Ghost

Level 1 Leader
Undead EV 12
Stamina 80 Immunity corruption 3, poison 3
Speed 6 (fly, hover) Size 1M / Stability 1
Free Strike 4

Might

-2

Agility

2

Reason

0

Intuition

0

Presence

3

Heat Death 2d10 + 3

Magic, Ranged, Strike Signature Action
Ranged 5 Two creatures
≤11: 7 cold damage;
P<1 slowed (save ends)
12—16: 10 cold damage;
P<2 slowed (save ends)
17+: 13 cold damage;
P<3 slowed (save ends)
Effect:

The next strike made against the target has an edge.

Haunt

Ranged Maneuver
Ranged 8 Self or one incorporeal ally
Effect:

The target shifts up to their speed.

2 Malice:

The ghost chooses one additional target.

Shriek (1 Malice)

Magic Triggered Action
Melee 1 The triggering creature
A creature within distance targets the ghost with a strike.
Effect:

The ghost halves the incoming damage and the target takes 2 sonic damage.

Phantom Flow

Each incorporeal undead creature within 10 squares of the ghost ignores difficult terrain.

Paranormal Activity

Area, Magic Villain Action 1
5 burst Each size 1S or larger object in the burst
Effect:

Each target floats 1 square into the air and is pulled 5 squares toward the nearest enemy within 3 squares of them.

Spirited Away 2d10 + 2

Area, Magic Villain Action 2
5 burst Each enemy in the burst
≤11: P<1 levitated (EoT) (see effect) 12—16: P<2 levitated (EoT) 17+: P<3 levitated for the rest of the encounter
Effect:

A levitated target floats 1 square off the ground when they are first affected, then rises 1 square at the end of each of their turns. If a levitated target can’t already fly, they can fly but are slowed and weakened while flying in this way.

Awful Wail 2d10 + 3

Area, Magic Villain Action 3
5 burst Each enemy in the burst
≤11: 3 sonic damage 12—16: 5 sonic damage 17+: 8 sonic damage
Effect:

P<2 the target is reduced to 1 Stamina if they have 2 or more Stamina after taking damage.

Corruptive Phasing

The ghost can move through other creatures and objects at normal speed. The first time in a round that the ghost passes through a creature, that creature takes 2 corruption damage. The ghost doesn’t take damage from being force moved into objects.

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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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