Wild Dog | Level 1 - Minion | ||
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While domesticated dogs are great companions, wild dogs are not. These dogs will do everything to ensure their survival. They are usually found in small packs. | |||
Health: 60 | Movement: 6 meters | Initiative: 1 | |
Potency: 1 | Control: 0 | Precision Roll: d10 | |
Parry: 6 | Warding: 5 | Constitution: 5 | Evasion: 7 |
Physical Armor: 0 | Magical Armor: 0 | Weapon: Claws and teeth | |
Strike - Action, basic weapon attack Deals 20 physical damage. | |||
Bite - Action, technique This attack's precision roll is made against Constitution. Applies bleeding (5 damage) for 2 hits. | |||
Tackle - Action, technique Target falls prone. | |||
Opportunistic Strike - Prepared action, weapon attack Attacks the next foe who moves into, within or out of melee range, dealing 10 physical damage. |
Vampire Kin | Level 1 - Minion | ||
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Weak vampire kins are flightless beasts. They are almost exclusively found as summons from vampires. | |||
Health: 30 | Movement: 6 meters | Initiative: 1 | |
Potency: 1 | Control: 0 | Precision Roll: d10 | |
Parry: 5 | Warding: 5 | Constitution: 5 | Evasion: 7 |
Physical Armor: 0 | Magical Armor: 0 | Weapon: Claws and teeth | |
Slash - Action, basic weapon attack Deals 15 physical damage. | |||
Charge - Full-turn action, basic weapon attack -2 penalty on precision roll. Can charge for up to 12 meters and attack with Slash, receiving a -2 penalty to all resistances for 1 round. |
Vampire Owl | Level 3 - Transformation | ||
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These owls are true forms of vampires. They are distinct from regular owls as they are significantly more intelligent. | |||
Health: 10 | Movement: 8 meters (flying) | Initiative: 2 | |
Potency: 0 | Control: 3 | Precision Roll: d10 + 1 | |
Parry: 6 | Warding: 7 | Constitution: 6 | Evasion: 8 |
Physical Armor: 0 | Magical Armor: 0 | Weapon: Claws | |
Flight - Passive This monster is normally flying. Its walking speed is half of its flight speed. | |||
Slash - Action, basic weapon attack Deals 10 physical damage. |
Common Wolf | Level 3 - Minion | ||
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Wolves are pack animals found almost everywhere, although rarely. They are ferocious beasts and regularly ambush travelers, raid small settlements and steal farm animals. Their strength and resilience also makes them common objects of admiration among people. | |||
Health: 60 | Movement: 6 meters | Initiative: 0 | |
Potency: 2 | Control: 1 | Precision Roll: d10 + 2 | |
Parry: 7 | Warding: 6 | Constitution: 6 | Evasion: 8 |
Physical Armor: 5 | Magical Armor: 0 | Weapon: Claws and teeth | |
Strike - Action, basic weapon attack Deals 25 physical damage. | |||
Charging Leap - Action, technique This attack's precision roll is made against Evasion. Range: 5 meters. Minimum range: 3 meters. This wolf leaps at its target, dealing 10 physical damage and making them fall prone. | |||
Ferocious Bite - Rapid action, weapon attack This attack's precision roll is made against Constitution. Applies bleeding (7 damage) for 2 hits if the target is prone. | |||
Opportunistic Strike - Prepared action, weapon attack Attacks the next foe who moves into, within or out of melee range, dealing 10 physical damage. |
Mystical Deer | Level 6 - Boss | ||
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A large, white deer. They are thought to be normal deer infused with the magic from a magical point of interest found naturally. | |||
Health: 80 | Movement: 6 meters | Initiative: 0 | |
Potency: 4 | Control: 2 | Precision Roll: d10 + 3 | |
Parry: 7 | Warding: 9 | Constitution: 8 | Evasion: 7 |
Physical Armor: 5 | Magical Armor: 5 | Weapon: Antlers | |
Nature Bond - Passive This beast gains 10 health per round while near a naturally created and undisturbed magical point of interest. | |||
Strike - Action, basic weapon attack Deals 30 physical damage. | |||
Crushing Charge - Full-turn action, technique Can charge for up to 10 meters and attack with Strike, receiving a -2 penalty to all resistances for 1 round. If this attack hits, it also applies stunned for 1 round. | |||
Gaze of the Deer - Rapid action, technique Range: 10 meters. Applies disoriented (-2) and slowed (-2) for 2 rounds. | |||
Opportunistic Strike - Prepared action, weapon attack Attacks the next foe who moves into, within or out of melee range, dealing 10 physical damage. |
Legendary Earthworm | Level 10 - Boss | ||
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To do: add lore | |||
Health: 120 | Movement: 3 meters | Initiative: -3 | |
Potency: 8 | Control: 2 | Precision Roll: d10 + 6 | |
Parry: 10 | Warding: 9 | Constitution: 11 | Evasion: 7 |
Physical Armor: 10 | Magical Armor: 5 | Weapon: Scales, tail and teeth | |
Large Creature - Passive This creature is physically large, and it takes up a 2 meters by 2 meters space on a battle map. | |||
Poisonous - Passive Touching the outer skin of this worm in any way applies 1 round of sickened (-3). | |||
Bite - Action, basic weapon attack Range: 2 meters. Deals 30 physical damage. Does not trigger the passive ability Poisonous. | |||
Dig - Full-turn action, technique This attack's precision rolls are made against Evasion. The worm dives into earth, moves through the ground for up to 5 meters, and rises from below. Any creature standing within the area where the worm rises take 10 physical damage and are thrown 5 meters in the air. Triggers the passive ability Poisonous. | |||
Stone Daggers - Rapid action, weapon attack This attack's precision rolls are made against Evasion. Range: 10 meters. Radius: 1 meters. The worm conjures up and throws several jagged daggers out of stone, dealing 10 physical damage and applying bleeding (10 damage) for 3 hits. | |||
Harden - Rapid action, technique The worm enhances itself, gaining 10 temporary physical armor for 1 round. |