Specter

Level 1 Band Hexer
Undead EV 3
Stamina 10 Immunity corruption 1, poison 1
Speed 5 (fly, hover) Size 1M / Stability 1
Free Strike 1

Might

-5

Agility

1

Reason

0

Intuition

0

Presence

2

Decaying Touch 2d10 + 2

Magic, Melee, Strike Signature Action
Melee 1 One creature
≤11: 3 corruption damage;
P<0 weakened (save ends)
12—16: 4 corruption damage;
P<1 weakened (save ends)
17+: 5 corruption damage;
P<2 weakened (save ends)
2 Malice:

The potency of this ability increases by 1. A living creature killed by this ability becomes a specter who appears in the target’s space under the Director’s control.

Hidden Movement

Maneuver
Self Self
Effect:

The specter turns invisible, moves up to their speed, and becomes visible again.

Corruptive Phasing

The specter can move through other creatures and objects at normal speed. The first time in a round that the specter passes through a creature, that creature takes 2 corruption damage. The specter 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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