Flesh Mournling

Level 4 Band Defender
Undead EV 6
Stamina 35 Immunity corruption 4, poison 4
Speed 6 Size 2 / Stability 2
Free Strike 2

Might

3

Agility

1

Reason

0

Intuition

2

Presence

-1

Multiarm Strike 2d10 + 3

Melee, Strike, Weapon Signature Action
Melee 2 1 creature or object
≤11: 5 damage 12—16: 7 damage 17+: 9 damage
Effect:

The target can’t shift away from the mournling until the end of their turn.

1 Malice:

The mournling targets an additional creature.

Horrid Wail 2d10 + 3

Area, Magic Action
5 burst all enemies in the burst
≤11: 2 psychic damage 12—16: 3 psychic damage;
I<2 frightened (save ends)
17+: 4 psychic damage;
I<3 frightened (save ends)
Effect:

If a target is still frightened by this ability at the end of the encounter, they cannot take a respite activity during their next respite.

Immutable Form

The mournling’s shape can’t change via any external effects.

Arise

The first time in an encounter that the mournling is reduced to 0 Stamina with non-fire/non-holy damage and their body isn’t destroyed, they regain half their Stamina and fall prone.

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  1. Undead Malice


    1. Paranormal Fling

      3 Malice
      1. Up to three objects on the encounter map that aren’t held or tethered to the ground float 1 square off the ground. Each object is then pulled 5 squares toward the nearest enemy within 3 squares of the object.

    2. Abyssal Rift

      5 Malice
      1. Ravenous and rotting undead arms burst forth from 9 connected squares of a vertical or horizontal surface. A creature who ends their turn adjacent to an affected square makes an Agility test.

      2. ≤11: 5 damage;
        restrained (save ends)
        12—16: 5 damage;
        restrained (EoT)
        17+: 5 damage
      3. A creature who starts their turn restrained by the arms takes 1d6 damage.

    3. Dread March

      7 Malice
      1. Each undead creature in the encounter moves up to their speed and makes a free strike. If an undead creature is reduced to Stamina 0 during this dread march, they don’t die until their movement and attacks are resolved.

    4. Intensity Tally

      1. At the end of each round, keep an intensity tally of the number of living heroes not adjacent to one or more undead creatures. When the tally reaches the number of heroes in the encounter, you can spend malice to activate the following feature.

        Ravenous Horde (3 Malice) Each living hero in the encounter is beset by two winded rotting zombies who burst out of unoccupied spaces 4 squares away. The number of rotting zombies increases to three per hero when three or fewer heroes remain alive in the encounter. The intensity tally resets to 0.

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  2. Undead Malice (Level 4+)


    1. Prior Malice Features

      X Malice
      1. The undead activates a malice feature available to undead level 3 or lower.

    2. Blood Hunger

      5 Malice
      1. As a part of the next signature action used on a bleeding creature, all undead creatures within 5 can move up to their speed and make a free strike on the same target.

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