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====== Analects Book 4 Part 1: Adversaries ====== [[analects|Back to Analects Table of Contents]] ===== Chapter 5: Level 5 ===== Prev: [[analects_book_4_part_1_chapter_4|Adversaries Level 4]] The following tables provide a collection of [[adversary|Adversaries]] at [[level|level]] 5. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]]. ===== Level 5 Adversaries Table ====== ^ Adversary ^ Rank ^ Type ^ HP ^ Init ^ ^ [[analects_book_4_part_1_chapter_5#crossbow_veteran|Crossbow Veteran]] | Mook | Artillery | 18 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_5#spell_guard|Spell Guard]] | Mook | Blaster | 12 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_5#carrion_wolf|Carrion Wolf]] | Mook | Brawler | 13 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_5#cavalry_trooper|Cavalry Trooper]] | Mook | Brawler | 16 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_5#infantry_veteran|Infantry Veteran]] | Mook | Defender | 17 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_5#combat_medic|Combat Medic]] | Mook | Support | 13 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_5#demon_eye|Demon Eye]] | Mook | Support | 14 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_5#silver_dretch|Silver Dretch]] | Regular | Artillery | 25 | 1d6 ^ ^ [[analects_book_4_part_1_chapter_5#drake|Drake]] | Regular | Blaster | 24 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_5#ghoul|Ghoul]] | Regular | Brawler | 26 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_5#troll|Troll]] | Regular | Defender | 28 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_5#ljosalfr|Ljosalfr]] | Regular | Support | 24 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_5#rust_jeopard|Rust Jeopard]] | Mini-boss | Artillery | 50 | 1d8 ^ ^ [[analects_book_4_part_1_chapter_5#thunderhawk|Thunderhawk]] | Mini-boss | Blaster | 49 | 1d12 ^ ^ [[analects_book_4_part_1_chapter_5#large_bear|Large Bear]] | Mini-boss | Brawler | 52 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_5#magmanite|Magmanite]] | Mini-boss | Defender | 58 | 1d10 ^ ^ [[analects_book_4_part_1_chapter_5#living_idol|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 |||| ^ Incantation | 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_5.1572535519.txt.gz · Last modified: 2019/10/31 08:25 by triptycho