Skeleton

Level 1 Band Artillery
Undead EV 3
Stamina 10 Immunity corruption 1, poison 1
Speed 5 Size 1M / Stability 0
Free Strike 2

Might

0

Agility

1

Reason

1

Intuition

0

Presence

-1

Bone Shards 2d10 + 2

Melee, Ranged, Strike, Weapon Signature Action
Melee 1 or Ranged 10 One creature or object
≤11: 4 damage 12—16: 6 damage 17+: 7 damage
Effect:

Until the start of the skeleton’s next turn, the target takes 2 damage the first time they move on their turn.

Bone Spur (2 Malice) 2d10 + 2

Area, Weapon Maneuver
1 burst Each enemy in the burst
≤11: 1 damage;
M<0 bleeding (save ends)
12—16: 2 damage;
M<1 bleeding (save ends)
17+: 3 damage;
M<2 bleeding (save ends)
Effect:

Each target has a bane on their next strike.

Arise

The first time the skeleton is reduced to Stamina 0 by damage that isn’t fire damage or holy damage and their body isn’t destroyed, they regain half their Stamina and fall prone.

Report Issue

You must be logged in to report an issue.

Log in
  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.

    Report Issue

    You must be logged in to report an issue.

    Log in