in the other hand.


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
Special The target suffers -1 Power and -1 Resilience.
(Reaction) Dodge
Miss 1d4
(Reaction) Caustic Spray
This Reaction can only be played against melee attacks.
Damage 1d4 (Piercing 1) Acid
Special The target suffers -1 Power and -1 Resilience.


Ice Mote

Ice Mote Level 1 Adversary Mini-boss Artillery HP: 24
Initiative: 1d8 Acrobatic Darkvision, Immobile, Luminous Poison Resistance 5, Ice Resistance 2, Fire Weakness 1
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 1d6
Damage 1d6 (Piercing 4) Ice
Special The target suffers -2 Skill.
(Reaction) Ice Shell
Miss 1d4
Defense 1d2
(Strategy) Hover
Fly 1. The Ice Mote gains +1 Resilience.


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 suffers -2 Power.
(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 suffers -1 Skill and gains Poison Weakness 1 until the end of the Muck Asp's next turn.
(Reaction) Slither
Increase the Miss dice level by 1 if the Muck Asp is swimming.
Miss 1d4
(Strategy) Swim
This Strategy can only be played if the Muck Asp is swimming. Move 1.


Necrophyte

Necrophyte Level 1 Adversary Mini-boss Support HP: 31
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.
Notes The Necrophyte equips a Padded Jack.
(Action) Haunting Apparition
This Action cannot be played against Muddled targets.
Range 3
Incant 1
Damage 1d4 (Piercing 4) Unholy
Special The target suffers -1 Power. The Necrophyte gains +1 Mind.
(Action) Ghost Ray
The Necrophyte may begin an Incantation.
Range 4
Hit 1d10
Damage 1d4 (Piercing 4) Holy
Special The target suffers -1 Mind.
(Reaction) Rebuke
The Necrophyte may change the Damage type to Ice.
Miss 1d4
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. They scavange weapons and piecemeal armor for use alongside the traditional nybling shield of bone.
Notes The Nibelung Armling equips a Falchion, a Bone Shield, and Brigandine.
(Action) Distracting Slash [Gear]
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. The target suffers -1 Skill.
(Reaction) Scurry
If the Nibelung Armling suffers damage, it may Move 1.
Miss 1d4
Defense 1d4
(Strategy) Guard [Gear]
Until the start of the Nibelung Armling's next turn, the Miss dice level for Scurry is increased 1 level.


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 gains +1 Power and may begin an Incantation.
Area Attack
Range 2
Hit 1d6
Damage 1d6 (Piercing 3) Lightning
Special The target suffers -1 Resilience.
(Action) Lightning Strike
Range 3
Incantation 1
Damage 1d6 (Piercing 4) Lightning
Special The target suffers -1 Power.
(Reaction) Scurry
If the Nibelung Caller suffers damage, it may Move 1.
Miss 1d4


Nibelung Cavalry

Nibelung Cavalry Level 1 Adversary Regular Brawler HP: 15
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.
Notes The Nibelung Cavalry equips Bone Armor.
(Mount) Riding Dog
The Nibelung Cavalry cannot climb upward.
(Action) Dog Bite [Mount]
Hit 1d8
Damage 1d8
(Reaction) Dodge
Miss 1d4
Defense 1d2
(Strategy) Dash
Move 1.


Nibelung Champion

Nibelung Champion Level 1 Adversary Mini-boss Brawler HP: 30
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.
Notes The Nibelung Champion equips two Cudgels and a Padded Jack.
(Action) Smash [Gear]
The target is treated as if their Resilience is 1 level lower for this attack (minimum -4).
Hit 1d6
Damage 1d8
(Action) Brutal Combo
Reduce enemy Defense results by 1.
Hit 1d8
Damage 1d8
Special The Nibelung Champion gains +1 Power. If the Nibelung Champion has not played an Action from its hand this turn, it can play the Smash Action against the same target. If it does, it cannot then play an Action from its hand this turn.
(Reaction) Scurry
If the Nibelung Champion suffers damage, it may Move 1.
Miss 1d4
(Strategy) Champion's Surge
The Nibelung Champion restores its Power, Resilience, and Mind.


Nibelung Charger

Nibelung Charger Level 1 Adversary Regular Brawler HP: 14
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.
Notes The Nibelung Charger equips a Pointy Stick and a Bone Shield.
(Action) Skewer [Gear]
If no enemies are in the occupied section, the Nibelung Charger may immediately Move 1.
Hit 1d8
Damage 1d6
Special The target suffers -2 Resilience.
(Reaction) Scurry
If the Nibelung Charger suffers damage, it may Move 1.
Miss 1d4
(Strategy) Guard [Gear]
Until the start of the Nibelung Charger's next turn, the Miss dice level for Scurry is increased 1 level.


Nibelung Chanter

Nibelung Chanter Level 1 Adversary Mini-boss Support HP: 27
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
Incant 1
Special The target gains +1 Resilience and 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 gains +1 Power and +1 Skill and does not suffer any damage.
(Reaction) Scurry
If the Nibelung Chanter suffers damage, it may Move 1.
Miss 1d4
(Strategy) Nibelung Recovery
The Nibelung Chanter or an ally in the occupied section restores any one Stat Track.


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
Special The target suffers -1 Resilience.
(Reaction) Scurry
If the Nibelung Tosser suffers damage, it may Move 1.
Miss 1d6


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 1d8
Damage 1d6
(Reaction) Scurry
If the Nibelung Tosser suffers damage, it may 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 3
Incant 1
Damage 1d8 (Piercing 2) Fire
Special The target suffers -1 Skill.
(Reaction) Scales
If the Salamander suffers less than 3 points of damage, it does not lose its Incantation.
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) Impeding Coil
Hit 1d10
Damage 1d4
Special The Serpent Vine may perform a Block.
(Reaction) Thorn Counter
This Reaction can only be played against enemies in the occupied section.
Miss 1d8
Damage 1d4 Poison
Special The target suffers -1 Resilience.
(Reaction) Dodge
Miss 1d4


Street Tough

Street Tough Level 1 Adversary Mook Defender HP: 11
Initiative: 1d6 Acrobatics: 1d8
The Street Tough can represent any physically-imposing figure of modest skill, from a village laborer to a metropolitan door guard. When they strike, it tends to be to kill.
Notes The Street Tough equips a Padded Jack.
(Action) Grapple
Hit 1d8
Special The target is Grabbed and suffers -1 Resilience.
(Action) Choke
This Action can only be played against Grabbed targets.
Damage 1d8 (Piercing 4)
Special The target suffers -2 Power.
(Reaction) Dodge
Miss 1d6


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 suffers -2 Mind.
(Reaction) Sonic Wall
Defense 1d8


Wild Boar

Wild Boar Level 1 Adversary Mini-boss Brawler HP: 28
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 immediately Move 1.
Hit 1d6
Damage 1d10
Special The target suffers -1 Skill.
(Reaction) Thick Hide
Miss 1d4
Defense 1d2
(Strategy) Sound and Scent
The Wild Boar gains Low-light Vision until the end of its turn and gains +1 Skill.
analects_book_4_part_1_chapter_1.txt · Last modified: 2019/05/16 07:55 by triptycho