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analects_book_4_part_1_chapter_5

Analects Book 4 Part 1: Adversaries

Chapter 5: Level 5

Prev: Adversaries Level 4

The following tables provide a collection of Adversaries at level 5. For more information on their use in the game, see DM's Guide Chapter 3: Running Scenarios.

Level 5 Adversaries Table

Adversary Rank Type HP Init
Crossbow Veteran Mook Artillery 18 1d12
Spell Guard Mook Blaster 12 1d6
Carrion Wolf Mook Brawler 13 1d8
Cavalry Trooper Mook Brawler 16 1d10
Infantry Veteran Mook Defender 17 1d8
Combat Medic Mook Support 13 1d8
Demon Eye Mook Support 14 1d12
Silver Dretch Regular Artillery 25 1d6
Drake Regular Blaster 24 1d12
Ghoul Regular Brawler 26 1d10
Troll Regular Defender 28 1d8
Ljosalfr Regular Support 24 1d8
Rust Jeopard Mini-boss Artillery 50 1d8
Thunderhawk Mini-boss Blaster 49 1d12
Large Bear Mini-boss Brawler 52 1d10
Magmanite Mini-boss Defender 58 1d10
Living Idol Mini-boss Support 46 1d8


Level 5 Adversary Entries

Carrion Wolf

Carrion Wolf Level 5 Adversary Mook Brawler HP: 13
Initiative: 1d8 Acrobatics: 1d8 Darkvision Poison Resistance 3, Unholy Resistance 2, Ice Resistance 1, Holy Weakness 2, Fire Weakness 1
This zombie wolf drips acid from its fangs. Its bloated body is filled with horrific poisonous gases. Such zombies arise from either death near abyssal fumes or painstaking work from a committed necromancer.
(Action) Dripping Fangs
Hit 1d12
Damage 1d10 + 1d8 Acid
Special The target suffers -1 Power and -1 Resilience.
(Reaction) Sidestep
Miss 1d12
(Interrupt) Vile Fumes [Automatic]
Trigger The Carrion Wolf suffers damage.
Effect All entities in the occupied section with Poison Resistance 1 or less suffer 1d4 Poison damage.


Cavalry Trooper

Cavalry Trooper Level 5 Adversary Mook Brawler HP: 13
Initiative: 1d10 Acrobatics: 1d4
This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.
Notes The Cavalry Trooper equips a Reliable Lance and Beast Plate Armor, reducing its base Skill by 1.
(Mount) Cavalry Horse
The Cavalry Trooper cannot climb or swim.
(Action) Charge [Mount, Gear]
Move 1 (Height 0) before performing this attack.
Hit 1d10 + 1d6
Damage 1d10 (Piercing 1) + 1d6 + 1d4
(Action) Thrust [Gear]
Decrease Hit and Damage dice levels by 1 if not mounted.
Hit 1d12 + 1d6
Damage 1d10 + 1d6
(Reaction) Horse Armor [Mount]
The Cavalry Trooper can only play this Reaction once per scenario.
Miss 1d12
Defense 1d8
(Reaction) Dodge
Miss 1d6 + 1d4
Defense 1d6


Combat Medic

Combat Medic Level 5 Adversary Mook Support HP: 13
Initiative: 1d8 Acrobatics: 1d8
This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.
Notes The Combat Medic equips a Reliable Staff Sling and a Deflecting Jack of Plate.
(Action) Aimed Hurl [Gear]
Range 3
Hit 1d8 + 1d6
Damage 1d6 + 1d6
(Reaction) Dodge
Increase the Defense dice level by 2 against ranged attacks.
Miss 1d6 + 1d8
Defense 1d2
(Strategy) Medicine
The Combat Medic or an ally in its occupied section recovers 2d4 lost HP and restores any one Stat Track.


Crossbow Veteran

Crossbow Veteran Level 5 Adversary Mook Artillery HP: 18
Initiative: 1d12 Acrobatics: 1d8
This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.
Notes The Crossbow Veteran equips a Reliable Arbalest, a Reliable Tabar, Beast Splint Armor, and Silvered Quarrels.
(Action) Fire [Gear]
Range 4
Hit 1d6 + 1d6
Damage 1d10 (Piercing 2) Holy + 1d6
(Action) Downward Slice [Gear]
Hit 1d6 + 1d6
Damage 1d8 (Piercing 2) + 1d6
(Reaction) Dodge
Miss 1d6 + 1d4
Defense 1d2
(Strategy) Crank Load
Until the end of the Crossbow Veteran's turn, increase the Hit dice of the Fire Action by 1 level.


Demon Eye

Demon Eye Level 5 Adversary Mook Support HP: 14
Initiative: 1d12 Darkvision, Immobile Poison Resistance 5, Unholy Resistance 2, Holy Weakness 2
Forged from an actual eye of a demon, this defensive construct is usually affixed to a high position to make it difficult for attackers to disable it.
(Action) Demon Ray
Choose a random enemy target within range.
Range 5
Hit 1d10
Damage 1d10 (Piercing 1) Unholy
Special Roll 1d6. The target suffers the listed effect.
1 -2 Power
2 -2 Resilience
3 -2 Mind
4 -2 Skill
5 Grabbed (vs. 2d4 to escape)
6 Reroll. If second 6, Petrified until Demon Eye is defeated.
(Reaction) Evil Construct
The Demon Eye gains +2 Skill.
Miss 1d6
Defense 2d6


Drake

Drake Level 5 Adversary Regular Blaster HP: 24
Initiative: 1d12 Acrobatics: 1d12 Low-light Vision Poison Resistance 2, Ice Weakness 1
This agile, reptilian, hound-sized creature stalks dense forests, ambushing prey from the brush with its deadly spines. It detests the cold and, if not already living in a jungle, migrates during the winter.
(Action) Venom Fangs
Hit 1d12
Damage 1d6 + 1d6 Poison
(Action) Venom Spines
Area Attack
Range 1
Hit 1d12
Damage 1d4 + 1d10 Poison
(Reaction) Scaled Hide
Reduce any Piercing on the target's Action by 1.
Miss 2d4
Defense 1d4
(Strategy) Stealthy Dash
Move 1. Until the start of the Drake's next turn, it is Invisible to any entities outside of its occupied section. The Drake cannot perform a normal Move and play this Strategy on the same turn.


Ghoul

Ghoul Level 5 Adversary Regular Brawler HP: 26
Initiative: 1d10 Acrobatics: 1d20 Darkvision, Height 2 Poison Resistance 2, Unholy Resistance 1, Holy Weakness 2
This elusive tomb-stalking undead feeds on corpses. When corpses are unavailble, it seeks out the living to create new ones.
(Action) Devour
Hit 2d6
Damage 2d4 + 1d6 Unholy
Special If the target takes damage, the Ghoul gains +1 Power, Resilience, Mind, and Skill.
(Reaction) Grave Stench
This Reaction can only be played against targets in the occupied section. The target must discard a card or their attack automatically misses.
Miss 1d12
(Reaction) Dodge
Miss 1d8
(Strategy) Haunting Laughter
Enemies within range 1 suffer -1 Mind.


Infantry Veteran

Infantry Veteran Level 5 Adversary Mook Defender HP: 14
Initiative: 1d8 Acrobatics: 1d4
This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.
Notes The Infantry Veteran equips a Brutal Bill and Reliable Scale Armor, reducing its base Skill by 1.
(Action) Force Back [Gear]
Reach 1
Hit 1d10 + 1d4
Damage 1d6 (Piercing 2) + 1d8
Special If the target is in the occupied section, the Infantry Veteran may force them to Move 1.
(Action) Hook and Pull [Gear]
This Action cannot be played against targets in the Infantry Veteran's occupied section.
Reach 1
Hit 1d8 + 1d4
Damage 1d6 + 1d8
Special Force the target to Move into the Infantry Veteran's occupied section. The target unequips any equipped Mount and cannot equip a new Mount on its next turn.
(Reaction) Dodge
Reduce any Piercing on the target's Action by 2.
Miss 1d6 + 1d2
Defense 1d4
(Strategy) Formation
The Infantry Veteran gains +1 Resilience and may perform a Block.


Large Bear

Large Bear Level 5 Adversary Mini-boss Brawler HP: 52
Initiative: 1d10 Acrobatics: 1d10
This bear is very big, and it's either very angry or very hungry. Or maybe both.
(Action) Claw Maul
Hit 2d6
Damage 2d6 + 2d4
(Action) Bear Charge
Move 1, ignoring any Blocks; the Large Bear gains +1 Power. The Large Bear may then play Claw Maul against a valid target.
(Reaction) Thick Hide
Miss 2d6
Defense 1d2
(Strategy) Oh Shit, It's A Bear
The Large Bear ignores any effects that require it to play Actions against a specific target this turn.


Living Idol

Living Idol Level 5 Adversary Mini-boss Support HP: 46
Initiative: 1d8 Acrobatics: 1d4 Darkvision Poison Resistance 2, Unholy Resistance 1, Acid Weakness 1, Holy Weakness 1
This gargoyle spent a long time in stone form. During that time it was worshipped by a fell cult that offered it blood sacrifice. When it finally awoke, it did so as a newly-empowered being.
(Action) Graven Gaze
Range 3
Hit 2d6
Damage 2d6 (Piercing 4) Unholy
Special The target suffers -2 Mind. The Living Idol may begin an Incantation.
(Action) Hideous Cackle
Range 2
Incant 1
Damage 1d6 (Piercing 4) Unholy
Special The target suffers -3 Mind.
(Reaction) Stone Form
Miss 1d8
Defense 1d4 + 1d4
(Strategy) Blood of the Sacrificed
An ally the Living Idol can see regains 1d6 lost HP and gains +1 Mind.


Ljosalfr

Ljosalfr Level 5 Adversary Regular Support HP: 24
Initiative: 1d8 Acrobatics: 1d6 Luminous, Low-light Vision Holy Resistance 2, Unholy Weakness 2
Brilliantly-shining denizens of the stars, the ljosalfr appear to be formed entirely of light; however, they do have frail humanoid bodies beneath the brilliance. They communicate through color and flashes of light, making them extremely difficult to interact with; their distaste for outsiders means most encounters are violent.
(Action) Radiate
Reach 4
Hit 1d12
Damage 1d10 (Piercing 4) Holy
Special The target is Light Sensitive until the end of their next turn.
(Reaction) Luminous Aura
The target cannot apply any dice bonuses from Power to their Action. If the target is Light Sensitive, they automatically miss.
Miss 1d8
Damage 1d6 Holy
(Strategy) Rays of Light
The Ljosalfr and all allies within range 3 gain Unholy Resistance 1. All enemies within range 3 gain Holy Weakness 1 and are Luminous. These effects last until the start of the Ljosalfr's next turn.


Magmanite

Magmanite Level 5 Adversary Mini-boss Defender HP: 58
Initiative: 1d10 Acrobatics: 1d10 Luminous Fire Resistance 3, Ice Weakness 2
A short, stocky, humanoid elemental creature, the magmanite loves to test its strength against the living. They're often conjured as guardians or soldiers for this reason, but they must be carefully controlled by the conjurer.
(Action) Blistering Grasp
If the target is already Grabbed by the Magmanite, increase the Damage dice number by 1.
Hit 2d6
Damage 2d4 Fire
Special The target is Grabbed.
(Reaction) Blazing Tackle
This Reaction can only be played against enemies in the occupied section.
Miss 2d6
Damage 1d8 Fire
(Reaction) Throw Molten Rocks
This Reaction can only be played against ranged attacks.
Miss 1d12
Damage 1d4 + 1d4 Fire
(Strategy) Raging Flames
All Grabbed enemies in the occupied section suffer 1d6 Fire damage.


Rust Jeopard

Rust Jeopard Level 5 Adversary Mini-boss Artillery HP: 50
Initiative: 1d8 Acrobatics: 1d8
The most hated variety of jeopard, this species ejects a terrible spit that instantly rusts and corrodes, requiring painstaking maintenance to repair.
(Action) Corrosive Spit
Range 3
Hit 3d4
Damage 2d6 (Piercing 3) Acid
Special The target suffers -1 Power and -2 Resilience.
(Reaction) Agility
Miss 1d12
(Strategy) Great Leap
Fly 1. The Rust Jeopard cannot perform a normal Move and play this Strategy on the same turn.
(Strategy) Gallop
Move 1.


Silver Dretch

Silver Dretch Level 5 Adversary Regular Artillery HP: 25
Initiative: 1d6 Acrobatics: 1d6 Ice Resistance 3, Fire Weakness 2
A horrific creature, the tall and spindly silver dretch stalks the edges of cold regions, bringing the worst of winter to otherwise relatively temperate locales.
(Action) Frostbite
Range 5
Incant 1
Damage 2d6 (Piercing 3) Ice
Special The target suffers -1 Resilience and gains +1 Ice Weakness until the end of the Silver Dretch's next turn.
(Reaction) Chill Aura
This Reaction can only be played against melee attacks.
Miss 1d12
Damage 1d6 Ice
(Reaction) Sudden Gale
Miss 2d6
Special The Silver Dretch may begin an Incantation.
(Strategy) Snow Field
All entities within range 2 must discard a card or gain +1 Ice Weakness until the end of the scenario.


Spell Guard

Spell Guard Level 5 Adversary Mook Blaster HP: 12
Initiative: 1d6 Acrobatics: 1d4
Large cities employ talented spellcasters for specialized unit within the city guard. These units supplement military efforts during times of war as well.
Notes The Spell Guard equips a Ruby Scepter and Hardened Lamellar Armor.
(Action) Crystal Sphere
This Action may target two adjacent sections.
Area Attack
Range 3
Incant 1
Damage 1d12 (Piercing 4) Ice
Special The target suffers -1 Skill.
(Action) Ruby Blast [Gear]
The Spell Guard may begin an Incantation.
Reach 1
Hit 1d12
Damage 1d10 (Piercing 1)
(Reaction) Dodge
Miss 1d6 + 1d2
Defense 1d2 + 1d2
(Strategy) Ruby Guard
Until the start of the Spell Guard's next turn, increase the Miss dice level of Dodge by 2. The Spell Guard may begin an Incantation.


Thunderhawk

Thunderhawk Level 5 Adversary Mini-boss Blaster HP: 49
Initiative: 1d12 Acrobatic Luminous Lightning Resistance 2, Poison Weakness 1
With its beautiful golden feathers and majestic wingspan, this rare bird earns reverence even before considering its potent magical lightning-based abilities. It can transform its entire body into electric energy for short dashes in addition to emitting lightning bolts.
(Action) Thunderbolt
Area Attack
Range 4
Incantation 1
Damage 2d6 (Piercing 3) Lightning
Special The target suffers -1 Skill.
(Reaction) Lightning Dash
Miss 1d12
Damage 1d4 Lightning
Special The Thunderhawk may Fly 1.
(Strategy) Static Flight
Fly 1. All enemies in the source and target sections gain +1 Lightning Weakness until the end of the scenario.


Troll

Troll Level 5 Adversary Regular Defender HP: 28
Initiative: 1d8 Acrobatics: 1d6 Darkvision, Light Sensitivity Lightning Weakness 2, Holy Weakness 1
This rather human-shaped but otherwise beastly creature lives in caves, far away from the light that it abhors. Fiercely territorial and viciously violent, few encounters with trolls end well for anyone involved.
(Action) Clawed Grasp
Hit 2d6
Damage 1d10
Special The target is Grabbed. The target suffers 1d4 damage at the start of each of their turns in which they remain Grabbed.
(Action) Blood Frenzy
This Action is not normally available. Reduce enemy Defense results by 2.
Hit 1d12 + 1d4
Damage 2d4
Special The troll gains +1 Power. Then, play Clawed Grasp against the same target.
(Reaction) Troll Hide
Reduce any Piercing on the target's Action by 2.
Miss 1d12
Defense 1d4
(Interrupt) Enrage
Trigger The Troll takes damage from a source it does not have a Weakness to.
Effect The Troll gains +2 Resilience and may play Blood Frenzy on its next turn.
analects_book_4_part_1_chapter_5.txt · Last modified: 2019/10/31 08:26 by triptycho