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====== Analects Book 4 Part 1: Adversaries ====== [[analects|Back to Analects Table of Contents]] ===== Chapter 2: Level 2 ===== Prev: [[analects_book_4_part_1_chapter_1|Adversaries Level 1]] The following tables provide a collection of [[adversary|Adversaries]] at [[level|level]] 2. 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_3|Adversaries Level 3]] ===== Level 2 Adversaries Table ====== ^ Adversary ^ Rank ^ Type ^ HP ^ Init ^ ^ [[analects_book_4_part_1_chapter_2#rookie_sharpshooter|Rookie Sharpshooter]] | Mook | Artillery | 8 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_2#snow_hound_qiqirin|Snow Hound]] | Mook | Blaster | 8 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_2#bolt_rat|Bolt Rat]] | Mook | Brawler | 8 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_2#rookie_guard|Rookie Guard]] | Mook | Brawler | 8 | 1d4 ^ ^ [[analects_book_4_part_1_chapter_2#wood_fiend|Wood Fiend]] | Mook | Defender | 10 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_2#mindfang_spider|Mindfang Spider]] | Mook | Support | 9 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_2#mournful_ghost|Mournful Ghost]] | Mook | Support | 1 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_2#archer_cadet|Archer Cadet]] | Regular | Artillery | 16 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_2#flamebelch_jeopard|Flamebelch Jeopard]] | Regular | Artillery | 17 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_2#silk_spider|Silk Spider]] | Regular | Blaster | 15 | 1d20 ^ ^ [[analects_book_4_part_1_chapter_2#crawling_corpse|Crawling Corpse]] | Regular | Brawler | 18 | 1d4 ^ ^ [[analects_book_4_part_1_chapter_2#triffid|Triffid]] | Regular | Brawler | 16 | 1d4 ^ ^ [[analects_book_4_part_1_chapter_2#foot_soldier|Foot Soldier]] | Regular | Defender | 16 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_2#mistling|Mistling]] | Regular | Support | 16 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_2#thorn_shriek|Thorn Shriek]] | Mini-boss | Artillery | 30 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_2#hobby_lantern|Hobby Lantern]] | Mini-boss | Blaster | 30 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_2#red_ooze|Red Ooze]] | Mini-boss | Brawler | 31 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_2#skeletal_guardian|Skeletal Guardian]] | Mini-boss | Defender | 32 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_2#petty_officer|Petty Officer]] | Mini-boss | Support | 33 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_2#nibelung_assassin|Nibelung Assassin]] | Boss | Artillery | 56 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_2#unseelie_fallen|Unseelie Fallen]] | Boss | Blaster | 58 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_2#burning_bones|Burning Bones]] | Boss | Brawler | 60 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_2#coral_lance|Coral Lance]] | Boss | Defender | 64 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_2#guard_captain|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 |||| ^ Special | The target suffers -1 Power and -1 Resilience. |||| ^ (Reaction) Lucky Dodge ||||| | The Bolt Rat wins ties with this Reaction. ||||| ^ Miss | 1d6 |||| ^ Damage | 1d4 Lightning |||| \\ ==== Burning Bones ==== Deckless Variant: The //Flaming Hands// Action may be played as an Area Attack (against any reachable section) that does not target the Burning Bones. The //Fire Wreath// Reaction reduces enemy Piercing values by 1. ^ 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 ||||| ^ Reach | 1 |||| ^ Hit | 1d10 |||| ^ Damage | 1d4 + 1d6 Fire |||| ^ (Reaction) Fire Wreath ||||| | This Reaction loses its Damage entry against ranged or reach attacks. ||||| ^ Defense | 1d4 |||| ^ Damage | 1d4 Fire |||| ^ (Reaction) Dodge ||||| ^ Miss | 1d6 |||| ^ (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. If the Burning Bones has 30HP or fewer remaining, this effect increases to +2 and also applies to enemies in adjacent sections. ||||| \\ ==== Coral Lance ==== Deckless Variant: As a Strategy, 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 | 1d8 |||| ^ 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 1d4 Lightning damage (this is not cumulative). |||| ^ (Action) Stormvenom Sting ||||| ^ Reach | 1 |||| ^ Hit | 1d8 |||| ^ 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 1d4 Lightning damage (this is not cumulative). |||| ^ (Reaction) Spines ||||| | Reduce any Piercing on the target's Action by 1. This Reaction loses its Damage entry against ranged and reach attacks. ||||| ^ Defense | 1d4 |||| ^ Damage | 1d4 |||| \\ ==== 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, a new level 2 mook is added to the scenario (recommended: [[analects_book_4_part_1_chapter_2#rookie_sharpshooter|Rookie Sharpshooter]] or [[analects_book_4_part_1_chapter_2#rookie_guard|Rookie Guard]]). Instead of a Riding Horse, the Guard Captain rides a [[analects_book_1_chapter_6#light_war_horse|Light War Horse]]. ^ 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.// ||||| ^ Notes | The Guard Captain equips a Bearded Axe, a Kite Shield, and Brigandine. |||| ^ (Mount) Riding Horse ||||| | The Guard Captain's Move speed is 2 when not swimming. The Guard Captain cannot climb. ||||| ^ (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] ||||| | One ally the Guard Captain can see restores any one Stat Track, gains +1 Power, and may play an Action. If the Guard Captain has 23HP or fewer remaining, it restores its Power and may draw a card. ||||| ^ (Reaction) Dodge ||||| ^ Miss | 1d6 |||| ^ Defense | 1d4 |||| ^ (Strategy) Cavalry Guard [Gear] ||||| | Until the start of the Guard Captain's next turn, the Miss dice level for //Dodge// is increased 2 levels while it is mounted. ||||| \\ ==== Hobby Lantern ==== ^ Hobby Lantern ^ Level 2 Adversary ^ Mini-boss ^ Blaster ^ HP: 30 ^ ^ Initiative: 1d10 ^ Acrobatic ^ 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 ||||| | Allies in the section gain +2 Power. The Hobby Lantern may force one target in the section to Move 1 (after damage is dealt). These effects are applied only once, not once for each target. ||||| ^ Area Attack | |||| ^ Incant | 1 |||| ^ Range | 3 |||| ^ Damage | 1d10 (Piercing 3) Holy |||| ^ (Reaction) Fade ||||| ^ Miss | 1d6 |||| ^ Special | The Hobby Lantern gains +1 Resilience. |||| ^ (Strategy) Spooky Light ||||| | Gain an Incantation charge. The Hobby Lantern cannot play an Action from its hand this 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 | 2d4 |||| ^ Damage | 1d6 (Piercing 3) Unholy |||| ^ Special | The suffers -2 Mind. The Mindfang Spider gains +1 Mind. |||| ^ (Reaction) Dodge ||||| ^ Miss | 1d6 |||| \\ ==== Mistling ==== ^ 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. The Nibelung Assassin possesses a [[analects_book_1_chapter_6#dark_mote|Dark Mote]]. ^ Nibelung Assassin ^ Level 2 Adversary ^ Boss ^ Artillery ^ HP: 56 ^ ^ 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.// ||||| ^ Notes | The Nibelung Assassin has 12 Bone Knives. |||| ^ (Action) Bone Knife [Gear] ||||| ^ Thrown | 2 |||| ^ Hit | 1d8 |||| ^ Damage | 1d4 + 1d4 Poison |||| ^ Special | The target suffers -1 Skill. |||| ^ (Reaction) Scurry ||||| | If the Nibelung Assassin suffers damage, it may Move 1. ||||| ^ Miss | 1d6 |||| ^ Special | The Nibelung Assassin gains +1 Skill. |||| ^ (Strategy) Knife Flurry ||||| | If the Nibelung Assassin has a Bone Knife equipped in each hand, it may play an Action from both of them this turn. If the Nibelung Assassin has 25HP or fewer remaining, it may 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.// ||||| ^ Notes | The Petty Officer equips a Winged Spear and a Hauberk. |||| ^ (Mount) Riding Horse ||||| | The Petty Officer's Move speed is 2 when not swimming. The Petty Officer cannot climb. ||||| ^ (Action) Skewer [Gear] ||||| ^ Hit | 1d8 |||| ^ Damage | 1d10 (Piercing 2) |||| ^ Defense | 1d2 |||| ^ (Action) Command Ally [Non-hostile] ||||| | An ally within range 2 gains +1 Skill and may play an Action. ||||| ^ (Reaction) Dodge ||||| ^ 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 | 1d8 |||| ^ (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.// ||||| ^ Notes | The Rookie Guard equips a Glaive and Lamellar Armor. |||| ^ (Action) Strike [Gear] ||||| ^ Reach | 1 |||| ^ Hit | 1d10 |||| ^ Damage | 1d8 |||| ^ Special | If the target is in the occupied section, the Rookie Guard may force the target to Move 1. |||| ^ (Reaction) Dodge ||||| ^ Miss | 1d4 |||| ^ Defense | 1d2 |||| \\ ==== Rookie Sharpshooter ==== ^ Rookie Sharpshooter ^ 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.// ||||| ^ Notes | The Rookie Sharpshooter equips a Lever Crossbow and Hardened Leather. |||| ^ (Action) Standard Bolt [Gear] ||||| ^ Range | 3 |||| ^ Hit | 1d8 |||| ^ Damage | 1d6 (Piercing 2) |||| ^ (Reaction) Dodge ||||| | This Reaction loses its Defense entry against melee attacks. ||||| ^ Miss | 1d4 |||| ^ Defense | 1d4 |||| \\ ==== 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.// ||||| ^ Notes | The Skeletal Guardian equips a Falchion and an Adarga. |||| ^ (Action) Swordplay [Gear] ||||| ^ Hit | 1d8 |||| ^ Damage | 1d8 |||| ^ Special | The target suffers -2 Resilience. |||| ^ (Action) Bone Claw ||||| ^ Hit | 2d4 |||| ^ Damage | 1d8 |||| ^ (Reaction) Fleshless Body ||||| ^ Miss | 1d6 |||| ^ Defense | 1d4 |||| ^ (Strategy) Burial Gaze ||||| | Force one enemy within range 1 to Move into the occupied section; or, one enemy in the occupied section cannot Move until the end of their next turn; or, one ally gains +1 Resilience. The Skeletal Guardian must be able to see the intended target. ||||| \\ ==== 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 | 1d8 |||| ^ Damage | 1d8 (Piercing 2) Ice |||| ^ Special | The target suffers -1 Skill. |||| ^ (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 | 1d8 |||| ^ Damage | 1d10 Poison |||| ^ (Reaction) Lashing Rebuke ||||| | This Reaction can only be played against melee attacks. ||||| ^ Miss | 1d6 |||| ^ 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 ==== ^ 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. The Unseelie Fallen possesses a [[analects_book_1_chapter_3#tarnished_chime|Tarnished Chime]]. ^ 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.// ||||| ^ Notes | If the Unseelie Fallen has 29HP or fewer remaining, it can play ranged Actions even if an enemy is in the occupied section, and it never loses Incantations as a result of damage. |||| ^ (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//. All //Laughing Skulls// explode, reducing them to 0 HP. ||||| ^ Area Attack | |||| ^ Incant | 1 |||| ^ Damage | 2d4 (Piercing 3) Unholy |||| ^ Special | The target suffers -1 Power, Resilience, Mind, and Skill. |||| ^ (Reaction) Chilling Gaze ||||| ^ Miss | 1d6 |||| ^ 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 | 2d4 |||| ^ Damage | 1d8 |||| ^ Special | Force the target to Move into the occupied section (if not already present). The target is Grabbed and suffers -1 Skill. |||| ^ (Reaction) Bark Skin ||||| ^ Miss | 1d4 |||| ^ Defense | 1d4 ||||

analects_book_4_part_1_chapter_2.1558019144.txt.gz · Last modified: 2019/05/16 08:05 by triptycho