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Analects Book 4 Part 1: Adversaries

Chapter 2: Level 2

Prev: Adversaries Level 1

The following tables provide a collection of adversaries at level 2. For more information on their use in the game, see DM's Guide Chapter 3: Running Scenarios.

Next: Adversaries Level 3

Level 2 Adversaries Table

Adversary Rank Type HP Init
Rookie Sniper Mook Artillery 8 1d6
Snow Hound Mook Blaster 8 1d8
Bolt Rat Mook Brawler 8 1d12
Rookie Guard Mook Brawler 8 1d4
Wood Fiend Mook Defender 10 1d6
Mindfang Spider Mook Support 9 1d6
Mournful Ghost Mook Support 1 1d6
Archer Cadet Regular Artillery 16 1d8
Flamebelch Jeopard Regular Artillery 17 1d8
Silk Spider Regular Blaster 15 1d20
Crawling Corpse Regular Brawler 18 1d4
Triffid Regular Brawler 16 1d4
Foot Soldier Regular Defender 16 1d6
Mistling Regular Support 16 1d10
Thorn Shriek Mini-boss Artillery 30 1d8
Hobby Lantern Mini-boss Blaster 30 1d10
Red Ooze Mini-boss Brawler 31 1d8
Skeletal Guardian Mini-boss Defender 32 1d6
Petty Officer Mini-boss Support 33 1d10
Nibelung Assassin Boss Artillery 50 1d12
Unseelie Fallen Boss Blaster 58 1d12
Burning Bones Boss Brawler 60 1d8
Coral Lance Boss Defender 64 1d10
Guard Captain Boss Support 46 1d8

Level 2 Adversary Entries

Archer Cadet

Archer Cadet Level 2 Adversary Regular Artillery HP: 16
Initiative: 1d8 Acrobatics: 1d10
This otherwise common human has some skill and training with the bow. They are found as low-ranking troops in armies or as bandits stalking the highways.
(Action) Bodkin Arrow [Gear]
Range 2
Hit 1d8
Damage 1d8
(Action) Flight Arrow [Gear]
Range 4
Hit 1d8
Damage 1d6
(Reaction) Buff Coat [Gear]
Miss 1d4
Defense 1d2

Bolt Rat

Bolt Rat Level 2 Adversary Mook Brawler HP: 8
Initiative: 1d12 Acrobatics: 1d10 Luminous, Height 1
This diminuitive rodent is easily frightened, becoming aggressive when scared. It emits a sphere of lightning from itself, thus its name. Bolt Rats will sometimes battle each other with their electric emissions, as they possess no particular resistance to their own offense.
(Action) Electric Sphere
This Action does not target the Bolt Rat.
Area Attack
Hit 1d8
Damage 1d8 Lightning
(Reaction) Lucky Dodge
The Bolt Rat wins ties with this Reaction.
Miss 1d6

Burning Bones

Deckless Variant: The Flaming Hands Action may be played as an Area Attack that does not target the Burning Bones so long as the Burning Bones is not Confused. If the Burning Bones is not Muddled, the Fire Wreath Reaction reduces enemy Piercing values by 1, and the Damage entry gains Piercing 2.

Burning Bones Level 2 Adversary Boss Brawler HP: 60
Initiative: 1d8 Acrobatics: 1d4 Luminous Poison Resistance 5, Fire Resistance 1, Unholy Resistance 1, Holy Weakness 1, Ice Weakness 1
The image of the flaming skeleton is the one above all others that draws in certain disaffected folk to learn necromancy. Difficulty of its creation is relatively low, but it is particularly difficult to control, which tends to self-correct elements of the necromancer population. The sickly, unnatural flames are only capable of burning flesh.
(Action) Flaming Hands
Hit 1d12
Damage 1d4 + 1d6 Fire
(Reaction) Fire Wreath
This Reaction loses its Damage entry against targets that are not in the occupied section.
Defense 1d4
Damage 1d4 Fire
(Reaction) Dodge
Miss 1d8
(Strategy) Hellfire
Enemies in the occupied section that lack Unholy Resistance gain +1 Fire Weakness until the start of the Burning Bones's next turn.

Coral Lance

Deckless Variant: As a Strategy, when it is neither Confused nor Muddled, the Coral Lance can affect an enemy it can see with Coral Pods until the end of the enemy's next turn. When an enemy affected by Coral Pods voluntarily Moves on their turn, they gain +1 Lightning Weakness until the end of their next turn.

Coral Lance Level 2 Adversary Boss Defender HP: 64
Initiative: 1d10 Acrobatics: 1d4 Aquatic, Luminous Lightning Resistance 2
This colorful, elongated sea creature (and its freshwater variant cousins) hunt schools of fish with their electric spines. They are fiercely territorial and thus can be manipulated into serving a guard function.
(Action) Thunder Lash
Reach 2
Hit 1d10
Damage 1d4 (Piercing 1)
Special At the end of the target's next turn, each of the target's allies in their occupied section suffer 1d6 Lightning damage.
(Action) Stormvenom Sting
Reach 1
Hit 1d10
Damage 1d4 (Piercing 1)
Special If the target shares their occupied section with no allies at the end of their next turn, the target suffers an additional 1d6 Lightning damage.
(Reaction) Spines
Reduce any Piercing on the target's Action by 1. This Reaction loses its Damage entry against targets that are not in the occupied section.
Defense 1d4
Damage 1d4 Lightning

Crawling Corpse

Crawling Corpse Level 2 Adversary Regular Brawler HP: 18
Initiative: 1d4 Acrobatics: 1d2 Darkvision, Immobile Poison Resistance 3, Unholy Resistance 1, Fire Weakness 1, Holy Weakness 1
Typically the result of failed attempts to raise zombies, these abominations reveal the lack of skill or experience on the necromancer's part. They are only occasionally created purposefully.
(Action) Spit Bile
Reach 1
Hit 1d6
Damage 2d6 Acid
(Reaction) Undead Flesh
Miss 1d2
Defense 1d2
(Strategy) Crawl
Move 1, automatically succeeding on any required Acrobatics check. The Crawling Corpse can't play this Strategy on its next turn.
(Interrupt) Explode
Trigger An enemy deals enough damage to the Crawling Corpse to defeat it.
Effect All entities in the occupied section suffer 1d4 Acid damage and are Disoriented until the start of the triggering enemy's next turn.

Flamebelch Jeopard

Flamebelch Jeopard Level 2 Adversary Regular Artillery HP: 17
Initiative: 1d8 Acrobatics: 1d10
While no variety of jeopard is possessed of great cunning, this species is particularly dim. More often than not, “attacks” from such beasts happen when the creature is simply startled or confused, with the fiery sphere emitted from its mouth being something of an unfortunate accident.
(Action) Fire Burp
Range 2
Hit 2d4
Damage 1d10 Fire
Special The target is Vulnerable until the start of the Flamebelch Jeopard's next turn.
(Reaction) Leather Hide
Miss 1d4
Defense 1d2
(Strategy) Great Leap
Fly 1.

Foot Soldier

Foot Soldier Level 2 Adversary Regular Defender HP: 16
Initiative: 1d6 Acrobatics: 1d4
This common soldier is relatively well trained and equipped, making them a step above drafted peasant troopers. Brigand variants often opt for swords and axes rather than spears.
(Action) Winged Spear [Gear]
Hit 1d8
Damage 1d10
Special The target must play their next Action against the Foot Soldier.
(Reaction) Kite Shield [Gear]
Miss 1d8
Defense 1d2
(Reaction) Brigandine [Gear]
Miss 1d2
Defense 1d6

Guard Captain

Deckless Variant: At the end of each round, if the Guard Captain is not defeated or Confused, a new level 2 mook is added to the scenario (recommended: Rookie Marksman or Rookie Guard). If the Guard Captain is Muddled at any point in the round, this effect is canceled. Instead of Jack of Plate, the Guard Captain is wearing Laminar Armor.

Guard Captain Level 2 Adversary Boss Support HP: 46
Initiative: 1d8 Acrobatics: 1d6
The Guard Captain is responsible for organizing and mobilizing the local defenses against activity both criminal and military - or, in the case of criminal organizations, defenses against law enforcement and adventurers.
(Mount) Riding Horse
The Guard Captain's Move speed is 2.
(Action) Decapitate [Gear]
If the Guard Captain rolls the maximum result on the Hit dice, the Damage dice are automatically maximized.
Hit 1d8
Damage 1d8 (Piercing 2)
(Action) Captain's Orders [Non-hostile]
Remove any Dazed, Disoriented, and Stunned conditions from an ally the Guard Captain can see. That ally may then immediately play an Action.
(Reaction) Heater Shield [Gear]
Miss 1d8
(Reaction) Jack of Plate [Gear]
Miss 1d2
Defense 1d6

Hobby Lantern

Hobby Lantern Level 2 Adversary Mini-boss Blaster HP: 30
Initiative: 1d10 Darkvision, Light Sensitivity, Luminous, Immobile Poison Resistance 5, Holy Resistance 1, Unholy Weakness 1
This ethereal creature, both fae and undead, is typically brought into existence by accident, when bits of unattached spiritual energy coalesce. It lures travelers to their doom, using its magics to feed on bits of their soul.
(Action) Ghost Candle
Area Attack
Incantation 1
Range 3
Damage 2d4 (Piercing 3) Holy
Special The Hobby Lantern may force one target in the section to Move 1.
(Reaction) Fade
Miss 2d4
(Strategy) Spooky Light
Gain an Incantation charge. The Hobby Lantern is Confused until the end of its turn.
(Strategy) Hover
Fly 1.

Mindfang Spider

Mindfang Spider Level 2 Adversary Mook Support HP: 9
Initiative: 1d6 Acrobatics: 1d8 Darkvision, Height 1
This rat-sized arachnid feeds on psychic energies as opposed to flesh and blood. It leaves no marks with its strange ethereal fangs, but its bite is nonetheless dangerous.
(Action) Devour Thoughts
Hit 1d8
Damage 1d4 (Piercing 3) Unholy
Special The target is Confused and Muddled until the Mindfang Spider is defeated. At the beginning of the target's next Strategy Phase, the target can choose to recover from both of these conditions, but doing so renders them Stunned until the end of their turn.
(Reaction) Dodge
Miss 1d6


Mistling Level 2 Adversary Regular Support HP: 16
Initiative: 1d10 Acrobatic Darkvision Holy Resistance 1, Unholy Weakness 1
This Seelie fae is often harmless, but it responds to violence in kind, as if seeking to rid its environment of all forms of aggression. It acts largely on instinct, failing to recognize any sort of bigger picture view.
(Action) Misty Embrace
Hit 1d10
Damage 1d4 (Piercing 4) Holy
Special The target is Weakened until the end of their next turn.
(Reaction) Vanish
Miss 1d8
(Strategy) Recovery Mist
One ally within range 3 recovers 1d4 lost HP and removes any one condition it suffers.

Mournful Ghost

Mournful Ghost Level 2 Adversary Mook Support HP: 1
Initiative: 1d6 Acrobatic Darkvision
This grieving spirit knows nothing but pain from the circumstances of their death and their inability to move on. Their mere touch can cause living creatures to instantly fall into a nightmare-ridden slumber.
(Action) Ghost Walk [Non-hostile]
Phase 1.
(Action) Ghost Touch
Armor and Shields have Miss dice reduced 2 levels against this attack.
Hit 1d4
Defense 1d2
Special The target is Defenseless until the Mournful Ghost is defeated.
(Reaction) Fade
Miss 1d6

Nibelung Assassin

Deckless Variant: Bone Knife gains Piercing 1. Once per round, the Nibelung Assassin can increase the Miss dice level on Scurry by 1. Both of these bonuses are lost if the Nibelung Assassin is Confused or Muddled. The Nibelung Assassin possesses a Dark Mote.

Nibelung Assassin Level 2 Adversary Boss Artillery HP: 50
Initiative: 1d12 Acrobatics: 1d12 Darkvision, Height 1
Rare among the normally crude Nibelung, this particular nybling boasts higher dexterity and battle skills. They become the most trusted agents of the Unseelie Fallen that created them.
(Action) Bone Knife [Gear]
The Nibelung Assassin begins the scenario with 12 Bone Knives.
Thrown 2
Hit 1d10
Damage 1d4 + 1d4 Poison
Special The target is Hindered until the end of their next turn.
(Reaction) Scurry
If the Nibelung Assassin takes damage, it can immediately Move 1.
Miss 1d8
(Strategy) Knife Flurry
If the Nibelung Assassin has a Bone Knife equipped in each hand, it can play an Action from both of them this turn. If the Nibelung Assassin has 25HP or fewer remaining, it can also equip one Bone Knife.

Petty Officer

Petty Officer Level 2 Adversary Mini-boss Support HP: 33
Initiative: 1d10 Acrobatics: 1d6
This mid-ranking military official typically commands a small squad of soldiers, guards, or fellow bandits.
(Mount) Riding Horse
The Petty Officer's Move speed is 2.
(Action) Winged Spear [Gear]
Hit 1d8
Damage 1d10 (Piercing 2)
(Action) Command Ally [Non-hostile]
An ally within range 2 may immediately play an Action.
(Reaction) Hauberk [Gear]
Miss 1d6
Defense 1d2
(Assist) Organized Battle
Trigger An ally within range 1 plays an Action or Reaction with dice level penalties applied.
Effect No dice level penalties are applied to the triggering play.

Red Ooze

Red Ooze Level 2 Adversary Mini-boss Brawler HP: 31
Initiative: 1d8 Acrobatics: 1d4 Aquatic, Darkvision Acid Resistance 1, Lightning Weakness 1
This deceptively-quick amorphous blob of a creature slides about rapidly thanks to liquid secretions and dozens of small pseudopods, letting it almost swim across the ground. Several of its pseudopods have great length, which it uses for hunting and defense.
(Action) Caustic Pseudopods
This Action may be played against two targets.
Reach 1
Hit 1d10
Damage 1d8 (Piercing 3) Acid
(Reaction) Swiftness
Miss 2d4
(Strategy) Rapid Slide
Move 1 (Height 1).

Rookie Guard

Rookie Guard Level 2 Adversary Mook Brawler HP: 8
Initiative: 1d4 Acrobatics: 1d6
This is the common guard posted at gates and doorways, low in both ranking and training.
(Action) Glaive [Gear]
Reach 1
Hit 1d10
Damage 1d8
(Reaction) Brigandine [Gear]
Miss 1d2
Defense 1d6

Rookie Sniper

Rookie Sniper Level 2 Adversary Mook Artillery HP: 8
Initiative: 1d6 Acrobatics: 1d8
This crossbow-armed guard is commonly posted on castle parapets and similar vantage points.
(Action) Lever Crossbow [Gear]
Range 3
Hit 1d8
Damage 1d6 (Piercing 2)
(Reaction) Padded Jack [Gear]
Miss 1d8

Silk Spider

Silk Spider Level 2 Adversary Regular Blaster HP: 15
Initiative: 1d20 Acrobatics: 1d10 Darkvision, Height 1
This venomous dog-sized spider is incredibly efficient at spinning silk, able to fire blasts of it to create impromptu web bombs to capture prey.
(Action) Silk Web
Area Attack
Range 2
Incantation 1
Damage 1d4 (Piercing 3)
Special Enemy targets are Immobilized until the end of their next turns.
(Action) Poison Fangs
Increase the Hit dice 2 levels against Immobilized targets.
Hit 1d6
Damage 1d6 + 1d4 Poison
(Reaction) Dodge
Miss 1d8

Skeletal Guardian

Skeletal Guardian Level 2 Adversary Mini-boss Defender HP: 32
Initiative: 1d6 Acrobatics: 1d4 Darkvision Poison Resistance 5, Unholy Resistance 1, Holy Weakness 1
These undead sentinels commonly defend tombs and other places where it is impractical to use living soldiers. Some arise from the grave spontaneously through their own desire to protect something.
(Action) Decapitate [Gear]
If the Skeletal Guardian rolls the maximum result on the Hit dice, the Damage dice are automatically maximized.
Hit 1d8
Damage 1d8 (Piercing 2)
(Action) Bone Claw
Hit 1d10
Damage 1d8
(Reaction) Scutum [Gear]
If the result of the Miss dice is a 1, this Reaction becomes unusable until the end of the scenario.
Miss 1d12
(Reaction) Fleshless Body
Defense 1d4
(Strategy) Burial Gaze
Force one enemy within range 1 to Move into the occupied section, or one enemy in the occupied section is Immobilized until the end of their next turn.

Snow Hound (Qiqirin)

Snow Hound Level 2 Adversary Mook Blaster HP: 8
Initiative: 1d8 Acrobatics: 1d12 Low-light Vision Ice Resistance 1, Fire Weakness 1
Residing in the frigid corners of the world, this canine is armed with an icy breath cold enough to affect other heavily-coated beasts that it shares environments with.
(Action) Winter Breath
This Action does not target the Snow Hound.
Area Attack
Hit 1d6
Damage 1d6 (Piercing 2) Ice
(Reaction) Dodge
Miss 1d6

Thorn Shriek

Thorn Shriek Level 2 Adversary Mini-boss Artillery HP: 30
Initiative: 1d8 Immobile Fire Weakness 1
The thorn shriek is a territorial tree found in certain fae realms, brought to the mortal plane mostly to act as a guardian. It's next to impossible to control, however, so those who do so typically need alternative, often hidden, routes to avoid it.
(Action) Thorn Barrage
Reach 3
Hit 1d10
Damage 1d10 Poison
(Reaction) Lashing Rebuke
This Reaction can only be played against melee attacks.
Miss 1d8
Damage 1d6 Poison
(Reaction) Wooden Exterior
Defense 1d4
(Interrupt) Shriek
Trigger An enemy at range 3 or greater begins an Incantation.
Effect Roll 1d8; the triggering enemy rolls 1d6. If the Thorn Shriek's result is higher than the enemy's, the Incantation is canceled.


Triffid Level 2 Adversary Regular Brawler HP: 16
Initiative: 1d4 Acrobatics: 1d4 Fire Weakness 1
This mobile, carnivorous plant walks upon three root-like protrusions and sports a highly venomous stinger. It slays prey with the poison, then plants atop them to absorb the nutrients.
(Action) Venomous Lash
Hit 1d8
Damage 1d4 + 1d6 Poison
Special If the target takes damage, they are Debilitated until the end of the scenario.
(Reaction) Dodge
Miss 1d6

Unseelie Fallen

Deckless Variant: The Cackling Detonation Action's Damage dice level is increased by 1 whenever the Unseelie Fallen is not Confused. The Unseelie Fallen possesses a Tarnished Chime, but it can't use it if it is Muddled.

Unseelie Fallen Level 2 Adversary Boss Blaster HP: 58
Initiative: 1d12 Acrobatics: 1d8 Unholy Resistance 1, Holy Weakness 1
Few are the laws that the Unseelie must follow, as foul mischief is of the culture. Only the most depraved would break one of these laws, but upon doing so, they are able to pursue the most twisted arts without fear of immediate consequence. Chief among these is the creation of Nibelung servants.
(Action) Laughing Skull [Non-hostile]
Range 1
Summon a Laughing Skull mook into the target section. The Laughing Skull acts on initiative 0 and can Fly 1. It has 6 HP.
(Action) Cackling Detonation
This Action targets all sections containing a Laughing Skull.
Area Attack
Incantation 1
Damage 2d4 (Piercing 3) Unholy
Special All Laughing Skulls explode, reducing them to 0 HP.
(Reaction) Chilling Gaze
Miss 1d6
Defense 1d4
Damage 1d4 Ice

Wood Fiend

Wood Fiend Level 2 Adversary Mook Defender HP: 10
Initiative: 1d6 Acrobatics: 1d4 Fire Weakness 1
This strange creature is a cross between plant and animal. Rather tree-shaped and covered in a bark exterior, it grabs onto prey with its branch-like appendages. Relatively easy to tame, they are often in the employ of outlaws and hedge witches.
(Action) Grasping Branches
Increase all dice levels by 1 against targets Grabbed by the Wood Fiend.
Reach 1
Hit 1d6
Damage 1d6
Special Force the target to Move into the occupied section (if not already present). The target is Grabbed.
(Reaction) Bark Skin
Miss 1d4
Defense 1d4
analects_book_4_part_1_chapter_2.txt · Last modified: 2018/12/10 06:48 by triptycho