Umbral Stalker

Level 1 Band Ambusher
Undead EV 3
Stamina 15 Immunity corruption 1, poison 1
Speed 7 (climb) Size 1M / Stability 1
Free Strike 2

Might

0

Agility

2

Reason

0

Intuition

0

Presence

1

Chilling Grasp 2d10 + 2

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

The umbral stalker shifts 2 before or after using this ability.

Freezing Dark (3 Malice) 2d10 + 2

Area, Magic Action
3 cube within 1 Each enemy in the cube
≤11: 2 cold damage 12—16: 3 cold damage 17+: 4 cold damage
Effect:

Until the end of the umbral stalker’s next turn, the area is concealed and blocks line of effect for all enemies.

Shadow Jump (1 Malice)

Free Maneuver
Effect:

The umbral stalker teleports to an unoccupied space in concealment within 10 squares.

Corruptive Phasing

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