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0 Wight 12 Wight 0 Mummy 12 Mummy

STRAIN WOUND STRAIN WOUND


Rival Rival Rival Rival

Br 3 5 Talents: Br 4 5 Talents: None.


• Swift: Does not perform additional maneuvers Abilities:
Ag 2 3 to move through difficult terrain. Ag 1 0 • Death Sight: Suffers no Perception penalties at
Abilities: night or in total darkness.
Int 2 2 Int 2 0 • Undead: Immune to poison, disease, and sleep,
• Death Sight: An undead suffers no Perception
Cu 2 0 penalties at night or in total darkness. Cu 2 0 and needs no air, water, or food to survive.
• Slow Moving: A mummy can spend no more
• Undead: Immune to poison, disease, and sleep,
WP 3 1 WP 3 1 than one maneuver per turn to move.
and needs no air, water, or food to survive.
• Embalmed Toughness: Mummies are immune to
Pr 2 • Life Drain: Each time a target is wounded by a Pr 1 piercing weapons, and double their soak against all
wight, it must make a Hard( ) Resilience other non-magical weapons. They take normal
4LJMMT check or have its Wound and Strain thresholds 4LJMMT
Athletics(1):  Melee Light(3):  damage from fire, magical weapons, and spells.
reduced by 2 until the next sunrise. If either Brawl(2):  Melee Light(3): 
Perception(2):  Vigilance(2):  Resilience(3):  Vigilance(3):  • Mummy’s Curse: A living creature struck by a
threshold is reduced to zero, the target dies. It mummy’s fist attack must make a Hard( )
will rise as a zombie under the control of its Resilience check. If failed, reduce wound and strain
killer at the next nightfall. 8FBQPOT thresholds by 4, and subtract one from all ability
8FBQPOT
Sword: Melee Light; Dmg 6; CR 2; Range • Sunlight Vulnerability: A wight exposed to Fist: Brawl; Dmg 8; CR 3; Range (Engaged); checks. They must repeat this check each day (with
Engaged); Defensive 1) natural sunlight suffers 2 Wounds per turn until Concussive 1, Knockdown the same result for failure) until they succeed, or are
Shield:Melee Light;Dmg 3;CR 6;Range(Engaged) it is out of the sunlight. If reduced to zero Incapacitated (at which point they die and turn to
Defensive1;Deflection 1; Inaccurate 1;Knockdown Wounds, it collapses into dust. dust).Hard( ) Divine check breaks curse.
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0 Zombie 4 Zombie 0 Ghoul 6 Ghoul


STRAIN WOUND STRAIN WOUND
Minion Minion Minion Minion

Br 2 3 Talents: Br 2 3 Talents:
None. None.
Ag 1 0 Ag 2 0

Int 1 0 Abilities: Int 1 0 Abilities:


• Undead: Immune to poison, disease, and sleep, • Death Sight: An undead suffers no Perception
Cu 1 0 and needs no air, water, or food to survive. Cu 2 0 penalties at night or in total darkness.
• Mindless: A zombie is immune to any • Undead: Immune to poison, disease, and sleep,
WP 1 1 WP 1 1
mind-affecting ability or skill. and needs no air, water, or food to survive.
Pr 1 Pr 1 • Paralyzing Touch: A living target hit by a
Ghoul's claws must make an Average( )
4LJMMT 4LJMMT Resilience check. If it fails, it is staggered until
Brawl Vigilance Athletics Brawl
the end of its next turn. At the end of each of its
turns, it may attempt another Average( )
Resilience check to escape the effect. Divine
8FBQPOT 8FBQPOT Healing may also undo the effect.
Bite: Brawl; Dmg 4; CR 4; Range (Engaged); Bite: Brawl; Dmg 5; CR 4; Range (Engaged);
Vicious 1. Vicious 1.
Claws: Brawl; Dmg 3; CR 5; Range (Engaged). Filthy Claws: Brawl; Dmg 5; CR 4; Range
(Engaged); Special.
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