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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 12 1d12
Spell Guard Mook Blaster 12 1d6
Carrion Wolf Mook Brawler 13 1d8
Cavalry Trooper Mook Brawler 13 1d10
Infantry Veteran Mook Defender 14 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 1d12
Troll Regular Defender 31 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 1d10
Damage 1d10 + 1d8 Acid
(Reaction) Animated Corpse
Miss 1d10
(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.
(Mount) Cavalry Horse
The Cavalry Trooper cannot climb or swim.
(Action) Reliable Lance Charge [Mount, Gear]
Move 1 (Height 0) before making this attack.
Hit 1d10 + 1d4
Damage 1d10 (Piercing 1) + 2d4
(Action) Reliable Lance Thrust [Mount, Gear]
Hit 1d12 + 1d4
Damage 1d10 + 1d4
(Reaction) Horse Armor [Mount]
The Cavalry Trooper can only play this Reaction once per scenario.
Miss 1d12
Defense 1d8
(Reaction) Hardened Fluted Plate [Gear]
Reduce any Piercing on the target's Action by 2.
Defense 1d6 + 1d2


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.
(Action) Reliable Staff Sling [Gear]
Range 3
Hit 1d8 + 1d4
Damage 1d6 + 1d4
(Reaction) Featherweight Padded Jack [Gear]
Miss 1d8 + 1d4
(Strategy) Medicine
The Combat Medic or an ally in its occupied section recovers 2d4 lost HP and is healed of any one condition.


Crossbow Veteran

Crossbow Veteran Level 5 Adversary Mook Artillery HP: 12
Initiative: 1d12 Acrobatics: 1d8
This soldier of rank and experience belongs to an elite unit that sports enchanted equipment.
(Action) Accurate Arbalest [Gear]
Range 4
Hit 1d6 + 1d6
Damage 1d8 (Piercing 2) + 1d2
(Action) Reliable Tabar [Gear]
Hit 1d6 + 1d4
Damage 1d8 (Piercing 2) + 1d4
(Reaction) Featherweight Hauberk [Gear]
Miss 1d6 + 1d4
Defense 1d2
(Strategy) Crank Load
Until the end of the Crossbow Veteran's turn, increase the Hit dice of the Accurate Arbalest 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. Impose the resulting condition(s) onto the target until the start of the Demon Eye's next turn:
1 Grounded & Hindered
2 Muddled
3 Stunned
4 Disoriented
5 Petrified
6 Defenseless
(Reaction) Evil Construct
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. If the Drake ends its Strategy Phase in a section not occupied by any enemies, then any entity that plays an Action against the Drake is Debilitated until that Action is resolved. The Drake cannot make 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 recovers 1d4 lost HP.
(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 are Confused until the start of their next turns.


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.
(Action) Reliable Strike [Gear]
Reach 1
Hit 1d10 + 1d4
Damage 1d8 + 1d4
Special The target cannot play a melee Action against any of the Infantry Veteran's allies on the target's next turn.
(Action) Reliable Guisarme [Gear]
This Action can only be played against moutned foes.
Hit 1d10 + 1d4
Damage 1d8 + 1d4
Special The target's mount is unequipped, and the target is Dazed and Immobilized until the end of their next turn.
(Reaction) Featherweight Laminar Armor [Gear]
Miss 1d6 + 1d4
Defense 1d4


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 may then play Claw Maul against a valid target, increasing the Hit dice level by 1.
(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 is Confused until the start of the Living Idol's next turn. The Living Idol may begin an Incantation.
(Action) Hideous Cackle
Range 2
Incantation 1
Damage 1d6 (Piercing 4) Unholy
Special The target is Controlled until the start of the Living Idol's next turn.
(Reaction) Stone Form
Miss 1d8
Defense 1d4 + 1d4
(Strategy) Blood of the Sacrificed
An ally the Living Idol can see regains 1d6 lost HP.


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 is Debilitated for this attack. If the target is Light Sensitive, they automatically miss.
Miss 1d8
(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 level by 1.
Hit 2d6
Damage 2d6 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 cannot make Defense rolls until the end of the scenario.
(Reaction) Agility
Miss 1d12
(Strategy) Great Leap
Fly 1. The Rust Jeopard cannot make 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
Incantation 1
Damage 2d6 (Piercing 3) Ice
Special The target is Vulnerable 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.
(Action) Crystal Sphere
This Action may target two adjacent sections.
Area Attack
Range 3
Incantation 1
Damage 1d12 (Piercing 4) Ice
Special The target is Debilitated until the end of their next turn.
(Action) Singed Orb Expertise [Gear]
Range 2
Damage 1d6 (Piercing 2) Fire
Special The Spell Guard may begin an Incantation.
(Reaction) Ruby Scepter [Gear]
Miss 2d4
Defense 1d4


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 is Vulnerable until the end of their next turn.
(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: 31
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 Immediately 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 may play Blood Frenzy on its next turn.
analects_book_4_part_1_chapter_5.txt · Last modified: 2018/11/05 08:26 by triptycho