Death Mage
Expected threat level: High (TL 25)
When a skilled spellcaster is raised as a feral undead, it can occasionally result in a Death Mage. These monsters are a particularly unwelcome sight in an undead incursion, as a trace of their past cunning has survived their transformation and drives corrupted, dangerous new expressions of their abilities.
Tags: mage, undead, necromancy
Tendencies: ruthless and cunning, displays a degree of awareness and forethought akin to apex predators, centered on the destruction of living creatures. Tactics: Death Mages have a basic capacity to herd and direct lesser undead, often using them as fodder so it may attack from relative safety. Though they display neither fear nor pain, Death Mages will attempt basic self preservation solely to prolong the amount of time they may inflict harm on the living. Senses: darkvision 300ft., other perception 200ft. |
Strengths & Weaknesses
Necrotic Shroud. The Death Mage gains +2 Armor so long as it has not cast a spell this Round.
Ardent Weakness. If a Death Mage would take Ardent damage, add +2d6 to the damage total.
Ardent Weakness. If a Death Mage would take Ardent damage, add +2d6 to the damage total.
Actions
Touch of Death. (Melee attack, 5ft. range, 1 target, +5 bonus to hit). Deals 1d6 Infernal Damage. If the result is a 6, this attack deals an additional +1d8 Infernal Damage, and the target creature cannot be healed by any means until the start of the Death Mage's next turn.
Rot Cascade. (Ranged spell attack, +5 to hit, Range 60ft., Counterspell Cost 2d4). This spell deals half damage to Undead, and no damage to Constructs. On a hit, target suffers 1d10 Infernal Damage. If the result is a 10, the target also suffers 1d10 Poisonous Damage.
If that result is a 10, the target suffers 1d8 Infernal Damage, then 1d8 Poison Damage on an 8, continuing in this pattern and reducing the size of the die each cycle until the pattern ends, or the die are reduced below 1d1.
Unholy Fleshcraft. (Spell, 30ft. range, Counterspell Cost 1d6). The Death Mage targets two Undead creatures that are not hostile to it. The targets must be adjacent to one another. Whichever target has less current Health is destroyed, and its Health total is added to the other target's. A creature can exceed its normal Health total in this way, up to a maximum of double.
Rot Cascade. (Ranged spell attack, +5 to hit, Range 60ft., Counterspell Cost 2d4). This spell deals half damage to Undead, and no damage to Constructs. On a hit, target suffers 1d10 Infernal Damage. If the result is a 10, the target also suffers 1d10 Poisonous Damage.
If that result is a 10, the target suffers 1d8 Infernal Damage, then 1d8 Poison Damage on an 8, continuing in this pattern and reducing the size of the die each cycle until the pattern ends, or the die are reduced below 1d1.
Unholy Fleshcraft. (Spell, 30ft. range, Counterspell Cost 1d6). The Death Mage targets two Undead creatures that are not hostile to it. The targets must be adjacent to one another. Whichever target has less current Health is destroyed, and its Health total is added to the other target's. A creature can exceed its normal Health total in this way, up to a maximum of double.
Reactions
Counterspell (1d6+1).
Redirect Energy (Counterspell Cost: 1d4). If the Death Mage takes Elemental or Esoteric Damage, it may use a reaction to make a Spell Attack (+5 to hit) against a target it can see within 30ft. On a hit, that target takes half as much damage of the same type. This ability does not work on Poisonous or Ardent damage.
Redirect Energy (Counterspell Cost: 1d4). If the Death Mage takes Elemental or Esoteric Damage, it may use a reaction to make a Spell Attack (+5 to hit) against a target it can see within 30ft. On a hit, that target takes half as much damage of the same type. This ability does not work on Poisonous or Ardent damage.
Common Loot (GM's Choice or Roll 1d6):
1. Nothing usable. | 2. Bone, large, x1d4 | 3. Bone, small, x1d6 | 4. Rags x1 | 5. Skull x1 | 6. Ruined Arcane Focus x1
Dourling
Expected threat level: low (TL 3)
Doursprites are diminutive constructs of sinew, bone, and gristle, raised from dead flesh by necromancy. Simple to control and capable of powerful leaps, they are often used as spies, fodder, or for practice, but have little utility in battle unless employed as a swarm.
Doursprites are diminutive constructs of sinew, bone, and gristle, raised from dead flesh by necromancy. Simple to control and capable of powerful leaps, they are often used as spies, fodder, or for practice, but have little utility in battle unless employed as a swarm.
Tags: undead, necromancy, familiar, summoned, construct Tendencies: twitchy, birdlike. Obeys summoner if given orders, animalistic if left alone. Tactics: without direction, will defend themselves or kill small prey animals, but flee from danger. Tries to seek summoner for orders before choosing conflict. Senses: darkvision 60ft., other perception 300ft. ActionsJab. (Melee attack, 5ft. 1 target, +4 to hit). Deals 1 Piercing Damage.
Bound. The Dourling takes a powerful leap, moving up to 30ft. through the air. Limit once per Round. ReactionsFlit. When the Dourling is the target of an attack that misses, it may use its Reaction to jump up to 15ft. in a direction of its choice. |
VTT Tokens
|
Risen Carcass
Expected threat level: low (TL 4)
Risen Carcasses are collateral damage of a sort -- lesser undead usually spawned form corpses near enough to another act of necromancy that they get some of the splash-over. This isn't a common occurance with focused spellcasting, but a burst of uncontrolled necromantic energy or a bucking leyline can cause blights of these pests to appear.
Risen Carcasses are collateral damage of a sort -- lesser undead usually spawned form corpses near enough to another act of necromancy that they get some of the splash-over. This isn't a common occurance with focused spellcasting, but a burst of uncontrolled necromantic energy or a bucking leyline can cause blights of these pests to appear.
VTT Tokens:
risen_carcass_rokens.zip | |
File Size: | 209 kb |
File Type: | zip |
Might 2
Precision 0 |
Cleverness 0
Knowledge 0 |
Willpower 1
Fortitude 6 |
Speed: 20ft.
Armor: 6 |
Health: 8
Size: Medium |
Type: Humanoid (any) or Fauna (any), Undead
Detection: 2 |
Tags: undead, humanoid, fauna
Tendencies: Risen Carcasses display no intelligence or strategy, wandering aimlessly until they happen upon a living thing to attack, which they inevitably do despite gaining no tangible benefit from it.
Tactics: an average Risen Carcess does not employ tactics more elaborate than attempting to kill the nearest living thing they perceive.
Senses: darkvision 30ft., other perception 120ft.
Tendencies: Risen Carcasses display no intelligence or strategy, wandering aimlessly until they happen upon a living thing to attack, which they inevitably do despite gaining no tangible benefit from it.
Tactics: an average Risen Carcess does not employ tactics more elaborate than attempting to kill the nearest living thing they perceive.
Senses: darkvision 30ft., other perception 120ft.
Strengths & Weaknesses
Bludgeoning Vulnerability. If a Risen Carcass would take Bludgeoning Damage, that effect deals the maximum possible damage.
Ardent Weakness. If a Risen Carcass would take Ardent damage, add +2d4 to the damage total.
Minor Undead Resilience. Slashing and Piercing damage dealt to the Carcass is reduced by 1.
Ardent Weakness. If a Risen Carcass would take Ardent damage, add +2d4 to the damage total.
Minor Undead Resilience. Slashing and Piercing damage dealt to the Carcass is reduced by 1.
Actions
Slash. (Melee attack, 5ft. range, 1 target, +2 bonus to hit). Deals 1d4+1 Slashing Damage.
Common Loot (GM's choice or Roll 1d6):
1. Nothing usable. | 2. Bone, large, x1d4 | 3. Bone, small, x1d6 | 4. Rags x1 | 5. Gravedust, 0.5lbs x1 | 6. Skull x1
1. Nothing usable. | 2. Bone, large, x1d4 | 3. Bone, small, x1d6 | 4. Rags x1 | 5. Gravedust, 0.5lbs x1 | 6. Skull x1
Skeleton
Expected threat level: low (TL 9)
Spooky scary skeletons sure to send shivers down even a seasoned adventurer's spine. Skeletons are as often raised by deliberate necromancy as they are animated by pervasive negative magical energies or restless spirits. Held together with magic, they are astonishingly resilient to many attacks, if not particularly capable themselves.
Spooky scary skeletons sure to send shivers down even a seasoned adventurer's spine. Skeletons are as often raised by deliberate necromancy as they are animated by pervasive negative magical energies or restless spirits. Held together with magic, they are astonishingly resilient to many attacks, if not particularly capable themselves.
Tags: undead, humanoid, skeleton, damage reduction Tendencies: skeletons under no control will stand silent sentinel until disturbed. They are driven to hunt and destroy any living creature that they can perceive, from insects to giants, with no regard for their own safety. Tactics: skeletons do not employ tactics more elaborate than attempting to kill the nearest living thing they perceive. Senses: darkvision 60ft., other perception 120ft. Strengths & WeaknessesMagical Articulation. A Skeleton becomes inert in an anti-magic field. Taking any amount of damage in this state destroys it, reducing it to a pile of bones. Bludgeoning Vulnerability. If the Skeleton would take Bludgeoning Damage, that effect deals the maximum possible damage. Common Damage Resilience. If the Skeleton would take any amount of Slashing or Piercing Damage, reduce the amount to 1. Skeletal Resilience. Skeletons lose no health to Burning, Freezing, Poisonous, or Psychic Damage, cannot gain any of the Conditions or Counters associated with those Damage types, and cannot be Diseased. ActionsCombo Attack: the Skeleton makes two Slash attacks as part of the same action. Limit once per Round.
Slash. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 1d4+1 Slashing Damage. Rusted Bow (optional). (Ranged attack, 60ft. Range, 1 target. +2 to hit). Deals 1d6 Piercing Damage. Common Loot (GM's choice or Roll 1d6): 1. Nothing usable. | 2. Bone, large, x1d4 | 3. Bone, small, x1d6 | 4. Rags x1 | 5. Blade, short [Brittle] x1 | 6. Skull x1 |
VTT Tokens:
|
Vampire Scion (Simple Monster Version)
Expected threat level: high (TL 26)
Scions had given decades of loyal service to their clans or progenitors, and been adopted as true kin. If they are not needed for duties close at hand, Scions are often sent forth to spread the influence and reach of their kindred into new territories. Scions are thus among the most common powerful vampires likely to be encountered by any save dedicated vampire hunters, though they are orders of magnitude less dangerous than their elder kin.
(This monster also has an Advanced version).
Scions had given decades of loyal service to their clans or progenitors, and been adopted as true kin. If they are not needed for duties close at hand, Scions are often sent forth to spread the influence and reach of their kindred into new territories. Scions are thus among the most common powerful vampires likely to be encountered by any save dedicated vampire hunters, though they are orders of magnitude less dangerous than their elder kin.
(This monster also has an Advanced version).
Tags: undead, humanoid, healing, vampire Tendencies: Scions are often encountered while on a broader mission, and are unlikely to make their presence known if it can be avoided by guile, misdirection, or—failing that—throwing their lessers at a problem. When they must act, they do so with maximum lethality. Scions will quickly establish a safe haven for themselves far from daylight, and take pains to insure they are not caught in the open come dawn without a plan. Tactics: If a Scion is fighting, it's because they know they have already been made. They will attempt to inflict the most Bleeding instances possible on those around them, sapping their foes' strength and maintaining an advantage through healing. Senses: darkvision 3,000ft. Strengths & WeaknessesSanguine Aura. At the start of its turn, the Vampire gain +1 Health for each creature within 10ft. that is Bleeding, and those creatures take 1 Infernal Damage. The Vampires's maximum health is reduced by 10 each day it does not feed on blood. Vampiric Regeneration. If the Vampire is within 5ft. of a creature that takes Common Damage, it regains 1d4 Health. Staked. If the Vampire gains an Impaled Counter, it cannot regain Health until it is removed. Ardent Vulnerability. If the Vampire would take Ardent Damage, that effect deals the maximum possible damage, and it cannot regain health by any means until the end of its next turn. Sunlight Immolation. The Vampire takes 12 Ardent Damage, and gains 1 Ignited Counter if it starts its turn in Sunlight. ActionsCombo Attack: the Vampire makes two Slash attacks as part of the same action.
Slash. (Melee attack, 5ft. range, 1 target, +5 bonus to hit). Deals 1d6 Slashing Damage + 1d6 Infernal Damage. Creatures damaged by this attack gain 1 Round of Bleeding. Bloodcall. All creatures that can see the Vampire and have the Bleeding condition must make a Contested Fortitude Check. Creatures that lose take 1d8 Infernal Damage and gain +1 Rounds of Bleeding. Vampiric Bite. (Melee attack, 5ft. range, 1 target, +4 bonus to hit). Deals 2d8 Piercing Damage + 2d6 Infernal Damage. The Vampire regains half as much Health. ReactionsCounterspell (1d4)
Common Loot (GM's choice or Roll 1d6): 1. 3d20+50 SP. | 2. Lesser Vampire Fang x2 | 3. Potion of Healing (Unusual) | 4. Potion of Healing (Rare) | 5. 50+1d20 GP | 6. Roll twice on this table, re-rolling any repeats (including another 6). |
VTT Tokens:
|
Vampire Spawn (Lesser)
Expected threat level: moderate (TL 12)
The lowest in the hierarchy of vampire kind, Lesser Spawn are recently turned humanoids, unattuned to their new abilities and barely grappling with their newfound hunger.
The lowest in the hierarchy of vampire kind, Lesser Spawn are recently turned humanoids, unattuned to their new abilities and barely grappling with their newfound hunger.
VTT Tokens:
vamp_lesser_spawn_tokens.zip | |
File Size: | 176 kb |
File Type: | zip |
Might 4
Precision 4 |
Cleverness 2
Knowledge 2 |
Willpower 4
Fortitude 4 |
Speed: 30ft.
Armor: 7 |
Health: 30
Size: Medium |
Type: Humanoid (any), Undead
Detection: 6 |
Tags: undead, humanoid, healing, vampire
Tendencies: Lesser Spawn may struggle to control their hunger impulses unless held under tight control by a more willful vampire, though they are capable of doing so as long as they are fed and not overly tempted.
Tactics: When possible, Vampires will blend into the local population, only feeding from a place of impunity or anonymity.
Senses: darkvision 300ft.
Tendencies: Lesser Spawn may struggle to control their hunger impulses unless held under tight control by a more willful vampire, though they are capable of doing so as long as they are fed and not overly tempted.
Tactics: When possible, Vampires will blend into the local population, only feeding from a place of impunity or anonymity.
Senses: darkvision 300ft.
Strengths & Weaknesses
Sanguine. The Vampire regains +1 health when it deals damage to a creature that is Bleeding. The Vampire's maximum health is reduced by 3 each day it does not feed on blood.
Ardent Weakness. If the Vampire would take Ardent Damage, that effect deals the maximum possible damage.
Ardent Weakness. If the Vampire would take Ardent Damage, that effect deals the maximum possible damage.
Actions
Combo Attack: the Vampire makes two Slash attacks as part of the same action.
Slash. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 1d4 Slashing Damage. If this attack deals 4 or more damage, the target gains 1 Round of Bleeding.
Vampiric Bite. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 2d6 Piercing Damage. If this attack deals 6 or more damage, the Vampire regains half as much Health.
Slash. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 1d4 Slashing Damage. If this attack deals 4 or more damage, the target gains 1 Round of Bleeding.
Vampiric Bite. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 2d6 Piercing Damage. If this attack deals 6 or more damage, the Vampire regains half as much Health.
Common Loot (GM's choice or Roll 1d4):
1. Nothing usable. | 2. Lesser Vampire Fang x2 | 3. 2d20 CP | 4. 1d20 SP
1. Nothing usable. | 2. Lesser Vampire Fang x2 | 3. 2d20 CP | 4. 1d20 SP
Vampire Spawn
Expected threat level: moderate (TL 19)
Spawn are Vampires that were turned less than a decade ago, and have only just begun to prove their worth to their sires. Occasionally trusted with a degree of autonomy, Vampire Spawn are nonetheless considered second-class by elder Vamps and seasoned adventurers alike -- though this doesn't make them less dangerous.
Spawn are Vampires that were turned less than a decade ago, and have only just begun to prove their worth to their sires. Occasionally trusted with a degree of autonomy, Vampire Spawn are nonetheless considered second-class by elder Vamps and seasoned adventurers alike -- though this doesn't make them less dangerous.
Tags: undead, humanoid, healing, vampire Tendencies: Spawn have usually mastered their uncontrolled bouts of hunger, only behaving in an outwardly feral manner if provoked, starved, or badly injured. Otherwise, they take pains to blend into their prey population. Tactics: When possible, Vampires will blend into the local population, only feeding from a place of impunity or anonymity. If forced into open conflict, they will prioritize the silencing of witnesses and prevention of escape in order to preserve their cover, if possible. Senses: darkvision 300ft. Strengths & WeaknessesSanguine. The Vampire regains +1 health when it deals damage to a creature that is Bleeding. The Vampire's maximum health is reduced by 3 each day it does not feed on blood. Vampiric Regeneration. If the Vampire is within 5ft. of a creature that takes Common Damage, it regains 1d4 Health. Ardent Weakness. If the Vampire would take Ardent Damage, that effect deals the maximum possible damage. ActionsCombo Attack: the Vampire makes two Slash attacks as part of the same action.
Slash. (Melee attack, 5ft. range, 1 target, +4 bonus to hit). Deals 1d6 Slashing Damage + 1d4 Infernal Damage. If this attack deals 4 or more damage, the target gains 1 Round of Bleeding. Vampiric Bite. (Melee attack, 5ft. range, 1 target, +4 bonus to hit). Deals 2d6 Piercing Damage + 1d6 Infernal Damage. If this attack deals 6 or more damage, the Vampire regains half as much Health. Common Loot (GM's choice or Roll 1d4): 1. Nothing usable. | 2. Lesser Vampire Fang x2 | 3. 3d20 SP | 4. 3d20 GP |
VTT Tokens:
|
Zombie
Expected threat level: moderate (TL 11)
Raised either by deliberate spellcraft or by dark, corrupting forces in a region, zombies are shambling, rotting corpses that have little aim or reason beyond the desire to consume living flesh.
Raised either by deliberate spellcraft or by dark, corrupting forces in a region, zombies are shambling, rotting corpses that have little aim or reason beyond the desire to consume living flesh.
Tags: undead, humanoid, zombie Tendencies: aimless, will attack the closest detected living creature in most direct manner available. Will ignore other undead or constructs unless threatened. Will move to investigate sources of noise or motion. Tactics: zombies do not employ tactics more elaborate than attempting to kill and consume the nearest living thing they perceive. Senses: darkvision 30ft., hearing 300ft., other perception 60ft. Strengths & WeaknessesArdent Weakness. If a Zombie would take Ardent damage, add +2d4 to the damage total. Undead Pyre. Zombies lose no health to Burning Damage. They may still be Ignited. If they are, they deal an additional 1d6 Burning Damage with each melee attack. A Zombie that has been Ignited for three turns is destroyed at the end of its third such turn. Infernal Resistance. If a Zombie would take any amount of Infernal Damage, reduce it to 1. ActionsCombo Attack: the Zombie makes two Slam attacks as part of the same action, or one Slam attack and a Bite.
Slam. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 1d4 Bludgeoning Damage. Bite. (Melee attack, 5ft. Range, 1 target. +2 to hit). Deals 1d6 Piercing Damage. On a hit, the Zombie may then take a free Grapple Action against the target. When a creature is Grappled by the Zombie, the Zombie cannot make Slam attacks, and may only Bite that target. Bite attacks are made with an additional +3 to hit, and deal an additional +2 Piercing Damage. ReactionsSlow Reflexes. Zombies cannot make Attacks of Opportunity. |
VTT Tokens:
|
minimal / low / moderate / high / severe / extreme / impossible