Here is a start for a couple of undead enemies for all to use and modify as they please! More will be added in due time, as it goes higher in the legion’s hierarchy.
UPDATE MAY 16TH 2017: Just adapted the format to the one shown in the character creation section on the website. I find it is much easier to read. Plus, Writing the NPC concept before the actual stats helps to adapt the system to the NPC’s abilities rather than the other way around.
Skeleton scout (Level 1)
This is the Legion’s weakest member. Most of the time, they would only be found in the wild, looking for intruders. In some cases, they might announce the arrival of the larger army.
Strategy: Pretty useless on their own, they are mainly found in groups. The melee skeletons go in front while the bowmen pick off their adversaries from afar.
Attributes: Agility 3 (1d8), Might 3 (1d8), Fortitude 3 (1d8)
Defenses: Guard 14, Toughness 12, Resolve 10
HP: 14
Speed: 30’
Feats: Bane Focus (Persistent damage), Attack Specialization (Club or spear), Energy resistance I (Cold)
Favored Actions:
- Club or spear (damaging attack) - Might vs Guard, advantage 1
- Shortbow (damaging attack)- Agility vs Guard
-
_Bleed_ (inflict _Persistent damage_) - Agility vs Guard, advantage 2
##Skeleton warrior (Level 2)
They used to repel wave after wave of barbarians from the North, thanks to their magnificient shield walls. Now? They serve their master in the afterlife.
Strategy: Exclusively melee fighters. They stay in line next to one another.
Attributes: Agility 3 (1d8), Might 5 (2d6), Fortitude 3 (1d8)
Defenses: Guard 18, Toughness 14, Resolve 12
HP: 18
Speed: 30’
Feats: Bane Focus (Knockdown), Armor Mastery I, Energy resistance I (Cold), Special (Shield wall)
Special: When in shield wall formation, all defend actions gain advantage 1
Favored Actions:
- War axe (damaging attack) - Might vs Guard
- Shield bash (inflicts knockdown) - Might vs Guard, advantage 2
##Skeletal gladiator (Level 3)
They were, at some point, the main attraction of prosperous cities. They now serve as bones of mayhem in a putrid army. Most of the time, simple warriors are not enough. The gladiator is then sent into the fray as a destructive force.
Strategy: It enters the battle trance and lunges into battle, facing every enemy it encounters. It is an opportunist. When it sees a possible kill, it takes it.
Attributes: Agility 4 (1d10), Might 5 (2d6), Fortitude 4 (1d10), Will 4 (1d10)
Defenses: Guard 18 (20 on Battle Trance), Toughness 16 (19 on Battle trance), Resolve 14 (17 on Battle Trance)
HP: 24
Speed: 35’
Feats: Battle Trance, Natural Defense II, Resilient, Energy resistance I (Cold)
Favored Actions:
- War axe (damaging attack) - Might vs Guard, advantage 1 on Battle Trance
- Javelin (damaging attack) - Agility vs Guard, advantage 1 on Battle Trance
- Enter the fray (Invoke Battle Trance) - Free action on turn
##Skeleton priest (Level 3)
Once revering ancient gods, they were killed then revived through by a then unknown force. Their power now comes from some sort of demon or fiend whom has swallowed their souls.
Strategy: By some unholy magic, this creature channels arcane forces to heal and aid its fellow undead, as well as hurting its foes. Its role is one of support for a bigger group, without really commanding anyone.
Attributes: Might 3 (1d8), Fortitude 3 (1d8), Will 5 (2d6), Entropy 5 (2d6), Creation 4 (1d10)
Defenses: Toughness 12, Guard 14, Resolve 15
HP: 16
Speed: 30’
Feats: Boon Focus I (Heal), Bane Focus I (Sickened), Potent Bane (Sickened),
Energy resistance I (Cold)
Favored Actions:
- Rotting ray (inflict sickened) - Entropy vs Toughness, advantage 2
- Staff of death (damaging attack – Entropy vs Toughness
- Replenish health (invoke heal ) - Creation vs 12-18 (PL 1-4)
##Ice Wraiths (Level 3)
They’re not part of the legion per se, instead they simply aren’t hostile towards the other undead. However, be it a group of travelers or a well-trained regiment, few are those who encountered their cry in a middle of a raging blizzard and could live to tell it.
Strategy: They’ll usually be found alone or in pairs. They usually start by inflicting fear on their enemies, then teleport around the battlefield to surprise and cut down their foe with their sharp ice claws.
Attributes: Influence 4 (1d10), Energy 4 (1d10), Movement 5 (2d6), Will 4 (1d10)
Defenses: Toughness 12, Guard, 14, Resolve 16
HP: 16
Speed: 30’
Feats: Energy resistance IV (Cold), Multi-Target Attack Specialist III (Area), Potent Bane (Fear), Immune to normal weapons (as in a sword w/out magical effects and such)
Favored Actions:
- Ice claws (Two damaging attacks) - Energy vs Guard
- Soul cry (Inflicts Fear) - Influence vs Resolve
- Blizzard move - Movement vs 16-20 (PL 3 or 5)
##Corrupted Stormlords (Level 4)
The stormlords were at some point amongst the protectors of the Legion’s realm. When the sickness came, their souls were all but lost.
Strategy: Staying in the back row, shoot spells and banes from afar, uses Ethereal to retreat. A big group of them would be pretty dangerous.
Attributes: Alteration 6 (1d10), Entropy 4 (1d10), Energy 6 (2d8), Protection 4 (1d10)
Defenses: Toughness 13, Guard 14, Resolve 18
HP: 16
Speed: 30’
Feats: Energy Resistance II (Cold), Multi-Target specialist IV (Area), Longshot
Favored Actions:
- Lightning Bolt (damaging attack) - Energy vs Guard
- Ice blast (damaging area attack) - Energy vs Guard
- Speechless (inflict silence) - Entropy vs Toughness
- Ethereal (invoke invisible) - Alteration vs 20-22 (PL 5-6)
- Dark wall (invoke barrier) - Protection vs 16-20 (PL 3 or 5)
##Spectral Tribunii (Level 5)
«Our army is half dead. All that is left at the palace is 30 men with Tribunii Marcus. I’ve seen him hold lines with less than that, inspriring his soldiers to form unbreakable shieldwalls. A giant once kneeled to him, simply from a stare. But will it be enough to stop the sickness? I’ve never seen anything like it. It came from the cata…» - Last notes of Diocletius, Senator of the Legion.
Strategy: This high ranking officer leads the legions into battle. It’ll generally stay in the middle of a group of warriors inspriring them (as possible as it is with undead) to be more efficient in battle. If possible, it’ll try to demoralize its enemies.
Attributes: Might 6 (2d8), Fortitude 5 (2d6), Will 5 (2d6), Presence 6 (2d8)
Defenses: Toughness 16, Guard 20, Will 16
HP: 26
Speed: 30’
Feats: Boon focus III (Aura), Resilient
Special: When this creature dies, any remaining undead could lose formation and get a lowered guard or disadvantage on defense actions, in order to represent the loss of the officer.
Favored Actions:
- Dispatch orders (invoke aura (bolster PL 3) - Presence vs 22 (PL 6)
- Gladius strike (damaging attack) - Might vs Guard
- Intimidate (invoke Demoralized) - Presence vs Resolve
##Decaying giant (Level 6)
«By the gods, even the giants got infected. I remember when we used them as auxiliaries in the western plains. No siege engine could ever compare to them when taking down a wall. How many were there in the capital when in all went to hell? Eight? … What do I care. Doesn’t matter how many, I’ll fight anything that comes through the palace door.» Tribunii Marcus’ last notes (his actual last notes were lost when the palace crumbled)
Strategy: Throw big objects that hit multiple targets, kick and punch when up close and personnal.
Attributes: Agility 5 (2d6), Might 7 (2d10), Fortitude 5 (2d6)
Defenses: Toughness 21, Guard 18, Resolve 15
HP: 32
Speed: 40’
Feats: Attack specialization III (Smash), Multi-target Attack specialist II (Area), Resilient
Favored Actions:
- Smash (damaging attack) - Might vs Guard, advantage 3
- Throw (damaging area attack) - Agility vs Guard
- FEAR ME! (inflict Demoralized) - Might vs Resolve