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====== Analects Book 4 Part 1: Adversaries ====== [[analects|Back to Analects Table of Contents]] ===== Chapter 4: Level 4 ===== Prev: [[analects_book_4_part_1_chapter_3|Adversaries Level 3]] The following tables provide a collection of [[adversary|Adversaries]] at [[level|level]] 4. 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_5|Adversaries Level 5]] ===== Level 4 Adversaries Table ====== ^ Adversary ^ Rank ^ Type ^ HP ^ Init ^ ^ [[analects_book_4_part_1_chapter_4#hollow|Hollow]] | Mook | Artillery | 11 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_4#ice_bat|Ice Bat]] | Mook | Blaster | 11 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_4#cactus_cat|Cactus Cat]] | Mook | Brawler | 11 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_4#homunculus|Homunculus]] | Mook | Defender | 12 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_4#tomb_cyst|Tomb Cyst]] | Mook | Support | 1 | - ^ ^ [[analects_book_4_part_1_chapter_4#ember_wisp|Ember Wisp]] | Regular | Artillery | 21 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_4#qiqirin_rider|Qiqirin Rider]] | Regular | Blaster | 22 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_4#formicaleun|Formicaleun]] | Regular | Brawler | 22 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_4#bunyip|Bunyip]] | Regular | Defender | 25 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_4#catoblepas|Catoblepas]] | Regular | Support | 21 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_4#addanc|Addanc]] | Mini-boss | Artillery | 40 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_4#clay_shabti|Clay Shabti]] | Mini-boss | Blaster | 41 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_4#miraj|Miraj]] | Mini-boss | Brawler | 44 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_4#amphiptere|Amphiptere]] | Mini-boss | Defender | 46 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_4#caladrius|Caladrius]] | Mini-boss | Support | 40 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_4#bounty_hunter|Bounty Hunter]] | Boss | Artillery | 84 | 1d20 ^ ^ [[analects_book_4_part_1_chapter_4#cultist_prophet|Cultist Prophet]] | Boss | Blaster | 82 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_4#horned_jeopard|Horned Jeopard]] | Boss | Brawler | 86 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_4#earth_elemental|Earth Elemental]] | Boss | Defender | 88 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_4#death_mage|Death Mage]] | Boss | Support | 80 | 1d8 ^ \\ ===== Level 4 Adversary Entries ===== ==== Addanc ==== ^ Addanc ^ Level 4 Adversary ^ Mini-boss ^ Artillery ^ HP: 40 ^ ^ Initiative: 1d10 ^ Acrobatics: 1d4 ^ Aquatic, Darkvision ^ Poison Resistance 2, Lightning Weakness 2 ^^ | //This lake-dwelling creature fires venomous spines at its prey. It can momentarily render itself invisible, allowing it to ambush even in clear waters.// ||||| ^ (Action) Poison Dart ||||| ^ Range | 3 |||| ^ Hit | 1d12 |||| ^ Damage | 2d6 Poison |||| ^ (Action) Gnaw ||||| ^ Hit | 2d4 |||| ^ Damage | 1d10 |||| ^ (Reaction) Scales ||||| ^ Miss | 1d8 |||| ^ Defense | 1d4 |||| ^ (Strategy) Limited Invisibility ||||| | The Addanc becomes Invisible until the end of its turn. ||||| \\ ==== Amphiptere ==== ^ Amphiptere ^ Level 4 Adversary ^ Mini-boss ^ Defender ^ HP: 46 ^ ^ Initiative: 1d10 ^ Acrobatics: 1d12 ^^^^ | //This large feathered serpent sports a pair of beautiful wings. It descends upon prey and coils about them much like many other large snakes.// ||||| ^ (Action) Coil ||||| ^ Hit | 2d6 |||| ^ Special | The target is Grabbed and suffers -2 Resilience. |||| ^ (Action) Constrict ||||| | This Action can only be played against targets the Amphiptere has Grabbed. ||||| ^ Damage | 2d10 |||| ^ (Reaction) Feathered Scales ||||| ^ Miss | 1d8 |||| ^ Defense | 1d6 |||| ^ (Strategy) Flight ||||| | Fly 1. ||||| \\ ==== Bounty Hunter ==== Deckless Variant: The Bounty Hunter is equipped with various trinkets that grant Darkvision and Resistance 1 to all typed damage. ^ Bounty Hunter ^ Level 4 Adversary ^ Boss ^ Artillery ^ HP: 84 ^ ^ Initiative: 1d20 ^ Acrobatics: 1d12 ^ ^ ^^ | //Some bounty hunters are good people seeking justice through dangerous means, but most are bullies and killers thriving on legitimate outlets. Most are cautious by nature, largely because those who aren't die quickly.// ||||| ^ Notes | The Bounty Hunter equips a Lever Crossbow and an Accurate Tabar. |||| ^ (Action) Venom Bolt [Gear] ||||| ^ Range | 4 |||| ^ Hit | 1d12 |||| ^ Damage | 1d6 (Piercing 2) |||| ^ Special | The target suffers an additional 1d6 Poison damage at the end of their next turn (this does not stack). This increases to 1d8 Poison damage if the Bounty Hunter has 42HP or fewer remaining. |||| ^ (Action) Downward Slice [Gear] ||||| ^ Hit | 1d6 + 1d4 |||| ^ Damage | 1d8 (Piercing 2) + 1d4 |||| ^ (Reaction) Escape ||||| ^ Miss | 2d4 |||| ^ Special | The Bounty Hunter may Move 1. |||| ^ (Strategy) Hunter Alacrity ||||| | Until the end of the Bounty Hunter's turn, Actions played against targets that have not yet acted this round gain Special: The Bounty Hunter gains +1 Power. ||||| \\ ==== Bunyip ==== ^ Bunyip ^ Level 4 Adversary ^ Regular ^ Defender ^ HP: 25 ^ ^ Initiative: 1d8 ^ Acrobatics: 1d8 ^ Aquatic ^ ^^ | //This fearsome crocodile-sized freshwater mammal lurks in murky waters, grasping and crushing prey with its powerful jaws.// ||||| ^ (Action) Grip ||||| ^ Hit | 2d6 |||| ^ Special | The target is Grabbed. |||| ^ (Action) Crush ||||| | This Action can only be played against targets the Bunyip has Grabbed. The target cannot play Reactions against this Action. ||||| ^ Damage | 4d4 |||| ^ (Reaction) Dodge ||||| ^ Miss | 1d10 |||| \\ ==== Cactus Cat ==== ^ Cactus Cat ^ Level 4 Adversary ^ Mook ^ Brawler ^ HP: 11 ^ ^ Initiative: 1d10 ^ Acrobatics: 1d12 ^ Low-light Vision ^ Poison Resistance 1 ^^ | //This large desert cat gets its name from the spines that cover its body and the branching of its armored, spiked tail. Territorial and clever, it's a fierce predator.// ||||| ^ (Action) Spiked Tail ||||| ^ Hit | 1d12 |||| ^ Damage | 2d8 |||| ^ (Reaction) Spines ||||| | This Reaction can only be played against melee attacks. This Reaction loses its Damage entry against reach attacks. ||||| ^ Miss | 2d4 |||| ^ Damage | 1d6 |||| ^ (Reaction) Dodge ||||| ^ Miss | 1d8 |||| \\ ==== Caladrius ==== ^ Caladrius ^ Level 4 Adversary ^ Mini-boss ^ Support ^ HP: 40 ^ ^ Initiative: 1d10 ^ Acrobatics: 1d12 ^ Darkvision, Immune: Controlled ^ Unholy Weakness 1 ^^ | //This magical white bird is able to absorb the pain and sickness of other creatures, then heal itself afterward. It is often sent by a god or one of their servants.// ||||| ^ (Action) Empathic Gaze [Non-hostile] ||||| | The Caladrius cannot target itself or another Caladrius. ||||| ^ Range | 2 |||| ^ Special | The target recovers 15 lost HP and restores all Stat Tracks. The Caladrius suffers 10 damage and begins an Incantation. |||| ^ (Action) Recovery [Non-hostile] ||||| ^ Incant | 1 |||| ^ Special | The Caladrius recovers 20 lost HP and restores all Stat Tracks. |||| ^ (Action) Warding Glow ||||| ^ Hit | 1d12 |||| ^ Damage | 2d6 Holy |||| ^ Special | The Caladrius's Reactions gain **Defense:** 1d6 until the start of its next turn. The target suffers -2 Power. |||| ^ (Reaction) Dodge ||||| ^ Miss | 1d10 |||| ^ (Strategy) Flight ||||| | Fly 1. ||||| \\ ==== Catoblepas ==== ^ Catoblepas ^ Level 4 Adversary ^ Regular ^ Artillery ^ HP: 21 ^ ^ Initiative: 1d6 ^ Acrobatics: 1d4 ^ ^ Poison Resistance 2 ^^ | //Originally some form of corporeal undead that maintained their mind and hold on sanity, the hollow has since fallen to madness and despair. Only violence brings it any sense of purpose now.// ||||| ^ (Action) Evil Eye ||||| | This Action cannot be played if the Catoblepas is Debilitated. ||||| ^ Reach | 4 |||| ^ Hit | 1d12 |||| ^ Special | The target is Vulnerable and gains Poison Weakness 1 until the end of the scenario. |||| ^ (Action) Poison Breath ||||| | This Action does not target the Catoblepas. Targets cannot make Defense rolls against this Action. ||||| ^ Area Attack | |||| ^ Damage | 3d4 Poison |||| ^ (Reaction) Scaled Hide ||||| ^ Miss | 1d8 |||| ^ Defense | 1d4 |||| \\ ==== Clay Shabti ==== ^ Clay Shabti ^ Level 4 Adversary ^ Mini-boss ^ Blaster ^ HP: 41 ^ ^ Initiative: 1d6 ^ Acrobatics: 1d4 ^ Darkvision ^ Poison Resistance 5, Holy Weakness 1, Unholy Weakness 1 ^^ | //Animated statues often charged with the defense of tombs, shabtis can be made out of various material depending on the wealth of the buried. This common one is made of clay.// ||||| ^ (Action) Energy Rays ||||| | This Action targets up to 3 enemies. The same enemy cannot be selected as a target multiple times. ||||| ^ Range | 4 |||| ^ Incant | 1 |||| ^ Hit | 1d20 |||| ^ Damage | 1d12 (Piercing 3) |||| ^ Special | The target suffers -1 Skill. |||| ^ (Action) Slam ||||| ^ Hit | 1d12 |||| ^ Damage | 1d10 |||| ^ Special | The Clay Shabti may begin an Incantation. |||| ^ (Reaction) Clay Body ||||| ^ Miss | 1d6 |||| ^ Defense | 1d4 + 1d4 |||| ^ (Interrupt) Random Fire [Automatic] ||||| ^ Trigger | The Clay Shabti's Incantation is canceled as a result of receiving damage. |||| ^ Effect | Immediately play the //Energy Rays// Action against a single random entity (other than the Clay Shabti) within range. |||| \\ ==== Cultist Prophet ==== Deckless Variant: As a Strategy, when not Confused, the Cultist Prophet can affect a section it can see with Dreadmist until the end of its next turn. Sections with Dreadmist are treated as shadowy by enemies. At 41 HP & fewer, when not Muddled, the Cultist Prophet can choose any section with Dreadmist as the origin for Devil Serpent (rather than a section within range 1). ^ Cultist Prophet ^ Level 4 Adversary ^ Boss ^ Blaster ^ HP: 82 ^ ^ Initiative: 1d12 ^ Acrobatics: 1d6 ^^^^ | //The prophet functions as the leader for the cult in matters both spiritual and practical. Most prophets are charismatic and cunning.// ||||| ^ Notes | At 41 HP & fewer, all Actions the Cultist Prophet plays from hand gain the Returning property. |||| ^ (Action) Devil Serpent ||||| | Choose a section adjacent to the target section and target it as well. Then, choose a third section adjacent to the second section and target it as well. Do not target the same section twice. The additional sections do not need to be within range or sight. ||||| ^ Area Attack | |||| ^ Range | 1 |||| ^ Incantation | 1 |||| ^ Damage | 2d6 (Piercing 3) Unholy |||| ^ (Reaction) Eyes of Command ||||| | This Reaction can only be played against melee attacks. ||||| ^ Miss | 2d4 |||| ^ Special | The target suffers -2 Mind. |||| ^ (Reaction) Premonition ||||| ^ Miss | 1d10 |||| ^ Special | The target suffers -1 Skill. |||| \\ ==== Death Mage ==== Deckless Variant: Instead of a Sacrificial Dagger, the Death Mage equips an [[analects_book_1_chapter_3#athame|Athame]]. ^ Death Mage ^ Level 4 Adversary ^ Boss ^ Support ^ HP: 80 ^ ^ Initiative: 1d8 ^ Acrobatics: 1d6 ^ ^ ^^ | //While necromancy is tolerated to varying degrees, death magic is outright banned in the majority of the world's societies. It is distinguished by its use of the living to power its art. Ritualistic sacrifice is a primary component.// ||||| ^ Notes | The Death Mage equips a Sacrificial Dagger and a Tarnished Chime (and possesses one extra Tarnished Chime). |||| ^ (Action) Summon Ghost [Non-hostile] ||||| ^ Range | 3 |||| ^ Incant | 2 |||| ^ Special | Put a [[analects_book_4_part_1_chapter_3#resentful_spirit|Resentful Spirit]] into play in a section within range; it acts next in the Initiative order. |||| ^ (Action) Raise Zombie [Non-hostile] ||||| ^ Incant | 2 |||| ^ Special | Put a [[analects_book_4_part_1_chapter_3#zombie|Zombie]] into play in the occupied section; it acts next in the Initiative order. |||| ^ (Action) Cursed Chant [Gear] ||||| ^ Range | 2 |||| ^ Damage | 1d4 (Piercing 2) Unholy |||| ^ Special | The Death Mage may begin an Incantation. |||| ^ (Reaction) Blood Casting ||||| | The Death Mage does not lose its Incantation. ||||| ^ Damage | 1d2 Unholy |||| \\ ==== Earth Elemental ==== Deckless Variant: Once per round, as a non-hostile Action, the Earth Elemental may teleport to a section containing a Rumbling Earth token. The Earth Elemental gains the following additional Action: ^ (Action) Earth Punch || | This Action must target a section containing a Rumbling Earth token. || ^ Area Attack | | ^ Hit | 2d6 | ^ Damage | 1d10 + 1d4 | ^ Special | Force the target to Move 1. //Earthen Hands// cannot be played against the target until the start of the next round, even from //Grasping Earth//. | ^ Earth Elemental ^ Level 4 Adversary ^ Boss ^ Defender ^ HP: 88 ^ ^ Initiative: 1d10 ^ Acrobatics: 1d4 ^ Darkvision, Immobile ^ Poison Resistance 5, Acid Weakness 1 ^^ | //While beings formed of the other elements come in a variety of types, earth elementals vary only in size and age. Though sentient, they are not especially bright and can usually be eluded or tricked into fighting in open areas.// ||||| ^ (Action) Earthen Hands ||||| ^ Hit | 1d12 |||| ^ Damage | 1d12 |||| ^ Special | The target is Grabbed. |||| ^ (Action) Rumbling Earth [Non-hostile] ||||| | Put a Rumbling Earth token in a section the Earth Elemental can see that is not adjacent to a section already containing a Rumbling Earth token. If the Earth Elemental has 44HP or fewer remaining, add a second token (with the same restrictions). ||||| ^ (Reaction) Stone Form ||||| | If the Earth Elemental hasn't taken Acid damage this scenario, reduce any Piercing on the target's Action by 1. ||||| ^ Miss | 1d6 |||| ^ Defense | 1d6 |||| ^ (Strategy) Meld ||||| | Phase 1 (Height 2). This Strategy can only be played once per round. ||||| ^ (Interrupt) Grasping Earth [Automatic] ||||| ^ Trigger | The round ends. |||| ^ Effect | Play the //Earthen Hands// Action against all enemies occupying a section with a Rumbling Earth token. Then, remove all Rumbling Earth tokens. |||| \\ ==== Ember Wisp ==== ^ Ember Wisp ^ Level 4 Adversary ^ Regular ^ Artillery ^ HP: 21 ^ ^ Initiative: 1d10 ^ Acrobatic ^ Darkvision, Luminous ^ Fire Resistance 2, Ice Weakness 1 ^^ | //This lesser elemental is composed primarily of fire and partially of wind. Almost ethereal in form, it takes on the appearance of a small cloud or animated rope of smouldering ashes.// ||||| ^ (Action) Searing Ash ||||| ^ Reach | 3 |||| ^ Hit | 1d10 |||| ^ Damage | 1d10 Fire |||| ^ Special | The target is Debilitated until the end of their next turn and will suffer 1d4 Fire damage at the start of their next turn. |||| ^ (Reaction) Smoke Cloud ||||| | The target's Action cannot impose the Debilitated or Vulnerable conditions onto the Ember Wisp. ||||| ^ Miss | 2d4 |||| ^ (Strategy) Hover ||||| | Fly 1. ||||| \\ ==== Formicaleun ==== ^ Formicaleun ^ Level 4 Adversary ^ Regular ^ Brawler ^ HP: 22 ^ ^ Initiative: 1d6 ^ Acrobatics: 1d6 ^ ^ ^^ | //This lion-sized beast has the sharp pincers and burrowing feet reminiscent of ants. Dreadfully dim, it is driven entirely by its voracious appetite.// ||||| ^ (Action) Pincer Fangs ||||| ^ Hit | 1d12 |||| ^ Damage | 2d8 |||| ^ Special | The target is Hindered until the end of their next turn. |||| ^ (Reaction) Dodge ||||| ^ Miss | 1d10 |||| ^ (Strategy) Burrow ||||| | Phase 1. The Formicaleun is Immobilized until the end of its next turn. ||||| \\ ==== Hollow ==== ^ Hollow ^ Level 4 Adversary ^ Mook ^ Artillery ^ HP: 11 ^ ^ Initiative: 1d6 ^ Acrobatics: 1d4 ^ Darkvision ^ Poison Resistance 5, Unholy Resistance 1, Holy Weakness 1 ^^ | //Originally some form of corporeal undead that maintained their mind and hold on sanity, the hollow has since fallen to madness and despair. Only violence brings it any sense of purpose now.// ||||| ^ Notes | The Hollow possesses 3 Cursed Falarica. |||| ^ (Action) Cursed Falarica [Gear] ||||| ^ Thrown | 2 |||| ^ Hit | 1d6 + 1d4 |||| ^ Damage | 1d4 (Piercing 1) + 1d4 Fire + 1d4 Unholy |||| ^ Special | If the Cursed Falarica was thrown, the target suffers -2 Mind. |||| ^ (Reaction) Undead Flesh ||||| ^ Miss | 1d8 |||| ^ Defense | 1d4 |||| \\ ==== Homunculus ==== ^ Homunculus ^ Level 4 Adversary ^ Mook ^ Defender ^ HP: 12 ^ ^ Initiative: 1d6 ^ Acrobatics: 1d4 ^ Low-light Vision ^ Poison Resistance 2, Acid Resistance 1, Fire Resistance 1, Ice Resistance 1 ^^ | //This diminuitive lesser golem dutifully serves its creator with minor tasks. Physically weak, it discharges the magical energies that power it in order to protect its master.// ||||| ^ (Action) Discharge ||||| | This Action does not target the Homunculus. ||||| ^ Area Attack | |||| ^ Damage | 1d10 (Piercing 3) Lightning |||| ^ Special | The target is Immobilized until the end of their next turn. |||| ^ (Reaction) False Body ||||| ^ Miss | 1d8 |||| ^ Defense | 1d6 |||| \\ ==== Horned Jeopard ==== Deckless Variant: //Great Leap// may be played twice per round, but it cannot be played whenever the Horned Jeopard is Confused. At 43 HP and fewer, //Gore// gains +1d4 to Hit and Damage, but this bonus is lost for the remainder of the round when the Horned Jeopard plays //Great Leap//, or while Muddled. ^ Horned Jeopard ^ Level 4 Adversary ^ Boss ^ Brawler ^ HP: 86 ^ ^ Initiative: 1d12 ^ Acrobatics: 1d10 ^^^^ | //Jeopards are strange beasts, being somewhere between a donkey and a large cat while not seeming to be actually related to either animal. This variety is distinguished by its horn, a fearsome thing it uses to gore foes, often as part of a leaping attack.// ||||| ^ (Action) Gore ||||| ^ Hit | 2d6 |||| ^ Damage | 2d6 (Piercing 2) |||| ^ (Reaction) Kick ||||| | This Reaction can only be played against targets in the occupied section. ||||| ^ Miss | 1d10 |||| ^ Damage | 1d6 |||| ^ Special | The Horned Jeopard may force the target to Move 1. |||| ^ (Reaction) Leather Hide ||||| ^ Miss | 1d8 |||| ^ Defense | 1d4 |||| ^ (Strategy) Great Leap ||||| | Fly 1. The Horned Jeopard gains +1 Skill. This Strategy can only be played once per round, or twice per round if the Horned Jeopard has 43HP or fewer remaining. ||||| \\ ==== Ice Bat ==== ^ Ice Bat ^ Level 4 Adversary ^ Mook ^ Blaster ^ HP: 11 ^ ^ Initiative: 1d10 ^ Acrobatics: 1d6 ^ Darkvision ^ Ice Resistance 2, Fire Weakness 1 ^^ | //For centuries ice bats were mistaken as elementals, but they are now known to be living magical creatures instead. They are found in relatively cool environments, though they tend to avoid the coldest, where many denizens resist their primary form of defense.// ||||| ^ (Action) Icy Breath ||||| ^ Area Attack | |||| ^ Range | 1 |||| ^ Hit | 1d10 |||| ^ Damage | 1d4 (Piercing 1) + 1d6 Ice |||| ^ (Action) Ice Barrage ||||| ^ Hit | 1d10 |||| ^ Damage | 1d6 + 1d4 Ice |||| ^ (Reaction) Winter Aura ||||| | This Reaction loses its Damage entry against ranged and reach attacks. ||||| ^ Miss | 2d4 |||| ^ Damage | 1d4 Ice |||| ^ (Strategy) Flight ||||| | Fly 1. The Ice Bat gains +1 Resilience and +1 Skill. ||||| \\ ==== Miraj ==== ^ Miraj ^ Level 4 Adversary ^ Mini-boss ^ Brawler ^ HP: 44 ^ ^ Initiative: 1d12 ^ Acrobatics: 1d10 ^^ Holy Weakness 1 ^^ | //At first glance this creature looks like a simple rabbit with a cute spiral horn. A closer look reveals a horrific visage that seems utterly unnatural, even demonic.// ||||| ^ (Action) Spiral Horn ||||| ^ Hit | 1d12 |||| ^ Damage | 2d4 (Piercing 1) + 2d4 Unholy |||| ^ (Reaction) Dodge ||||| ^ Miss | 1d12 |||| ^ (Strategy) Fearsome Presence ||||| | Discard a card: Each enemy within range 1 that lacks Fear Resistance must choose to suffer -1 Power, -1 Resilience, or -1 Mind. ||||| \\ ==== Qiqirin Rider ==== ^ Qiqirin Rider ^ Level 4 Adversary ^ Regular ^ Blaster ^ HP: 22 ^ ^ Initiative: 1d10 ^ Acrobatics: 1d6 ^ ^ ^^ | //The Nibelung make the most common riders of snow hound mounts, but some other creatures, such as various fae folk, also manage the feat.// ||||| ^ (Mount) Snow Hound ||||| | The Qiqirin Rider gains Low-light Vision, Ice Resistance 1, and Fire Weakness 1, and its Acrobatics dice level increases by 2. ||||| ^ (Action) Winter Breath [Mount] ||||| | This Action does not target the Qiqirin Rider. ||||| ^ Area Attack | |||| ^ Hit | 1d10 |||| ^ Damage | 1d12 (Piercing 3) Ice |||| ^ (Action) Poisoned Javelin [Gear] ||||| ^ Thrown | 2 |||| ^ Hit | 1d10 |||| ^ Damage | 1d6 + 1d8 Poison |||| ^ (Reaction) Dodge ||||| ^ Miss | 2d4 |||| \\ ==== Tomb Cyst ==== ^ Tomb Cyst ^ Level 4 Adversary ^ Mook ^ Support ^ HP: 1 ^ ^ ^ Acrobatic ^ Immobile, Immune: Stunned ^ ^^ | //Frequently found in underground ruins and deep caverns, this bulbous mass drifts about randomly through the air. The slightest disturbance can cause it to rupture, spewing acidic substances everywhere. Too delicate to intentionally wield, tomb cysts always arise from environments on their own rather than being created by a mage or alchemist. The exact process is not well understood.// ||||| ^ (Interrupt) Drift [Automatic] ||||| ^ Trigger | The round ends. |||| ^ Effect | The Tomb Cyst Flies into a random adjacent section. |||| ^ (Interrupt) Explode [Automatic] ||||| ^ Trigger | The Tomb Cyst is targeted by a Strategy, Action, or Interrupt (apart from its own). |||| ^ Effect | Play the //Acidic Burst// Action against all entities within range 1. Then, remove the Tomb Cyst from play. |||| ^ (Action) Acidic Burst ||||| | This Action can only be played as a result of the //Explode// Interrupt. This Action gains +1d6 Damage against targets in the occupied section. ||||| ^ Hit | 2d6 |||| ^ Damage | 1d12 (Piercing 3) Acid |||| ^ Special | The target is Confused until the end of their next turn. ||||

analects_book_4_part_1_chapter_4.1558025572.txt.gz · Last modified: 2019/05/16 09:52 by triptycho