User Tools

Site Tools


analects_book_4_part_1_chapter_3

This is an old revision of the document!


A PCRE internal error occured. This might be caused by a faulty plugin

====== Analects Book 4 Part 1: Adversaries ====== [[analects|Back to Analects Table of Contents]] ===== Chapter 3: Level 3 ===== Prev: [[analects_book_4_part_1_chapter_2|Adversaries Level 2]] The following tables provide a collection of [[adversary|Adversaries]] at [[level|level]] 3. 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_4|Adversaries Level 4]] ===== Level 3 Adversaries Table ====== ^ Adversary ^ Rank ^ Type ^ HP ^ Init ^ ^ [[analects_book_4_part_1_chapter_3#cultist_killer|Cultist Killer]] | Mook | Artillery | 9 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_3#clockwork_sentry|Clockwork Sentry]] | Mook | Blaster | 10 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_3#resentful_spirit|Resentful Spirit]] | Mook | Blaster | 1 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_3#cultist_fanatic|Cultist Fanatic]] | Mook | Brawler | 13 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_3#zombie|Zombie]] | Mook | Defender | 11 | 1d4 ^ ^ [[analects_book_4_part_1_chapter_3#cultist_votary|Cultist Votary]] | Mook | Support | 10 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_3#dragonfly|Dragonfly]] | Regular | Artillery | 18 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_3#gluttonmuck|Gluttonmuck]] | Regular | Blaster | 18 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_3#fenodyr_strongling|Fenodyr Strongling]] | Regular | Brawler | 19 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_3#fenodyr_grunt|Fenodyr Grunt]] | Regular | Defender | 20 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_3#lode_spider|Lode Spider]] | Regular | Defender | 19 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_3#possessed_tome|Possessed Tome]] | Regular | Support | 17 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_3#sacrificial_altar|Sacrificial Altar]] | Regular | Support | 23 | 1d4 ^ ^ [[analects_book_4_part_1_chapter_3#fenodyr_mage|Fenodyr Mage]] | Mini-boss | Artillery | 36 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_3#mandragora|Mandragora]] | Mini-boss | Blaster | 35 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_3#gargoyle|Gargoyle]] | Mini-boss | Brawler | 34 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_3#cultist_enforcer|Cultist Enforcer]] | Mini-boss | Defender | 43 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_3#kirin|Kirin]] | Mini-boss | Support | 38 | 1d8 ^ \\ ===== Level 3 Adversary Entries ===== ==== Clockwork Sentry ==== ^ Clockwork Sentry ^ Level 3 Adversary ^ Mook ^ Blaster ^ HP: 10 ^ ^ Initiative: 1d8 ^ Acrobatics: 1d4 ^ Sightless Vision ^ Poison Resistance 5, Lightning Weakness 1 ^^ | //These mechanical devices, powered by faint magic, are armed with a strange oil-like spray and a fire emitter. They typically protect areas from unwanted intruders, though most are ancient and now simply protect against everything.// ||||| ^ (Action) Viscous Spray ||||| | This Action does not target the Clockwork Sentry. ||||| ^ Area Attack | |||| ^ Reach | 2 |||| ^ Hit | 1d8 |||| ^ Damage | 1d8 |||| ^ Special | The target suffers -2 Mind and gains +1 Fire Weakness until the end of the scenario. |||| ^ (Action) Flamethrower ||||| | This Action does not target the Clockwork Sentry. ||||| ^ Area Attack | |||| ^ Reach | 1 |||| ^ Hit | 1d8 |||| ^ Damage | 2d4 Fire |||| ^ (Reaction) Defensive Routines ||||| ^ Miss | 1d4 |||| ^ Defense | 1d4 |||| ^ Damage | 1d4 Poison |||| \\ ==== Cultist Enforcer ==== ^ Cultist Enforcer ^ Level 3 Adversary ^ Mini-boss ^ Defender ^ HP: 40 ^ ^ Initiative: 1d8 ^ Acrobatics: 1d6 ^^^^ | //This tough, burly figure carries a large two-handed club and wears heavy armor. Charged with protection of cult members, this adversary can also readily be reused for other types of bodyguards.// ||||| ^ Notes | The Cultist Enforcer equips an Oslop and Scale Armor, reducing its base Skill by 1. |||| ^ (Action) Power Swing [Gear] ||||| ^ Hit | 1d8 |||| ^ Damage | 1d10 |||| ^ Special | The Cultist Enforcer gains +1 Power. |||| ^ (Reaction) Dodge ||||| ^ Miss | 1d6 |||| ^ Defense | 1d4 |||| ^ (Strategy) Enforce ||||| | Enemies the Cultist Enforcer hits with an Action this turn cannot play Actions against targets other than the Cultist Enforcer until the end of the enemy's next turn. The Cultist Enforcer gains +1 Resilience. ||||| \\ ==== Cultist Fanatic ==== ^ Cultist Fanatic ^ Level 3 Adversary ^ Mook ^ Brawler ^ HP: 10 ^ ^ Initiative: 1d8 ^ Acrobatics: 1d8 ^^^^ | //Driven to fanaticism as a result of either their faith or fell ritual, these cultists swing massive spiked hammers about with abandon.// ||||| ^ Notes | The Cultist Fanatic equips a Maul and a Padded Jack. |||| ^ (Action) Swing at the Head [Gear] ||||| ^ Hit | 1d6 |||| ^ Damage | 1d12 (Piercing 2) |||| ^ Special | The target suffers -1 Mind. |||| ^ (Reaction) Dodge ||||| ^ Miss | 1d6 |||| \\ ==== Cultist Killer ==== ^ Cultist Killer ^ Level 3 Adversary ^ Mook ^ Artillery ^ HP: 9 ^ ^ Initiative: 1d10 ^ Acrobatics: 1d10 ^^^^ | //These cult-aligned assassins have minimal training and skill, but the poison darts they prefer are no less lethal for it.// ||||| ^ Notes | The Cultist Killer equips a Blowpipe and Poison Darts. |||| ^ (Action) Double Darts [Gear] ||||| ^ Range | 2 |||| ^ Hit | 1d10 |||| ^ Damage | 1d6 Poison |||| ^ (Reaction) Dodge ||||| ^ Miss | 1d6 |||| \\ ==== Cultist Votary ==== ^ Cultist Votary ^ Level 3 Adversary ^ Mook ^ Support ^ HP: 10 ^ ^ Initiative: 1d6 ^^ Acrobatics: 1d4 ^^^ | //Through devout prayer and song, these cultists, typically initiates, invoke fell powers through their rites.// ||||| ^ Notes | The Cultist Votary equips a Warding Charm. |||| ^ (Action) Beseech [Non-hostile] ||||| ^ Incant | 2 |||| ^ Special | Allies within range 3 recover 2d4 lost HP and restore all Stat Tracks. |||| ^ (Action) Droning Chant ||||| ^ Range | 3 |||| ^ Special | The target suffers -2 Power or -2 Resilience (Cultist Votary's choice) until the end of their next turn. The Cultist Votary or an ally it can see gains +1 to any one stat track. |||| ^ (Reaction) Warded Casting [Gear] ||||| ^ Miss | 1d4 |||| ^ Special | The Cultist Votary may begin an Incantation. |||| ^ (Strategy) Faithful Guard [Gear] ||||| | The Miss dice level of //Warded Casting// is increased by 2 until the start of the Cultist Votary's next turn. ||||| \\ ==== Dragonfly ==== ^ Dragonfly ^ Level 3 Adversary ^ Regular ^ Artillery ^ HP: 18 ^ ^ Initiative: 1d12 ^ Acrobatics: 1d10 ^^ Fire Resistance 1, Ice Weakness 1 ^^ | //About the size of an albatross, this large flying insect gets its name from its fiery breath, though in truth it compares quite poorly to that of an actual dragon.// ||||| ^ (Action) Spitfire ||||| ^ Range | 3 |||| ^ Hit | 1d10 |||| ^ Damage | 2d4 (Piercing 3) Fire |||| ^ (Action) Fangs ||||| ^ Hit | 2d4 |||| ^ Damage | 1d6 + 1d4 Poison |||| ^ (Reaction) Flit Away ||||| ^ Miss | 1d8 |||| ^ (Strategy) Soar ||||| | Fly 1. Gain +1 Resilience. Suffer -1 Power. ||||| \\ ==== Fenodyr Grunt ==== ^ Fenodyr Grunt ^ Level 3 Adversary ^ Regular ^ Defender ^ HP: 20 ^ ^ Initiative: 1d8 ^ Acrobatics: 1d6 ^^ Ice Resistance 1, Fire Weakness 1 ^^ | //Commonly found in wintry fae realms, this staunch, tough, and rather gruesome-looking fighter employs a brutish wrestling style to crush and puncture foes.// ||||| ^ (Action) Clawed Grapple ||||| ^ Hit | 1d12 |||| ^ Damage | 1d10 |||| ^ Special | The target is Grabbed and suffers -1 Resilience. |||| ^ (Reaction) Fur Hide ||||| ^ Miss | 1d6 |||| ^ Defense | 1d6 |||| \\ ==== Fenodyr Mage ==== ^ Fenodyr Mage ^ Level 3 Adversary ^ Mini-boss ^ Artillery ^ HP: 36 ^ ^ Initiative: 1d6 ^ Acrobatics: 1d6 ^^ Ice Resistance 1, Fire Weakness 1 ^^ | //These white-furred fae were outcast from the courts due to their fondness for aggression. Their mages wield potent ice magic reflective of their preferred climate.// ||||| ^ (Action) Cold Snap ||||| ^ Range | 4 |||| ^ Incant | 1 |||| ^ Damage | 1d10 (Piercing 3) Ice |||| ^ Special | The target suffers -2 Skill. |||| ^ (Action) Lance of Winter ||||| | The Fenodyr Mage may begin an Incantation. ||||| ^ Range | 3 |||| ^ Hit | 1d12 |||| ^ Damage | 1d8 (Piercing 3) Ice |||| ^ (Reaction) Warp ||||| ^ Miss | 2d4 |||| ^ Special | Teleport 1 (Height 2). |||| ^ (Strategy) Fae Step ||||| | Teleport 1 (Height 2). The Fenodyr Mage gains +1 Mind. ||||| \\ ==== Fenodyr Strongling ==== ^ Fenodyr Strongling ^ Level 3 Adversary ^ Regular ^ Brawler ^ HP: 19 ^ ^ Initiative: 1d6 ^ Acrobatics: 1d8 ^^ Ice Resistance 1, Fire Weakness 1 ^^ | //Fenodyr commonly have a mercenary society, and stronglings are highly valued. Their ability to toss enemies around as if they were weightless makes them fearsome and daunting foes.// ||||| ^ (Action) Launch ||||| ^ Hit | 1d10 |||| ^ Damage | 2d4 |||| ^ Special | Force the target to Move 1 (Height 1). This can be used to launch the target straight up in the occupied section instead, in which case the target suffers falling damage from Height 1 (1d6). |||| ^ (Reaction) Fur Hide ||||| ^ Miss | 2d4 |||| ^ Defense | 1d2 |||| \\ ==== Gargoyle ==== ^ Gargoyle ^ Level 3 Adversary ^ Mini-boss ^ Brawler ^ HP: 34 ^ ^ Initiative: 1d12 ^ Acrobatics: 1d12 ^ Darkvision ^ Fire Resistance 1, Lightning Resistance 1, Acid Weakness 1 ^^ | //Sporting sharp claws and membrane wings, the gargoyle's most unique trait is its ability to turn itself to stone, which it does for both sleep and protection.// ||||| ^ (Action) Springing Rake ||||| | Fly 1 before or after the attack. This Action can be used strictly to grant the movement (in which case it is non-hostile). ||||| ^ Hit | 1d12 |||| ^ Damage | 3d4 |||| ^ (Reaction) Stone Form ||||| | The Gargoyle cannot Fly on its next turn. If the target's Action doesn't deal Acid damage, reduce any Piercing on the Action by 2. ||||| ^ Miss | 1d4 |||| ^ Defense | 1d4 |||| ^ (Strategy) Flight ||||| | Fly 1. The Gargoyle gains +1 Power. ||||| \\ ==== Gluttonmuck ==== ^ Gluttonmuck ^ Level 3 Adversary ^ Regular ^ Blaster ^ HP: 18 ^ ^ Initiative: 1d6 ^ Acrobatics: 1d4 ^ Aquatic, Darkvision ^ Acid Resistance 1, Lightning Weakness 1 ^^ | //Brown-colored, voracious, and highly acidic, the gluttonmuck dissolves and devours any form of life it can manage to come into contact with. Though it moves well in the water, it prefers the shallows of dank caves and similar environments.// ||||| ^ (Action) Corrosive Spray ||||| | This Action does not target the Gluttonmuck. This Action can target two adjacent sections within range. ||||| ^ Area Attack | |||| ^ Range | 2 |||| ^ Incant | 1 |||| ^ Hit | 1d12 |||| ^ Damage | 2d4 (Piercing 4) Acid |||| ^ Special | The target suffers -1 Power and -1 Resilience. |||| ^ (Reaction) Acidic Surface ||||| | The Gluttonmuck cannot lose its Incantation as a result of suffering damage. This Action loses its Damage entry against ranged and reach attacks. ||||| ^ Miss | 1d6 |||| ^ Defense | 1d4 |||| ^ Damage | 1d4 Acid |||| \\ ==== Kirin ==== ^ Kirin ^ Level 3 Adversary ^ Mini-boss ^ Support ^ HP: 38 ^ ^ Initiative: 1d8 ^ Acrobatics: 1d8 ^ Luminous ^ Holy Resistance 2, Fire Resistance 1, Unholy Weakness 2 ^^ | //This magical deer-like fae creature commonly defends sacred grounds and weaker fae. They are often revered as pets of certain gods.// ||||| ^ (Action) Dancing Lights ||||| ^ Range | 3 |||| ^ Hit | 1d10 |||| ^ Damage | 1d10 (Piercing 4) Holy |||| ^ Special | The Kirin or an ally within range 1 recovers 1d4 lost HP. |||| ^ (Strategy) Gallop ||||| | Move 1. ||||| ^ (Strategy) Coat of Brilliance ||||| | The Kirin or an ally within range 1 gains +1 Skill and is affected with //Coat of Brilliance// until the start of the Kirin's next turn. ||||| ^ (Interrupt) Coat of Light ||||| ^ Trigger | An enemy damages an entity affected by //Coat of Brilliance//. |||| ^ Effect | The triggering enemy suffers 1d6 Holy damage. |||| \\ ==== Lode Spider ==== ^ Lode Spider ^ Level 3 Adversary ^ Regular ^ Defender ^ HP: 19 ^ ^ Initiative: 1d6 ^ Acrobatics: 1d6 ^ Poison Resistance 3, Fire Resistance 1, Ice Resistance 1, Acid Weakness 1 ^^^ | //Covered in a rock-like exoskeleton, this big mountainous arachnid uses its magical gravity web to catch and feast on large birds. It can use similar magic to propel itself at attackers in self-defense.// ||||| ^ (Action) Gravity Web ||||| | This Action only targets enemies. ||||| ^ Area Attack | |||| ^ Range | 3 |||| ^ Incant | 1 |||| ^ Damage | 1d6 (Piercing 6) |||| ^ Special | The target is Grabbed, suffers -2 Skill, and cannot Fly until the end of the scenario. |||| ^ (Action) Magnet Leap ||||| | The Lode Spider may begin an Incantation. ||||| ^ Hit | 2d4 |||| ^ Damage | 1d12 |||| ^ Special | The target suffers -1 Skill. |||| ^ (Reaction) Rock Body ||||| | This Reaction loses its Special entry against ranged attacks and attacks without Hit entries. ||||| ^ Miss | 1d8 |||| ^ Defense | 1d4 |||| ^ Special | The target suffers -2 Power. |||| \\ ==== Mandragora ==== ^ Mandragora ^ Level 3 Adversary ^ Mini-boss ^ Blaster ^ HP: 35 ^ ^ Initiative: 1d8 ^ Acrobatics: 1d12 ^ Darkvision ^ Unholy Resistance 2, Fire Resistance 1, Holy Weakness 1, Ice Weakness 1 ^^ | //A common low-ranking demon, the mandragora is short and largely human-shaped with hairless purple skin. Physically weak, they rely entirely on abyssal magics.// ||||| ^ (Action) Scourge ||||| ^ Area Attack | |||| ^ Range | 3 |||| ^ Incantation | 1 |||| ^ Damage | 1d8 (Piercing 3) Unholy |||| ^ Special | The target suffers -2 Resilience. |||| ^ (Action) Dark Chant ||||| | The Mandragora may begin an Incantation. ||||| ^ Range | 2 |||| ^ Damage | 1d4 (Piercing 4) Unholy |||| ^ (Reaction) Abyssal Rebuke ||||| | If the Mandragora's Incantation is canceled due to suffering damage, the target suffers 1d6 Unholy damage. ||||| ^ Miss | 1d8 |||| ^ Damage | 1d4 Unholy |||| ^ (Strategy) Wink ||||| | Teleport 1. The Mandragora gains +1 Resilience. ||||| \\ ==== Possessed Tome ==== ^ Possessed Tome ^ Level 3 Adversary ^ Regular ^ Support ^ HP: 17 ^ ^ Initiative: 1d6 ^ Acrobatic ^ Immobile, Sightless Vision ^ Poison Resistance 5, Unholy Resistance 2, Fire Weakness 1, Holy Weakness 1 ^^ | //This book, filled with fell passages, has been possessed by a demon or evil spirit. It floats about, casting random curses on unwanted intruders.// ||||| ^ (Action) Flip Pages ||||| | This Action cannot be played against a target that was subjected to //Flip Pages// within this round or the previous. Ignore any effects that require the Possessed Tome to play Actions against specific targets. ||||| ^ Reach | 4 |||| ^ Special | Roll 1d4. On a result of 1, the target suffers -2 Power. On a result of 2, the target suffers -2 Resilience. On a result of 3, the target suffers -2 Mind. On a result of 4, the target suffers -2 Skill. |||| ^ (Reaction) Cursed Spine ||||| ^ Miss | 1d8 |||| ^ Damage | 1d6 Unholy |||| ^ (Strategy) Hover ||||| | Fly 1. ||||| \\ ==== Resentful Spirit ==== ^ Resentful Spirit ^ Level 3 Adversary ^ Mook ^ Blaster ^ HP: 1 ^ ^ Initiative: 1d12 ^ Acrobatic ^ Darkvision ^^^ | //This ghost is filled with rage, often a result of the injustice of its death or the treatment of its body afterward. It lashes out at the living with energies that manifest as electricity.// ||||| ^ (Action) Unleash Rage ||||| ^ Area Attack | |||| ^ Range | 1 |||| ^ Hit | 1d12 |||| ^ Damage | 1d6 (Piercing 3) Lightning |||| ^ Defense | 1d4 |||| ^ Special | The target suffers -2 Power. |||| ^ (Reaction) Vengeful Discharge ||||| ^ Miss | 1d12 |||| ^ Damage | 1d8 (Piercing 2) Lightning |||| ^ (Strategy) Ghost Walk ||||| | Phase 1. ||||| \\ ==== Sacrificial Altar ==== ^ Sacrificial Altar ^ Level 3 Adversary ^ Regular ^ Support ^ HP: 23 ^ ^ Initiative: 1d4 ^ ^ Immobile ^ Poison Resistance 5, Unholy Resistance 2, Holy Weakness 2, Acid Weakness 1 ^^ | //Covered in the dried blood of victims slain upon it, this altar draws power from those deaths and confers it onto the servants and allies of whoever performed the rites.// ||||| ^ (Action) Cursed Aura ||||| ^ Area Attack | |||| ^ Defense | 1d8 |||| ^ Special | Enemy targets suffer 1 damage at the start of their turns until the end of the scenario (this is cumulative). Ally targets gain +1 Mind. |||| ^ (Reaction) Sturdy Build ||||| | This Reaction can only be played against enemies outside the occupied section. ||||| ^ Defense | 1d12 |||| ^ (Assist) Bloody Rewards ||||| ^ Trigger | An ally within range 3 plays an Action. |||| ^ Effect | The triggering ally immediately gains +2 Power. |||| \\ ==== Zombie ==== ^ Zombie ^ Level 3 Adversary ^ Mook ^ Defender ^ HP: 11 ^ ^ Initiative: 1d4 ^ Acrobatics: 1d4 ^ Darkvision ^ Poison Resistance 5, Unholy Resistance 1, Holy Weakness 1 ^^ | //The most standard form of animated corpse, zombies are mindless, readily controlled by the necromancer that raised them. Some rise spontaneously from unusual events, in which case they strike out randomly at the living.// ||||| ^ (Action) Takedown ||||| ^ Hit | 2d4 |||| ^ Damage | 1d10 |||| ^ Special | The target is Grabbed and suffers -1 Resilience. |||| ^ (Reaction) Undead Flesh ||||| ^ Miss | 1d6 |||| ^ Defense | 1d2 ||||

analects_book_4_part_1_chapter_3.1558021718.txt.gz · Last modified: 2019/05/16 08:48 by triptycho