Revenant: Difference between revisions

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=Rank 1 - Zombie=
=Rank 1 - Zombie=
These shambling forms are slow and weak, but resilient to most forms of damage.


{{Main|Zombie}}
{{Main|Zombie}}
These shambling forms are slow and weak, but resilient to most forms of damage.


=Rank 2 - Skeleton=
=Rank 2 - Skeleton=

Revision as of 15:29, 20 February 2015

Revenants are disembodied planar spirits who can possess dead flesh animating them with dark purpose. Revenants have no love for the living, and enjoy nothing more than feeding on living flesh. Revenants are most often constructed by use of Sorcery. Because the magic which binds them to the flesh is controlled by their necromantic masters they must obey unfailingly. Their eyes glow with a colored light indicating the planar realm powering the corpse. Green for Stygia, Red for Pandemonium, Blue for Arcadia, and Gold for Aaru.

Template Bonuses

  • Immune to death magic, mind-controlling effects, poison, disease, and non-lethal damage.
  • Double Health from Trait Points
  • Destroyed if reduced to 0 Health
  • Mortal damage from Fire
  • Base Speed 5
  • +1 Health, +1 Attack for each Size category above Medium.

Rank 1 - Zombie

These shambling forms are slow and weak, but resilient to most forms of damage.

Rank 2 - Skeleton

These bony monstrosities retain something of their mortal skill, and are capable of wielding various weapons, shields, and armor.

Rank 3 - Ghoul

These hideous creatures have stretched skin over grotesquely deformed bones and brightly glowing eyes. Their hands are long and bony with savage claws and their mouths are filled with needlelike diseased teeth. Ghouls avoid using weapons, preferring to attack with their diseased claws and fangs.

Health: 8
Physical Defense: 4 (dodge)
Magic Defense: 0
Magic Resistance: 7d10
Attack: 6 (Claws or Bite)
Speed: 11
Initiative: +1
Special Qualities:
  • Wear Armor - Ghouls may be equipped with armor granting them a +1 Defense, and shields granting them a +1 Defense.
  • Ghoul Fever - On a successful natural attack roll 10d10 vs. Disease Resist. If Resist fails target suffers -2 to all skill rolls (including attacks and spellcasting checks) for one day. Regardless of how many Ghouls affect a single target, they may only suffer the penalty once. If the target succeeds in resisting, they may not be affected by Ghoul Fever for one day.

Rank 4 - Ghast

These deadly creatures are a more powerful and intelligent version of Ghouls, however instead of using diseased claws and bites, they exude a repulsive poisonous cloud of corruption. They revel in sickening, weakening, and eventually devouring their targets. They are even more capable than Ghouls in taking orders and acting them out intelligently.

Health: 12
Physical Defense: 5 (4 dodge, 1 natural armor)
Magic Defense: 1
Magic Resistance: 7d10
Attack: 8 (Claws)
Speed: 11
Initiative: +1
Special Qualities:
  • Wear Armor - Ghasts may be equipped with armor granting them a +1 Defense, and shields granting them a +1 Defense.
  • Wield Weapons - Ghasts may wield weapons gaining a +1 Attack (1H melee), or +2 Attack (2H melee), or converting their base attack to ranged (2H bow).
  • Stench Cloud - The stink of death and corruption surrounding Ghasts is a poisonous fog. Against living creatures within 5 yards roll 12d10 vs. Poison Resistance. If they fail to resist, while they are inside the cloud they suffer -2 to all skill rolls (including attack rolls and spellcasting checks) and each round a target who needs to breathe ends inside the fog they suffer 1 non-lethal damage. Regardless of how many Ghasts stench clouds affect a single target, they only need to make one resist roll, and may only suffer the penalty and damage once per round.

Rank 5 - Wight

These powerful and cunning enemies are the bane of the living, seeking to fulfill their masters wishes cleverly and directly. Often acting as commanders of other Revenants, the Wight’s draining touch is a powerful asset to their arsenal but they use it cautiously, preferring to use ranged weapons, or surround a target to maximize their chances of draining their life force.

Health: 16
Physical Defense: 5 (4 dodge, 1 natural armor)
Magic Defense: 2
Magic Resistance: 7d10
Attack: 10 (Claws)
Speed: 11
Initiative: +2
Special Qualities:
  • Wear Armor - Wights may be equipped with armor granting them a +1 Defense, and shields granting them a +1 Defense.
  • Wield Weapons - Wights may wield weapons gaining a +1 Attack (1H melee), or +2 Attack (2H melee), or converting their base attack to ranged (2H bow).
  • Draining Touch - On a successful natural attack roll 14d10 vs. Magic Resist. If the Resist fails the Wight regains Health equal to the damage the attack inflicted and target suffers additional non-lethal damage equal to the number of successes the Wight’s drain beat the resist by. Additionally a target failing to resist the drain suffers a -5 penalty to speed for 3 rounds.