• No results found

Watch Commander

In document Heroes Against Darkness (Page 184-188)

The watch commander (or bailiff) is in charge of the town watch, or a single watch patrol.

Human Watch Commander

Level 4 Class Health 8 Health 57

½ Level 2 Commander Anima 14

Str 20 (+7) Melee +7 AD 20 Dex 18 (+6) Ranged +6 ED 16 Wis 20 (+7) Magic +7 MD 17 Con 16 (+5) RD 15 Int 16 (+5) Init +6 Cha 12 (+3) Move 8 XP 4

Armor Brigandine +4 Weapon Longsword 2d6 Powers Restraining Grab: Opposed Strength test against

adjacent target, hit target restrained (no physical actions, Move Speed is 0, –4 to Magic, –4 to Defenses, target must make opposed ability test (Str/Dex) to escape).

Hue and Cry (move action): Once when under

50% HP and in an urban area; Creature can summon ½ Level human commoners (minions, level equal to this creature‟s ½ Level) from nearby buildings.

Special Aura of Might: Allies within 5‟ radius per ½

Kobold

Kobolds are tiny reptilian humanoids.

They are generally cowardly and weak, but in larger numbers they can easily overrun a travelling caravan or a smaller human settlement.

Raider

Kobold raiders are the smallest, weakest and, yet, the most enthusiastic of their kind.

Kobold Raider

Level 1 (½) Class Health 8 Health 8

½ Level 0 Minion Anima 4

Str 14 (+2) Melee +2 AD 15 Dex 14 (+2) Ranged +2 ED 12 Wis 14 (+2) Magic +2 MD 12 Con 14 (+2) RD 12 Int 10 (-) Init +2 Cha 10 (-) Move 6 XP ½

Armor Hard. Leather +3 Weapon Shortsword d4 Special Pack Hunter: Attacks gain +1 for each ally

adjacent to target.

Tiny: Four tiny creatures can occupy 5‟ x 5‟.

Marauder

Kobold marauders are slightly more dangerous than their raider brothers, but they‟re just as single-minded in their dedication to chaos.

Kobold Marauder

Level 1 Class Health 8 Health 22

½ Level 0 Grunt Anima 4

Str 14 (+2) Melee +2 AD 15 Dex 14 (+2) Ranged +2 ED 12 Wis 14 (+2) Magic +2 MD 12 Con 14 (+2) RD 12 Int 10 (-) Init +2 Cha 10 (-) Move 6 XP 1

Armor Hard. Leather +3 Weapon Shortsword d6 Special Pack Hunter: Attacks gain +1 for each ally

adjacent to target.

Archer

Kobold archers are smart enough to avoid the thick of melee combat, but not quite smart enough to avoid the fight in the first place.

Kobold Archer

Level 1 Class Health 8 Health 22

½ Level 0 Striker Anima 4

Str 14 (+2) Melee +2 AD 15 Dex 16 (+3) Ranged +3 ED 13 Wis 14 (+2) Magic +2 MD 12 Con 14 (+2) RD 12 Int 10 (-) Init +3 Cha 10 (-) Move 7 XP 1

Armor Leather +2 Weapon Shortbow d8

Special Tiny: Four tiny creatures can occupy 5‟ x 5‟.

Commander

Kobold commanders are no stronger than their kin, but they‟ve reached their position of authority by somehow* always surviving when all others have fallen.

Kobold Commander

Level 1 Class Health 8 Health 22

½ Level 0 Commander Anima 8

Str 16 (+3) Melee +3 AD 16 Dex 16 (+3) Ranged +3 ED 13 Wis 18 (+4) Magic +4 MD 14 Con 14 (+2) RD 12 Int 14 (-) Init +3 Cha 10 (-) Move 7 XP 1

Armor Hard. Leather +3 Weapon Shortsword d6 Powers *Last Man Standing (interrupt action): If this

creature is hit by an attack that has only one target, it can swap places with an adjacent ally and that ally takes the damage instead.

Special Pack Hunter: Attacks gain +1 for each ally

adjacent to target.

Aura of Might: Allies within 5‟ gain +2 to Attacks.

Lich

Lich-dom is the final goal of necromancers who seek to defy the gods of death to live forever.

As they prepare for their rebirth, necromancers create a safe location for their soul, called a phylactery. If their lich- body is destroyed, then the soul returns to the container and a new body forms in one to two weeks.

Lich

Level 8 (16) Class Health 8 Health 238

½ Level 4 Commander (Boss) Anima 22

Str 24 (+11) Melee +11 AD 24 Dex 22 (+10) Ranged +10 ED 20 Wis 24 (+11) Magic +11 MD 21 Con 20 (+9) RD 19 Int 20 (+9) Init +10 Cha 16 (+7) Move 10 XP 8

Armor Robes +4 Weapon Longswrd 2d10 Powers Master‟s Glory (move action): Destroy target

undead ally within 5‟ per ½ Level; This creature gains HP equal to target‟s remaining HP.

Misfortune: X anima; Single target in 10‟+10‟ per

level, Magic vs. MD, target‟s Attacks are reduced by X until end of encounter.

Lifebane: 2 anima; Single target in 10‟+10‟ per

level, Magic vs. MD, target cannot increase health points until end of encounter.

Into the Abyss: 5 anima; Single target in 10‟+10‟

per level, Magic vs. MD, hit target is blinded (slowed, –4 to Attacks and Defenses) until end of encounter.

Necrotic Harvest: 4 anima + X anima; All

enemies in effect area radius 5‟ per ½ Level, Magic vs. MD, Xd4 damage to all enemies in effect area, this creature gains HP equal to half of total damage dealt.

Hasten Death: X anima; Single target in 10‟+10‟

per level, Magic vs. MD, each separate amount of damage taken by target is increased by X until end of encounter.

Smack It Off: Ability test against a spell effect on

an adjacent target; Strength bonus vs. 15 + level (of creature or caster that applied the spell effect). Success removes the ongoing effect or condition from the target (boon, control, enshroud, bolster, etc).

Special Boss: Bosses have two initiatives, each with their

own major, move, and minor actions.

Aura of Withering: Enemies within 5‟ radius per ½ Level take ½ Level damage at the start of their turn.

Shrug It Off: At the end of this creature‟s turn, it can remove one ongoing effect or condition (immobilization, bane, stun, etc).

Soul-Safe: When this creature‟s physical body is killed, their soul returns to a safe container and after 7-14 days the physical body reforms and the soul returns to it. If the container is destroyed with the soul in it, the soul is also destroyed. If the container is destroyed before the creature, then the soul dies with the creature.

Orc

Orcs live in small nomadic bands that roam the arid wastelands, desperately trying to slake their insatiable thirst for blood and destruction.

Raider

Orc raiders are usually younger, less experienced orcish warriors – often initiates on their first raid. But don‟t feel sorry for them, because they won‟t show any pity on anyone who gets in their way.

Orc Raider

Level 1 (½) Class Health 8 Health 8

½ Level 0 Minion Anima 4

Str 18 (+4) Melee +4 AD 16 Dex 14 (+2) Ranged +2 ED 12 Wis 14 (+2) Magic +2 MD 12 Con 14 (+2) Damage +4 RD 12 Int 10 (-) Init +2 Cha 10 (-) Move 6 XP ½

Armor +4 Weapon Shortsword d6 Special Pack Fighter: Attacks gain +1 for each ally

adjacent to target.

In document Heroes Against Darkness (Page 184-188)

Related documents