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====== Analects Book 4 Part 1: Adversaries ====== [[analects|Back to Analects Table of Contents]] ===== Chapter 1: Level 1 ===== The following tables provide a collection of [[adversary|adversaries]] at [[level|level]] 1. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]]. Next: [[analects_book_4_part_1_chapter_2|Adversaries Level 2]] ===== Level 1 Adversaries Table ====== ^ Adversary ^ Rank ^ Type ^ HP ^ Init ^ ^ [[analects_book_4_part_1_chapter_1#nibelung_tosser|Nibelung Tosser]] | Mook | Artillery | 5 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_1#vigil|Vigil]] | Mook | Artillery | 4 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_1#ectoplasm_bulb|Ectoplasm Bulb]] | Mook | Blaster | 6 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_1#agitated_farmer|Agitated Farmer]] | Mook | Brawler | 7 | 1d4 ^ ^ [[analects_book_4_part_1_chapter_1#muck_asp|Muck Asp]] | Mook | Brawler | 6 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_1#nibelung_scrapper|Nibelung Scrapper]] | Mook | Brawler | 7 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_1#bog_crawler|Bog Crawler]] | Mook | Defender | 8 | 1d4 ^ ^ [[analects_book_4_part_1_chapter_1#street_tough|Street Tough]] | Mook | Defender | 11 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_1#insect_cloud|Insect Cloud]] | Mook | Support | 6 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_1#grime_maw|Grime Maw]] | Regular | Artillery | 14 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_1#salamander|Salamander]] | Regular | Blaster | 13 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_1#nibelung_cavalry|Nibelung Cavalry]] | Regular | Brawler | 14 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_1#nibelung_charger|Nibelung Charger]] | Regular | Brawler | 15 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_1#nibelung_armling|Nibelung Armling]] | Regular | Defender | 15 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_1#serpent_vine|Serpent Vine]] | Regular | Defender | 16 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_1#bone_shrine|Bone Shrine]] | Regular | Support | 17 | 1d4 ^ ^ [[analects_book_4_part_1_chapter_1#ice_mote|Ice Mote]] | Mini-boss | Artillery | 24 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_1#nibelung_caller|Nibelung Caller]] | Mini-boss | Blaster | 28 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_1#nibelung_champion|Nibelung Champion]] | Mini-boss | Brawler | 30 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_1#wild_boar|Wild Boar]] | Mini-boss | Brawler | 28 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_1#blue_slime|Blue Slime]] | Mini-boss | Defender | 29 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_1#necrophyte|Necrophyte]] | Mini-boss | Support | 31 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_1#nibelung_chanter|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 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 | 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. ||||| \\ ==== 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 ^ 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. 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 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: 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: 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: 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: 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 | 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 |||| \\ ==== 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_1.1558016069.txt.gz · Last modified: 2019/05/16 07:14 by triptycho